RimWorld

RimWorld

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Vanilla Outposts Expanded
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.018 MB
Dec 21, 2021 @ 4:21am
Aug 16, 2024 @ 9:49am
16 Change Notes ( view )

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Vanilla Outposts Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[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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Popular Discussions View All (123)
1
Jun 7 @ 2:07pm
Way to make town require only 1 settlement?
Rice Trispy
9
Aug 8, 2024 @ 10:34am
Bug: Error in removing Raid
Dukkokun
14
Dec 28, 2024 @ 3:10pm
Pawn Drug Dependency
Game Dev Friend
2,111 Comments
ThcGM Jun 11 @ 10:39am 
For some reason prisoners don't count towards the minimum skill requirement for creating an outpost
STEALTHY¥ Jun 9 @ 10:21am 
I just got this mod and was wondering how it works with CE, considering CE uses ammo for weapons will pawns at an outpost eventually just be completly defenseless once they run out of ammo? or will they spawn with more ammo each raid??
https://yeezy.com/ Jun 8 @ 10:13pm 
@spythedargon Seems to run fine with sos2
spythedargon Jun 8 @ 9:19pm 
I have to know does this mod work with save our ships 2 guess I can't seem to find anything that says it does
megaman24779 Jun 7 @ 12:39pm 
question, I know samuel streamer had asexual fission work with outposts in his generations series, does that need another mod, or is that a base feature now?
ignis May 27 @ 6:26am 
Outposts don't play nicely with archonexus rules - they remain with all pawns and items.
Cicor May 17 @ 11:03am 
Hi, I can't find the info about it, is it more efficient if In join pack animals to the output? Or it doesn't change anything
explodoboy May 15 @ 5:09pm 
@Mowel

Performance impacts seems to be pretty negligible. Just deleted an outpost with 21 colonists (both to see what would happen and because I want to focus on deep drilling in my current playthrough) and I noticed no notable chance in my performance.
MOUSE_GOD May 12 @ 6:17pm 
the qualifications for setting up each outpost needs to be updated on the workshop page. I keep running into issues where i send pawns thinking I have what they need only for the game to tell me there's some qualification not met (min pawn number etc)
Kolopo12356 May 11 @ 3:37am 
I think outpost raids were disabled, because they were causing trouble