RimWorld

RimWorld

1,181 ratings
Vanilla Quests Expanded - The Generator
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Mod, 1.5, 1.6
File Size
Posted
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14.951 MB
20 Jan @ 11:19am
9 Jul @ 11:11am
8 Change Notes ( view )

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Vanilla Quests Expanded - The Generator

In 1 collection by Oskar Potocki
Vanilla Expanded
109 items
Description
[www.patreon.com]




Vanilla Quests Expanded is a brand new series of mods that aims to add some interesting quest chains to the game, encouraging world map travel and quest interactions in order to obtain powerful rewards. Ultimately, it allows us to add some really cool mechanics without making an entirely separate Vanilla Factions Expanded mod for them.
With this mod, you will be investigating a series of prototypes created by an elusive and mysterious inventor. ARC, which stands for Advanced Reactor Chamber, is a very powerful and upgradable power generation unit that can ultimately power your entire colony. It will become a very center of it, a monument to which you channel all your resources. It will reward you with nearly infinite energy, but the process of upgrading it is tricky, takes a lot of time, requires a lot of resources and for you to jump through many hoops.
At some point in the upgrading process, you will need to make a choice - whether you want to go nuclear, or geothermal. The choice is up to you, but it is a commitment.
And who knows, perhaps you will discover the resting place of the infamous Inventor?



We have tested the mod with a group of trusted testers, but in case any issues occur, please use Vanilla Bug Reporting Expanded google form to report them. We don't respond to bug reports in the comments and will remove them when we see them.

[forms.gle]



Graphics are created by Oskar Potocki.

Some ancient ruins graphics are created by Bread mo!

Code is done by Sarg Bjornson

Quest chain code by Taranchuk

Storyteller artwork by vitalii.

11 Bit Studio for the source of inspiration: Frostpunk.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Will you add more ARC generators?
A: Potentially! We have some ideas at VE, but we want to see how people enjoy the mod first. It should have plenty of content!

Q: Can I dev-trigger the quest chains somehow?
A: There is a button in the dev menu called View Quest Chains. It will allow you to view and trigger individual quests as well as auto-complete them. It can also tell you when the next quests will trigger.

Q: You’re adding 7 new quests. Won’t it dilute the quests I get?
A: No. We have made a brand new system decoupled from the storyteller. These quests are not taken into account by the storyteller and are triggered on timer and conditions instead. Once you meet the requirements for the quest, it will trigger after the internal timer ticks down.

Q: Does it work on existing saves?
A: Yes it does! The first quest should show up within 45 days of adding the mod.

Q: I have lost the special pawn. Any way to get him/her again?
A: No, Special characters are unique and they only exist in the quantity of 1. Just like you. Once they’re gone, they’re gone.

Q: Will you add more quest mods?
A: Yes! If you think it’s the right idea and you like this mod, make sure to leave a comment telling us so!

Q: Can I refuel the Chemfuel ARC with Vanilla Chemfuel Expanded pipes?
A: Sadly, no, we found no way to code it to allow it. I recommend placing a tap next to your ARC and colonists will automatically refuel the generator.

Q: Nobody maintains my ARCs!
A: Only characters who have studied the ancient ARC can maintain the new one. If they die, your ARC will inevitably fall into disrepair until somebody else studies an ancient ARC.

Q: The quest location spawned so far away!
A: Intended. The locations can spawn anywhere in the world. Not everything needs to happen around the player base, especially when rewards are so sexy.

Q: CE compatible?
A: No idea. Ask CE.






















468 Comments
salt_babe 3 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=
Invictus 4 hours ago 
Im having an issue where the second quest doesnt trigger after using the first research terminal. Also I cant investigate anything else in the first quest and dismantling the prototype only gives scrap. Is this a mod conflict or a bug?
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