RimWorld

RimWorld

56 ratings
Alternate Archonexus
   
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Mod, 1.3, 1.4, 1.5
File Size
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3.059 MB
Mar 20, 2022 @ 5:12pm
Jun 14, 2024 @ 10:30am
9 Change Notes ( view )
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Alternate Archonexus

In 2 collections by xokem
Overrides and Alternatives
105 items
Rimworld - QOL
237 items
Description
Overview
This mod adds an alternative to the vanilla Archonexus quest that is introduced by the Ideology expansion. This quest does not overwrite the vanilla quest.

Quest Acceptance Requirements
  • Your selected colony has at least 350000 total wealth

Unfortunately there is not (as far as I am aware) an easy way to check the wealth of individual colonies, so determining when a colony qualifies may require some trial and error.

Quest Acceptance Results
  • Everything within the selected colony will become inaccessible
  • Research is not reset
  • You will be prompted to select a location for the archonexus monument that must be studied

You should remove everything of any importance from the colony you intend to sell before selecting it for the quest.

Description
The main quest structure and requirements are exactly the same as the vanilla quest. You must have a colony with at least $350000 wealth, and you must be allied with the faction that provides the map part.

What this new quest does differently relates to the way colonies are sold. In the vanilla quest, you are required to give up all of your settlements, even if your total wealth is far higher than the amount required for the quest. I thought this was unfair for situations where you might have multiple settlements, so this quest instead provides you the option to select which specific settlement will be sold once you accept a given step of the quest.

The settlement selected must itself have a total wealth above $350000. Any pawns within the settlement will be removed from your control, but any pawns, animals, or items outside of the chosen settlement will be entirely unaffected.

When selling the first two settlements, you are allowed to cancel the settlement selection dialog without issue. However, the dialog for the third and final sell does not allow you to escape/cancel, since this would allow you to complete the final quest step for free.

This mod also slightly changes how the Archonexus itself ends the game. If you use the quest provided by this mod, the usual cutscene will play once you activate the Archonexus, but instead of returning to the main menu, you will be able to continue playing on the save with any other settlements. Do note though that any colonists within the Archonexus map will be removed from your control, as they have ascended. These pawns should not reappear elsewhere in the game, but they will not seem to be dead, so other pawns should still maintain their relationships with ascended pawns.

Also, because of the changes made to the game end induced by the Archonexus, the vanilla quest will soft lock the game once your colonists activate the Archonexus. This doesn't matter though, since the vanilla quest would just end the game by default. Also, if you want to use the vanilla ending, simply do not install this mod.

Source
The source is provided here for PRs only. Do not redistribute this mod without explicit permission.
https://github.com/exokem/rimworld-alternate-archonexus

Known Issues
  • (1.5) After selecting a new colony tile (the tile that the archotech structure will appear in), the map will be completely fogged over. This is resolved by sending a caravan to the tile.
  • If the quest requires a relationship with 'wild people', it is broken. This should have been fixed in a previous update.
38 Comments
Spinecone Jul 16 @ 10:46am 
Is this working in 1.6? I sure hope so, it's baffling this isn't vanilla!
Crow Jul 11, 2024 @ 9:46am 
Hey there!
The "study the Grand Archotech Structure" step in the second quest just doesn't get completed ever. My colonists constantly study it, I got an alliance with the required faction and I've been in that area for around a year.
xokem  [author] Jun 14, 2024 @ 10:35am 
The mod should be working for 1.5. After selecting a tile for the new colony that will have the archonexus structures for parts 1 and 2, the map will be completely fogged over until you send a caravan there.
xokem  [author] Jun 14, 2024 @ 8:24am 
I just added a link to the source repo so you should be able to make a PR.
Not sure why I didn't create the repository when I released the mod.
Belvaleth Jun 11, 2024 @ 12:19am 
If you change line 194 in QuestParts.cs to

Current.Game.DeinitAndRemoveMap(map, false);

and recompile, it seems to work in 1.5. At least, I received the Alternate Archonexus quest and there are no errors in the log. (I don't see a repo anywhere to submit a PR or I would)
-Santy- Apr 21, 2024 @ 7:28am 
Not work in 1.5
Marikir Apr 18, 2024 @ 8:36am 
Anyone tested this in 1.5?
xokem  [author] Mar 28, 2024 @ 9:53am 
I'm not sure, I haven't tested that case
Ionfrigate12345 Mar 14, 2024 @ 2:27pm 
Hi, thanks for this great mod. Just have a question, if I play mechanitor, will this alternate quest reset summoned mech boss wave count like the vanilla one?
Captain Crunch Jan 17, 2024 @ 7:07am 
Excellent, I couldn't ask for more than a consideration.