RimWorld

RimWorld

Vanilla Quests Expanded - The Generator
467 Comments
salt_babe 9 hours ago 
I made a patch that make you build ARC on a Gravship.
Can't wait to play it myself.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3524903134&searchtext=
Javik 12 Jul @ 9:57am 
do even the non-geothermal versions require a geyser?
M 11 Jul @ 5:37pm 
It requires a geyser lol it explains in the mod description mate :D

It is a nice mod however a lot of things to right-click study in the second quest, and for some reason it would not let me build the first wood upgrade for the ARC? I don't believe it threw an error, does it fail if a regular colonist without ARC study tries building it or something lol. Thanks for the great mods, cheers
Daniel231154 11 Jul @ 11:16am 
is there any way to get this onto a gravship? and if not do you have any plans to do so
salt_babe 10 Jul @ 9:56am 
Can people Dev spawn a steam geyser on the Gravship?
Building and developing an ARC on the Gravship will be fun.
salt_babe 9 Jul @ 8:42pm 
Yes! 1.6 Perfect mod for Odyssey
Azerbaijan_Technology 9 Jul @ 8:22pm 
This is cool and all, but is there a point for so much power? There doesn't seem to be a way to use so much power.
_Exusiai_ 6 Jul @ 6:42pm 
this mod is definitely not inspired by the game frostpunk and has no references to it and whatsoever lol
Levahka007 5 Jul @ 2:20am 
hell yeah, now i can put kids in a coal mine and make sawdust meals
isalcaruz 5 Jul @ 12:55am 
A question, during the battle against the tribals in the 3rd mission the terminal was destroyed and I failed the mission, does another mission appear later? Either from scratch or continuing that one, or is that line of missions lost forever?
Legion 3 Jul @ 2:48pm 
Has anyone else had an issue where trying to enter the bunker map results in an instant quest fail and losing all pawns who entered?
Mrassassin12 29 Jun @ 11:08am 
I love that Art and mod itself its a nod toward Frostpunk 1 and its DLC where you build a generator from ground up before the Endless winter comes.
Sarg Bjornson  [author] 28 Jun @ 9:28am 
The nuclear ARC can generate more than 1 M

Personally, I think this is one of our coolest mods.
Shimmer 28 Jun @ 8:51am 
This is probably the weakest VE mod I've played thus far just because of how awfully tedious it is for a reward that ultimately doesn't feel up to par with the effort required.

You need to do 4 quests, which spawn really far away from your colony (that means, if you do not have vehicles, a months long caravan journey), and are required to find the proprietary rare uncraftable (and in my experience - unbuyable) components.

Once you start making the reactor, it's a really slow process, you need to spend genuine years to reach the 'sexy' rewards - You want a nuclear ARC generator? Well first you need to upgrade the arc to a wood burner... Then a chemfuel burner...

Then do another quest... And then you finally get to play with a nuclear arc.

There is a foundation here that is cool, but as it stands, good stars above is the entire process really tedious and boring. It's outdone by VE's power modules for 1/8th of the hassle, just space inefficient. It should be Rimatomics powers output.
Balthie 28 Jun @ 3:37am 
Anyone know why my game is crashing when trying to enter the ARC industrial complex site? Its only this site that is doing it and its rather annoying.
Sarg Bjornson  [author] 25 Jun @ 11:08pm 
They are hidden
titanatora 25 Jun @ 3:46pm 
On further review- If I type VQE into the devmode search bar it will show every single item except for the actual ARC. I can even summon in the prototypes to try and study, but not the actual device. This is more of a question to anyone in the comments who happens to be reading- Is it POSSIBLE to even spawn in the arc or did the modders somehow hide something from DEVMODE?
titanatora 25 Jun @ 3:38pm 
Can you complete the questchain via devmode to unlock the generator in the architect menu? Or alternatively, what would be the item ID to just spawn one in entirely via devmode? I genuinely prefer the part of this mod where you actually *have a generator to upgrade*, I don't care about spoilers.
lostormisplaced 20 Jun @ 8:53am 
@Advanced Component Love the user name and picture
JustSomeGoblin 19 Jun @ 5:56pm 
@zoroththeawesome only if you have VE Temperature active
zoroththeawesome 17 Jun @ 4:30pm 
so... does it generate heat like frostpunk for a cool winter base or does it just do power?
Simplyoranges1.0 15 Jun @ 3:50pm 
update: figured it out, you gotta keep upgrading it, once you reach a point, then you can fork off into different variants.

