Home Artists Posts Import Register

Content

Hello folks and welcome to another Vanilla Expanded roadmap, where I will try my best to provide you with accurate state of all our ongoing projects.

In the last month we have released the following mods:

Vanilla Textures Expanded - Facial Animations, a great mod by Cassie which you can check out in latest Mr Samuel Streamer's videos

Vanilla Persona Weapons Expanded - a mod that adds customization to Persona weapons, allowing you to pick what your weapon will look like

Vanilla Base Generation Expanded - a mod by Kikohi, who got lots of community members to help him design new structures for vanilla factions. These structures are then used to procedurally generate towns, villages and cities, which in turn means that raiding enemy bases is so much cooler!

Following mods are in testing:

Vanilla Skills Expanded - A unique mod that adds various expertise your pawns can unlock upon reaching high enough skill in something they are passionate about. These expertise will allow them to unlock their hidden potential and become even better. Only one expertise is allowed per pawn, and it acts as a separate, new skill. This mod also adds three new passions. It's undergoing testing and should release this month.

Vanilla Psycasts Expanded - I think I talked enough about this mod already. Instead, I will tell you about where it stands. The mod is undergoing a second round of beta testing and is now complete when it comes to abilities - there is 150 psycasts in it, and all have been tested and bug fixed to make sure they work as intended. They have also been balanced, but I envision we will get a lot more feedback when the mod releases. We are now in the process of ironing out back-end bugs as well as adding the system for NPC pawns to spawn with Psylinks, so that the enemies can use psycasts against you.

Following mods are being worked on:

Vanilla Backstories Expanded has a list of backstories locked in, and thanks to Legodude we also have a neat little program that automatically turned vetted community submissions into BackstoryDefs. All we're waiting for now is to incorporate the custom backstories code from Humanoid Alien Races into Vanilla Expanded Framework, thanks to erdelf.

Vanilla Vehicles Expanded work is ongoing, we have over 15 different vehicles already planned out and drawn, and Smash Phil is working with us to put them in the game. More information about Vanilla Vehicles Expanded will be available on Patreon in the coming days or weeks. You can't rush perfection.

Vanilla Animals Expanded - Royal Animals has many animals already drawn. We plan to start mod design work on them soon.

Vanilla Factions Expanded - Ultratech is a brand new merger of two mods: Vanilla Factions Expanded - Hunters and Vanilla Factions Expanded - Androids. It will feature two entirely different, complex systems for immortality - whether you choose to create biological sleeves for your colonists, or synthethic androids that need to learn what it means to be human, the choice is up to you. Bear in mind however, that the two factions added by this mod are hostile to one another, so ultimately you will have to choose a side... or turn against them both.

Vanilla Lore Expanded digital book work is in late stage of development. Over 100 pages long already (we estimate 200 pages when we're done), it gives you our take on RimWorld lore, greatly expanding on any tidbit of information that can be found in the Official RimWorld lore primer, character backstories, item descriptions and so on. Full digital version will be available on our Patreon for Silver tier patrons and above, whilst the shorter free version will be made available here on reddit for everyone.

Due to the license we have obtained from Ludeon Studios, we cannot offer you a physical copy of the book, however the full version on our Patreon will be available in a Ready-to-print PDF if that's what you desire.

RimWorld © Ludeon Studios Inc. “RimWorld Vanilla Expanded – Lore” was created under Ludeon’s license and permission agreement with the author, using assets and intellectual property owned by Ludeon. However, “RimWorld Vanilla Expanded – Lore” is an unofficial work and the use or appearance of any Ludeon trademarks in and related to this work does not imply any affiliation with or endorsement by Ludeon. 

Files

Comments

Anonymous

Hi Oskar, just curious- How is the Psycasts mod complete with 150 Psycasts? The last update had 140 and you mentioned adding 4 new paths which would take it to 180 I think. Did some paths drop off in beta testing?

oskarpotocki

We had plans for a grand total of 200 abilities but testing became so difficult we had to shift things around. I do believe we are on the 15 final paths now.

Anonymous

nutrient paste! nutrient paste! nutrient paste! I'm weirdly excited for this one.

Anonymous

Is the Androids component from Ultratech inheriting any DNA from Android Tiers (IIRC some of the modders have worked with VE a long time ago) similarly to how VE Genetics was a successor to Genetic Rim from the same author (Sarg in this case). Or is it a case that there are no connections between this new iteration of Androids versus the original Android Tiers mod. I’m not sure if any of those original authors continue to actively mod Rimworld, just really curious is all.

Anonymous

Vanilla Factions Expanded - Ultratech Sounds like some fallout 4 factions

oskarpotocki

Android Tiers and Atlas, the author, have no ties with VE in the slightest. Atlas made one mod with me 3 years ago and then fucked off and didn’t bother fixing the bugs. We don’t touch Android tiers with a barge pole and there is no mechanics, elements or even notions from it that would be interesting for us.

oskarpotocki

That’s a name of the tech level. The mod will come with two factions, none of them called Ultratech.

Anonymous

Oh fuck, well I'm really interested in seeing what very unique and different mechanics are there, a lot more surprising that way.

Anonymous

Trying to piece together what's currently missing in Psycasts, is it the Harmonist, Insectorator, Gauwalker, Animat, and Puppeteer paths? Has anything changed drastically for those paths or is it just the issues of testing. Really looking forward to it regardless!

Anonymous

It's all sounds cool - but I am probably most waiting for Vehicles framework (yes more than nutrient paste, no matter how memic it becomes) - one question in that framework you will create gas station outpost or something like this to refuell?xD I didn't expect merge hunter and androids (of course i can't wait for it). One question bugging me thought - androids would have ability to Psycast?

oskarpotocki

Androids are not alive, as such, they can't use psychic powers. That would take some archotech level power. We already have a drilling outpost. It can refuel SRTS, it will at some point also refuel caravans with cars!

Stim

I see that androids and hunters were united in ultratech which might be that "archotech expansion" you guys teased with that new background. But as always... I am eagerly waiting for vehicles. Give them to me! But also eager to see psycasts since I am holding off on having any of them until then. Keep up the good work.

Anonymous

I'll start off by saying that VE is my main reason for continuing to play Rimworld and I adore and am in awe of so many of the things that you guys do. I see a lot of my opinions echoed in the comments here and I just wanted to highlight a point for the team to think about. There is so much charm in so many of the things that you guys have done that you fan base has grown and held onto everything that you have done. My only point to make would be try to consider the old "if it ain't broke don't fix it" as you continue to look at things. I'd rather see efforts of the team moving forward with more content like Psycasts, Vehicles, new races, than redoing old mods and art. I know these are not mutually exclusive, but please consider that there are many that loved the original art etc. I understand things change and I am glad you have your new artist. I would love to see their work going more forward than redoing the beloved images that you have already done. In any case though you guys rock :). Just trying to offer some perspective against change for change sake.

oskarpotocki

Thank you very much. We only wanted to redo the older storytellers and the ones that stood out. After that, the artists is focusing on producing new storytellers for the future mods, for example Psycasts!

Anonymous

I'm excited to see the return of Rim effect hopefully

Anonymous

Will androids be able to infiltrate your colony like the traitor event from vanilla events expanded or the mime from alpha animals?

Anonymous

I am just really excited for when the Turians and Gangs mod is finally done

Anonymous

Same my god I've been so excited for it and just kind of sad its never came out