RimWorld

RimWorld

Vanilla Quests Expanded - Deadlife
207 Comments
Fredrik 21 hours ago 
Quest triggered for the icbm site, but i didnt get any location. Is it possible to reset the quest or dev tool spawn the site?
Quality content as always, thank you for your work!
That said, any chance for an option to disable auto-drafting when entering Silos? :)
Wedern Jul 30 @ 8:00pm 
Update for all the poor souls whose stairs weren't generating i dug through my mods and narrowed it down to a few mods I didn't need as much in my play through that were affecting generation. These are: "Better Distress Call" "Bunk Beds" "Dryads and Gauranlen Trees Reworked" "Faction Customizer" "Geneva Checklist" "Joint Battles (Continued)" "Limitless Deathrest" "More Persona Traits" "Romance on the Rim" "Slaves Rebellions Improved (Continued)" "Stored Research" "Virtue Framework" "VPE Horaxian" "Vanilla Furniture Expanded - Props and Decor" (Highly doubt it was that fyi) "Voice acted colonists" "Launch into empty space" "Allies are helpful" and "Layered wall destruction" In case anyone might have the same error and to provide a potential fix.
Wedern Jul 30 @ 5:09pm 
Any way to fix the stairs not generating problem?
321123 Jul 30 @ 3:18pm 
Is there a limit to how many silos can generate since they don't appear to have an expiration timer?
Seti Jul 30 @ 12:09pm 
Im getting the same error, no stairs spawn
Cynthwayve Jul 30 @ 11:06am 
Is this mod still broken when you are staying / main colony is in space?
Flat White Jul 29 @ 2:54pm 
Overall enjoyed this mod very much - the silos are amazing POIs for Odyssey playthroughs.

Like others the ICBM facility final quest was a bit of a joke simply because of how quick I blitzed it. Almost certainly not how it was intended to be but the outermost walls of the facility were destructible so I bashed my way into the control room and gunned barislov down in roughly a minute. Also not sure if this was a bug or not but barislov was a baseline human (not sure if shambler overload was a xenotype or something). He had his ability still though. Unfortunately he was unwaveringly loyal so he's going to be in my prison for a very long time...

Might do another play just to see how it is if you intentionally fail and do space zombiepocalypse.

For those considering this mod if you haven't tried it before - be well prepared before attempting silos, you WILL get swarmed by shamblers. Stock up on heavy SMGs, armor, and a set of flares.
Luminous Dark Jul 29 @ 1:55pm 
The first mission of this mod has ended two of my runs.
Shimmer Jul 29 @ 10:26am 
This mod couldn't synergize better with Odyssey if it tried - honestly a good way to get resources that aren't stripmining every mountain tile you land on, and there is genuinely something EXTREMELY satisfying about bringing light to a dark decrepit dungeon after securing it from all enemies. Fantastic way to get rare valuables like synthread, hyperweave, gold, etc.

Genuinely hope this is the direction other VE quest mods go - large dungeons with a lot of valuables in them that make raiding and exploring and construction worthwhile and rewarding.
Justin Bieber Jul 29 @ 2:11am 
So I got the quest "Legacy Designation: Vault-B4" but I don't know where to go? It doesn't say where the silo is. Am I missing something?
WabbaCat Jul 28 @ 6:55pm 
entered my first silo... or tried.

Cant enter. No stairs spawned inside the silo so my people just stand on the surface looking at the silo, repeat trying to enter even tho they cant...
Dracon Jul 28 @ 6:05pm 
Final Feedback: Overall I really enjoyed the challenge, but the ICBM launch site was too easy compared to the Silo's.
Due to being above ground, I could have even just bombarded it, since RW will show me exactly where the general is.
Tbh I kinda wish I had failed to get some additional hours out of the mod.



It might be a good idea to move the facility underground, the next time something is done with the mod, or at least give the facility the new ancient walls and an overhead mountain rooftop.

Another suggestion: Add an option to make the deathpall truly permanent.

Addendum for Alpha mods:
If you have alpha mod zombies on, those steel walls will just burn down the moment you meet one of Sarg's chemfuel zombies. Heavily reduces the challenge. On the other hand, you want that on, for the shambler plague. - This is where my suggestion to use the new (or different) walls comes from.
Dracon Jul 27 @ 12:40am 
I finally realized what I was doing wrong... It wasn't the absense of Warcaskets, Power armor... It was the Absence of DAKKA *puts miniguns on everyone now*
Rim Baby Jul 27 @ 12:23am 
I freakin love looting/exploring these silos. I hope you make another one with the insectoids! Looting abandoned facilities overrun with hives sound awesome!
Ginger Snap Jul 26 @ 5:38pm 
Does anyone know if there is a way to control how often the Silos spawn? i have like 7 on one map and they never go away
swaggy Jul 26 @ 9:36am 
okay maybe im just unlucky lol
swaggy Jul 26 @ 9:30am 
is there supposed to be slag in the silos? im not getting any from smashing furniture and i cant cover up the pits
Techno_Mage Jul 26 @ 6:19am 
I just found a ton of general's insignia on wandering pack animals and now my entire base is unbreakable lol.

I feel this might not be intended
Sporling Jul 25 @ 5:43pm 
@Fenc Click on the Silo exit building underground, one of the buttons, something like 'Exit Silo', opens a trade window were you can assign items to be brought to the surface
Fenc Jul 25 @ 4:44pm 
how do i transport materials from inside the silo to the surface
manollette Jul 24 @ 7:19pm 
Just throwing my two cents in, love the quests you guys are implementing. Breathes fresh life into the game in a way normal content struggles to at times. If this is what you can pull off in the first half of 2025 alone, I'm stoked for the future.
Jixxor Jul 24 @ 11:25am 
This is proper cool. Quest chains are such a great idea, love the concept.
Lord Rugdumph Jul 23 @ 3:03pm 
Are we supposed to do something with the big portal of doom at the end or is it a precursor to the next nazi zombie mod? :o
Lord Rugdumph Jul 23 @ 2:43pm 
Next we need vanilla mobile light sources expanded so i can see all the cool stuff inside the bunkers without spawning in torches
Latex Santa Jul 23 @ 12:54pm 
@mabo404
The mod team doesn't look at the comments at all.
As stated below, "Remember that bugs ought to be submitted using our google form with hugslib logs attached. If something doesn't feel right: report it."
mabo404 Jul 23 @ 12:51pm 
WARNING TO EVERYONE : Fatal bug if the silo exit stairs are killed. For example by a rockfall from lack of wall support. This will prevent you from leaving the silo, and because it is a pocket universe, you cannot use the normal dev tools or tunneling to leave. Since you can spend a few days inside, this may also have over-written all your autosaves, and your run is officially over.
I'm all for story telling, but I'm not at all happy with this potential for a fatal end to the game. Please fix guys. ASAP.
Cynthwayve Jul 23 @ 8:42am 
The locations are not spawning on the planet, I am currently in space when the quests popped, is this an issue you are aware of?
Farbott Jul 22 @ 10:47pm 
I havent checked the scenario options for a new save yet for if it exists, but it would be awesome if there was a way to make the bad ending be an incoming event from day 0, kind of like a planet killer weapon
enzesihai Jul 22 @ 12:26pm 
Is there a way to activate the black gate of the final mission? I searched everywhere but couldn't find any relevant clues, and the community in my area didn't have any discussions about it. Is that gate just a decoration or a clue for subsequent missions? But I found a black obelisk that I had never seen before in the editor. Why is that
-KV- GODF Maxou Jul 22 @ 11:43am 
Oh so it's because i'm doing a 1.5 run okay, it wasnt a big deal anyway thanks :)
Fenc Jul 22 @ 10:24am 
cant seem to find the ui that allows me to transport items to the surface
Ocomunepom Jul 22 @ 9:41am 
what the point of that gate that was defended ? i may have busted the general too fast whit a bunch of tank, fast enough to allow him to do only one terminal before he got kill
Oskar Potocki  [author] Jul 22 @ 8:17am 
Remember that bugs ought to be submitted using our google form with hugslib logs attached. If something doesn't feel right: report it.
lostormisplaced Jul 22 @ 8:12am 
I also had the freindly shamblers when i played this mod back in 1.5
Oskar Potocki  [author] Jul 22 @ 7:58am 
You might have an outdated mod version!
-KV- GODF Maxou Jul 22 @ 7:16am 
I suppose it isn't normal for the deadlife dust from the death pits to reanimate shamblers and make them... mine? They just aren't hostile once resurrected and become part of my faction, they even help me attack the other shamblers .-.
Nuclear Taint Jul 21 @ 5:58pm 
I've been having the same issue as SiCall. I try to enter the silo and it loads the second area but says location blocked. I used dev mode to check why and when I removed the fog in the second area it seems to have spawned nothing there. It is just a map with soil floor and overhead mountain.
SiCall Jul 21 @ 9:06am 
Cant enter silo, says destination is blocked. Big sad.
Aitor Jul 21 @ 4:25am 
its true, i cant display the cap in mi outfit stands, the insignia works but its weird that only the cap cannot be displayed
the critter Jul 21 @ 4:09am 
this is so peak i love you sarg bjornson
Farbott Jul 20 @ 10:38pm 
The general's cap seems unable to be put onto anythiiiing?? Not statues, not storage, nowhere
CryptoTest Jul 20 @ 4:50pm 
"Oh, shambles die! Sure, some will survive cause of their genes, but I'll be fine with about twelve!" Screw me I guess. Fifty shamblers. Without warning. There wasn't even that many when they were all alive. Sole Doctor lost a leg. Without clotting blood, it would have been a massacre. Whatever mysteries lie at the core of this project, sure as hell aren't being solved. At least by me.
Dracon Jul 20 @ 5:27am 
Started a Silo yesterday - deliberately not reading to not get spoilored.

Oh god... I ended up just hellcat rifleing the entire Silo, because I wasn't sure the mobs wouldn't escape from the entrance. - Obviously to very little effect.

This is certainly a mob that will keep me busy for a while. - Well done.
Fenc Jul 20 @ 12:01am 
where is the ui to transport loot?
Rig Jul 19 @ 8:26pm 
Can we get the Yttakin expanded?
salt_babe Jul 19 @ 7:40pm 
VQE quests are all in the "quest chain" option
Popsicle Penguin Jul 19 @ 7:25pm 
@salt_babe I followed your directions, but I am unable to find where to manually trigger these quests via dev mode. The mods are active, but I do not see them in the list of quests to re-fire them all. Any idea?
Dust Jul 19 @ 1:38pm 
@Teufler I encountered that when I had no permanent base.
Fenc Jul 19 @ 10:44am 
ok with that info ill give it another go, (sorry if i seemed a lil off, i was in a bad mood, my bad)