Home Artists Posts Import Register

Content

Hello everyone and welcome to a quick summary of what we have planned for the future!

With the release of Biotech we have had many, many new ideas about the content we would like to create. From expanding existing xenotypes, to adding new ones, as well as expanding the pollution, the mechanitor, the sanguophage, the genetic engineering, it's essentially a huge mystery box of goodies that we want to open.

Of course, we are still developing non-DLC locked mods - Empire is coming along nicely (Allie just coded a royal ball event), and Vehicles Expanded is about to receive a new beta with Tier 2 vehicles up for testing.

1.4 sadly brought a lot of issues to our mods - many bugs appeared that weren't there before. I appreciate the patience you guys gave to us, and we've managed to fix most of the issues. Remaining issues are hard to pin point and mostly result from our mods not meshing correctly with mods from other modders - I was able to have a bug-free playthrough with just Vanilla Expanded mods, but rest assured we are doing our best to fix any issues that remain. I really appreciate people that submit clear and concise bug reports with logs attached. If that's you - feel appreciated please!

Some mods we were working on - for example Vanilla Factions Expanded - Ultratech, are in deep trouble after the DLC released. Many mechanics added by the DLC force us to more or less rewrite the entire mod. Stacks and Sleeves need to be remade completely to respect Biotech genes and xenotypes, Androids need to be rewritten for the same reason. This adds huge stress and time pressure, so we are internally considering making VFE-Ultratech require Biotech DLC - it's not a decision I make lightly, but the alternative is more or less making two separate mods.

We have recently released Vanilla Races Expanded - Saurids, and as far as I can tell, you guys loved it, which gives me courage to work on more xenotypes in the future. I don't quite want to add 'orcs', 'goblins' and 'elves', but I think we can make our own, RimWorld spin on them - for example, dirtmoles are the rimworld equivalent of dwarves, and I think that's a concept worth exploring.

This post is already getting quite long, so I encourage you to flip through the images I posted here and read up about what the other mods will offer.

If you would like to support us on our path onwards, we do have a Patreon at the link below:

www.patreon.com/OskarPotocki

For just $1 a month you get access to hundreds of development blogs, where I go indepth into the content we're adding, as well as answer any questions patrons might have.

For a single payment of $15 (Jade tier) or $25 (Gold tier), you will gain access to Vanilla Expanded Discord indefinitely - this is the place where we all hang out, talk about mods, post screenshots of ongoing work and even play games together from time to time. This is a single payment and you are not required to remain a patron to stay on the discord - we don't kick people unless they break the rules.

I will see you all soon with more information about our future mods.

Thank you all and see you soon!

Oskar Potocki

Files

Comments

Anonymous

Hi Oskar, is there a timeline for when the VFE Mechanoids get patched to work with Biotech mech gestators?

oskarpotocki

No timeline. It's more of an addition than a required feature, so when we have the time, we will surely get on it.

Anonymous

Any news on Nutrient Paste Expanded?