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Hello everyone!

After carefully going through all our projects, I have assembled a list of the mods we will be working on going forwards. This is not a binding roadmap and things might move, but I don't think they will unless we reach actually painful to overcome obstacles.

As you can probably see, this Roadmap has no dates on it. It's not meant to show when certain mods will release on the calendar, but instead the order in which they will be released.

If you grant me your attention for another few minutes, I will briefly explain mods being developed and planned in a few sentences.

Please do not ask me about specific things in these mods. I will not be answering questions like 'will X mod contain Y'. Once I have more to share about a specific mod, I will. No point in me answering 20 of the same question now if I honestly don't know how things will turn out.

If you're not a Patron yet, consider supporting us to gain access to mod development blog! It's completely voluntary tho, and our mods are and always will be free.

Vanilla Ideology Expanded - Icons and Symbols

This mod is now released. It features over 200 new symbols to spice up your ideology generation.

Vanilla Ideology Expanded - Relics and Artifacts

This mod adds another 40 'useless' relic items like Chalice, Ark or Shard in Ideology DLC. You can now find Shards of a Sword, mechanoid head, Mysterious orb and many, many more. This mod will be covered in upcoming devblog on Patreon. Furthermore, this mod unlocks apparel as a possible relic option.

Vanilla Ideology Expanded - Hats and Rags

This mod adds over 12 new hats and headgear based on real life religions and cults that can be an Ideology role required apparel. It also adds a new body outfit called Rags, for that ideal monk look.

Vanilla Animals Expanded - Caves

This mod will add various new cave animals including powerful wyrms that get even more powerful when bonded to a player, giant spiders that are a great threat if not taken care about in time, as well as new lurking Insectoid Hulks and Cave crawlers. Did I mention cave bears and colorful salamanders?

Rim-Effect mod updated to 1.3

There is plenty of work to be done while updating RimEffect to 1.3, and I believe the mod will be ready right about then. This of course includes all submodules too.

Vanilla Ideology Expanded - Splits and Schisms

This mod adds a new mechanic to late game colonies, similar to political movements in a popular 4X game Stellaris. If your colony gets big enough, some people will diverge from your primary ideology and create a new one. This event is called a Schism. While the new ideology is almost the exact copy of your old one, it will have one new meme, or an existing meme will be changed. The new ideology will require as much care as the main one, with new rituals, roles, moralist etc. This means that two ideologies will fight each other for dominance, and at some point it's possible the new ideology will completely overtake your old one, forcing you to slightly change your gameplay. This mod will be heavily adjustable in mod options!

Vanilla Furniture Expanded - Architect

Not really much to say here: Build new wall types, new fences, new floors and bridges, but also foundations that allow you to build on terrain you wouldn't normally be able to build on.

Vanilla Factions Expanded - Ancients

This mod won the poll by a landslide and we have started developing it now, even before the poll officially ended. 50% of all votes cast was on Ancients. Damn. Anyway, so we're working on it. You can see more info on Ancients in my patreon development blog soon.

Rim-Effect - Asari & the Reapers 

Asari and the Reapers was more than half-way through development when 1.3 released, so we had to halt it. Not much is left to be done, but the mod will still have to go through extensive testing before it's published. It will add two new factions - one is a faction of xenophile aliens with powerful biotic abilities, while the other is a slowly invading reaper force that is a proper end-game threat.

Vanilla Outposts Expanded

Vanilla Outposts Expanded is a standalone and more expansive module of a mechanic coming in Vanilla Factions Expanded - Classical, as it was widely requested to also make it standalone. Outposts will add 15 new outpost types you can place around the world, yielding you passive income of various new resources. Other modders can use this mod as a framework to add new outposts.

Vanilla Genetics Expanded

This mod you probably know by the name of Genetic Rim. Me and Sarg are teaming up to essentially make it Genetic Rim 2, as previous Genetic Rim won't be getting updated. We are revamping the flow of gameplay, adding new hybrids and making everything 100 times more vanilla and interesting, while keeping the unique properties of a mod that come from under Sarg's brush.

