RimWorld

RimWorld

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Vanilla Outposts Expanded
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Ocenit
Přidat do oblíbených
Oblíbeno
Odebrat z oblíbených
Mod, 1.4, 1.5, 1.6
Velikost souboru
Přidáno
Aktualizováno
1.071 MB
21. pro. 2021 v 4.21
11. čvc. v 12.22
Poznámky ke změnám (19) – zobrazit

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Vanilla Outposts Expanded

V 2 kolekcích od uživatele Oskar Potocki
Vanilla Expanded
110 položek
Vanilla Expanded - Empire playthrough
148 položek
Popis
[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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Populární diskuze Zobrazit vše (126)
6
před 9 hodinami
Is “disable outpost raids” setting missing?
ArgensVentus
9
8. srp. 2024 v 10.34
Bug: Error in removing Raid
Dukkokun
3
1
18. srp. v 9.52
Way to make town require only 1 settlement?
Rice Trispy
Počet komentářů: 2 219
Mr. McBeep 20. lis. v 11.55 
I have both Fishing Expanded mods installed, but I'm not seeing an option to build a fishing outpost. I'm loading Fishing first, is there something I'm missing?
pgames-food 18. lis. v 20.57 
hi im in a new v1.6 game and the enemy/hostile factions have been creating enemy outposts nearby. they are only having 1 or 2 units inside, and there are only about 5 made so far (from i think 2 different factions), but should i be worried? and do i need to attack them quickly or have i got bit more time to do other quests before those ones expire? :lunar2019piginablanket:
Fèru Or 16. lis. v 18.12 
I think too that outposts should be at risk of being attacked but the risk can be mitigated by building guard outposts which intercept the attacks. The strength and interval of attacks would adjustable and dependent on distance to nearest enemy outpost and # of pawns. just ideas... I love this mod.
Fèru Or 16. lis. v 18.04 
Absolutely essential mod. Should be vanilla imo. One thing I would change is that the producing outposts should require inputs. So like a restaurant should get shipments of food from a farm/hunt/fish outposts for whatever they are producing for example. If they are producing lavish meals it would need a protein source and a vegetable source. if it is only producing simple meals only one.Or a factory should get shipments of iron from a mine and a logging camp depending on what is being produced. Towns should only recruit if they are getting food shipments from restaurants. Encampments should consume food. etc
Perogi Palooka 8. lis. v 20.01 
I've had one outpost set up for about four in game years now, and it hasn't proc'd a single raid interception.
I know it's only a 25% chance, but am I just unlucky or is there a mod conflict I'm not aware of?
hamster muncher 4. lis. v 23.04 
is there a way to increase the spread for an artillery outpost, or do i basically shove pawns with 0 skills there?
Patriote 2. lis. v 7.54 
Just disable the outpost attack thing its hella annoying
gazza_m_bolton 15. říj. v 14.40 
Do outposts still get attacked? I've had none attacked in any games for a while
STEALTHY¥ 9. říj. v 5.50 
damn thats abit annoying, Guess ill have to try and dev mode them back the ammo JUST before they leave the world map to go back to the outpost lol
Hopefully in the future outposts 2 mod this wont be an issue
BigGovernment 9. říj. v 5.33 
@stealthy yeah it's a known problem for CE users.