RimWorld

RimWorld

Vanilla Outposts Expanded: Additional Outposts
459 Comments
[Zerg03] MrHydralisk  [author] 17 hours ago 
Dedelblute3, ofc, same formula as RotR use by amount of pawns and skill.
Dedelblute3 Sep 13 @ 8:29pm 
Hey just wondering, love the mod by the way, for the Roads of the Rim compatibility (love that it's compatible btw) does the construction skill of a construction outpost determine how much work is done on the road?
[Zerg03] MrHydralisk  [author] Sep 12 @ 7:15am 
Cranberry, tbf, iirc we had similar suggestions in the past. Just haven't tried to add new things, since VOE 2 in development and I have no idea what it will bring, so waiting for the most part, even tho it keep getting delayed.
Cranberry Sep 12 @ 6:14am 
honestly nevermind
Cranberry Sep 12 @ 6:13am 
Alright, damn
[Zerg03] MrHydralisk  [author] Sep 11 @ 10:50am 
Cranberry, suggestions discussion thread exactly for that.
Cranberry Sep 11 @ 10:49am 
In case you are taking suggestions.. Im looking for a way to clean up the world map. An outpost that steadily cleans up the around it (producing wastepacks which are delivered back to the colony once "full") would be really useful to me. I started with a higher than normal pollution world and would find it satisfying to find a way to clean it up ;) Im actually having a hard time finding mods that can help with cleaning up the world map in any reasonable amount of time. (Rather than having to clean one tile at a time, which would take eon)
TAW | Shadow_Beetle Sep 9 @ 4:27am 
ahah its alright! I´ll just have to keep in mind to max out my colonists before sending them to the shadow realm. Its still a really good way to keep your colony numbers short, which i love!
[Zerg03] MrHydralisk  [author] Sep 9 @ 12:19am 
TAW | Shadow_Beetle, I personally would like the formula that considering pawn stats, but VOE devs decided to limit it only to skills value, so not much I can do.
TAW | Shadow_Beetle Sep 8 @ 6:17pm 
hi! I was wondering how the mod worked around implants and other pawn upgrades like neurocalculators for our researchers. Does the formula take those details into consideration?
Unstable Energy Aug 20 @ 12:30am 
ahh yes i was looking for a fishing outpost just the other day
[Zerg03] MrHydralisk  [author] Aug 19 @ 2:58pm 
Since VOE after all doesn't seems to have any plans on fishing outpost, now fishing outpost was added in VOE AO, but using own code for using Odyssey mechanic.
ArmoredStone Aug 14 @ 9:44am 
This is a cool mod :o thanks for making it
[Zerg03] MrHydralisk  [author] Aug 10 @ 4:48am 
Sir Duncan Idaho, report it properly with log file and how to reproduce it in Bugs discussion thread.
Sir Duncan Idaho Aug 9 @ 9:42pm 
My ranches keep disappearing. I've established two and they just disappear from the map when I go back and check a few days later. I don't don't have whatever "VOE Ranch" is.
[Zerg03] MrHydralisk  [author] Jul 27 @ 7:35am 
тетеря, блин, it logical incompatability, since there is a Ranch already in VOE AO.
тетеря, блин Jul 27 @ 7:30am 
is it really incompatible with VOE Ranch? RimPy says so.

