RimWorld

RimWorld

Questing Meme
65 Comments
SirMashedPotato  [author] 6 Apr @ 12:37pm 
@King Doom, need a hugslib log made after one of those rituals.
King Doom 6 Apr @ 9:11am 
Had this mod for a long time and don't know if there's a conflict with something or what, but the rituals to generate quests just don't do anything anymore.
SirMashedPotato  [author] 23 Aug, 2024 @ 11:29am 
@securednul, I need very specific steps to replicate it, including the creation of your ideo. As I said previously, I wasn't able to replicate the error with a minimal mod list, and I'm not even sure I was doing the right thing to replicate it.
securednul 23 Aug, 2024 @ 2:30am 
Exception filling window for Verse.ImmediateWindow: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
[Ref 51B32E9B] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

was the string thrown when trying to use debug actions menu
securednul 23 Aug, 2024 @ 2:25am 
https://gist.github.com/HugsLibRecordKeeper/93db8fd9743396783f7193812021a7fc

was the mod list, no idea what the conflict was.
SirMashedPotato  [author] 21 Aug, 2024 @ 8:05pm 
@securednul, I'm going to need a lot more information, because I can't replicate that on a minimal modlist... not that I really even know what I'm trying to replicate.
securednul 21 Aug, 2024 @ 6:15pm 
For some reason this mod breaks the dev mode debug actions menu. With this mod installed it will not open, after removing it now works.
SirMashedPotato  [author] 4 Jun, 2024 @ 11:02am 
@mephi, none that I'm aware of.
mephi 3 Jun, 2024 @ 10:16am 
Does the mod have known conflicts with other mods? I have the mod, the ideology with the meme, I get the mood debuff for not accepting quests, but no mood buff and no development points when completing quests. No matter the source of quests.
DreamFree 27 Jul, 2023 @ 2:56pm 
The amount of things that ''should'' be in vanilla but are not.

Thanks for this mod.
SirMashedPotato  [author] 28 May, 2023 @ 9:21pm 
@Turambar, thanks! I'm hoping to give it a redo when updating for 1.5, as I'd like to separate the precept into multiple bits, but don't want to do that mid-1.4. So I'll see about making those changes then.
Turambar 23 May, 2023 @ 8:12am 
Geat meme, I have a lot of fun! But you should reduce development points gain, maybe reserve for completing a 2 stars+ quest. Also, I don't know if work sites count as quests, but they shouldn't (raiding and questing are two different philosophies imho).
handsomegrape 3 Dec, 2022 @ 10:48am 
So, yes? Ok, thank you, just what I needed then.
SirMashedPotato  [author] 3 Dec, 2022 @ 10:05am 
@handsomegrape, basically any quest.
handsomegrape 3 Dec, 2022 @ 9:04am 
What kind of quests does it discover, does it show things like lumber/mining camps of other factions that can be raided?
GhostLiner 1 Dec, 2022 @ 2:17pm 
Yes, good mod. Very good mod. Thank you ! Good art too.
Salamancer 24 Nov, 2022 @ 10:17pm 
@clayalien I for one, would love that! Playing an adventurer's guild faction would be great!
SirMashedPotato  [author] 10 Nov, 2022 @ 8:55am 
@clayalien, uploading it as your own mod, and setting this one as a dependancy, is fine. Feel free to post a link here once it's uploaded.
clayalien 10 Nov, 2022 @ 6:26am 
Hello! Apologies if this should have been a PM, no idea how to do so on Steam.
I've got a small tweak to this, adding a 'Heroes' meme, that grants access to the vanilla shooting/melee specialists in exchange for requiring a questing precept. It's mostly just a way to grant access to those in a balanced way, while keeping a mostly good aligned game.

What's the etiquette for sharing such a thing? Do I make my own mod and list yours as a dependency or submit a pull request to your github page?
SirMashedPotato  [author] 29 Oct, 2022 @ 4:35pm 
Should be fixed now, please make sure Steam updates the mod.
trmplays 29 Oct, 2022 @ 3:48pm 
im getting 20 development points from completing each quest, normal gains from other means.
SirMashedPotato  [author] 28 Oct, 2022 @ 1:04pm 
Well bugger. Have fun with those extra dev points for a bit then.
ageofemil 28 Oct, 2022 @ 5:16am 
The development point gain is bugged i get a random amount in between 4 to 6 when i complete any quest
Miradus 21 Sep, 2022 @ 4:07pm 
I like it! Need me some quest mods now.
SirMashedPotato  [author] 21 Sep, 2022 @ 2:10pm 
@Miradus, these, and mods that add more. [rimworldwiki.com]
Miradus 21 Sep, 2022 @ 6:27am 
Looks very interesting.

Where do these 'quests' come from? Mod? The generic 'rescue downed pawn' type?
"Hard Tack" Tom 6 Sep, 2022 @ 11:52am 
@ProfileName
did you read the mod description? It doesnt make you "accept *every* quest". Not by a long shot.
The first two settings - respected and honorable - dont even give debuff for letting a quest expire, Simply avoid picking 'Required' if you are worried about feeling forced to accept every quest out there.

