I would suggest using this with empires, as they completment each other really well. The outposts are economic bonuses, while empire allows you to get more politcal on the world map and engage with other factions, something that outposts lacks overall. Great showcase!
Always lovely to see another of these pop up in my notifications, yes-yes! Actually kinda been waiting on this one in particular to have a better understand of how exactly these things work lol
I love using this mod for my head cannon, naming important power plants after my most legendary pawns who die and being an absolute powerhouse in the economy by selling hundreds of components every few days
I have literally never used this mod despite having it since I started playing modded RimWorld. So, this video is essential, I have no idea what I’m missing out on 😅
I like it that you can dump pawns elsewhere that you don't want to have on your main roster but don't necessarely want to 'get rid off' rimworld style. The balance definitely requires some player restraint and modesty though. You can quickly make way too much free stuff with this.
One of the really good ones. You are playing the small team dealing with the crazy thing your people found, the main part of your faction is busy. Outpost Raids haven't worked for a long time. I think since 1.3 they mostly crash to desktop and are recommended to be turned off. Maybe they have been removed by this point.
Man that long? I never had the CTD issues but it definitely cost me a few outpost teams and just displayed an 'outpost lost' message on the side. The ambush mechanic from the defensive outpost seems a little odd too. Seems to lock them into the tile and really hurts ticks if you try to leave with them. Best just to avoid the majority of outpost related combat it seems.
I recently installed this for my 40K run because it would solve my overcrowded prison problem. I tend to stock up on as many "prospective recruits" as I can in the event that I need their skills but this has bit me before in the form of a really good prisoner being put on the floor of my prison because I just didn't have enough room, which could be made worse if some of the earlier prisoners have redundant skills because they're not quite as useful at the stage of the game I'm at. With this I was able to empty my prison through recruitment, arm and armor them, and then send them on their merry way to feed my advanced component addiction
It was actually your comment that made me push it up the list! I'd been putting it off because I knew it was a nightmare to put together visually, haha. Finally bit the bullet and recorded the footage!
Additional Outposts mod is worryingly effective at kidnapping travellers, sending them to the indoctrination institution and assigning them to a different outpost.
Astute observations regarding balance, as always. I appreciate you mentioning the addiction patch, and of course the list of follow-up mods / extensions. Here's hoping that the VE team once again considers your input as they did with, for example, the rumsuit in regards to more finely tunable outpost values. Although this talking point has been brought up plenty of times before, so they probably won't. Given that you're currently diving head first into the CE cesspool you probably aren't in the mood for another loadout mod, but would you consider taking a look at Equipment Manager? While Compositable Loadouts is pretty neat with its workbench integration, I often find myself in the situation of "I have looted ~15 different ranged weapons, 4 out of which are usable but not the same" in a stage where manufacturing bolt-action rifles for every pawn isn't feasible and setting up different rules for each pawn to equip exactly one of those seems unreasonable. EM seems to allow a rule that says "out of all the crude, recurve, and composite bows we have, grab the best one", where CL can only say "equip one of each" (with Simple Sidearms enabled). On the downside, EM at first glance is even more cumbersome to initially set up than CL, but what kind of brutish animal would we be not to take 20 clicks where one forced equip would suffice?
Raids are currently disabled. As with many other mods from VE team, they silently take out features without documentation when things break as bugfixing would take time they could instead use making new mods for patreon money.
I love this mod. Lets me offload pawns while keeping them remotely useful. Unfortunately, I had to turn off base defenses because… well, I use CE. And since ammunition is inventory items, it’s all just… gone when defending and you just don’t have enough bullets.
Something i should point out is that if you use Roos Minotaur Xenotype is to go into the mod settings and turn off weaponised chunks. Otherwise after raids you'll notice your outposts getting filled with every stone chunk that was on the map.
One additional mod I have to recommend is outpost logistics, works amazing with the other add ons. It let's you choose I/O for each outpost. Meaning, your town can recruit someone, you ship them automatically to say the scavenging outpost, and sort from there. If you have prisoners on your home tile, you can manually send them to the prison, recruit, then automatically have them shipped to the church, converted and then sent back to your home tile to be redistributed to another outpost. Tweaking makes this a cycle for every day, quadrum, or year!
