RimWorld

RimWorld

1,059 ratings
Vanilla Outposts Expanded: Additional Outposts
5
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
706.423 KB
Oct 10, 2022 @ 6:02pm
Oct 15, 2024 @ 7:29am
39 Change Notes ( view )

Subscribe to download
Vanilla Outposts Expanded: Additional Outposts

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
20 items
Description
If you ever felt that you need more outpost types, then this mod may be what you need.

Mod Contents

Mod add few new outpost types to complement Vanilla Outposts Expanded. New outposts should help your pawns with high Construction/Medicine/Cooking/Artistic skills find their outpost where they are most useful.

In-depth explanation of each outpost can be found in Discussions. Sadly amount of text here is limited.

New Outpost Types














Outpost QoL

Addition of "Take Pawn" button for caravans to make it easier to transfer prisoners and other pawns from outposts.

Vanilla Outposts Expanded: Delivery Logistics

Mod Additions

Vanilla Outposts Expanded: Power Grid

Links

Github link: .../MrHydralisk/VOE-Additional-Outposts

Discord [discord.gg]

Mod Compatibility

Should have no compatibility issues with other mods, unless Vanilla Outposts Expanded have. Not compatible with VOE Expanded Ranch anymore.

Info about additional things that added with other dlc/mods in Discussions.

This mod is an unofficial addition for VE. This mod doesn't require Vanilla Outposts Expanded to work, but it highly recommended to use it, since VOE: Additional Outposts was intended as addition to it.

Supported languages: English, Russian.

Add/Remove

VOE: Additional Outposts mod should be safe to add to existing save. But when you want to remove it, better make backup save just in case.
Popular Discussions View All (14)
99
Jan 3 @ 6:41am
PINNED: Suggestions/Ideas
[Zerg03] MrHydralisk
40
Dec 16, 2024 @ 6:08am
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
24
Dec 4, 2024 @ 4:44pm
PINNED: Outposts In-Depth
[Zerg03] MrHydralisk
401 Comments
[Zerg03] MrHydralisk  [author] Jan 7 @ 6:22am 
While it prob nice mod, it not very well compatable, due to the way it applying it fix. So if you rely Ranch for egg laying animals, then you can disable the mod, cause it not needed in the first place, due to Ranch having it own way to simplify and calculate outcome products for any animal.
Asami Jan 7 @ 4:59am 
I can confirm the mod Red's Performance Fixes (aka. Comp EggLayer Fix) is also causing issues in my savegame, birth timer on ranch is stuck on 0
Critical Hat Jan 6 @ 7:04pm 
That was it, thank you Hydralisk!
AtomicRobot Jan 5 @ 9:05pm 
I'm a bit miffed that I do not get back a breeding pair when packing up a ranch though...
It would be nice if it at least refunded the 2 animals I needed to start the ranch...
Maybe just generate a new male/female pair at minimum breeding age and add them to the caravan when packing up...
[Zerg03] MrHydralisk  [author] Jan 4 @ 6:14am 
Critical Hat, if you using Red's Performance Fixes, then it is the mod that breaking vanilla egg laying. Otherwise report with more information in Bugs discussion thread.
Critical Hat Jan 3 @ 9:29pm 
Anyone else having an issue with Ranches and any animals that lay eggs? If I try making a ranch for say, chickens, the "birth in" timer starts and stays on 0. Any excess animals over the care limit do get butchered and their resources are sent to the colony.
какая-то пидерсия Dec 11, 2024 @ 4:41am 
Отличный акцент на видео братан :steamhappy:
[Zerg03] MrHydralisk  [author] Dec 11, 2024 @ 4:15am 
Mister Piffles, Ranch doesn't really hold animals code wise, they just become a values after creation, which was done to lower their affect on the game perfomance. Due to which taking animal from the Ranch is not possible, since it will either not work or break the calculation formula that was used so far. Plus there is big amount of animals, included modded like Alpha Animals, that can easily abused, if such options was a thing.
rutiriik Dec 10, 2024 @ 9:04pm 
requirments
Mister Piffles Dec 4, 2024 @ 10:13am 
Not sure if its a bug, more a request, it would be nice to not have all the animals disappear upon packing a ranch outpost, or maybe a take / remove animal button added? Might be a bug with my mod load out if that's not suposta happen