RimWorld

RimWorld

Vanilla Outposts Expanded: Additional Outposts
 This topic has been pinned, so it's probably important
[Zerg03] MrHydralisk  [developer] 28 Oct, 2022 @ 12:58pm
Outposts In-Depth
Construction workers outpost
Places a temporary, autonomously-led camp that specializes in providing construction workers for temporary employment to other factions in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Construction Skill 20. Each quadrum provide player with shipment of silver:
Total Construction Skill * 40 + Amount of Pawns * 50

Field hospital
Places a temporary, autonomously-led camp that specializes in producing medical supplies for colony. Alternatively can sell them and provide medical help to wanderers, caravans and natives in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Medicine Skill 4. Each quadrum provide player with shipment with one of item:
Item
Requirements
Amount
Herbal medicine
Total Medicine Skill 8
Total Medicine Skill * 6
Medicine
Total Medicine Skill 20
Total Medicine Skill * 3
Go-Juice
Total Medicine Skill 16
Total Medicine Skill * 1
Penoxycyline
Total Medicine Skill 16
Total Medicine Skill * 3
Flake
Total Medicine Skill 16
Total Medicine Skill * 7
Yayo
Total Medicine Skill 16
Total Medicine Skill * 3.5
Smokeleaf joint
Total Medicine Skill 16
Total Medicine Skill * 9
Wake-up
Total Medicine Skill 16
Total Medicine Skill * 1.5
Silver
None
Total Medicine Skill * 45 + Total Social Skill * 5

Restaurant
Places a temporary, autonomously-led camp that specializes in producing meals supplies for colony. Alternatively can sell meals to wanderers, caravans and natives in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Cooking Skill 8 and 2 Pawns. Each quadrum provide player with shipment with one of item:
Item
Requirements
Amount
Simple meal
none
Total Cooking Skill * 8
Fine meal
Total Cooking Skill 16
Total Cooking Skill * 7
Lavish meal
Total Cooking Skill 32
Total Cooking Skill * 3.5
Packaged survival meal
Total Cooking Skill 16
Total Cooking Skill * 6
Psychite tea
Total Cooking Skill 16
Total Cooking Skill * 10
Silver
None
Total Cooking Skill * 45 + Total Social Skill * 5

Wandering circus
Places a temporary, autonomously-led camp that specializes in organizing artistic and recreational events for wanderers, caravans and natives in exchange for silver. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Artistic Skill 30 and 3 Pawns. Each quadrum provide player with shipment of silver:
Total Artistic Skill * 55 + Total Social Skill * 15 + Amount of Pawns * 50

Embassy
Places a temporary, autonomously-led camp that specializes in negotiating with other factions. Once the negotiations are successful, goodwill of that faction will increase.

Need at least Total Social Skill 20. Each quadrum improve goodwill of one of factions:
(Total Social Skill * 0.5) * (1 + Amount of Pawns * 0.05)

The higher offset of faction current goodwill from 0 the less goodwill will be gained:
with NegotiationDifficulty = 3 and current faction goodwill = -100 it will gain only 1/3 of goodwill provided by Embassy.

Border post
Places a temporary, autonomously-led camp that specializes in patroling faction's border, searching for illegal trespassers and smugglers. Once the violator is caught, he is fined or imprisoned. After which a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Melee Skill 20, Social Skill 5, placed on road and no other border posts in 6 tiles around. During each quadrum each pawn will try to caught violators:
Chance = Pawn Melee Skill * 1.25 / 100

If violator caught, then player provided with either silver or that prisoner (only from hostile faction).
Silver = 1000 * (1 + 1.5 * Pawn Social Skill / 100)

Depends on Pawn Social Skill prisoner would be hurt during capture and arrest:
Pawn Social Skill
Result
lvl < 4
Prisoner was badly hurt to stop him from running away during capture
4 <= lvl < 10
Prisoner was slightly beaten during arrest
lvl >= 10
Prisoner was persuaded to cooperate

Keep in mind, that delivering prisoner to an open field will lead to them running away.

Mercenary Camp
Places a temporary, autonomously-led camp that specializes in providing mercenary services in exchange for silver. Once mission is over reward will be delivered at the outskirts of a faction's primary colony.

