Home Creators Posts Import Register Favorites Logout

Content

Hello everyone and welcome to an updated roadmap, which accounts for the upcoming 1.5 update.

The update didn't catch us by surprise - it was about time RimWorld received a new update, but that does not mean that it will be an easy feat to update all the mods. While I knew about the update ahead of time, the same can't be said about the rest of the VE team - due to NDAs, I was not allowed to tell them anything, which means we couldn't preemptively update any mods.

The mod updating work has already started. We're first working on Vanilla Expanded Framework, and some mods that do not require that framework to work. You will soon start seeing more and more posts with the mod updating roadmap appearing, each showing new mods that have been made compatible with RimWorld 1.5.

Some of the mods will be discontinued come 1.5. I encourage you to check the infographic and read my explanations. Some of them get rolled into other mods, some of them receive overhauls and re-releases, while others just get cancelled. That's perfectly fine - at the end of the day, we only have limited amount of bandwith, time and money, and maintaining certain mods is just not feasible.

Now this is very important: The new versions of Medieval and Insectoids won't be compatible with saves that already had the old versions of Medieval and Insectoids. Make sure to finish your playthroughs with these mods, as the new mods will require new playthroughs. This is just how it is, and there is nothing we can do. RimWorld doesn't like drastic changes to mods, and we can't make an overhaul without drastic changes.

If you have any questions, ask, and I will make sure to answer them when I have the time!

Files

Comments

Luke McGlashan

Love your work as always, I assume you would be under NDA for this question but the flesh beast look eerily similar to the vanilla genetics expanded creatures. Is this some of your work?

TT

Thanks for all the hard work you all do. I bought your new game because of it even though I haven’t given it a try yet I am sure it’s great if you put in the same amount of love.

Obscuric

Thank you guys for all the work, appreciate the explanations of the discontinued mods as well!

LoggerC4

Quite excited for Sophian Style, been wishing the empire would have its own unique look for many quadrums now. And of course excited for what’s done with Temp Expanded. Best luck to the team that the updating goes smoothly

Zac

Thank you for always having fantastic communication for how DLC releases affect the timeline. It can't be easy juggling updates, new mods and your community.

AdRam

As always, your communication is fantastic. Barely 2 days and you're already letting us know the plans. Thank you!

John Labuda

Looking forward to the future! Very exciting things ahead, thank you for your work making rimworld even more of an amazing game, officially and unofficially!

Chris B

I expected far more to be cut! Excellent communication regarding the detail of decisions made and the reasons for them, thanks again to the whole team for all the great work.

An Kangaroo

WE’RE RICH! WE’RE RICH! WE’RE RICH! WE’RE RICH! WE’RE RICH! ROCK AND STONE! WE’RE RICH! WE’RE RICH!

Lars-Christian Selland

The proposed change to Ideology Splits and Schisms is a welcome one!

Dimitry Minchenkov

Oh, Rim Effect, it hurts! While I understand the reasoning, it still hurts a lot.

Scar, the Creator

Everything you've said here is pretty logical. Actually really hype for the new versions of the existing mods - the Cryptoforge sounds fucking awesome. I'm doing a Rimworld-themed D&D campaign with some mates atm (nothing commercial, just for friends) and that sounds like exactly the kind of thing that'd fit beautifully.

SNake575

Kinda sad to see Oskar Obnoxious, and Achievements go but as you say limited time to work on them which is fair Is there any particular planned order for the mods after framework or is it just whichever are least broken by the update? and finally I dont see any storytellers bar Perry Persistent are the duplicate standalone storytellers being discontinued as well and what about Winston Waves?

Daniel Wensink

I might try to do, another dirtmole feudal run.

Kristian Skistad

As an avid Achievements Expanded lover, it's been a fun ride! But if it makes way for even more cool stuff, so be it. God speed you guys!

Con

This must be a daunting task updating your amazing suite of mods every time a new DLC drops so I just wanna say thanks to you and the team for your dedication over the years 🙏

Muronelkaz

Good explanations for everything, I'll miss the art/mechanics of Rim Effect but I never felt it meshed well into RimWorld for some reason, but I also have an amalgam of mods that try to create a similar colonial space exploration faction

Owain I Jones

I'm fairly certain I've said this before but it warrants saying again, I'm so excited for Medieval and Insectoids 2 and I really appreciate that you guys are going back and revisiting old mods instead of solely focusing on making new stuff. Although on the topic of Medieval 2, specifically the vikings half, I do want to mention my biggest gripe with that: the crypto weapons make no sense. The names and descriptions imply they're related to cryptosleep casket technology, but all they do is give people frostbite. Crypto caskets operate by putting the occupant in a state of cryptobiosis, they don't freeze people in any way. The "crypto" weapons are really just CRYO weapons. To be clear I don't expect you to change anything about this, I just wanted my nitpick on record somewhere about this otherwise great mod.

yarilla

Great job, as always - thank you Oskar and the team! Very sad to see the Race to the Rim go, love it so much. You guys did an amazing job - hope someone will pick it up and at least try to fill your shoes!

The_F (edited)

Comment edits

2026-09-10 22:00 I'm pleasantly surprised that only a few mods got cut - and to be fair, most of its content gets incorporated in other mods. Thats very cool. I still miss Vanilla UI Expanded though I can see why its not supported any longer. At least for the time being. Thank you and your team for the huge amount of work you are doing by maintaining and improving so many great mods.
2024-03-15 16:56

Squidismydog

Excited to see old mods get reworked. Medieval and Vikings always had a lot of overlap. Insectoids is one of my favorite mods, so I'm exited to see what you guys do with it, especially with the helldiver looking guy.

