RimWorld

RimWorld

Vanilla Quests Expanded - The Generator
449 Comments
lostormisplaced 20 Jun @ 8:53am 
@Advanced Component Love the user name and picture
Advanced Component 19 Jun @ 5:56pm 
@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 (no error fires for me to tell me) am i running an outdated version of the mod?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!
Sarg Bjornson  [author] 14 Jun @ 7:49am 
Reject symmetry, embrace chaos
xkuripuri 14 Jun @ 7:47am 
@Vanyor: You can just complete the first part of the quest chain, then turn on dev-mode, then god mode and it should show up in the Power menu to be built as long as you've done that first part. Just teleport to it to speed up your testing. Maybe make sure you deconstruct the one ruined ARC part.

After a long time, I've actually started enjoying this quest chain. I am slightly annoyed at the ARC being a 6x6, due to my playing 275x275, meaning it can't be centered on the map... but it does share that curse with the geothermal generator, so...
Oskar Potocki  [author] 14 Jun @ 12:54am 
You need to complete the quest to unlock ARC for it to appear in architect menu.
Vanyor 13 Jun @ 7:04pm 
Btw, using Character Editor mod, I can put an ARC in my inventory pawn and place it in the world but that doesn't solve the issue.

Also gave the Arc inventor and Arc Inspector backgrounds and still nothing.
Vanyor 13 Jun @ 7:02pm 
Hello, thank you for the mod! I'm trying to use God Mode to spawn an ARC to test it but I can't find it on the menu. In fact, when I type "arc" the tab "power" should have been highlighted but there is nothing there (even with God Mode enabled).

I'm not sure but I have reasons to believe that I have a compatibility issue. Even building categories we don't have the technology to build will get highlighted even if we can't see it there.

Maybe I'm looking in the wrong place? Any help anyone can give me?

Is there a different way I can spawn it?
אופזדול 13 Jun @ 9:49am 
Great mod, but i thought that it will be somehow connected to the temperature. Ive made the whole scenario where temperature goes lower with time, and thought that when i would build this thing ( and upgrade ) it will produce heat. But got disappointed, when it worked as a normal generator atp. My fault, but i didnt want to read about mod a lot in order to not get any spoilers about quests and etc. Like the whole theme of the mod about low temperatures and when you get to build this thing it does nothing. Overall, really great mod, i enjoyed going though quests and stuff, but i was expecting something different.

PS: it even looks like from the FrostPunk, maybe thats why i got confused
Ambrosse 13 Jun @ 5:55am 
Sounds good. How would something like this be corrected or is the game a wash at this point?
Sarg Bjornson  [author] 12 Jun @ 11:00pm 
It's not a conflict in this case, it's some error on the logic in the code
Ambrosse 12 Jun @ 7:13pm 
Hello, me again.

So I tested it all out with the following steps.
- I removed all my mods other than this and the Character editor.
- I started a new file and used Dev mode and the Character editor to get to the quest where I could get the "Tinkerer" and had them test it. It worked.
- I slowly added the mods back in until they were all back into it and it continues to work on each attempt.
- I go back to my original save, same error that I need to target Advanced Components, even though I am.
- I start a new game and do my test, it works.
- I go back to my original save and spawn a new Advanced component, same error.
- Create an advanced component in Dev mode and test it, same error.

I am really willing to help figure this out as I have already spent WAY too many hours getting the tinkerer on Tribal start, I really don't want to restart on this.
Guineatown20806 11 Jun @ 3:06pm 
Currently stuck on the Forgotten Structure part of the quest chain. For whatever reason Rimworld just crashes shortly after I enter the map. I am not sure if this is caused by Geological Landforms or not as it sometimes tells me in visual exeptions that it and VE Framework along with Map Preview are the cause, but this time it just said "Scatterer Verse.GenStep_ScatterThings could not find cell to generate at." without mentioning anything in visual exeption. I am seriously confused on what is causing this.
Ambrosse 11 Jun @ 11:15am 
@Sarg
No, I am doing tribal and haven't even researched electricity yet.
Sarg Bjornson  [author] 11 Jun @ 10:59am 
@Ambrosse: Is there a hidden power conduit in that tile? It's a known bug
Ambrosse 11 Jun @ 10:57am 
Anyone know why I would get getting the error message after I tried to make an ARC Component saying I need to target Advanced Components when I am?

I figured it might be a Mod conflict but I don't have anything really installed that would cause that. Anyone have any thoughts? If it is a mod conflict, anyone know what one it could be? Thanks.
Zaudirsha 6 Jun @ 8:26am 
Would love to look at the bug reports to see if anyone is having the same issue I am.
For reference: The issue I seem to be having is the quest not triggering at all like the game doesn't register the mod as active even though I know it is active and loaded.
CursedByLight 28 May @ 10:22am 
If "routes" existed from the exploration expanded stuff, it would be really neat if you could choose or unlock routes based on progress in these quest mods. After you get the arc generator, you could go wandering with a caravan looking for signs of other arc generator components. After you find the cryptoforge, you could go wandering trying to find smaller companion fleet ships for resources and more salvage opportunities or cold insectoids. Would be really fun to just travel the world map without a specific destination looking for trouble.
CursedByLight 28 May @ 10:06am 
I love it. The time between upgrades/quests to acquire more/the 5 day wait to MAYBE get an ARC component (I went 5 times in a row into a regular component) seems a little long compared to just how quickly I can upscale an industrial chemfuel generator block with chemfuel expanded, however. ESPECIALLY if you put off the quest without knowing better or devote a few colonist's next few quandrums to travel there by foot or even car. Otherwise really cool aspirational content we have building here. The exploration expanded stuff would be a real help, especially if you could choose your "route" with like a safer backroad route finding more gas stations with vehicle expanded cars or ancient danger style stuff, or a short more dangerous route (without actually changing your map path, just what events you run into and maybe your travel speed so you can choose your own risk and reward), among others.
Commissar Paradox 27 May @ 7:49pm 
Someone's been playing frostpunk...
wargentym 24 May @ 3:02am 
где каша из опилок?!:frosted:
DrGestalt 22 May @ 3:52pm 
Alright, thanks!
Sarg Bjornson  [author] 22 May @ 10:55am 
Yep
DrGestalt 22 May @ 10:06am 
Please someone tell me i had to deal with the inventor betrayal just once??
Autor Sgeonvile 16 May @ 4:50am 
there's something weird happens on my colonists, they only refuel my ARC only 25% or 50%, even I set the fuel level to max(uranium ARC), they still don't refuel it to full. And this happens without other mods' interfere. Is this a mod conflict or something else?
Mark Bobaba 16 May @ 2:59am 
Does this add any new research?
Also I'm playing a tribal ascension save with the tribal mod and this looks more fitting for the industrial period. Are any of the quest triggers related to your colonies tech level, or a research requirement like electricity or something?

