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Hello folks!

This is a special End of year roadmap that will also double as January roadmap - which essentially means don't expect another roadmap until February!

In the year of 2021, despite the hardship from global pandemic, we have managed to release 32 brand new mods, as well as release huge updates for other, older Faction mods. This means that we are still releasing almost 3 mods a month - a number that hasn't changed since we started. I can't explain how proud I am of my team, and how happy I am to have them around to push me further than ever.

I would like to extend a huge thank you to the community that supported us, to our Patrons, new and old, to those who became patrons on our first month, and to those who only just now joined. To those that joined, immediately left and asked for a refund after already checking all the patron-only posts, and to those that left because their financial situation has changed. Huge thank you to those who are not in a position to donate and simply observe and play with our mods, and to those who hate our mods with passion and troll in the comments.

Huge thank you to the entire community. To Combat Extended fans spamming the same question, to the people who don't read the FAQ, to people who report bugs without logs, to people who message me on facebook or knock on my door in the middle of the night (just kidding).

It's not Tynan who made RimWorld so easy to mod. Well, it partly is. But the big part of what makes modding for RimWorld great is the community. The content creators, the modders, the players, the lurkers, the commenters, the trolls, the artists, the programmers.

Huge thanks to people from our testing server, the silent guardians who make sure that when the mod is released, nobody's save is buggered. Huge thanks to everyone who has ever worked on RimWorld or is still working on RimWorld. Huge thanks to Ludeon studios for delivering us this gem of a game. Huge thanks to my fiancee and my cat for lifting my spirits through the pandemic.

With this, we end 2021 and hope everything is better in 2022. Many of us lost their jobs, many of us lost their family members, their friends. To those people: Chin up. Randy Random won't always be in control, and I hope Phoebe Chillax takes over the wheel starting January 2022.

As some of you know, we are working on our own game now too. It doesn't mean the end of VE, not in the slightest. As I said many times, VE is more than modding, it's a family, and I don't abandon family.

If you'd like to support our game, simply visit our Kickstarter's prelaunch page and press that 'Notify me when the project launches' button. You can visit the Prelaunch page here:

https://www.kickstarter.com/projects/cracklewockgames/cursed-crew

When it comes to other 2022 plans, they are mostly all in the roadmap images above. On top of all that, we are still working on the RimWorld Lore book, which had to step aside for our game's kickstarter, for obvious reasons (one puts food on my table, the other doesn't), but the idea remains: It will be free for everyone to read online in a flipbook PDF format, and it will be available to purchase globally (shipping rates may vary) in hard-cover format. It won't be super cheap, as I am not a big publisher printing billions of copies, but I will do what I can to make it affordable.

With this I sign out for the year. I will read the comments here and on Steam, but since I don't plan to work, I most likely won't be answering them! 

I love you guys loads, stay safe, stay merry and happy holidays!


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Comments

Anonymous

Happy Holidays Oskar! And Thank you for what you do Rimworld wouldn't be the same without you and all the other great modders out there!

Anonymous

Happy holidays to you and yours. Thank you for making the pandemic less horrible for everyone here, truly.

Anonymous

Ultratech sounds really interesting. Happy Holidays to you and the Vanilla Expanded team!

Anonymous

what happened to the Witcher mod has it been moved or removed

Anonymous

SUPER looking forward to Classical, I’ve been surprised that there hasn’t been much attention on it but all of these projects looks great! Excited for pirates too!

Anonymous

Is the Witcher gear mod abandoned?

Anonymous

Where is my witcher boy?:(

Anonymous

Thanks for everything from you and everyone who worked on these mods. You have turned Rimworld into what was a pretty fun game to one of my favorite games of all time, in part the current modding content has tailored the game to be exactly how I want it to be and the other half being me constantly looking forward to the next mod to come out. I seriously get more hyped over some of these mods more then most full games. The mods are such good quality they feel like early access content updates. Seriously thank yall so much. Ill try and give as much as I reasonably can for the CC kick starter, and shill it to everyone I know. The game looks really fun from the previews.

