RimWorld

RimWorld

Vanilla Quests Expanded - Cryptoforge
196 Comments
lostormisplaced Jun 19 @ 8:20pm 
@Rams Vanilla Psycasts Expanded, night skip ability is perfect for that problem
Rams Jun 19 @ 2:05pm 
Hi, how do I reach the cryptoforge? When I try forming a caravan, it says that there is no possible path (as there is a sea between the northpole and the continent), and I can't land any planes there either.
SophicDragon Jun 16 @ 11:32pm 
I remember first seeing some of this content from og Vikings and getting mentally flash banged with Endless Space. Always loved the Vaulters, fantastic to see this content returned and upgraded.
Bärtierchen Jun 14 @ 3:33pm 
Could not find a type named VanillaQuestsExpandedCryptoforge.CompProperties_CryptoforgePod
Happy Jun 13 @ 12:51pm 
Need to agree with Rockyfist on the frostbite part...
I like the idea of cryo weapons freezing everything around like Mr. Freezer on a rampage, but the persistent frostbite things on my map is pain in the ass, especially when it is going to kill crops or spreading on pawns giving frostbite to something indoors. Could you maybe take a look on that? It is pretty harsh.
Rockfyst Jun 11 @ 2:05pm 
as much as I love this content returning. My god cryptofreeze keeps proving to be a bigger hassle than the fights I get into that need me to equip my colonists. so much frostbite on everyone unintentionally. So much friendly fire even if someone doesn't get shot with a crypto weapon. I love the mod but man the fact it spreads like fire makes it a huge pain people can't even beat out the cryptofreeze without tons of frostbite. Quests were fun but I don't think this is going to be a permanent part of my playthroughs.
Simbach Vazo Jun 5 @ 12:04pm 
Will there be any quests in future quest chains that don't involve such long travel? I'm not wholly opposed to said travel but it would be nice to not go quite so far for multiple parts per quest.
CoolBreeze_75 Jun 4 @ 10:21pm 
Let me build my own landmines! (please?)
Rozkurwiator Jun 1 @ 1:44pm 
Same bug with Stern, only few pieces of this part of ship and quest fails instant
ObscureParticle Jun 1 @ 10:02am 
The crypto fires behave does not behave like the latest fires. You cannot send a colonist to extinguish it unless it's in the home area. They also do not try to extinguish it when drafter and adjacent to it.
aPEEEEx❄ Jun 1 @ 8:43am 
Would you consider making a quest or questline where you can get the laser weapons ? You can only get them from elite mercenaries which basically never spawn
CursedByLight May 28 @ 9:10am 
If cryptocells were some kind of resource, the gun could have something like a grazer shot that needs to be reloaded with them. Or a grenade belt alongside shells. Loads of possibilities but I'm stoked for whats coming in the next few quests too.
CursedByLight May 28 @ 9:04am 
Once I have all my goodies, its kinda sad that this neat satellite base is over. Would be nice if there were more craftables, disassemble the genny for techprints to craft crypto ARC components at the cryptoforge, create cryptocell materials for shells, or maybe even craft some techprints directly to reproduce the cryptoforge, even if its exorbitantly priced and you have to haul back a boatload of cryptocells back to your base. Its a little weird none of these things cost uranium since cryptosleep caskets cost uranium... (But that would probably be hellish to haul in quantity) Would also be neat if you could craft mechanoid boss antennas from cryptocells that do cryptofreeze and thumpers to summon a cold insectoid boss and pherocore... All this would be fine if I was expected to spend a lot more time defending that satellite base.

And I will second a sanguophage quest. I would love to be able to condense my atrociously large gene assembler room even with helixien's resplice mod.
CursedByLight May 28 @ 9:02am 
Love how the armor is now just what phoenix armor wishes it were post impid. No slowdown on both the marine and cataphract equivalent, and if they reach high enough quality, you have mechanoid level of heat immunity, but alas not immune to heatstroke or even catching spreading cryptofreeze. I feel like the cost difference of ~2/3 gold/advcomp and 3x plasteel doesn't do them justice unless you're only factoring in not bringing any resources to the quest site. Assuming I have no way of increasing quality post craft, normal cryptohelmets don't really compete with the heavy ones in any way. Would be awesome if the marine equivalent stuff had extra stats, like a built in gunlink, or any social/trade benefits for standing in this exotic armor.
CursedByLight May 28 @ 9:02am 
After wrapping up my latest save, the equipment is real neat. The gun is balanced at slightly under the performance of a salvaged laser rifle and is a proper DMR at 3.5x the cooldown but ~2.5x dmg w/o assuming pen. I assume the lack of accuracy listing means it has no accuracy penalties, and laser rifles can get fairly close to that with quality. Seemingly you want to mix this gun with other pyro weaponry to lower heat protection, and fire and cryptofreeze can coexist but the latter doesn't get put out with rain, albeit quickly. Unfortunate the gun has no gizmo to boost or swap fire modes since we get one, and also unfortunate drafted pawns won't protect themselves by beating out adjacent cryptofreeze, and that brings me to the armor. Outdone yourselves with the cosmetics.
Sarg Bjornson  [author] May 28 @ 5:36am 
No. You might even get some errors, as the mod assumes mechs are there
lostormisplaced May 28 @ 5:24am 
Random thought; if i were to disable mech hive when i first make the world, would mechs still attack me during the quest
Lord Rugdumph May 27 @ 4:26am 
Just an FYI for people who haven't got minify; gold, plasteel, adv comp iirc seen as though the quest gives no hints for some reason
Tiel May 25 @ 2:10pm 
The latest update seems to have fixed the issue of not being able to order pawns to extinguish cryptofreeze. Thank you VE team!
Takkik May 25 @ 11:54am 
Great mod. The cryptoforge feel like a ship from Save our Ship, any chance for content for sos2 ? Would love to see new crypto forge ships buildings and perhaps space encounters.
Sera May 24 @ 8:40pm 
@Cardoon
There is away but only really use it if mod buggery. With charter editor if you know the name of the pawn you can type it in warp them back to your map and undo anything that broke.
Cardoon May 24 @ 8:21pm 
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.
Just like you.

