Home Creators Posts Import Register Favorites Logout

Content

Hello everyone and welcome to a new roadmap post!

Last month we have released two mods: one large, one smaller. Vanilla Factions Expanded - Medieval 2 has been a massive hit and from what I can tell, people seem to love it! I'm glad, because it's one of these mods that has been dragging on in development for a while now, and it's been weighing on me, adding a lot of stress. Questions arose, such as 'will it be good enough', and I'm glad to say that I think it is!

In the meantime, Vanilla Cooking Expanded - Haute adds a really cool new mechanic: meals as an art form. I'm really glad with how it turned out and I'm happy seeing that many of you also enjoy it!

Vanilla Quests Expanded - Cryptoforge is in testing right now and should release shortly. We have nailed down all the bugs and rebalanced the mod to ensure it's fun and accessible. The response from the testers actually inspired me to push the Vanilla Quests Expanded - Deadlife mod onward and I can confirm it has now entered development!

We're currently also developing Vanilla Furniture Expanded - Core remake. Most of the things will remain the same, but they will receive a full balancing overhaul. A lot of the things work slightly differently now, and better too I think! This remake will also feature a lot of new structures, and most importantly: All the art has been remade. It was one of our older mods, so it's only proper it gets a facelift.

From major new additions, we also have two more Furniture Expanded modules being remade. Security desparately needs a rebalance as it was balanced for the old RimWorld, before many of the newer VE mods. Spacer furniture on the other hand feels a bit bland and doesn't really elevate the colony to the spacer level, so it's also something we want to take a look at.

Let me know what you're most excited for, and what mods we have already released surprised you the most with their content!

I will see you around!

Files

Comments

Mielga

No Dating No like! (jk) :)

8BitBoar

So much to be excited for man. Geez Oskar. Top five to me have to be Warwalkers still, Outposts 2, Mechanitor, Spacer Furniture, and Monster Hunt

Wolfy

ME2 & Megacorps were my big excites on the roadmap, ME2 didn't disappoint and whilst Megacorps dropping down the list saddens me, I know that also means it'll probably be better for it.

JSr

To see two Anomaly-based expansions in development is a true balm for the soul, not to mention VOE2 and Megacorps.

ZenoLord

It's encouraging to see the old mods getting some love after all this time, some of their aspects show their age. What is your stance on redesigning those mods in terms of user feedback? Steam Workshop comments leave much to be desired in terms of quality feedback, nevertheless some nuggets of valuable information can be found in player comments (or in the existance and popularity of submods and overhauls like the works of ferny and Smxrez).

Oskar Potocki

Ferny has been a close member to our team (but not a team member) for a while, so we're taking his feedback onboard, but generally I do believe that developer view of balancing =/= communit view of balancing. Over the years I noticed that community likes things to be strong. A lot of feedback is very emotional. It's critical we sieve through it and sometimes it's hard to extract actual actionable data. If we balanced our mods based on what the community wants, they'd all be OP. That's why I mostly trust the feedback of our close testers, our partners (like ferny), and ours (VE team).

Kuru Chilion

Very much looking forward to VFE - Core and VFE - Security. I actually dumped security before starting my current run due to its current balancing and questioning its necessity (a rocket turret being added to vanilla). With it remade, I'll be sure to add it again! Though if VFE - Security is going to be remade, maybe also take a look at VWE - Heavy Weapons as well, considering the weapons are basically handheld turrets.

Phraxius

The mods in the development and design sections all look very promising. I'm probably most excited about monster hunt in the former and Mechanitor or Megacorp in the latter. The furniture rework is certainly very welcome too!

ZenoLord

Agreed, as a player I often find myself wishing for X thing to be on the stronger side. The last time you asked for people to give their votes on balance during the Tribals development I overshot a lot of the cornerstone buff values compared to the final values in the released mod. Having said that, I would love if there was an easier way for players to tweak the balance of your mods ingame as opposed to making/subscribing to submods (or simply tweaking the numerical values in the modfiles). Would adding mod options for balance with either selectable balance presets or sliders/dropdowns for values be feasible in terms of workload?

Oskar Potocki

Probably not. Especially since I remember there’s a mod that allows you to tweak all xml values of all items in the game. RimSQOL? Or something like that.

