RimWorld

RimWorld

Vanilla Quests Expanded - Deadlife
342 Comments
Dewguru Oct 30 @ 5:47pm 
I've done one location. At the second one, forced open the doors. Told my pawn to go down, and he can't. It says "Unable to enter silo staircase, destination is blocked."

Anyway to force it?
Perogi Palooka Oct 27 @ 1:19pm 
Is there any way I can lower or disable the frequency of silo quests spawning?
I'm waiting till I have enough combat power to tackle the quest, and at this points I have 11 different silo quests taking up my log- I'm afraid they're going to choke out the map by the time I can do the quest!
Knight Oct 24 @ 5:42am 
I'm having an issue when trying to move stuff between the SIlos and the normal map, I picked up a bunch of stuff and then when I went up the stairs it "fell out" my pawns inventory?
Hagenz Oct 19 @ 11:51pm 
I got the ICBM launch site quest but kind of forgot about it chasing gravcores. I'm sure I saw the location on the map at some point but it has since disappeared.
I got the quest 7 ingame years ago, and I have several other operation deadlife silo quests that no longer have a location on the map.
The permanent death pall that's supposed to happen if you ignore the quest never happened.

I suppose either:
- There is a timer for these locations similar to distress signals etc, it's just hidden
- The map can have a maximum of X quest locations active at any time and erases the older ones
- The timer to complete the ICBM site (before the death pall occurs) ran out but failed to trigger a failed status for the quest

Is it possible to spawn a quest location using dev mode, or have I locked myself out of this questline now?
Meubinator Oct 8 @ 12:55am 
Aha, I assumed the Shambler Overlord was like a custom Xenotype, but now I see it's the term in Anomaly for a creepjoiner with that ability. Since he looked like an ordinary human instead of a shambler I thought it had bugged out (possibly due to a mod conflict). But the unwavering loyal does make sense, he just drew the short end of the stick with his skills and passion RNG and the extra ability didn't convince me that I needed to try and capture him.
@Meubinator

The General is always randomized and, from my encounters, always unwaveringly loyal. Which makes sense, given they literally walked through the Death Gate willingly. Recommend using Mind Wipe (Vanilla Psycasts Expanded, Empath tree) or the Brain Wipe ritual (Anomaly,) to make them recruitable.
Meubinator Oct 7 @ 1:24pm 
Just managed to get to the IBM Launch Site, and it turned out the general was a baseliner human, and unwavering loyal too. Not sure if these were intended. Decided to just not bother trying not to kill him since his skills weren't that good anyway.
Apart from that a pretty fun questline, my main challenge was managing the mood of my pawns while getting the loot out.
sethkwright Oct 7 @ 10:15am 
what if someone made a mod that allowed the pallets to be used as storage
Stim The One Oct 4 @ 5:12am 
@conornorburn I was just here to thank my MVP, the pristine strider, for letting me take all the loot at once. The thing can hold two tons. With the combination of other mods to make sure it hauls everything at once, first have them move everything in one place by setting up a stockpile, remove it, set another, draft the colonists so only the strider picks up everything, then once everything is in its inventory, have it leave the silo.
conornorburn Oct 4 @ 3:31am 
Has anyone worked out an efficient way of taking loot to the surface without just having your colonists manually pick it up with them
Question... is it possible to use one of the Ancient Silo quest locations as a base, or are they on a timer?
Jellybot Oct 2 @ 10:52am 
Well never mind I found it was just an error. Anybody have same issue like me, try to disable 'Yayo animation' and 'Melee animations' mod. I don't know why, but they interfere with icbm map generation. I'll paste error log and chat GPT analysis below.
------------------------------------------------------------------------------------------------------------------------
Map.get_ParentHolder() → The game tries to access a map object that doesn’t exist (null).

AM.Patches.Patch_PawnRenderer_ParallelPreRenderPawnAt → Related to an Animation Mod (AM) patch.

com.yayo.yayoAni → This is Yayo’s Animation, also patching pawn rendering.