Damn, reality hit me hard just now
Sera May 24 @ 10:06am 
Ok so in testing Ya I see why it would be a burn out or a 1 only. The gun is really strong. But that's where i'm confused why is there only 1 and it burns out? the guns are strong but double edged like a flamethrower. armor is good till 4 people are on you. axe is..... Exists.. and the really cool Bionics it had don't seem to exist here. Over all good but still weirdly limited.
QraTz May 21 @ 10:07am 
ahh sadly it gets blocked by World Tech Level. Id love to have my vikings colony discover this godlike tech, totally uncomprehensible for them
pig in a pumpkin May 20 @ 3:13am 
Warning doing the archonexus ends any quest chains your on
Silvyy May 19 @ 7:22pm 
For anyone looking for a fix to not being able to prioritize extinguishing crypto freeze iv posted a quick temporary solution in the discussions tab Hopefully we get a full fix from the amazing VE team sometime soon
MocTheJay May 18 @ 1:42pm 
Plz do a Sanuphauge Quest!
NobodyH3re May 15 @ 9:46pm 
do the inesctoids in this have any special interactions with your VFE insectoids 2 content?
BoboTheBlob May 13 @ 6:43am 
When my caravan arrives at the stern, there is only a bit of twisted metal and the quest fails. Can I get the quest again after some time, or am I locked out from completing it?
ParadoxAngel May 12 @ 2:33pm 
In my game I managed to get Crytpogear stuff from trading with Imperial cities. They had axes and armor a couple of times. (I don't have any particular mod exept for VFE related stuff)
Also in the FAQ it says you can't get it but also trading expanded mod allows you place orders for these
ZS Maeklos May 12 @ 12:43pm 
Not sure if it's because I've started with the vanilla mechanoid faction disabled and am only using VFE: Mechanoids faction, but absolutely nothing happened when I went to the scanning site and use the scanners. I was able to interact with them, but it was almost an instant action, there was no Hacking or anything involved. No mechanoid raid. No countdown timer to let me know how long I was supposed to wait. I was unable to interact with the scanners again, and left a trio of pawns there for about 15 days, fighting off the occasional raid from a normal faction because "my caravan was detected". Eventually, I just gave up and went home. No new quests popped up. Nothing at all happened.
lol May 9 @ 7:15am 
not included in Vanilla Expanded collection for some reason
lostormisplaced May 7 @ 5:38am 
@Crimson Click on the support patron at the top of the page, it will bring you to a patron page where Oskar posts the roadmap, among other things.
Noir May 7 @ 4:24am 
How do I view the Vanilla Expanded Roadmap?
Jibby May 7 @ 2:05am 
Smh cant escape Crypto Bros these days :repenny:
Tiel May 5 @ 3:35pm 
Same thing everyone else is saying. Drafted pawns cannot be ordered to extinguish cryptofreeze nor does picking up a downed pawn that has cryptofreeze on them put it out. Pawns only extinguish cryptofreeze when it is in the home area and they are undrafted making these weapons difficult to use in combat
Arthur0412 May 4 @ 9:50am 
it can be, but not using the right click to force pawns like normal fire... this means that if an ally is on cryptofreeze, they will burn to death until someone with the firefight job extinguish it
Thank you <3
Sarg Bjornson  [author] May 3 @ 10:56pm 
It is extinguished the same exact way as normal fire
Yeah cryptofrz fadin with time, but damn, how it will be extinguished? i lost my "deathless" pawn, cuz it wont stop freez T_T
pug May 3 @ 5:02am 
Is guilt supposed to be a bonus to global learning speed? Cause on the image you guys are showing it's a boost to global working speed but that's not what is showing on my hero pawn.
drshahramanvariazar May 2 @ 11:11am 
bro already made 2 mods having reference (vanilla factions expanded - mechanoid as factorio or something and vanilla factions expanded - insectoids 2 as HELLDIVERS 2 MOD)
Arthur0412 May 1 @ 4:41pm 
cryptofreeze can't be extinguished using right click, making the weapons an absolute nighmare to use, my colonists just run on the fire and burn to death mid combat
FalsedSteps Apr 29 @ 5:15pm 
Quest chain ends itself with no outcome if generating a new colony while following the Archonexus ending path
Hamacelos Apr 29 @ 4:11am 
yes ,but not everyone will be/should be running vpe all the time.
The Coal Man Apr 28 @ 10:45pm 
@Hamacelos You can upgrade the quality of objects with psycasters too, as long as they can be uninstalled.
Hamacelos Apr 28 @ 12:16pm 
why does the ancient game table have a quality if we cant build it in anyway?
airtight fire Apr 27 @ 6:53pm 
Should note had this issue as soon as the first quest notification came in after loading this on an existing save.
airtight fire Apr 27 @ 6:47pm 
Having an issue with UI. Assuming its an interaction with a mod but am unable to see icons for weapons held by pawns and some psycast icons are not showing. Additionally SOS2 vehicles are missing UI icons (I should note, they are still there just fully seethrough). like I said prob a mod interaction but if anyone has ideas I would love to hear. would love to play this mod if i can get the mod combo right!
Behemoth64 Apr 27 @ 7:44am 
cryptofreeze's flames cannot be extinguished....