RimWorld

RimWorld

Vanilla Quests Expanded - The Generator
418 Comments
Autor Sgeonvile 5 hours ago 
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 7 hours ago 
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 May 11 @ 10:59pm 
I'm getting a global work speed debuff based on ARC maintenance, should that be happening?
Admiral_Morgan May 7 @ 2:41pm 
DONT FORGET ABOUT THAT COAL THOUGH
Stray May 4 @ 6:07pm 
the colony must survive
Shadow May 3 @ 11:01pm 
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 May 1 @ 2:12am 
This mod is so peak, now I can truly go full frostpunk with a bit of mechanoids. Just a bit. Maybe a lot.
飘寂叶 Apr 27 @ 11:50pm 
@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 Apr 21 @ 12:10pm 
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 Apr 20 @ 10:08am 
Is anyone experiencing this issue with the nuclear ARC, colonists don't automatically refuel it even when the automatic refuel is toggled?
Darth Boofinator Apr 18 @ 5:23am 
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 Apr 13 @ 7:54am 
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 Apr 10 @ 9:24am 
that would be cool (also keep it balanced)
drshahramanvariazar Apr 10 @ 9:24am 
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 Apr 7 @ 7:08pm 
Ngl id appreciate more variety of quests instead of long quests
JazzimoX Apr 7 @ 11:57am 
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 Apr 7 @ 4:46am 
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
JazzimoX Apr 6 @ 4:00pm 
Man this is cool. I wonder if I can remove the waiting periods between ARC upgrades. I waited long enough just to get the first quests done and now I have a thriving colony, but the generator has to run a victory lap each time I add a new part.
Oldrelic Apr 5 @ 11:24pm 
"Our leader calls us to work, slackers will be severely punished!" :stallwarts: :stallwarts: :stallwarts: :stallwarts:
Dynasty_Dragon Apr 5 @ 11:46am 
Why when i try to convert advance component into arc it says i need advance component? happens most of the time.
Toasty Apr 5 @ 7:23am 
Is it intentional that the first quest for the generator spawns on the other side of the planet on a 100% generated map?
Sarg Bjornson  [author] Apr 4 @ 11:27pm 
Either this mod or the VE Framework are not updated on your PC. Verify integrity of game files
The Lady Waffle Apr 4 @ 11:12pm 
A confusing glitch has occurred. Granted, this is while using multiple other mods including Combat Extended and while adding this mod mid-game; however, I've gotten access to every single ARC despite never having studied anything past the Forgotten Structure.
jacksondaxhacker Apr 4 @ 8:25pm 
I would really love to see a Toxifier ARC, that slowly coats the entire map in pollution while also having the same effect as an Atomic ARC on Hazard mode, but with a significantly larger radius. Providing as much power as the Atomic ARC, without consuming fuel, but also spewing a massive amount of choking toxic gas... Perhaps it could have a "safe mode" where instead of applying toxic buildup to pawns in a radius, it instead produces a bunch of toxic wastepacks or something? Also, maybe add a very rare techprint that gives the ability to craft ARC components but at a rather high cost in materials.
There are quite a few other ARC types I'd enjoy, coal-fired, fusion, hydroelectric, solar-boosted, wind-boosted, etc... But I really love playing colonies full of toxiphile xenotypes, so a toxifier ARC would easily be my favorite.
Maybe also some kind of Bioferrite-powered ARC as well, gives some more use to stuff from Anomaly.
MeowMixer5 Apr 3 @ 12:08pm 
One of the caravan adventures progression events + this = True Frostpunk experience
Mask of Humble Apr 1 @ 8:28am 
I see, I guess I will have to find some other way to automate the fueling of the generator, I was hoping it would of been simpler
Oskar Potocki  [author] Apr 1 @ 3:38am 
Does not sound like a base game behavior or behavior of this mod.
GVLT Apr 1 @ 3:25am 
That's kinda hilarious. Inventor spawned as a young girl on my pretty old colony (50 years) and with more than 30 different "my kin died" moodlets, 6 of which were "added" by the pawn opening the pod.
Oskar Potocki  [author] Mar 31 @ 3:12pm 
Sadly this can't be done and no patch can fix it. Different systems entirely.
Mask of Humble Mar 31 @ 2:22pm 
Anyone know of a patch that allows you to pipe chemfuel from mods like rimfeller or Chemfuel expanded right into the arc reactor?
Wicked Bitch of the West Mar 30 @ 7:07pm 
The colony must survive
entropy008 Mar 29 @ 9:04pm 
Figured it out. I always encase my geothermals in walls sans roof. The access point for construction was the top-right hex. I only had a mid-right hex available via door.
entropy008 Mar 29 @ 8:39pm 
I've got "The Inventor" in my colony and ran the ARC for three days. I selected the ARC and hit "Install wood-fired ARC core" which projects a blueprint on top of the existing ARC. The blueprint costs 200 steel, 4 components. Upon selecting "The Inventor" and right-clicking the ARC to have her build the next stage, she carries the steel over to the blueprint, throws it on the ground, then walks away as the blueprint disappears.

