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Hey everyone!

This roadmap is a little bit late because of a certain announcement by Ludeon Studios ;)

It's also a little bit different than other roadmaps: Instead of showing the current progress of our projects, this roadmap is focused more on showing what general projects we're working on and planning to pursue.

Mod updating is of course our biggest priority. We aim to make all of our mods 1.6 compatible before the release of the DLC. That being said: a few mods won't be getting updated: Vanilla Factions Expanded - Ancients and Vanilla Factions Expanded - Mechanoid, as these mods are being remade/reshaped/changed. This means that if you're currently running one of these two mods, you will have to end your save before 1.6 releases, and start a new save without them when it does.

A public service announcement regarding that very thing will be released in a week or two.

Don't fret though, these two mods are being uplifted and changed. They will be much better than they were.

Vanilla Factions Expanded - Ancients: The mod was fully coded by Legodude17. It's filled with half-broken transpilers and code none of our coders can understand. Parts of the mod simply don't work and we can't fix them. After the mod released, we also got Biotech, which is all about genetic engineering. As such I've decided to remake the mod to rely on Biotech as that will actually ensure all things work as intended. Most of the content of the mod will be kept, and new content will be added. Since we have a more fitting format now, the mod will be a part of Vanilla Quests Expanded.

Vanilla Factions Expanded - Mechanoids: We can all agree that the release of Biotech also gave our Mechanoid faction mod a run for its money. The content feels dated and out of place with the ability to gestate your own mechanoids in Biotech. We've decided that the mod needs to be remade, and split. People wanted Factories to be a separate mod for a while now, so that's the first thing we will do - that will become Vanilla Furniture Expanded - Factory module. As for the Mechanoid content - it's a daunting task, so we will need to remake it all to work in tandem with Biotech DLC. At some point we also planned a Mechanitor mod, but considering the severe content overlap (Mechanitor and Mechanoids, I mean... can't have one without the other, right?), I've decided to make the Mechanitor an integral part of the new Vanilla Factions Expanded - Mechanoids. When you think about it, it all makes sense.

There's also a few Odyssey-specific mods I want to do, but we need to hear more from Ludeon about Odyssey content before I can tell you more about Vanilla Expanded spin on it. Won't be long now!

The mods that were already started (Monster hunt, Megacorp, Outposts 2 and Flesher) are put on hold until 1.6 updating is done. You can also see that the 'Planned mods' section you were used to by now is also gone: but that's only temporary, as these mods are irrelevant for now, in the busiest time for VE.

If you'd like to support us on this valiant quest of mod updating, becoming a patron is the best way to do it. I'd like to thank everyone who has helped us along the way, your support means everything to us, and we take on these insane tasks for you!

Files

Comments

Jake

I am very patiently waiting for the diplomacy mod ❤️

Captain Crunch

Is exploration expanded being reworked into landmarks expanded?

Łukasz Dudziak

Goood luck! And pls ignore preassure from community. You have ambitious plan (update before 1.6) but scope of work is BIG, so we’ll all understand if part of that need more time in future :* As always- mad kudos for your work!

Tay'Yeer

What happened to Vanilla Health Expanded? Is it cancelled?

Sylant99

Any balance changes in weapons expanded? Lasers feel weak compared to charge weapons, maybe they should ignore shields like tesseron weapons

Computica

Having a moment of silence for Legodude17, praying a wild Helexian shows up. Good Luck with everything devs.

Oskar Potocki

Please make sure to read the post you just commented on! Particularly this section: "You can also see that the 'Planned mods' section you were used to by now is also gone: but that's only temporary, as these mods are irrelevant for now, in the busiest time for VE."

Fyrri

Thanks for all the hard work, Oskar. Can't imagine playing Rimworld now without Vanilla Expanded.

Łukasz Dudziak

I’ve got weird feeling that next dlc will be focused around other factions and interactions with them

Oskar Potocki

I really wouldn’t be trying to guess what the next dlc will be based on VE releases tbh

Jake

what a suspicious thing to say 👀

ZenoLord

A couple of questions: 1) In the Biotech and VQE remade Ancients mod, are you planning to move the Powers and Weaknesses to the Gene framework? Also, will vault spawning be tied into the questline for the mod or will it continue after the main quest is complete (for continued access to nanites)? 2) Not to pry too much into the DLC content since I'm sure it will be revealed more later, but in the announcement there is a mention of a (actually they use "the") insect hive queen with a screenshot of a friendly one, how will this impact the recently remade VFE Insectoids 2? I'm not asking for specifics here, but in broad terms, should we expect parallel content with no integration into Insectoids 2, some content for the mod, or am I barking at the wrong tree here and the queen is not what I think it is? 3) Will the Factory Module still have a unique form of components to limit the buildings or are you moving away from that? If you still plan on limiting the factory buildings, what will the source of the new limiter be?

