RimWorld

RimWorld

Vanilla Aspirations Expanded
483 Comments
Sarg Bjornson  [author] 7 hours ago 
Not ours, no
Hades the King 7 hours ago 
hello i dont know if this is a va aspirations fix or a ferny mod fix but i get a red error on startup i think because of the VA aspiration getting confused on the names

here are my logs https://gist.github.com/HugsLibRecordKeeper/b5a8913e93b9f1df8e7a152c07dfbc8f

[Anomaly Fleshbeasts or Sarg Fleshbeasts?] Patch operation
Sarg Bjornson  [author] 24 Jul @ 1:39am 
We don't have enough time right now to post changelogs for every small bugfix. You can see the commits in our GitHub
Clover Schicksal 24 Jul @ 1:18am 
Forgive me if its a dumb question, but where can i see the change logs for this? (+Other Vanilla Expanded stuff). The Change Notes section seems to be an automated message with no real details. :sleepyjill:
Sarg Bjornson  [author] 23 Jul @ 11:07pm 
Anomaly specific aspirations only load if the DLC is there
Eric_Kei 23 Jul @ 4:36pm 
Is there a way to force each pawn to have five inspirations? I'd like them to have better chances of fulfilling four of them.

Also, one oddity: One of mine has an aspiration to consume a body part of a fleshbeast (or something similar), which I presume is from Anomaly - but I don't even have the DLC. I know how to disable that; are there any other Anom-specific ones I should turn off while I'm at it?
Sarg Bjornson  [author] 23 Jul @ 11:32am 
Will be fixed as soon as Oskar can push today's update
Zaximus 23 Jul @ 11:01am 
Could not resolve cross-reference to Verse.GeneDef named PsychicAbility_Deaf (wanter=invalidGenes)

Does this mod have a requirement that's not listed? I'm just using the vanilla expanded mods and the framework required.
Kaschey 22 Jul @ 4:34am 
@Boatmurdered, Just open the list of commands in devmode and type "asp" in the search bar - you'll immediately be shown two obvious options for adding and removing aspirations.
Boatmurdered 21 Jul @ 6:12am 
I love this mod so much even though I never really chased the aspirations it's always nice when they happen.

However for my latest playthrough I'm planning to do very specific ones, and I know you can change it through the dev mode, but is there actually a short guide on the commands that you use. I usually end up flailing around until I can find it.
Sarg Bjornson  [author] 19 Jul @ 11:18pm 
No, only the car from Tier 3 VVE
Insanity100% 19 Jul @ 12:05pm 
I'm having a problem with the "Ride in the classic car" aspiration. What vehicle even counts a classic car? I tried the Rolls Royce Silver Ghost from Alpha Vehicles - Early cars but it doesn't work
JleRstvie 14 Jul @ 5:24pm 
Real great ideas @The Atomic Option, i hope they will add some of them in the future
The Atomic Option 14 Jul @ 4:18pm 
I really like this mod, but one thing it's missing is an aspiration for every skill. There's the create legendary work for the crafter, but there should be things like:
"mine gold" for the miner,
"cook a lavish meal" for the cook,
"construct a monument" for construction (e.g. finish a construction quest),
"tame a thrumbo" for animals,
"harvest ambrosia" or "plant a bonsai" for plants,
"succeed as the negotiator at a peace talk" or "recruit someone from a hostile faction" for social,
"land a shot from 35 tiles" for shooting,
"research a spacer technology" or "find gold with the deep scanner" for intellectual
PetLoverSpy 14 Jul @ 7:20am 
A colonist I recruited has the aspiration to join the deserters, which I think should count as completed considering I took in the Chased Deserter early on in the game?

I adore this mod so much for bringing colonists to life even more, it makes me do a lot of weird stuff I normally wouldn't consider!
Sarg Bjornson  [author] 13 Jul @ 10:37am 
Only base game Bionic Spine
Gender Bender 13 Jul @ 10:36am 
for some reason giving my pawn advanced bionic spine from EPOE doesnt satisfy the get bionic spine aspiration. is it bugged or only bionic spine work for this aspiration
Naucetaaq 13 Jul @ 10:28am 
@moo Some Odyssey related content that overlaps with VE hasn't been fully accounted for in all the mods yet and will have to be corrected in future updates but most likely will sometime soon. I have similar issues with VE mods interacting with each other.
RandomHero 12 Jul @ 11:30am 
Not sure if it's intended, but I keep getting Aspiration messages in the top left that are auto-completed while randomizing starting colonists before the game starts. I guess it isn't really hurting anything.. Just seems weird. (iirc it is growing old and being married and having kids, etc, basically things that happen automatically through generating a new pawn)
moo 11 Jul @ 11:30pm 
Three XML errors in Aspirations_VAERoyal.xml

These animals do not exist in VAE-Royal Animals as thingdefs_races:

