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oskarpotocki
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[DEVBLOG#280] The Generator

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

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.

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:

Drawbacks:

2. Chemfuel ARC

Benefits:

Drawbacks:

3. Geothermal ARC

Benefits:

Drawbacks:

4. Nuclear ARC

Benefits:

Drawbacks:

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

Also VQE seems like a VE line of mods with a really high level of potential. Really looking forward to more of this

David Mapp

Just 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

Will 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

Of 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

This 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

Multi colonies isn’t a feature fully supported by base game, let alone by mods. We haven’t tested multiple colonies.

Oskar Potocki

Can 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

Haha one Quests Expanded at a time, please!

Oskar Potocki

It’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

Fun 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

Love this! Amazing work guys!!

Teebo

How 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

Yeah. I mean to make this feature more controllable with generator so it is even more Frostpunky.

Marberguson

I'm dreaming up a viking-deserters playthrough with one of these, maybe the chemfuel one, powering our little colony in the wintry north ...

Mocho

Have you checked Vanilla Temperature Expanded?

Oskar Potocki

The quest will trigger within the first 15-30 days regardless.

Oskar Potocki

I 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

Can 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

Oh, 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

Any 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

But 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

The 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

Yes it can!

Oskar Potocki

Not 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

This 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

Sorry 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

Excited 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

Pomorskie here, same

Oskar Potocki

This sounds like a lot of fun. Can't wait!

Pahanda

Love Geothermal ARC design. Also, I think, currently all my neighbors in Małopolskie use Wood-Fired ARC for heating.

Dimitry Minchenkov


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