Vanilla Ideology Expanded - Memes and Structures

This mod adds numerous new memes and structures commonly requested by a community. Shinto monarchy that focuses on trade? A Trade Republic with 3 leaders and not one? A cult of Eldritch beings that creates a portal into the dark planes of existence? A cult of spiders? Corporate ideology with desk jobs and suits and ties? We've got you covered.

Vanilla Paintings Expanded

You guys like painting? I hate it. But I love making mods so why not. Vanilla Paintings Expanded will add a new art object - an Easel, where your artistically skilled painters can create paintings. The way the look depends on the skill of your pawn - if it's low, expect stick figures. If it's high - you will see a Rimona Lisa.

Vanilla Trading Expanded

Vanilla Trading Expanded is a unique mod that has nothing to do with Stock trading, so don't get your hopes up. Instead, it simulates supply and demand of various items and resources. If you sell something in huge quantities, the market value of that item will drop. This affects all items in chain too - if price of devilstrand drops, so will the price of Devilstrand parkas. If you buy something in large quantities, the price will rise. If it's winter, food will be going up. If it's summer, it will be going down. Much raiding is happening? Weapon prices will be going up. This mod will also simulate other colonies around the world and how they trade, so even if you don't do anything, the prices can still fluctuate.

Rim-Effect - Cerberus 

Rim-Effect - Cerberus is a small submodule adding a xenophobic human superiority faction called Cerberus. It also ties to Reapers heavily, as Cerberus module will allow you to experiment with Reaper Tech, and create various new experimental items and structures.

Vanilla Factions Expanded - Classical

Second on the poll came Classical mod. I don't have anything new to share on it, other than the fact that it will add Roman-style faction with unique Republic system.

Mystery mod

Don't we all love a little mystery in our lives?

Vanilla Furniture Expanded - Graser Artillery

Based on Lore primer, humanity developed large Graser (Gamma ray laser) weapons for ship to ship combat. What if you got your hands on the tech and built a Gamma ray artillery in your base? What if I told you that it renders all power armors useless as Gamma ray locks them in place for easy picking?

Vanilla Animals Expanded - Royal

This module for Vanilla Animals Expanded will require Royalty DLC to work. It introduces a number of new animals, most notably orangutans with human-level intelligence that can talk, beautiful swans and blue tigers.

Rim-Effect - Turians & Gangs

Not much to share about this mod yet as the mod development document doesn't exist yet, but you can expect a new faction of Turian Primarchy, as well as all the Mass Effect gangs with unique weapons and armors. New races added are Turians, Vorcha and Batarians.

Mystery mod

Don't we all love a little mystery in our lives?

Vanilla Vehicles Expanded

Still this mod is not necessarily slotted here, as it's existence depends on Smash Phil's vehicle framework being finished. If it's finished, I plan to release a huge mod adding numerous new vehicles you, the player, can build and drive. From horse-powered wagons to VTOL dropships, everyone will find something dope.

Vanilla Factions Expanded - Arkology

Last place in the poll, Arkology will be developed after Classical and Ancients. It will allow you to entangle yourself on corporate bureaucracy and breed dinosaurs for profit.

Witcher: Monster Hunt Gear

A submodule to our Witcher Monster Hunt mod, this mod comes with various new Witcher gear spanning all ingame eras - tribal Wolf armor made out of timber wolf pelt, or science-fiction Bear armor looking like a super armored power armor. New silver weapons will also deal quintuple damage to all Witcher monsters!

Files

Comments

Anonymous

Wow, this looks wild! Can’t wait to see what becomes of all this!

Zac

You certainly do deliver

Anonymous

Very cool

Anonymous

thank you for hard working!!

Kat

👏🏻👏🏻 think I’m most looking forward to outposts, but all of them look cool!

Anonymous

Does this mean ancients will release alongside the new rim effect module?

Anonymous

Oh Oskar... I'm not sure if you'd recall, but I'm the person on Reddit who asked about Arkology and GeneticRim/Dinosauria compatability where Sarg gave a little teaster of "Hohoho, do we have some surprises for you in store"... is-is this what I think it is? Vanilla Expanded Genetics... I'm in shock. Thank you for everything.