So the crash happens because both animation systems are trying to handle pawns, and one of them is referencing something already removed from the map.
Jellybot Oct 2 @ 9:58am 
I looted several bunkers and ICBM mission started. However, map marker doesn't genetate. Should I find more map table to find ICBM station?
OmegaEntertainment Sep 30 @ 11:33am 
Just curious, am I the only one having the Operation Deadlife quest locations fail to generate when at an Odyssey DLC orbital site?
eat shit and die Sep 27 @ 11:53pm 
How to remove shambler hordes after the shambler apocalypse finished? I've got around 300 shambler hoards clearing the map of all faction bases(
AmoryBlaine Sep 26 @ 12:13pm 
Damn, those bunkers are hard. The flares constantly stunning my colonists is a bit annoying, but once you get the first area secured you can bring in a lot of stuff from topside to build lights everywhere.
Pyl Sep 24 @ 7:59pm 
Can I make the suggestion to replace all the wall in the facility with Odyssy's new wall (the one with 6000 hp), steel wall is just way too easy to cut through.
Raith Sep 23 @ 11:36pm 
what problems should I expect if I remove this mod mid save?
kittyshusky Sep 23 @ 5:11am 
Wait, so there is no chance for player to play with the Death Door, repurpose the thing like in the ARC generator? I got kind of excited seeing the large structures in the ICBM main control, was expecting something like the Anomaly ending...
Shimmer Sep 22 @ 12:31pm 
@NEXDEATH47

CE patches are available on the CE mod page. If it's not there, the answer is no.
NEXDEATH47 Sep 21 @ 6:58pm 
does this have a CE patch available?
NothingToSay Sep 21 @ 4:10pm 
having a strange bug that the silo stairs are "blocked" and the underground not loading. not sure how to fix it. not sure whats causing it. debug logs just say pawn tick = null as red and thats it.
Gerewoatle Sep 21 @ 3:56pm 
@CaptainSpam: Silo dark because General not lighting entire neighborhood. Turn off light when leave room, whippersnapper!

Flare use not chore, Spam seem to think RimWorld some kind of autobattler or three-click-a-day browser game.
CaptainSpam Sep 21 @ 9:38am 
ah, let me try that too. Why silo darker than dark? Flare use chore. Maybe alternatives?
Smoker Sep 20 @ 9:37pm 
Portable generators definitely help with the light situation. Also the glowstick mod.

Sarg the wandering shambler hordes are tiny (10 shamblers) yet on huge maps wandering around. Anyway to make them gain strength as they multiply in number or even go hostile to the player asap. Thanks.
Sarg Bjornson  [author] Sep 20 @ 10:47am 
Let me explain flares:

Silo dark. Flare make light.
CaptainSpam Sep 20 @ 10:40am 
I really wish the darkness was handled a little better. It feels like the flares are here not to help the pawns fight, but to un-hinder player's exploration. Maybe if generators were more commonplace or would light up more than a single room?

Also, is it possible to make ancient weapons repairable? Or just have an option for weapon stockpiles to drop regular equivalents in their place? Otherwise the micromanagement of juggling deteriorating weapons just makes them not worth it
AquaPlush Sep 18 @ 10:47am 
Ahh, makes sense, didn't realize they were infinite. That's a pretty nice tradeoff then, especially if you have a larger team
Sarg Bjornson  [author] Sep 18 @ 10:11am 
They are main weapon slot, yeah. You need a colonist on flare duty. But they are infinitely usable.
AquaPlush Sep 18 @ 8:12am 
@Blessings O'Babylon

You could also use Eccentric Flares. Can wear them on your pawn's legs so they don't take up other slots and set them to be auto dropped in dark areas. It's pretty hard without them, the vaults are VERY dark- though yeah it does make sense why lol

Could also use the disruptor flares but they're main weapon slot I think
Stultus Sep 18 @ 6:54am 
LOL
Sarg Bjornson  [author] Sep 16 @ 10:57pm 
Or you can use the flares
Profile McProfileFace Sep 16 @ 8:07pm 
@Sinsei

No, im with you. Im sorry, this mod is interesting, but i legitimatly cannot see a ♥♥♥♥♥♥♥♥ thing. For the sake of simple accessability, for those of us with different eyes than yours, please let us adjust the default level of darkness.

