[DEVBLOG#280] The Generator
Added 2024-12-01 13:56:19 +0000 UTC
Hello everyone!
I’m thrilled to share the development journey of the Vanilla Quests Expanded - Generator, a mod that brings a unique quest chain and a powerful generator system into your colony. Inspired by the atmospheric gameplay of Frostpunk, which is a game I absolutely adore, this mod has been carefully designed to fit seamlessly into RimWorld’s world, mechanics, and style. I'm against simply slapping another IP into our RimWorld game, so I think using this inspiration to sculpt something from RimWorld's clay was the best approach, if you know what I mean. Here's an inside look at what this mod offers, the thought process behind its creation, and how the content works.
What Does the Mod Add?
At its core, this mod introduces an ancient, mysterious ARC—a generator that can power your colony indefinitely, provided you follow the right steps and are willing to invest time and resources into it. The generator's initial discovery is the start of a quest chain, tasking players with finding, researching, and unlocking its secrets before building their own. The quest will be rather simple, without any branches, because we want to use this mod to prototype the quest chain system itself.
The generator evolves with your colony, offering multiple upgrade paths to suit different playstyles. Whether you choose to power it with wood, chemfuel, geothermal energy, or even uranium, the ARC adapts to your needs. Its upgrades unlock unique abilities, visuals, and resource efficiencies, turning it into both a utility and centerpiece of your colony.
Key Features of The Mod
Quest Chain:
The journey begins by uncovering the prototypes of an ancient ARC, as well as some research data written by a mysterious inventor. By following the breadcrumbs trail, you will eventually reach a location of a finished ARC, letting you study and learn it yourself. Only colonists who study this technology can build, maintain, and upgrade it, adding depth to your colonist management.Generator Upgrades:
Upgrades improve power output, reduce fuel consumption, or enable the ARC to run on advanced fuels. These changes are visualized in-game with procedurally generated graphics, dynamically updating the ARC’s look based on its upgrades.Custom Abilities:
The ARC includes features like Overdrive (temporary boosts at higher fuel consumption), Calibrate Efficiency (incremental permanent power increases), and Pressure Tuning (balancing maintenance and power output). The further you upgrade it, the different abilities you will be able to use on it.Maintenance System:
Unlike standard generators, the ARC on higher tiers requires regular upkeep. If neglected, it may break down or, in extreme cases, critically fail—leading to catastrophic consequences, especially for nuclear variants.Colony-Defining Decisions:
Each upgrade path—wood-fired, chemfuel-based, geothermal, or nuclear—has its own advantages and challenges, encouraging players to plan ahead and adapt to their colony’s needs.
How It Works
We wanted to create a unique and fun gameplay loop, in which you first jump through some hoops in order to construct an ARC generator, and then pump more and more work and resources into it to make it more and more powerful.
Starting the Quest:
The quest begins with a location marked on the map. It will never expire so you can just do it whenever you feel like it. Sending a caravan there allows your colonists to gather some clues about a big prototype construction site. A name of some scientist will be present in many places. After some more prototype exploration quests that slowly trickle more and more information and ARC components to you, you will find a location of an ancient ARC generator, allowing you to study it, teaching your colonist how to build one.Building the ARC:
Constructing the ARC is no small feat—it requires specific materials and must be built on a steam geyser. Only colonists who studied the ancient ARC can work on its construction or upgrades.Upgrades:
Each upgrade requires its own set of resources, time, and specific conditions, such as operating the ARC uninterrupted or burning a set amount of fuel. The ARC’s appearance evolves with these upgrades, giving visual feedback on its progression.Failure States:
If neglected, the ARC may critically break down. While most breakdowns are repairable, nuclear ARCs pose a significant risk, with colony-ending explosions if mismanaged.
Design Philosophy
We wanted the ARC to feel like more than just another power generator—it’s a narrative tool, a strategic asset, and a design challenge all in one. By tying its construction and maintenance to specific colonists, we’ve added a layer of personalization and decision-making. Each upgrade path offers a unique story and gameplay experience, from the early-game accessibility of wood-fired models to the high-risk, high-reward nature of nuclear power.
The procedurally generated graphics system was developed to add visual storytelling to the ARC, reflecting the evolution of your colony’s technology.

1. Wood-Fired ARC
Benefits:
Accessibility: Wood is widely available in most biomes, making it an excellent early-game option.
Upgradable Output: Each tier increases power output, starting at 3,600W and going up to 7,200W with the final upgrades.
Reliability in Abundance: If your colony has sustainable forestry, maintaining the generator is easy.
Drawbacks:
High Fuel Consumption: The generator consumes wood quickly, requiring frequent refueling.
Labor Intensive: Colonists will spend significant time chopping trees and refueling.
Late-Game Limitations: As your power demands increase, wood’s inefficiency becomes apparent.

