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oskarpotocki
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[DEVBLOG#279] Vanilla Quests Expanded - Generator

Hey everyone and welcome to a little announcement post.

As you know, I'm a somewhat creative individual, which often means I have dozens of ideas rattling around in my head. Some of these ideas end up as part of bigger mods, such as Vanilla Factions Expanded series (warcaskets!), however oftentimes the idea is too minor or doesn't fit into any faction mod.

What do I do with such ideas? Well, until now, they were being shelved. 'Maybe I'll use them one day', I always said to myself.

And then I figured: I need some way to give these ideas to you in a form of mods. Small mods, but engaging and fun. And at the same time, I can give you some world quests, which means you get something to do on the world map and you get a cool reward.

As such, this leads me to the first Vanilla Quests Expanded mod that I have designed and is currently in the works.

 

Vanilla Quests Expanded - Generator is a mod adding a brand new quest chain inspired to some extent by the game of Frostpunk, but kept in the RimWorld theme and style. The end goal of the mod is that the players will obtain a very powerful generator that could potentially supply their colony with all the energy that the colony will need. 

The quest starts the player off with a location of an old, ancient generator that the players can research in order to construct their own generator. It does use a special item to construct it in order to prevent the player from constructing too many of said generators.

That generator can then be upgraded, eventually accepting other types of fuel. In fact, there will be different upgrade paths, depending if the players want to start utilising other resources to power that generator. The upgrade system features special upgrade unlock conditions to give you the feeling of constructing a prototype of a generator - you will have to meet the upgrade conditions before you can proceed.

The Genetron, which is the name of this ancient technology, starts off as a simple generator utilising a geothermal vent underneath it to produce a small amount of electricity. The first upgrade that you will do is attaching large wood-fired furnaces to it to increase the energy production greatly.

As the time goes on, you will add more upgrades to the genetron, with each upgrade improving the fuel efficiency, power output and adding new abilities to the genetron such as tuning, fine-tuning and overloading it.

Once you reach the final stage of the wood-powered genetron path, you will have a choice to either stop upgrading and stick to wood, or change the genetron to use chemfuel. The upgrades go from bottom to the top, which means you will first upgrade the core of the genetron, and with further upgrades you will proceed to upgrade the chimney parts.

Reaching the final stage of the Chemfuel path however is not the end. At that point, you will have a very important choice that will cause irreversible changes to your genetron - you can either branch out into Geothermal path, and not worry about any fuel anymore, or you can proceed down the nuclear path, and burn through uranium to produce more energy than you're ever going to need.

The genetron questline will make all this available to you. You will explore the mystery behind the researcher who came up with this technology, you will explore ancient genetron sites to learn from the prototypes that have failed, and most importantly, you will see the stakes increase as your generator becomes more and more upgraded.

I think this is a really cool approach when it comes to adding some story elements to RimWorld. The questline will offer a very powerful reward that isn't just some game item.

Let me know what you think!


Comments

Sound great! Endgame mods are my second favorite, just under ones like this that grow with the colony!

Diego Maniero

there is a VE and rimerfeller converter mod basicly just ads converters from one to the other and vice versa

TheAbyss

The colony must survive

Maurits Franken

bioferrite would be an interesting path to go down. the bioferrite generator added in anomaly generates a tonne of power but causes a very small local psychic drone, maybe the trade-off for a bioferrite path would be like, a map wide drone? you're basically burning an ancient archeotech gods flesh for power so...

River

will we be able to fuel it with human meat?

Clockworks

Yeah I get that, well I sure hope to see them added as a content update later down the line!

Toasty

Helixien, Bioferrite, Deepchem, these are all paths I'd like to explore too, but priority is the basic 4: wood, chemfuel, geothermal and nuclear.

Oskar Potocki

Will we get a helixien gas path?

Toasty

Always nice to see a notification from VE.

Kintyj the aardvark

Should make a new scenario where you start with one of these in a permenent winter or something. Be a very Frostpunk style game.

