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Vanilla Quests Expanded - Drone Factory is out now!

In the Drone Factory mod, dormant war machines mysteriously blink back to life, thrusting you into an escalating industrial conflict. The quest begins with expeditions into derelict drone scrapyards but quickly turns defensive when a rogue transmitter broadcasts an awakening signal, leading to drone sieges on the colony. You must then strike an abandoned robotics warehouse to silence the threat. The campaign culminates in a siege on a massive, ancient factory repurposed by a pirate gang mass-producing drones, guided by the captive genius, The Tinkerer.

STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=3733951755

Github: https://github.com/Vanilla-Expanded/VanillaQuestsExpanded-DroneFactory/tree/main

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Steam Workshop::Vanilla Quests Expanded - Drone Factory

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Comments

Captain

incredible as always! Unusually though.. I seem to be first!

Abbio

Many blessings to you Oskar, more machines!!!

Abbio

Rival

Polar Potato

Absolutely wild drop, I can't wait to play it!

John Anderson

The priesthood of mars has gained a new set of tools in the blessed upcomming dessertters playthrough!

TBrown

Excited to see what happens when I do the quest.

Oskar Potocki

I think more information than that would be needed for us to know. Compatibility with what?

Whisper

It would be cool to get a bad end-like condition that applies if you somehow fail the end of the questline or choose to start with it. Something like shambler apocalypse but with the drones/machines?

Gustavo Righetti

Awesome, bridging the gap between mechanoids and regular pawns with cheap drones is interesting althought i`d personally enjoy more depth to it: 1 - being able to "Shut down" drones and carry them arround to resell or deploy. Characters should be able to carry a deployable Drone Control Antenna as a backpack or deployable structure, or something of the sort, so they can work with any drone in caravans or on the move, like a subpar mechanitor/combat engineer. 2 - more drone roles: Maintenance, operation of basic machinery/toggling. mobile artillery drones to take on raids and load with shells! Shield drones, riot drones, emp drones, entertainment drones, brawler drones, a drone for any fighting style you can imagine. 3 - Drones with configurable weapons: Specialized artillery drones that can be swapped with EMP/ antigrain / mortar shells. close ombat drones swappable with blunt or sharp weapons. Shooting drones with swappable flechettes/shotguns/machineguns/ toxic rounds/ non-lethal rounds. All of these make drones more interesting, and drone customization may lead to unique experimenting and combinations to make an automated workforce ( Bonus: a Star Wars Confederacy droid factory would be a perfect add-on )

Oskar Potocki

I think a lot of your ideas would better work for mechanoids or are straight up things Mechanoids can already do. I personally think it’s better that drones are distinct and simple - they are de facto ‘mechanoids’ for people who don’t want all the extra nuisance of having mechanoids.

Gustavo Righetti

I Get it, why not compromise it halfway trought though? Drones have little downside to them, they are cheap, generate no waste, so they are less useful, in theory. Maybe the deserve an option to be expanded upon a little bit with a few more downsides/ more dangerous malfunctions to compensate, yet still generate little cost? Give it some thought, i really like the idea of deployable modern combat drones to take along a raid or a convoy

Gustavo Righetti

I like to think of drones as T1 vehicles vs mechanoids as T2-T3 vehicles. If we can have customizable mechanoids in Mechanoids Expanded 2, that would be awesome

Kamillow

Lovely. Now only to wait until mechanoids 2 drops

Kirboh

Getting 100% resources back from disassembling a colony drone is an interesting idea. The only thing you lose is the time required to build a new one from scratch. I will say, I miss some of the old designs from the old Mechanoids mod, **especially** the Pack Drone.

TheSquidThatDid

Ngl I thought that was Ultron on the cover art

Aether

was waiting for this to start a playthrough!! thank you!

Ben

Oskar! It says on the steam page the tinkerer has a limited lifespan. When he shuts down is he gone forever?? He looks so cool. I want a way for him to live forever or at least be replaced. Is it possible?

Yonkers

Thanks, Im really happy you made this a quest too. I live your quest mods and wish the vanilla game had stuff this high quality

Toasty

I know its not quite the appropriate post to coment on yet but i really wanted to know if we arw going to still going to get those "colossal mechanoid constructs" (like the warstrider) for VFE mechanoids 2

Oskar Potocki

That’s still planned! The next tier of mechanoids

Toasty

Great to hear! Cant wait to run around with big ass mechs!

Ben

The art for this mod rules. Hope to see more kinda rust core in rimworld!

Deggial

I have a question about the 'challenge balance'. 1. I have now accepted two 'Drone Factory' quests. They were great fun (no complaints here!), but also *very* challenging. Both drone sites were brimming with drones, many of which were the large combat variant. I managed to defeat them, but only just. (As an aside, my colony size is quite large for this run – approximately 45 pawns, if I recall correctly. Are the generated drones accordingly upped?) 2. I also accepted a 'secure the survey site' quest from 'VE GravShip 1'. I prepared for the final raid by housing the scanner and building defence structures. Then, after a long time with few incidents, it came. One - I repeat: ONE!!! - measly Saurid 'warrior' (he was a wimp, to make matters even worse) attacked and was immediately nullified. And not even by me, but by the vendors visiting my GravShip at this time. It was hilarious, but alsoa bit anti-climactic. Long story short, would it be possible to make the challenges a bit more even? Or at least increase the raid size in the latter quest? Also: Could you possibly add a second and even a third raid, please? (Sorry, if this request is actually more about the GravShip mod. But yea, the skill difference to this one is very, very apparent!)

Oskar Potocki

I'm sorry, I'm not sure I understand. What is this 'secure the survey site'? VE Gravships chapter 1 doesn't add any quests. As for Drone Factory, we're about to release an update that adds a cap to the amount of drones that spawn, because it was actually uncapped.

Deggial

Oh, is it a vanilla quest then? You rightfully wrote at one point, that it is sometimes hard to know the origins. (It is the quest where you have to protect the scanner over a long time. The main "issue" is to survive the timer without food running out or the pawns breaking due to boredom. Usually it was neccesary to build a small base to counter this. Oh! As I write it, I think I've got the quest pre-"VE GravShip 1", too.) Previously, I assumed it was related to "VE GravShip 1", as the reward was a GravShip item and you've added quite a lot of those. Anyway ... if it is indeed a vanilla quest, do you have access to those? Would it be possible to alter their enemy spawns to make them a bit more ... a thing? As for the drone spawns ... LOL! That's what I thought. As mentioned: I survived. But only just.