2. Chemfuel ARC
Benefits:
Moderate Fuel Efficiency: Chemfuel provides a better fuel-to-power ratio than wood, generating up to 9,200W at advanced tiers.
Automation Potential: Paired with chemfuel production setups (e.g., biofuel refining), this system can sustain itself with minimal input.
Special Abilities: Includes features like Power Surge, allowing temporary high-power boosts.
Drawbacks:
Resource Dependency: Requires a steady supply of chemfuel, which may strain resources if not managed well.
Maintenance Need: Chemfuel-tier ARC requires maintenance, and lack of it can cause an ARC critical breakdown.

3. Geothermal ARC
Benefits:
Fuel-Free Operation: Once upgraded to geothermal, the generator runs exclusively on steam geysers, eliminating fuel concerns.
Stable Power Output: Consistently generates up to 10,000W without fluctuations from fuel shortages.
Safe Maintenance: Can be maintained by any colonist, reducing reliance on specialists.
Calibration Opportunities: Calibrating steam usage and components allows you to infinitely improve the geothermal ARC.
Drawbacks:
Upgrade Costs: Transitioning to geothermal requires significant research and resources, including components and ARC parts.
Occasional Breakdowns: Although not catastrophic, geothermal generators can sporadically break down and require repairs.

4. Nuclear ARC
Benefits:
Massive Power Potential: The nuclear path offers unparalleled power output, scaling up to even 200,000W at high uranium levels.
High Efficiency: Each unit of uranium provides an exceptional amount of energy compared to other fuels.
Endgame Reliability: Once operational, nuclear ARC can sustain large colonies or power-intensive operations.
Drawbacks:
Risk of Catastrophe: A critical breakdown results in devastating explosions, potentially wiping out the colony.
High Maintenance: Maintenance is directly tied to uranium consumption, and neglect can lead to critical failures. The more uranium is burnt, the lower the maintenance level.
Resource Scarcity: Uranium is a rare and expensive resource, making it challenging to sustain in resource-poor regions.
Specialist Requirement: Only colonists who studied nuclear ARC can perform maintenance or upgrades, adding management complexity. If they die, and the ARC still burns uranium, you will be racing to find someone who can maintain it before it detonates.
What’s Next?
The mod is nearing completion, and we’re in the final stages of testing and balancing. We’re also polishing the quest chain to ensure it’s both engaging and challenging, while staying true to RimWorld’s emergent storytelling. That's why the Inventor's name will be randomized every time - so every story has a different inventor.
Your support and feedback are crucial! If you’re as excited about this as I am, consider joining the discussion, sharing your thoughts, and helping us make this mod the best it can be.
Thank you for your continued support, and stay tuned for more updates on Vanilla Quests Expanded - Generator.
Comments
Would there be a possibility of a toxifier upgrade path? Something where you could deliberately pollute the map and gain lots of power at the cost of increased insectoid cocoon spawn rate and a more unstable generator?
BR164ND
2024-12-06 06:09:15 +0000 UTCAlso VQE seems like a VE line of mods with a really high level of potential. Really looking forward to more of this
David Mapp
2024-12-06 01:20:13 +0000 UTCJust gotta say this is a 10/10 mod concept for me. The dull task of power management can now be a frostpunk kinda thing. V cool. Quality content like this is why I pay to be here.
David Mapp
2024-12-06 01:15:52 +0000 UTCWill always be exited about anything adding onto the exploration side. And it being tied into a story that seems to be fairly dynamic is a cherry on top. Can't wait!
Preoximerianas
2024-12-05 22:51:18 +0000 UTCOf course, we have ideas for the future, but considering how long it took to design and draw assets for just these four paths, I reckon that is enough for the mod release. It already provides dozens of hours of content, critical choices, dire consequences and much, much game depth.
Oskar Potocki
2024-12-05 12:24:00 +0000 UTCThis looks very nice so far! Are you planning on expanding the types of generators to tie in with other existing content? Some examples I can think of; -Helixien gas (admittedly similar to the geo generator, potentially upgrading it too far beyond your map's gas production capability could have negative impacts) -Mechanoid based - requires either a mechanitor with a sufficient bandwidth to maintain or an increasing tier of mechtech/mechanoid's -Bioferrite - the material is both organic and metallic, stated to have psychic sensitivity when woven into clothes, maybe a Bioferrite gen impacts psy sensitivity, the holding strength of entities and can either increase or decrease the strength (or frequency) of anomaly raids
FireFrai
2024-12-05 11:10:08 +0000 UTCMulti colonies isn’t a feature fully supported by base game, let alone by mods. We haven’t tested multiple colonies.
Oskar Potocki
2024-12-03 18:35:55 +0000 UTCCan multiple ARC generators be built in a single playthrough? Say, for a multi-colony game? The way this update reads loosely implies that you only get to build one
Zack Emmert
2024-12-03 18:22:09 +0000 UTCHaha one Quests Expanded at a time, please!