Im not saying i dont understand why its dark, but it is genuinley activley working against the quality of this mod for at least me.
Zalera Sep 16 @ 10:40am 
My general spawned as a non-faction pawn and the shamblers were hostile to it. They downed It almost immediately They also spawned with unwaveringly loyal :( not sure if this is intended behavior or not. Otherwise awesome mod! enjoyed it quite a bit! Thanks!
✚ Mariel ✚ Sep 15 @ 1:47pm 
I think the silo might be bugged. After I arrive there I get a timer for a few days saying raids will come, but after the timer expires no raids appear. You can go into the silo, go back out, wait for the enemies to die naturally, then loot it peacefully. You can also stay in the location safely forever with no raids, which is obv OP
ggfirst Sep 15 @ 7:09am 
1. After final mission ICBM launch site, > is the Silo quest spawn endlessly?
2. The Silo launch quest spawns too often. I have over 15+ silo sites around my map. had to use dev mod to manually remove.
3. I can't see the info of insignia. And it seems it doesn't have any effects, Popping error logs in debug mod. it might be other mod's issue (I don't know, but it matter not)

just please make a audjustable ocnfiguration of 1,2
It should dissapear faster than spawning.
Yahoo- Sep 14 @ 8:04pm 
Not sure if this'd REALLY belong here or bug reports, but I keep getting a "can't enter bunker: Stair case blocked" message about 50% of the time trying to get into these bunkers, I've already removed some mods that were causing this 100% of the time but is this a common issue or something solely a mod would cause?
Smoker Sep 14 @ 4:35pm 
Man this was awesome, even with my modded crew I killed him one second too late. I hate those doors lol. I do wish there was a goal even if it was 200 tiles away to undo the apocalypse.
Sarg Bjornson  [author] Sep 13 @ 7:26am 
Use the flares
Sinsei Sep 13 @ 6:43am 
Is there a way to make the whole map brighter? I'm playing in a bright room and honestly cannot see anything at all. I know that i can activate the generators to use the lamps but even they are not bright enough. Every other pocket map (anomaly or from other mods) arent that dark like the silos in this mod.
Foe-Hammer Sep 12 @ 10:44am 
Would it be possible to have repairable features? Stuff like making the vehicle elevators work so once you clear a path to them you can bring vehicles in or using materials to make the burnout generators work without stopping?
AquaPlush Sep 10 @ 11:39am 
Yeah, incompatibility is the right word. Fine on its own, but for some reason it doesn't play nice with a couple other things.
Sig Sep 10 @ 11:33am 
Same issue, haven't had time to test yet what mod is causing it.
Sarg Bjornson  [author] Sep 10 @ 11:28am 
If it's very common ones we can put them in the FAQ
Brightconn Sep 10 @ 10:57am 
I get the exact same thing running my normal modlist every time. Fine on its own though. Not a bug, just incompatibility.
AquaPlush Sep 10 @ 10:08am 
I'll try again later, and send my log if the issue persists. My bad
Sarg Bjornson  [author] Sep 10 @ 10:06am 
It isn't buggy unless you can report those bugs properly. It has never caused any problems for me
AquaPlush Sep 10 @ 9:13am 
For as cool as this mod is, it's really buggy... I've only been able to get the quest with the General to generate properly once- In a dev quicktest, so I just returned to menu and started a new game (Skipping forward a bit to actually do the quest with devmode)

Start the quest and the first bunker generates fine, everything's good.Raid it, loot it, (I highly recommend eccentric extras: flares for lighting btw) then trigger the next silo quest with the intel desk-

...Aaand the site doesn't generate. Autocomplete it with devmode, spawn the next, same bug. Then start the ICBM site quest and it doesn't spawn. I read that it's incompatible with Layered Wall Destruction and Ancient Urban Ruins before, so they were already gone from my modlist. Man I just wanna beat the General and settle in an underground bunker to scratch that VFE- Ancients itch :(
Пельмений Sep 10 @ 3:51am 
@carriertank No, i don't have it currently (but is there a problem with anomaly asteroids mod?). More likely i have some other mod that does the same map generation bug (looked through dev.unfog). Binary searching is too time consuming for me right now sadly... Thank you for attention!
carriertank Sep 10 @ 3:09am 
@Пельмений do you have terraform asteroid ? I found out that mods seem to have a minor incompatibility with VQE deadlife, it glitch the map generation, preventing some (not all) silo to load propely leading to the issue you and carferieto mention.