RimWorld

RimWorld

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Better Quest Rewards
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Mod, 1.3, 1.4, 1.5, 1.6
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1.138 MB
2 Dec, 2021 @ 1:07pm
11 Jul @ 8:36am
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Better Quest Rewards

Description
Modifies quest rewards to focus heavily on items that cannot be crafted. This mod adds no new items.

Safe to add or remove at any time. Will affect any quests generated while it is active. Does not retroactively change rewards. Quests generated while this mod is active will keep their rewards. Install it, generate a few quests, and if you don't like it, you can remove it.

Quests should consistently reward exotic items, genepacks, and neurotrainers, though this won't significantly alter the cash value of the rewards. Unique rewards from the Imperial faction will be of higher quality. This shouldn't be game-breakingly powerful. Personally, I was skipping most quests anyway. It's certainly more powerful than not using it. It's uncommon to get "normal" quest rewards with this mod installed, but still possible.

This is a manual retooling of loot tables, so will generally omit items from mods unless they are specifically added, with exceptions for certain Imperial items. This requires little work but must be done for each item, so feedback and requests are always appreciated.

FAQ:

*OMG I just received 20,000 plasteel from a quest, your mod is bugged!*

You're probably running Vanilla Trading Expanded on default settings, and the value of plasteel dropped down to one silver. I really recommend against using that mod with the default settings as it tends to assume that nobody actually cares about the market value of anything. This mod does, and I see no good way to fix that. The best fix is to set reasonable minimum prices on all commodities. One the plus side, that means your colony wealth is still manageable. Enjoy your plasteel! Until the price goes back up, of course...

*I just got twenty vanometric betteries!*

Yeah, that happens. The market value for those is a bit lower than it probably should be but I don't want to mess with the vanilla values. In my experience, this ends up being less powerful than it sounds, anyway. A modded playthrough usually ends up with some pretty substantial power requirements that your vanometric cells won't be able to cover. Having three or four vanometric cells can be particularly useful for certain things; getting two dozen results in diminishing usefulness returns. I honestly believe that if I made the mod give you 1-3 batteries and then something else for the rest of the quest value, it would probably be a buff rather than a nerf. Of course, if you're not running a bunch of mods... well honestly you really should, the mods for this game are amazing. Go download a couple dozen from Vanilla Expanded, you won't regret it.

*Can you add support for [insert mod?]*

Yes! Please! I love receiving requests for new mods and it's very easy for me to add them. Just post something on the workshop page. Though if it's an especially popular mod that I haven't added support for, there might simply not be anything for me to add. VFE Ancients is a good example of this - tons of uncraftable items, but awarding them for quests would change the intended experience.

*Is this mod safe to add/remove/compatible with...*

Yes. This mod has a super small footprint and extremely unlikely to conflict with anything that isn't doing the exact same thing. That's just Rimworld being well-designed, not any extra work on my part.

*Is this compatible with Odyssey?*

Fully updated!

Mods specifically added:
* Vanilla Expanded Security
* Vanilla Expanded Power
* Vanilla Expanded Art
* Vanilla Apparel Expanded - Accessories
* Vanilla Factions Expanded - Insectoids
* Vanilla Factions Expanded - Vikings
* Vanilla Factions Expanded - Mechanoids
* Vanilla Psycasts Expanded
* Vanilla Weapons Extended - Lasers
* EPOE
* EPOE Forked
* More Archotech Implants
* Jewelry (Eltex necklace)
* Miscellaneous 'CORE'
* Cybernetic Organism and Neural Network (the new one)
* [FSF] Advanced Bionics Expansion
* [FSF] Vanilla Bionics Expansion
* Save Our Ship 2
* Sleep Stopper Unofficial
* Hungerstopper
* Archotech Expanded Prosthetics
* Stabilized Mechanites
* Loot Boxes [CONTINUED]
* Prestige Psychic Harmonizer
* Stargates! (Glyph fragments)
* KEP:Toolbox Bionics (Continued)
* Ultima Exotics
* Misc Firefly Weapons (Continued)
* Superb Prosthetics
* DiceOfDestiny
* EltexHood
* Archotech Expanded Prosthetics
* [SYR] Metallic Batteries
* Replimat
* MedPod
* Fantastic Collectables (Yes, all of them)
* MorrowRim
* Archotech Rifles
* More Utility Packs
* Handy Lantern
* Psychic Implants
* Yet another prosthetic expansion mod - Core
* Yet another prosthetic expansion mod - Animals
* Melee Please (Continued)
* HALO: Rimworld Psychic Pulse Armory (Continued)
* Archotech+ (Continued)
* Norse Weapons
* [LTS]Military
* Prestige Psychic Harmonizer
* Spawners and Drones
* Medieval Persona Weapons
* More Persona Traits
* Royal Arsenal: Specialty Weapons
* Oddities: Core Module
* Cyber Fauna 1.4
* Atomic Coffee Maker mod
* Warcasket Persona Weapons
* Unofficial VE Shields Addon
* Suvi's Charged Arsenal - Eltex Series
* Archotech Weaponry
* Altered Carbon 2: Re-Sleeved
* Possessed Weapons
* Age Reversing Mech Serum
* Gene Library
* Integrated Implants
* Luciferium Expansion
* A Rim Reborn - Classes and Jobs
* Mechanoid Upgrades
* Mechanoid Upgrades - Archotech


This should be compatible with everything, though it will override (and be overridden by) other mods that manually edit "Reward_ItemsStandard" - this should only be mods that change loot drops. The author of Quest Reward Rebalance graciously wrote a patch file so you can use both mods. I really recommend trying their mod without mine first to see if that's enough; my mod is a bit enthusiastic about its job.

