边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Quests Expanded - The Generator
558 条留言
Sarg Bjornson  [作者] 22 小时以前 
Despite the name, that mod is not ours
RevenSans 22 小时以前 
It would be great if there was a mod that makes "Vanilla Quests Expanded - The Generator" and "Coal Expanded" compatible.
Sarg Bjornson  [作者] 12 月 9 日 上午 1:29 
Oh no, it can scale much more
Dracon 12 月 9 日 上午 1:28 
@boss
The breeding generators from Rimatomics still produce more than the atomic one. The Atomic arc produces ~ 150k energy I believe, but is way easier to refuel than the rimatomics generators.
sourcelord 12 月 7 日 下午 12:02 
yaaaaaaaay frostpunk mod
AleIva1 12 月 5 日 下午 8:10 
It reminded me of Frostpunk, I love it
Sumatris 12 月 2 日 上午 8:55 
I know I've said this before, but the time it takes to upgrade the ARC is plain ridiculous. I've been at it for 2.5 years now, upgrading as soon as possible at each stage, and haven't even completed the chemfuel chain yet. I also haven't gotten a quest to study a geothermal or nuclear ARC so far, so even when I eventually complete the chemfuel stage, I won't be able to proceed further. I again sincerely ask you to reconsider the time frames of this mod.
xika 11 月 29 日 下午 6:38 
- Spoiler for Part III of the Questline ahead -

At the 3rd stage in the tribal village the tribals do not turn hostile of you use harmful psycasts on them. I managed to have them kill 2/3 of their own group with beserk and beserk pulse until time ran out and they turned hostile.
El jojo 11 月 28 日 下午 2:36 
The inventor somehow spawned with none of their exclusive backstories (and ironically 0 in crafting and building). Any way to fix that prior to opening the casket up or is manually editing the pawn the only option ?
Sarg Bjornson  [作者] 11 月 28 日 上午 8:27 
Completely different mods, ymmv
Boss 11 月 28 日 上午 8:24 
For anyone that's played with this, how do the mechanics fair against say, Rimatomics? I love Rimatomics (and Rimfeller) and tend to enjoy having multiple, weird power sources. Are the mechanics in this as interesting as Rimatomics, or nay? I ask because nuclear power is mentioned here.
Sarg Bjornson  [作者] 11 月 22 日 上午 7:36 
No, they need to study an ARC in one of the quests that pop up
Dr. Fnord 11 月 22 日 上午 7:07 
Despite having rescued the inventor, other pawns can't work on the generator because they "did not study an ancient ARC". Really? So they can't talk to the inventor, and the inventor wouldn't share information even if they don't "turn traitor"? I can put up with the linearity of burning X units of fuel Y to "grind XP" - although the engineer in me twitches at that concept - but "the creator is magical" is a bit too much.
Sumatris 11 月 21 日 下午 11:33 
*sigh* Yeah, I feared that would be the case. Thanks for clearing it up, anyway.
Sarg Bjornson  [作者] 11 月 21 日 下午 11:27 
That's all hardcoded
Sumatris 11 月 21 日 下午 11:19 
@Sarg: The timers, as in, how long an ARC version needs to run doing this or that before it can be upgraded, or how long a gizmo needs to cool down.
Sarg Bjornson  [作者] 11 月 21 日 下午 11:07 
What settings?
Sumatris 11 月 21 日 下午 11:06 
Could someone please tell me where I can find the settings for the various upgrade gizmos in the files? I went through all the defs but couldn't find anything related to them.