Félix Dubois

Glad to see vanilla furniture getting an overhaul! If I can offer an idea, I'd like to see more uses for skulls (although, skull-made furniture and items could probably be its own mod). Right now, we can only use them to make skullspike, which aren't bad, but it's very limited. Skull mounds to frighten raiders, skull sculptures (skullptures, if you like), to have grand pieces of "art" made out of skulls, or even a skull throne (where could I ever have had that idea, I wonder?).

Stim

I was really pushing for medieval and it has certainly hit, though please look at that issue of the traders eating our food. Glad to have the tabbard back, if a bit sad I can no longer make it out of thrumbofur to add just a sliver of extra protection (but the other benefits are nice) and having the vikings back is grand. I am now rocking their style with a sophian one on the side. Vanilla furniture expanded is something I used for so long that I believed it was core until I looked again and it getting a lift to fit the new environment is certainly appreciated (like keeping tribals in mind and that suggestion for more linkables) and dear boy do I miss the alloy barricade. Glad to hear you're looking at spacer because you are right that it's a tad sparse. The table is nice, but not much else to sharpen things up. Still excited for megacorp for that ultratech boost and now you got me excited for monster hunter because I actually enjoyed going after the big boys (though mind not adding too many fabric types this time?). And if you're looking for other mods that might need some updates.... ANCIENTS. No, don't fit the powers into the biotech system, keep it separate, but I do think the powers might need a second look, we could use some configuration menu, some vaults can be practically inaccessible without dev mode and there's a few mods out there to suggest how one might change the whole system (like letting one build the stuff)

Aether

I like how your avatar is on the thumbnails now :D also very excited for the Spacer update!

Scar, the Creator

Exciting stuff! For me I'm most hype about the quests - Cryptoforge, Monster Hunt, and now Deadlife :o

Merx

With every day we are getting closer to VFE: expanded. You are all doing amazing job, thanks so much for your hard work!

JAckAL with a TopHat

I really love the idea of integrating some of the Anomaly content into the Quests Expanded format. Being that the DLC is more narrative focused, this feels like it compliments it better than just adding more content onto something that people either love or hate. It can give you a reason to search for anomalies and lore out in the world rather than they just turn up at your doorstep. Really excited for the future, keep up the good work :)

yarilla

I’m really excited about the furniture overhaul and can’t wait for Childhood and Health! Also, I somehow missed Livestock – I’m very curious about that one. I really appreciate how your mods offer such a balanced approach, improving different areas of gameplay. Some players (like me) focus on quality of life and quest mods, while others prefer combat or horror mods. It’s fantastic that there’s something for everyone in your mods! Thanks for all your hard work!

Zach

Keen to put Medieval in my next run, but man Im so excited about the mew furniture expanded mods. I love having new little things to decorate rooms and flesh out colonies more. A spacer furniture redo sounds great too. It was always good for the handy little benefits it added, but youre right that it didnt feel super spacer-y. Excited to see what else you guys come up with!

Thiago Marques

Glad to see the quest mods receiving all the love. The generator was a fantastic way to refresh the gameplay, and I can't wait to see how you guys will cook with the Deadlife quest mod

Kristian West

Regarding the purpose of the old tabard, try the new mantles. They serve pretty much the same end as the old tabards.

Ramogoliath

I'm looking forward to the mods you're currently working on; they add good depth to each playthrough and will be good to see what you do, so thank you all! The next run will be with Cryptoforge and Deadlife; I'm looking forward to their release.

Kristian West

When you rework VFE:Security, would it be plausible to rework the Artillery to work like Mortars, with the need for reinforced barrels and higher accuracy? And have it work like it does currently if one uses Classic Mortars-mode?

BrenTenkage's Gaming

Keep the nice beds and the tables that entertain at the very least for the spacer furniture. But how about autodoorways that also clean pawns giving them a mood buff

Gerhard de Boer

Im a sucker for original xenotypes, so ..Flesher!

The Dragonborn

Furniture modules! Decorating my deteriorating base definitely fills me with due delight! Your team will forever be the goat!

KaneLives

In the near future, I'm most hyped about the cryptoforge and super excited about the mechanitor. Exploration expanded is going to be awesome, but that's a someday thing.

Edwin Gutierrez

Its like a present every time this pops up in email feed. Also question, are the diplomacy and childhood expansion still projects that seem feasible or can't answer at the moment?

