RimWorld

RimWorld

Better Quest Rewards
219 Comments
GasPedal May 10 @ 11:40am 
Hey, any chance these could be added to the "filler" category? Their cost is rather balanced for that purpose, not sure if your mod removes anything from the loot tables, but if these have accidentally been made more rare, that'd be great to fix too.

https://steamcommunity.com/sharedfiles/filedetails/?id=3420999158
Verando Apr 19 @ 1:26pm 
Can you add the Kotor mods?
theothersteve7  [author] Apr 2 @ 9:26am 
"Medieval Fantasy Themed Quest Rewards" should work automatically with this mod. The person who made that mod changed only the display names and graphics, while leaving the stuff my mod uses untouched. Cheers for good software design!
Mr. Fives Apr 1 @ 12:38pm 
I found a new mod I can't live without. Keep up the amazing work. :steamthumbsup:
SiCall Apr 1 @ 11:39am 
@theothersteve7 What about the following mod? "Medieval Fantasy Themed Quest Rewards"?
theothersteve7  [author] Mar 31 @ 11:02am 
I've added support for A Rim Reborn - Classes and Jobs so this mod won't hurt your prog. This one was a bit tricky to test as the mods are very complicated; I'm still not 100% certain it's working correctly. I added the coffers as rewards rather than adding the items directly. /manderville

I've added support for Mechanoid Upgrades, and Mechanoid Upgrades - Archotech. These mods have a very long list of items but from my perspective it should be pretty simple. I made all of the different chips and modules the same drop rate - if that's not appropriate, please let me know.
theothersteve7  [author] Mar 31 @ 11:02am 
The mod named Medieval Overhaul does not have in it any rare loot and thus is automatically compatible with this mod. Broadly speaking, it's very difficult to make a mod be completely incompatible with this mod - the worst thing that a mod can do is require a custom quest reward to progress.

Speaking of, I've dropped support for the original Altered Carbon mod and added it for the Altered Carbon 2; if you have an existing game with the original AC mod it shouldn't break anything but some items might not show up in quests.
SiCall Mar 30 @ 11:56pm 
Will this work with medieval overhaul for a medieval playthrough? Asking cause I can see medieval persona weapons on the list
Rz2750 Mar 16 @ 5:59pm 
Hello! Can I request the addition of the job stones and the relic weapons from A Rim Reborn - Classes and Jobs ( https://steamcommunity.com/sharedfiles/filedetails/?id=2963766467 )? Thanks!
Hippo ♫ Feb 8 @ 10:42pm 
Could you add the uncraftable modules from https://steamcommunity.com/sharedfiles/filedetails/?id=3365118555 and the Arcotech expansion?
Victor Feb 3 @ 3:33pm 
Hi, could you add Altered Carbon 2: ReSleeved https://steamcommunity.com/sharedfiles/filedetails/?id=2196278117 ? I can't seem to find the Nano Storage Drive that is required for the research.
theothersteve7  [author] Oct 13, 2024 @ 12:25pm 
@golem No, sorry. I tried implementing that once but it would take a ton of work. If something is too common though, let me know, I take feedback.

@Angel My mod specifically does not change the value, in silver, received as rewards. That is calculated before my mod does anything. So at least in theory, my mod shouldn't affect that.
golem Oct 13, 2024 @ 2:19am 
Is it possible to filter the types of items that appear in quests?
Angel Aug 25, 2024 @ 6:41pm 
For some reason, my quest rewards went from really interesting items, 10s of thousands worth of items, to suddenly little to no items, worth only 1k or so. I'm guessing some sort of mod incompatibility but I can't figure it out
theothersteve7  [author] Aug 16, 2024 @ 10:51pm 
No, Psylink Neuroformers are not part of the rewards because they're typically acquired in a non-standard way, such as becoming nobility or working with the Deserters. I don't want to break the Empire or Deserter progression. You can get psycast neurotrainers, though.
Evil Capitalist Aug 14, 2024 @ 2:39pm 
Are psylink neuroformers part of the quest rewards? I may be just blind, but i have checked mod data and i can't seem to find it in the list. Also i have never seen any in game with the exception of deserter quest (but that may be just probability issue).
theothersteve7  [author] Aug 11, 2024 @ 5:14pm 
No problem! I'm just happy that this mod gets so much attention, it's really cool that something I made is being used by so many people!

I've removed Psychokinetic Shield from the loot list. Turns out Integrated Implants disabled it in their own mod. Shouldn't have created any problems aside from the error message.

I've updated the CONN stuff to use the new mod's consumables. The mod changed hands a while back and the new author has kept everything up to date and working; kudos! You'll see the CONN consumables in the loot lists again.
dragon19960626 Aug 11, 2024 @ 4:25pm 
Thank you very much for taking the time to answer our questions.
theothersteve7  [author] Aug 11, 2024 @ 1:12pm 
To my knowledge, there are generally no quest-only items in the HAR mods, so no support is needed. Let me know if I'm wrong about that.

If you find this mod overpowered, just don't use it. The vanilla quest rewards are just fine for most playthroughs, after all. How powerful this mod is depends significantly on your exact mod list and I'm sure you can find certain combinations that can break the game.

