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
109 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 (124)
9
8 Aug, 2024 @ 10:34am
Bug: Error in removing Raid
Dukkokun
1
7 Jun @ 2:07pm
Way to make town require only 1 settlement?
Rice Trispy
14
28 Dec, 2024 @ 3:10pm
Pawn Drug Dependency
Game Dev Friend
2,137 Comments
Jescarus 12 Jul @ 9:20am 
I also had the Vanilla Fishing mod active and once I deactivated that, and possibly some re-ordering with CE then Outposts started working again with Odyssey.
Kay 12 Jul @ 6:44am 
y'all still on the unstable branch or something? Definitely works for me on 1.6 with odyssey
Koden 12 Jul @ 12:30am 
i cant start a game with this mod enabled!
Nightlock001ttv- live now 11 Jul @ 10:13pm 
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 11 Jul @ 1:00pm 
Still broken for me, causes me to be unable to bring up the right-click menu for items.
Flatline 11 Jul @ 12:33pm 
Out of all the vanilla expanded mods, this one is the only one not working for me, causes conflicts.
The Ghost Knife 11 Jul @ 11:37am 
Williams is right. FUBARs the Mod Options
Skulls 11 Jul @ 11:21am 
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 11 Jul @ 9:44am 
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!