Did I do something to anger her? Her mood is at 100% but, as being married has taught me, clear indicators can be deceiving.
Kituneki Mar 29 @ 6:49pm 
the city will thrive, but im sure nikola tesla would be proud
Sumatris Mar 29 @ 7:54am 
Two questions:
1. Could we please get a notification when an ARC can be upgraded or finishes an ability cooldown? The long intervals make it easy to lose track of their progress.
2. Is there a way to make the game accept the ARC's high-temperature aura for its plant growth calculations? I thought I could use an ARC to grow stuff around it all year, but it seems the game only looks at the overall map temperature for outdoor plants.
Tirith Amar Mar 26 @ 6:14am 
Any chance we could get the option to choose where the generator spawns? Even if its just biome.
Sheriff Rosco Mar 25 @ 6:23pm 
Since you guys couldn't find a way to integrate ARC generators into Vanilla Chemfuel Expanded's pipe system directly, would you be willing to give ARC generators an "interaction spot" similar to VFE: Mechanoid's factory input/output spots? This way you could put a chemfuel tap in the interaction spot so that chemfuel is automatically fed into the ARC as it is extracted by the tap (and you can shut it off with a valve or by changing the tap's output). You could also implement this into the non-geothermal ARCs I guess, but use cases would be much more limited since wood and uranium aren't factory products (iirc) nor can they be piped (lol), but at least is provides some consistency for users I guess.
Habeas Dorkus Mar 23 @ 10:32pm 
@Sarg Bjornson: Thank you!
Sarg Bjornson  [author] Mar 23 @ 12:05am 
@Your Friend Toad: A fully upgraded ARC produces more than 1 M Wd. This blows almost anything else out of the water. And it can be inifnitely upgraded

@Habeas Dorkus: You have a mod conflict

@Moxie: You are limiting yourself (only 4 colonists). There's your solution. On the other hand if you can't kill 25 with 4 your raids will get spicy fast
Moxie Mar 22 @ 9:28pm 
I'd like to revisit this with some balancing question in mind. I've used several approaches for the hardest part of this quest line, which is undoubtedly the villagers. They don't flee when they lose half their numbers, fighting to the last pawn, and they typically are 20-30 members strong. The most effective, and, frankly, only way I've been able to deal with them is getting lucky with an aerodrone strike to essentially one-shot about 2/3 of them to actually even out the fighting odds.

Imperial backup will not engage with them under any circumstances. Theoretically, you'd be sending about 4 colonists at most to these remote sites. That's still ~25 to 4 - very bad odds. May I pick some minds here and ask how, exactly, one is meant to engage these villagers outside of massive explosives? Your only chance here is seemingly that you get time to set up explosives that you bring with you, and can set them off before they aggro. It just feels so out of place.
Habeas Dorkus Mar 22 @ 2:12pm 
I feel stupid for asking this, but I don't understand how to use the Inventor's "Craft an Arc Component" skill. I have attempted it on Advanced Components both on storage and on the ground. There is a brief aiming animation, followed by nothing? Are a certain number of Advanced Components required? Is it possible that I missed a terminal that actually unlocks the skill, despite it being visible and clickable?
Your Friend Toad Mar 22 @ 11:36am 
I really like the quest! However even for vanilla given the extraordinary investment the generator demands... The output is just... Pathetic?
Using any other energy mod like Nuclear reactors from vanilla furniture expanded or Cryogenic generator render it totally useless. Same for using anomaly, the Bioferrite generator totally outshine it.
I really wish there was at least an option to tweak the generator output to fit our experience better.
Otherwise great mod! :upvoted:
Sarg Bjornson  [author] Mar 21 @ 12:11am 
He will only convert people he is friends with!
Hexacon Mar 20 @ 9:55pm 
Amazing mod, At first I didn't like the fact that the traitor event can convert half your colony into another ideology. But it grew on me, I like keeping ideology books around and having to do constant conversion rituals. This mass exodus forced me to try and Not capture & convert everyone.

Although I'd like to know if the Special Ideology roles are immune ? Mine didn't get converted but it could have been because of RNG. I hope they're immune to it though, as it would be annoying to lose a leader or a moral guide
nobot999 Mar 19 @ 9:04pm 
I'm getting an error whenever whenever I try and open the quest chain devtool, and getting continuous errors popping up about trying to spawn null quest chains. It won't let me upload the error reports, but If you have somewhere that you would like me to post them, I would be more than happy to do so.
Seprious Mar 18 @ 11:34pm 
alright, I'll see if studying basic one will help. thank you
Oskar Potocki  [author] Mar 18 @ 4:26pm 
Then you know how to upgrade ARC to nuclear, but not how to craft the basic ARC. You need to study the basic one.
Seprious Mar 18 @ 3:57am 
I studied only nuclear one
Oskar Potocki  [author] Mar 18 @ 3:15am 
Did you study the standard ancient arc or maybe the geothermal/nuclear one?
Seprious Mar 18 @ 1:24am 
Update: I have studied ancient ARC during the bandit camp quest. I even have a mood buff for studying it, but I still can not build it. Right clicking the blueprint just says that my character did not study ancient ARC. Either I did something wrong, or maybe mod conflict? :cozypoewitch: