RimWorld
Vanilla Outposts Expanded: Additional Outposts
470 opmerkingen
[Zerg03] MrHydralisk  [auteur] 11 okt om 9:20 
Paula_Tejano, there is one for Roads of the Rim, while since Rails of the Rim more recent, so it was planned, but haven't been implemented yet. You can leave a message about it in Suggestions discussion thread as a reminder.
Paula_Tejano 11 okt om 8:52 
is there any patch to make rails of the rim compatible ? To build railroads using outposts
[Zerg03] MrHydralisk  [auteur] 3 okt om 5:25 
АлЬтУшКа ДмИтРиЙ, prob should ask in the comments under original mod.
ТаКсИ ОлЕсЯ 3 okt om 4:46 
tell me, the mod has not yet appeared the ability to build an outpost on the location yourself, and that it is preserved, and not generated with each visit a random structure? maybe there is some kind of addon for this, just I do not know
Fling 27 sep om 22:03 
I have one request. Is there a way for the ranch to use humans? Trying to do a very long bacon run, and want to capture wanderers using the boarder posts and send them to the animal farm. Is this possible in any way shape or form?
[Zerg03] MrHydralisk  [auteur] 27 sep om 6:19 
maxvmaxvmax, check Mod compatability discussion thread. It contain all mods and what content they add to outposts.
maxvmaxvmax 27 sep om 6:13 
i noticed you can make glitterworld med, but its unavailable in game, did it get removed or does it need other requirments?
Garlic 24 sep om 3:55 
Does the Education Center just give some bonus points to my ongoing colony? Wish I could just dump every kid in there until they hit age 13 with max passions and solid traits...
✚ Mariel ✚ 17 sep om 10:57 
Oops sorry lol
[Zerg03] MrHydralisk  [auteur] 17 sep om 10:55 
✚ Mariel ✚, asking on a wrong mod workshop page.
✚ Mariel ✚ 17 sep om 10:51 
How do research posts work exactly? I have one with a total of 40 intelligence but my research bar isn't moving at all. I do have a project selected
[Zerg03] MrHydralisk  [auteur] 14 sep om 5:56 
Dedelblute3, ofc, same formula as RotR use by amount of pawns and skill.
Dedelblute3 13 sep om 20:29 
Hey just wondering, love the mod by the way, for the Roads of the Rim compatibility (love that it's compatible btw) does the construction skill of a construction outpost determine how much work is done on the road?
[Zerg03] MrHydralisk  [auteur] 12 sep om 7:15 
Cranberry, tbf, iirc we had similar suggestions in the past. Just haven't tried to add new things, since VOE 2 in development and I have no idea what it will bring, so waiting for the most part, even tho it keep getting delayed.
Cranberry 12 sep om 6:14 
honestly nevermind
Cranberry 12 sep om 6:13 
Alright, damn
[Zerg03] MrHydralisk  [auteur] 11 sep om 10:50 
Cranberry, suggestions discussion thread exactly for that.
Cranberry 11 sep om 10:49 
In case you are taking suggestions.. Im looking for a way to clean up the world map. An outpost that steadily cleans up the around it (producing wastepacks which are delivered back to the colony once "full") would be really useful to me. I started with a higher than normal pollution world and would find it satisfying to find a way to clean it up ;) Im actually having a hard time finding mods that can help with cleaning up the world map in any reasonable amount of time. (Rather than having to clean one tile at a time, which would take eon)
TAW | Shadow_Beetle 9 sep om 4:27 
ahah its alright! I´ll just have to keep in mind to max out my colonists before sending them to the shadow realm. Its still a really good way to keep your colony numbers short, which i love!
[Zerg03] MrHydralisk  [auteur] 9 sep om 0:19 
TAW | Shadow_Beetle, I personally would like the formula that considering pawn stats, but VOE devs decided to limit it only to skills value, so not much I can do.
TAW | Shadow_Beetle 8 sep om 18:17 
hi! I was wondering how the mod worked around implants and other pawn upgrades like neurocalculators for our researchers. Does the formula take those details into consideration?
