RimWorld

RimWorld

Large Outpost
69 Comments
Thundercraft 11 Feb, 2023 @ 1:03am 
@ Valentinesmith636
Perhaps RimCities is something you'd be interested in? Though, that mod is self described as intending to be quote "an interesting & unique end-game challenge."
Valentinesmith636 10 Feb, 2023 @ 10:03pm 
Is there another mod that does something similar? I see ones for Faction bases, but not to make Bandit Camps/similar event locations more difficult. Anyone got any suggestions? I have been missing what this mod offers :(
Thrice 11 Jul, 2022 @ 12:59pm 
Looks like he hasnt responded in a long time. Perhaps we should ask Mlie to update this?
Sunlight88 30 Sep, 2021 @ 4:37am 
Hi newcolonist, can you please update your mod to 1.3? :-}
Zer0 24 Aug, 2020 @ 1:27pm 
anyone know if this works on 1.2?
TeraRaptor 9 Jun, 2020 @ 7:47pm 
Don't Demand things from modders they are doing work for free and love to the game, so just say thanks and accept the work they are doing for free, it's not their job. When it's ready, it's ready, otherwise wait, or you could try to mod it yourself.
RavenousEye 9 Jun, 2020 @ 7:41am 
remember that modders make this mods for us for free at their own free will. they don't HAVE to do something becouse people say so. it's updated when the owner says it is. modders have stuff to do IRL too
YunoAloe 8 Jun, 2020 @ 5:00pm 
@newcolonist
It's been 4 months that 1.1 is out. Your mods are literally in the last 5 of my 250 modlist that are still not updated.
newcolonist  [author] 19 May, 2020 @ 12:05am 
There are still lots of changes going on in the unstable branch regarding quests and balance, so i'll wait for things to settle down before adapting my quests mods.
Mr.ShootMe 6 May, 2020 @ 8:04am 
Man this is the last Big mod im missing in 1.1.. miss it dearly and i hope it comes in the near future!
TeraRaptor 2 May, 2020 @ 10:03pm 
any 1.1 update please?
Rokko 25 Mar, 2020 @ 12:36am 
1.1 pretty please?
Sasha Fox #SaveTF2 24 Mar, 2020 @ 3:34pm 
1.1 Yeah, ya know know you wanna do it xD
Dakon 23 Mar, 2020 @ 4:02pm 
1.1 would be great
Camaleão 17 Mar, 2020 @ 7:41pm 
1.1?
CaptPicard 7 Mar, 2020 @ 4:20am 
Update 1.1 is possible ? ( + Trad FR ^^)
Mort 1 Mar, 2020 @ 5:31am 
1.1 would be appreciated man thanks
Tommy Gray x Land Raider 24 Feb, 2020 @ 1:34pm 
update for 1.1 plz
newcolonist  [author] 26 Jan, 2020 @ 9:13am 
OK, I'll look into it, I took merciless as the baseline, maybe I'll change for savage.
Azerbaijan_Technology 26 Jan, 2020 @ 7:42am 
That's really odd, I'm playing on Randy savage and a bandit camp quest(sry if there's any confusion) could easily have upward of 15 people, that's definitely more than at the start of the game. Large outpost quest frequently do not generate as many people as regular bandit quests for me.
newcolonist  [author] 26 Jan, 2020 @ 5:39am 
Regular outpost are not scaled at all. They're static. Large outposts factor in the difficulty level, play time, number of major threats, world specific cycle and some randomness.
So yes, depending on difficulty and time, a large outpost may have fewer enemies than a regular outpost. But at the end of the day large outposts will have a larger manpower than regular one.
Azerbaijan_Technology 23 Jan, 2020 @ 10:07am 
Does the enemy number scale with colony wealth, as some of the large outposts I did Have less enemy than a regular outposts somehow. Is it subjected to the random threat scale range of randy?
newcolonist  [author] 22 Dec, 2019 @ 2:07pm 
Thanks for the info, i haven't looked into Large Prison Camp for a while, and just update Large Faction Base.
FrozenSnowFox 22 Dec, 2019 @ 1:24pm 
It looks like I may have fixed it, maps are loading with cables now. It was a mod issue, amusingly your mod. I had them loaded in the order of Large Faction Base, Large Outpost, Large Prison Camp. Moving Large Outpost after Large Prison Camp fixed the issue. I saw in the comments Large Prison Camp previously had an issue so I figured maybe just maybe that could be the cause.
newcolonist  [author] 22 Dec, 2019 @ 12:45pm 
Ok, that's a bug. But it must be from a mod interaction, because as far as i've tested, power networks still spawn in my large outposts.
FrozenSnowFox 22 Dec, 2019 @ 12:37pm 
It's not that there's a lack of power. As far as I can tell no power cables are being spawned. Any turret out of reach of a battery or power generation building remains unpowered. Here's one of the bases. Top right, middle left and bottom middle turrets were all unpowered. As you can see from the picture there's no visible cables and any items using power have their connections stretched to meet power structures. This is a large outpost on year 18 on Randy Merciless so bases have really scaled up in size massively. The catapults are actually unusual I've always seen mortars before.

