RimWorld

RimWorld

Vanilla Outposts Expanded: Additional Outposts
444 Comments
[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...
Usernames Are Hard Mar 12 @ 6:57am 
Thank you!
[Zerg03] MrHydralisk  [author] Mar 12 @ 5:58am 
Usernames Are Hard, check comments below. You probably use mod Red's Performance Fixes (aka. Comp EggLayer Fix), which replacing vanilla egg making process, thus breaking it in Outpost.
Usernames Are Hard Mar 12 @ 4:28am 
For whatever reason, the ranch seems very broken with ducks. The birth timer always says 0 hours but never actually occurrs, and it never produces anything.
Dust Feb 17 @ 1:15am 
Thanks!
[Zerg03] MrHydralisk  [author] Feb 17 @ 1:13am 
Dust, Border Post can find new prisoners, Prison can recruit them, Church can convert them. You can always send imprisoned pawns from raids to Prison yourself. With sub mod Delivery Logistic you can send prisoners from Border Post to Prison automatically.
Dust Feb 16 @ 1:04pm 
Whats my best bet for recruiting more colonists, prison or border outpost? Or are they about the same?
[Zerg03] MrHydralisk  [author] Jan 30 @ 8:54pm 
SplashOfBlue, it possible and I had plans for something like that, but so far it just not high enough in priority list, considering other projects being in progress atm.
SplashOfBlue Jan 30 @ 7:24pm 
is it possible to have the education center to send the children who turn to adults back to the colony?
[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.
КОМНАТНЫЙ ДАУН Dec 11, 2024 @ 4:41am 
Отличный акцент на видео братан :steamhappy: