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[Release] Vanilla Quests Expanded - Deadlife

🕑 Added 2025-06-11 17:39:16 +0000 UTC
[Release] Vanilla Quests Expanded - Deadlife

Comments

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 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.

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!

Scarlet Shepard

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.

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.


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