Roadmap January 2023 (Patreon)
Content
Hello everyone and welcome to a quick break down of what we have planned for the future.
Before we begin: Please remember that making mods, even with such a glorious team as ours, takes time. There is no guarantee that all these mods will release in the coming year, however we will try our hardest to make it a reality. I am however also working on my own game, Cursed Crew, so I have to devote some time to that!
What we have in testing:
Vanilla Vehicles Expanded - This mod is going through rigorous testing and we have almost eliminated most of the bugs. It's all on Smash Phil now to bugfix the Vehicle Framework, on which this mod is dependent. Smash Phil however is also working with us on Cursed Crew, which means the Vehicle Framework will release when he finds the time to sort it all out. Vanilla Vehicles Expanded adds a complex vehicle crafting system as well as many, many vehicles spread across two different tiers.
Vanilla Nutrient Paste Expanded - We have almost finished testing of this mod, which thankfully highlighted some flaws in the mod design that we quickly sorted out. The mod should be ready for release shortly. To those that don't know what is has to offer - you will be able to create a pipe network for your nutrient paste, and pump it into feeders across your base without having to build a big dispenser everywhere!
Vanilla Factions Expanded - Empire - This mod is currently undergoing heavy testing and final content additions. We have pinpointed many bugs and fixed them quickly, and I envision this mod will release within the coming month. It's a brand new addition to our Factions Expanded series allowing you to join ranks of the Empire proper. Invite nobles for big and expensive parties, rank up all the way to Stellarch to achieve a new win condition, start in a mansion on fire in a new scenario, and fight off sneaky deserters that will actively perform acts of deception and terrorism to end your rule.
What we have in Development:
Vanilla Vehicles Expanded - Tier 3 - This mod will add a new selection of vehicles - and contrary to popular belief, these are not science-fiction vehicles. Tier 3 represents vehicles of specific function - fancy classic car, cargo helicopter, combat tank, all these complex vehicles can be found in ruined variants alongside the highways, and with proper components - restored to their former glory.
Vanilla Races Expanded - Custom Icons - This mod adds hundreds of custom xenotype icons for all your custom xenotype needs.
Vanilla Races Expanded - Phyttokin - This mod adds a brand new, mythical xenotype of Phyttokins, a monogendered race related to three unique RimWorld trees - Animakins, Gauranlenkins and Poluxkins. They have unique abilities related to their tree. They are also powerful psycasters that often serve as advisors to politicians and warlords. They reproduce via planting a saplingchild, and their children are always 1:1 copies of the mother.
Vanilla Animals Expanded - Waste Animals - This mod adds numerous new pollution-related animals that will appear in pollution-filled biomes. Instead of seeing toxalopes and toxrats everywhere, you will now encounter different mutations depending on what biome you're in - expect to see toxlions in the desert and toxigators in the swamps. Some of the animals are inspired by popular games such as Fallout.
Rim-Effect 1.4 update - we are working hard on bringing the 1.4 update to Rim-Effect and the N7 module, and after that is done, we will work on the Asari and the Reapers.
If you like what you see and want to find out more, be sure to keep an eye on our Patreon.
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I will catch you all later with some sweet mod releases! Currently I found a game called Anno 1800 and I literally can't take my eyes off of it.