Talk:Quests

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Frenchua (talkcontribs)

I recently submitted an edit to this page in which I said that Rimworld "Peace Talk" quests will expire after 12-28 days. I based this on my reading of the Rimworld XML defs and decompiled source code. I just want to check in here and see if anyone more knowledgeable of Rimworld's internals knows something I don't. I 'grok-ed' the source code and defs but I'm not a modder. So if anyone here knows more about this than me then please correct me.

I based my "12-28 days" number on the following sources:

https://github.com/RimWorld-zh/RimWorld-Core/blob/85954e64ea75334f51e33e27a4128809191e430e/Core/Defs/Storyteller/Incidents_World_Quests.xml

This file has a reference (on line 88) to the IncidentWorker_QuestPeaceTalks class. I found this class in the decompiled source here:

https://github.com/josh-m/RW-Decompile/blob/d5bbfd741a46452bbfbec3a38b11a122f766f057/RimWorld/IncidentWorker_QuestPeaceTalks.cs

Under the TryExecuteWorker method, on line 33, the number of days before expiration of the quest is set to "SiteTuning.QuestSiteTimeoutDaysRange.RandomInRange".

If we go to the SiteTuning class (https://github.com/josh-m/RW-Decompile/blob/master/RimWorld.Planet/SiteTuning.cs) and look at line 8, QuestSiteTimeoutDaysRange is set to a random integer between 12 and 28. So that is where I got this date range.

I'm like 99% sure that my reading of the source code/xml is correct, but if not I just wanted to add a space on the talk page to clear up any misunderstandings I have.

Sokyran (talkcontribs)

What you're linking to is the XML and source code from 1.0 version of RimWorld. That's very out of date data at this point. For one, I'm pretty sure peace talks are no longer an incident but a quest.

Frenchua (talkcontribs)

Thanks for pointing this out. I didn't notice how old this github repo was. I just checked my Incidents_World_Quests.xml file on my install and it was much different from what was on the github repo.

I'll try to decompile the 1.5 source code with ilspy/dotpeek and figure out what the actual date range for peace talks is. My guess is that my date range is still correct, but that the code has been significantly refactored since 1.0.

Sokyran (talkcontribs)

I did a quick search, seems it's in XML for the peace talks quest: <delayTicks>$(randInt(12,28)*60000)</delayTicks>

Reply to "Expiration date of peace talks."
83.6.35.241 (talkcontribs)

Here's a link to a graph of peace talks chances I made (remove the spaces) https: //ibb .co/ JqpsK1L Feel free to use on the page if it makes sense. With Ideology active the chances will be slightly better for faction leader and slightly worse for non-faction leader.

Reply to "Peace talk chances graph"

Loaned soldiers won't leave after quest has finished

4
1.55.80.124 (talkcontribs)

I accepted a mechanoid cluster quest and was lent 10 mercenaries. Defeating the cluster is easy, but after that the mercenaries still haven't left. Now they're starting to have mental breaks and slaughtering my animals. How do I get rid of them?

I have killed all mechs and deconstructed all traces of the cluster. The quest say that they can die in battle, should I just send them on a suicide mission?

Maple653 (talkcontribs)

yeah you should be able to do that, you should also be able to use a zone and like starve them to death like how you would kill someone in the sims. just remember to seal it, no direct hostile actions like organ harvesting though i'm pretty sure that still pisses off the faction alternatively if you still want their meat you could try killing them with heatstroke.

1.55.80.124 (talkcontribs)

But that's so cruel. I mean I have a gas chamber at the entrance of my base in case one of my child slaves try to escape, but you should be able to just dismiss them instead of letting them die in combat.

It totally breaks immersion

Quandangv (talkcontribs)

Whenever I get those mercenaries as part of a quest, I just sneak into dev mode and delete them from the game. They are worse than useless, a mercenary once got into a social fight with my 13-yo colonist and punched that little girl to death!

The worst thing is he isn't even considered guilty. I can't arrest him without upsetting his whole faction. Guy basically got away with murder.

Reply to "Loaned soldiers won't leave after quest has finished"

Searching for peace talks should route to this page

3
Bullwinkle (talkcontribs)

I don't know how.

Bullwinkle (talkcontribs)

I was searching to see how long before the quest expires. It doesn't say.

Harakoni (talkcontribs)

For routing, create the page Peace talks and put nothing on the page except a redirect. On a phone atm, but I'm fairly sure it's an option in the toolbar at the top of the edit box,and if not then by clicking on the the advanced option in the toolbar and then finding the option.

As for expiry, I'm away from the game files atm, so you might have to hunt down the quest in the .xmls or

Moving this page to Quests and linking in the wiki

2
Summary by Harakoni

Page was moved.

Harakoni (talkcontribs)

This page seems to be the only page cataloging the quests in the game, but its listed as a guide. Imo this should be front and center alongside pages like Events and Weapons as it details key content to the game. This would also draw extra views and editors to it. The guide portions can be retained, or the guide sections can be split off onto this page while the quest have their own definition page. It is possible I've missed a page of quest definitions somewhere else or that people might object to these changes so I thought I'd ask for input first,

PigeonGuru (talkcontribs)

I wouldn't object to it. The guide portions can be integrated into the Quests page until they become so big that they're better off as their own page, then we can recreate the quests guide page.

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