I wish there was a mod that took the Outpost Logistics thing to it's logical conclusion and made all the outposts require inputs, including food. Then you could really build an economy, your farms and ranches shipping food to restaurants, to be made into meals to ship to everyone else. Your mining outposts sending steel and plasteel to your factories to be made into components and guns etc. The default values wouldn't feel so over powered if you had to have a proper supply chain going.
Thanks a lot. You've personally forced me to visit the workshop against my will. I downloaded some 20 or so mods and now booting the game takes even longer. 😢 When will this madness stop?
Great video 👍. There is a bug with Farming Outpost right now, all the pawns in the Outpost vanish after I reload the save. Hope Oskar and his team fix this soon.
@@MysteriousFawx I tested again with both vanilla and modded crops that I had, and still got the same result. I couldn't even spawn them via dev mode, but their names still appeared in other pawns' relationship. Some other players have also encountered this bug. You can check the mod comment section.
@nhatangtran2581 Really weird. I just tested it again myself to make sure I wasn't mistaken, this is running purely outposts + the dependencies. Saving + loading mid game works fine, quitting to menu and loading works fine, closing the entire game, starting it back up and loading works fine. So it's a conflict coming from somewhere else but I wouldn't even know where to start looking to find that. The only thing I can think is if it's something to do with load order and trying to reference something that doesn't yet exist? But that should be throwing a red error on startup or when you load the save. Have you loaded the save with dev mode enabled to see if anything pops up on the clipboard?
@@MysteriousFawx, I noticed a red error line about Farming Outpost after reloading the save. I have over 200 active mods in the current run, so it must be in conflict with others.
With CE and the KS-23 from the GunNut creator and some flak armor you can defend an outpost very well, i wish this mod works with rimwar. this mod is good because i like small bases with few people, the excedents go to the outposts.
Thank god I'm not going crazy, I swear they were working not too long ago and I couldn't get them to trigger no matter what I threw at it, haha. Cheers Ferny!
It's strangely worded. 100% means the skill level applies it's full effect, 200% doubles it, lowering it to 25% decreases the maximum impact your shooting/animals can give.
Ah, Outpost raids... They have one more problem that is not immediately apparent. Personal Gear degradation. Unless you have a bunch of nudists with armour skin implants, eventually you will run into a problem of outpost colonists having their clothes completely destroyed. This eventually adds some pretty annoying hassle to the outpost management, if you have outpost raids turned on. Beyond that minor issue, Outposts in general are a fantastic idea and work really nicely in most circumstances - maybe except their potential for hilarious exploits. But they do create and interesting way to set up a base in harsh conditions, or as a way to add some fluff to the colony itself.
Given everyone saying how broken the outpost raids are, I think they're pretty safe living at an outpost totally nude anyway, haha. To be honest because I normally strip prisoners, recruit em and fling them via pod to outpost, I've never even noticed that. Not that I'm ever really taking people back out of outposts either to check their gear. Once they're gone, they've become x materials per quadrum as far as I'm concerned.
@@MysteriousFawx Fair point. Might also be a good way to utilise Yttakin, if you don't feel like dealing with their slow wound healing and sleepiness. Their general combat prowess may serve them well out there.
@hideshisface1886 There's quite a good interaction with Outposts if you're using Ideology Expanded with things like the Emancipation meme. It allows you to grab and free all the slaves that are offered to you, without needing to actually keep them around the colony if their stats/traits are absolute dogwater. All of the mood/development point bonuses for none of the colony bloat!
@jsphinx22 it disappeared within 24 hours of an update going up for outposts, but I haven't tested it myself so can't say if it's now included with the base mod or not. Seems strange timing if that isn't the case though.
I think this mod is really cool for beginners until they learn how to actually get the resources faster, I remembered using this very early in my learning curve and having access to steel and meat but I also remembered having too much of it due to how powerful it can be when your colony is unable to use the resources per month. The issue I faced the most though was raids, I remembered dealing with a raid on an outpost map and dealing with another on my own colony map simultaneously, another big one is CE users are just screwed, equipped colonist will run out of ammo very fast on outpost maps esp when you're under Cassandras relentless assaults. Outside of that tho, on vanilla games it should just be fun to use I imagine. I've not used it since because I wanted to learn how to get the same resources the vanilla way.