Oskar Potocki

1. At this moment I don’t want to disclose any specifics. 2. I can’t answer that other than: remember I knew about odyssey dlc even before finishing work on insectoids 2. 3. Uncertain at this moment but advanced components look very ripe this time of year

Stim

Ancients needed an update since forever. I am a great fan of the superpowers but the mod needed more polish. Hope the new version keeps the flavor of the original. And hyped for the mechanitor one now that I started using mechanitors more often

Teebo

Thanks for keeping us in the loop Oskar! Excited as usual to see what you and your awesome team are cooking up <3

Gertjan Van Damme

Most of all i hope ludeon introduces some type of tool framework, like hammers and saws or even fishingrods

Atem23

Ngl I am surprised you decided to do make a remake for Mechanoids after all, since last time I asked, you mentioned that would be something for far future. Still things can change a lot after all, so ultimately I am glad Mechanoids is gonna get necessery revamp, plus it make sense to combine with Mechantior stuff. Though it does make me curious on Ancients front. Specifically the superserums. Its probably to early to ask, but do you have an vauge idea how to tackle this? I am wondering if super powers aproach is gonna be somewhat simliar that of how Incestors did its insect like genes. Either I am happy to see what you will manage to cook up.

Oskar Potocki

We’re moving away from super serums and refocusing the mod to be about archites, since it’s an already established super serum-like substance. Superpowers become archite genes.

Introverted Gamer

I'm glad to heat Ancients is being redesigned. I really enjoy exploring the vaults and finding the old tech but I haven't used the genetic engineering in quite a while. I think trying to undercover ancient tech will fit right in with the new DLC.

ParaNautic

One thing I do love about the Mechanoids mod is the art style of the mechs particularly the ones that you can build, will those be scrapped in the upcoming remake?

Lavastrike

What are your thoughts on VFE pirates? Would that mod get a update in the future?

RhinoSoFast

Perfect time to build a new desktop PC lol

Kirboh

Looking forward to see how these'll both be revamped: Mechanoids and Ancients were the VFE mods I liked the most, but they also felt the most out-of-place ever since Biotech. I'm glad the factories are getting their own spin-off mod; they were some of my favorite things from Vanilla Expanded (even if I could never get them to work right). I wonder how they'll be changed: will factory flooring still be required (but will you keep factory floors for the aesthetic)? Will they require subcores? Vanilla Fishing Expanded was also one of my favorites; if you ask me, the best way to tweak it is to make the tackle box craftable by anyone, not just folks with the Fishing Culture meme. Maybe add things like an aquarium? (Also, there's a mod you forgot to list on the "being updated" screen: VFE: Classical. Hopefully you just forgot to add the graphic.)

BrenTenkage's Gaming

honestly its a good idea to remake ancients and mechanoids and now is a good time to fix it. Though I do also feel like Pirates should also get some tweaking too, after all with the Odyssey theme of grav ships, I imagine piracy is gonna be big LOL

Oskar Potocki

Not planned anytime soon, we’re happy with it.

sk4p3g04t

I don't know how much you can say, but I'm guessing the animals mods are about to get a lot smaller based on the Odyssey screenshots. Also, I'm pretty sure I saw a peacock, so what's going to happen with the royalty one, new textures or something else? Also good old settlers chugging along into 1.6, so quaint.

Aether

o7 thank you for working so hard to update the mods to 1.6. I thought all of your reasoning on the other items makes perfect sense.

Trevellian

The effort you and your team put into keeping mods updated with these major releases, as well as the work put into expanding RimWorld in an organic way, is really appreciated.

Félix Dubois

Super glad to see Ancients getting a rework. I was thinking the same thing during my last playthrough that it felt a little outdated since Biotech came out.

Oskar Potocki

They’ll have their remake as soon as I play Red Dead Redemption 2 for the 20th time

Oskar Potocki

We will see! I like their style too so I think I’ll keep it

ExBeNN

I will miss my boy Igor Invader as the face of Mechanoids...also I hope we keep the mechanoid componentes. I love that its separated from normal advanced components.

Dom Speziale

Maybe the bounty hunting mechanic in settlers can be split off and incorporated in vanilla quests expanded? Imagine hunting down various wanted outlaws that are specific pawns (pawns that are custom made for the mod like like the inventor, general, or hero) each with their specific quirks and abilities…

Dom Speziale

Assuming “Vanilla Fishing Expanded” will be getting some changes since it’s integration into Odyssey, I would love to see a feature added for displaying caught fish on plaques for a trophy room!

