RimWorld

RimWorld

No Quests Without Comms
138 Comments
Porknelius 14 hours ago 
@Lemniscate_Mike That is vanilla genetics expanded. Check the settings to disable it. They coded the quests in a different way. For anyone interested, Alpha Crafts and Vanilla Ancients use the same system.
Monkey Magic Sep 16 @ 7:53am 
"Option to have some quests appear even without a working comms device (mostly "local" quests-events, turned ON by default, version 1.4.0.2)"

Would these include the quests given by random visitors and caravans? Coz I've been wondering why this started happening.
Lemniscate_Mike Sep 1 @ 7:05pm 
Hey, @GwinnBleidd, would it be possible for you to add the ability for to stop the quests from mods that use some other generator?

I don't know how any of it works, but I have this mod and still get CONSTANT world map- go to this place-quests from Vanilla Genetics Expanded.

I've installed several quest and incident control mods and none include those specific quests(Abandoned Lab and Biomechanical Lab).
Alihon Aug 26 @ 9:28pm 
I did some testing, and it seems that the quest can normally be received after building the Comms Console early on.
Could it be that building the Comms Console only after more than three in-game years caused some kind of unknown issue?
Alihon Aug 26 @ 9:00am 
Hi, I have a question regarding the spaceship core mission.
Typically, how long after building the Comms Console does the spaceship core quest appear?
In my current solo, tribal start playthrough, I only managed to build the Comms Console after about three in-game years.
(This message was translated with the help of GPT.)
Lemniscate_Mike Aug 24 @ 12:35pm 
An ability to add and remove quests(and quest incidents) would be awesome!
Mad Cake Aug 18 @ 6:25pm 
Can you please add some kind of support for modded "Questidents"? My colonist still getting messages transmitted in their heads...
Malware Aug 17 @ 10:31am 
Can you add support for a series of mods VE? Or make it so that I can choose which quests to block myself?
Davi Jul 30 @ 4:24pm 
hmm im still getting quests :/
black.ice.cat Jul 28 @ 12:48pm 
Is it \ would it be possible to make it so quests are only received via the console, i.e. you need to request one rather than them being received automatically - you get spammed with quests that you never do that just expire
Malware Jul 19 @ 10:42pm 
@GwinnBleidd thanks
GwinnBleidd  [author] Jul 19 @ 10:36am 
Malware Jul 19 @ 8:35am 
Can you make it so quests can also be offered through merchants and guests?
sebo2203 Jul 17 @ 8:05am 
@GwinnBleidd thankfully this mod seemed to work in 1.6 before you even updated it, lol. So I am somewhat sure it will work fine.
GwinnBleidd  [author] Jul 16 @ 4:19pm 
Updated to 1.6.
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
Kokorocodon Jul 11 @ 8:22pm 
update?
sebo2203 Jul 3 @ 2:17am 
@GwinnBleidd I need this mod in 1.6... please?
F3iT May 28 @ 3:03pm 
Hello. I'm looking for a mod that disable quests to trigger around my small settlements (who doesn't have comms) but let them trigger in the main settlement (which have comms console).

Will this mod do that by any chance ?
Twysted Apr 16 @ 9:16am 
Anyone know if you can remove this mid save?
Arthur GC Mar 8 @ 11:41am 
What are "local quests"?
AerosAtar Jan 9 @ 6:54am 
Any chance of this being updated to also affect the second incident worker? A lot of mods seem to use it nowadays (VE, Alpha, etc) so it would be a worthwhile update IMO.
GwinnBleidd  [author] Sep 24, 2024 @ 2:13pm 
@CuuLaaaBu sorry for my delayed reply.
I'm in the middle of a job hunt currently, so modding took a back seat for a while.
"local quests" settings won't change anything for you, as it affects only a specific set of quests happening on your home map.

