RimWorld

RimWorld

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Vanilla Quests Expanded - Deadlife
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Mod, 1.5, 1.6
File Size
Posted
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17.552 MB
11 Jun, 2025 @ 10:26am
27 Jan @ 8:10am
7 Change Notes ( view )
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Vanilla Quests Expanded - Deadlife

In 1 collection by Oskar Potocki
Vanilla Expanded
112 items
Description
[www.patreon.com]





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.



We have tested the mod with a group of trusted testers, but in case any issues occur, please use Vanilla Bug Reporting Expanded google form to report them. We don't respond to bug reports in the comments and will remove them when we see them.

[forms.gle]



Graphics are created by Oskar Potocki.
Code is done by Sarg Bjornson and Taranchuk
Storyteller artwork by vitalii.
(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Where can I find change logs?
A: Check change notes.

Q: Can I recruit the General?
A: Yeah, you should be able to! You just need to capture him alive.

Q: Can I continue getting the silo quests after the final quest?
A: Yes, the silos remain sealed and ready for you to open them even after the ICBMs launch/launch is prevented.

Q: Can I dev-trigger the quest chains somehow?
A: There is a button in the dev menu called View Quest Chains. It will allow you to view and trigger individual quests as well as auto-complete them. It can also tell you when the next quests will trigger.

Q: You’re adding 2 new quests. Won’t it dilute the quests I get?
A: No. We have made a brand new system decoupled from the storyteller. These quests are not taken into account by the storyteller and are triggered on timer and conditions instead. Once you meet the requirements for the quest, it will trigger after the internal timer ticks down.

Q: Does it work on existing saves?
A: Yes it does! The first quest should show up within 60 days of starting the game.

Q: I have lost the special pawn. Any way to get him/her again?
A: No, Special characters are unique and they only exist in the quantity of 1. Just like you. Once they’re gone, they’re gone.

Q: Will you add more quest mods?
A: Yes! If you think it’s the right idea and you like this mod, make sure to leave a comment telling us so!

Q: Can we take some of the structures home?
A: No, the structures cannot be uninstalled except the kino and the projector.

Q: The quest location spawned so far away!
A: They spawn within 50 world map tiles from your colony.

Q: CE compatible?
A: No idea. Ask CE.























400 Comments
Non Alchemist. 27 Feb @ 10:39am 
Sorry, didn't notice you had a whole forum for reports to go in, (It blended into the background when I came to comment.)
Oskar Potocki  [author] 27 Feb @ 1:59am 
Remember that this is not how bugs should be reported to us!
Non Alchemist. 26 Feb @ 3:14pm 
Still rather annoying though.
Non Alchemist. 26 Feb @ 3:14pm 
Reloading to a previous save before it fires the quest missing its site seems to have fixed it, it generated the site this time.
Non Alchemist. 26 Feb @ 3:05pm 
Don't know why, but some of the quests seem to generate without their associated sites, or any way to end them normally (they are missing the ability to end them through send defined signal or send signal, clicking send defined signal doesn't show the way to end them), the quest to prevent shambler apocalypse appeared but without the attached site that would have otherwise been linked to it, even checked to make sure if it wasn't just not shown in the quest menu but found nothing... Not sure why that is, doesn't always happen though so I am not sure why it happens, and its not with one specific quest either, it also happens with those weird sealed tomb things with a ton of shamblers and some loot.
I can only end the quests through the weird quest chain menu in one of the dev mode menus, or through simply erasing it from existence.
Im gonna see if I can reload and check if it changes then.
QMan 22 Feb @ 7:53pm 
Any chance you can group the quests together like the Gravship quest has with the indented list in the quest log?
SS5DEJAN 10 Feb @ 10:50pm 
Really enjoyed the content. A little disappointed there wasnt any big pay off at the end. My generals stats were very meh
Good Old Jim 7 Feb @ 2:00pm 
Anyway you guys could put a cap on the number of silos/silo quests that can be active at a time? That or maybe add a long timer to have them expire and disappear? As it stands this mod is more for added flavor thana main focus point for me right now but in game there are a metric ♥♥♥♥ load of silos because a new one just keeps getting added every few seasons. I think I have like a dozen silos surrounding my base now and its getting out of hand lmao
Veool 7 Feb @ 9:30am 
Question: will there be anything related to the portal on the rocket launch pad in the future?
I've fully looted almost 10 bunkers and the bunker quests never completes.