RimWorld

RimWorld

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Vanilla Quests Expanded - The Generator
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Mod, 1.5
File Size
Posted
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13.908 MB
20 Jan @ 11:19am
3 Apr @ 4:02am
7 Change Notes ( view )

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Vanilla Quests Expanded - The Generator

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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.






















449 Comments
lostormisplaced 7 hours ago 
@Advanced Component Love the user name and picture
Advanced Component 22 hours ago 
@zoroththeawesome only if you have VE Temperature active
zoroththeawesome 17 Jun @ 4:30pm 
so... does it generate heat like frostpunk for a cool winter base or does it just do power?
Simplyoranges1.0 15 Jun @ 3:50pm 
update: figured it out, you gotta keep upgrading it, once you reach a point, then you can fork off into different variants.

in other words, i was a bit slow (mostly impatient)
Simplyoranges1.0 15 Jun @ 3:39pm 
i dont have the chemfuel arc at all.

non other arc has popped up for me, other than the Wood fire one.
Sarg Bjornson  [author] 14 Jun @ 10:56pm 
Well, do you have a max rank chemfuel ARC?
Simplyoranges1.0 14 Jun @ 4:52pm 
ive been playing with this mod for a while, and despite doing the quest for them, i cannot build (nor spawn) the geothermal or nuclear ARC. Are you even supposed to build them? ive searched the mod's files to try to find the IDs for em (but i am tech stupid so no luck) and havent found them.

is it an error on my end? (no error fires for me to tell me) am i running an outdated version of the mod? or am i just slow?
xkuripuri 14 Jun @ 2:58pm 
@Sarg: I think I need to call my local Democracy Offi- no, wait, hang on, maybe the Inquisition...

@Vanyor: I had that thought. Or I had the smarter realization as I laid down to sleep - the ARC can't be symmetrical, but it doesn't mean the BUILDING its in couldn't be...
Vanyor 14 Jun @ 9:31am 
@Oskar Potocki @xkuripuri Thanks for the info! I'm also not a fan of the lack of symmetry (Looking at you @Sarg Bjornson) what I did a long time ago however was putting 4 geothermal with 1 tile of space from the center. (2 on top and 2 on bottom) so you still get a middle line in all 4 sides and a symmetrical bases.
wanglezt 14 Jun @ 8:41am 
Thank you VE team for a wonderful addition to the game.

I do have a question - I might be missing something in the mod settings, but is there a way to be notified when the ARC is ready for the next step, whether through a notification or letter?

Thanks in advance!