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Vanilla Quests Expanded - Deadlife
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Mod, 1.5, 1.6
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17.552 MB
6 月 11 日 上午 10:26
11 月 21 日 上午 2:57
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Vanilla Quests Expanded - Deadlife

在 Oskar Potocki 的 1 個收藏中
Vanilla Expanded
111 個項目
描述
[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.























367 則留言
Slavbringer57 11 小時以前 
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 12 月 9 日 下午 3:32 
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 12 月 9 日 上午 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 12 月 9 日 上午 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 12 月 8 日 下午 2:56 
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  [作者] 12 月 8 日 上午 2:05 
But we want shamblers to do that…
Pipebomb Waitress 12 月 8 日 上午 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 12 月 7 日 上午 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 12 月 6 日 下午 1:13 
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 12 月 4 日 上午 12:22 
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