RimWorld

RimWorld

Vanilla Quests Expanded - Deadlife
129 Comments
-[BSM]-Raff 12 hours ago 
So, has anyone found out how to trigger the song 115 during combat in this mod? /j
Top shelf mod as always, haven't noticed any bugs (despite my modlist being more of a modbook) and fun quest! as with all VQE quests be warned: if you make the world very large (as in generating more than the standard 30% of the planet) as I tend to do, you might need a vehicles mod, especially if you have islands or (somehow) separate continents. sooo... thanks Vehicles expanded, lol!
Oskar Potocki  [author] 23 hours ago 
Please report bugs properly using Google forms. Comments with bug reports are being ignored due to lack of necessary troubleshooting information.
Rex 11 Jul @ 8:19pm 
Heads up, something about this mod is making new traders dysfunctional. They spawn in without a ? mark and no pack animals. Disabling only this mod fixed it - you can read more details in the Rimworld server, a different user was also having this problem. This was reported in the thread:

"Trader Caravans have no cargo nor a question mark to initiate trade"

Thanks!
Dust 11 Jul @ 5:49pm 
Question about triggers: with this mod installed am I on a timer from the start, or just once the ICBM quest starts?
粉红战车 11 Jul @ 4:28pm 
I’ve encountered a strange issue. When I manually control a pawn to re-enter the bunker, they immediately leave the bunker on their own. I checked the "Enter Bunker" menu on the bunker stairs and couldn’t see my pawn listed there either. Then I randomly selected an item to send out of the bunker and canceled it immediately — after that, my pawn reappeared in the enter/exit bunker menu. I manually had the pawn leave the bunker, and then they appeared in the caravan formation menu again.

I suspect that the enter/exit bunker button on the bunker stairs causes the pawn to get stuck in a “currently entering/exiting the bunker” state, which prevents them from being visible in the caravan formation menu.
粉红战车 11 Jul @ 4:12pm 
I'm encountering a strange issue: characters who have entered a shelter cannot be selected in the caravan formation menu after leaving the shelter. I also can't manually send them off the map edge, because it requires using the caravan menu.
I'm not sure if this issue is caused by this mod, as there's no relevant information in the error log.
CoolBreeze_75 10 Jul @ 7:20pm 
good to know incompatibility with geneva checklist
asdzwcqxe 7 Jul @ 10:01pm 
Cannot be used with "Geneva Checklist" Map will be wrong
Hydromelon 7 Jul @ 2:59pm 
i also cant enter any silos, ive tried spawning them with dev mode and no matter what it wont let me go down
JustSomeGoblin 7 Jul @ 11:44am 
Any plans to add some of the props in this mod to VE props and decor? I would love to add some missile silos and those ancient vehicles to my base
skitaskata 6 Jul @ 11:00am 
cant enter any silo, game claims enterance to be blocked
Legion 5 Jul @ 11:15pm 
Has anyone else run into the ancient planning desk not appearing anywhere in the second silo?
AEBrush 4 Jul @ 7:35am 
Im sure there is a gizmo when clicking on the bunker exit to load pawns and loot and they will be taken out automatically.
Monk 3 Jul @ 7:17am 
I've also noticed in the bunker when the shamblers are brought back to life, they're in my faction and fight for me. Not complaining, because it saved me, but I don't think that's correct?
Monk 3 Jul @ 7:03am 
Does anyone have any tips for moving items out of the bunker other than manually making pawns pick them up? I've got a lot of stuff in a stockpile next to the stairs with no means of getting them out other than a lot of manual effort.
Barbatos 30 Jun @ 4:34pm 
For some reason the underground silos only generate a single room in the upper left corner, and no staircase. The mod was working perfectly on my previous world, so I don't know what's causing it. No errors either.
Whisper 30 Jun @ 11:25am 
One more thing I noticed is that the shambler hordes tend to clump together, so you end up 1-2 wandering megahordes instead of several regular hordes.
AldyDerg 30 Jun @ 6:21am 
To take all the loot out of the silo, instead of right clicking the stairs with a pawn, just normal click on the stairs and at the bottom it says "exit silo" , once there, you will have a menu similar to the caravan that will just take all the items out