Anonymous

super excited for psycasters expanded. That looks AMAZING

Anonymous

Hey Vanilla Rimcrew, I have one question - what's going on with The Witcher Gear - the mod you made with 40%? Witcher's Gear, you haven't shown it in the current roadmap, but it is in the previous one, according to it is 40% complete, I waited for it impatiently, will it be postponed? I greet you and - to the next year!

oskarpotocki

this particular one has a nice explanation behind it - the mod itslelf, it's just apparel, many of it, and weapons, many of it, but at the time I came up with it, I didn't have any original ideas. It's not an indepth Witcher gear and skill mod, not what I'd want it to be, right now it's 16 (!) types of armor and 32 (!) weapons and 16 helmets. This is... this is a lot. Any modder will tell you that drawing 16 sets of armor is extremely tedious - when you think about it, it's the same amount of work that was required to make Vanilla Apparel Expanded, however Vanilla Apparel Expanded has armors you can craft by anyone, and the idea behind witcher gear mod was that you could only craft it if you find a special witcher medallion, which would be ultra rare. It's 16 sets, 16 graphics each. Normally it wouldn't be a problem if armors had some cool unique abilities etc, but at the moment they don't, so I have a choice of either shelving it to rework it in the future, or releasing a half-assed mod that doesn't add anything unique other than essentially 'skins' for normal armors, but unobtainable. Regardless of the path I'd choose, it would be many, many development hours still - hours we ran out in december due to holidays, etc, so I had to weigh my options. Do I want to devote my own time to work on a mediocre product now, and be miserable doing so, or do I want to shelf it so I don't need to rush it, and then maybe turn it into a proper Witcher expansion mod next year. I chose the latter as I am a big fan of the Witcher saga and it wouldn't feel right to just add 'normal armors' and not really expand on the whole 'witcher gear'. It would be a perfect mod to add Witcher brews, potions, etc. Sadly, there was no time so far. If modding was my only activity I probably wouldn't have a problem with improving the concept now and still releasing it this year, but considering I'm launching a Kickstarter for my game in January, and also working with Ludeon Studios, AND also travelling for christmas, I simply won't have the time nor patience to finish it now. I hope it explains it all.

Anonymous

Of course, that's is explaining all perfectly, thanks for respond for my questions, and goodluck with daily fighting with reality :) and Cursed Crew

Anonymous

Its just amazing how much content is added to the game with VE and how fast things drop in a near-dlc-quality. Content-wise im just using VE stuff by now because every peace of content is balanced and fits into the game. Thank you and your modding team for all the work.

Anonymous

I’m not sure about the Classical one. I mean, apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, a fresh water system, and public health, what have the Romans ever done for us? Seriously though, very excited about the Classical one.

Anonymous

happy holidays! these all seem amazing, can’t wait for pirates and to play cursed crew!

Anonymous

So is the Ultratech faction mod low-priority or just still early in development? Either way, sounds neat and def gonna be looking forward to it!

Star Downing-Navarro

When you do paintings will they be able to be placed above furniture without obstructing the tile? Like place them in the same tile as a chair so they are up on a wall above the chair etc.

oskarpotocki

Very early on development. I’m sure it won’t come any sooner than Q3 of next year, maybe later!

oskarpotocki

It’s way too early to tell, we haven’t started development work yet so I don’t know how they will work yet, what’s possible etc, and as such I don’t want to make any promises.

Anonymous

Yeah I was gonna say that far down on the list, I wouldn't be surprised if it wasn't till 2023.

Anonymous

will vanilla trading expanded affect buying power of silver and gold?

Anonymous

That’s awesome! Just wanted to throw another idea. Sorry if it was discussed somewhere else. I think social roles can use some of sweet vanilla expanded love. For example leaders are holding all three branches. Some advances ideologies can split it into, well, leaders(mayors), sheriffs and judges. Some of the skill based specialists are missing - chefs(or cooks for pirates :) ), crafters, artists and vanilla writers. Some minor roles would allow to create awesome highly specialized societies - soldiers, prison guards, manual laborers(cleaners/haulers, herders, etc.), etc. Again that’s just an idea. I decided to put it out here since haven’t seen a suggestion thread in a while. Would be happy if some of it will make it’s way into the game. Thanks again for all the awesome mods!

Anonymous

I wanted to ask - will Vanilla UI expanded come with additional UI scales? It's always annoyed me that you can scale the UI to be gigantic but could never scale it lower than default - which is an issue for me as my monitor is small and not suitable for the standard size and actually causes a lot of modded UI to go offscreen, whilst most vanilla UI is obnoxiously large

Anonymous

Lol no need to apologise, you're doing amazing work and you're not obligated to do anything. Just wanted to inquire. There's already a way to scale down the UI manually in an xml so I'm not suffering just it's not convenient and makes things harder to read so being able to toggle would be great

Anonymous

Did the Graser artillery module just get removed or has it been combined with the now announced Ultratech Faction