RimWorld

RimWorld

Vanilla Outposts Expanded: Additional Outposts
468 Comments
[Zerg03] MrHydralisk  [author] 3 Oct @ 5:25am 
АлЬтУшКа ДмИтРиЙ, prob should ask in the comments under original mod.
ТаКсИ ОлЕсЯ 3 Oct @ 4:46am 
tell me, the mod has not yet appeared the ability to build an outpost on the location yourself, and that it is preserved, and not generated with each visit a random structure? maybe there is some kind of addon for this, just I do not know
Fling 27 Sep @ 10:03pm 
I have one request. Is there a way for the ranch to use humans? Trying to do a very long bacon run, and want to capture wanderers using the boarder posts and send them to the animal farm. Is this possible in any way shape or form?
[Zerg03] MrHydralisk  [author] 27 Sep @ 6:19am 
maxvmaxvmax, check Mod compatability discussion thread. It contain all mods and what content they add to outposts.
maxvmaxvmax 27 Sep @ 6:13am 
i noticed you can make glitterworld med, but its unavailable in game, did it get removed or does it need other requirments?
Garlic 24 Sep @ 3:55am 
Does the Education Center just give some bonus points to my ongoing colony? Wish I could just dump every kid in there until they hit age 13 with max passions and solid traits...
✚ Mariel ✚ 17 Sep @ 10:57am 
Oops sorry lol
[Zerg03] MrHydralisk  [author] 17 Sep @ 10:55am 
✚ Mariel ✚, asking on a wrong mod workshop page.
✚ Mariel ✚ 17 Sep @ 10:51am 
How do research posts work exactly? I have one with a total of 40 intelligence but my research bar isn't moving at all. I do have a project selected
[Zerg03] MrHydralisk  [author] 14 Sep @ 5:56am 
Dedelblute3, ofc, same formula as RotR use by amount of pawns and skill.
Dedelblute3 13 Sep @ 8:29pm 
Hey just wondering, love the mod by the way, for the Roads of the Rim compatibility (love that it's compatible btw) does the construction skill of a construction outpost determine how much work is done on the road?
[Zerg03] MrHydralisk  [author] 12 Sep @ 7:15am 
Cranberry, tbf, iirc we had similar suggestions in the past. Just haven't tried to add new things, since VOE 2 in development and I have no idea what it will bring, so waiting for the most part, even tho it keep getting delayed.
Cranberry 12 Sep @ 6:14am 
honestly nevermind
Cranberry 12 Sep @ 6:13am 
Alright, damn
[Zerg03] MrHydralisk  [author] 11 Sep @ 10:50am 
Cranberry, suggestions discussion thread exactly for that.
Cranberry 11 Sep @ 10:49am 
In case you are taking suggestions.. Im looking for a way to clean up the world map. An outpost that steadily cleans up the around it (producing wastepacks which are delivered back to the colony once "full") would be really useful to me. I started with a higher than normal pollution world and would find it satisfying to find a way to clean it up ;) Im actually having a hard time finding mods that can help with cleaning up the world map in any reasonable amount of time. (Rather than having to clean one tile at a time, which would take eon)
TAW | Shadow_Beetle 9 Sep @ 4:27am 
ahah its alright! I´ll just have to keep in mind to max out my colonists before sending them to the shadow realm. Its still a really good way to keep your colony numbers short, which i love!
[Zerg03] MrHydralisk  [author] 9 Sep @ 12:19am 
TAW | Shadow_Beetle, I personally would like the formula that considering pawn stats, but VOE devs decided to limit it only to skills value, so not much I can do.
TAW | Shadow_Beetle 8 Sep @ 6:17pm 
hi! I was wondering how the mod worked around implants and other pawn upgrades like neurocalculators for our researchers. Does the formula take those details into consideration?
Unstable Energy 20 Aug @ 12:30am 
ahh yes i was looking for a fishing outpost just the other day
[Zerg03] MrHydralisk  [author] 19 Aug @ 2:58pm 
Since VOE after all doesn't seems to have any plans on fishing outpost, now fishing outpost was added in VOE AO, but using own code for using Odyssey mechanic.
ArmoredStone 14 Aug @ 9:44am 
This is a cool mod :o thanks for making it
[Zerg03] MrHydralisk  [author] 10 Aug @ 4:48am 
Sir Duncan Idaho, report it properly with log file and how to reproduce it in Bugs discussion thread.
Sir Duncan Idaho 9 Aug @ 9:42pm 