Will

Really looking forward to seeing what you guys bring us with Vanilla Expanded Medieval. I want to do a Tribal to Spacer type colony again but the base game feels too empty in the early stages without it.

Will

Not sure about rimefeller but Vanilla Chemfuel Expanded for sure!

Oskar Potocki

This looks awesome, will it be compatible with the pipe network in rimfeller for the chem fueled powered generator?

Frank Cotton

Very neat concept. I think this is the sort of content the game is missing. Quests with unique rewards that can potentially define a playthrough.

Spoder

Woah, this looks cool. The adapting and changing generator is some of the coolest artwork I've seen!

Michael Fisher

The colony must survive...

DeliciousCookies

I really love this idea. The art for the generator looks super cool, too!

Mea K

That’s the idea!

Oskar Potocki

Very interesting idea for mod! This does make me curious however, if this get made, will it mean that in future there could be other vanilla expanded quests like this?

Atem23

Really cool, could make a nice little Frostpunk style playthrough!

Fabo40

you could edit the scenario to trigger it in the first days

Rafael Ortega

This is cool. I like small ideas like these that lend themselves towards playing out certain scenarios. When playing other games I regularly think this would make for a nice game of Rimming. Similar thought when playing Cyberpunk recently, but Frostpunk as well.

dyx

Very cool, since this is the far future will there be a lvl above nuclear? Maybe fusion?

ParaNautic

Would be cool to use in ice sheet but it has no steam geysers

Nico Alvarez

Cool, will there be integration with Anomaly for some... Alternative fuel sources?

Mielga

Yes, just yes. ALL the "yes"

Marius Salsbury

Some thoughts ... 1. Awesome idea! 2. Time to revive that mod I long subscribed to, but never used: "Snow crawler" by hYPERION (sic!) 3. Time to deliberately chose a really cold biome that I usually avoid. ... and some questions: 4. How random will this quest be? Will there be a way to trigger it? It would be a shame, if I started that cold biome run I mentioned above and then never get the actual quest. 5. Power (and heat) are *not that* hard to come by - in a standard run, that is. Did you consider to change this? A catastrophic world wide break down of electricity maybe, caused by a strong EMP in the athmosphere? Something that would make "THE GENERATOR" not simply a sidegrade, but mandatory in order to survive?

Deggial

The children yearn for the Mines brother! Frostpunk, Really awsome game.

Brandon Pollastri

Huge fan of the idea of quest chain mods, especially considering the DLCs often go down the route of quest chains at their core. This looks great!

Joey Eccleston

Absolutely fantastic - I've tried to do Rimworld Frostpunk several times with different degress of success and this is basically the perfect excuse to try again!

Ingram Blakelock

you are so creative and a gift to us all

Aether

Love this, keep it coming!

Jordan Blackmon

Hehe know we only need a mod that makes pawns group into the second games societies and we can play frostpunk and rimworld at the same time

Lugocha

Fantastic idea, would love to set up a Frostpunk inspired playthrough when this mod hits.

Dr_NANO

Really awesome idea. I love the thought of getting more quest variation, which I think this helps accomplish. I always felt there should be at least a Bit more variation to the quests instead of the same ones over and over again.

Steven Billig

Aye this is pretty damn cool, One thing that was definitely lacking in Rimworld is more unique quest chains that you could do. Usually the game throws problems at you but something like this is pretty cool.

Computica

This sounds so fresh and interesting, I really love the idea! Questlines that span across years spent in the colony are something very much needed, cheers!

Iwona J.

This is a really cool style of mod!

AdRam

This is very cool. I also enjoy things that encourage me to leave my fortress and turtling habits to go out on the map.

A 2 Z

Love this can't wait for more.

the good fat cat clan

It will! Quite a lot of it!

Oskar Potocki

Oh this'll be fun to do in a tundra... or Ice Sheet for the people who hate themselves. Will it generate heat in an expanding area if we're using Vanilla Tempature expanded?

Myphicbowser


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