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 déc. 2021 à 4h21
11 juil. à 12h22
19 notes de changement ( voir )

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Vanilla Outposts Expanded

Dans 2 collections faites par Oskar Potocki
Vanilla Expanded
110 objets
Vanilla Expanded - Empire playthrough
148 objets
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.



Check out our collection at:


Discussions populaires Tout voir (125)
3
8 aout à 16h45
Is “disable outpost raids” setting missing?
ArgensVentus
2
13 juil. à 23h31
Way to make town require only 1 settlement?
Rice Trispy
9
8 aout 2024 à 10h34
Bug: Error in removing Raid
Dukkokun
2 174 commentaires
Lucinii Il y a 14 heures 
@Hazardous, I have looked at the mod options 10 times before I posted anything here. The function is not there while using only this mod and the vanilla expanded frameworkl
Ravayen Il y a 18 heures 
Odd and slightly technical question but..are the pawns used marked as "Forever kept" when in these outposts?
The reason i ask is that i'm using the world pawn mothballing mod that cleans up world pawns and i'm paranoid they'll get deleted by it, does anyone know if the pawns ARE marked or if i need to turn on the gentle option in the other mod?
Hazardous 10 aout à 14h09 
Mod options @lucinii
Lucinii 10 aout à 8h54 
@Hazardous How do you toggle it off?
Hazardous 9 aout à 6h52 
@Lucinii you can disable outpost battles and use them as pawn dumps
Lucinii 9 aout à 4h43 
Sad to say, but without the toggle for outpost battles, this mod is not playable, I will not risk it again, I need confirmation it is either a removed feature, or a toggle off, which is currently is not.
Anker 7 aout à 14h53 
Good to know. I'm still not sure how to read the farming graphic. Plant skill is multiplied by potato, but also by corn? I'm *guessing* that means you get different quantities for each, but it could also mean corn takes longer.
Hazardous 6 aout à 10h04 
@Anker I have a hunting outpost with no decent shooters that still brings in lots of food. I think it just works off the sum of both skills
King DaMuncha 6 aout à 2h19 
Now that this is in the 1.6 expansion, is there any need to keep this mod?
Dramatic Korok 5 aout à 15h18 
Am i misunderstanding something or is the logging outpost supposed to deliver wood after 4 quadrums? It says every quadrum in the description, is it because the outpost is in the Tundra?