RimWorld

RimWorld

Vanilla Quests Expanded - Deadlife
367 kommentarer
Slavbringer57 For 9 timer siden 
Honestly I find the steel walls to feel kind of unfortunate, particularly when you consider you can't use a flamethrower against the not-zombies in the bunkers, because you'll just burn the whole thing down if you don't spend a ton of time putting the fires out. Doesn't help when explosive shamblers spawn and set it on fire for you...
Otherwise pretty fun, and a good way of getting car transmissions before researching fabrication if you have a ton of pre-fabrication tech mods.
Litexi 9. dec. kl. 15:32 
With the release of the Vanilla Quests Expanded Ancients mod, I've been having an absolute blast with my current run, Amnesiac with ties to the Deadlife mod and backstory and it was during my playthrough that I found the Military coats and saw that you weren't able to make them despite looking pretty damn cool.

It got me thinking and I can understand keeping things the way there are but there wouldn't happen to be some sort of super secret blueprint on a table that I can possibly find that'll let me manufacture both the coats and possibly the ancient guns too, no? Always been a sucker for the Ancient/long dead Civ stories and aesthetics and both Deadlife and the Ancients mod always nailed it for me. Hoping for an answer but keep up the great work as always!
LTS 9. dec. kl. 9:55 
The most likely solution, I'd guess, would simply be adding a '.ToList()' to the end of 'layout.spawnEnemies' to make it into a copy of it's self, and therefore make sure nothing is interacting with it. Though I can't really test this myself, unfortunately
LTS 9. dec. kl. 9:10 
On the topic of megalithm and Oska's issue

The inability is caused by an error in GenStpe causing the underground structure only partially generating and failing before it generates the corresponding lower stairs, making the upper stairs unusable. This can be seen by going to the inaccessible map and 'Clear all Fog' dev tool.

I've only ever seen, 'Collection was modified; enumeration operation may not execute' errors occur when code interacts with an enumerator list inside a foreach loop, so it's likely a safe assumption that the '.Add' line in the only 'foreach' loop in VanillaQuestsExpandedDeadlife.StructureSetGenerator is causing the issue. I can't see how the Pawn List affects pawnSpawnOption though so I'm not certain why that would cause the error...
megalithm 8. dec. kl. 14:56 
Hi. I am having the same issue as others where I cannot enter the silo. "Unable to enter the silo staircase. Destination blocked". I have entered other underground locations on this playthrough
Oskar Potocki  [ophavsmand] 8. dec. kl. 2:05 
But we want shamblers to do that…
Pipebomb Waitress 8. dec. kl. 1:17 
I hope that with the Ancients Quest mod out now, you'll change the walls and doors to something other than steel, like the ancient vault walls. That way the player--and the shamblers for that matter--can't just break the walls down and gun it straight to each other.
Raven 7. dec. kl. 6:57 
Any good options for lights if you have Anomaly turned off? What's worked well for everyone here? So dark for me until I find the 1-2 gens in the dark
ItsKairoKay 6. dec. kl. 13:13 
been wondering how performance heavy is the lasting death pall, been my main turn off from installing this mod. and i would like to know if its fine, easily avoidable or just can be toggled off.
Oska 4. dec. kl. 0:22 
Id love to trouble shoot this for you, im just not that experienced (at all) with modding or computers in general, so whatever you need just ask
Oska 4. dec. kl. 0:10 
Yep done the pitgate a number of timess, everything else is fine.
Oskar Potocki  [ophavsmand] 3. dec. kl. 8:40 
Can you access other Anomaly underground locations just fine? The pit gate and stuff like that? We use the same code as them.
Oska 3. dec. kl. 5:26 
Maybe message me on discord? Happy to provide you with anything you need to recreate @oskaz.
Oska 3. dec. kl. 5:24 
I submitted a bug report with my logs, not sure what else I could proovide but happy to help. Ive tried spawning silos as well, it always happens. Can't access any of them.
Oskar Potocki  [ophavsmand] 3. dec. kl. 2:39 
I'm not having an issue like that which makes it impossible for me to troubleshoot. I enter the silos just fine.
Oska 3. dec. kl. 1:40 
same issue as other people, cant enter the silo its blocked. such a shame really wanted to try this mod.
RobinHood192000 2. dec. kl. 6:36 
Can we not have a "set to load" option on the stair case in the bunkers to allow us to clear the lower floors of loot more easily? seems like an easy fix. Manually picking all the items up is a massive chore and can be avoided imo.
DarkAgeRush 29. nov. kl. 10:53 
Are there any mod incompatibilities? I can file the proper big report but wanted to check if theres a known issue first
Reestock 28. nov. kl. 9:12 
I tried this mod for the first time, and I did one of the silo quests, but the shamblers were a bit strong so we had to retreat for a while. After that, the mass amounts of shamblers inside the silo started just destroying the entire place, which makes me wonder how it took so long for them to destroy everything and set the whole place on fire.
So I basically couldn't enter because there were no walls separating the hundreds of shamblers from killing anyone who went in.
angus_jo 27. nov. kl. 12:47 
I have the same issue as cmcm. The silo does not appear to be fully generated. The entrance is missing, so you cannot enter.
cmcm 17. nov. kl. 11:59 
All I get is "unable to enter silo staircase, destination blocked." Is my game going to be nuked if I ignore the quests?
ODevil 16. nov. kl. 14:27 
If the quest chain fires while no one is one the main map (e.g. everyone travelling or in sub-map like fleshbeast pit) it fails to generate a quest site and throw an error.
Monbland 15. nov. kl. 10:19 
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.
Sarg Bjornson  [ophavsmand] 11. nov. kl. 12:06 
No
SaltyPopsicleZ 11. nov. kl. 11:57 
Is this the quest replacement for ancients? Simply curious, its a pretty dramatic theme change.
Dewguru 30. okt. kl. 17:47 
I've done one location. At the second one, forced open the doors. Told my pawn to go down, and he can't. It says "Unable to enter silo staircase, destination is blocked."

