RimWorld

RimWorld

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Vanilla Quests Expanded - The Generator
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Mod, 1.5, 1.6
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14.951 MB
Jan 20 @ 11:19am
Jul 9 @ 11:11am
8 Change Notes ( view )

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Vanilla Quests Expanded - The Generator

In 1 collection by Oskar Potocki
Vanilla Expanded
111 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.






















552 Comments
Sumatris Dec 2 @ 8:55am 
I know I've said this before, but the time it takes to upgrade the ARC is plain ridiculous. I've been at it for 2.5 years now, upgrading as soon as possible at each stage, and haven't even completed the chemfuel chain yet. I also haven't gotten a quest to study a geothermal or nuclear ARC so far, so even when I eventually complete the chemfuel stage, I won't be able to proceed further. I again sincerely ask you to reconsider the time frames of this mod.
xika Nov 29 @ 6:38pm 
- Spoiler for Part III of the Questline ahead -

At the 3rd stage in the tribal village the tribals do not turn hostile of you use harmful psycasts on them. I managed to have them kill 2/3 of their own group with beserk and beserk pulse until time ran out and they turned hostile.
El jojo Nov 28 @ 2:36pm 
The inventor somehow spawned with none of their exclusive backstories (and ironically 0 in crafting and building). Any way to fix that prior to opening the casket up or is manually editing the pawn the only option ?
Sarg Bjornson  [author] Nov 28 @ 8:27am 
Completely different mods, ymmv
Boss Nov 28 @ 8:24am 
For anyone that's played with this, how do the mechanics fair against say, Rimatomics? I love Rimatomics (and Rimfeller) and tend to enjoy having multiple, weird power sources. Are the mechanics in this as interesting as Rimatomics, or nay? I ask because nuclear power is mentioned here.
Sarg Bjornson  [author] Nov 22 @ 7:36am 
No, they need to study an ARC in one of the quests that pop up
Dr. Fnord Nov 22 @ 7:07am 
Despite having rescued the inventor, other pawns can't work on the generator because they "did not study an ancient ARC". Really? So they can't talk to the inventor, and the inventor wouldn't share information even if they don't "turn traitor"? I can put up with the linearity of burning X units of fuel Y to "grind XP" - although the engineer in me twitches at that concept - but "the creator is magical" is a bit too much.
Sumatris Nov 21 @ 11:33pm 
*sigh* Yeah, I feared that would be the case. Thanks for clearing it up, anyway.
Sarg Bjornson  [author] Nov 21 @ 11:27pm 
That's all hardcoded
Sumatris Nov 21 @ 11:19pm 
@Sarg: The timers, as in, how long an ARC version needs to run doing this or that before it can be upgraded, or how long a gizmo needs to cool down.