Phraxius

Expanding 'Legendary Hunts' by including some revamped creatures from the Witcher mod's right up my lane! I love variety, so I'm glad to see some adapted to fit better with Rimworld's world.

TwoPenny

God speed, Oskar and team! o7

Ivan Popov

First of all, thanks for everything. You are awesome!

Computica

Thanks VE Team for putting explanations on the discontinued mods, many of them won't be missed by me. Also the changes to Splits and Schisms is quite welcome.

V (edited)

Comment edits

2026-09-10 22:00 These are totally understandable. And with the exception of achievements expanded, don’t feel like a major loss. Active curiosity what’s exactly changed so that you no longer need. The flame works for the DLC.? I’m excited for mining expanded and I look forward to seeing what comes up next.
2024-03-15 22:10

Dom Speziale

I would really like to see cave animals come back… it was one of my favourites considering I usually do cave bases… will it ever come back???

Dick Turnip

Hmm. I wonder if the Necropath psycasts will incorporate the new undead pawns in some way. I smell a cyborg necromancer cult playthrough on the horizon. With Goliath siegepods. Mining Expanded is another one I'm greatly interested in! Wonder how the Empire will react to knowing they can't just drone-strike my underground deserter fortress (that may or may not be linked with the aforementioned siegepod-flinging cyborg necromancer cult)...

White

Can’t wait. Phenomenal work from Oskar and the team.

Merx

ROCK AND STONE! No, seriously, this is so awesome! Can´t wait to play all these new mods!

Beetle

insectoids + mining is actually a dream of mine come true. will insectoids have integration with insector race?

Brandon Pollastri

Rock and Stone! Finally delving deeper into the depths is my all time dream.

Brutus Albion

Mining Expansion sounds really interesting if it is actually possible what is promised in the feature preview. Also now we definitely need a VRE - Dirtmoles module! Mole people rise up!

Novamir

With the new "pocket maps" coming are there plans to add updates to other mods with them. Like a hidden passage under tombs of vikings or something along those lines

AQUALord23

Sad to hear about cave animals, have a very special relationship with the spiders after several epic and horrifying adventures.

Theman10191

I had some questions about possible removed objects from some of the Vanilla Expanded mods. Are the outside lamps/street poles being canned for the new spotlight object? And, is VE ancients losing the wall light?

Raconteur

nooo vikings and medieval are my favorites- Im not opposed to medieval 2 but you already have months of work on your plate. Any ETA on medieval 2?

saltychipmunk190

I am so happy that the medieval mods are getting an over haul.

Nathan Gadoury

I haven’t been able to find the new on sub maps, I assume mining extended will have pathing between maps(please?)

Carles Ribas Costa

Leveraging the latest update, could I suggest relocating the fungi from Vanilla Plants Expanded - More Plants (namely cave moss, tinctshroom, and healshroom) to Vanilla Plants Expanded - Mushrooms? This change would create a more cohesive and natural experience, especially for those playthroughs focused on enhancing mushroom variety. Many thanks for your exceptional work!

Quinn

yall are fr the best

Lems ldc

Wow im very hyped by ideas behind these futur mods, nice work. Insectoïd infection/roaming on the map, and the mining expanded mods who fit perfectly with anomaly features. I really want to see one day a mod similar to Rimwar, but created by you. A mod who give more world map gameplay like outpost expanded, with army travelling physicly on the map to enhance realism of raid event and give more use and gameplay to the world map, caravane exploration and strategy when choosing road. Possibly a world of unused possibility with the world map dimension.

Deggial

Great to see ... well, *imagine* you already in the full swing of transfering VE 1.4 content to version 1.5! :) Some thoughts and remarks: 1. I have experienced an issue in the v1.5 base game, when royals demand "their own bedroom" when living with their spouse (and child). I do not remember, whether or not this was fixed in the current 1.4 royalty patch. If not: could you have a look into this issue when integrating the tweaks into other mods? It currently really doesn't make sense. (UPDATE: Thinking about it ... *did* the royalty patch actually cover those kind of oddities? Or did other mod authors tackle these sort of things?) 2. Apparently, the room with a lot of book shelves in it is labeled just as "room" instead of "library" in the base game. Adding a table instantly "upgrades" it to "dining room". In my view, tables are essential in a library. (Actually, all libraries I know feature tables!) Does the VE version of the "library" allow those furniture without messing up the dedication? 3. You write that you will change "VE Insectoids" by relocating currently unfitting content to other mods. Are plasma tools and weapons part of this "unfitting content"? Will the plasmabeam rifle survive in another mod? (I only owned it once, so far - but I really, really loved its sound effect and destructive power. And I also like the plasma saw and cutter.) 4. As to your comment, VE "medical furniture" will be discontinued and its content will be added to the "Health expanded" module. Which is planned to lauch after "exploration expanded" and even "megacorp". So probably a good while in the future. I'll miss the drips! Just saying ... ;)

narouge

Joined just recently. Personally hope see health update on sooner then later. The medical system genraly dealt with more often the other systems in the game, so geting nice stuff to help. I can imagin alot stuff you could add with it as well to improve the experience as well add story telling momments.