https://steamcommunity.com/sharedfiles/filedetails/?id=2900645347
тетеря, блин Jul 26 @ 5:14am 
done. thanks for the mod!
[Zerg03] MrHydralisk  [author] Jul 26 @ 3:50am 
тетеря, блин, all error/issues should be sent in Bugs discussion thread instead of comments section.
[Zerg03] MrHydralisk  [author] Jul 22 @ 10:33pm 
网, Ranch doesn't have any limit on what animal to work with. The only limitation is the Rimworld itself, if your animal cannot be breed by definition by game or your mods. For such cases Ranch can still produce animal products, but not the butchering products. To increase herd size of such unique animals you can capture more of them in the wilds and add to Ranch with same type of animal.
Jul 22 @ 10:17pm 
能不能给牧场据点添加一个不限制动物种类的选项啊,想把敲击兽也养在里面:celeste_strawberry:
JACK Jul 21 @ 6:48pm 
dude this is my first time seeing this and it's awesome. new staple
cabraham13 Jul 18 @ 1:33pm 
thank you so much!!!:steamhappy:
ZigMs Jul 18 @ 6:21am 
зачем делать на английском с таким акцентом на русском ? XD
[Zerg03] MrHydralisk  [author] Jul 17 @ 11:28pm 
Updated to Rimworld 1.6
[Zerg03] MrHydralisk  [author] Jul 16 @ 7:10am 
Dreamtvister, on exact load ask VOE devs, but I can tell for sure that it way less than if pawn was in colony.
Dreamtvister Jul 16 @ 2:23am 
All these pawns placed on outposts are also calculated by the game? I mean do they also put a load on the CPU?
cabraham13 Jul 15 @ 7:50am 
can't wait for update this mod is awsome! ive used it for so long its become a staple in most of my games
Jaramon Jul 14 @ 4:16pm 
Thanks MrHydralisk! As last poster said the ranch would be a huge QOL. I need my boomalope farm NOT where my gravship is at !
Devious_Soldier Jul 12 @ 8:45am 
I love this mod, I can't live without ranches. Such a big QOL for me. Thanks for the hard work!
[Zerg03] MrHydralisk  [author] Jul 12 @ 6:47am 
In To/do in mod description. Planned update on the next week.
KomejiKoishi Jul 12 @ 6:31am 
1.6 pls 😭
oscarmdsh69 Jul 11 @ 2:08pm 
1.6 update coming?
TheLastThrumbo Jul 11 @ 7:00am 
can't wait!
百里诗安 Jul 9 @ 11:15pm 
i can't wait
[Zerg03] MrHydralisk  [author] Jul 4 @ 9:08pm 
Will be updated to 1.6, but after 1.6 and DLC fully release.
thesoupiest Jun 11 @ 11:17am 
Restaurant should minorly increase goodwill imo
[Zerg03] MrHydralisk  [author] Jun 9 @ 2:34am 
Creation, the thing is that due to the way Vanilla Outposts Expanded itself coded any outposts can work like a storage and things in them not ticking, which mean they not spoiling either. It works this way for any outposts from VOE itself and for my addon.

For in-colony solution to storage almost infinite amount of items without any affect on perfomance I was doing other mod, that called Underground Vault , which might fit what you need.
Creation Jun 8 @ 11:56pm 
it is possible to make a Storage Outpost mod? that would come really handy. you'll need pawn to guard it. And if it's food storage, then it'll also need power to run the refrigerator.
kev675243 Apr 23 @ 10:43pm 
@{Zerg02] MrHydralisk gonna have to double check, weird since before I had 130 pawns in a merc outpost before with no issues until recently. For now added details about it in Bug/Issues
[Zerg03] MrHydralisk  [author] Apr 23 @ 3:56pm 
kev675243, it was tested with at least 50 pawns with no issues back when it was in development, so it not necessary related to mercenary outpost itself. So might be related to the way VOE handle pawns in outpost itself. If can, provide more info in Issues discussion thread. Such as how often this happens, what health condition they have, is it happening with same amount in other outposts, does it happens after they sent on a mission. Additionally log files after you encountered such freeze might give hints to what happening.
kev675243 Apr 23 @ 3:41pm 
the game seems to have a soft freeze when too many pawns are in the same mercenary outpost (for me currently 35+)
[Zerg03] MrHydralisk  [author] Mar 31 @ 2:02am 
CamTheGamingKing, it rare, cause thrumbo is long living animal. It around 20%.
CamTheGamingKing Mar 30 @ 6:53pm 
I've gotten quite a few shipments from the ranch and still haven't gotten a horn, Is it just rare, a conflict of mods, or a code oversight?
[Zerg03] MrHydralisk  [author] Mar 23 @ 5:59pm 
CamTheGamingKing, yes thrumbo and other animals with horns will provide horns. Same with modded animals and other mods, if they followed vanilla logic.
CamTheGamingKing Mar 23 @ 5:45pm 
will a thrumbo ranch give horns?
[Zerg03] MrHydralisk  [author] Mar 21 @ 3:06pm 
whitespacekilla, ye, I saw it and responded on git with the reason why this, while fixing the issue in a short term, can open it to new issues in future. Basically it not the first time such solution is suggested and you can see on git why I feel like it not optimal fix.
whitespacekilla Mar 21 @ 1:53pm 
(Opened a PR, let me know if there's anything else I can do)
whitespacekilla Mar 21 @ 12:42pm 
@[Zerg03] MrHydralisk
I think you can support Red's Performance Fixes just by changing your code for "isEggLayer" to:
```bool iSEggLayer { get { return this.animalThingDef.HasComp<CompEggLayer>(); } }```

That version of `HasComp` (with the generic instead of the type as an argument) will actually use `IsAssignableFrom`, and since Red's Performance Fixes sub-classes `CompEgglayer`, this will work fine with it (and be more compatible with anyone who might sub-class any comp, really).

I'm using this locally to good effect.
ZCW Mar 20 @ 4:40pm 
I installed this, and completely overlooked it due to placing my colony too close to other factions... gonna do another run... again...