Nope, they exist in some weird liminal space. It'll pretty much lock them as they are and keep their needs met, that's all. In some ways, helpful as they won't degrade, at the same time you can't develop people by sending them away.
@@pikpikgamer1012 The closest thing you've got is the School/Education Center from MrHydralisks expansion. That helps raising kids and progresses their growth points based on the variety and quality of skilled teachers you assign to it.
@@pikpikgamer1012That's mostly becaucd the main purpose of this mod is to avoid laggging with too many colonists while keeping them useful. Rather than having to banish or kill them. So the mod does as little as possible while remaining functional ^^
I used another mod that used Vampiric infection (before biotech sanguophages) to make an army of ghouls with each attack infecting an enemy pawn and raising them as an undead serf. Then I could send them off to create an outpost for me. If they die, who cares? They're replaceable.
Re the difficulty of outpost raids, they really aren't difficult at all. It seems to use the same method to generate enemies as a caravan raid, so on default settings it's usually only a couple of poorly armed pawns to deal with. You can pretty safely boost the difficulty slider a couple of hundred percent if you have equipped your people well, I usually have it around ~300%.
Everyone saying the raids don't work, I have had them work fine in 1.5 on a minimal, combat focused mod list. One major incompatibility with Outposts though is Vehicles Framework. Don't have your vehicle caravans interact with Outposts or you risk everyone vanishing into a black hole.
I try my best to tie those little ones in with other rundowns that incorporate or work well with them, but there is a script half finished for a QoL rundown. It might be one I ask for a little community input on at some point to make sure I'm not missing anything obvious. Think Common Sense, PUAH, Smart Construction, various Tweak Mods etc. Keep an eye out on the community tab if I ever throw a questionnaire up for something like that, you can make sure I've got the stuff you want to see covered on my radar that way :)
@PsyckoSama Huh... I'm really not sure what has happened there. It's a mod made by Scorpio and it seems they pulled it from the workshop, but I've still got it in my modlist so it hasn't been 'purged' as such. I'll keep an eye out and see if someone re-uploads it or makes a new version and update the link if/when it happens. *EDIT* OK, looking on the workshop page for Outposts Expanded, it updated a couple of weeks after this video was released. I know some of the VE team watch my content and fix/pass along any issues raised. The addiction fix *might* be baked into the mod as standard now? I haven't had a chance to test it though.
I like the concept of the mod but the inability to EXACTLY adjust my output means I don't use it at all. It's very silly that you can get as much silver as you can gold because the settings aren't as extensive.
This video is a good rundown, but I hated this mod when I tried it. There's so little actual gameplay - it honestly feels like it would be just as interesting and just as effective if it was a slider for "how easy do you want the game".
I would suggest using this with empires, as they completment each other really well. The outposts are economic bonuses, while empire allows you to get more politcal on the world map and engage with other factions, something that outposts lacks overall. Great showcase!
What is mod called
Empires @@BurglackOK
The Empire Mod? Isn't it abandoned and hasn't been updated for 3 years now?
@@apricotAfterglow Sort of? I think there's a "development" discord but I don't think there's any real work being put into it.
Always lovely to see another of these pop up in my notifications, yes-yes! Actually kinda been waiting on this one in particular to have a better understand of how exactly these things work lol
I love using this mod for my head cannon, naming important power plants after my most legendary pawns who die and being an absolute powerhouse in the economy by selling hundreds of components every few days
I have literally never used this mod despite having it since I started playing modded RimWorld. So, this video is essential, I have no idea what I’m missing out on 😅
I like it that you can dump pawns elsewhere that you don't want to have on your main roster but don't necessarely want to 'get rid off' rimworld style. The balance definitely requires some player restraint and modesty though. You can quickly make way too much free stuff with this.
I like having these explainarion videos since i have a habit of just installing a gorillion of mods and not knowing what they do
One of the really good ones. You are playing the small team dealing with the crazy thing your people found, the main part of your faction is busy.
Outpost Raids haven't worked for a long time. I think since 1.3 they mostly crash to desktop and are recommended to be turned off. Maybe they have been removed by this point.
Man that long? I never had the CTD issues but it definitely cost me a few outpost teams and just displayed an 'outpost lost' message on the side. The ambush mechanic from the defensive outpost seems a little odd too. Seems to lock them into the tile and really hurts ticks if you try to leave with them. Best just to avoid the majority of outpost related combat it seems.
Gotta say, the CIV VI music fits the theme of the vid so well. Another banger vid indeed
I recently installed this for my 40K run because it would solve my overcrowded prison problem. I tend to stock up on as many "prospective recruits" as I can in the event that I need their skills but this has bit me before in the form of a really good prisoner being put on the floor of my prison because I just didn't have enough room, which could be made worse if some of the earlier prisoners have redundant skills because they're not quite as useful at the stage of the game I'm at. With this I was able to empty my prison through recruitment, arm and armor them, and then send them on their merry way to feed my advanced component addiction
Asked for outposts last video, my prayers have been answered!
It was actually your comment that made me push it up the list! I'd been putting it off because I knew it was a nightmare to put together visually, haha. Finally bit the bullet and recorded the footage!
@@MysteriousFawx You got it done quick man lol. Thank you, really needed an overview on this mod cuz no one else has covered it before
Additional Outposts mod is worryingly effective at kidnapping travellers, sending them to the indoctrination institution and assigning them to a different outpost.
Astute observations regarding balance, as always. I appreciate you mentioning the addiction patch, and of course the list of follow-up mods / extensions. Here's hoping that the VE team once again considers your input as they did with, for example, the rumsuit in regards to more finely tunable outpost values. Although this talking point has been brought up plenty of times before, so they probably won't.
Given that you're currently diving head first into the CE cesspool you probably aren't in the mood for another loadout mod, but would you consider taking a look at Equipment Manager? While Compositable Loadouts is pretty neat with its workbench integration, I often find myself in the situation of "I have looted ~15 different ranged weapons, 4 out of which are usable but not the same" in a stage where manufacturing bolt-action rifles for every pawn isn't feasible and setting up different rules for each pawn to equip exactly one of those seems unreasonable. EM seems to allow a rule that says "out of all the crude, recurve, and composite bows we have, grab the best one", where CL can only say "equip one of each" (with Simple Sidearms enabled). On the downside, EM at first glance is even more cumbersome to initially set up than CL, but what kind of brutish animal would we be not to take 20 clicks where one forced equip would suffice?
Ah yes Civ 6's Scarborough Fair.. nice bgm choice to cover 4x esque mod lol
Raids are currently disabled. As with many other mods from VE team, they silently take out features without documentation when things break as bugfixing would take time they could instead use making new mods for patreon money.
Works for me. I feel like the features they pull are features they don't need
Sounds fine imo. It's their mod, their time. Someone can just make another mod for 1.5 to fix them anyway.
Marvellous! Thank you for the submod-links!
I love this mod. Lets me offload pawns while keeping them remotely useful.
Unfortunately, I had to turn off base defenses because… well, I use CE. And since ammunition is inventory items, it’s all just… gone when defending and you just don’t have enough bullets.
cool, man! knew about this mod for a while but haven't tried it yet. the scavenging one looks fun though. might try it for that o7
Something i should point out is that if you use Roos Minotaur Xenotype is to go into the mod settings and turn off weaponised chunks. Otherwise after raids you'll notice your outposts getting filled with every stone chunk that was on the map.
Roos stuff finally updated to 1.5?
One additional mod I have to recommend is outpost logistics, works amazing with the other add ons. It let's you choose I/O for each outpost. Meaning, your town can recruit someone, you ship them automatically to say the scavenging outpost, and sort from there. If you have prisoners on your home tile, you can manually send them to the prison, recruit, then automatically have them shipped to the church, converted and then sent back to your home tile to be redistributed to another outpost. Tweaking makes this a cycle for every day, quadrum, or year!
I wish there was a mod that took the Outpost Logistics thing to it's logical conclusion and made all the outposts require inputs, including food. Then you could really build an economy, your farms and ranches shipping food to restaurants, to be made into meals to ship to everyone else. Your mining outposts sending steel and plasteel to your factories to be made into components and guns etc. The default values wouldn't feel so over powered if you had to have a proper supply chain going.