Anyway to force it?
Perogi Palooka 27. okt. kl. 13:19 
Is there any way I can lower or disable the frequency of silo quests spawning?
I'm waiting till I have enough combat power to tackle the quest, and at this points I have 11 different silo quests taking up my log- I'm afraid they're going to choke out the map by the time I can do the quest!
Knight 24. okt. kl. 5:42 
I'm having an issue when trying to move stuff between the SIlos and the normal map, I picked up a bunch of stuff and then when I went up the stairs it "fell out" my pawns inventory?
Hagenz 19. okt. kl. 23:51 
I got the ICBM launch site quest but kind of forgot about it chasing gravcores. I'm sure I saw the location on the map at some point but it has since disappeared.
I got the quest 7 ingame years ago, and I have several other operation deadlife silo quests that no longer have a location on the map.
The permanent death pall that's supposed to happen if you ignore the quest never happened.

I suppose either:
- There is a timer for these locations similar to distress signals etc, it's just hidden
- The map can have a maximum of X quest locations active at any time and erases the older ones
- The timer to complete the ICBM site (before the death pall occurs) ran out but failed to trigger a failed status for the quest

Is it possible to spawn a quest location using dev mode, or have I locked myself out of this questline now?
Meubinator 8. okt. kl. 0:55 
Aha, I assumed the Shambler Overlord was like a custom Xenotype, but now I see it's the term in Anomaly for a creepjoiner with that ability. Since he looked like an ordinary human instead of a shambler I thought it had bugged out (possibly due to a mod conflict). But the unwavering loyal does make sense, he just drew the short end of the stick with his skills and passion RNG and the extra ability didn't convince me that I needed to try and capture him.
@Meubinator