From a technical perspective, there are at least two elements that can be considered as quests: IncidentDef and QuestScriptDef (in the base game; other mods may add different quest or incident mechanics). This mod was initially developed when there was only one type of "quest." As a result, while the mod blocks many quests, it doesn't block all of them, as it lacks a patch for the second incident worker.
ttyet Sep 18, 2024 @ 9:11am 
Hi, some mod events seem to happen without comms, like Helping Harvest/ Assassin mission from More Faction Interaction, and Gene Base event from VGE. I noticed that the "local quests" is OFF in my game. Would turning it ON solve the issue or its a bug of the mod?
GwinnBleidd  [author] Sep 9, 2024 @ 9:41am 
1 per settlement should be enough if I recall correctly
Butterbee Sep 8, 2024 @ 11:56am 
Is this mod per settlement or if I have a comms console at one location do I get quests for both settlements?
Tye-Wynd Aug 1, 2024 @ 6:53am 
"Dan, for the last time, you do not have telepathy." He said while boosting his telekenetic powers.
GwinnBleidd  [author] Jun 16, 2024 @ 2:54pm 
@tanyfilina not sure, as I never used that mod. I will try to look into it when I have some time
tanyfilina Jun 15, 2024 @ 2:57am 
Could you please add patches for Dynamic Diplomacy - Continued mod? It sends quests and news even when Local quests are disabled.
Tam Jun 12, 2024 @ 10:37am 
i think i want you
[AT] 10 Simps May 4, 2024 @ 4:33pm 
i think i like you
Luminous Feb 26, 2024 @ 3:08pm 
Hi, great mod! Do you think it's safe to remove mid-save?
Tye-Wynd Jan 26, 2024 @ 12:23pm 
I think what really happens is you, whatever being you as the player are, is able to intercept communication signals to your colony, and it's just that the communications console is what allows you to communicate back to whoever is sending them. Why you can accept quests, especially ones where something happens only when you accept, is clueless to me.
VolatileGlitchAviator Dec 18, 2023 @ 7:34am 
I may of, its been quite a hectic few months for me i may of forgotten XD.
GwinnBleidd  [author] Dec 18, 2023 @ 7:13am 
I think you asked this question a few months back :)
I made the repo public, it's pretty straightforward

https://github.com/GwinnBleidd/NoQuestsWithoutComms/

If the quest still fires, it may be because :
a) it's on the "local" quests list
b) it has a different firing system, not the default IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest. In this case, one has to figure out how exactly it fires and patch that
c) It's not a quest at all (could be an event, or whatever).

It's likely all C#, not XML patch
VolatileGlitchAviator Dec 17, 2023 @ 8:21pm 
Ah, well some of the biotech ones still fire and genetics expanded does as well and does the real ruins, are they xml patchs i can put in? or is it C, if its C where would I look to add them in myself?
GwinnBleidd  [author] Dec 16, 2023 @ 8:45am 
I did, but that was mostly while I was working on updating the mod to support the version 1.4.
Plus, those changes were mostly to allow quests to trigger when you have some mod specific buildings.
If some other mod implements a new system to trigger quests or events (besides the standard IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest), then this mod won't work, their quests will fire and separate patches would be needed.
Otherwise it should work fine.
VolatileGlitchAviator Dec 16, 2023 @ 1:18am 
shame that so many new stuff have quests that will pop up with comms now -sigh-
VolatileGlitchAviator Dec 16, 2023 @ 1:17am 
ah, previously you added other patchs i thought perhaps you did, sorry, my mistake n_n
GwinnBleidd  [author] Dec 15, 2023 @ 3:27pm 
@VolatileGlitchAviator sorry, there are no compatibility patches for them from my side.
I'm merely support this mod, but I don't actively modify/add stuff to it, unless there are red errors.
VolatileGlitchAviator Dec 13, 2023 @ 8:11pm 
Any news for real ruins yet Gwinn? also would it be possible to get compat for biotech quests and vanilla genetics expanded?
GwinnBleidd  [author] Sep 6, 2023 @ 3:01pm 
@Allborii it works fine, since traders (or other visitors) come to your place, you don't need comms to get quest
Allborii Sep 6, 2023 @ 8:05am 
Miyuri Aug 22, 2023 @ 9:17pm 
BTW, what I think is that RefugeePodCrash is an EVENT, not a quest.
Even if I disabled the "Allow Local Incidents", it should not be blocked by this mod.
GwinnBleidd  [author] Aug 22, 2023 @ 8:31am 
my pleasure
Miyuri Aug 22, 2023 @ 8:29am 
OK my mistake. I went to your mod settings and found that the "Allow Local Incidents" is disabled. Thank you for your help
GwinnBleidd  [author] Aug 22, 2023 @ 8:24am 
@Miyuri RefugeePodCrash? That should be allowed as long as "Allow Local Incidents" is enabled in the mod settings. If not, send me the defName, and I'll add it to the local incidents list.
Plus, if you are willing, you can enable "Allow Debug Output" setting in the mod options, and it will create a record (or rather a few records) in the log each time you'd receive a quest, even if the quest was "suppressed"
Miyuri Aug 22, 2023 @ 8:14am 
Nope, I'm not talking about the quests. They should be blocked.
What I noticed during hundreds of hours of playing is that space chunk with injured colonists will never drop before I build the comms.
GwinnBleidd  [author] Aug 22, 2023 @ 7:38am 
@Miyuri I didn't test it specifically for that quest, but if you are talking about the ShuttleCrash_Rescue quest, then the mod should block it
Miyuri Aug 21, 2023 @ 6:59pm 
Does the mod block colonist shuttle crash events?
Monkey Magic Aug 8, 2023 @ 8:35am 
Fair enough. Would be nice nto to get quests that demand more from yoou than your tile supports, but no quests at all is good enough for now XD