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

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No Quests Without Comms

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

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


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.

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.

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.

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?
Tye-Wynd Jan 26 @ 12:23pm 
I think what really happens is you, whatever being you as the player are, is able to intercept communication signals to your colony, and it's just that the communications console is what allows you to communicate back to whoever is sending them. Why you can accept quests, especially ones where something happens only when you accept, is clueless to me.
VolatileGlitchAviator Dec 18, 2023 @ 7:34am 
I may of, its been quite a hectic few months for me i may of forgotten XD.
GwinnBleidd  [author] Dec 18, 2023 @ 7:13am 
I think you asked this question a few months back :)
I made the repo public, it's pretty straightforward


If the quest still fires, it may be because :
a) it's on the "local" quests list
b) it has a different firing system, not the default IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest. In this case, one has to figure out how exactly it fires and patch that
c) It's not a quest at all (could be an event, or whatever).

It's likely all C#, not XML patch
VolatileGlitchAviator Dec 17, 2023 @ 8:21pm 
Ah, well some of the biotech ones still fire and genetics expanded does as well and does the real ruins, are they xml patchs i can put in? or is it C, if its C where would I look to add them in myself?
GwinnBleidd  [author] Dec 16, 2023 @ 8:45am 
I did, but that was mostly while I was working on updating the mod to support the version 1.4.
Plus, those changes were mostly to allow quests to trigger when you have some mod specific buildings.
If some other mod implements a new system to trigger quests or events (besides the standard IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest), then this mod won't work, their quests will fire and separate patches would be needed.
Otherwise it should work fine.