The General is always randomized and, from my encounters, always unwaveringly loyal. Which makes sense, given they literally walked through the Death Gate willingly. Recommend using Mind Wipe (Vanilla Psycasts Expanded, Empath tree) or the Brain Wipe ritual (Anomaly,) to make them recruitable.
Meubinator 7. okt. kl. 13:24 
Just managed to get to the IBM Launch Site, and it turned out the general was a baseliner human, and unwavering loyal too. Not sure if these were intended. Decided to just not bother trying not to kill him since his skills weren't that good anyway.
Apart from that a pretty fun questline, my main challenge was managing the mood of my pawns while getting the loot out.
sethkwright 7. okt. kl. 10:15 
what if someone made a mod that allowed the pallets to be used as storage
Stim The One 4. okt. kl. 5:12 
@conornorburn I was just here to thank my MVP, the pristine strider, for letting me take all the loot at once. The thing can hold two tons. With the combination of other mods to make sure it hauls everything at once, first have them move everything in one place by setting up a stockpile, remove it, set another, draft the colonists so only the strider picks up everything, then once everything is in its inventory, have it leave the silo.
conornorburn 4. okt. kl. 3:31 
Has anyone worked out an efficient way of taking loot to the surface without just having your colonists manually pick it up with them
Question... is it possible to use one of the Ancient Silo quest locations as a base, or are they on a timer?
Jellybot 2. okt. kl. 10:52 
Well never mind I found it was just an error. Anybody have same issue like me, try to disable 'Yayo animation' and 'Melee animations' mod. I don't know why, but they interfere with icbm map generation. I'll paste error log and chat GPT analysis below.
------------------------------------------------------------------------------------------------------------------------
Map.get_ParentHolder() → The game tries to access a map object that doesn’t exist (null).

AM.Patches.Patch_PawnRenderer_ParallelPreRenderPawnAt → Related to an Animation Mod (AM) patch.

com.yayo.yayoAni → This is Yayo’s Animation, also patching pawn rendering.

So the crash happens because both animation systems are trying to handle pawns, and one of them is referencing something already removed from the map.
Jellybot 2. okt. kl. 9:58 
I looted several bunkers and ICBM mission started. However, map marker doesn't genetate. Should I find more map table to find ICBM station?
OmegaEntertainment 30. sep. kl. 11:33 
Just curious, am I the only one having the Operation Deadlife quest locations fail to generate when at an Odyssey DLC orbital site?
eat shit and die 27. sep. kl. 23:53 
How to remove shambler hordes after the shambler apocalypse finished? I've got around 300 shambler hoards clearing the map of all faction bases(
AmoryBlaine 26. sep. kl. 12:13 
Damn, those bunkers are hard. The flares constantly stunning my colonists is a bit annoying, but once you get the first area secured you can bring in a lot of stuff from topside to build lights everywhere.
Pyl 24. sep. kl. 19:59 
Can I make the suggestion to replace all the wall in the facility with Odyssy's new wall (the one with 6000 hp), steel wall is just way too easy to cut through.
Raith 23. sep. kl. 23:36 
what problems should I expect if I remove this mod mid save?
kittyshusky 23. sep. kl. 5:11 
Wait, so there is no chance for player to play with the Death Door, repurpose the thing like in the ARC generator? I got kind of excited seeing the large structures in the ICBM main control, was expecting something like the Anomaly ending...
Shimmer 22. sep. kl. 12:31 
@NEXDEATH47

CE patches are available on the CE mod page. If it's not there, the answer is no.
NEXDEATH47 21. sep. kl. 18:58 
does this have a CE patch available?
NothingToSay 21. sep. kl. 16:10 
having a strange bug that the silo stairs are "blocked" and the underground not loading. not sure how to fix it. not sure whats causing it. debug logs just say pawn tick = null as red and thats it.
Gerewoatle 21. sep. kl. 15:56 
@CaptainSpam: Silo dark because General not lighting entire neighborhood. Turn off light when leave room, whippersnapper!

Flare use not chore, Spam seem to think RimWorld some kind of autobattler or three-click-a-day browser game.
CaptainSpam 21. sep. kl. 9:38 
ah, let me try that too. Why silo darker than dark? Flare use chore. Maybe alternatives?
Smoker 20. sep. kl. 21:37 
Portable generators definitely help with the light situation. Also the glowstick mod.

Sarg the wandering shambler hordes are tiny (10 shamblers) yet on huge maps wandering around. Anyway to make them gain strength as they multiply in number or even go hostile to the player asap. Thanks.