RimWorld

RimWorld

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Vanilla Outposts Expanded
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Mod, 1.4, 1.5, 1.6
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1.071 MB
21. des. 2021 kl. 4.21
11. juli kl. 12.22
19 endringslogger ( vis )

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Vanilla Outposts Expanded

I 2 samlinger av Oskar Potocki
Vanilla Expanded
110 gjenstander
Vanilla Expanded - Empire playthrough
148 gjenstander
Beskrivelse
[www.patreon.com]






See change notes



Vanilla Outposts Expanded can be described as an incredibly Lite version of mods like Saakra’s Empire. Players will be able to form a caravan and travel to a location on the world map, where they can set up different kinds of outposts, towns and camps. Each of these location will yield different bonuses depending on the types of pawns as well as their skills.

This is by no means a complex management mod. In fact, we put extra work to make it as intuitive and organic as possible. Outposts can be used to get rid of unwanted pawns - they have no upkeep, and colonists in outposts don’t need to be micromanaged - they will literally provide themselves with the resources they need. All you need to do is find a suitable location for the outpost and send the necessary amount of pawns. Think of it like Outposts in Frostpunk, where everything that happens in the outposts is outside of your control or attention.

Outposts can, however, be raided. It then generates a map with that outpost and all the crew in it, and you have to fend off against the attackers.

Periodically, outposts will send a pack animal with the resources. Create an Outpost drop off spot and the animal will deliver the resources to this location. Consider building defensive outposts, especially in late game, as they will be able to reinforce other locations around themselves via drop pods.

I hope you will enjoy this rather simple on the surface mod. It’s been fun developing it, and I’m sure it will be fun for you to get rid of all the pyromaniacs and wimps, whilst also getting some supplies in return!























There is an ongoing issue that Outposts disappear after battle never to be heard from again. Sometimes the battle never ends. In any case, we were unable to find the issue with just our mods, which means it's a third party mod causing it. With the variety of mods people are using, it's hard to find it.

[forms.gle]

If you have issues with outpost battles, remember in mod options you can disable them!



Authors:

Oskar Potocki, an artist and a designer.

legodude17, a mastermind behind the code.

Kikohi, a programmer who helped with CSG.

Chowder, a writer responsible for a large number of descriptions.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Do I need to pay upkeep on the outposts?
A: No. Outposts provide themselves with everything they need to function.

Q: Do pawns in the outposts gain skill levels?
A: No. That’s a major drawback. Pawns in the outposts are essentially locked in a separate reality - they do not get any skill in anything, but they also don’t need to be controlled by you. They don’t fall ill, they don’t do social fights, they don’t have mental breaks.

Q: Can I disable some of the Outposts?
A: Not in the settings. You can use an XML patch, though.

Q: Do I need VE Framework for it to work??
A: Yes. All the actually Outpost code is in Framework, this mod just uses that.

Q: Does this mod work with other mods?
A: It should work with majority if not all the mods out there.

Q: Is this mod save game compatible?
A: Hell yeah! I wouldn't be so sure about removing it though, so backup your save!

Q: Can I upgrade the outposts?
A: No. They are meant to be a simple way of getting rid of your pawns, not a next layer of strategy in the game.

Q: If I deconstruct an outpost, are all the pawns lost?
A: No silly, they simply reform a caravan.

Q: Can I put people in and out of the outposts at any time?
A: Yes. In a way, outposts work like a caravan. You simply split it and merge it.

Q: Can I put slaves and prisoners in outposts?
A: Of course you can!

Q: Can I build defenses in the outpost?
A: No, That's why it's important to have some well armed pawns in the outposts, in case a raid comes.



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Populære diskusjoner Vis alle (125)
4
25. aug. kl. 2.50
Is “disable outpost raids” setting missing?
ArgensVentus
3
1
18. aug. kl. 9.52
Way to make town require only 1 settlement?
Rice Trispy
9
8. aug. 2024 kl. 10.34
Bug: Error in removing Raid
Dukkokun
2 209 kommentarer
STEALTHY¥ 7. okt. kl. 0.48 
With the defence outpost what will happen to pawns using guns when they get called to your colony over and over?
as i use combat extended so would they like run out of ammo eventually? and just be useless
ТаКсИ ОлЕсЯ 6. okt. kl. 3.55 
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
mageofsomethingorother 5. okt. kl. 21.31 
Is it possible to mess with things and let outposts produce more modded items? Like if I wanted my hospital to produce stimpaks from battle meds, or my restaurant to produce giant meals, etc

(thank you a bunch for this mod btw!!! It adds a fun layer of logistics)
Omar Perez 4. okt. kl. 15.26 
would be possible in a future to add an option to modify outposts? i mean, you could have a military outpost that looks like an actual military base instead of some cabin in the woods, or some option that let's you upgrade them
freya_the_vampyr 30. sep. kl. 13.37 
Pursuing the Archonexus ending, the outposts are still functional after selling off my main base and technology. Is this intended or a known issue?
HMSHUNTER 28. sep. kl. 3.37 
anyone having trouble with the artillery outpost??
kiwilatte 20. sep. kl. 16.16 
i can't place any outposts, i don't know why but option doesn't pop up
✚ Mariel ✚ 17. sep. kl. 10.58 
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
maxvmaxvmax 17. sep. kl. 3.28 
the mod seems to not be working correctly rn, theres a few outpost which just dont work
Ishchyaboi 15. sep. kl. 18.17 
is the topographical map a kind of anti-theft mechanism? the topographies don't align with the map icons for terrain.
I liked the effect but it doesn't look functional.