RimWorld

RimWorld

Vanilla Outposts Expanded
2,099 Comments
Mowel Apr 12 @ 12:46pm 
Anyone can comment on how this mod affects performance on long playthroughs?
I would assume that keeping track of pawns in outposts would slow the game down, but I know shit about modding and performance optimization seems like witchcraft to me. Any comments, experience, or hard data would help, ty.
TamTroll Apr 8 @ 3:13pm 
My Town of all Trolls spawned a Baseliner because i had the Tribal start. Feelsbadman.
Joe Apr 5 @ 8:50am 
@HMSHUNTER Only when devmode is open.
HMSHUNTER Apr 5 @ 8:49am 
i might have the wrong mod in mind but didnt there use to be a "Produce now" button when clicked on one of your outposts?
Airlewe Mar 29 @ 8:17am 
having same issue as other people - no option to disable outpost raids and one of my outposts has already disappeared :(
Gen_Warlord Mar 27 @ 10:54pm 
Hello, quick question: Was the option to remove outpost raids removed? I have tried looking for the setting with just framework and outposts and have been unable to locate it.
Xy | Felinae Mar 27 @ 1:57pm 
Its bugging my caravans. for example when i am packing my outpost my caravan will move on map but when not it just stays still.
wyc Mar 21 @ 11:35pm 
I've changed the number of people required to build a town outpost, but that doesn't work, and when setting up a outpost, it still says that five people are needed to build a outpost
CrazyAdept Mar 16 @ 5:29am 
For those of us using Vanilla Chemfuel Expanded, Can we have a toggle or option to have it send the Deepchem as is instead of the refined chemfuel?
Mistress Mar 14 @ 4:09am 
Are pawns in outposts and the outposts themselves used when calculating raid strength?
CordialVillain Mar 13 @ 7:13pm 
Have I gone stupid? I can't seem to find a way to disable battles, I'm not seeing anything in the mod options.
Dust Mar 8 @ 10:18pm 
I've unsubscribed and subscribed to this mod and the framework again, but research posts aren't doing anything still. Anything else to try?
Synthawk Mar 5 @ 2:07am 
Is there any reason my fishing outpost is sending me an absolutely ridiculous amount of seemingly random stuff. Guns, clothing, helmets, crowns, capes, etc. I get fish too but the amount of other stuff is just littering up my entire base and causing huge raids. It's so bad I'm about to pack this base up and call it a loss and dev delete everything it's been sending me.
Could be it got thrown into nutrient paste grinders or used in meals, depending on how quickly you noticed the shipment alert.
Thallan Mar 2 @ 2:09am 
I got a delivery of 1200 meat that didn't actually get delivered? A fox can't eat that much meat in an hour, right?
Idiot With A Gun Mar 2 @ 1:58am 
that manufacturing outpost is calling to me like a siren to a sailor, got me salivating for components
Paco Wallo III Feb 24 @ 1:03am 
Does the encampment variant regenerate psyfocus the same way simply waiting in place on a caravan will?
TheEagle Feb 21 @ 2:11am 
Ah, what Grisgant said worked. Manually re-sub ya'll
Oskar Potocki  [author] Feb 21 @ 1:13am 
If you update your VE Framework, issue will be fixed.
Grisgant Feb 20 @ 10:10pm 
It works again for me, had to manually resub to VE mods because workshop seems to be having some problems this week.
TheEagle Feb 20 @ 8:22pm 
Issue is still present in my save and won't let me create any outposts :( lol
The Peasant Feb 20 @ 3:51pm 
Thanks for the quick fix!
Oskar Potocki  [author] Feb 20 @ 3:41pm 
Issue has been fixed, please update your VE Frameworks folks! Apologies!
The Peasant Feb 20 @ 1:40pm 
Yeah, make sure to submit bug reports. Oddly enough one of my outposts (A Factory one) didn't get obliterated. Everything else is gone.
Mister F Feb 20 @ 1:22pm 
If someone really wants to play today, you can unsubscribe from the Vanilla Expanded Framework and download the past version from other sources until the VEF author fixes this.
Riggs0 Feb 20 @ 1:14pm 
@Jarvy @Kongkim @Jult, thank you I thought I was going insane!!! All of my outpost no longer work either, they disappeared and ate my colonists....
kongkim Feb 20 @ 12:59pm 
Its not the mod here, but the Vanilla FrameWork that have been update and broke it :(
Jult Feb 20 @ 12:58pm 
My outpost stopped working and I can't create more
kongkim Feb 20 @ 12:56pm 
@Jarvy Yah all mines are just gone, and im not able to make new ones...
Jarvy Feb 20 @ 12:54pm 
Does anyone else's outpost just disappear or not work?
kongkim Feb 20 @ 12:39pm 
Anyone tried that some of your outpost just disappear?
That Old Jake Guy Feb 20 @ 11:18am 
do the research outposts not work the way they are described or do they just not work for me? My research bar refuses to move but I have like 9 people in the research outpost
Darmanarnar Feb 15 @ 3:28am 
i removed a downed prisoner from an encampment and when it got out i cant merge the prisoner to the other caravans? and the circle is red for some reason. is this a bug?
BigGovernment Feb 4 @ 11:24am 
Raids are gone.
Zalfir Feb 2 @ 5:19am 
Has anyone actually experienced a raid recently? Have they been disabled?
Settlerking Feb 1 @ 6:51am 
same as Zriphelo. I would rather disable the raid mechanic. I can't find it at all either.
Zriphelo Jan 31 @ 1:38pm 
Hey, I can't find the "disable raids" button in the mod config.

