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报告翻译问题






Would these include the quests given by random visitors and caravans? Coz I've been wondering why this started happening.
I don't know how any of it works, but I have this mod and still get CONSTANT world map- go to this place-quests from Vanilla Genetics Expanded.
I've installed several quest and incident control mods and none include those specific quests(Abandoned Lab and Biomechanical Lab).
Could it be that building the Comms Console only after more than three in-game years caused some kind of unknown issue?
Typically, how long after building the Comms Console does the spaceship core quest appear?
In my current solo, tribal start playthrough, I only managed to build the Comms Console after about three in-game years.
(This message was translated with the help of GPT.)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2263331727
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
Will this mod do that by any chance ?
I'm in the middle of a job hunt currently, so modding took a back seat for a while.
"local quests" settings won't change anything for you, as it affects only a specific set of quests happening on your home map.
From a technical perspective, there are at least two elements that can be considered as quests: IncidentDef and QuestScriptDef (in the base game; other mods may add different quest or incident mechanics). This mod was initially developed when there was only one type of "quest." As a result, while the mod blocks many quests, it doesn't block all of them, as it lacks a patch for the second incident worker.
I made the repo public, it's pretty straightforward
https://github.com/GwinnBleidd/NoQuestsWithoutComms/
If the quest still fires, it may be because :
a) it's on the "local" quests list
b) it has a different firing system, not the default IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest. In this case, one has to figure out how exactly it fires and patch that
c) It's not a quest at all (could be an event, or whatever).
It's likely all C#, not XML patch
Plus, those changes were mostly to allow quests to trigger when you have some mod specific buildings.
If some other mod implements a new system to trigger quests or events (besides the standard IncidentWorker_GiveQuest.CanFireNowSub and IncidentWorker_GiveQuest.GiveQuest), then this mod won't work, their quests will fire and separate patches would be needed.
Otherwise it should work fine.
I'm merely support this mod, but I don't actively modify/add stuff to it, unless there are red errors.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2263331727&searchtext=RimQuest
Even if I disabled the "Allow Local Incidents", it should not be blocked by this mod.
Plus, if you are willing, you can enable "Allow Debug Output" setting in the mod options, and it will create a record (or rather a few records) in the log each time you'd receive a quest, even if the quest was "suppressed"
What I noticed during hundreds of hours of playing is that space chunk with injured colonists will never drop before I build the comms.