If anyone knows whether the cryptoforge mod is the same too I would appreciate knowing. Thanks
Alcibiades 11 May @ 10:59pm 
I'm getting a global work speed debuff based on ARC maintenance, should that be happening?
Admiral_Morgan 7 May @ 2:41pm 
DONT FORGET ABOUT THAT COAL THOUGH
Stray 4 May @ 6:07pm 
the colony must survive
Shadow 3 May @ 11:01pm 
I also ran into an issue when doing the archonexus quest. I triggered the first part of this quest, but delayed doing it because the site was so far off. Then I did the first part of the archonexus, and while the site was still there and could be looted (but didn't have enough parts to actually make the reactor), the quest was then in a state EndedUnknownOutcome.

I got it to retrigger by disabling and re-enabling the mod, but that's not a great way to handle it, especially if you've actually made any real progress.
Princess Celestia 1 May @ 2:12am 
This mod is so peak, now I can truly go full frostpunk with a bit of mechanoids. Just a bit. Maybe a lot.
飘寂叶 27 Apr @ 11:50pm 
@virgin ninja The nuclear power generator uses default settings where auto refuel is only triggered when the fuel reserves drop below 30%. While this is clearly not ideal, the mod does not allow players to customize this. I modified the mod files to set the refuel threshold to 95%. I don't have the ability to add in-game customization for the refuel threshold to this mod, but when I have time, I might release a patch that sets the refuel threshold to 95%.
BFFox 21 Apr @ 12:10pm 
The quest location is too far, but in truth, the real issue isn't the distance—it's that the process itself just isn’t that fun. Personally, I was hoping to organize a caravan and enjoy the encounters and events along the way, but in that regard, it wasn’t all that engaging.

Not everything needs to happen close to the player’s base, but right now, it feels like the quest simply increases the destination’s distance without adding anything meaningful in between. I believe it would’ve been much more interesting if the quest had a mechanism where you set a start and finish point, and generate several key points along the route to create a proper exploration path.

That said, separate from the tedious journey, I did enjoy the element of upgrading the generator step by step—it was actually quite fun.
virgin ninja 20 Apr @ 10:08am 
Is anyone experiencing this issue with the nuclear ARC, colonists don't automatically refuel it even when the automatic refuel is toggled?
Darth Boofinator 18 Apr @ 5:23am 
Is there anyway to trigger the Quest chain outside of "View Quest Chain". I got the quest but as I am doing a Archaeonexus Run I wanted to leave the quest until my 3rd Base. I'm at my 3rd base now and in View Quest Chain the Generator quest say State="EndedUnkownOutcome" and Outcome=Unknown and has no button to either force success or force fail.
Cringe Shaymin 13 Apr @ 7:54am 
I'm getting an error saying "Could not instantiate or initialize a ThingComp with props 'Verse.CompProperties' on thing 'Human42217' from mod 'Core':" whenever I load my save. I searched through the save file and found that "Human42217" is the Inventor from this quest. Is there any way to re-generate the Inventor if he's corrupted and I need to clean my save file?
drshahramanvariazar 10 Apr @ 9:24am 
that would be cool (also keep it balanced)
drshahramanvariazar 10 Apr @ 9:24am 
i have a suggestion of adding a new starting scenario instead you are the inventor..

well you can add the other parts of this scenario if you like (nececary) mr.oskar potocki

(note: you can make the arc itself and the components of the arc)
Egoist 7 Apr @ 7:08pm 
Ngl id appreciate more variety of quests instead of long quests
JazzimoX 7 Apr @ 11:57am 
PSA: Don't let only one colonist study every ARC quest and then 1v1 a nociosphere. Now I got to wait for all those quests again.
Gamer90 7 Apr @ 4:46am 
Is there way or command to move the location of first quest, i just recently noticed where the quest spawned the reactor and its on far away island what i dont know if its even possible to reach... also would want to avoid restarting the game .. its already day 190 xD

EDIT: Did find the dev tool commands and forced the quest to fail .. after that i force started the quest so it spawned to new location.

Im leaving this here if it helps other with similar situation
JazzimoX 6 Apr @ 4:00pm 
Man this is cool. I wonder if I can remove the waiting periods between ARC upgrades. I waited long enough just to get the first quests done and now I have a thriving colony, but the generator has to run a victory lap each time I add a new part.
Oldrelic 5 Apr @ 11:24pm 
"Our leader calls us to work, slackers will be severely punished!" :stallwarts: :stallwarts: :stallwarts: :stallwarts: