RimWorld

RimWorld

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Vanilla Outposts Expanded
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Mod, 1.3, 1.4, 1.5
Dateigröße
Veröffentlicht
Aktualisiert
1.018 MB
21. Dez. 2021 um 4:21
16. Aug. um 9:49
16 Änderungshinweise (anzeigen)

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Vanilla Outposts Expanded

In 2 Kollektionen von Oskar Potocki
Vanilla Expanded
102 Inhalte
Vanilla Expanded - Empire playthrough
148 Inhalte
Beschreibung
[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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Beliebte Diskussionen Alle anzeigen (118)
9
8. Aug. um 10:34
Bug: Error in removing Raid
Dukkokun
11
25. Aug. um 3:10
Pawn Drug Dependency
Game Dev Friend
2
9. Mai um 17:21
[bug] Going fight mecanoid ship with 2 main battle tank, 1 transport trooper, 1 cargo vehicule => map all grey
Bruno
2.008 Kommentare
Stim The One 19. Sep. um 4:09 
We need a small compatibility patch with vehicles because despite thinking I could use the louie to drop off colonists at the outposts, can't do that (and can't split aerial caravans). Don't want to have to use drop pods or make them walk.
(Goth Mommy) - GHOST_023 16. Sep. um 4:37 
Amazing mod, I have a suggestion i’d like to share.

If possible as an update for the future it would be cool of after you “capture” a faction’s colony if you could sort of turn it into a “city” outpost and gain resources etc.
DazDaazDaaaz 16. Sep. um 0:16 
FAQ says you can put prisoners and slaves in the outpost, the question is do their skills count for the outpost?
Farsuf 9. Sep. um 3:56 
One of the best mod! Thx for your work.

@Uhtis I have build a mining camp with one slave and one pawn .. the skills are added.
watsonseat 7. Sep. um 21:24 
I feel in my opinnion like the outpost raids re-added HOWEVER, they should be off by default and in the settings they should say "WARNING, EXTREMELY BUGGY, MAKE SAVE/BACKUP BEFORE TURNING ON" for those wish to risk it for the action and the added challenge.
Classy. 5. Sep. um 18:01 
I wish you could make towns "outposts" without needing to be near 3 other faction towns. if you put a logging, farming and mining outpost close together, i think you should be able to merge them together, making a fully fledged town of your faction that pays tribute in the form of silver or resources and also provides aid during raids. turn your settlement from a base to the heart of an empire
Uhthis 31. Aug. um 19:44 
Do enslaved pawns count towards an outposts' establishing requirements (e.g., 5 for a town), and do their skills contribute, or do they serve more of a, say, battery pack to store them until better capacity to manage them?
MajorityOfTheInternet 30. Aug. um 21:33 
If I want to ignore the town outpost's settlement proximity restriction but does not understand how to code that away, can I just dev spawn 3 settlements near a location and delete them after I get a town outpost created?
Oskar Potocki  [Autor] 29. Aug. um 13:59 
We have removed outpost raids completely.
Eisenkrone 29. Aug. um 13:33 
Quick question:
In the 1.4 version, there was the option to deactived raids on outposts. I can't seem to find it in this version. Is this intended?