I'll take a look at CONN and Integrated Implants, thanks.
dragon19960626 Aug 11, 2024 @ 5:23am 
Are there any plans to support mods for HAR races such as Nearmare, Moyo, Miho, etc.?
Yee Jul 30, 2024 @ 8:11am 
tooooo overtuned. first Quest literally gave me all research plans.
basedleua Jul 22, 2024 @ 9:11pm 
Ah yes for helping to deal with mech cluster I receive 9 small vanometric batteries (500%)
Nightfish Jul 9, 2024 @ 9:59am 
It's a great idea but the quest rewards do feel overtuned. You kind of go from not really getting anything worthwhile to 6+ vanometric cells from a single quest.
Victor Jun 23, 2024 @ 7:35am 
There's been a change in Integrated Implants that made the patch for PsychokeneticShield to fail

Could not resolve cross-reference to Verse.ThingDef named PsychokeneticShield (wanter=thingDefs)

{LINK REMOVED}
JKthree Jun 21, 2024 @ 8:37pm 
Has the Cybernetic Organism and Neural Network consumables been re-enabled?
The changelog of the original mod says they were fixed since March 2023, and I had no problems spawning and trying them out today
https://steamcommunity.com/sharedfiles/filedetails/changelog/2045064990
NiMonYo Jun 20, 2024 @ 2:39am 
I was looking for a Mod that tones down quest rewards, is that something you can do?
It just feels weird to start as a tribe and being offered all these late game items.
My guys barely even know how to handle a short bow, i dont want pulse rifles or neurotrainers.
I would rather get items that fit to my tech level, so it wont feel out of place ;/
King brus Jun 15, 2024 @ 11:26am 
Same for me it makes quests too OP and unbalanced
ArKade May 7, 2024 @ 12:11pm 
Is it possible for us to tweak the mod so that I'm not getting a dozen vanometric cells from one reward?
theothersteve7  [author] May 6, 2024 @ 5:35pm 
Nice! Thank you for finding that! Added.
Ren_921 May 6, 2024 @ 5:11pm 
It's the "Luciferium Medical Pump," quest exclusive only
theothersteve7  [author] May 6, 2024 @ 11:09am 
Is there an item in Luciferium Expansion that's a quest reward? I didn't see any but it's been a long time since I looked.
Ren_921 May 5, 2024 @ 10:09pm 
Could you please add support for "Lucifurim Expansion"?
pig in a pumpkin May 1, 2024 @ 5:57pm 
If you would like i can send you the log?
but when i remove the mod it stops and when i add it it starts again
SilverLight May 1, 2024 @ 3:24pm 
Could you please add support for Rabbit Protocol?
theothersteve7  [author] May 1, 2024 @ 1:52am 
Uh, is anyone else getting that error?
pig in a pumpkin Apr 30, 2024 @ 7:39pm 
Using this mod now causes a "
Exception running QuestNode_GiveRewards : System.InvalidOperationException: Collection was modified; enumeration operation may not execute." error
Kayo Apr 28, 2024 @ 4:26pm 
Any chance for support for the Big & Small: Weapons add-on? Some of the highest tier melee options available in the mod are uncraftable/persona weapon variants.
theothersteve7  [author] Apr 28, 2024 @ 3:42pm 
Added "Age Reversing Mech Serum", "Gene Library", and "Integrated Implants". Surprised nobody requested that last one yet, it's got some cool ideas.
Enderek Apr 28, 2024 @ 2:54pm 
can you add Gene Library mod to the list?
Lizard_of_Fire Apr 22, 2024 @ 7:49pm 
Can you add support for "Age Reversing Mech Serum" please?
Wolf Apr 19, 2024 @ 10:46pm 
nice
Kyokui Avarus Apr 11, 2024 @ 7:23pm 
RIP, no cool cubes as quest rewards
theothersteve7  [author] Apr 11, 2024 @ 2:25pm 
Yeah no new quest rewards other than books. Lots of new stuff, but it's not traditional quest rewards.
Kyokui Avarus Apr 11, 2024 @ 10:48am 
Damn that was quick
theothersteve7  [author] Apr 11, 2024 @ 10:45am 
Fully updated for Anomaly!
theothersteve7  [author] Apr 10, 2024 @ 8:49am 
"Update" for 1.5 available to reduce confusion. I'll properly update it for Anomaly tomorrow. If you're reading this, remember that you can enable and disable this mod mid-save without any risk. There's a possibility that people who play Anomaly before I fully update this will not be able to receive new quest rewards until I complete the update - I'll try to keep that window as small as possible.
Kyokui Avarus Mar 31, 2024 @ 7:15pm 
Alright, thanks king:SynHeartcore:
theothersteve7  [author] Mar 31, 2024 @ 4:45pm 
I'll update it for Anomaly on launch day. As it is, I don't know what items I'll have to include in my lists from Anomaly.
Kyokui Avarus Mar 30, 2024 @ 12:26am 
Will this work with 1.5/anomaly?
Art Student Feb 3, 2024 @ 1:15am 
Since i have ve art mod too, it appear very often