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Hello everyone and welcome back after the Christmas break. I hope you all had a wonderful time with friends and family. Me, myself I did. 

I come to you with a draft of a release map for this year. Once I'm done with these mods I will add new ones to the list, so by no means this list is not finished.

I will also update the live development roadmap soon, so there is something to keep an eye out for if you're a gold tier subscriber!

Also, there is something big as a thank you for a 100 patrons coming, so also keep an eye out for that!

Without further a-do, let's take a look at what mods are coming in the next couple of months:

Update to Vanilla Events Expanded -> Vanilla FurnitureExpanded - Farming -> Vanilla Factions Expanded - Settlers -> Vanilla Sculptures Expanded -> Race to the Rim - HTTYD mod -> SECRET-SECRET-SECRET -> Vanilla Weapons Expanded - Mechanoids -> Vanilla Weapons Expanded - Laser Weapons -> Vanilla Furniture Expanded - Props and Decor -> SRTS retexture -> Boats retexture -> Genetic Rim retexture -> Vanilla Furniture Expanded - Power -> Vanilla Animals Expanded - Australian wildlife -> TBD

And to carry you through the next couple of days, take a look at release infographics for the Vanilla Furniture Expanded - Farming!

Alright everyone! Thank you for the continuous support, and keep an eye out!

Comments

Anonymous

Happy new year 🙂 Are you planning to make the hydroponics and sprinklers compatible with Dubs Bad Hygiene? That mod also already has functioning sprinklers (albeit with kinda ugly graphics).

Anonymous

Happy new year! I’m a new supporter and just wanted to say that I appreciate the great work that you and your team are doing so much. You’ve all truly breathed new life into rimworld for me and for so many others. Keep up the excellent work!

Anonymous

Woohoo! This looks great! A couple of questions concerning things I'd be especially interested to see: 1) I like to play as someone who like to help out crashed transport pods, and they regularly join my colony afterward. This is unsustainable, but banishing them gives a massive mood debuff, even if I give them appropriate clothes and supplies for what I've always considered to be a journey to find a place of their own. Are there any events in the works that might allow me to get rid of extra colonists without having to banish them? Like, a request from another colony for a pawn with (insert skill/trait here) to join them, similar to a caravan request? There's another mod that has diplomatic marriages, but those always felt like I was subjecting them to what could be a very miserable life, since they never know the people they're marrying. 2) I'm really liking the artificial ecosystem thing-it looks like it might be just what I need to fulfill my dream of arctic/outer space bonsai gardens! Would this sort of thing be compatible with other mods that add new sorts of trees to the game? Because there aren't any other mods that can currently let me make bonsai apple or orange trees, which I find sad since they're an actual thing that can happen (they grow, like, one fruit every year, but still!). Thank you again for all your hard work, your mods do such a lovely job of enhancing this game!

Anonymous

Orion (the one who made Hospitality and such) has made a mod that makes it so rescued pawns will ask before they join, and you can decline them so they'll be on their way instead. Here's the link to it (don't know if I should post the patreon page or not as that's probably advertizing, so here's the direct link) https://www.patreon.com/file?h=28671721&i=4371472 Also I'm pretty sure the Artificial Ecosystem supports modded plants and trees, though it has plants at the very least all listed like a normal growing zone