RimWorld

RimWorld

Vanilla Outposts Expanded
2,153 Comments
SIGMA BOI 6 hours ago 
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 20 hours ago 
need a game thats just this idea expanded
Petrolsky Jul 26 @ 11:07pm 
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 Jul 25 @ 9:40pm 
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 Jul 25 @ 9:01am 
can outposts deliver stuff onto asteroids or other orbital locations?
JunoCat運富 Jul 23 @ 1:07pm 
@kirb
Perfect way to deal with person having Asexual fission from Alpha genes :3
kirb Jul 22 @ 3:24pm 
uh, just a fair warning to anyone using this, putting a pregnant pawn in an outpost may vaporize the baby. so don't do that.
Bonnie Jul 22 @ 1:11am 
i read the Q&A but 1 thing i still need to be clarified ,so it don't need to be my pawn in the outpost, i could just cap all the raiders then send them to the outpost, and it should works ?
Swifty_Meme_lord Jul 20 @ 3:14pm 
Mr. mod creators.
can you please make the "add pawn" & "take pawn" GUIs be the same as your "Take item" and "give item" GUIs
i have been storing animals in the outposts in great quantities.
i feel i should mention i'm still on 1.5
please <3
cabraham13 Jul 17 @ 5:40pm 
hey just submitted a bug report now glad to see this message and will keep this in mind in future
Oskar Potocki  [author] Jul 17 @ 3:17am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Mar'dus Jul 16 @ 2:40pm 
I have not interacted with this mod enough but for the last 2 updates I have always found this through rummaging and been like "Vanilla Outposts Expanded, my beloved!" I just love the idea of this mod :)
mabo404 Jul 16 @ 7:24am 
I no longer seem to be able to get Fishing Outposts to show up on the list of constructable outposts. Yes, my toons have a total of more than 10 fishing skill (something more like 30) but the list just doesn't show fishing outpost as an option. And yes, I have Fishing mod loaded way before Outposts mod. And yes, I am on a coastal+river tile, so the terrain should be fine.
Any thoughts from anyone?
Totally_Cubular Jul 15 @ 12:10pm 
Is there any way to set up an outpost to produce milk? It would be really nice to use with Vanilla Cooking Expanded so I can make cheese.
S.S.Mogeko Jul 14 @ 11:38pm 
Feature Request: Is it possible for you to add an option to allow the Skills of Mechanoids to count towards creating an outpost? This would be very Helpful.
Axodouble Jul 14 @ 2:35am 
Something does seem to be wrong with the mod.
I checked my modlist, spent a solid hour combing through all my mods to find that this would stop me from opening the debug menu for whatever reason.
Jescarus Jul 12 @ 9:20am 
I also had the Vanilla Fishing mod active and once I deactivated that, and possibly some re-ordering with CE then Outposts started working again with Odyssey.
Kay Jul 12 @ 6:44am 
y'all still on the unstable branch or something? Definitely works for me on 1.6 with odyssey
Koden Jul 12 @ 12:30am 
i cant start a game with this mod enabled!
Nightlock001ttv Jul 11 @ 10:13pm 
is it just me or is this mod not working for 1.6 wher i look in the mod options its not there and i wont let me make any outposts any one know how to fix it? also yes it is enabled in my mod list
GraveMuse Jul 11 @ 1:00pm 
Still broken for me, causes me to be unable to bring up the right-click menu for items.
Flatline Jul 11 @ 12:33pm 
Out of all the vanilla expanded mods, this one is the only one not working for me, causes conflicts.
The Ghost Knife Jul 11 @ 11:37am 
Williams is right. FUBARs the Mod Options
Skulls Jul 11 @ 11:21am 
2h to try each pack of mod to find out that this one was the one showing me an error and making each mouseclick not registered
R as in "Robert Loggia" Jul 11 @ 9:44am 
This mod conflicts with 1.6, the Mod Options screen is blank. FYI for those wanting to use this mod.
Kay Jul 8 @ 9:42am 
Most recent update to VEF seems to have fixed it.
Thanks!
Kay Jul 7 @ 3:57am 
Cannot reproduce.
All pawns 0 in every skill, still impossible to create an outpost with 3 or more pawns in the caravan.
Gotaku Jul 6 @ 10:53pm 
You can't create an outpost when the mining level in your party is greater than 10
赛博墨影 Jul 6 @ 7:30pm 
奇怪的是,无法精准控制从而保证某一队一定可以建立据点,通常情况下,拆分出一个人后,这个仅有一人的远行队可以建立据点。这真是很麻烦的事情,城镇据点、以及一些需要技能点的据点难以建立,不过类似火炮据点、狩猎据点可以先建立一个据点,再让准备好的人进去,让不想要的人出来。
Oddly enough, there's no precise way to ensure that a specific team can establish an outpost. Typically, after splitting off a single person, that lone expedition team can establish an outpost. This is quite troublesome—settlement outposts and those requiring skill points are hard to set up. However, for outposts like artillery or hunting, you can first establish one, then have the prepared personnel enter and remove the unwanted members afterward.
赛博墨影 Jul 6 @ 5:16am 
更正,当远行队被拆分,拆分出的两队里面会有一队可以正常建立据点
Correction: When the expedition team is split, one of the resulting two teams can establish an outpost normally.
Kay Jul 6 @ 4:38am 
And I just noticed that the settings dont seem to apply (Tried to lower the minimum pawns required to create some outposts)
Kay Jul 6 @ 4:29am 
Right, tested this, one person and one animal does work.
One colonist by themselves also works.
Actually up to two pawns works, but adding a third breaks something.

At least, I couldnt figure out if there is something else happening, all 3 pawns that I used to test this worked on their own or when its just 2 of them(any combination).
赛博墨影 Jul 6 @ 3:40am 
测试发现,当远行队由一个人和一个动物组成时,“建立据点”按钮可以正常使用
Testing found that when the expedition team consists of one person and one animal, the "Establish Outpost" button functions normally.
ThcGM Jul 6 @ 2:37am 
What I meant is that the condition freezes
Kfleppey Jul 5 @ 2:55pm 
I mean... Until your pawns can actively change the weather I don't think they're going to cure hypothermia.
ThcGM Jul 5 @ 9:48am 
how come diseases are treated but not hypothermia
Raysør Jul 5 @ 6:55am 
Great mod, thanks for your work 👍

Would it be possible to let player-controlled mechanoids count as workers in outposts?
Sarg Bjornson Jul 4 @ 10:16am 
Investigating. Some method apparently changed since I updated this
Kay Jul 4 @ 3:02am 
same
Unsubscribed and resubbed to make sure l have the newest version, and only got harmony+VEF+this and nothing happens when I click the outpost button
(1.6)
John Helldiver Jul 3 @ 5:50pm 
Same problem here, even when I disable all other mods beside the dependent mods.
Zyrean Jul 3 @ 4:54pm 
Same problem as CyberBird
CyberBird Jul 3 @ 7:59am 
Same problem as ZebraRabbit
ZebraRabbit Jul 3 @ 3:52am 
Hi, is this working in 1.6? I try to click "setup outpost" on the map, nothing happen, no error log generated.
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??
@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