@BANGBANG: The only thing that's unique to the inventor is their ability to craft ARC components. Everything else can be done by your colonists, provided they, personally, have studied an ancient ARC. You must let your actual builder(s) study it, not just anyone. If you have multiple builders, each one must be brought to an ancient ARC and told to study it (one ARC can be studied by multiple pawns). It basically gives them a hidden hediff that unlocks the ability to build and upgrade ARCs.
Sarg Bjornson  [作者] 11 月 15 日 上午 10:38 
That mod deletes world pawns. It's a mess
Monbland 11 月 15 日 上午 10:18 
Hello! Does the Vanilla Quest Expanded series support the Better GС mod? Could you please add compatibility with this mod if it's not already there? I think it's really needed in the late game. If, of course, compatibility is required.
BANGBANGCHOOCHOOTRAIN 11 月 12 日 下午 1:30 
So, the only way to build an ARC is to have the inventor build it? I did everything up to freeing them, including studying the ARC and terminal in the village, but I'm still getting a note saying that my builders haven't studied an ancient ARC
Andy 11 月 11 日 上午 6:14 
if the inventor is a slave and I build the generator what can happen (like will he still be technophobic or will he break down crying)
Sarg Bjornson  [作者] 11 月 8 日 上午 12:25 
Today, on "World's ♥♥♥♥♥♥♥♥♥ Takes"....
Barosz Gádžožrút 902 01 11 月 8 日 上午 12:05 
ngl kinda lame
i was expecting frostpunk and got this lame energy generator
guys at VFE shouldn´t be scared of adding a non VFE mod as requirement/option for your mods if it allows you to improve the mod,
this ♥♥♥♥ needs integration with dubs central heating and maybe something that adds "areal temperature" or sumtin
Turtl3H3rm1t 10 月 29 日 下午 1:11 
Whenever I try to upgrade to wood fired ARC, they just put the steel in and then leave it alone. What am I doing wrong? I built 3 of them if that matters, none of them are able to upgrade
Farbott 10 月 26 日 下午 3:55 
Not gonna lie, it'd be awesome if the generator functioned as a climate adjuster you could set higher temperatures on as it gets upgraded to keep your tile warm enough to survive (would blend well for mods that have progressively lowering temps so you can fight against it)
Elvin 10 月 17 日 上午 9:31 
Does anyone know a way to fix this quest if you have taken the Archeonexus victory conidtion? I did my first colony, saw this quest but didn't complete it before selling the colony. I've finally got to the site it spawned (on the third base now), but analysing the computer found at the first site doesn't trigger an additional quest.
When looking in the Dev Mode "View Quest Chains" log, it says that the State is "EndedOutcomeUnknown" and Outcome is Unknown.
I have a similar problem with the Cryptoforge quest. The only one that seems to still be working is the Deadlife quest chain.
Thanks for any help!
Ферзь 10 月 13 日 上午 12:23 
I've researched the nuclear ARC, but I can't upgrade it. I tried in devmode give to myself nuclear ARC reserchment, but it didn't help. What should I to do? (I've already researched the Geothermal and Ship Generator technologies)?
SirStart 10 月 12 日 上午 6:27 
So i tried to do the unique characters special ability with an advanced component, and the component just dissapeared. not sure if its some kind of percentage chance for it to just go up in air or if its a bug. he neither had it in his inventory or bellow him where he stood.
Sera 10 月 9 日 下午 10:14 
@NexusLeader from what i can tell. Character editor to reset his ideo or force apply anesthetics to stop him destroying it. Witch I recommend because him doing it makes no sense.
NexusLeader 10 月 9 日 下午 6:15 
Is there a way to stop the inventor from starting his technophobia/destroying ARC?
ALSO, MORE OF THESE MODS PLEASE!
Stim The One 10 月 5 日 上午 1:40 
I'm tempted to ask why the chemfuel variants are not compatible with the pipe network, but I bet you guys would say it would make it too easy
sewnutty 10 月 4 日 下午 7:40 
Instructions unclear, sent my my space vikings with a geothermal ARC on an asteroid before they summoned the void nexus. We were trying to get infinite twisted meat but meh i guess.
Sarg Bjornson  [作者] 9 月 26 日 上午 5:58 
Classic Albert, what a douche
ggfirst 9 月 26 日 上午 5:13 
I am stupid, but what I think more stupid is, Albert, who has very different tech and knowledge from Player Settlement, can only deal with the ARC. So basically he knows most of the technology behind hit. And even so, to build Nuclear powered ARC, you should research prerequisite Ship Reactor thinge. I just don't get it. People who use Technology advance mod (that Oskar has introudced, duh) along with somethign like tech block mod, would be very much frustrated. Why does albert even needs other colonist's consent?
Toasty 9 月 24 日 下午 1:00 
The inventor can end up being a kid with biotech installed, meaning he wont get the adulthood backstory, if he doesnt have the trait and enough skill im practically locked from making an arc reactor (i fixed everything in dev mode but it'd be nice for it to be something in place so this doesnt happen)
Shion Pavlichenko 9 月 18 日 上午 9:55 
Hi ! Is there a way via Dev Mode to make it so that a particular colonist become qualified to build and maintain the ARC ? Thanks
alonlystalker 9 月 18 日 上午 12:43 
Is there a way to get rid of arc maintenance work speed debuff or atleast a way to make pawns repair it more often?
tyrranor 9 月 17 日 下午 11:24 
no because you need a geyser. but there is a similar mod to be able to use it on gravship
Loldaddy5676 9 月 17 日 下午 6:54 
can the arc work on grav ships?
CaptainSpam 9 月 14 日 下午 6:43 
Would it be possible to add some sliders for the upgrade requirements? Or have ARC upgrade progress be transferable? Right now it's a weird dissonance of having to travel (literally) across the planet to get it, but once you have it, you have to stay put for like 3+ years for it to start competing with the nuclear reactor from VFE
Chimni 9 月 13 日 下午 11:38 
Well damn, I wasnt expecting that one. Hmm. Please ignore that report then.

