RimWorld

RimWorld

Vanilla Quests Expanded - Deadlife
326 Comments
Pyl 9 hours ago 
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
Blessings O'Babylon Sep 16 @ 8:07pm 
@Sinsei

No, im with you. Im sorry, this mod is interesting, but i legitimatly cannot see a god damn 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.
tyrranor Sep 7 @ 5:41am 
@Dr.Rybkin they don't "need" but if you want them yes. it's easier using gravship
Dr.Rybkin Sep 7 @ 4:49am 
Am I right in understanding that all the things in the bunker need to be taken out manually to the surface? Or am I missing something? As the caravan continues its journey, I can't add all the loot from the bunker.
托托茶 Sep 5 @ 1:27pm 
can we get the deadlife props and objects count as just for scrapper? i wanna put them in my base as trophies
Blessings O'Babylon Sep 4 @ 6:14pm 
@tyrranor Void Embraced is an idea, though not one i had access to in this situation. Ill take note, regardless.

@onikage I did think that getting a gravship would make this significantly easier, but after doing a ship nomad i was deliberatly not using one in this scenario. I think this mod would mesh with a grav ship very well, though.

@rb47798 The 25% tidbit is one i didnt know about. That is absoultely a valid approach, i think. As for the pits, they seem to spawn shamblers in unrevealed map, which was my issue - if i take too long, the situation gets out of control.

Thank you for the tips, guys.
rb47798 Sep 4 @ 6:06pm 
@Blessings O'Babylon the death pits can be filled in with steel slag chunks which stops them from spawning more shamblers, there's usually around 1-2 pits to cover up from my personal experience. When it comes to managing your pawns needs I really suggest opening 25% of the crates as soon as you can which completes the quest and allow settlement of the tile. This will allow you to send your pawns home, (preferably with a shuttle) to get their moods back up and then send them back to finish looting the vault and go home.
If you have Odyssey, you can always send your gravship to camp the surface.
I usually send in a squad of unawakened androids with shotguns and trooper armor, or turn them into Warcaskets with warcasket shotguns and flamers.
tyrranor Sep 4 @ 9:57am 
@Blessings O'Babylon i personally use a strong melee pawn, void embraced, so no need to sleep, and fight shamblers close to a door, so they can come only 1 by 1, or 3 at the time. about recreation, could use a map or meditation.
Blessings O'Babylon Sep 4 @ 7:17am 
Asking here for some advice, this kinda would be nice for other similar mods as well, but:

What is the intended method of dealing with colonist needs while doing these maps? Like, whats the design approach here? Food, sure, my colonists carry a couple meals into the bunker, but sleep, recreation, beauty - i showed up on map, cleared the surface, entered the bunker and cleared maybe three rooms before two of my colonists were in extreme break range.

Other than excessive micro management of pulling colonists out of the bunker to sleep, eat, set up a throwing hoop, put down some furniture and so on and so forth, how are we expected to clear any of these bunkers without setting up a colony outside each bunker?

Especially since these things are effectivley on a timer, since i opened a door and like 20 shamblers spewed out because there was a 'death pit' that had been ticking the entire time inside the room.

Im not saying this as a point of criticism, im genuinley asking for tips.
ggfirst Sep 3 @ 1:26am 
@OskarPotocki : Bug Report & Suggestion
1.The <ThingCategory> tag is missing from <Generalshat>.
2.It also seems that it doesn’t have <MaxHitPoints>, but in the UI (e.g. RPG Style Inventory), it appears as if it has very low HP remaining. (I’m not sure, but maybe in vanilla it is possible to see such gauge bars… The thing is, other apparels without <MaxHitPoints>, such as Albert’s apparel from VQE-Generator, don’t show this UI issue.)

3.(Suggestion) To unify the mod settings, it might be nice if you also remove <MaxHitPoints> from <Militaryjacket>.
I removed it via XML as well, and tested the first patch with an XML edit.

Thanks for the great mod, and I’m looking forward to the next update!
Sera Sep 1 @ 7:40pm 
@entropy008
Wait really? Was that just a one off unlucky or do they all get that? If all get that im going to cherry picker it out. i have been seeing an uptick in moders abusing unwavering loyal for their extremely over powered pawn just so it's hard for you to ally this really hard to even down godling. hell even in base game i'm seeing 3 unwavering for every 5 pawn I capture.
entropy008 Aug 31 @ 9:07am 
The process to recruit the general - is it only through Anomaly-related mindwipe (or the Psy-skills expanded ability of the same name)? I just finished it and have the General and she's "unwavering."

I can enslave her but that's about it.
Пельмений Aug 31 @ 1:14am 
@carferieto same problem and I'm afraid to try to open more silos because of it... Is it a bug?
Attic Goblin Aug 29 @ 4:33pm 
Can we get the deadlife furniture/objects/traps/etc to VFE props pretty please?
Swatch Aug 28 @ 4:43am 
Using up the whole Ancient Shotgun and have it deteriorate in a colonist's hands gave me a hard CTD, no notifications, just straight back to the desktop.
carferieto Aug 25 @ 9:34pm 
Hello, I have a problem: my character unlocked the silo, but I can't go inside. It says 'the path is blocked' or something like that". Has anyone else had this issue? I'm playing as a tribal.
Ebonyte Aug 25 @ 12:56am 
This is *exquisite*, and a mast-have for any install going forward. More quests are extremely welcome, and I'd especially love more undead and horror themed ones.

Out of curiosity, are you looking for more writers? This is one hell of a display of talent!