RimWorld
4,059 人が評価
Vanilla Outposts Expanded
26
13
5
17
6
8
2
7
7
3
5
5
2
2
   
アワード
お気に入り
お気に入り
お気に入りから削除
Mod, 1.4, 1.5, 1.6
ファイルサイズ
投稿日
更新日
1.071 MB
2021年12月21日 4時21分
7月11日 12時22分
19 項目の変更履歴 ( 表示 )

サブスクライブしてダウンロード
Vanilla Outposts Expanded

Oskar Potocki 作成の 2 件のコレクション
Vanilla Expanded
109 アイテム
Vanilla Expanded - Empire playthrough
148 アイテム
解説
[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:


人気スレッド 全て表示 (125)
1
7月29日 11時21分
Is “disable outpost raids” setting missing?
ArgensVentus
2
7月13日 23時31分
Way to make town require only 1 settlement?
Rice Trispy
9
2024年8月8日 10時34分
Bug: Error in removing Raid
Dukkokun
2,157 件のコメント
Error 20 時間前 
Tested it out myself and they can indeed send stuff into orbit
RobinHoodMike 7月30日 3時31分 
@Dingo & @SIGMA BOI, got to the Misc building tab and place a outpost delivery spot , or go to options -> mod options -> Vanilla Outposts Expanded and change the delivery method
Cyberwolf 7月29日 14時05分 
Uhh currently trying to figure ot what happened but i think this causes the game to get the bug where your screen looks like the Predators vision ?
Предплечье 7月28日 23時48分 
What are the icons for mining outpost, is there a steel or there is no steel to be mined?
SIGMA BOI 7月28日 8時23分 
I have the same problem with @Dingo, specifically from the drilling outpost, it said it delivered 750 chemfuel but it's nowhere to be found :/
moss 7月27日 18時43分 
need a game thats just this idea expanded
Petrolsky 7月26日 23時07分 
I only get wood once a year instead of every quadrum. I also just get suuuuper slow returns from the science outpost, even tho the pawns in there have very high research skill
Dingo 7月25日 21時40分 
Hi so I have an outpost making components and naturally I get the pop up saying that its been delivered, however Ive noticed that the number of components in my storage doesnt increase and I cant find the supposed delivered goods
Error 7月25日 9時01分 
can outposts deliver stuff onto asteroids or other orbital locations?
JunoCat運富 7月23日 13時07分 
@kirb
Perfect way to deal with person having Asexual fission from Alpha genes :3