D3nnis3n

No idea how to survive without factories, the mending table and the sweeper bot. Especially the sweeper bot!

Romain Gérard

Im very curious to see how VFE Insectoids 2 is going to change now that there’s going to be a new queen Insectoid

Romain Gérard

Haha just saw your other comment saying that you knew about odyssey before finishing Insectoids 2, I feel like you’ve been playing 4D chess all along lol

Somerandomsmuck

Lovely to see as always, I've got a couple of questions: - will the factory content be mostly the same as it was in the old VFE-Mechanoids? or will we see rebalancing and maybe some new minor stuff? - is there any mods which *won't* be updating to 1.6?

Will Hoover

Regarding VFE - Ancients becoming a quest mod: Will it follow the same path as current VQE mods, with a definite end or will you be able to continually go out in search of genes/superpowers, and the various unique workbenches and power generation. *Mostly* interested in the power generation as it's *much* easier to acquire than doing the ARC questline. Of course, with Odyssey I'll be able to have a gravship, so possibly less of an issue with the ARC questline.

Deggial

My heart stopped for a moment when I read that VFE Ancients wouldn't be updated to version 1.6. Then I read on and felt relieved. At least a little bit, as apparently the mod will 'just' be changed. Outdated or not, I really enjoy using it! The mod is one of my staples in the mod list. Like many other posters here, I have concerns: Will it still be possible to find those new ancient (:D) vaults continuously? I guess not if it's recreated as a quest mod. What will happen to the vault starts? I've played a few of them and they were always such a unique experience. Will they be discontinued as well? (Or to rephrase it: Would you consider to keep it as a factions mod instead of reshaping it into a quest mod?)

Overstuffed-Onion

I personally enjoyed the facotry mechanoid in VFE Mechanoids since it allowed phychically deaf pawns to still have access to them, but in a different way. Maybe the factory model can delve into that, have weaker or more kitbashed mechs made in factories. Just my lil idea. Also glad to see you going back to more of your old mods and inproving on them. I hope you have as much fun making them as i do playing them.

D3nnis3n

It's interestingly the two mods I used most that won't get updated right away.

C.W. Elliotte

Thanks for all the work y'all put into porting forward your back catalogue!

Oskar Potocki

Why not if it’s a quest mod? Deadlife has infinite re-occurring silo quests, and generator has infinite ancient generator sites. It’s very possible and will be a thing. As for vault start, unsure at this moment.

Oskar Potocki

Except cryptoforge, none of the quest mods have a definitive end. Generator and deadlife both add reoccurring quests that never stop showing up.

Oskar Potocki

The two mods I mentioned technically won’t be updated as they’ll be rereleased. That’s it I think.

Will Hoover

Good to know! (I honestly haven't gone quite that deep into Generator as it's fairly late in a game when I can start working on it. By which time I tend to get bored with a colony. Thankfully, Odyssey looks to change that with more reasons to go out in the world. And possibly better ways to get there without mods adding shuttles of various types. Which are also fairly late-game.) That said, even if I don't go after certain things a lot of the time I do tend to keep it installed because I *might* want to do it. Mods other than VE I tend to just remove them, but you and the team do a great job off putting stuff in that isn't always "must have" and is "that'd be nice" instead. Kudos!

Deggial

Thank you for the clarification, Oskar! I was under the impression that once you had 'solved' the main quest line, there would be no need for further missions. But you are obviously the 'master of your own code', and I am glad to read that you are planning to continue the quests. Regarding the vault starts: Well, I *really* hope you'll keep this option! They always have a special vibe that's not present in any other start. You are alone, locked in the vault. You start hacking your way out while clearing away the debris from past centuries. You rearrange the interiors to suit your needs. You embark on expeditions to optimise your gene-tailoring assembly, while keeping your safe but space-restricted vault as a home base. Additionally, by chosing Alfred as the narrator, you'll end up with a completely different approach to your colony-building than usual- one that fits well with the mentioned space limitations. It would be *such* a shame to lose all this!

sr anônimo

Happy to see we will have mechanoid 2

KaneLives

Ancients being a questline makes *perfect* sense. Mechanoid 2 is going to be awesome. I was already most excited for mechanitor expanded.

Dippy

Love to see that Ancients is getting some love, it's always been my favourite aesthetically speaking, even if my bases never really progressed far enough to dive into the super soldier side of things. Are you looking at redoing Pirates at all in the future? And if so, do you see there being a way to make the Warcaskets fully colourable rather than using a limited pallet?

