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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.

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Steam Workshop::Vanilla Quests Expanded - Deadlife

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Comments

Nor

Can't wait to try it, all these new questlines have been amazing!!!

Nickolok

I know what I get to do this weekend. Also I'll thank you ahead of time for all the work you guys have coming up with 1.6 haha

Rad Hazard

I love the idea of the mod, but with 1.6, Odyssey, and the great mod churn due to updates, I'll hold off just a bit longer before I dive headlong into another Rimworld adventure.

Scar, the Creator

This looks really cool. I can see the dilemmas it could present: we need XYZ resource and can't easily get it locally, but while we could raid the silos for resources we'd potentially be agitating things and creating problems for ourselves down the line. Short term gain that creates a long-term threat.

Ro

Finally, after 10 years, my colonists got to the content of this. It's amazing. It's difficult, both physically and mentally challenging for the pawns, rewarding, and atmospheric. Love it! I got just one question: Can you please let us uninstall and loot those small burnout gens? They even have the little wheels on them... It'd be really useful for supplying my future expeditions! Thank you very much for this (and all other) amazing mods!

Picollo

I was wondering. Is it possible to randomize start of the questlines? Right now with the all quests expanded, I'm getting batches of quests at specific dates. It would be more interesting if they were just added to the list of available events, and not have fixed date of start.

Oskar Potocki

We specifically designed this system not to dilute the event pool. People don’t want to have some random quests replace events that they have from other mods or base game.

Picollo

I guess... But that's weird to me. It's more immersion breaking to me to have tons of messages from various mods pop quite early at predetermined times. But if that's the preference...

Oskar Potocki

It's better than downloading a quest mod and then praying to RNG Jesus that it will give you the initial quest, as you otherwise risk being locked out of content you downloaded.

Picollo

Maybe on the first play, but when you have it as another part of expanding world, like I do, I'd rather have it as something that's left to RNG Jesus.

Oskar Potocki

But the DLCs also force quests at specific intervals. You are guaranteed to get the cowardly noble quest, for example. Or the Ship to the Stars. Or the Royal Ascent. What we're doing is not much different to how it's done in the base game.

Picollo

Again, I'm not arguing with you, you're right. But I dislike it in base game as well. Option to remove Monolith and have passive events from Anomaly was great change. I would still love for all the stuff that's possible to be randomized. No Royal Ascend, no mechanitor ruins in starting map (move it to quest), no starting small quests (I know that you can turn it off). In addition to this I kinda perceive all the Vanilla Quests Expanded more like More Events mods than DLC mechanics. And to not discuss about philosophy how to approach that. I'd like it to work differently, but I accept your philosophy, and I'm not insisting anymore. That's small inconvieninece, and apparently in addition to that I;m in minority. Thanks for explaning your philospphy, I understand it. I just dislike it :)

Oskar Potocki

Right now the initial quests appear after a preset duration. Would you be more happy if they instead appeared after a more random duration? So, for example, instead of it appearing after 6 days, it'd appear between 6 and 30 days?

Picollo

Sounds like good middle ground to locate it randomly within first (half) year.