Could not resolve cross-reference to Verse.ThingDef named VAERoy_Peacock (wanter=thingDefsForRelation)
Could not resolve cross-reference to Verse.ThingDef named VAERoy_Quail (wanter=thingDefsForRelation)
Could not resolve cross-reference to Verse.ThingDef named VAERoy_Swan (wanter=thingDefsForRelation)
Amnaa 10 Jul @ 2:00am 
Can I create my own aspirations? Like, I want to taste thrumbo meat or I Want to achieve a 20 in a skill I'm passionate about. Or would compiling assemblies by necessary?
vortexhelios320 7 Jul @ 10:55am 
Oops, I meant Insector, not Insectoids 2.
vortexhelios320 7 Jul @ 10:52am 
Are there plans to integrate Insectoids 2 flight-giving gene(s) with the "Fly" aspiration?
Kaschey 4 Jul @ 4:06am 
@Ziyad, In the list of actions in dev mode, just type "aspiration" in the search bar and you'll see it.
Ziyad 3 Jul @ 11:34am 
Hello! How exactly do I change aspirations through dev mode? I don't see an option anywhere but I AM a total goober
Insanity100% 3 Jul @ 3:46am 
For some reason some aspirations like crafting a legendary quality item just don't trigger no matter how many legendary item the pawn makes...
Sarg Bjornson  [author] 27 Jun @ 7:23am 
Nope
-=JkJkLoL=- tk421storm 27 Jun @ 7:17am 
is it possible the aspirations are tied to home map in some way? I'm playing a nomad run of 1.5 in prep for 1.6 (abandoning and re-settling) and my colonists don't seem to have resolved any of the aspirations, even though they definitely have
Sarg Bjornson  [author] 25 Jun @ 1:27pm 
No, this is 100% intended. Pawns don't need to have realistic aspirations and they don't need to fulfill them. For example, I want to have sex with a supermodel
Stryyyder 25 Jun @ 1:15pm 
my pawn who's incapable of violence has the "kill someone" aspiration. is there some way around this (like killing second-hand through a mech or animal) or is it over for her
Moonshrooms 18 Jun @ 12:08pm 
Hi there! I was wondering if some aspirations were perhaps trait locked, since I never see them generate, and since some traits prevent certain aspirations. Like, I've never seen the aspiration Burn or Use Luciferium generate, are they restricted to only showing up on teetootaler or chemical interest pawns for example?
What counts as a flame weapon? Ive tried a few but they dont seem to unlock the aspiration. Do they actually need to be used against an enemy pawn?
Skrungii 5 Jun @ 9:09pm 
is there a dev mode command to force complete a particular aspiration for a pawn?
Sarg Bjornson  [author] 3 Jun @ 10:25pm 
No
Teamson 3 Jun @ 1:00pm 
can i disable this mod mid-run?
Sarg Bjornson  [author] 18 May @ 8:45am 
Yeah, no plans to tweak that, though
StockSounds 18 May @ 8:44am 
Oh and also Ideology stuff if ideoligions are turned off but the DLC itself is active.
StockSounds 18 May @ 8:32am 
Pawns can wish to destroy an insect hive even if the insect faction was removed from the world.
I'm not planning on making a formal bug report for this.
Fortirus 16 May @ 5:16pm 
Suggestion:
Make a mutation of arm to flesh whip from the Twisted obelisk anomaly count in aspirations "Get a tentacle" :lh_pray:
Maple38 9 May @ 12:14pm 
Can this be removed mid-save?
Sarg Bjornson  [author] 8 May @ 10:53pm 
Yeah, that's not a bug report, so I can't tell you anything
elec2ro 8 May @ 4:23pm 
Hey i just encountered this bug ( https://www.reddit.com/r/RimWorld/comments/opfejn/pressing_next_after_choosing_an_ideology_doesnt/ ) and to fix it i had to remove aspirations expanded from the mod list, the game worked fine after. Is this a known bug or is there anything i can change to play with this mod. I am running a couple other vanilla expanded mods with prepare carefully and visit settlements.
Sarg Bjornson  [author] 8 May @ 9:40am 
That'd basically require a new mod to be made from scratch
Maple38 8 May @ 8:33am 
Would be great if aspirations were based on some kind of conditions. I mean, I have a colonist who wants to create a legendary work… they have no passions related to crafting, artistic, or even construction, and about a 3 in each of those skills. Not only is it basically impossible, it doesn't really make any sense from a storytelling standpoint.
Sarg Bjornson  [author] 7 May @ 11:04pm 
The aspiration only cares if Anomaly is installed
Marqin 7 May @ 7:15pm 
Bug: I have anomaly events disabled, but my pawn still got aspiration "play with golden cube" which is not possible with anomaly events disabled... (disabled via the anomaly settings in AI storyteller)
Sarg Bjornson  [author] 6 May @ 11:21pm 
Well, without a proper bug report, what do you want me to say besides "it doesn't happen with only this mod"?

No, seriously, how do you think I can help?
BOYETCHLES 6 May @ 6:52pm 
Very helpful...
I did my due diligence by reading through to see what could be causing this problem, and made sure my situation doesn't fall under the stated known issues. You are the author here, considering how many people are commenting about issues with aspirations resetting on death, perhaps there's something else going on here? I have nothing that should conflict here.
Sarg Bjornson  [author] 4 May @ 10:52am 
Yes, another mod...
BOYETCHLES 4 May @ 10:46am 
I don't have the corpse info mod, or anything that (I think) would mess with corpses, yet I had a character's aspirations reset upon resurrection with a mech serum. Any idea the issue here?