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Vanilla Quests Expanded - The Generator
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Mod, 1.5
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13.908 MB
1月20日 11時19分
4月3日 4時02分
7 項目の変更履歴 ( 表示 )

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Vanilla Quests Expanded - The Generator

Oskar Potocki 作成の 1 件のコレクション
Vanilla Expanded
108 アイテム
解説
[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.






















411 件のコメント
飘寂叶 4月27日 23時50分 
@virgin ninja The nuclear power generator uses default settings where auto refuel is only triggered when the fuel reserves drop below 30%. While this is clearly not ideal, the mod does not allow players to customize this. I modified the mod files to set the refuel threshold to 95%. I don't have the ability to add in-game customization for the refuel threshold to this mod, but when I have time, I might release a patch that sets the refuel threshold to 95%.
BFFox 4月21日 12時10分 
The quest location is too far, but in truth, the real issue isn't the distance—it's that the process itself just isn’t that fun. Personally, I was hoping to organize a caravan and enjoy the encounters and events along the way, but in that regard, it wasn’t all that engaging.

Not everything needs to happen close to the player’s base, but right now, it feels like the quest simply increases the destination’s distance without adding anything meaningful in between. I believe it would’ve been much more interesting if the quest had a mechanism where you set a start and finish point, and generate several key points along the route to create a proper exploration path.

That said, separate from the tedious journey, I did enjoy the element of upgrading the generator step by step—it was actually quite fun.
virgin ninja 4月20日 10時08分 
Is anyone experiencing this issue with the nuclear ARC, colonists don't automatically refuel it even when the automatic refuel is toggled?
Darth Boofinator 4月18日 5時23分 
Is there anyway to trigger the Quest chain outside of "View Quest Chain". I got the quest but as I am doing a Archaeonexus Run I wanted to leave the quest until my 3rd Base. I'm at my 3rd base now and in View Quest Chain the Generator quest say State="EndedUnkownOutcome" and Outcome=Unknown and has no button to either force success or force fail.
Cringe Shaymin 4月13日 7時54分 
I'm getting an error saying "Could not instantiate or initialize a ThingComp with props 'Verse.CompProperties' on thing 'Human42217' from mod 'Core':" whenever I load my save. I searched through the save file and found that "Human42217" is the Inventor from this quest. Is there any way to re-generate the Inventor if he's corrupted and I need to clean my save file?
drshahramanvariazar 4月10日 9時24分 
that would be cool (also keep it balanced)
drshahramanvariazar 4月10日 9時24分 
i have a suggestion of adding a new starting scenario instead you are the inventor..

well you can add the other parts of this scenario if you like (nececary) mr.oskar potocki

(note: you can make the arc itself and the components of the arc)
Gin Gagamaru 4月7日 19時08分 
Ngl id appreciate more variety of quests instead of long quests
JazzimoX 4月7日 11時57分 
PSA: Don't let only one colonist study every ARC quest and then 1v1 a nociosphere. Now I got to wait for all those quests again.
Gamer90 4月7日 4時46分 
Is there way or command to move the location of first quest, i just recently noticed where the quest spawned the reactor and its on far away island what i dont know if its even possible to reach... also would want to avoid restarting the game .. its already day 190 xD

EDIT: Did find the dev tool commands and forced the quest to fail .. after that i force started the quest so it spawned to new location.

Im leaving this here if it helps other with similar situation