RimWorld
3,431 oy
Vanilla Outposts Expanded
26
13
5
17
6
8
2
7
7
3
5
4
2
   
Ödül
Favorilere Ekle
Favorilere Eklendi
Favorilerden Çıkar
Mod, 1.3, 1.4, 1.5
Dosya Boyutu
Gönderilme
Güncellenme
1.018 MB
21 Ara 2021 @ 4:21
16 Ağu @ 9:49
16 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Vanilla Outposts Expanded

Oskar Potocki tarafından 2 koleksiyonda
Vanilla Expanded
103 öğe
Vanilla Expanded - Empire playthrough
148 öğe
Açıklama
[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.



Check out our collection at:


Popüler Tartışmalar Tümünü Görüntüle (119)
9
8 Ağu @ 10:34
Bug: Error in removing Raid
Dukkokun
13
5 Kas @ 21:05
Pawn Drug Dependency
Game Dev Friend
1
29 Eyl @ 6:20
Research outpost mechanics?
M4ck
2.023 Yorum
watsonseat 8 Kas @ 16:48 
The outpost battles are disabled by default due to bugs.
Shadex 7 Kas @ 23:53 
Hey, where can I disable the outpost battles? I can't seem to find the option.
Ari 7 Kas @ 23:36 
Regarding the mining outpost, if I'm wanting a specific resource I will obviously need to meet the minimum skill total, but if I go over it into the next resource will it still produce the desired resource? I.E., if I'm wanting specifically uranium will I need to send pawns with a total skill of 25-29 as to not extend into silver, or will I be able to put in any amount over 25 (for example 40 which is the plasteel minimum) and it will still produce the uranium regardless?
g0jira 7 Kas @ 7:27 
did someone used this mod with CE? was it ok?
Oknaa 4 Kas @ 10:10 
do colonists in outposts still count for Raid Points on my main base ?
watsonseat 31 Eki @ 16:35 
Defensive outposts no longer intercept raids.
Rotrules 31 Eki @ 16:32 
To 白给肥皂:
Defense outposts have a 25% chance of intercepting an enemy raid. If you want to increase the chance the defense outpost intercepts a raid, I would recommend constructed at least 4 defense outposts.
白给肥皂 30 Eki @ 19:30 
Why the defense outpost dont work?
Flamec 29 Eki @ 17:22 
I'm playing VE Outposts and VRE Androids and I can't help but think they work very well together. VRE lets you produce specialized pawns and with VE Outposts, you can assign them to various types of productions.

There is only one problem though. Androids need their ractors replaced every year or so. After a while, the entire game becomes about the logistics of bringing back androids to your base and change their batteries. It would be very nice and very useful if we could simply disable the androids Power decay when they are in outposts. After all, they are supposed to be autonomous bases and take care of their own needs.

In therms game blance, the androids can produce much more value than their human counterparts so logically, they should be able to use the extra time / production to take care of their reactors.

Is that something you would consider doing?
VeWolf 17 Eki @ 4:32 
Not sure if its this mod, but when i set up an outpost with 3 people, one person disappears and the caravan is just left there with 0 people in it. any help would be nice, thanks!