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Hello everyone and welcome to another Vanilla Expanded 1.5 mod updating... update. I bring to you good news: Most of Vanilla Expanded mods are now compatible with RimWorld 1.5.

While there will inevitably be some bugs, I think it's safe to say we will manage to have the entire suite ready for the public release of the new update and the DLC. If you encounter any bugs what-so-ever, make sure to report them using the google form link provided on every workshop page.

There's a few mods we're still working on: Psycasts Expanded is proving troublesome due to glowgrid changes, and Persona Weapons, Hemosage and Puppeteer require us to be able to compile Psycasts Expanded to update them. The way backstories are done has also changed so we need to rewrite parts of Vanilla Backstories Expanded.

Please note that while Vanilla Vehicles Expanded and Vanilla Vehicles Expanded - Tier 3 are updated, the Vehicles Framework still isn't, so you will have to wait for the Vehicles Framework to update before you use them. Why did we update them already then? Because I like to be ready when Phil inevitably pushes out the Framework update.

Following mods have been updated since the last time you saw our post:

Vanilla Furniture Expanded - Architect

Vanilla Vehicles Expanded

Vanilla Storytellers Expanded - Winston Waves

Vanilla Helixien Gas Expanded

Vanilla Nutrient Paste Expanded

Vanilla Races Expanded - Android

Vanilla Vehicles Expanded - Tier 3

Vanilla Plants Expanded - Mushrooms

Vanilla Factions Expanded - Deserters

Vanilla Factions Expanded - Tribals

Vanilla Recycling Expanded

I think the plan right now is to get the last few stragglers updated, and then take a short break to play the game and the DLC. This will give us ideas how to expand the content of that DLC. I have loads of ideas already, but I think some time to reflect on them will make them even better. Let's not forget that we also have to release the remakes of Insectoids and Medieval. This will also take some time, but not as much as making a whole new mod from scratch. For Insectoids, we're narrowing the scope of the mod to be very insectoid-focused: we will let the players build their own hives and use insects for defense and resource gathering. For Medieval, we're aiming for a more well-rounded approach that makes the medieval stage of the game more enjoyable.

As I said before: We don't plan to dethrone Medieval Overhaul. Our Medieval mod will not let you play on a medieval-only planet - we will not provide enough content to warrant cutting the entire industrial and spacer tech levels from the game. Instead, our mod will create a natural, well-rounded era on your way from tribal to spacer. It will also let you interact with various medieval-inspired factions, including a brand new travelling trader guild, which barters instead of accepting silver when trading.

I will see you all soon with some exciting news and plans, but for now I have to go to bed.

See you around!

Files

Comments

Deadlite

Yall are machines Forever grateful for the work

John Doe

Will the medieval faction expanded be designed around complementing medieval overhaul, or will it be entirely separate/require a patch to join them?

Will

Legends, really looking forward to seeing what features you add with the overhaul for medieval especially as I like to play a civilisations kinda playthrough so spend a lot of my early game as medieval tech which is really lacking in the base game.

narouge

Looks good. Insectoids being focused on and made streamline for building up your own bugs, as well as likely few bug defense stuff sounds good.

Lilith

Great work Oskar and team! I have a question about Insectoids 2; what are the plans for the plasma weapons from Insectoids 1? I always liked the unique design of the plasmasaw.

AQUALord23

Just noticed you updated all your mods, and all that before 1.5, fantastic job, applause. Now all of you at VE take that break now that Oskar mentioned, you have all earned it.