My ranches keep disappearing. I've established two and they just disappear from the map when I go back and check a few days later. I don't don't have whatever "VOE Ranch" is.
[Zerg03] MrHydralisk  [author] 27 Jul @ 7:35am 
тетеря, блин, it logical incompatability, since there is a Ranch already in VOE AO.
тетеря, блин 27 Jul @ 7:30am 
is it really incompatible with VOE Ranch? RimPy says so.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2900645347
тетеря, блин 26 Jul @ 5:14am 
done. thanks for the mod!
[Zerg03] MrHydralisk  [author] 26 Jul @ 3:50am 
тетеря, блин, all error/issues should be sent in Bugs discussion thread instead of comments section.
[Zerg03] MrHydralisk  [author] 22 Jul @ 10:33pm 
网, Ranch doesn't have any limit on what animal to work with. The only limitation is the Rimworld itself, if your animal cannot be breed by definition by game or your mods. For such cases Ranch can still produce animal products, but not the butchering products. To increase herd size of such unique animals you can capture more of them in the wilds and add to Ranch with same type of animal.
22 Jul @ 10:17pm 
能不能给牧场据点添加一个不限制动物种类的选项啊,想把敲击兽也养在里面:celeste_strawberry:
JACK 21 Jul @ 6:48pm 
dude this is my first time seeing this and it's awesome. new staple
cabraham13 18 Jul @ 1:33pm 
thank you so much!!!:steamhappy:
ZigMs 18 Jul @ 6:21am 
зачем делать на английском с таким акцентом на русском ? XD
[Zerg03] MrHydralisk  [author] 17 Jul @ 11:28pm 
Updated to Rimworld 1.6
[Zerg03] MrHydralisk  [author] 16 Jul @ 7:10am 
Dreamtvister, on exact load ask VOE devs, but I can tell for sure that it way less than if pawn was in colony.
Dreamtvister 16 Jul @ 2:23am 
All these pawns placed on outposts are also calculated by the game? I mean do they also put a load on the CPU?
cabraham13 15 Jul @ 7:50am 
can't wait for update this mod is awsome! ive used it for so long its become a staple in most of my games
Jaramon 14 Jul @ 4:16pm 
Thanks MrHydralisk! As last poster said the ranch would be a huge QOL. I need my boomalope farm NOT where my gravship is at !
Devious_Soldier 12 Jul @ 8:45am 
I love this mod, I can't live without ranches. Such a big QOL for me. Thanks for the hard work!
[Zerg03] MrHydralisk  [author] 12 Jul @ 6:47am 
In To/do in mod description. Planned update on the next week.
KomejiKoishi 12 Jul @ 6:31am 
1.6 pls 😭
oscarmdsh69 11 Jul @ 2:08pm 
1.6 update coming?
TheLastThrumbo 11 Jul @ 7:00am 
can't wait!
百里诗安 9 Jul @ 11:15pm 
i can't wait
[Zerg03] MrHydralisk  [author] 4 Jul @ 9:08pm 
Will be updated to 1.6, but after 1.6 and DLC fully release.
thesoupiest 11 Jun @ 11:17am 
Restaurant should minorly increase goodwill imo
[Zerg03] MrHydralisk  [author] 9 Jun @ 2:34am 
Creation, the thing is that due to the way Vanilla Outposts Expanded itself coded any outposts can work like a storage and things in them not ticking, which mean they not spoiling either. It works this way for any outposts from VOE itself and for my addon.

For in-colony solution to storage almost infinite amount of items without any affect on perfomance I was doing other mod, that called Underground Vault , which might fit what you need.
Creation 8 Jun @ 11:56pm 
it is possible to make a Storage Outpost mod? that would come really handy. you'll need pawn to guard it. And if it's food storage, then it'll also need power to run the refrigerator.
kev675243 23 Apr @ 10:43pm 
@{Zerg02] MrHydralisk gonna have to double check, weird since before I had 130 pawns in a merc outpost before with no issues until recently. For now added details about it in Bug/Issues
[Zerg03] MrHydralisk  [author] 23 Apr @ 3:56pm 
kev675243, it was tested with at least 50 pawns with no issues back when it was in development, so it not necessary related to mercenary outpost itself. So might be related to the way VOE handle pawns in outpost itself. If can, provide more info in Issues discussion thread. Such as how often this happens, what health condition they have, is it happening with same amount in other outposts, does it happens after they sent on a mission. Additionally log files after you encountered such freeze might give hints to what happening.