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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!

Files

Steam Workshop::Vanilla Outposts Expanded

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Comments

Anonymous

awesome! thank you so much for the work you do.

Stim

A new mod touches the workshop. I'll give it a try, but also waiting for pirates to have a bit more.

DeeHasApples

I think I read something in a comment that I though was weird, though I may have misread it. Being in an outpost doesn't halt a pawn's aging, right?

oskarpotocki

At the moment it halts everything. To save performance the pawns literally don’t tick

DeeHasApples

When you say at the moment, do you mean you're working on an option that doesn't do this, for people who aren't concerned with performance? I didn't really intend on using the mod as a dumping ground for pawns, as you have so many outpost options, I could see situations where important pawns could temporarily help out as well. Also about a 3rd of my games I use the same 5 pawns with Naked Brutality with 4 in the world. They are all pretty close in age, and it would be weird if one of them became younger just because they stayed at an outpost for a while.

oskarpotocki

Right now we're not working on anything. We're on Christmas break. In January, however, we will be taking a look into it.

DeeHasApples

Oh yeah for sure, I was aware of the break, and wouldn't expect you to work during the holidays. Thanks for the replies! I'm a new Patreon (made an account for just this), but I've been using your mods since Spartan Foundry! Have a great Holiday, Hero!

DeeHasApples

Is this option still being considered? I like that everything halts except for the age. It's the only thing preventing me from using this mod, and I REALLY wanna.

oskarpotocki

We're looking into it. Generally, the moment we enable aging will be the moment it becomes much less performance friendly, so we need to be very careful.