边缘世界 RimWorld

边缘世界 RimWorld

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Vanilla Quests Expanded - Deadlife
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Mod, 1.5, 1.6
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更新日期
17.552 MB
6 月 11 日 上午 10:26
11 月 21 日 上午 2:57
6 项改动说明 ( 查看 )
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Vanilla Quests Expanded - Deadlife

在 Oskar Potocki 的 1 个合集中
Vanilla Expanded
111 件物品
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.























350 条留言
DarkAgeRush 18 小时以前 
Are there any mod incompatibilities? I can file the proper big report but wanted to check if theres a known issue first
Reestock 11 月 28 日 上午 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 11 月 27 日 下午 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 11 月 17 日 上午 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 11 月 16 日 下午 2:27 
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 11 月 15 日 上午 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  [作者] 11 月 11 日 下午 12:06 
No
SaltyPopsicleZ 11 月 11 日 上午 11:57 
Is this the quest replacement for ancients? Simply curious, its a pretty dramatic theme change.
Dewguru 10 月 30 日 下午 5:47 
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 10 月 27 日 下午 1:19 
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!