RimWorld

RimWorld

Story Framework - Missions & Objectives for your mod!
 This topic has been pinned, so it's probably important
Maxim  [developer] 16 Jun, 2018 @ 4:47pm
Suggestions - Do you want more options?
I can gladly add more specific options for all of the defs.
Post your ideas here!
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Showing 1-6 of 6 comments
[Obivion] 27 Jun, 2018 @ 9:59am 
Hello, I'm looking at doing a mission series that I will use as opposed to the research system to unlock some tech items. From the current wiki, it says buildings and things can be locked behind a mission, would it be possible to add growables to the list?

For example, complete mission, gain the ability to grow cheery tomatoes?
Maxim  [developer] 27 Jun, 2018 @ 10:20am 
That can be made possible!
Expect it to be part of the next update
[Obivion] 27 Jun, 2018 @ 2:01pm 
Amazing :D more quest plotting to do :D

The other thing I was thinking of is a conditional unlock during missions.
Example: "Evaluate new type of cloth material from muffalo wool"

1. Start mission - unlocks crafting of scrap muffalo cloth (from muffalo wool)
2. Stockpile 20 scrap muffalo cloth - removes crafting of muffalo cloth, unlocks craft scrap to fine
3. craft scrap cloth into fine muffalo cloth - unlocks fine muffalo cloth crafting, removes craft scrap to fine.

(probably a bad example, but its to be able to produce things during mission only, afterwards to be removed because its useless at that point. 2 recpies and 1 product from this chain is no longer required after the mission/quest is complete)
Maxim  [developer] 27 Jun, 2018 @ 3:00pm 
I think removing recipes is a bad practice, though the idea of unlocking recipes at the start of an objective sounds pretty good!
Instead of creating new direct recipes to the new material, why not keep the chain that is necessary for the material and add a completely different reward recipe, or spawn uncraftable/unobtainable reward items at the very end instead?
[Obivion] 27 Jun, 2018 @ 9:42pm 
ahh yes, I see the logic in that thinking on it. I'm drawing up some flow charts with my quests on with what can be done, hopefully I can finish it up for the weekend and get it uploaded. then post on your other link :D

Looking forwards to the next update with the extras, I can add those bits as I expand the quest lines.
Olyndra 21 Nov, 2018 @ 7:20pm 
So I have a question. I was wanting to make a custom quarry that unlocks new minables as you use it. For example, gathering dirt 20 times at the structure would expose stone (bad example, but gets the point across). Would that be possible with this mod? Also, does heavy use of this mod's functions cause any major performance issues? I've been planning to create a pretty big mod (it's only in the brainstorming phase) using this and would like to use it in as many aspects as possible. And one more question: does this have an in-game editor? If not, that's fine. Just wondering whether that's a thing or not.
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