RimWorld

RimWorld

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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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132.700 KB
Jan 25, 2019 @ 12:13am
Nov 4, 2022 @ 12:19am
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Description
V1.1 Update to be compatible with Rimworld 1.1 should still be compatible with 1.0 as well.

Due to changes to some of the defs the Vanometric Power Cell, Infinite Chemreactor, and Psychic Emanator now occupy their own slot on the trader inventories with a chance at 0-2 of them showing up, This means less competition for the exotic slots the rest of them use.

V1.0 Adds items normally only available through quests to appropriate trader inventories

I make no claims that this is balanced in any way, shape, or form,
save that antigrain warheads have been limited to 2 at most per trader, rather than 50.

I made this mod due to being unable to locate something similar for 1.0.
And having to buy them feels less cheaty than making high tech artifacts out of spare parts lying around the base.

Included items are: AI Persona Core, Healer Mech Serum, Ressurector Mech Serum, Techprof Subpersona Core,
Antigrain Warhead, Orbital Bombardment Targeter, Orbital Power Beam Targeter, Tornado Generator,
Psychic Emanator, Vanometric Power Cell, and Infinite Chemfuel Generator.

Most are purchasable from Exotic Goods traders either Outlander faction or Orbital. The Antigrain Warheads show up on
Combat Suppliers. Basically whatever merchant has the tech level sufficient to sell them.
112 Comments
TracerFoxTEK 21 hours ago 
One possible option would be incremental updates, update the existing content so everything works as it should on 1.5 *without* Anomaly, and then if/when you get that one, work on more.
Adara Firecaster  [author] Apr 4 @ 6:35pm 
Yes, I still plan to keep it up to date, though I am not sure yet whether I will be purchasing the new DLC or not I should be able to make sure this works as is at least. Not sure when I will get it done though.
D3K43 Apr 4 @ 3:15am 
Any chance this will get updated to 1.5?
Adara Firecaster  [author] Nov 2, 2023 @ 7:55pm 
@FelipeG2T That is mostly correct, I set the tradability of the vanilla items listed to All rather then sell only. But in newer versions I did add a new category to exotic goods traders for the new Exotic Buildings tag, which in vanilla only contains the infinite chem reactor, vanometric power cells, and psychic emanator. But if a mod adds an item with the exotic buildings trade tag then it may also show up for sale due to this mod.
FelipeGames2000 Nov 1, 2023 @ 3:39pm 
This only adds vanilla quest rewards, and not modded ones, correct?
pgames-food Jul 25, 2023 @ 7:13pm 
(greets adara) :)
btw there some mods that can help you indirectly, such as one to control (adjust) the frequency of random trade ships, and one which lets you use the comms console to pay for certain traders of a chosen type. (the more you pay in this way, the more of those types of trader you can get, and increase your odds of getting the items from this mod) :)

(i think in my main 1.2 game, i had set it to always send me 2 random traders each day, but that was because i had like 500+ mods, with multiple trader types, maybe 20+ and the trader list was too diluted otherwise)
Adara Firecaster  [author] Jul 25, 2023 @ 3:26pm 
pgames-food is correct, though they do seem to be rarer than the other items as they have more things competing for that slot on the traders.
pgames-food Jul 25, 2023 @ 9:26am 
hi Most are purchasable from Exotic Goods traders either Outlander faction or Orbital
Xarmor Jul 25, 2023 @ 9:23am 
Which trader offers persona cores, mech serums and subpersona cores?
Adara Firecaster  [author] Jan 27, 2023 @ 5:11pm 
The mod doesn't affect prices at all, I don't have any plans to change the pricing since that would require changing how prices are calculated for the whole game, or figuring out how to set a fixed price for specific items. The prices you see are calculated by the base game. The only things this mod does is set certain items to where they will be sold rather than only purchased, and adds them to the potential goods lists for certain traders.