RimWorld

RimWorld

Vanilla Outposts Expanded: Additional Outposts
449 kommentarer
Unstable Energy 20. aug. kl. 0:30 
ahh yes i was looking for a fishing outpost just the other day
[Zerg03] MrHydralisk  [ophavsmand] 19. aug. kl. 14:58 
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 14. aug. kl. 9:44 
This is a cool mod :o thanks for making it
[Zerg03] MrHydralisk  [ophavsmand] 10. aug. kl. 4:48 
Sir Duncan Idaho, report it properly with log file and how to reproduce it in Bugs discussion thread.
Sir Duncan Idaho 9. aug. kl. 21:42 
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  [ophavsmand] 27. juli kl. 7:35 
тетеря, блин, it logical incompatability, since there is a Ranch already in VOE AO.
тетеря, блин 27. juli kl. 7:30 
is it really incompatible with VOE Ranch? RimPy says so.

https://steamcommunity.com/sharedfiles/filedetails/?id=2900645347
тетеря, блин 26. juli kl. 5:14 
done. thanks for the mod!
[Zerg03] MrHydralisk  [ophavsmand] 26. juli kl. 3:50 
тетеря, блин, all error/issues should be sent in Bugs discussion thread instead of comments section.
[Zerg03] MrHydralisk  [ophavsmand] 22. juli kl. 22:33 
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.
22. juli kl. 22:17 
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 21. juli kl. 18:48 
dude this is my first time seeing this and it's awesome. new staple
cabraham13 18. juli kl. 13:33 
thank you so much!!!:steamhappy:
ZigMs 18. juli kl. 6:21 
зачем делать на английском с таким акцентом на русском ? XD
[Zerg03] MrHydralisk  [ophavsmand] 17. juli kl. 23:28 
Updated to Rimworld 1.6
[Zerg03] MrHydralisk  [ophavsmand] 16. juli kl. 7:10 
Dreamtvister, on exact load ask VOE devs, but I can tell for sure that it way less than if pawn was in colony.
Dreamtvister 16. juli kl. 2:23 
All these pawns placed on outposts are also calculated by the game? I mean do they also put a load on the CPU?
cabraham13 15. juli kl. 7:50 
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 14. juli kl. 16:16 
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 12. juli kl. 8:45 
I love this mod, I can't live without ranches. Such a big QOL for me. Thanks for the hard work!
[Zerg03] MrHydralisk  [ophavsmand] 12. juli kl. 6:47 
In To/do in mod description. Planned update on the next week.
KomejiKoishi 12. juli kl. 6:31 
1.6 pls 😭
oscarmdsh69 11. juli kl. 14:08 
1.6 update coming?
TheLastThrumbo 11. juli kl. 7:00 
can't wait!
百里诗安 9. juli kl. 23:15 
i can't wait
[Zerg03] MrHydralisk  [ophavsmand] 4. juli kl. 21:08 
Will be updated to 1.6, but after 1.6 and DLC fully release.
thesoupiest 11. juni kl. 11:17 
Restaurant should minorly increase goodwill imo
[Zerg03] MrHydralisk  [ophavsmand] 9. juni kl. 2:34 
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 8. juni kl. 23:56 
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 23. apr. kl. 22:43 
@{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  [ophavsmand] 23. apr. kl. 15:56 
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 23. apr. kl. 15:41 
the game seems to have a soft freeze when too many pawns are in the same mercenary outpost (for me currently 35+)
[Zerg03] MrHydralisk  [ophavsmand] 31. mar. kl. 2:02 
CamTheGamingKing, it rare, cause thrumbo is long living animal. It around 20%.
CamTheGamingKing 30. mar. kl. 18:53 
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  [ophavsmand] 23. mar. kl. 17:59 
CamTheGamingKing, yes thrumbo and other animals with horns will provide horns. Same with modded animals and other mods, if they followed vanilla logic.
CamTheGamingKing 23. mar. kl. 17:45 
will a thrumbo ranch give horns?
[Zerg03] MrHydralisk  [ophavsmand] 21. mar. kl. 15:06 
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 21. mar. kl. 13:53 
(Opened a PR, let me know if there's anything else I can do)
whitespacekilla 21. mar. kl. 12:42 
@[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 20. mar. kl. 16:40 
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 12. mar. kl. 6:57 
Thank you!
[Zerg03] MrHydralisk  [ophavsmand] 12. mar. kl. 5:58 
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 12. mar. kl. 4:28 
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 17. feb. kl. 1:15 
Thanks!
[Zerg03] MrHydralisk  [ophavsmand] 17. feb. kl. 1:13 
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 16. feb. kl. 13:04 
Whats my best bet for recruiting more colonists, prison or border outpost? Or are they about the same?
[Zerg03] MrHydralisk  [ophavsmand] 30. jan. kl. 20:54 
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 30. jan. kl. 19:24 
is it possible to have the education center to send the children who turn to adults back to the colony?
[Zerg03] MrHydralisk  [ophavsmand] 7. jan. kl. 6:22 
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 7. jan. kl. 4:59 
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