Thanks a lot. You've personally forced me to visit the workshop against my will. I downloaded some 20 or so mods and now booting the game takes even longer. 😢
When will this madness stop?
Loved the video!
LETSSSSS GOOOOO!!!!!
12:30 the civ vi ost
Great video 👍.
There is a bug with Farming Outpost right now, all the pawns in the Outpost vanish after I reload the save. Hope Oskar and his team fix this soon.
Haven't had that one when I was making this, are they growing vanilla or modded crops out of interest?
@@MysteriousFawx
I tested again with both vanilla and modded crops that I had, and still got the same result. I couldn't even spawn them via dev mode, but their names still appeared in other pawns' relationship.
Some other players have also encountered this bug. You can check the mod comment section.
@nhatangtran2581 Really weird. I just tested it again myself to make sure I wasn't mistaken, this is running purely outposts + the dependencies. Saving + loading mid game works fine, quitting to menu and loading works fine, closing the entire game, starting it back up and loading works fine. So it's a conflict coming from somewhere else but I wouldn't even know where to start looking to find that.
The only thing I can think is if it's something to do with load order and trying to reference something that doesn't yet exist? But that should be throwing a red error on startup or when you load the save. Have you loaded the save with dev mode enabled to see if anything pops up on the clipboard?
@@MysteriousFawx, I noticed a red error line about Farming Outpost after reloading the save. I have over 200 active mods in the current run, so it must be in conflict with others.
Make sure to include your logs and list if you're reporting it on the mod page! Always helps with this stuff.
Yeah I've been having issue with outpost raids. It's just random playthroughs where it does and doesn't happen.
With CE and the KS-23 from the GunNut creator and some flak armor you can defend an outpost very well, i wish this mod works with rimwar. this mod is good because i like small bases with few people, the excedents go to the outposts.
Raids are broken right now and dont happen IIRC
Thank god I'm not going crazy, I swear they were working not too long ago and I couldn't get them to trigger no matter what I threw at it, haha. Cheers Ferny!
wouldnt lowering the shooting and animals importance on the hunting camp make it easier to hunt things with lower skills?
It's strangely worded. 100% means the skill level applies it's full effect, 200% doubles it, lowering it to 25% decreases the maximum impact your shooting/animals can give.
Ah, Outpost raids... They have one more problem that is not immediately apparent.
Personal Gear degradation. Unless you have a bunch of nudists with armour skin implants, eventually you will run into a problem of outpost colonists having their clothes completely destroyed.
This eventually adds some pretty annoying hassle to the outpost management, if you have outpost raids turned on.
Beyond that minor issue, Outposts in general are a fantastic idea and work really nicely in most circumstances - maybe except their potential for hilarious exploits. But they do create and interesting way to set up a base in harsh conditions, or as a way to add some fluff to the colony itself.
Given everyone saying how broken the outpost raids are, I think they're pretty safe living at an outpost totally nude anyway, haha. To be honest because I normally strip prisoners, recruit em and fling them via pod to outpost, I've never even noticed that. Not that I'm ever really taking people back out of outposts either to check their gear. Once they're gone, they've become x materials per quadrum as far as I'm concerned.
@@MysteriousFawx Fair point. Might also be a good way to utilise Yttakin, if you don't feel like dealing with their slow wound healing and sleepiness. Their general combat prowess may serve them well out there.
@hideshisface1886 There's quite a good interaction with Outposts if you're using Ideology Expanded with things like the Emancipation meme. It allows you to grab and free all the slaves that are offered to you, without needing to actually keep them around the colony if their stats/traits are absolute dogwater. All of the mood/development point bonuses for none of the colony bloat!
@@MysteriousFawx This is something that didn't cross my mind and you just gave me an idea for my next playthrough.
I disable clothing degridation with mods. It's annoying busywork when you have enough colonists to keep track of 70 people's individual outfits.
Thank you!!❤❤❤ I was wondering if you can disable outpost raids. Now I can😂
Huh, that addiction fix mod is gone from the workshop. Was the issue fixed in the base mod? It's annoying that there are no changelogs on VE mods.
