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
21 Dec, 2021 @ 4:21am
11 Jul @ 12:22pm
19 Change Notes ( view )

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Vanilla Outposts Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
110 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)
4
25 Aug @ 2:50am
Is “disable outpost raids” setting missing?
ArgensVentus
3
18 Aug @ 9:52am
Way to make town require only 1 settlement?
Rice Trispy
9
8 Aug, 2024 @ 10:34am
Bug: Error in removing Raid
Dukkokun
2,187 Comments
Fishkeeper 23 Aug @ 12:02pm 
Love this mod! Such a good way to deal with unwanted pawns without having to just send them out to die.

Is it planned to be changed so that the fishing towns can be done with Odyssey as well as with VFE?
枪马网卡耳朵聋 22 Aug @ 6:11am 
when i use Artillery outpost

{LINK REMOVED}

Thanks for your time!
Proxy 19 Aug @ 3:04pm 
Is there a permeant and visitable equivalent?
ArmoredStone 19 Aug @ 10:43am 
Love the mod but I do have one minor issue with it. My pawns keep trying to rope the animals that deliver my goods, and when they get to the pen they break through the doors to get out. Also, I have the option to slaughter the animal, which seems a bit cheesy

Oh and this issue resolved itself somehow, but I had a few animals that tried delivering my goods, but when they showed up, they just walked to the edge of the map and left without actually dropping anything off
Warden 18 Aug @ 5:24pm 
This mod seems like peak
๏̯͡๏ ︻デ 一 - 18 Aug @ 3:15am 
+Princess Katsume
no option for fishing outpost
SstarLit56 17 Aug @ 12:07pm 
is the research outpost unable to do hi-tech research? do i need to uninstall hi-tech research tables and deliver them to the outpost?
Princess Katsume 16 Aug @ 2:02am 
no option for fishing outpost despite having the fishing mod
zero 12 Aug @ 3:37pm 
what happens to outposts when you own a gravship and start flying around? anything to keep in mind?
Ravayen 12 Aug @ 8:31am 
Hope that's the case :)