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Hey everyone!

I'm making this quick PSA to let you know that another bunch of Vanilla Expanded mods have been updated. We're working hard to ensure all of our mods are working with the new update for when it officially releases. It's not easy, as we're also using this time to do general clean up of our code and our framework, but so far everything is going according to plan.

The mods should also work with the new DLC when it's out, but if there are any issues, make sure to report them using the google form linked in every single mod description of our mods.

We're updating the mods in the order of their popularity, which means the most subscribed mods are prioritized.

I'm also using this moment for another announcement, this time regarding two of our Vanilla Expanded entries that will not be getting updated to 1.6.

Vanilla Factions Expanded - Ancients is a pretty old mod we’ve made, developed pretty much entirely during Legodude’s golden age coding period. Most of the code in it is a mystery to everyone, and with Legodude now gone to pursue a game dev career, we have no choice but to remake the mod from scratch - as updating it is no longer an option. We've decided to remake it as a Vanilla Quests Expanded mod, since it's quite fitting. It's the only factions expanded mod that didn't actually add a faction.

Vanilla Factions Expanded - Mechanoids is a mod that existed before Biotech DLC greatly expanded on the mechanoid content. As such, I think it’s time to update our mod as well. We originally planned a separate Mechanitor mod, but I think merging is the only logical solution - since both mods are about mechanoids. As such, however, the mod will now require Biotech DLC for the mechanitor-related content. We're also splitting the factories into a separate mod, so automation geeks can enjoy their factorio in RimWorld without the ever-looming threat of a mechanoid invasion.

Oh, and one more thing:

Vanilla Furniture Expanded - Security won't be getting an update yet, as we're in the process of remaking the mod. It wouldn't make sense to update the old code to work on 1.6 and then a few weeks later toss it out to garbage anyway. This update however will be save-game compatible.

Your support means everything to us and we honestly wouldn't be able to pull this off without you. I hope you're enjoying our content and I'd like to sincerely thank you for giving me the opportunity to let my creative juices flow. You guys are the best and the sole reason the Vanilla Expanded family exists. Thank you.

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Comments

Theman10191

A question real quick, is outposts safe to add, since you've discussed remaking it as well?

Computica

Woot! I'm excited ☺️

Scar, the Creator

Very hype for the VFE Mechanoids rework, I'm curious to see how you'll integrate it. Nice work on the updates!

Dexter-by-designation

Ancients and Mechanoics were two of my faves, and I'm glad theyre getting the Cryptotech treatment. Very exciting!

Theman10191

All good, thanks Oskar, and appreciate the work, you and the team do really good work

Skeleton Gear

THANK YOU! The changes to Ancients and Mechanoids are what I have hoped for. THANK YOU!

C.W. Elliotte

Vanilla Furniture Expanded - Security is one of my favorite mods that y'all have done, so I look forward to seeing the updated version when it's done cooking. Thanks, y'all.

Chris B

Please keep up god’s work team, thank you for everything ❤️

Kirboh

Thank you. The Factories in the Mechanoids mod have always been one of my favorite things about Vanilla Expanded, even though I never used them much. Looking forward to see what you'll do.

NeverSink

Ver y happy about the ancients & mechanoid rework. These were some of the most exciting mods ever released, but they're no longer fitting into the age of Biotech/Psycast-Expanded today. I think giving old mods a new chance at a golden age is a great idea. Especially very hyped to see mechanoids expanded 2!

BrenTenkage's Gaming

I'm mixed on making ancients into a quest mod, I kinda prefer having them as places I can loot, or even start living in one and make that my Vault Tec styled home. If ya keep a start with the new mod to just skip the quests and letcha have a home great. ^_^ But yeah mechanoids and the factory stuff being reworked good idea.

Smaco

Thank you! Here's to another 1k hours of rimworld and VE when the dlc drops!

Oskar Potocki

But... I don't understand. It being a quest mod doesn't mean there won't be places you can loot or even start living in. This part of the mod will be the same.

Loyola

Thanks for the update! Looking forward to the mods! > It's the only factions expanded mod that didn't actually add a faction. Neither does Tribals. I'd love to see a new tribal faction in VFE Tribals

Nickolok

I was prepared to wait a few months to play the new DLC and I was fine with that but you guys are really killiing it

BrenTenkage's Gaming

So basically there could potentially be a start where we start in oneo f these bases, tight, I could go with that. and with the new DLC, maybe ancient vaults in the outer atomosphere

Kuru Chilion

Honestly, glad Ancients and Mechanoids are getting remade with Biotech. I felt odd using either mod with the DLC, with the content overlap that doesn't use systems added by Biotech. Will be looking forward to those two and Security 2 for the 1.6 update. But mostly Security 2. And for the factory module, if autosowers and autoharvesters are being kept. Please consider the following: https://steamcommunity.com/sharedfiles/filedetails/?id=2603143540

Jason McGinn

"I'm making this quick PSA to let you know that we're continuing to do God's work."