in other words, i was a bit slow (mostly impatient)
Simplyoranges1.0 15 Jun @ 3:39pm 
i dont have the chemfuel arc at all.

non other arc has popped up for me, other than the Wood fire one.
Sarg Bjornson  [author] 14 Jun @ 10:56pm 
Well, do you have a max rank chemfuel ARC?
Simplyoranges1.0 14 Jun @ 4:52pm 
ive been playing with this mod for a while, and despite doing the quest for them, i cannot build (nor spawn) the geothermal or nuclear ARC. Are you even supposed to build them? ive searched the mod's files to try to find the IDs for em (but i am tech stupid so no luck) and havent found them.

is it an error on my end? (no error fires for me to tell me) am i running an outdated version of the mod? or am i just slow?
xkuripuri 14 Jun @ 2:58pm 
@Sarg: I think I need to call my local Democracy Offi- no, wait, hang on, maybe the Inquisition...

@Vanyor: I had that thought. Or I had the smarter realization as I laid down to sleep - the ARC can't be symmetrical, but it doesn't mean the BUILDING its in couldn't be...
Vanyor 14 Jun @ 9:31am 
@Oskar Potocki @xkuripuri Thanks for the info! I'm also not a fan of the lack of symmetry (Looking at you @Sarg Bjornson) what I did a long time ago however was putting 4 geothermal with 1 tile of space from the center. (2 on top and 2 on bottom) so you still get a middle line in all 4 sides and a symmetrical bases.
wanglezt 14 Jun @ 8:41am 
Thank you VE team for a wonderful addition to the game.

I do have a question - I might be missing something in the mod settings, but is there a way to be notified when the ARC is ready for the next step, whether through a notification or letter?

Thanks in advance!
Sarg Bjornson  [author] 14 Jun @ 7:49am 
Reject symmetry, embrace chaos
xkuripuri 14 Jun @ 7:47am 
@Vanyor: You can just complete the first part of the quest chain, then turn on dev-mode, then god mode and it should show up in the Power menu to be built as long as you've done that first part. Just teleport to it to speed up your testing. Maybe make sure you deconstruct the one ruined ARC part.

After a long time, I've actually started enjoying this quest chain. I am slightly annoyed at the ARC being a 6x6, due to my playing 275x275, meaning it can't be centered on the map... but it does share that curse with the geothermal generator, so...
Oskar Potocki  [author] 14 Jun @ 12:54am 
You need to complete the quest to unlock ARC for it to appear in architect menu.
Vanyor 13 Jun @ 7:04pm 
Btw, using Character Editor mod, I can put an ARC in my inventory pawn and place it in the world but that doesn't solve the issue.

Also gave the Arc inventor and Arc Inspector backgrounds and still nothing.
Vanyor 13 Jun @ 7:02pm 
Hello, thank you for the mod! I'm trying to use God Mode to spawn an ARC to test it but I can't find it on the menu. In fact, when I type "arc" the tab "power" should have been highlighted but there is nothing there (even with God Mode enabled).

I'm not sure but I have reasons to believe that I have a compatibility issue. Even building categories we don't have the technology to build will get highlighted even if we can't see it there.

Maybe I'm looking in the wrong place? Any help anyone can give me?

Is there a different way I can spawn it?
אופזדול 13 Jun @ 9:49am 
Great mod, but i thought that it will be somehow connected to the temperature. Ive made the whole scenario where temperature goes lower with time, and thought that when i would build this thing ( and upgrade ) it will produce heat. But got disappointed, when it worked as a normal generator atp. My fault, but i didnt want to read about mod a lot in order to not get any spoilers about quests and etc. Like the whole theme of the mod about low temperatures and when you get to build this thing it does nothing. Overall, really great mod, i enjoyed going though quests and stuff, but i was expecting something different.