@jsphinx22 it disappeared within 24 hours of an update going up for outposts, but I haven't tested it myself so can't say if it's now included with the base mod or not. Seems strange timing if that isn't the case though.
@@MysteriousFawx You are correct, have tested it and the fix is part of the base mod.
I think this mod is really cool for beginners until they learn how to actually get the resources faster, I remembered using this very early in my learning curve and having access to steel and meat but I also remembered having too much of it due to how powerful it can be when your colony is unable to use the resources per month.
The issue I faced the most though was raids, I remembered dealing with a raid on an outpost map and dealing with another on my own colony map simultaneously, another big one is CE users are just screwed, equipped colonist will run out of ammo very fast on outpost maps esp when you're under Cassandras relentless assaults.
Outside of that tho, on vanilla games it should just be fun to use I imagine. I've not used it since because I wanted to learn how to get the same resources the vanilla way.
Do colonists get experience in the field that the outpost is?
Nope, they exist in some weird liminal space. It'll pretty much lock them as they are and keep their needs met, that's all. In some ways, helpful as they won't degrade, at the same time you can't develop people by sending them away.
@@MysteriousFawx that’s a little annoying but now I know
@@pikpikgamer1012 The closest thing you've got is the School/Education Center from MrHydralisks expansion. That helps raising kids and progresses their growth points based on the variety and quality of skilled teachers you assign to it.
@@pikpikgamer1012That's mostly becaucd the main purpose of this mod is to avoid laggging with too many colonists while keeping them useful. Rather than having to banish or kill them. So the mod does as little as possible while remaining functional ^^
I used another mod that used Vampiric infection (before biotech sanguophages) to make an army of ghouls with each attack infecting an enemy pawn and raising them as an undead serf. Then I could send them off to create an outpost for me. If they die, who cares? They're replaceable.
Re the difficulty of outpost raids, they really aren't difficult at all. It seems to use the same method to generate enemies as a caravan raid, so on default settings it's usually only a couple of poorly armed pawns to deal with. You can pretty safely boost the difficulty slider a couple of hundred percent if you have equipped your people well, I usually have it around ~300%.
Everyone saying the raids don't work, I have had them work fine in 1.5 on a minimal, combat focused mod list.
One major incompatibility with Outposts though is Vehicles Framework. Don't have your vehicle caravans interact with Outposts or you risk everyone vanishing into a black hole.
Maybe do a video of various misc mods that alone wouldn't justify having one specifically made for them.
I try my best to tie those little ones in with other rundowns that incorporate or work well with them, but there is a script half finished for a QoL rundown. It might be one I ask for a little community input on at some point to make sure I'm not missing anything obvious.
Think Common Sense, PUAH, Smart Construction, various Tweak Mods etc. Keep an eye out on the community tab if I ever throw a questionnaire up for something like that, you can make sure I've got the stuff you want to see covered on my radar that way :)
Can't find the addiction fix.
@PsyckoSama Huh... I'm really not sure what has happened there. It's a mod made by Scorpio and it seems they pulled it from the workshop, but I've still got it in my modlist so it hasn't been 'purged' as such. I'll keep an eye out and see if someone re-uploads it or makes a new version and update the link if/when it happens.
*EDIT* OK, looking on the workshop page for Outposts Expanded, it updated a couple of weeks after this video was released. I know some of the VE team watch my content and fix/pass along any issues raised. The addiction fix *might* be baked into the mod as standard now? I haven't had a chance to test it though.
I like the concept of the mod but the inability to EXACTLY adjust my output means I don't use it at all. It's very silly that you can get as much silver as you can gold because the settings aren't as extensive.
To me this should be vanilla. Such a good mod
It's actually really OP so I dunno lol
Do Combat Extended v1.5. Its out.
www.patreon.com/posts/fupdate-friday-107991332
@@MysteriousFawx fair enough
Glitter tech, combat extended, dead man's switch, vehicles expanded series?
This video is a good rundown, but I hated this mod when I tried it. There's so little actual gameplay - it honestly feels like it would be just as interesting and just as effective if it was a slider for "how easy do you want the game".
Outpost raids are so beyond buggy its not worth having them on