Oskar Potocki

No plans to remake Pirates anytime soon. It's one of our newer mods, and it's very popular and liked. You generally don't rework things that work just fine.

seppi 141

I can hardly wait until vanilla Warwalkers Expanded is released. I know it's not planned/designed yet, but since I saw it on the roadmap the one time i wanted it xD

Romain Gérard

Im sad and confused about Ludeon’s decision to make fishing part of the DLC and not the base game. Vanilla Fishing Expanded was a staple of extreme biome/tribal playthroughs in 1.5, and now it’s locked behind a 30 buck paywall… It’s especially sad considering that the textures from Odyssey’s fishes seem identical to VFE’s, as Oskar prolly did the artwork for it. Something feels off about having to buy a DLC about spaceships just to get this basic yet essential tribal activity we had for free in 1.5

Oskar Potocki

Make sure to voice your concern where it's actually heard: Ludeon contact email. While I can't comment on much, I can say that Fishing Expanded isn't going anywhere and will be updated to 1.6 for those that don't plan on buying the DLC.

Romain Gérard

Oh wow thank you so much Oskar !! By the way I want to make it clear that it was not a critic directed toward you, in fact I am extremely happy that you got rewarded by Ludeon for your work

Deggial

For those of us who *do* plan to buy the DLC (possible changes by Ludeon due to requests notwithstanding): Will the integration of fishing cover everything the fishing mod features, or is there a need to keep it anyway? (Every single mod removed from my extensive mod list will speed up loading times.)

Oskar Potocki

I'm unable to comment on what the fishing mechanic features in the base game, thus I am unable to answer the question, sorry. God, you guys are keeping me on my toes lol

Deggial

Unintentional! It is completely unintentional, I swear! :D Maybe you'll come back to this question once Odyssey is launched and your NDA is lifted. A short mention of which aspects are different (if any) would be appreciated!

Place Username

Hey Oskar how is the coding on the framework just curious about the progress and what is the hardest part about porting it to 1.6

Oskar Potocki

Definitely pathfinding and glowgrid changes. Progress is good, mostly done.

Place Username

Nice to hear can't wait for it to be ready but in the meantime take your time

Rusty Shackleford

Oskar, I had a couple mechanical questions about some mods! For one, I feel that Outposts don't sufficiently scale pawns, with the billions of mods around it's easy to get some ridiculous Manipulation or Resource Yield % bonuses, and it feels like the mod encourages you to remove all augmentations off characters before you confine them to factory work. Will something be in O2 to mitigate that (or reward high values anyway)? At least the last part. I understand that having high tech is good for guarding your outpost, but my 5 genies with 400% Research Speed don't do anything with it as far as I' m aware. Question 2 is... will factories get some form of resource transportation between hoppers and/or otherwise? It's a massive pain to not be able to pump a constant flow of resources like with chem/blood/air. And finally, a non-mechanical question: I assume Arc/Ark/Arcology/I-don't-remember-its-actual-name-Planet-Zoo died a while ago? Or is it part of Megacorps now?

Oskar Potocki

Outposts 2 will get rid of the pawns per se and just turn them into stat slurry. Outposts won’t have pawn lists anymore and instead will be more like independent bases you can upgrade, and colonists you transfer to an outpost will help expand the stats of the outpost. As for question 2: we will look into feasibility of conveyor belts, but hauling mechanoids can also do the trick! Question 3: parts of it are going to arkology, parts of it are going to other mods, such as the Monster Hunting mod!

Rusty Shackleford

Working backwards here, did you mean parts of it are going to Megacorp? Either way it was something I was looking forward to a year or two ago, so I'm happy to see it. We have the Ark-adjacent animal scanner thing in Ideology Expanded but it's... pretty bad, honestly. If I could suggest fixes or something I had some ideas, but I don't wanna yap about something y'all have no intentions on touching lmao. So just lmk if it's probable! Hauling mechanoids work too yea but they come with a lot of baggage (literally, waste bags!). Colonists will also still try to haul the stuff unless you do some really complex weave of allowed areas. It'd just be nice is all, but you are right it's obviously not necessary. Factory stuff is good already. And for O2... what I'm wanting is for applicable stats (Resource Yield, Manipulation, etc.) to be in the slurry. Obviously it probably couldn't be 1:1, but it'd be nice for example if having 300% Mining Resource Yield or Deep Drilling Speed would give you extra of the resource, rather than changing said resource like Mining Skill does in O1 for example.