= IN DEPTH =

A piece of clarity for what's going on under the hood.

The primary rewards include the stuff in the mod description and include most exotic stuff like vanometrics. There's also a small chance of generating a "vanilla" reward, which gets less likely the more mods you're running.

The genetrainer reward simply grabs a single random gene trainer if the quest reward budget can afford it.

The neurotrainer reward throws in 1-3 random neurotrainers or a psytrainer as a reward if the quest reward budget can afford it. This includes the modded neurotrainers from CONN such as the passion giver.

If there's still enough room left over, you're playing with Vanilla Psycasts Expanded, and the quest is for the Empire, a single piece of eltex is now added.

The value filler is something that exists in vanilla, and usually just rewards an amount of silver equal to the difference between the generated value and the quest's target value. My list adds to that list, including with silver items such as hyperweave, reinforced barrels, chocolate, advanced components, luciferium, ambrosia, and glitterworld meds. Also a rare chance of antigrain warheads because that's fun.

A sufficiently difficult mission in an otherwise unmodded game might reward an archotech eye, a shooting neurotrainer, and three glitterworld meds.

As mentioned above, the total value of the quest reward in silver remains unchanged. This mod does not technically increase the value of quest rewards. It simply weights the existing value heavily toward more items that are more desirable.

= THANKS =

Preview image contains items from the above mods, which all have my wholehearted approval. If you have a suggestion of an item or mod I should add, let me know!
229 Comments
theothersteve7  [author] 15 Jul @ 6:12pm 
Quest rewards are determined simply by rolling on a very large table containing every possible reward. My mod drastically weights that table in favor of the more interesting items. There are no quest rewards, with or without my mod, that will be truly unobtainable. You can always get lucky with the next quest.
sheeps 15 Jul @ 5:45pm 
Greetings other Steve. I was reading on the wiki that for a given vanilla playthrough you cannot guarantee that the non-craftable items will be in your quest rewards pool since there's a limited number of slots. See here for example: https://rimworldwiki.com/wiki/Infinite_chemreactor with the relevant quote "Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a chemreactor in a given play-through."

Does this mod alleviate that issue and allow all items from quests?
theothersteve7  [author] 14 Jul @ 5:56pm 
Might it be because you have a lower colony wealth than you usually do? Quest rewards scale off colony wealth and if you're working to keep everything inside a gravship you're probably keeping wealth lower than it normally is.

That's my best guess anyway. My mod should have nearly zero effect on when quests are generated and the monetary value of the rewards.

Thanks for the heads up though; I'll keep an eye on it while I'm testing.
Omniburg 14 Jul @ 3:58pm 
Hey just a heads up I think this may be problematic with odyssey. In 10+ hours of gameplay I got very few quests and my rewards were also lackluster. I don't have any other mods tampering with quests so I think it may be this one, though I'm no expert of course.
theothersteve7  [author] 13 Jul @ 12:41pm 
This mod does affect items found generated on a map. This is most noticeable when attacking a hostile settlement, whether one generated for a quest (smog spewer, etc) or if you just feel like visiting a pirate base with a rocket launcher.

The mod Better Ancient Complex Loot, however, specifically deals with the contents of crates. This is in fact separate from what my mod does, making these two mods compatible and not conflicting.
Enlonwhite 13 Jul @ 5:50am 
example mod of location loot
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2559244124&searchtext=Quest

or would this mod conflict with yours then?
Enlonwhite 13 Jul @ 5:40am 
Does this mod affect location rewards for quests, aka what you find at the location?
theothersteve7  [author] 11 Jul @ 8:54am 
I'm not seeing anything on the kotor mods that isn't craftable. Correct me if I'm wrong.

Similarly, the industrial prosthetics are all craftable. I can understand wanting certain items on the loot table anyway even if it's craftable, but the whole point of this mod is to make uncraftable items easier to acquire. Sorry.
theothersteve7  [author] 11 Jul @ 8:45am 
Updated for 1.6. That was easier than I expected.

New items in the loot tables:

Shuttle Engines
Archaen Seeds
Unique custom weapons
Treasure maps (considered a book)
Sentience Catalyst (considered a neurotrainer)

Gravcores and gravlite panels follow special rules and as such are not affected by my mod. Pilot Assistants, Blood Warmers, Vacsuits, and the new beam gun are all craftable and are thus excluded. The cerebrex node is not intended as a normal quest reward so you'll have to get it the hard way (have fun). I considered adding thrumbomane but decided against it; you'll have to find the source yourself.

I expect that at the time posting this very few people will actually know what all of those names are referring to. Hope you enjoy the new expansion!
BusinBurg 6 Jul @ 8:27am 
1.6 please