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All Vanilla Expanded Mods Now Compatible with RimWorld 1.6 & Odyssey DLC!

We're excited to announce that all Vanilla Expanded mods are now updated and fully compatible with RimWorld 1.6 and the Odyssey DLC. This massive update involved over 100 mods, with both minor tweaks and major rewrites, and we’re proud to say everything is ready ahead of the DLC launch.

While we’ve done extensive testing, some issues may have slipped through. If you encounter any bugs, please use our free bug reporting tool (Google Forms) to let us know - it really helps us keep things running smoothly.

A few important notes:

Vanilla Vehicles Expanded will be updated once the Vehicles Framework by Smash Phil is updated.

Vanilla Furniture Expanded – Security is not yet compatible. We're currently remaking the entire mod, so there’s no point updating the old version. Do not use it on 1.6 - it will break your save.

Vanilla Factions Expanded – Ancients and Mechanoids users: You cannot carry over 1.5 saves using these mods into 1.6. We are remaking both mods:

Ancients will become a questline mod, retaining most of the same content (including the starting scenario), now delivered through multi-stage quests.

Mechanoids will be split into a Mechanoid faction mod and a Factory furniture mod.

Do not wait for those mods to start your 1.6 game. Their development is mostly getting started so it will take months before they're anywhere near release date.

What's next?

We’ve got exciting plans for Odyssey! We're starting small and focused - releasing a handful of high-quality, content-rich mods that showcase our interconnected design philosophy. While some prefer smaller, modular mods, we believe in offering deep and layered free DLC-like experiences and it's perfectly fine too.

We'll be taking a short development break to enjoy the Odyssey DLC ourselves. After all, we can’t expand the vanilla if we don’t play the vanilla.

Your support means everything to us. If you're not a patron yet, and you'd like to help us continue developing content, consider supporting us on Patreon.

In return, you’ll get access to:

Hundreds of development blogs

Content surveys and WIP images

And with Jade tier or higher: lifetime access to our Vanilla Expanded Discord

Thank you for being part of this journey with us.Oskar Potocki and the entirety of Vanilla Expanded

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Comments

Chris B

Sad to hear about security being a while, I’m really missing it. But you guys have done a stellar job getting things ready for 1.6, amazing work to all of you, thank you!

Gary Manville

Just want to say thank you again to all of you working so hard on what you do. The time, effort and passion you all put in to what you do is amazing. Only way to describe what would of started as a passion hobby to this my credit goes out to you all.

Maeltac

Thanks to the whole Vanilla Expanded team! I am amazed at your hard work getting all these updates out before the DLC Release. Cheers, all!

Scar, the Creator

You've done brilliantly to get this stuff all ready for the big update. Respect.

Steven

VGE sounds awesome! Ship-on-ship combat and other planets were among the few features Odyssey didn't appear to cover that I hoped modders would get to, thrilled to hear the VE team is taking this on.

SeisoN

The gravships expanded sounds very very interesting, is there specific date when you hope to finish it?

Nor

Thank you guys so much for your hard work! Can't wait for to play with them with odessy!

Mx Prbms

What a speed! Did you install a neurocalculator IRL?

RhinoSoFast

Is there any collaboration with the SOS2 team?

Oskar Potocki

No there is not, and there won’t be. We are VE, they are SoS2. Our philosophies don’t match.

Place Username

You and your team a fucking legen pulling that off in just a month

NeverSink

Sir, I have to inform you that WARCASKET SPACE PIRATES sounds awesome (and legally distinct from warhammer content). The warcaskets remain such a stellar example of a great mod. I would love to see them expanded even more with gravships and low orbit traveling being a thing!

Place Username

Ok strange rimwold is not recognising that the mods are updated now lol

Gary Manville

Have warcastet's with a special skill for drop pod launching or a building they can go in with chemfuel use to launch them at other map tiles as a sort of "hell diver" drop pod

Chris B

Vanilla Expanded Legally Distinct Warcasket Space Pirates (VELDWSP)

Raconteur

This looks incredible! Question, you mentioned in your grav ship expanded "not removing your base." Does base game Odyssey not allow you to leave colonists and a base behind if you launch??

JWorth

Rockstars. All of you.

Oskar Potocki

You need a special structure called Gravship Anchor. We plan to just remove it and make it so the map is never destroyed when you launch.

Computica

That was quicker than the 1.5 update.

Computica

Yeah you have to probably re-sub each mod. It's like that because the 1.6 patch hasn't fully released yet.

Dom Speziale

This is actually awesome! It’s always a monumental feeling for the entire RimWorld community when a new DLC is on the brink of release and the “Vanilla Expanded” team update all their mods for said DLC and update. I appreciate all the hard work you and your team put into making this game what it is, and expanding on the content and I’m looking forward to all the new mods that Odyssey will conjure. Fingers crossed for the return of the “Biomes Expanded Mods” from time ago… would love to explore an anima forest! Everyone enjoy Odyssey!

Computica

Except for that cool texture pack you all released for SOS2.

Teebo

Wow, just wow. Ship to ship combat?? Travelling to different worlds?? Methinks it's time to upgrade my membership. You guys are absolute legends - this has now shot up to my most hyped for the year!

Oreste Arredondo

Wow, I'm so glad. Once you guys release that, I will NEVER take it off. The base game should at least ask you D: Thank you!

Marberguson

With Odyssey adding Drones, do you plan to include in remake of Machanoids or factories?

Zongchu Xu

Thank you so much for the hard work, you are my hero!

Leonardo Ahedo ruiz

With the implementation of the new weapons system, will you have to modify the VWE mods?

