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Hey folks and welcome to an actual roadmap, updated April 2023. I was quite busy these last few days as I just got a new PC, so I had to move everything to it etc. Wasn't easy, but had to be done.

We have worked very hard on a number of mods now, and we also had to do some changes. If you keep on reading, I am going into detail when it comes to what's coming.


What have we released?


In the last months we have released Vanilla Factions Expanded Empire, a major overhaul to the Royalty DLC Empire, as well as a 1.4 update to Asari and the Reapers, which was quite a challenge.

What are we testing right now?

Vanilla Vehicles Expanded has been in testing for quite a long time, but it's important you understand how big of an undertaking this mod is. It's not just reskinning animals and pretending they are vehicles: Smash Phil has created an absolute beast of a framework - vehicles are brand new entities, with their own unique parameters, and we had to test extra hard to ensure they work in every context of RimWorld. For example, there were issues with AoE (explosion) damage and how they should affect multi-cell entities, as well as stuff like putting Mechanoids into the vehicles (are they passengers? Are they cargo? Can they drive?). Do not point your pitchforks at me: I'm just a recipient of the Vehicles Framework. Until the Vehicles Framework is out, we can't release Vanilla Vehicles Expanded, but we are now entering the final testing stage - which is the Release Candidate. This means that all the bugs are now gone and we are just making sure everything is release ready.

Vanilla Animals Expanded - Waste Animals is also entering testing stage now. This mod adds a large number of new, unique wasteland mutations that are bound to appear in your game if you tinker with the waste mechanic in Biotech DLC. These animals only appear in polluted biomes - they will not appear if you prefer green energy. Probably for the better too, as Pestigators are absolutely terrifying.

Vanilla Races Expanded - Sanguophage is also about to enter the testing stage - we're running internal tests on it right now. This mod introduces three new sanguophage subxenotypes: Strigoi, Ekkimian and Bruxa, each with unique looks, abilities and characteristics. This mod also introduces new hemogen types: Animal, Corpse and Sanguophage, each providing the consumer with unique traits. On top of that, you will now be able to put prisoners in draincaskets and pump the hemogen through a pipe network into your deathrest devices!

What are we developing?

Work is actively being done on a number of mods. Vanilla Vehicles Expanded - Tier 3 is deep in the works and hopefully will be ready shortly after the release of Vehicles Expanded, so that you can drive your Marshal tanks into enemy lines.

Vanilla Factions Expanded - Deserters is also in the works, as you guys have spammed my inbox with requests for that mod. I cover it in depth in a series of devblogs on my Patreon, so be sure to check them out.

Vanilla Factions Expanded - Ultratech is slowly progressing, but it will really get some speed once Deserters is out. There is only so much we can do in the time we have.

Vanilla Furniture Expanded - Recycling has also entered development. It's not just recycling you can expect from it, but also expansion of the waste-producing power sources, to really fuel your recycling endeavours!

Vanilla Events Expanded - Caravans is also in development. This mod will add new events that can occur randomly as you travel the world, Fallout 1-2 style. You can find abandoned animals on your path, or maybe even sleeping mechanoids with a prize waiting. Many of the events will have new outcomes based on what colonists with what skills travel in the caravan - and sometimes, having a specific trait will ensure the best resolution! Or the worst.

What new additions can you expect?

We have a small number of new additions planned. My primary focus right now is adding Toxblades to Vanilla Persona Weapons Expanded, but we've also decided it's about time to add Vanilla Races Expanded - Highmates to the mix. VRE-Highmates expands greatly on the Highmate content, featuring a brand new psychic bond system, in which you can select how the bond will affect both individuals, by using lovely wedding vows. Exciting stuff. Oh, and Highmates may or may not have cat ears you filthy savages.

What mods are on hold?

We had to put Vanilla Rituals Expanded on hold due to personal matters in the life of the developer responsible for the mod. As it's her mod, we don't want to develop it behind her back. The mod will return once she's ready.

As much as it brings me sadness to say it, we're contemplating putting Rim-Effect: Turians and Gangs on hold for now (or, release it in a much smaller state than I originally wanted). The drive I had to do this mod was caused by me replaying Mass Effect series, and that has sort of burnt out now. My cold analytical mind can't help but dread at the thought of devoting hundreds of hours for a mod that may gather at most 15 thousand subscribers, when the same amount of time on a Vanilla Factions Expanded mod can reach hundreds of thousands of people.

Decision hasn't been made yet, but unless I get a sudden push to release some Mass Effect related content, I don't see it moving anywhere for time being. Does anyone know any good Mass Effect books or something that might help get me back on track?


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Comments

Anonymous

I am frothing at the mouth thinking about these mods

Anonymous

I'd be very sad to see the Mass Effect series be discontinued. Since Biotech, there's been little non-human alien mods put out, especially of good quality, and not a lot of modders beat you guys. Also I was really looking forward to being sieged by a Turian ship hehe.

Anonymous

So I'm excited for the new mods that are coming out but I have one question: When are we getting the tools?

oskarpotocki

All I can say is if it’s not on the roadmap it’s not actively being developed right now. Once it appears on the roadmap, you’ll know!

Anonymous

Hyped af for VE vehicles