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Unfortunately it might be something I cannot fix. I'm using KCSG module of the framework and read somewhere that's it's not actively developed (I might be wrong but the last major commit on it was two months ago). I remeber in my playthrough I also encountered bugged quest generations using this system.
To fully fix it I would probably need to scrap the whole system for my quests and do it again using vanilla game prefabs (they look great, but it's hard for me to figure out and there's no documentation on them).
In the meantime I fixed some of the glitter quests spawning without a proper power supply, will push update soon ;)
If such a thing is possible (I never modded rimworld besides a very simple craftable neutroamine mod way way way back and forgot all about it since), perhaps you can manage it in the mod options -- add a button "Debug quest maps" that will convert all deep ocean to some other terrain type (sand or dirt) for the quest map (assuming you can identify the quest map for such a function?).
Not sure, just throwing some ideas around. That way even a very regular user without dev mode enabled can have a fix. Just "Ah right, read about that in the description, just go to mod options and hit that FIX! button" :)
Thanks for all the work.