Oskar Potocki
2024-12-03 12:28:19 +0000 UTCIt’s something we will be evaluating closer to release, but right now I plan to have this quest always trigger early on. Just like in other games with DLC, the game informs you that you can start the DLC, but you’re not actually forced to do so. The quest doesn’t expire, same way the friendly ship escape in the base game doesn’t.
Oskar Potocki
2024-12-02 10:25:43 +0000 UTCFun to read and fun to imagine following the arc. (See what I did there? :D) I wonder though: How likely do you plan to trigger this storyline? Will the initial event be guaranteed to happen in every run, like the Phytokin joining? Even multiple times like the chased deserter? Or with a reduced probability, so that we can experience runs without it ever triggering, like secret vaults from VFE "Ancients"? And finally, do you have any plans to tweak the trigger likelihood once you have more event chains like this (knock on wood ;) ), so that there is more variety in our runs? (I know lowering the probability is (emotionally) hard to do, as you have put a lot of time and love into this event chain and want us to experience and enjoy it).
Deggial
2024-12-02 10:23:47 +0000 UTCLove this! Amazing work guys!!
Teebo
2024-12-01 23:41:04 +0000 UTCHow about Vanilla Quests Expanded: The Mechanitor? It would make obtaining the mechlink a more lengthy process, but potentially more rewarding. It would also offset mechanoids towards the late game, making the drones in Vanilla Factions Expanded: Mechanoids much more relevant in the early-mid game.
Mocho
2024-12-01 22:24:25 +0000 UTCYeah. I mean to make this feature more controllable with generator so it is even more Frostpunky.
Marberguson
2024-12-01 22:13:53 +0000 UTCI'm dreaming up a viking-deserters playthrough with one of these, maybe the chemfuel one, powering our little colony in the wintry north ...
Mocho
2024-12-01 22:12:53 +0000 UTCHave you checked Vanilla Temperature Expanded?
Oskar Potocki
2024-12-01 22:00:48 +0000 UTCThe quest will trigger within the first 15-30 days regardless.
Oskar Potocki
2024-12-01 22:00:11 +0000 UTCI love the idea of the new quest-line. I hope this way of thinking gets re-used in the future. Rimworld needs unique storyline quests like this. Super cool! Thank you and your team for all your hard work.
Silverskene
2024-12-01 21:35:47 +0000 UTCCan we have heating upgrades: (Like fireplaces create warm are around them, so would generators do.) -Allowing to expand area of warm spread around it -Increase temperature of the area around it. -Global (your hex) temperature increase like climate adjuster
Marberguson
2024-12-01 21:10:07 +0000 UTCOh, never mind, I was thinking of Dub's that did heat pumping, yours is primarily AC, that's probably beyond the scope of a small integration.
Scott
2024-12-01 20:59:50 +0000 UTCAny chance we can pipe out heating via your temperature expanded mod directly with some of these? Would be a neat way to make it feel even more central/more frostpunky.
Scott
2024-12-01 19:18:46 +0000 UTCBut can we make a custom scenario where this quest is triggered in the first 15 days? I think it should be available in scenario editor.
Dimitry Minchenkov
2024-12-01 19:02:43 +0000 UTCThe quality of your mods never disappoints and these latest ones are amazing. I don't want to put you under pressure but I have high expectations and excitement for vanilla megacorps and vanilla health (also flesher races), I'm sure they will be very good mods!
Wider
2024-12-01 18:28:35 +0000 UTCYes it can!
Oskar Potocki
2024-12-01 17:01:37 +0000 UTCNot planned. I want the quests to be a part of any scenario you pick and not necessarily something you bypass by selecting a generator scenario
Oskar Potocki
2024-12-01 17:01:28 +0000 UTCThis sounds so cool! How very unique. I'm excited for this one! Not only this in general, but what the mechanics and quest progression mean for the future.
MDiddy
2024-12-01 16:52:30 +0000 UTCSorry if this was asked or mentioned numerous times but will there be a starting scenario where you start with a broken down generator or generator construction research already completed?
DeRuitertjes
2024-12-01 16:44:27 +0000 UTCExcited to build my next colony around this! How does infinitely improving the geothermal ARC work? Like, can it eventually surpass the nuclear one if you improve it enough times?
Mea K
2024-12-01 15:41:47 +0000 UTCPomorskie here, same
Oskar Potocki
2024-12-01 15:15:00 +0000 UTCThis sounds like a lot of fun. Can't wait!
Pahanda
2024-12-01 15:14:01 +0000 UTCLove Geothermal ARC design. Also, I think, currently all my neighbors in Małopolskie use Wood-Fired ARC for heating.
Dimitry Minchenkov
2024-12-01 15:11:26 +0000 UTC