Need at least Total Melee Skill 10 and Shooting Skill 10. Each quadrum conduct one mercenary mission and provide player with shipment of silver as reward for active pawns:
Risk lvl
Min Total Combat Skill
Reward
Minor Injury Chance
Major Injury Chance
Fatal Injury Chance
0
0
Total Combat Skill * 15
0.25
0
0
1
40
Total Combat Skill * 20
0.75
0.10
0
2
60
Total Combat Skill * 30
2.50
0.25
0.01
3
80
Total Combat Skill * 40
3.75
0.40
0.10
4
120
Total Combat Skill * 60
5
0.60
0.20

Combat skill lvl of pawn calculated as sum of Shooting and Melee skills, but skill that have lower value counts as half. Pawn with 20 Shooting and 20 Melee will get Combat skill 20 + 20 * 0.5 = 30.

Injury chance is reduced, when pawn have higher Combat skill. Injury chance 0.60 for Pawn with 30 Combat will be 0.20, so it will be 20% chance that pawn will get injury. Minor Injury Chance 3.75 mean that pawn get 3 injuries and 75% for 4th one. Injuries will be tended by best medic in Mercenary Camp.

Slaves have 0.8 Combat skill multiplier. Prisoners have 0.5 Combat skill multiplier.

Prison
Places a temporary, autonomously-led camp that specializes in keeping prisoners and their rehabilitation. Get payment with silver for holding prisoners from other factions. Can force to work, recruit or enslave colony prisoners. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Social Skill 20. Each quadrum provide player with shipment of silver:
Silver = 20 * Free Wardens Total Social Skill

Best wardens will be assigned to prisoners of player. Player can choose what to do with his prisoners:
Action
Result
Formula
Force prisoners to work
Each quadrum will provide player with additional silver from best skill lvl of prisoners
35 * Prisoner Best Skill
Recruit prisoners
Will try to recruit prisoners
Vanilla resistance reduce and recruit
Enslave prisoners
Ideology needed. Will try to enslave prisoners
Vanilla will reduce and enslave
Extract hemogen packs from prisoners
Biotech needed. Each quadrum will provide player with additional hemogen packs from prisoners
11 * Amount of Prisoners

Vanilla recruitment or enslavement limited to 2 per day. Prison have no such limitation, but it have interaction interval between each try. Max value of interval is equal to 2 per day, min value is 6 per day. Interval reduces, if you have more wardens, than colony prisoners.

Church
Places a temporary, autonomously-led camp that specializes in spreading ideology. Get donations with silver from visitors. Can convert people to faction's ideology. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.

Ideology needed. Need at least Total Social Skill 20. Each quadrum provide player with shipment of silver and ideology development point:
Silver = 25 * Free Priests Total Social Skill
Ideo point = Free Priests Total Social Skill / 20

Best priests will be assigned to convert new followers. Vanilla certainty reduce and convertion.You can choose any ideology for spreading spread, if you have at least one priest (colonist/slave of such ideology).

Interval between convertion tries reduces, if you have more priests, than new followers. Same with Prison.

Ranch
Places a temporary, autonomously-led camp that specializes in livestock handling and gathering their products. Once an ample amount is collected, a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Animal Skill 10 and pair of animals. Will take care of animals and reproduce them. Each quadrum provide player with shipment of collected animal products. Meat and Leather amount considering simulated vanilla amount of born animals and their time till fully grown size. Egg, Milk and Wool amount considering simulated vanilla avg production amount.
Max herd size using curve that depends on Total Animal Skill and Body Size of animal:
Body Size
Herd Size per 20 Skill
0.2
22
0.3
18
0.75
12
1
7
2.4
5
4
3
6
1

Any animal that born or added beyond Max herd size will be slaughtered.
Additional animal of same type can be added to the herd, but not taken away.

Educational Center
Places a temporary, autonomously-led camp that specializes in student education. Requires teachers of different specialties.

Biotech needed. Students is childrens. Efficiency calculated from teachers skills. Each teacher provide educational center with it best skill. If you have second or third teacher for the same skill type, then he will provide only 1/2 or 1/3 of his skill lvl. Total of 180 Total Skill needed to have vanilla efficiency (1). It can be achived for example by having 9 teachers with 20 lvl in all different skills or by 12 teachers with 15 lvl in all different skills.

Provide 4800 skill xp and vanilla growth points to student per day. With efficiency 1 student will get enough points to get 8 tier of learning for growth moment.

Bank
Places a temporary, autonomously-led camp that specializes in providing customers with a convenient and safe environment for their financial transactions. Require initial deposit of silver or gold. Get payment in silver or gold for providing loans to other factions, transactions tax and safekeeping of their valuables. Once an ample amount of interest is collected, a delivery will be made at the outskirts of a faction's primary colony.