Anonymous

Super excited about the genetic rim teamup. Hope my cybernetic frostwolves aren't going anywhere.

se05239

That's a lot to look forward to.

123nick

So the roadmap covers from now too the end of 2022? its looking really cool, and i feel like newer vanilla expanded mods have been getting more and more ambitious with new game mechanics, so i am excited for what the future brings. Especially vehicles expanded!

oskarpotocki

End of 2022? Hell no. The roadmap will END in 2022, but most likely in the Q1 of 2022. Then, a new roadmap will be made with new mods.

Lyn the Cookie

This is great! Amazing work as always. The ones I'm most excited for are Architect and Trading; followed close by Outposts, Genetics and Memes respectively.

Anonymous

Request: a pescatarian/fish hater set of precepts to fit with Vanilla Fishing Expanded

Anonymous

Is one of the mystery mods a Vanilla Factions Expanded - Samurais??? where we will see Samurai Power Armors, and Plasma Katanas? *wink* *wink*

Zachery Gaskins

"Vanilla Trading Expanded" aka STONKS aka Anyone old enough to remember M.U.L.E.? It's like that but with organ harvesting.

Anonymous

can't wait for the witcher gear mod loving the work quick question will the monsters from the other mod still be events or will they spawn around the world sometimes or will more monsters be added with this mod

Dan Gragert

Setting Hype to Maximum. >:D

Anonymous

Oh man im looking forward to all of these

Anonymous

So excited for most of these! "From horse-powered wagons to VTOL dropships, everyone will find something dope." I'm guessing we WON'T be able to hook up existing horses to wagons and drive them around? Seems like it would be super complicated to code, but I had to ask, because that's pretty much one of my dream mods (think horse-powered ploughs etc., faster farming with animal power!). Really I just want RimWorld to become a horse game - I should really learn how to mod LOL

Anonymous

You're a bloody legend mate. I'm just as, if not more, pumped for this than the Ideology update!

Anonymous

i am so excited for all of these holy crap vanilla expanded is by far my favorite mod series

Anonymous

You are the best ! Can't wait to play Rim-effect. I'm a huge fan of Mass Effect series myself. Couldn't try it on 1.2. I'm very curious now.

Anonymous

What ever happened to the anima forest mod you were working on? I was really looking forward to playing that and would pay extra money to see it finished if it was ever close to being done.

Anonymous

Exciting stuff! I know what I'll be doing over the next year... Also, SUPER happy to hear that Genetic Rim is getting brought into the "Vanilla Expanded" umbrella. That's a fantastic mod, and I love the work Sarg has done with it.

Anonymous

Very excited for Vanilla expanded genetics. Always sorrta avoided genetic rim because it felt too distant from vanilla for my taste. Looking forward to seeing how you'll integrate it.

Anonymous

Saw your post on reddit and subscribed immediately. Thanks so much for all your hard work!

Anonymous

You and your team ROCK!!! Thank you guys for all your amazing work! I'm especially excited about Painting. I should probably stock up on tinctoria in my colony :)

Anonymous

Thanks to you and the team for all the excellent work on the vanilla expanded series! To me at this point they feel like just a part of the game, which is the highest praise I can think of

Anonymous

Been binge playing Rimworld 1.3 with all of Vanilla Expanded mods, feels very good. I have a question though. Ideology introduces style categories that change your base buildings (e.g my transhumanist colony can't build normal flower pots, only hex shaped ones), yet Vanilla Expanded doesent support that yet. Are there plans to "Ideology-lock" some of the buildings? For example Jarl crowns and Hearths to Viking ideologies and King's crowns and Artisan furniture to Medieval ones? To me, that would streamline the experience while still having the amount of diverse content your mods provide.

Anonymous

Super excited for Rim-Effect, sad it's gonna be a bit for Krogan and Quarians but take your time. Might have to do a playthrough in the meantime. As I am gonna wait for most of the races to be released.

Anonymous

Congratz on the 1k patreon, well almost 1.1k by the next day this is growing faster than rice on rich soil, anyways you deserve it :)

Anonymous

Geez. Much admiration Sir