RimWorld

RimWorld

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Vanilla Outposts Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.071 MB
Dec 21, 2021 @ 4:21am
Jul 11 @ 12:22pm
19 Change Notes ( view )

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Vanilla Outposts Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]






See change notes



Vanilla Outposts Expanded can be described as an incredibly Lite version of mods like Saakra’s Empire. Players will be able to form a caravan and travel to a location on the world map, where they can set up different kinds of outposts, towns and camps. Each of these location will yield different bonuses depending on the types of pawns as well as their skills.

This is by no means a complex management mod. In fact, we put extra work to make it as intuitive and organic as possible. Outposts can be used to get rid of unwanted pawns - they have no upkeep, and colonists in outposts don’t need to be micromanaged - they will literally provide themselves with the resources they need. All you need to do is find a suitable location for the outpost and send the necessary amount of pawns. Think of it like Outposts in Frostpunk, where everything that happens in the outposts is outside of your control or attention.

Outposts can, however, be raided. It then generates a map with that outpost and all the crew in it, and you have to fend off against the attackers.

Periodically, outposts will send a pack animal with the resources. Create an Outpost drop off spot and the animal will deliver the resources to this location. Consider building defensive outposts, especially in late game, as they will be able to reinforce other locations around themselves via drop pods.

I hope you will enjoy this rather simple on the surface mod. It’s been fun developing it, and I’m sure it will be fun for you to get rid of all the pyromaniacs and wimps, whilst also getting some supplies in return!























There is an ongoing issue that Outposts disappear after battle never to be heard from again. Sometimes the battle never ends. In any case, we were unable to find the issue with just our mods, which means it's a third party mod causing it. With the variety of mods people are using, it's hard to find it.

[forms.gle]

If you have issues with outpost battles, remember in mod options you can disable them!



Authors:

Oskar Potocki, an artist and a designer.

legodude17, a mastermind behind the code.

Kikohi, a programmer who helped with CSG.

Chowder, a writer responsible for a large number of descriptions.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Do I need to pay upkeep on the outposts?
A: No. Outposts provide themselves with everything they need to function.

Q: Do pawns in the outposts gain skill levels?
A: No. That’s a major drawback. Pawns in the outposts are essentially locked in a separate reality - they do not get any skill in anything, but they also don’t need to be controlled by you. They don’t fall ill, they don’t do social fights, they don’t have mental breaks.

Q: Can I disable some of the Outposts?
A: Not in the settings. You can use an XML patch, though.

Q: Do I need VE Framework for it to work??
A: Yes. All the actually Outpost code is in Framework, this mod just uses that.

Q: Does this mod work with other mods?
A: It should work with majority if not all the mods out there.

Q: Is this mod save game compatible?
A: Hell yeah! I wouldn't be so sure about removing it though, so backup your save!

Q: Can I upgrade the outposts?
A: No. They are meant to be a simple way of getting rid of your pawns, not a next layer of strategy in the game.

Q: If I deconstruct an outpost, are all the pawns lost?
A: No silly, they simply reform a caravan.

Q: Can I put people in and out of the outposts at any time?
A: Yes. In a way, outposts work like a caravan. You simply split it and merge it.

Q: Can I put slaves and prisoners in outposts?
A: Of course you can!

Q: Can I build defenses in the outpost?
A: No, That's why it's important to have some well armed pawns in the outposts, in case a raid comes.



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Popular Discussions View All (125)
2
Jul 13 @ 11:31pm
Way to make town require only 1 settlement?
Rice Trispy
9
Aug 8, 2024 @ 10:34am
Bug: Error in removing Raid
Dukkokun
14
Dec 28, 2024 @ 3:10pm
Pawn Drug Dependency
Game Dev Friend
2,153 Comments
SIGMA BOI 23 minutes ago 
I have the same problem with @Dingo, specifically from the drilling outpost, it said it delivered 750 chemfuel but it's nowhere to be found :/
moss 14 hours ago 
need a game thats just this idea expanded
Petrolsky Jul 26 @ 11:07pm 
I only get wood once a year instead of every quadrum. I also just get suuuuper slow returns from the science outpost, even tho the pawns in there have very high research skill
Dingo Jul 25 @ 9:40pm 
Hi so I have an outpost making components and naturally I get the pop up saying that its been delivered, however Ive noticed that the number of components in my storage doesnt increase and I cant find the supposed delivered goods
Error Jul 25 @ 9:01am 
can outposts deliver stuff onto asteroids or other orbital locations?
JunoCat運富 Jul 23 @ 1:07pm 
@kirb
Perfect way to deal with person having Asexual fission from Alpha genes :3
kirb Jul 22 @ 3:24pm 
uh, just a fair warning to anyone using this, putting a pregnant pawn in an outpost may vaporize the baby. so don't do that.
Bonnie Jul 22 @ 1:11am 
i read the Q&A but 1 thing i still need to be clarified ,so it don't need to be my pawn in the outpost, i could just cap all the raiders then send them to the outpost, and it should works ?
Swifty_Meme_lord Jul 20 @ 3:14pm 
Mr. mod creators.
can you please make the "add pawn" & "take pawn" GUIs be the same as your "Take item" and "give item" GUIs
i have been storing animals in the outposts in great quantities.
i feel i should mention i'm still on 1.5
please <3
cabraham13 Jul 17 @ 5:40pm 
hey just submitted a bug report now glad to see this message and will keep this in mind in future