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Hello everyone and welcome to an updated roadmap, which accounts for the upcoming 1.5 update.

The update didn't catch us by surprise - it was about time RimWorld received a new update, but that does not mean that it will be an easy feat to update all the mods. While I knew about the update ahead of time, the same can't be said about the rest of the VE team - due to NDAs, I was not allowed to tell them anything, which means we couldn't preemptively update any mods.

The mod updating work has already started. We're first working on Vanilla Expanded Framework, and some mods that do not require that framework to work. You will soon start seeing more and more posts with the mod updating roadmap appearing, each showing new mods that have been made compatible with RimWorld 1.5.

Some of the mods will be discontinued come 1.5. I encourage you to check the infographic and read my explanations. Some of them get rolled into other mods, some of them receive overhauls and re-releases, while others just get cancelled. That's perfectly fine - at the end of the day, we only have limited amount of bandwith, time and money, and maintaining certain mods is just not feasible.

Now this is very important: The new versions of Medieval and Insectoids won't be compatible with saves that already had the old versions of Medieval and Insectoids. Make sure to finish your playthroughs with these mods, as the new mods will require new playthroughs. This is just how it is, and there is nothing we can do. RimWorld doesn't like drastic changes to mods, and we can't make an overhaul without drastic changes.

If you have any questions, ask, and I will make sure to answer them when I have the time!

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Comments

Deggial

Great to see ... well, *imagine* you already in the full swing of transfering VE 1.4 content to version 1.5! :) Some thoughts and remarks: 1. I have experienced an issue in the v1.5 base game, when royals demand "their own bedroom" when living with their spouse (and child). I do not remember, whether or not this was fixed in the current 1.4 royalty patch. If not: could you have a look into this issue when integrating the tweaks into other mods? It currently really doesn't make sense. (UPDATE: Thinking about it ... *did* the royalty patch actually cover those kind of oddities? Or did other mod authors tackle these sort of things?) 2. Apparently, the room with a lot of book shelves in it is labeled just as "room" instead of "library" in the base game. Adding a table instantly "upgrades" it to "dining room". In my view, tables are essential in a library. (Actually, all libraries I know feature tables!) Does the VE version of the "library" allow those furniture without messing up the dedication? 3. You write that you will change "VE Insectoids" by relocating currently unfitting content to other mods. Are plasma tools and weapons part of this "unfitting content"? Will the plasmabeam rifle survive in another mod? (I only owned it once, so far - but I really, really loved its sound effect and destructive power. And I also like the plasma saw and cutter.) 4. As to your comment, VE "medical furniture" will be discontinued and its content will be added to the "Health expanded" module. Which is planned to lauch after "exploration expanded" and even "megacorp". So probably a good while in the future. I'll miss the drips! Just saying ... ;)

narouge

Joined just recently. Personally hope see health update on sooner then later. The medical system genraly dealt with more often the other systems in the game, so geting nice stuff to help. I can imagin alot stuff you could add with it as well to improve the experience as well add story telling momments.

oskarpotocki

It’s only two, albeit just as impactful mods away. I cannot push it forward because the other mods, I think, are just as important for storytelling. Exploration will flesh out a currently underdeveloped system of world travel, and Megacorps will add a high-tech antagonist.