PS: it even looks like from the FrostPunk, maybe thats why i got confused
Ambrosse 13 Jun @ 5:55am 
Sounds good. How would something like this be corrected or is the game a wash at this point?
Sarg Bjornson  [author] 12 Jun @ 11:00pm 
It's not a conflict in this case, it's some error on the logic in the code
Ambrosse 12 Jun @ 7:13pm 
Hello, me again.

So I tested it all out with the following steps.
- I removed all my mods other than this and the Character editor.
- I started a new file and used Dev mode and the Character editor to get to the quest where I could get the "Tinkerer" and had them test it. It worked.
- I slowly added the mods back in until they were all back into it and it continues to work on each attempt.
- I go back to my original save, same error that I need to target Advanced Components, even though I am.
- I start a new game and do my test, it works.
- I go back to my original save and spawn a new Advanced component, same error.
- Create an advanced component in Dev mode and test it, same error.

I am really willing to help figure this out as I have already spent WAY too many hours getting the tinkerer on Tribal start, I really don't want to restart on this.
Guineatown20806 11 Jun @ 3:06pm 
Currently stuck on the Forgotten Structure part of the quest chain. For whatever reason Rimworld just crashes shortly after I enter the map. I am not sure if this is caused by Geological Landforms or not as it sometimes tells me in visual exeptions that it and VE Framework along with Map Preview are the cause, but this time it just said "Scatterer Verse.GenStep_ScatterThings could not find cell to generate at." without mentioning anything in visual exeption. I am seriously confused on what is causing this.
Ambrosse 11 Jun @ 11:15am 
@Sarg
No, I am doing tribal and haven't even researched electricity yet.
Sarg Bjornson  [author] 11 Jun @ 10:59am 
@Ambrosse: Is there a hidden power conduit in that tile? It's a known bug
Ambrosse 11 Jun @ 10:57am 
Anyone know why I would get getting the error message after I tried to make an ARC Component saying I need to target Advanced Components when I am?

I figured it might be a Mod conflict but I don't have anything really installed that would cause that. Anyone have any thoughts? If it is a mod conflict, anyone know what one it could be? Thanks.
Zaudirsha 6 Jun @ 8:26am 
Would love to look at the bug reports to see if anyone is having the same issue I am.
For reference: The issue I seem to be having is the quest not triggering at all like the game doesn't register the mod as active even though I know it is active and loaded.
CursedByLight 28 May @ 10:22am 
If "routes" existed from the exploration expanded stuff, it would be really neat if you could choose or unlock routes based on progress in these quest mods. After you get the arc generator, you could go wandering with a caravan looking for signs of other arc generator components. After you find the cryptoforge, you could go wandering trying to find smaller companion fleet ships for resources and more salvage opportunities or cold insectoids. Would be really fun to just travel the world map without a specific destination looking for trouble.
CursedByLight 28 May @ 10:06am 
I love it. The time between upgrades/quests to acquire more/the 5 day wait to MAYBE get an ARC component (I went 5 times in a row into a regular component) seems a little long compared to just how quickly I can upscale an industrial chemfuel generator block with chemfuel expanded, however. ESPECIALLY if you put off the quest without knowing better or devote a few colonist's next few quandrums to travel there by foot or even car. Otherwise really cool aspirational content we have building here. The exploration expanded stuff would be a real help, especially if you could choose your "route" with like a safer backroad route finding more gas stations with vehicle expanded cars or ancient danger style stuff, or a short more dangerous route (without actually changing your map path, just what events you run into and maybe your travel speed so you can choose your own risk and reward), among others.
Commissar Paradox 27 May @ 7:49pm 
Someone's been playing frostpunk...
wargentym 24 May @ 3:02am 
где каша из опилок?!:frosted:
DrGestalt 22 May @ 3:52pm 
Alright, thanks!
Sarg Bjornson  [author] 22 May @ 10:55am 
Yep
DrGestalt 22 May @ 10:06am 
Please someone tell me i had to deal with the inventor betrayal just once??
Autor Sgeonvile 16 May @ 4:50am 
there's something weird happens on my colonists, they only refuel my ARC only 25% or 50%, even I set the fuel level to max(uranium ARC), they still don't refuel it to full. And this happens without other mods' interfere. Is this a mod conflict or something else?