RimWorld

RimWorld

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Vanilla Quests Expanded - The Generator
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Mod, 1.5
File Size
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13.909 MB
20 Jan @ 11:19am
24 Feb @ 1:08pm
6 Change Notes ( view )

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Vanilla Quests Expanded - The Generator

In 1 collection by Oskar Potocki
Vanilla Expanded
107 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.






















376 Comments
Sarg Bjornson  [author] 21 Mar @ 12:11am 
He will only convert people he is friends with!
Hexacon 20 Mar @ 9:55pm 
Amazing mod, At first I didn't like the fact that the traitor event can convert half your colony into another ideology. But it grew on me, I like keeping ideology books around and having to do constant conversion rituals. This mass exodus forced me to try and Not capture & convert everyone.

Although I'd like to know if the Special Ideology roles are immune ? Mine didn't get converted but it could have been because of RNG. I hope they're immune to it though, as it would be annoying to lose a leader or a moral guide
nobot999 19 Mar @ 9:04pm 
I'm getting an error whenever whenever I try and open the quest chain devtool, and getting continuous errors popping up about trying to spawn null quest chains. It won't let me upload the error reports, but If you have somewhere that you would like me to post them, I would be more than happy to do so.
Seprious 18 Mar @ 11:34pm 
alright, I'll see if studying basic one will help. thank you
Oskar Potocki  [author] 18 Mar @ 4:26pm 
Then you know how to upgrade ARC to nuclear, but not how to craft the basic ARC. You need to study the basic one.
Seprious 18 Mar @ 3:57am 
I studied only nuclear one
Oskar Potocki  [author] 18 Mar @ 3:15am 
Did you study the standard ancient arc or maybe the geothermal/nuclear one?
Seprious 18 Mar @ 1:24am 
Update: I have studied ancient ARC during the bandit camp quest. I even have a mood buff for studying it, but I still can not build it. Right clicking the blueprint just says that my character did not study ancient ARC. Either I did something wrong, or maybe mod conflict? :cozypoewitch:
matthewd3911 16 Mar @ 11:24am 
frostpunk flashbacks
Seprious 16 Mar @ 8:53am 
It is weird btw, because I did click to study an ARC at every possible quest before, even when confronting the tribals that lived near one, and it did say that ARC was already studied. Did I do something wrong?