Unstable Energy 20 aug om 0:30 
ahh yes i was looking for a fishing outpost just the other day
[Zerg03] MrHydralisk  [auteur] 19 aug om 14:58 
Since VOE after all doesn't seems to have any plans on fishing outpost, now fishing outpost was added in VOE AO, but using own code for using Odyssey mechanic.
ArmoredStone 14 aug om 9:44 
This is a cool mod :o thanks for making it
[Zerg03] MrHydralisk  [auteur] 10 aug om 4:48 
Sir Duncan Idaho, report it properly with log file and how to reproduce it in Bugs discussion thread.
Sir Duncan Idaho 9 aug om 21:42 
My ranches keep disappearing. I've established two and they just disappear from the map when I go back and check a few days later. I don't don't have whatever "VOE Ranch" is.
[Zerg03] MrHydralisk  [auteur] 27 jul om 7:35 
тетеря, блин, it logical incompatability, since there is a Ranch already in VOE AO.
тетеря, блин 27 jul om 7:30 
is it really incompatible with VOE Ranch? RimPy says so.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2900645347
тетеря, блин 26 jul om 5:14 
done. thanks for the mod!
[Zerg03] MrHydralisk  [auteur] 26 jul om 3:50 
тетеря, блин, all error/issues should be sent in Bugs discussion thread instead of comments section.
[Zerg03] MrHydralisk  [auteur] 22 jul om 22:33 
网, Ranch doesn't have any limit on what animal to work with. The only limitation is the Rimworld itself, if your animal cannot be breed by definition by game or your mods. For such cases Ranch can still produce animal products, but not the butchering products. To increase herd size of such unique animals you can capture more of them in the wilds and add to Ranch with same type of animal.
22 jul om 22:17 
能不能给牧场据点添加一个不限制动物种类的选项啊,想把敲击兽也养在里面:celeste_strawberry:
JACK 21 jul om 18:48 
dude this is my first time seeing this and it's awesome. new staple
cabraham13 18 jul om 13:33 
thank you so much!!!:steamhappy:
ZigMs 18 jul om 6:21 
зачем делать на английском с таким акцентом на русском ? XD
[Zerg03] MrHydralisk  [auteur] 17 jul om 23:28 
Updated to Rimworld 1.6
[Zerg03] MrHydralisk  [auteur] 16 jul om 7:10 
Dreamtvister, on exact load ask VOE devs, but I can tell for sure that it way less than if pawn was in colony.
Dreamtvister 16 jul om 2:23 
All these pawns placed on outposts are also calculated by the game? I mean do they also put a load on the CPU?
cabraham13 15 jul om 7:50 
can't wait for update this mod is awsome! ive used it for so long its become a staple in most of my games
Jaramon 14 jul om 16:16 
Thanks MrHydralisk! As last poster said the ranch would be a huge QOL. I need my boomalope farm NOT where my gravship is at !
Devious_Soldier 12 jul om 8:45 
I love this mod, I can't live without ranches. Such a big QOL for me. Thanks for the hard work!
[Zerg03] MrHydralisk  [auteur] 12 jul om 6:47 
In To/do in mod description. Planned update on the next week.
KomejiKoishi 12 jul om 6:31 
1.6 pls 😭
oscarmdsh69 11 jul om 14:08 
1.6 update coming?
TheLastThrumbo 11 jul om 7:00 
can't wait!
百里诗安 9 jul om 23:15 
i can't wait
[Zerg03] MrHydralisk  [auteur] 4 jul om 21:08 
Will be updated to 1.6, but after 1.6 and DLC fully release.
thesoupiest 11 jun om 11:17 
Restaurant should minorly increase goodwill imo
[Zerg03] MrHydralisk  [auteur] 9 jun om 2:34 
Creation, the thing is that due to the way Vanilla Outposts Expanded itself coded any outposts can work like a storage and things in them not ticking, which mean they not spoiling either. It works this way for any outposts from VOE itself and for my addon.

For in-colony solution to storage almost infinite amount of items without any affect on perfomance I was doing other mod, that called Underground Vault , which might fit what you need.
Creation 8 jun om 23:56 
it is possible to make a Storage Outpost mod? that would come really handy. you'll need pawn to guard it. And if it's food storage, then it'll also need power to run the refrigerator.