[i]This is an unofficial update of eBae's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2136753617]https://steamcommunity.com/sharedfiles/filedetails/?id=2136753617[/url] to versions [1.3-1.5] + some improvements and fixes[/i]
Description:
Prevents most of the quests from firing until your colony has a working comms console or its substitute.
Changes and fixes compared to the original version:
Added: [list]
[*] Rimworld 1.3-1.5 support
[*] Industrial Age - Objects and Furniture (Continued) mod support (version 1.3.0.1)
[*] Nopower Comms Simplified mod support (powered Estate_Radio, version 1.3.0.2)
[*] Medieval overhaul mod (scribes table) support (version 1.3.0.3)
[*] Option to have some quests appear even without a working comms device (mostly "local" quests-events, turned ON by default, version 1.4.0.2)
[/list]
[url=https%3A%2F%2Fko-fi.com%2FH2H4CFADE][img]https://images.steamusercontent.com/ugc/14094293313377831120/482EBDD6C4C3C7EED44EEDA6D9C310AD59049310/?imw=200&imh=50&ima=fit&impolicy=Letterbox[/img][/url][ko-fi.com]
Original description by eBae:
I usually start my playthroughs as a tribal faction, and it annoyed me that right off the bat I'd have AIs hopping into my DMs, chased refugees radioing me their CVs, and no-good Imperials requesting that I look after their seven plague-ridden geese. My low-tech colony should have no realistic way of receiving any of these messages!
So, I made this mod, which stops all quests from firing until you've got a comms console set up.
Compatibility
This mod is implemented solely through Harmony patches and doesn't change any existing game code, so it should be compatible with most everything. As well as base game and Royalty quests, it will also work on any quests from mods, as long as they use the IncidentWorker_GiveQuest class to fire.
Finally, it comes with added integration for the following mods:
[list]
[*] Tribal Signal Fire: A lit signal fire will also count as a working comms console.
[*] Nopower Comms Simplified: A powered message table will also count as a working comms console.
[/list]
Other Notes
This mod only changes the requirements for quests; incidents, such as transport pod crashes, animal self-tames, etc. will not be affected. I can add integration for various custom incidents added by mods if you think it would make sense for said events to require comms, but these must be added one by one, on a per-request basis. A good general rule is that, if it appears in the Quests tab of the in-game UI when it occurs, it's a quest. Otherwise, it's an incident!
This mod makes it so that the special one-time quests (Ship to the Stars, The Deserter, and the chased Imperial) can trigger after their set fire date as well as on it. Basically, this means you won't miss out on any of these quests permanently because you didn't have a comms console set up on the day they're designed to fire; the game will now continue to try to fire them until you get them.
Disclaimer:
Please unsubscribe from the original mod, don't use the old 1.2 version and this new 1.3 version at the same time.
The reason: they use the same packageId and Defs.
If I change packageId, patches in other mods will stop working and will have to be updated; and if I change Defs, you won't be able to switch back to the old mod without breaking the save should the author eventually decide to update their version.