RimWorld

RimWorld

146 ratings
No Quests Without Comms
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Mod, 1.4, 1.5, 1.6
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526.724 KB
Jul 25, 2021 @ 2:01pm
Jul 16 @ 4:17pm
12 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.

141 Comments
HeLLDaN Dec 15 @ 4:10pm 
Doesn’t work on laboratory quests from Vanilla Genetics Expanded and Alpha Genes, update please
新垣夜夏 Nov 5 @ 3:51am 
The Abandoned Lab quests are from Vanilla Genetics Expanded. I tried to look at the codes and couldn't figure out their quest firing mechanism. Wish someone could make a compatibility patch for this...
Yoann Oct 27 @ 12:53pm 
I'm starting to play 1.6, and I just got a quest from a trader: "While talking with the trader Weasel, Ara learned the location of an ancient warehouse...".
How this mod interacts with this way to get quests?
Porknelius Sep 17 @ 4:26pm 
@Lemniscate_Mike That is vanilla genetics expanded. Check the settings to disable it. They coded the quests in a different way. For anyone interested, Alpha Crafts and Vanilla Ancients use the same system.
Monkey Magic Sep 16 @ 7:53am 
"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)"

Would these include the quests given by random visitors and caravans? Coz I've been wondering why this started happening.
Lemniscate_Mike Sep 1 @ 7:05pm 
Hey, @GwinnBleidd, would it be possible for you to add the ability for to stop the quests from mods that use some other generator?

I don't know how any of it works, but I have this mod and still get CONSTANT world map- go to this place-quests from Vanilla Genetics Expanded.

I've installed several quest and incident control mods and none include those specific quests(Abandoned Lab and Biomechanical Lab).
Alihon Aug 26 @ 9:28pm 
I did some testing, and it seems that the quest can normally be received after building the Comms Console early on.
Could it be that building the Comms Console only after more than three in-game years caused some kind of unknown issue?
Alihon Aug 26 @ 9:00am 
Hi, I have a question regarding the spaceship core mission.
Typically, how long after building the Comms Console does the spaceship core quest appear?
In my current solo, tribal start playthrough, I only managed to build the Comms Console after about three in-game years.
(This message was translated with the help of GPT.)
Lemniscate_Mike Aug 24 @ 12:35pm 
An ability to add and remove quests(and quest incidents) would be awesome!
Mad Cake Aug 18 @ 6:25pm 
Can you please add some kind of support for modded "Questidents"? My colonist still getting messages transmitted in their heads...