Purple Snake Snak

I wish i had enough money to spare for Plasteel Tier, because if there is a dev team that deserves it: it you all

sr anônimo

In mechanoids 2 will we have total war mechanics too?

Lilith Linn

One way or another I'm excited for tribal to get working on 1.6! I love working up from Animals tech level to Spacer

Will Hoover

Mechanoids was one of my "must have" mods, but only for the factories, even if I didn't always use them. So it's nice that it'll be getting spun off separate and no longer have the dependency on Mechanoid Components. (I can only imagine what it was like for someone without Royalty and its mech clusters.) Looking forwards to this and all the other things you have in the pipeline. Keep doing that voodoo that the VE team do.

Zach

Incredible work as always. Really cannot thank you guys enough for the all the hard work you put in. Rimworld wouldn't be the same game without it. My colonists also thank you now that ranged shield belts are back on the menu. Their sudden drop in brain damage risk has made them very happy

Deggial

Will there be a mod option to switch it off? I am looking forward to what once was the "Mechanitor" mod. But honestly, the always increasing ship-landing threats of the original "Mechanoids" mod stressed me out and was the reason, I never used it. It would be great, if this mechanic wouldn't prevent me from using the "Mechanoid 2" mod, too. Also: are you sure, you've updated "VFE Pirates" already? It is still labeled as 1.5 on the steam page and my mod manager didn't show it as 1.6-ready either.

Deggial

Have you made up your mind about the starting scenario yet? Last time, you wrote that you weren't sure about this aspect of the old mod. I still hope you'll find a way to keep it.

Oskar Potocki

You are aware that the ship landing can be disabled in mod options and the mechanoid faction will then simply scale with wealth just like any other raiding faction? :)

Deggial

No, I was not. :D Well, too late now... I asume, you will keep it that way?

Aether

thanks for working so hard so that when the dlc drops we are set to go!

Matticus HQ

Fantastic work! Y'all make Rimworld 3x better!!!

Deggial

Since the 'Architect' module is included in this batch, I might as well ask about it here: Can you do anything *) about the fact that the 1.6 'replace' feature doesn't accept structures (walls) added by this module? If not, the 'Replace Stuff' mod might not be as dead as rumoured. *) What I mean here: In 1.6, apparently only similar things can be replaced. Walls with walls, doors with doors ect.. Is there a way to label e.g. 'fine walls' added in this mod with an ID that enables the base game to recognize them as such a similar thing?

BrenTenkage's Gaming

Hell yeah, I loved the ancient vaults not only as a concept and the items, but also the lore implications you added onto the rim. I hope there will be ancient satalite arrays and ships to find...I know at least Ancient items will be perfect equipment for the grav ships

Cinder Fell

I'm honestly very happy it will remain, i love doing Enclave-like playththroughs with the starter scenario!

BrenTenkage's Gaming

Oskar a thought occurs...what about the genetic stuff from ancients...I still want to make my colonists [Invincible Title Card Meme here] but I'm gonna take a wild guess and say it will be part of the quest...saaaaay installing unique Biotech Genes into the pawn?

Zach

It sounds like they havent gotten too far into the design doc yet, but I'd imagine it will either tie in to or be adjacent to standard genes. If I was designing it (and I'm clearly not as talented as this lot!) I'd have it be a new type of gene, so we have standard and archotech already, maybe ancient/glittertech ones? Then have a requirement for either a special gene assembler to create xenotypes with them with its own specific linkables like the current mod, or maybe introduce a new biosculpter style pod like is already in the mod and theyre added on top of, instead of overwriting an exisiting xenotype. I could see the mod becoming a quest mod like the others though where you hunt down an ancient gene lab as part of the quests, exploring vaults and collecting genes along the way, before finding a final functional lab where you have a limited time to add the genes to a few colonists before they expire

Steffen Lewis

Will any animals that were added to the dlc have their textures added to VE texture variations mod?

Shiro W

Small question about VFE - Automation. As of now the lack of ways to automate logistics coupled with the cumbersome size of the factories often ended up making them just not flexible enough for practical use. Will conveyor belts be included in the mod this time or only factories, and will the factories be redesigned (to be less cumbersome typically) or stay as is?

Oskar Potocki

Will see! Too early to say. I’d like to have some conveyor belts.

Robert McPherson

Never got a chance to try out the factory stuff... just not got a colony badass enough to take on the invasion ships for the materials needed so seeing it separated out is definitely something intriguing.

Starmaster Sarcastler

I'm really looking forward to Vanilla Factions Expanded - Mechanoids, since I used it with Outpost Expanded and could build factories like Outpost. Without it, my game is failing; I need my factories back :C

Oskar Potocki

It will no longer have factories though, as they have been released as a separate mod. There also never was an official factory output - that sounds like a third party mod.