Ben

Monster hunt looks awesome. Security so we can use (build?) the vanilla texture of barbed wire. And also some fun new melee traps?? Component using pressure plates that activate more component using fire blasts, chunk dumps etc. ??

George Hoyle

Just an idea for piece of furniture I wanted to share. For either the megacorps mod or the spacer furniture mod I think their should be a conveyer belt/people mover that is found at airports so colonists can zip around the map at faster speeds in the end game. The speed of the conveyer should be based on the materials used to build it.

Turkwise

Unfortunately I think that tile movement speed bonuses are essentially hardcoded to cap at 1x

Frank Cotton

Hey in the furniture mod, is there any way you can sneak in a machine that turns slag into steel at an industrial scale. I know you can use an electric furnace, but I am currently drowning in slag and I just can't seem to get rid of it fast enough.

Kirboh

Looking forward to see what new toys we'll have to play with in the new Furniture mods! Making a nice base has always been my favorite part of the game. Also, I'm glad to see Spacer Furniture getting an overhaul. I never used it, so it'd be interesting to see what changes you make to it.

Kirboh

I feel like the best way to do that is to simply turn down the difficulty level. I usually play on 20-40%, but turn all disasters and events on (save for the really nasty ones like global warming and long night).

Kirboh

You mentioned what elements in recent mods you thought were best. I was really skeptical about the alchemy mechanic in Medieval 2, but I really like the draughts. I wish it used things like toxipotato, raw fungus, healroot, tinctoria, maybe even uranium, but I guess that's what mods are for. After the draughts, I'm looking forward to see if you'll add any interesting drugs in the Health Expanded module.

Bernard C.G

I will make my own life and Exploration + Diplomacy mods will still "under planning" yet 🥲

Stim

You know, it would sure feel in line for Sarg to publish a mod called "diversified draughts" where they instead use ingredients from all the other mods. I remember there was a desire that they not add any new plants or require people get the other ones.

p t

Was dating expanded rlly a joke? ;-;

Kirboh

Yeah, I'm not a fan of how it technically added new crops to the game, even if they were just growable versions of already-existing plants. I understand WHY Oskar didn't want to make the player use plants from ideology, biotech, or a VPE mod, but let's be honest, most people who use Vanilla Expanded don't stop at ONE VE mod.

Computica

Sounds like a job for Alpha Draughts/Alchemy

Robert McPherson

Any chance of some storytellers that aren't just "Randy Rando but even worse because also X"? I know he's the memelord storyteller, but I really dislike him so I'm just not interested in any storytellers based on him.

VonAres

Does the Cryptoforge quest mod contain any content useable during early tech stages like medieval or industrial, or is it purely a spacer tech & beyond ?

Oskar Potocki

You can craft the legendary cryptogear on the forge without any research restrictions so if you venture there with your band of medieval knights, they can benefit from crafting the cryptotech artifacts just fine!

ChunkyLord62

Is the furniture remake going to be an update to the original mod itself on the workshop or will it be a separate mod? I ask because of compatability issues when adding/removing mods. Anyhow I love all the hard work and dedication you and your team has, it has made Rimworld my favorite game of all time and I can't wait to see what the future holds for the community!

Marwin33

hello thank for the mods. i wanted to ask the state of megacorps because if i remember right it's been in developement for at least 1 or 2 years(or maybe more as i remenber it being in developement when 1.3 launched ) ? im not complaining just asking how its going by curiousity. again thank you all the mods i wait with patience vre flesher.

Oskar Potocki

It’s still in design stage, not in active development. This means I’m still writing the design documentation for it with all my ideas and implementation tasks but it’s not yet being coded.

宏

The module VFE megacorps modand diplomacy mod I'm looking forward to is still in the early stage.🥲 I wanted to ask how long will the mod design stage finish. I apologize in advance if there are any mistake,, as my English is not very well, i’m Taiwanese and first time leave a message in here.

Oskar Potocki

It depends on the mod, and it depends on the current mods being worked on. Design stage is a stage in which I sit down and design stuff that will be in the mod: mechanics, enemies, quests and others. If I'm currently working on other mods, then design for Megacorps is going slower. It will still be a while.

Zachary Fewins

I don’t think any of the vanilla expanded storytellers I’ve seen even use Randy’s randomness. It is hard to tell the differences from some of them, but they all scale like Casandra and Phoebe do.