RimWorld

RimWorld

Settlement quests
177 Comments
IslandPotato  [author] 4 Jul @ 10:21am 
@BlueberryMuffin No idea, I have not tested. I will update when I can.
BlueberryMuffin 3 Jul @ 12:36pm 
Does this work fine with 1.6 or will it need an update?
Wraith_Magus 1 Jun @ 6:50am 
Well, I don't use HAR, I wasn't driving vehicles (I have the mod, but I don't have vehicles), and I have a permanent settlement. I do use a couple other mods that alter quests, like RimQuest (continued) and Orphanage and Daycare (adds quests involving caring for children), and some mods that alter factions with their own xenotypes, like Big and Small Simply Robots. https://pastebin.com/vvSsvbeP - Modlist if it helps, https://pastebin.com/33qjbCf9 - is player.log The last 1,600ish lines are from trying to get a quest at a Hypermedia settlement, and it repeats "Tried to calculate chance for mother with gender "Male"." about 500 times...
IslandPotato  [author] 1 Jun @ 1:05am 
I am sure there are other mods conflicts - those that drastically change factions or quests have a potential I guess, but apart from the above, I have found no obvious issues, and I have tried a LOT of mods with this.
IslandPotato  [author] 1 Jun @ 1:05am 
@Wraith_Magnus The freeze is part of it - unfortunately a limitation of base game.

I use this myself with every run, and the only issues I have ever encountered are:

- Some HAR races confusing the penalty that inflicts tiny amount of damage (as not a relevant body part type), but they work the rest of the time.

- When driving vehicles and asking for quests using Vehicle Framework - some work fine, some dupe quests, some don't allow any - I think because it sees Vehicles as strange pawns/technically two caravans and doesn't know how to process.

- Having no permanent settlement on the planet when asking for a quest. Whilst personally I would have loved this to be possible, to allow for true nomadic gameplay, it doesn't seem to be possible due to how base game generates quests.
Wraith_Magus 31 May @ 7:23pm 
I've also been having problems where no quests generate. I hit the gizmo to try to generate a quest, and it just freezes the game for 3 minutes before saying that I didn't find a quest or I take a relations penalty. (And I don't think freezing the game is really expected behavior, either...) I tried reloading half a dozen times each on four different factions, and never got a quest. I used to be able to get quests through this mod, and I haven't majorly changed out mods, but now it just always does this 3 minute lag and never gives a quest.
IslandPotato  [author] 25 May @ 7:48am 
Only other thing I can think of, is if you are using SOS2, that you have a base in space, and not on the planet. This could cause complications - would probably need a map tile on the world running for quests to generate properly.
IslandPotato  [author] 25 May @ 7:43am 
I cannot actually see an error in these logs though, so these are guesses at best. I would suggest removing limit quest pawns and rim calendar, and maybe changing World Tech level to not limit quests.
IslandPotato  [author] 25 May @ 7:43am 
@BlackFranky

So I looked through what you send, and the only things I can think of are:

- Did you use a vehicle when asking for a quest? Some vehicle mods can have issues with mod, it's a long term issue that I need to get sorted at some point when I have chance. I usually find this only duplicates quests though, rather than makes it impossible to generate

- The only real possible mod issues I can see are:
- Limit Quest Pawns, which may cause issues (doubt it)
- World Tech Level - which may be limiting what quests can generate, and for some reason
being overly strict. I am again not sure about this, but I know it does limit certain quests
firing. But I have used it with Settlement Quests a lot, and never encountered issues.
- Rimcalendar - have never seen or used that mod along side this mod, and seeing as it
seems to predict quests, it may be causing issues having a quest generate that it didn't
foresee.
BlackFranky 25 May @ 3:06am 
@IslandPotato I do have a settlement.
IslandPotato  [author] 24 May @ 1:25pm 
@BlackFranky Do you have a permanent settlement set up? This is usually the case when only the events work. By default, Rimworld won't generate 99% of quests without a permanent settlement - it's hardcoded it seems unfortunately.
BlackFranky 24 May @ 10:46am 
Hi, I can't get quests from any faction. I tested several settlements from different factions including the empire. I looked into the error logs and it seems the pawns for the quest are created without a faction and therefore the quest creation fails. The events where you don't get a quest do work (= there is a festival at the settlement so they don't have a quest for you).

https://gist.github.com/HugsLibRecordKeeper/f3168f422cfe2cc1b7e95c40c9a49d1c
IslandPotato  [author] 22 May @ 1:31am 
@ExpressVirus19 that is really strange...never encountered that one before. I don't think the quests differentiate between factions specifically, apart from to generate quests to be from that particular faction.

Do you have any other mods that change the empire specifically? You shouldn't need to have a title or anything, so unless something has drastically changed the way the faction functions/how they generate quests, I don't have a clue. If you can send my the log after you try asking for a quest, I will look to see if I can see anything obvious.
ExpressVirus19 21 May @ 9:47pm 
the empire keeps failing to generate a quest. every other faction is fine its just them. they arent even giving me quest alone
Darknote 31 Mar @ 11:01am 
Indeed, disappointing really, I can't even use the feature from that mod that allows quest givers to come via caravans, as most of the list of quests they give involve as you say, hostile action against some other faction. Oh well! The price we pay for peace.
IslandPotato  [author] 31 Mar @ 8:17am 
@Darknote Thanks for this.

