[SPOILERS] The Outpost

When can i give orders, like have the people grow food and the likes

Once you get a few missions done for the outpost, more NPCs will show up and some of them have things that they can do for you.

Here’s the ones I remember encountering:
-can pay a guy to chop up logs for you
-can pay one guy for construction training, but you’re probably better off finding an NPC that can teach you or a book
-have them plant seeds for you (need to purchase some land first, has a max limit of seeds you can plant)
-have a nurse heal you or your NPCs
-doctor that can add or remove bionics with a usually better chance of success
-bartender. buying drinks can supply you with infinite glass bottles.
-scavenging missions, NPC assigned can find random items.

There’s a few other missions that you can assign NPCs to. Scavenging and escorting merchants/supplies has a risk of the NPC dying, or some combat training.

Is acidia kill?

Acidia has regularly appeared and disappeared, this is nothing new.

I found this content pretty engaging, but - the motor request stumped me and I ended up going off to do terrible things with mutagen rather than help the refugees. If Tacoma wants two electric motors (not too large, not too small) as I suspect they do, it’d help if the game text specified that.

More positively, it’d be cool if they could set up a facility for bio-diesel.

Literally made an account to ask the questionWombles posted just before. “Motors” is very unspecific. I first tried 2 random motors taken from vehicles down the road, nope. Then remembered he said something about getting power form a truck battery, so tried small electric motors (since i could craft them), nope. Tried 1 cylinder small engines, nope and large electric motors, nope. All that’s left is finding one more normal electric motor before i give up on these guys (which i would be sad to do, this is pretty cool).

p.s. I’ve been here since 0.9 lol.

After getting to the end of 1 of the quest chains, is it intended that the dr installs bionics without…deleting the cbm? now bankrupted but biopower>cash (sadly this world was infected with the tankmod’s when it broke the NPC quests sigh…)
(also lost a few npcs due to random zombies popping up (only statics spawns there… have no idea how they keep showing up)

Motors are kinda simple to get if you find a solar car.

it not like he says he directly said he wanted small or large ones so (though 1 person guessed he wanted gas engines…somehow…)

They’re real simple if you know what kind of motor he wants. Does he want normal electric motors? Why can’t he take these spare enhanced electric motors >.>

Edit: As it hasn’t been stated clearly yet, yes he does want just “electric motors”. If you can only find large ones, try looking at electric motorbikes.

Alright, I’m dumb, how do I get this to run?

It’s included in the experimentals, just enable static NPCs at world generation. After that you just have to find and do a couple quests at the refugee center and those will lead into you helping the outpost get started.

Hey, sorry to necro this, but just wanted to say a few things:

1st, and most importantly, I don’t know if the creator will even see this but I’ve gotten through the Foreman questline and this section of the game has lasted longer and remained more interesting than some high-end console games. Art is an experience, and this has been one I will remember for a long time.
So thank you very much for making this!

  1. The final quest for every NPC in the outpost loops for the final quest, which is keeping the greenhouse from being constructed, after completing the related foreman quest
    This makes me sad. Is there a way to fix this?

  2. Right now end game-content, like the vault (?) is REALLY well hidden and basically requires forum participation to encounter (or amazing luck). The outpost is connected to the refugee center via questline, which avoids this. It would be nice to add a traveler NPC to drop hints for things like the vault after the outpost town is significantly constructed, say at the tavern (have not completed tavern questline yet, may be the case?). Just what to look out for. I didn’t know about irradiated wanders indicating a vault until reading this (and I actually have a location like that in game!!).
    I am now very excited to go see that knowing it is from the same author, but people not active on the forums may never find whatever this gem is.

The bartender has failed to appear twice in a row now. Is this a glitch, or does messing with the debug mutations pertaining to the bartender cause them not to spawn?

I don’t have access to the code at the moment but I believe the mutation is used to track if a bartender has ever been spawned, preventing you from replacing him if he dies. Remove the mutation and complete the quest. Should work?

Worked.

And now it doesn’t work again. I didn’t even touch the [Carries Alchohol] traits on the debug menu this time. I’m just going to wait until 2018, and see if things smooth out.

I did some digging to see what triggers the bug, and I noticed that getting the quest chain as early as possible using the debug menu helps the bartender spawn. I don’t know if it has to do with map generation, but there’s something to go on.

What is this and how do I get it?
Is this some sort of mod pack?

[quote=“F.Society, post:77, topic:9295”]What is this and how do I get it?
Is this some sort of mod pack?[/quote]
No, it’s a fully integrated content package. It comes with the core game.

Much appreciated sammy.
Guessing this is the same as the national gaurd camp?

[quote=“F.Society, post:79, topic:9295”]Much appreciated sammy.
Guessing this is the same as the national gaurd camp?[/quote]
Not quite. The camp is still an optional mod that can be disabled from world-gen. The outpost can’t be removed with the interface because it’s already been thoroughly tested and integrated. My problem is that something is clashing with the script that spawns the bartender.