RimWorld

RimWorld

Vanilla Outposts Expanded
2,137 Comments
Kay 2 hours ago 
y'all still on the unstable branch or something? Definitely works for me on 1.6 with odyssey
Koden 8 hours ago 
i cant start a game with this mod enabled!
is it just me or is this mod not working for 1.6 wher i look in the mod options its not there and i wont let me make any outposts any one know how to fix it? also yes it is enabled in my mod list
GraveMuse 20 hours ago 
Still broken for me, causes me to be unable to bring up the right-click menu for items.
Flatline 20 hours ago 
Out of all the vanilla expanded mods, this one is the only one not working for me, causes conflicts.
The Ghost Knife 21 hours ago 
Williams is right. FUBARs the Mod Options
Skulls 21 hours ago 
2h to try each pack of mod to find out that this one was the one showing me an error and making each mouseclick not registered
Mr. Williams 23 hours ago 
This mod conflicts with 1.6, the Mod Options screen is blank. FYI for those wanting to use this mod.
Kay 8 Jul @ 9:42am 
Most recent update to VEF seems to have fixed it.
Thanks!
Kay 7 Jul @ 3:57am 
Cannot reproduce.
All pawns 0 in every skill, still impossible to create an outpost with 3 or more pawns in the caravan.
Gotaku 6 Jul @ 10:53pm 
You can't create an outpost when the mining level in your party is greater than 10
赛博墨影 6 Jul @ 7:30pm 
奇怪的是,无法精准控制从而保证某一队一定可以建立据点,通常情况下,拆分出一个人后,这个仅有一人的远行队可以建立据点。这真是很麻烦的事情,城镇据点、以及一些需要技能点的据点难以建立,不过类似火炮据点、狩猎据点可以先建立一个据点,再让准备好的人进去,让不想要的人出来。
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.
赛博墨影 6 Jul @ 5:16am 
更正,当远行队被拆分,拆分出的两队里面会有一队可以正常建立据点
Correction: When the expedition team is split, one of the resulting two teams can establish an outpost normally.
Kay 6 Jul @ 4:38am 
And I just noticed that the settings dont seem to apply (Tried to lower the minimum pawns required to create some outposts)
Kay 6 Jul @ 4:29am 
Right, tested this, one person and one animal does work.
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).
赛博墨影 6 Jul @ 3:40am 
测试发现,当远行队由一个人和一个动物组成时,“建立据点”按钮可以正常使用
Testing found that when the expedition team consists of one person and one animal, the "Establish Outpost" button functions normally.
ThcGM 6 Jul @ 2:37am 
What I meant is that the condition freezes
Kfleppey 5 Jul @ 2:55pm 
I mean... Until your pawns can actively change the weather I don't think they're going to cure hypothermia.
ThcGM 5 Jul @ 9:48am 
how come diseases are treated but not hypothermia
Raysør 5 Jul @ 6:55am 
Great mod, thanks for your work 👍

Would it be possible to let player-controlled mechanoids count as workers in outposts?
Sarg Bjornson 4 Jul @ 10:16am 
Investigating. Some method apparently changed since I updated this
Kay 4 Jul @ 3:02am 
same
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)
Toivo Kesseli 3 Jul @ 5:50pm 
Same problem here, even when I disable all other mods beside the dependent mods.
Zyrean 3 Jul @ 4:54pm 
Same problem as CyberBird
CyberBird 3 Jul @ 7:59am 
Same problem as ZebraRabbit
ZebraRabbit 3 Jul @ 3:52am 
Hi, is this working in 1.6? I try to click "setup outpost" on the map, nothing happen, no error log generated.
ThcGM 11 Jun @ 10:39am 
For some reason prisoners don't count towards the minimum skill requirement for creating an outpost
STEALTHY¥ 9 Jun @ 10:21am 
I just got this mod and was wondering how it works with CE, considering CE uses ammo for weapons will pawns at an outpost eventually just be completly defenseless once they run out of ammo? or will they spawn with more ammo each raid??
https://yeezy.com/ 8 Jun @ 10:13pm 
@spythedargon Seems to run fine with sos2
spythedargon 8 Jun @ 9:19pm 
I have to know does this mod work with save our ships 2 guess I can't seem to find anything that says it does
megaman24779 7 Jun @ 12:39pm 
question, I know samuel streamer had asexual fission work with outposts in his generations series, does that need another mod, or is that a base feature now?
ignis 27 May @ 6:26am 
Outposts don't play nicely with archonexus rules - they remain with all pawns and items.
Cicor 17 May @ 11:03am 
Hi, I can't find the info about it, is it more efficient if In join pack animals to the output? Or it doesn't change anything
explodoboy 15 May @ 5:09pm 
@Mowel

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.
MOUSE_GOD 12 May @ 6:17pm 
the qualifications for setting up each outpost needs to be updated on the workshop page. I keep running into issues where i send pawns thinking I have what they need only for the game to tell me there's some qualification not met (min pawn number etc)
Kolopo12356 11 May @ 3:37am 
I think outpost raids were disabled, because they were causing trouble
Calel200 4 May @ 5:50pm 
Can someone help me I am playing for a long time and never a raid is happening on my outposts neither my defence outpost intercepts raids, I tried to start a raid manually on them but I dont know with this is possible
Head 1 May @ 8:49am 
Would it be possible to convert defeated enemy settlements into an Outpost? If I raid and defeat an enemy settlement, I would love to turn the survivors into a Factory outpost for example
Mowel 12 Apr @ 12:46pm 
Anyone can comment on how this mod affects performance on long playthroughs?
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.
TamTroll 8 Apr @ 3:13pm 
My Town of all Trolls spawned a Baseliner because i had the Tribal start. Feelsbadman.
Joe 5 Apr @ 8:50am 
@HMSHUNTER Only when devmode is open.
HMSHUNTER 5 Apr @ 8:49am 
i might have the wrong mod in mind but didnt there use to be a "Produce now" button when clicked on one of your outposts?
Airlewe 29 Mar @ 8:17am 
having same issue as other people - no option to disable outpost raids and one of my outposts has already disappeared :(
Gen_Warlord 27 Mar @ 10:54pm 
Hello, quick question: Was the option to remove outpost raids removed? I have tried looking for the setting with just framework and outposts and have been unable to locate it.
Xy | Felinae 27 Mar @ 1:57pm 
Its bugging my caravans. for example when i am packing my outpost my caravan will move on map but when not it just stays still.
wyc 21 Mar @ 11:35pm 
I've changed the number of people required to build a town outpost, but that doesn't work, and when setting up a outpost, it still says that five people are needed to build a outpost
CrazyAdept 16 Mar @ 5:29am 
For those of us using Vanilla Chemfuel Expanded, Can we have a toggle or option to have it send the Deepchem as is instead of the refined chemfuel?
Mistress 14 Mar @ 4:09am 
Are pawns in outposts and the outposts themselves used when calculating raid strength?
CordialVillain 13 Mar @ 7:13pm 
Have I gone stupid? I can't seem to find a way to disable battles, I'm not seeing anything in the mod options.
Dust 8 Mar @ 10:18pm 
I've unsubscribed and subscribed to this mod and the framework again, but research posts aren't doing anything still. Anything else to try?