RimWorld

RimWorld

Vanilla Outposts Expanded: Additional Outposts
424 Comments
[Zerg03] MrHydralisk  [author] 2 hours ago 
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.
123 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:
[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.
John C. 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
IceMaverick Nov 28, 2024 @ 7:06pm 
Appreciate it. Just wanted to check in here first because they deal with so much comment traffic across their pages that getting answers is a really tough time.
Cheers and thanks for the quick response.
[Zerg03] MrHydralisk  [author] Nov 28, 2024 @ 6:29pm 
IceMaverick, ye, it seems like a very weird issue and I can't even imagine what can cause that. Considring that there was no changes to this mod lately there shouldn't anything here that cause it. Quite possible you would need to report that to parent mod, cause this one not modifying abything related to skill requirments. They would also probably ask you for Log file and screenshot of how it looks.
IceMaverick Nov 28, 2024 @ 6:16pm 
Hello and sorry to bother you for what is likely unrelated to your mod specifically: Have you or anybody else run into an issue where an Outpost requires a skill level to produce something, but every time you add a pawn to the Outpost to increase the Outpost's skill total, the required skill level *also* increases?
LouIdZarcs Nov 8, 2024 @ 7:11pm 
Thanks for detailed explanation ,I’m gonna to replace with hens ;)
[Zerg03] MrHydralisk  [author] Nov 8, 2024 @ 2:50pm 
LouIdZarcs, So the reason was that Turkey doesn't have such thing as Unfertilized eggs, so thus Ranch wasn't sending any, cause all Fertilized eggs used for creating new Turkey in Ranch. Which mean that Turkey won't work for eggs in Ranch. I pretty much forgot about the Turkey being for butcher only thing, due to it being a while since I last have discussion about it, but now I remember. So ye, solution for eggs is still the same as I suggested below, is to use animal that can lay Unfertilized eggs, which is most of egg laying animals, except Turkey.
[Zerg03] MrHydralisk  [author] Nov 8, 2024 @ 2:27pm 
LouIdZarcs, good and bad news for you. Good is that you don't need to provide any info, cause I was able to reproduce the issue right away. Bad it seems like it indeed an issue, while Chicken, Duck, Goose and any other egg layer work as intended with eggs, but for some reason only Turkey doesn't work for eggs. So ig you some sort of lucky to be the first one to notice in years. So I would need to investigate further on why and how to solve it, thus for now i can only suggest using other egg layer animal for Ranch.
[Zerg03] MrHydralisk  [author] Nov 8, 2024 @ 2:17pm 
LouIdZarcs, it suppose to work for eggs too. But to say whenever it is issue or it actually works I would need to get more info about it, which you can provide in Bugs Discussion here or in Discussion thread in Discord. Such info as Logs, Screenshot, Settings, how many times got delivery and was there no eggs in all of them and etc. Basically anything that can help me to deduce what and why happening.
LouIdZarcs Nov 8, 2024 @ 11:43am 
Hi , i have a question about ranch outpost , you see , i built a turkey ranch , and i expect eggs to make mayonnaise as condiment , but this turkey ranch outpost only give me meat and leather , is this normal or just an issue ?
Futstub Oct 28, 2024 @ 11:46am 
Well, eff me, I didn't see that... :D
[Zerg03] MrHydralisk  [author] Oct 28, 2024 @ 11:20am 
Futstub, there is a showcase video with each outpost.
Futstub Oct 28, 2024 @ 11:17am 
I don't quite get how the educational center works...
[Zerg03] MrHydralisk  [author] Oct 14, 2024 @ 6:51pm 
ArmyofBoo, ye, understandable, cause it require 1 tick from creation to check what animals can be added.
ArmyofBoo Oct 14, 2024 @ 6:46pm 
I posted a comment about ranches going missing on load... I think I fixed it by letting the statistics for the animals and everything actually register before saving. Anyway, great mod, love it, can't play without it!
codojohnson Oct 13, 2024 @ 11:09pm 
Thank you for this mod.
TheLastThrumbo Sep 29, 2024 @ 10:48pm 
Phenomenal mod! Now children can reach their max potential! Thank you for your hard work!
G_Maxwell Sep 10, 2024 @ 7:41pm 
love this mod, which makes the rimworld become 4x game :)
Lurmey Aug 31, 2024 @ 9:54am 
Idea for another type of outpost: not sure on the name yet, but an outpost that houses colonists engaged in the work of cleaning up pollution in nearby tiles. It would have an area around itself in which it slowly cleans pollution away. More pawns either means faster cleanup, or a larger cleanup area. I think I prefer the latter of those two. It should take a long time!