Need at least Total Social Skill 20. Allow to put your silver/gold in deposit. Each season deposit will produce interest from loans to other factions. There is few options for interest %. Max amount of wealth per deposit also depends on Total Social Skill (500 per skill).
Last edited by [Zerg03] MrHydralisk; 24 Sep, 2023 @ 2:35pm
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Showing 1-15 of 31 comments
MasterOfGrey 16 Feb, 2023 @ 2:03pm 
So I’m looking at the Ranch details (which btw, is that the same as Mlie’s updated version of the ranch outpost?) and I’m wondering, how much animal skill do I need for like ~30 muffalos?
I’m guessing about 120 skill total?
[Zerg03] MrHydralisk  [developer] 16 Feb, 2023 @ 4:31pm 
MasterOfGrey, yes, you counted right (30 from skill + 2 base value). Maybe herd size per 120 skill looks small, but due to high efficiency it provide quite a lot of products. Also there is settings for Body Size Multiplier and additional Base Herd Size.
Elgate 27 Feb, 2023 @ 8:14am 
Also pondering about the ranch, does it work with modded creature? And unusual resources? (let's say aerofleets from Alpha Animals to produce blue gel?)
[Zerg03] MrHydralisk  [developer] 27 Feb, 2023 @ 8:17am 
Elgate, it took quite a lot of effort in the past to make it work even with non vanilla animals, so should be fine. Many Alpha animals was tested and was working as intended.
Last edited by [Zerg03] MrHydralisk; 27 Feb, 2023 @ 8:17am
Hi, thanks for the descriptions. A few questions.

Can the border post be configured to deliver directly to a prison outpost?

If I understand you correctly, the Church's work is reflected through conversions of world pawns to your ideology. Is this reflected in faction ideology changes?
[Zerg03] MrHydralisk  [developer] 15 Apr, 2023 @ 3:29am 
InsideUrWalls, was thinking at first to make Border Post sending their criminals to Prison, but postprone that idea, due to difficulties with adding that option to original mod capabilities.

If you mean fluid ideologies, then it give vanilla amount of development points per conversion of real pawn and some points per month. Overall Outpost used to change ideology of many pawns you send there with optimized efficiency and some passive income from wanderers. If that wasn't the question, maybe I don't get what you meant by "reflected in faction ideology changes".
Last edited by [Zerg03] MrHydralisk; 15 Apr, 2023 @ 3:29am
Riddle 78 31 Dec, 2023 @ 5:12pm 
Is it possible for a Restaurant to produce Gourmet Meals,or desserts in general,if you have Vanilla Cooking Expanded installed?
[Zerg03] MrHydralisk  [developer] 1 Jan, 2024 @ 3:51am 
Riddle 78, check "Mod compatability" discussion
Luka 3 Mar, 2024 @ 8:15am 
Hello, so I might not understand no matter how many times I read: I have a bank with around 3000 silver in it. I don't seem to get shipments, ever? It's been more than a season. So is it just: you put money, you get interest every season. More social skill=more money to be put (and more interest can be had in the settings). Is that true? Maybe I just missed the notification of receiving a shipment? (I put the spot in the middle of my raw material stockpile, so if there was no sound, might have missed it?)
Just wanna make sure I don't misunderstand it. Thanks in advance!
[Zerg03] MrHydralisk  [developer] 5 Mar, 2024 @ 2:49am 
Luka, there is a way to select delivery target in "Deposits" menu. By default it "Interest added to deposit", but can be changed to Colony. If deposit is selected, then it will just add interest to exist sum of money for bigger interest in next quadrum. If outpost or colony selected, then it will "deliver" interest to that. It all depends on how you wanna work with Bank Outpost.
Luka 6 Mar, 2024 @ 12:02pm 
Ah thank you for the clarification!! I'll check it out later. But from what I understand a better starting outpost would have been merchant, and then bank when lots of money (because more invested is more there in the first place, and more interest).
axossk 7 Mar, 2024 @ 3:29pm 
Does restaurant needs supply? I would love it.
[Zerg03] MrHydralisk  [developer] 7 Mar, 2024 @ 5:21pm 
axossk, was considering it back when was making it, but since original VOE not support resource consumption it be pain to make and not align with other outposts from it. Nowadays with me figuring out and making mod for logistic between outpost could be a good revisit, but mostly busy with life and other projects. So unlikely any time soon.
Ryanisunique107 2 Dec, 2024 @ 1:13am 
When does the prison get sent prisoners?
[Zerg03] MrHydralisk  [developer] 2 Dec, 2024 @ 3:56am 
Ryanisunique107, Prison can automatically send prisoners, when they done being recruited or enslaved.
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