But honestly, a -1 mood debuff is so infinitesimally small that even if you picked the required setting you'd hardly feel forced to accept every quest.

Hell As long as you complete 1 out of 4 quests offered you're still breaking even mood wise while getting free development points.
TaikaJamppa 3 Sep, 2022 @ 1:20pm 
Adding this and starting a new ideology *just to try this out.* Hopefully it doesn't conflict with any of my other mods, the list currently seems to work great ;)
Love the idea, very much.
Plus, I might consider playing the game for as long as possible, and building a ship, too, but actually leaving only after a few centuries... :steamhappy:
ProfileName 2 Sep, 2022 @ 7:00am 
I don't think one would like to accept *every* quest - I think there should be a restriction on which quests get counted and which do not.
e.g. Defecting from the Empire is not important, but can be done as wished - if you want to go against the Empire.
(uh oh! get murdered by ultratech!)

If the dev adds a feature involving your request, CorvusNare, I'd also assume there'd be a moodlet of 0 saying something along the lines of "We're not defectors" and a description of "(empire name) will prefer us working with them, I'm sure of it." for letting the "defect" quest vanish...
Silent Service 2 Sep, 2022 @ 5:06am 
what CorvusNare said
Irela Astora 1 Aug, 2022 @ 11:04pm 
I really love concept as a whole. The only feedback I could offer is maybe have one more tier past Required where the penalty for not accepting a quest is REALLY severe to force the player to accept every quest or suffer horribly, really make the player have to think hard if its worth accepting a quest that could wipe the colony or dealing with the mood debuffs. But then I am a bit of a hardcore rimworlder so that might not be for everyone. :)
SirMashedPotato  [author] 8 Jul, 2022 @ 7:49pm 
@Key WiteWolf, from memory you'll get the mood debuff once the quest expires.
Key WiteWolf 8 Jul, 2022 @ 7:44pm 
Just wanting to double check, since it's the one thing I didn't see in the description, but is there any kind of penalty for turning down a quest? I know one of the precepts has a penalty for leaving a quest unaccepted and letting it just expire, but what if you outright reject a quest?
trmplays 2 Jul, 2022 @ 10:13am 
the development points thing was smart, not enough ways in the game to get them imo
NuttyDrawls2014 2 Jul, 2022 @ 12:17am 
theres a pretty meme exquisite
Grimiskitty 1 Jul, 2022 @ 7:48pm 
yessssssssssssss I love quests and this, this makes me so happy
copperhead5858 30 Jun, 2022 @ 10:10pm 
memes, the DNA of the soul
SirMashedPotato  [author] 30 Jun, 2022 @ 3:30pm 
Thanks @dendroid101!
dendroid101 30 Jun, 2022 @ 11:40am 
awesome!
ShoelessBandit 29 Jun, 2022 @ 11:02pm 
the vanilla expanded mods add a lot of quests. like the ancients mod adds vault raiding quests and vikings adds ancient tombs and hunting dangerous animal quests
Kokorocodon 29 Jun, 2022 @ 9:32pm 
oh mah gawd ya so sussy UwU *pounces on you*
Devixian-Firehawk 29 Jun, 2022 @ 2:18pm 
MUST HAVE! GIMMEH!
Th3Eagle85NL 29 Jun, 2022 @ 5:56am 
Love it. doing these small quests is fun to me even if the colony doesn't really benefit from it. The extra moods bonus would be great!!

Should be.. core vanilla :)
SirMashedPotato  [author] 29 Jun, 2022 @ 2:03am 
Don't worry @MightyIcanis, Rick still hasn't figured out there's a world outside of Texas.

@Howdy Pardner, not bad suggestions, but probably a massive pain to implement.

And thanks to everyone, hope you all enjoy it.
Complete Casual 29 Jun, 2022 @ 1:51am 
ah, a reason to take all the minor quests! nice, ty :)
Mightylcanis 28 Jun, 2022 @ 11:44pm 
@Ranger Rick
Please don't make American English speakers look so ignorant. Honourable is the British English spelling.
Ranger Rick 28 Jun, 2022 @ 10:11pm 
@SirMashedPotato *Honorable
also best mod on workshop, gg my good sir. gg
Clunt the mighty warrior 28 Jun, 2022 @ 9:10am 
oooh this would be fun for a king arthur style knights of the round table faction
MILLI !!! 27 Jun, 2022 @ 5:11pm 
Awesome mod!
Howdy Pardner 27 Jun, 2022 @ 9:21am 
Since RNG can be BS sometimes, it would be nice for a ritual to reroll quests with a large cooldown. If the game doesn't let you code manual selection, it could be random non accepted quest or oldest non accepted quest in queue.

You could also add a tie in to RimQuest ,obligating you to pick a quest before the questgiver leaves the map. It might be a bit unfair if the questgiver dies or leaves, so I suggest light consequences if the trader leaves the map due to temperature or otherwise dies. Note, sometimes purchasable pawns are quest givers and buying them can remove the option to buy quests, so this could also be a situation where the player is excused of consequences.

Otherwise good job as is, you are legitimately expanding gameplay: :cozybethesda: