RimWorld

RimWorld

1,393 ratings
Vanilla Quests Expanded - The Generator
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Mod, 1.5, 1.6
File Size
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14.951 MB
20 Jan @ 11:19am
9 Jul @ 11:11am
8 Change Notes ( view )

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Vanilla Quests Expanded - The Generator

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[www.patreon.com]




Vanilla Quests Expanded is a brand new series of mods that aims to add some interesting quest chains to the game, encouraging world map travel and quest interactions in order to obtain powerful rewards. Ultimately, it allows us to add some really cool mechanics without making an entirely separate Vanilla Factions Expanded mod for them.
With this mod, you will be investigating a series of prototypes created by an elusive and mysterious inventor. ARC, which stands for Advanced Reactor Chamber, is a very powerful and upgradable power generation unit that can ultimately power your entire colony. It will become a very center of it, a monument to which you channel all your resources. It will reward you with nearly infinite energy, but the process of upgrading it is tricky, takes a lot of time, requires a lot of resources and for you to jump through many hoops.
At some point in the upgrading process, you will need to make a choice - whether you want to go nuclear, or geothermal. The choice is up to you, but it is a commitment.
And who knows, perhaps you will discover the resting place of the infamous Inventor?



We have tested the mod with a group of trusted testers, but in case any issues occur, please use Vanilla Bug Reporting Expanded google form to report them. We don't respond to bug reports in the comments and will remove them when we see them.

[forms.gle]



Graphics are created by Oskar Potocki.

Some ancient ruins graphics are created by Bread mo!

Code is done by Sarg Bjornson

Quest chain code by Taranchuk

Storyteller artwork by vitalii.

11 Bit Studio for the source of inspiration: Frostpunk.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Will you add more ARC generators?
A: Potentially! We have some ideas at VE, but we want to see how people enjoy the mod first. It should have plenty of content!

Q: Can I dev-trigger the quest chains somehow?
A: There is a button in the dev menu called View Quest Chains. It will allow you to view and trigger individual quests as well as auto-complete them. It can also tell you when the next quests will trigger.

Q: You’re adding 7 new quests. Won’t it dilute the quests I get?
A: No. We have made a brand new system decoupled from the storyteller. These quests are not taken into account by the storyteller and are triggered on timer and conditions instead. Once you meet the requirements for the quest, it will trigger after the internal timer ticks down.

Q: Does it work on existing saves?
A: Yes it does! The first quest should show up within 45 days of adding the mod.

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.

Q: Will you add more quest mods?
A: Yes! If you think it’s the right idea and you like this mod, make sure to leave a comment telling us so!

Q: Can I refuel the Chemfuel ARC with Vanilla Chemfuel Expanded pipes?
A: Sadly, no, we found no way to code it to allow it. I recommend placing a tap next to your ARC and colonists will automatically refuel the generator.

Q: Nobody maintains my ARCs!
A: Only characters who have studied the ancient ARC can maintain the new one. If they die, your ARC will inevitably fall into disrepair until somebody else studies an ancient ARC.

Q: The quest location spawned so far away!
A: Intended. The locations can spawn anywhere in the world. Not everything needs to happen around the player base, especially when rewards are so sexy.

Q: CE compatible?
A: No idea. Ask CE.






















529 Comments
Sera 9 Oct @ 10:14pm 
@NexusLeader from what i can tell. Character editor to reset his ideo or force apply anesthetics to stop him destroying it. Witch I recommend because him doing it makes no sense.
NexusLeader 9 Oct @ 6:15pm 
Is there a way to stop the inventor from starting his technophobia/destroying ARC?
ALSO, MORE OF THESE MODS PLEASE!
Stim The One 5 Oct @ 1:40am 
I'm tempted to ask why the chemfuel variants are not compatible with the pipe network, but I bet you guys would say it would make it too easy
sewnutty 4 Oct @ 7:40pm 
Instructions unclear, sent my my space vikings with a geothermal ARC on an asteroid before they summoned the void nexus. We were trying to get infinite twisted meat but meh i guess.
Sarg Bjornson  [author] 26 Sep @ 5:58am 
Classic Albert, what a douche
ggfirst 26 Sep @ 5:13am 
I am stupid, but what I think more stupid is, Albert, who has very different tech and knowledge from Player Settlement, can only deal with the ARC. So basically he knows most of the technology behind hit. And even so, to build Nuclear powered ARC, you should research prerequisite Ship Reactor thinge. I just don't get it. People who use Technology advance mod (that Oskar has introudced, duh) along with somethign like tech block mod, would be very much frustrated. Why does albert even needs other colonist's consent?
Toasty 24 Sep @ 1:00pm 
The inventor can end up being a kid with biotech installed, meaning he wont get the adulthood backstory, if he doesnt have the trait and enough skill im practically locked from making an arc reactor (i fixed everything in dev mode but it'd be nice for it to be something in place so this doesnt happen)
Shion Pavlichenko 18 Sep @ 9:55am 
Hi ! Is there a way via Dev Mode to make it so that a particular colonist become qualified to build and maintain the ARC ? Thanks
alonlystalker 18 Sep @ 12:43am 
Is there a way to get rid of arc maintenance work speed debuff or atleast a way to make pawns repair it more often?
tyrranor 17 Sep @ 11:24pm 
no because you need a geyser. but there is a similar mod to be able to use it on gravship