Oskar Potocki

I don't think we have such a thing in Ideology Expanded. Perhaps you mean Alpha memes? If so, not my mod, sorry. There are hauling mechanoids in Mechanoids Expanded that don't produce waste. They're called hauler drones. They were designed to work alongside factories!

Rusty Shackleford

Upon doing research, it is indeed Alpha Memes. My bad! And gotcha. Looking forward to all of it, and thanks for the extremely fast responses! I have one more question off the top of my head: we saw that jets and warwalkers are coming, are there any future intentions for something akin to Spacer/Ultra ground vehicles (barring the walkers)? Hovercraft and stuff like that, I'd suppose.

Oskar Potocki

Perhaps, but I'd rather not promise 100 different mods because then I just drop some of them due to excessive workload.

Rusty Shackleford

Makes sense. Perhaps works for me lmao, thanks again!

Deggial

Updating to version 1.6. Hi Oskar! Last year, updating from version 1.4 to version 1.5 took you and your team almost three and a half weeks. Three days ago, you wrote, 'Progress is good, mostly done.' This took me entirely by surprise. I expected to have to wait much longer. (Obviously, you aren't quite finished yet, but still.) What changed? Are the mods now easier to update due to clearer structuring? Has your team size increased? Did you start earlier this time? It can't be the number of mods, as this has surely increased. Last year, you treated us with this nice infographic tracking your progress. This time, you didn't "waste" time doing so. Hence my question: What is the approximate completion percentage now, less than two weeks after the announcement of 'Odyssey'? Could you provide us with a rough figure? I've started a 1.6 run to test out the new features. Oh, and I miss your mods so much! I would like to take this opportunity to thank you for your mods, for your hard work in maintaining them, and for your creativity in developing future additions. Thank you and your team for your awesome contributions to this community!

Oskar Potocki

The infographic will come on the day of the DLC release to highlight the mods that were still working on updating, if there are any. The changes this time around were a bit less severe so not many things actually broke, and we have onboarded some new coders in the last few months that helped us go through them quickly. Shout out to Sokyran in particular, she’s knocking things out at a rate never before seen. Sarg has also been on top of managing the update this year which is a better option than me cause he actually knows the code. I was just blindly trying to catch up with the team what needs to be done, and he knows his stuff so it’s just going more smoothly for him.

Félix Dubois

I can't answer for Oskar or his team, but I feel like Outposts are more a mean to get rid of unwanted pawns or reduce your colony size while still retaining some benefits rather than actually be the main way your colony produce stuff.

BrenTenkage's Gaming

man can't wait for the new mods and the updates to old ones (be it reworks and "sequels") ya keep raising the bar to modding

Ivan Popov

Does that mean that you will not be able to retrieve your pawns back from the outposts?

Oskar Potocki

Correct. You can say that their allegiance shifts from your colony to your nation as a whole. They form their own colony.

saltychipmunk190

I just hope inquisitor mechs get refactored or removed. It was super annoying to have a handful air drop in the middle of my base and immediately explode with the force of an anti grain warhead because someone coughed on them. They alone were the main reason why I had to disable the total war mechanic and delete the modded mech faction because I was tired of having to reload a save. Which is shame because going around mech ship hunting was actually a pretty rewarding experience. Plus scorchers are functionally the same thing. Otherwise I am interested to see where the Mechanitor stuff goes. Vanilla mechs lack the kind of versatility that the likes of genes, bionics and serums/drugs gave to human pawns. It would be cool if we got a VE spin on the many mech upgrade mods we see around.

tiltowhirl

I know I'm probably one of the only people who care about it but does this mean Childhood Expanded isn't likely to happen? I don't see it represented anymore. 😭

Oskar Potocki

I have already stated it under last roadmap but remember: the ‚mod updating roadmap’ isn’t a full roadmap, it only reflects our immediate plans aka updating mods and releasing Odyssey related mods. Notice how Megacorp, Outposts 2, Imperial vehicles etc are all gone from the roadmap but that doesn’t mean they’re not coming - it’s just right now we are busy updating mods so future releases are less relevant.

Oskar Potocki

All mods are back-burnered until we update our collection of over 100 mods to RimWorld 1.6. As per the post above: The mods that were already started (Monster hunt, Megacorp, Outposts 2 and Flesher) are put on hold until 1.6 updating is done. You can also see that the 'Planned mods' section you were used to by now is also gone: but that's only temporary, as these mods are irrelevant for now, in the busiest time for VE.

Vladerag

I hate to ask, but when will the Vanilla Expanded - Factories mod be available? I'm not sure I want to play Rimworld without it. >.<