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All pawns 0 in every skill, still impossible to create an outpost with 3 or more pawns in the caravan.
Oddly enough, there's no precise way to ensure that a specific team can establish an outpost. Typically, after splitting off a single person, that lone expedition team can establish an outpost. This is quite troublesome—settlement outposts and those requiring skill points are hard to set up. However, for outposts like artillery or hunting, you can first establish one, then have the prepared personnel enter and remove the unwanted members afterward.
Correction: When the expedition team is split, one of the resulting two teams can establish an outpost normally.
One colonist by themselves also works.
Actually up to two pawns works, but adding a third breaks something.
At least, I couldnt figure out if there is something else happening, all 3 pawns that I used to test this worked on their own or when its just 2 of them(any combination).
Testing found that when the expedition team consists of one person and one animal, the "Establish Outpost" button functions normally.
Would it be possible to let player-controlled mechanoids count as workers in outposts?
Unsubscribed and resubbed to make sure l have the newest version, and only got harmony+VEF+this and nothing happens when I click the outpost button
(1.6)
Performance impacts seems to be pretty negligible. Just deleted an outpost with 21 colonists (both to see what would happen and because I want to focus on deep drilling in my current playthrough) and I noticed no notable chance in my performance.
I would assume that keeping track of pawns in outposts would slow the game down, but I know shit about modding and performance optimization seems like witchcraft to me. Any comments, experience, or hard data would help, ty.