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Hey folks and welcome to a brand new roadmap for Vanilla Expanded mod series, with progress updated written out on August 2022.

We have released Vanilla Psycasts Expanded just 2 days ago - one of our most ambitious mods up to date. This mod took 8 months to finish and hundreds of hours from many of our crew members. We are incredibly proud of what we've achieved, and we've been rather busy fixing any day 1 bugs that appeared. If you encounter any bug, report it on Steam in the Bug Reporting discussion.

If you didn't download the mod yet, you can check it out by following the link below:

https://steamcommunity.com/sharedfiles/filedetails/?id=2842502659

Vanilla Skills Expanded has been through testing once already, but we have found quite a major incompatibility with Prepare Carefully. As far as I'm concerned, we should just ignore it, but I know many people still use it, so we want to make sure they have flawless experience. Once the issue is resolved, testing will resume which will eventually lead to a release!

Vanilla Animals Expanded - Royal Animals has been fully designed, and all the artwork for it has been created. You can check out more information about it on my Patreon in a dedicated post. The mod has been handed over to Sarg for coding, but since he's enjoying warmth of the sun on holidays right now, it will wait for him to return!

Vanilla Backstories Expanded is mostly ready for testing, we are just waiting for one crucial thing: actual backstory framework being ported over from Humanoid Alien Races to Vanille Expanded Framework. Once that's done, after a few touch-ups and tweaks we will toss the mod out to testing.

Vanilla Vehicles Expanded is deep in the development cycle - and the initial version will enter testing soon. The initial version features just a handful of vehicles - tier 1 vehicles in particular, which are low tech, scrap-made cars for mid-to-late game colonies. Mad Max muscle cars, desert buggies, hippie vans and a great but squishy Roadkill tank will all have their moment to shine when testing starts. More information will follow on Patreon.

Vanilla Nutrient Paste Expanded has been fully designed and art fully made. It's been handed over to Kikohi for coding, but I know he's been quite busy IRL, so again, it will wait for him to find time.

Vanilla Temperature Expanded is a new mod we're designing, that should come after the aforementioned projects release. It will allow you to set up a unified heating/cooling system across your base, with a single machine controlling the temperature of your entire base. No more coolers and heaters in every room - simply connect every room to the outputs of a new temperature duct and set the desired temperature in the main console.

We're slowly returning to work on VFE-Ultratech. Of course, we were very busy with Vanilla Psycasts Expanded, so not much work went into Ultratech. We're still planning to take a week off before we kick things off with Ultratech proper, but we have already initiated stage one of development - we're laying out code foundations. The mod is fully designed already and there is only some art still to be done.

Vanilla Lore Expanded, our take on RimWorld Lore, has entered final stages of it's production cycle - we are checking it for any grammar errors, fixing up layout and I'm writing a nice preface. It's 188 pages long! Once that's done, full book will be available on our Patreon to patrons of $5 tier and higher. It will be downloadable in a PDF format. A free version of the book will also be available as a HTML5 flipbook to everyone, patron or not, but it will be much, much shorter - only around 15% of the book will make it into the free version.

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. 

Thank you all very much, and I can't wait to show you what the future holds!

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Comments

Anonymous

So with Ultratech I think you've mentioned its going to have some similar stuff to the Altered Carbon mod that in the work shop already, any thoughts on compatibility or will the two systems just be the same but separate?

oskarpotocki

Imagine Jimmy the Farmer. Jimmy the Farmer sells baskets of various veggies. Oskar and Jimmy the Farmer made a deal. Jimmy the Farmer gives Oskar carrots, and Oskar makes a carrot cake. You can go to Jimmy the Farmer and buy a basket of veggies, or you can go to Oskar and buy the carrot cake. If you buy carrot cake, nothing is stopping you from buying the basket of veggies too. After all, nothing bad will happen if you chomp on some veggies after eating cake. Jimmy is Altered Carbon.

Anonymous

Every time that you post a road map you and your team impress me with all the ideas that you bring to the community I like a lot that you make a mod about central temperature controling because there were only one option and it was abandoned in his actual state years ago Now a question about the Rim-Effect project : will you continue it ? I know that it was always a side project but as a lover of Mass Effect I expect every time to see a news about it. Maybe after Ultratech ? They are quite in the same kind of Sci-fi for me For ending, keep going your work with your team ! You traveled a great way from Apex Legends weapons !

Anonymous

I’ve ben following all of your work since VFE medieval and i have to say the quality of the content kept upgrading over time very well done!

oskarpotocki

Rim-Effect projects will definitely be picked up again, we have great plans, just not much interest in Mass Effect right now - which is fine. We just don't want to put hours into something we're not currently happy to work on, especially if there are just as exciting - if not more - vanilla expanded Projects to do!

Anonymous

I just now joined the patreon for the new lore book. I remember reading the primer ages ago and wanting more. And now I can! I can't wait for it

Anonymous

With Temperature Expanded is there any plan so for or development on the “lightweight” hygiene mod? I currently use Dubs Bad Hygiene for minimal usage with toilets and some occasional temperature control similar to what was described in Temperature Expanded. Would love to pair both VE mods to get rid of the remaining redundancies in my usage of Dubs Bad Hygeine (sprinklers, fertilizer, and so many other bloated features). Trimming potential incompatibilities and loading time is just another added bonus with such focused VE mods.

Stim

I see you have changed the art for akrology. But that one's still far Skills might be a welcome, but small addition, not too fond of the animals, even as I am now motivated to get royals again. Very pleased on that little update on vehicles to know what we get. THAT is my eager expectation. And may I say that you have done good work on psycasts, as I feel it downright fixes the system and makes the psycasters much more "natural" and desirable. Previously I might have one... a royal more for the trading than the psycaster... but now I have three, each with their specializations. Keep up the good work, eager to read the lore book when that comes out, might help with my own book. And by the way... what should we expect from the ultratech mod? Other than ultratech technologies. A few specifics you have rolling around there. Will this replace mods such as sparkling worlds?

oskarpotocki

It won't really replace any mods, no. You can expect A brand new ultratech faction of corporate goons called Hunters, as well as a secret new race of pawns called Androids. More info will follow!

Anonymous

Hmmm, I remember that there was actually mod that implemented central heating/cooling - but it was not updated. But I am very happy that there will be alternative. One question thought - there will be also some option to insulation? I am also interested how will vehicles will have impact on other methods of transportation. Will this make muffalo obsolete or they will have some use after you will research cargo track? Especially these genetically modified/mechanized species. It will be possible to get to the farther settlements? I must confess that because caravan would travel very long time I am mostly using SRTS to travel to far settlements - otherwise it would take too much time. I hope after implementing vehicles would be better. Also, NPC would have vehicles too? Any Mad Max-like bandit raids? :) I am also interested in Androids - in terms of their power. I asked recently if they could psycast (and they wouldn't, so this awesome expanded mod would feel pretty wasted) and they probably won't be super-soldiers (as they don't have body to implement genes). Do they get any unique gimmick? (other than strong metal instead weak flesh :) ).

Yarro

You know, a lot of people are talking about expanded prosthetics, but I'd be really interested in a mobility expanded. Canes to help frail or crippled colonists regain some speed. Wheelchairs from primitive push chairs to ultratech floating disc's (a la Dune). Pain killers to help ease chronic pain. Ect ect.

Anonymous

so is nutrient paste expanded going to work on the same system as chemfuel expanded?

Phraxius

I hope it works with Hospitality, I would love to feed my guests cheap sludge.

Anonymous

A couple of questions about vehicles... How will vehicles be named? It bugs me that SRTS had specific model names instead of generic names like 'Dropship' or something. Can vehicles be affected by Ideology styles?