It could reduce the amount of quests significantly, as it would do with normal quest generation. I imagine the only quests you will receive would involve manhunters, mechs or item requests. Most quests involve some form of hostile faction in some way.
Darknote 31 Mar @ 4:46am 
Ok, I think being at peace with everyone causes no quests to ever generate when requesting from settlements, except the Empire. An Empire settlement will always have quests to give (Though sometimes they involve mechanoids and I can't accept those, as I don't play with mechanoids on the first planet).
Darknote 30 Mar @ 7:47am 
@IslandPotato, I figured out finally why the quests weren't generating randomly into a playthrough, it was because I made peace with all factions! (With Friendly Hostile Factions mod). So, that's it. Though, it probably was a quest to destroy a hostile bandit camp then, as some quests do generate when you request them.
Mr_V4 23 Feb @ 5:41am 
@IslandPotato Thanks for info and I don't know what to reply with LOL
IslandPotato  [author] 19 Feb @ 5:14pm 
@5150 TSP drop is normal - limitation of the mod as descried in description

1. Do you have a permanent settlement when you ask for quest? The mod will only generate quests if you have at least one permanent base. This is a limitation of the vanilla game, quests just don't fire without a base.

2. Does it generate any sort of message when you don't get a quest, or is it just blank? Usually if it doesn't generate a quest, it will give a message why. There is a ~20% chance of failing to find a quest by default. If the mod works as intended, it will display a message. On occasion TPS is so extreme the message has disappeared before game catches up.

3. Does your caravan have a vehicle? I have had issues with some of the vehicle mods - specifically with the vehicle framework. Occasionally it generates two quests, and sometimes the vehicles stop quests generating at all. This is a bug that I really want to fix, but just have not had the time to rectify due to personal life etc.
5150 19 Feb @ 4:55pm 
https://gist.github.com/HugsLibRecordKeeper/50d0a506306d87a4bbcef564fc546941

Hello First of all, I apologize for the long mod list.

I have already reported this to the Multifloor mod, but I'm reporting it here as well just in case.

After creating a caravan and arriving at an outlander colony, pressing the quest button does not generate a quest, and TPS drops.
Mr_V4 2 Feb @ 10:01am 
@IslandPotato
https://gist.github.com/HugsLibRecordKeeper/314f0cc052556349b69286491527ec9b

Here you go I think I copied the right stuff from the dev console
IslandPotato  [author] 2 Feb @ 9:16am 
@Mr_V4ron If you can link the logs then I can have a look :)
Mr_V4 2 Feb @ 9:13am 
@IslandPotato Well for some reason it shows me errors I may be wrong with what I said but I can still look into that more properly
IslandPotato  [author] 2 Feb @ 9:07am 
@Mr_V4ron I use with geological land-forms all the time with this mod, and have no issues. Honestly I am not sure how this mod could affect either of those mods.
Mr_V4 2 Feb @ 8:51am 
Apparently this mod seems to cause trouble with geological landforms and map preview mod
IslandPotato  [author] 1 Feb @ 4:33pm 
@Pos 5 Ah sorry yes I see. Yes, it's part of the work around to make sure the quests are specific to the faction you ask a quest from. Thank you for testing this! I will add it to my 'Notes and Recommendations' for the mod :)
Pos 4/5 1 Feb @ 4:28pm 
Hi! Thanks for the quick reply. After struggling to get quests, I checked the code and noticed quest generation requires goodwill rewards from the target faction. In WorldObjectComp_SettlementQuest.cs, the key check is:

if (rewardChoice.choices.Any(x => x.rewards.Any(x => x is Reward_Goodwill goodwill && goodwill.faction == parent.Faction)))

This means quests are only added if they include goodwill rewards from the settlement's faction. Disabling goodwill rewards skips this check, causing generation to fail.

To test, I started a fresh save with only Harmony, DLCs, and your mod. Disallowing goodwill rewards always failed, while allowing them generated quests instantly via the action button.

I see why the faction check exists—quests from unrelated factions wouldn’t make sense. Temporarily enabling goodwill rewards fixed everything. Your mod has made the game way more enjoyable! Thanks for the mod—love the concept.
IslandPotato  [author] 1 Feb @ 2:47pm 
@Pos 5 I am not sure what you mean to be honest. You need to not be an enemy of a faction to get quests from them, to get a quest you don't need money or good will - it's just time restrictive.

