RimWorld

RimWorld

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Vanilla Quests Expanded - Deadlife
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Mod, 1.5, 1.6
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Posted
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17.552 MB
11 Jun @ 10:26am
16 Jul @ 7:50am
5 Change Notes ( view )
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Vanilla Quests Expanded - Deadlife

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.

In Vanilla Quests Expanded - Deadlife, players will uncover the dark legacy of Operation: Deadlife, a forgotten initiative from a long-extinct government that sought to secure humanity’s future, or perhaps its end. Scattered across the planet lie sealed ancient silos, each one brimming with the resources once intended to rebuild civilization: steel, plasteel, medicine, books, weapons, and more. But unlocking their secrets will not come easy.

Each silo is encircled by a roaming horde of shamblers. These hordes typically stay near the silo, but will pursue any nearby caravan if provoked. Careful planning and stealthy movement are vital to reaching the site unharmed.
Once at the silo, players must breach the massive reinforced entrance, revealing a staircase descending into complete darkness. Within the silo’s claustrophobic depths, dozens of shamblers lurk, wandering narrow corridors that connect various resource-filled chambers. Power must be restored to light the area, typically done using ancient burnout generators scattered throughout the complex.

Beyond the dangers and rewards of each silo lies a deeper mystery. Hidden among the ruins are ancient map tables that, if studied, gradually reveal the location of the Command Center Silo, the true heart of Operation: Deadlife. Here, it is revealed that the former government discovered a mysterious archotech gateway leaking a strange new substance: deadlife particles. In their hubris, the nation’s leaders sought to weaponize this material, constructing a network of missile silos filled with warheads laced with deadlife dust.



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.
Code is done by Sarg Bjornson and Taranchuk
Storyteller artwork by vitalii.
(CC BY-NC-ND 4.0)[creativecommons.org]



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

Q: Can I recruit the General?
A: Yeah, you should be able to! You just need to capture him alive.

Q: Can I continue getting the silo quests after the final quest?
A: Yes, the silos remain sealed and ready for you to open them even after the ICBMs launch/launch is prevented.

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 2 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 60 days of starting the game.

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 we take some of the structures home?
A: No, the structures cannot be uninstalled except the kino and the projector.

Q: The quest location spawned so far away!
A: They spawn within 50 world map tiles from your colony.

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























183 Comments
Lord Rugdumph 15 minutes ago 
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 2 hours ago 
@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 2 hours ago 
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 6 hours ago 
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 16 hours ago 
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 22 Jul @ 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 22 Jul @ 11:43am 
Oh so it's because i'm doing a 1.5 run okay, it wasnt a big deal anyway thanks :)
Fenc 22 Jul @ 10:24am 
cant seem to find the ui that allows me to transport items to the surface
Ocomunepom 22 Jul @ 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] 22 Jul @ 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.