I was having so many problems with this
Whisper 29 Jun @ 2:56pm 
Love everything about this mod. The only request I'd make is for the shambler hordes to leave behind some kind of ruin (Like when you abandon a tile. Doesn't need to be enterable, just a landmark on the map) so that we can visually see the destruction wrought by our failure.
Sarg Bjornson  [author] 29 Jun @ 10:52am 
Yes, my bad, I forgot to add it! This mod obviously needs Anomaly. Fix will be added to the 1.6 version once pushed
Caibel 29 Jun @ 10:34am 
@ratch Thanks, I ias trying forever to find out witch mod was causing the eror logs
Ratch 27 Jun @ 9:32pm 
Weirdly, RimPy doesn't see this mod's Anomaly Flag. been trying to run a ModPack by Samuel Streamer. RimPy saw 2 other Mods that required Anomaly assets but didn't see it for this mod. took uploading my HugsLib log and getting help on a Discord for them to point it out. Came here to point out the need for the Anomaly Req but you have it. I wonder why RimPy didn't see that.
Draciel 25 Jun @ 3:46pm 
is anyone else having trouble with the flares my pawns don't want to throw them
Enigmatic 25 Jun @ 3:29pm 
If you recruit the General, can you manually activate Operation: Deadlife yourself?
Oskar Potocki  [author] 25 Jun @ 3:53am 
Can't help you as you didn't submit a bug report.
LenixYor45 24 Jun @ 11:45pm 
Hi, I encouter a problem where I cant use silo staircase. it says "unable to enter silo staircase, destination is blocked". Thank you in advance
Gottesbrut 23 Jun @ 2:24am 
how do i get my stuff out of the bunker silo thing i cant get it out of there
YolographicSight® 22 Jun @ 10:35pm 
how do i trigger the shambeler hordes useing dev mode
Poised 22 Jun @ 5:46pm 
how do i close down the seperate map that is the bunker? Ive been unable to reform my caravan. TY in advance!
DisgracedDairy 22 Jun @ 1:06am 
@Cubile Oddity
It's the "Geneva Checklist" mod, which is bungling the level generation somehow.
Cubile Oddity 21 Jun @ 2:58pm 
i had a problem i openned the silo door at the surface but the generated map didn't have the low starcase and even only a bit of building with now natural wall arround here is the log https://gist.github.com/HugsLibRecordKeeper/277293d15a556c983a61e706651b3e10
KenBean 21 Jun @ 2:51pm 
Hey! I am playing with a lot of mods so it could be a nonissue that only affects my specific load order. But this quest mod specifically causes my game to crash upon loading defs. The log shows that it was unable to load any textures and then stops loading errors. Im not too sure what the issue is or why it prevents the game from loading any textures. I can send the dev log if youd like but i have so many mods it is very likely this isnt an issue affecting many other people. Just wanted to bring it to your attention that the other quest mods work, but this one specifically breaks my game. Thank you for making such great mods!
Sarg Bjornson  [author] 21 Jun @ 5:43am 
I thoroughly support them. I root for them and for their success
maron 21 Jun @ 3:39am 
support ce?
Sumatris 19 Jun @ 9:18am 
The General's cap doesn't show up in the clothing settings, making it impossible for pawns to wear it. The other parts of the general's outfit don't have this issue. Is this a bug or a feature?
none_nunn 19 Jun @ 7:08am 
goes well with Ancients Expanded to cut down on the time needed to prepare equipment, i wish the lore tie them together too if we ever get a ancients 2, hell having the general as a deathpall superhuman or superhuman zombies on the ICBM map would make a great finale
BobbyBrown 19 Jun @ 5:11am 
another great one guys, thanks. i know its pretty modern centered, but could you update to be compatible with your medieval mod?
exiledfreedom 18 Jun @ 4:50pm 
It would be nice if pawns with night vision give a small cone of light inside the lightless parts of the mod. Thank you for another awesome mod :)
DICK NUTS 18 Jun @ 8:16am 
any way to settle in to the bunker? it says i have no storage space even though i refurbished
Giorgio Dibitonto 17 Jun @ 8:53am 
This is probably you best quest mod ( in my opinion) and is amazing see how you guys improve over time.

The while designing is amazing, and I particularly like the fact that we can continue to get silo quest also after the final quest, this is important because make so that the mod content continue to stay alive also after the chain is completed. I suggest to keep this approach 🙂

Also the silos are very scary and cool to explore! 😨
I like anomaly and is nice see some mods for it!
Sarg Bjornson  [author] 17 Jun @ 7:45am 
Oh, THEY see, it's you that doesn't XD
Vartarhoz 17 Jun @ 7:22am 
I really hate the idea of tying darkness to players, I just felt stupid that I sent squad of colonists with "Dark Vision" yet I couldn't see map.
"They have a reflective layer behind the retina that amplifies their ability to see in the dark."
Dark Vision my ass :)
Octarin 17 Jun @ 5:07am 
ooooooh new VQE ... must haaaave... VQE... VQEEEEE.....
alonlystalker 17 Jun @ 3:38am 
I think whole "vanilla quests expanded" stuff is the best what happens to rimworld so far. I really like other vanilla expanded stuff, but also i think quests, especially with unique rewards is what this game need most. All the vanilla complex loot stuff is so useless, even with mods that increase quality of rewards you not want to loot them.
Oskar Potocki  [author] 16 Jun @ 9:32pm 
@Myphicbowser
Overthinking. It's a standard creepjoiner.
Nooctae 16 Jun @ 3:58pm 
I always love more content that makes Solar Pinhole even better. Silos too dark for you ? No they ain't !
Bosh 16 Jun @ 3:06pm 
I wonder if this will be a bugger to update to 1.6 or not
lostormisplaced 16 Jun @ 1:55pm 
Just finished the quest line, and I must say that ending quest is very well done and fun to play.
STEALTHY¥ 16 Jun @ 8:00am 
do you guys have any plans to do other vanilla race expanded mods? like for neanderthals
Myphicbowser 15 Jun @ 5:16pm 
After digging around some more, it looks like the ShamblerOverlord is just the def name for the ability to release a deadlife dust cloud, so I have to ask

Is the General SUPPOSED to be a unique shambler? Or am I overthinking this?