RimWorld

RimWorld

121 ratings
No Quests Without Comms
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Mod, 1.3, 1.4, 1.5
File Size
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490.884 KB
Jul 25, 2021 @ 2:01pm
Apr 8 @ 8:02am
11 Change Notes ( view )

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No Quests Without Comms

Description
This is an unofficial update of eBae's https://steamcommunity.com/sharedfiles/filedetails/?id=2136753617 to versions [1.3-1.5] + some improvements and fixes

Description:
Prevents most of the quests from firing until your colony has a working comms console or its substitute.

Changes and fixes compared to the original version:
Added:
  • Rimworld 1.3-1.5 support
  • Industrial Age - Objects and Furniture (Continued) mod support (version 1.3.0.1)
  • Nopower Comms Simplified mod support (powered Estate_Radio, version 1.3.0.2)
  • Medieval overhaul mod (scribes table) support (version 1.3.0.3)
  • Option to have some quests appear even without a working comms device (mostly "local" quests-events, turned ON by default, version 1.4.0.2)

[ko-fi.com]

Original description by eBae:
I usually start my playthroughs as a tribal faction, and it annoyed me that right off the bat I'd have AIs hopping into my DMs, chased refugees radioing me their CVs, and no-good Imperials requesting that I look after their seven plague-ridden geese. My low-tech colony should have no realistic way of receiving any of these messages!

So, I made this mod, which stops all quests from firing until you've got a comms console set up.

Compatibility
This mod is implemented solely through Harmony patches and doesn't change any existing game code, so it should be compatible with most everything. As well as base game and Royalty quests, it will also work on any quests from mods, as long as they use the IncidentWorker_GiveQuest class to fire.

Finally, it comes with added integration for the following mods:
  • Tribal Signal Fire: A lit signal fire will also count as a working comms console.

  • Nopower Comms Simplified: A powered message table will also count as a working comms console.

Other Notes
This mod only changes the requirements for quests; incidents, such as transport pod crashes, animal self-tames, etc. will not be affected. I can add integration for various custom incidents added by mods if you think it would make sense for said events to require comms, but these must be added one by one, on a per-request basis. A good general rule is that, if it appears in the Quests tab of the in-game UI when it occurs, it's a quest. Otherwise, it's an incident!

This mod makes it so that the special one-time quests (Ship to the Stars, The Deserter, and the chased Imperial) can trigger after their set fire date as well as on it. Basically, this means you won't miss out on any of these quests permanently because you didn't have a comms console set up on the day they're designed to fire; the game will now continue to try to fire them until you get them.


Disclaimer:
Please unsubscribe from the original mod, don't use the old 1.2 version and this new 1.3 version at the same time.
The reason: they use the same packageId and Defs.
If I change packageId, patches in other mods will stop working and will have to be updated; and if I change Defs, you won't be able to switch back to the old mod without breaking the save should the author eventually decide to update their version.

117 Comments
GwinnBleidd  [author] Sep 24 @ 2:13pm 
@CuuLaaaBu sorry for my delayed reply.
I'm in the middle of a job hunt currently, so modding took a back seat for a while.
"local quests" settings won't change anything for you, as it affects only a specific set of quests happening on your home map.

From a technical perspective, there are at least two elements that can be considered as quests: IncidentDef and QuestScriptDef (in the base game; other mods may add different quest or incident mechanics). This mod was initially developed when there was only one type of "quest." As a result, while the mod blocks many quests, it doesn't block all of them, as it lacks a patch for the second incident worker.
CuuLaaaBu Sep 18 @ 9:11am 
Hi, some mod events seem to happen without comms, like Helping Harvest/ Assassin mission from More Faction Interaction, and Gene Base event from VGE. I noticed that the "local quests" is OFF in my game. Would turning it ON solve the issue or its a bug of the mod?
GwinnBleidd  [author] Sep 9 @ 9:41am 
1 per settlement should be enough if I recall correctly
Butterbee Sep 8 @ 11:56am 
Is this mod per settlement or if I have a comms console at one location do I get quests for both settlements?
Tye-Wynd Aug 1 @ 6:53am 
"Dan, for the last time, you do not have telepathy." He said while boosting his telekenetic powers.
GwinnBleidd  [author] Jun 16 @ 2:54pm 
@tanyfilina not sure, as I never used that mod. I will try to look into it when I have some time
tanyfilina Jun 15 @ 2:57am 
Could you please add patches for Dynamic Diplomacy - Continued mod? It sends quests and news even when Local quests are disabled.
Tamm Jun 12 @ 10:37am 
i think i want you
[AT] 10 Simps May 4 @ 4:33pm 
i think i like you
Luminous Feb 26 @ 3:08pm 
Hi, great mod! Do you think it's safe to remove mid-save?