I didnt realize that the "ARC: Exalted" from transhumanism had that modifier on it. Any idea how to prioritize maintenance so theyll keep it closer to 100?
Sarg Bjornson  [作者] 9 月 13 日 下午 11:23 
No bug. It's caused by the inventor's ideo
Chimni 9 月 13 日 下午 11:21 
After several dozen hours I keep getting a global workspeed malus of "ARC Maintenance on map" which multiplies all my colonists work speed by the health of the ARC. so 70% condition ARC means my entire colony is working at 70% speed.

Seeing if I can get a proper bug report sent through hugslib now on the above form.
tyrranor 9 月 1 日 上午 3:01 
it is worth it, even far away, provided power is amazing, as well as the art style
Shark 8 月 31 日 下午 4:05 
@dopapopa34 better get some nuclear stomachs and some muffalo, and start moving
Gopher Tickler 8 月 25 日 上午 10:24 
This is so ♥♥♥♥♥♥♥ cool.
dopapopa34 8 月 23 日 上午 11:34 
please tell me there is a way to somehow restart the initial prototype quest. mine spawned on the top of the planet, on sea ice tile, more than 30 days aways from my settlement. It's not even worth going to.
Falc 8 月 20 日 下午 3:10 
And just because I hit the 1000 character limit, here's what the relevant part of my savefile looked like after editing:

<futureQuests>
<li>
<mtbDays>60</mtbDays>
<questDef>VQE_Deadlife_AncientSilo</questDef>
</li>
<li>
<mtbDays>1</mtbDays>
<questDef>VQE_AbandonedARC</questDef>
</li>
</futureQuests>
Falc 8 月 20 日 下午 3:08 
For anyone having issues with quests not actually chaining, here's a solution as long as your dev mode "View Quest Chains" page is working.

(I presume you understand XML terminology. If not, look it up, or ask nicely.)

In your save file, in the element '<li Class="VEF.Storyteller.GameComponent_QuestChains">', you will find an element 'futureQuests'.

Now:
1. find the folder for the VQE mod you're having trouble with
2. in the "Quests" folder, find the XML file defining the next quest in the chain
3. at the top of that file, find the defName of that quest, f.ex. ' <defName>VQE_AbandonedARC</defName>' for the second Generator quest

Back in your save file, create a second '<li>' element in the 'futureQuests', set 'mtbDays' to whatever you like, and the 'questDef' to the one you found.

Load your game, and either wait for the MTB to trigger it for you, or use dev mode to start the quest that will now be listed at the bottom as a future quest.