I'm using Combat Extended and since it's very inconvenient ammo-wise (I prefer not disabling ammo cause I like the mechanic) I really need to be able to disable it. I know integrating CE in this mod might be a harder task than letting people disable raids so I'm fine with it :)
IronSquid501 Jan 30 @ 10:58pm 
For those asking about Towns, I've done a bit of testing - Towns generate a pawn's Xenotype based on your gamestart first, and the Xenotype of pawns in the town second. If you're playing Crashlanded, as they can be any Xenotype, it will spawn whatever Xenotypes are in the town - but if you're playing, say, Lost Tribe and you put only Impids in the town, as Lost Tribe "tribesmen" are technically Baseliner only, it will spawn Baseliners, or if you choose the Insector Tribe start from VRE: Insectors it will only spawn Insectors even if the town is filled with Baseliners.
Corvus Jan 28 @ 12:33pm 
Could we get the choice to remove delivery location for some outposts, but keep it for others?

I don't urgently need 5000 gold in my base, nor do I want my food supply to be manually micromanaged.
fantasia5thsymphony Jan 25 @ 11:50am 
Or just force the generated pawns to be a specific custom genotype anyway
fantasia5thsymphony Jan 25 @ 11:46am 
How difficult would it be to force towns to generate pawns with a genotype that is the majority or randomly selected from the genotypes of the pawns already in the town?
SplashOfBlue Jan 15 @ 12:50pm 
is there an option to be able to place outposts beside each other
Killerkitty641 Jan 13 @ 6:25pm 
Heya, just reporting a bit of an issue. Not necessarily a bug per-se but something that maybe should be looked at.
Children growing up at an outpost receive the "done nothing" result when they hit an age milestone, which feels wrong if they're at an outpost. Just a heads up, maybe children learn skills related to the outpost they're at?
Joe Jan 10 @ 6:51pm 
@TamTroll Oof. I'll see if I can send a screenshot showing how I made it. Might take me some time to do so though. If in any case, try checking around the options mod menu (the place where you can find mod settings in the main menu) if you have it and see if you can change some settings for outposts ingame while waiting.

Is it possible to post imgur links here or it'll get automatically taken down and I'd have to think of creative ways to link the image?
TamTroll Jan 10 @ 5:29pm 
@Joe Yeah it's not counting outposts. i've now got three outposts in a triangle all like 4-7 tiles away from one another, with the wannabe "Town" caravan directly in the middle. it's giving me the same problem, not enough settlements within 10 tiles.
Joe Jan 9 @ 11:31pm 
@TamTroll They need to be close to each other too or else they won't count. Try making the outposts as close to each other possible when testing it out. And make sure to remember the triangle shape for the 3 outposts with the town in the middle of those 3.
TamTroll Jan 9 @ 10:48pm 
@Joe It's not counting outposts, i have three outposts all within 10 tiles of the area i want to set up a Town at, and it's not working.

Do they need to be within 10 tiles of eachother maybe? i figured they had to be within ten tiles of the town, like you could have one settlement 7 tiles to the west, and one settlement 4 tiles to the east, and those settlements are 11+ tiles away from one another.
Joe Jan 9 @ 9:51pm 
(PART 2)

4.I assume when you say village you mean town. The outpost where there's a chance you can recruit pawns every 7 days on default settings?

5. Make the town in the middle of the 3 outposts. Profit. It's also best that you create those 3 outposts at least near 1 AI-controlled settlement. Doesn't matter whether ally or not. I mean, I've got it to work with just outposts.

But note that I an also playing on a heavily modded game and don't keep track of every mod I install that might affect settlements in general. Hope this helps.
Joe Jan 9 @ 9:51pm 
@TamTroll Ok, this is gonna get confusing, and probably frustrating to get things to work.

(PART 1)

I forgot the exact method to do it but this is what I remember doing to fix this issue.

1. I believe it wasn't worded properly when the word settlement was used so you have to experiment a bit. When it says settlement, I think it meant outposts too. I've managed to make this work with outposts instead.

2. I know it sucks for some, but you wanna open devmode for a bit to hasten the process. Just turn it off and reload to a previous save once your done testing how it works.

3. Ok, main step. First you have to create 3 outposts (any outpost) a little further away from your main settlement. Make sure you form a triangle shape with them with decent space between them
3 tiles seems to work for me.
TamTroll Jan 9 @ 9:34pm 
@Joe Okay this is frustrating, i got the mod, but it won't let me create a village because i need 3 settlements within 10 tiles.

problem:

1. this does not count outposts for some reason?
2. I can only have one settlement myself
3. None of the NPC Settlements have a 10-tile overlap with more then one other nearby.

Do you know of any way to extend that range to like, 20 tiles? there's no option for it in the mod settings.