https://imgur.com/FDSxAG1
newcolonist  [author] 22 Dec, 2019 @ 6:18am 
Yes, it happens with larger bases. In a next update battery rooms will have batteries more filled. There'll still be unpowered turrets though, but i'm fine with the balance. You may take advantage of weak spots but are still under the fire of mortars.
Bases with a double ring of turrets have also fewer power issues.
FrozenSnowFox 19 Dec, 2019 @ 4:51pm 
After trying your outpost mods I have to say love them especially the faction one. Those bases are crazy dangerous exactly as they should be.

Not sure if this is a common issue but twice now I've raided a large outpost and half the defenses were unpowered because they were out of reach of power. I haven't noticed that issue with your other two mods the faction base and large prison. All the turrets were basic vanilla turrets. If it matters I have the vanilla series security mod but other than the rocket turret I haven't seen others spawn.
Neothardus 27 Aug, 2019 @ 3:13pm 
Thanks for the explanation, i will subscribe to both then :)
newcolonist  [author] 27 Aug, 2019 @ 1:19pm 
They're based on the same structure, Large Faction bases are permanent, whereas Large Outposts are temporary quests. But Faction bases get much larger, with better stockpiles. They also have more turrets/mortars and exterior walls which make them harder to assault.
Neothardus 27 Aug, 2019 @ 1:00pm 
What is exavtly the difference with Large Faction Base?
I see hardly the difference
PinkFluffyUnicorn 18 Aug, 2019 @ 4:45am 
Awesome! definitely going to add this to my 80+ modlist, because outposts are always just walk up, and let everyone else run at me and die.
newcolonist  [author] 17 Aug, 2019 @ 9:31pm 
Yes, it's save game compatible.
PinkFluffyUnicorn 17 Aug, 2019 @ 7:15pm 
Is it compatible with saves?
give me games on GoG 13 Aug, 2019 @ 4:40pm 
Awesome mod thanks alot and what the guy below me said :)
Limão 7 Aug, 2019 @ 9:54am 
tanks man. i hope you make more mods like that
newcolonist  [author] 5 Aug, 2019 @ 7:55am 
There was an issue with powerless turrets as parts of other world quests (prison rescue etc...), it came from 'Large prison camp'. I've just fixed it.
TheNukeGamer 21 May, 2019 @ 8:58am 
i do have the same issue, but glad to see you‘re already aware of and working on it :)
Big thank you, really like the mod.
Limão 19 May, 2019 @ 10:13am 
i don't think this is a problem in another quest. keep to all quests this make a some more dificult. =)
newcolonist  [author] 19 May, 2019 @ 7:41am 
Large turrets rings are an issue when they spawn with another quest, i'll restrict them to large outposts.
Limão 17 May, 2019 @ 6:13pm 
Hi man i use your mod but i have a little problem with the turrets. they don't have any power source connected so they be useless in the outposts. pls see this tanks
Trunken 5 May, 2019 @ 9:16am 
@chess: confirmed, same for me
@newcolonist: do you load Real Ruins before? Have to test it out again
RavenousEye 5 May, 2019 @ 9:13am 
@chess
Yes it is. at least, i use both mods (and 200 more) and they work with eachother without a problem.
Apathetic Slug 5 May, 2019 @ 6:52am 
is this compatible with more faction interaction?
newcolonist  [author] 13 Apr, 2019 @ 6:13am 
Hi Trunken, i've had no particular issue running both mods so far. Large outposts is basically a copy paste of standard outposts, slightly tweaked.
Trunken 8 Apr, 2019 @ 9:54am 
Hey newcolonist,
is this incompatible with real ruins? im getting crashes on entry with both mods active. when i remove real ruins, it suddenly works again. Any way to fix that? I dont want to miss neither of this mods

Greets
Kituneki 27 Mar, 2019 @ 10:09am 
i do like this mod, ever thought of doing a large item stash / cache bunker / depot ? which could contain dozens of items or if your extreme unlucky could contain nothing, all depends on how well guarded it is
newcolonist  [author] 28 Jan, 2019 @ 2:42am 
No, It will just add quests for larger outposts (and rewards). It is save game compatible.
Kraken 28 Jan, 2019 @ 2:38am 
excellent! will this break a game save?