There is a chance you can fail to find a quest, and a smaller chance in causing negative faction opinion of you, but aside from that goodwill has nothing to do with this mod.
Pos 4/5 1 Feb @ 1:46pm 
Just to make sure I'm understanding it correctly. This mod requires to allow goodwill reward to work, right?
[Z]ebra 5 Jan @ 12:18pm 
Yup, vehicles.
Curiously, there is a mod that lets you fulfill pawn kill/capture contracts. If captured pawn is seated in a vehicle, then fulfilling that capture contract will be completed, but that pawn will show up as still being in vehicle (when it's actually not - entering a map would display that that pawn is not inside). However, dismounting that pawn from the vehicle and only then fulfilling the contract will complete the contract with no errors.
I now wonder if dismounting pawns from vehicles and then getting the quest would actually spawn a quest.
IslandPotato  [author] 5 Jan @ 2:17am 
@[Z]ebra Have you vehicles in your caravan when trying to generate quests? As mentioned above, a few vehicles mods when part of the caravan cause issues - either doubling quests received, or in some instances failing quests mot of the time. This is an ongoing issue that I hope to rectify in the near future.
[Z]ebra 4 Jan @ 6:37pm 
Doesn't work for me. I do have a colony base, but every time I ask for a quest, only 10 days cooldown happens, or "failed to get quest".
IslandPotato  [author] 4 Jan @ 3:30am 
@captain fart It has been discontinued, but works fine. I still recommend it, as it has amazing potential for throughways. But the mod does have its limits like animals in caravans doing activities affects results etc.

It is also quite easy to patch to change rewards, time and % of success - so it's quite nice for patching for a tailor made playthrough.

Basically discontinued means it's unlikely to be updated again, but it still works with the current build :)

I will likely remove it from the list when it is no longer compatible with up to date rimworld
captain fart 2 Jan @ 8:03pm 
hi, i just visited the "caravan activities framework" mod page and saw that the recommended mod has been discontinued, at least for now. do you still recommended using it? i'm just curious if the framework is still working.
mkvltra 13 Dec, 2024 @ 9:15am 
I second the comment below me
Persia 9 Dec, 2024 @ 4:37am 
A compatibility with Visit Settlements would be awesome!
fallenscion 17 Nov, 2024 @ 4:17pm 
Love this mod - but it gives me an apparently-harmless red error on startup:

Error in Settlement quests, assembly name: SettlementQuests, method: WorldObjectComp_SettlementQuest:CaravanFight, exception: System.MissingMethodException: void (etc etc)
IslandPotato  [author] 16 Oct, 2024 @ 3:30am 
@MS1CS Thank you :) If it fails to find a quest, it should have a pop up which says so. I am assuming you have a permanent settlement when you ask for a quest? For it to suddenly stop working is a bit odd.

I would suggest sharing the dev log of the error, or trying to take a quest when in dev mode, and seeing if an error actually occurs.

Have the 6 tries been with different caravans? Or the same one? If the same one, possibly try settling and then make the caravan again and then try again.

If you could also share your mod list, it could narrow things down
MS1CS 15 Oct, 2024 @ 4:35pm 
Hello! I love your mod :) and I'm amazed you're still replying to people and helping troubleshoot! Just recently, I've had an issue where the quests aren't spawning. It's a little strange, since it was working fine until late game (on the archonexus quest 3/3, so game day 500+) and is now just... Not working. I click and get the expected lag spike, but no quest spawns, and neither does a message saying I failed to find a quest. This has been 6 or so in a row; going by your 20% estimated failure rate, that seems to be 0.0064% chance of happening. It's possible, albeit unlikely, but I'm confused because no message pops up at all. My modlist is fairly tame (maybe 20 total) and I haven't changed it since it was working previously. Is there any way I can troubleshoot?
IslandPotato  [author] 11 Oct, 2024 @ 1:57pm 
@nicolereganlarson92 Rewards are not affected. Not sure what you mean by 'also save game?'
nicolereganlarson92 9 Oct, 2024 @ 9:26pm 
also save game?
nicolereganlarson92 9 Oct, 2024 @ 9:26pm 
does this affect quest rewards?
kyoujouran 23 Sep, 2024 @ 12:48pm 
So I'm getting an interesting error wherein asking for a quest bugs out because the mod cannot resolve the 'Asker_factionName' field causing no quest to generate but also preventing a new question from being rolled. It can't seem to move on from this one bugged quest. I've linked my error log below in case it helps get to the bottom of this issue.
https://gist.github.com/HugsLibRecordKeeper/8fae4d39190eafb537acc3dc58af7d91
IslandPotato  [author] 8 Sep, 2024 @ 10:51pm 
@阿米 Please read the description - long load times are normal. It's the only way to make sure the quest is from the right faction and uses your caravan as a reference, rather than your base.
Mr Poisson 5 Sep, 2024 @ 2:21pm 
I no longer receive a quest when I ask for one : /
阿米 5 Sep, 2024 @ 9:51am 
sometimes it will be a long time loading for requesting the quest. I have to say I have installed a lot of mods so maybe there are some bug. but good mod owob
FleissigTozzen 12 Aug, 2024 @ 12:34pm 
Is this compatible with SRTS?
Darknote 28 Jul, 2024 @ 12:22am 
I posted the player log if it helps.
https://pastebin.com/n74xvjYD - Part 1
https://pastebin.com/rzgtFHTV - Part 2
Darknote 27 Jul, 2024 @ 10:57pm 
I do have a permanent settlement, yes! That's what I find weird, there is a small window where every time you request a quest from any settlement, you receive one, but then that week passes and no more quests for the next 4 years. I'm losing my mind