RimWorld

RimWorld

1,059 betyg
Vanilla Quests Expanded - The Generator
29
8
3
8
8
7
3
3
5
4
2
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Mod, 1.5
Filstorlek
Lades upp
Uppdaterades
13.908 MB
20 jan @ 11:19
3 apr @ 4:02
7 ändringsnotiser ( visa )

Abonnera för att ladda ner
Vanilla Quests Expanded - The Generator

I 1 samling av Oskar Potocki
Vanilla Expanded
108 artiklar
Beskrivning
[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.






















421 kommentarer
DrGestalt 22 maj @ 15:52 
Alright, thanks!
Sarg Bjornson  [skapare] 22 maj @ 10:55 
Yep
DrGestalt 22 maj @ 10:06 
Please someone tell me i had to deal with the inventor betrayal just once??
Autor Sgeonvile 16 maj @ 4:50 
there's something weird happens on my colonists, they only refuel my ARC only 25% or 50%, even I set the fuel level to max(uranium ARC), they still don't refuel it to full. And this happens without other mods' interfere. Is this a mod conflict or something else?
Mark Bobaba 16 maj @ 2:59 
Does this add any new research?
Also I'm playing a tribal ascension save with the tribal mod and this looks more fitting for the industrial period. Are any of the quest triggers related to your colonies tech level, or a research requirement like electricity or something?

If anyone knows whether the cryptoforge mod is the same too I would appreciate knowing. Thanks
Alcibiades 11 maj @ 22:59 
I'm getting a global work speed debuff based on ARC maintenance, should that be happening?
Admiral_Morgan 7 maj @ 14:41 
DONT FORGET ABOUT THAT COAL THOUGH
Stray 4 maj @ 18:07 
the colony must survive
Shadow 3 maj @ 23:01 
I also ran into an issue when doing the archonexus quest. I triggered the first part of this quest, but delayed doing it because the site was so far off. Then I did the first part of the archonexus, and while the site was still there and could be looted (but didn't have enough parts to actually make the reactor), the quest was then in a state EndedUnknownOutcome.

I got it to retrigger by disabling and re-enabling the mod, but that's not a great way to handle it, especially if you've actually made any real progress.
Princess Celestia 1 maj @ 2:12 
This mod is so peak, now I can truly go full frostpunk with a bit of mechanoids. Just a bit. Maybe a lot.