Raconteur

Wow what an odd design choice. Yea that mod will be mandatory I think for many players

Addfwyn

Great work, I had no real expectation of everything being ready by day 1 but the team really went all out. As an aside, I am a sucker for nice looking infographics and you guys always do that really well.

Deggial

"(including the starting scenario)" Thank you. Thank you, thank you, thank you! :) Also: "VE Gravship" sounds like an amazing addition and the infografic regarding overlaps turned out exactly as I hoped for. Did I say "Thank you" already?

Oskar Potocki

I won’t have to. I could do that to add the unique weapons, but the mod works fine if there aren’t unique weapons in it.

Computica

I'm actually suprised Grav Ship to Grav Ship Combat isn't a thing for the DLC, I'm looking forward to see what you all come up with in the future.

Lilac0

You absolutely madmen, what a colossal achievement. Buzzing with excitement for the new update, glad to see that the VE team is also taking a break, well deserved

Brutus Albion

Great to hear that Ancients and Mechanoids are getting a rework! They desperately needed the love with all the new DLC to be integrated properly. But holy moly gravships expanded is almost like declaring war on SOS2 team 😈 Not sure how I feel about that. Will competition be good for both dev teams? Your art is definitely going to blow theirs out of the water but I wonder how well the combat mechanically will be implemented, so far SOS2 team has done a stellar job imho. I'd definitely love to see what you guys can whip up though. Thanks for all the love and work!

Tetzer

Will some of the xenotypes get some unique ship building methods? Maybe Insector able to grow and feed their own Insectoid type spacefaring creature that requires insect jelly and maybe royal jelly for various upgrades. Maybe the Mindflayers could have something similar with their tentacles ships, and the Flesher using the meat and corrupted meat to make a living flesh mass growth ship that can regenerate damaged sections. Just wondering how unique ships can be using the new ship building framework and if any of these ideas mightve popped up.

Oskar Potocki

No more than my Animal mods declaring war on Animal Collab Project, my weapons mod declaring war on countless weapon mods, my chemfuel mod on rimefeller, Power expanded on Rimatomics, Fishing on Rainbeau's fishing, books on Rainbeau's books and so on and so on. My modding philosophy has always been to make my own mods for anything I want to interact with in the game, because that's the only way I ensure the game is tailored to me and I will have fun in it. I share these mods with the community in the form of Vanilla Expanded, and the community likes them - ultimately you liked them enough to donate. It's not war. I don't see it that way and I don't think anyone should see it that way. At the end of the day, I'm allowed to have a different take on Gravships that is neither Odyssey way or SoS2 way, and I have the resources to make my take into it's own mod. Why would I not do that?

Oskar Potocki

Mindflayers are not our mod... But no, I don't think we will be adding some unique ways for different xenotypes to make ships. We have something planned for Insectoids, but It's important to know that Gravship content takes AGES to design, to draw, to ensure it's working etc. Xenotypes are Biotech-DLC locked. They are also something you rarely interact with the entirety of. This means we'd be spending hundreds of hours designing a flesher ship that: Only the owners of Biotech, Odyssey and Anomaly would interact with, and they'd also need a flesher in their colony. That's like... maybe 10 players in the whole world that meet those criteria. Spending 100s of work-hours to cater to 10 players is not how we've done things and not how we will do things. In fact, we haven't even done any boats in vehicles expanded because not enough players settle near bodies of water lol

Tetzer

Understandable, interested in seeing what will be done with Insectoids. I've no idea why I thought yall made one of the Mindflayer xenotypes lol, my mistake.

Kirboh

Thank you for all you hard work. Is the Factory module going to keep the non-machinery stuff in it, like the factory flooring, the support post with lights, and the liquid freezer?

Dom Speziale

Any plans to add more fauna to “Vanilla Animals Expanded” or to make submodules to “VAE”? Would love to see more animals such as prehistoric fauna for the glacial plains biome, shroom forest, and plains biome. Also, is “Vanilla Animals Expanded: Livestock” still in development?

Oskar Potocki

I don't think it was ever in development, was it? It was specifically in 'planned' section, which doesn't mean it's being worked on, just fyi!

Klacksy

VGE sounds amazing! Look forward to it

ZenoLord

Quick question about VFE: Pirates Marine armor variant (Privateer armor), is the lack of vacuum resistance intentional? It has the same toxic environment resistance as the two other variants (Marine and Grenadier), but unlike those two it offers no vacuum resistance.

Romain Gérard

Hi Oskar ! If I recall correctly, VFE - Medieval (1.4) had compatibility with V Furniture Expanded's where it could use the catapult to create a medieval "siege-raid". Will the new Security module bring that too for VFE-Medieval 2 ? It would be really cool to see a siege by medieval factions where the sandbags be replaced by wooden spikes and the mortar by a catapult :)

Oskar Potocki

It was also incredibly buggy and didn’t work half the time. We will see.

Romain Gérard

Oh okay that works, regardless your mods are already amazing as is ;)

Dyschology

It looks like the vehicle mods are now listed as 1.6 compatible. Are they safe to add to a save now?

Deggial

Hi Oskar, I'm writing this here because 'VFE Pirates' was noted as 'updated' in this post. I have now put my first pawns in a warcasket. Am I mistaken, or has the effect of entombment changed? Didn't this decision previously disable most work types? Now, my little guys are happily mining, cooking and creating beautiful art. This will definitely influence my decision on who to 'enhance' with a warcasket. (Maybe I'm confusing this with specialists, who are undoubtedly work-restricted. But I don't think so.)

Brutus Albion

I completely agree with your position here and am glad you keep to this modding philosophy. Please don't read any animosity towards your team in my words for the decision to expand into the gravship combat aspect. It just caught me off guard that you'd tackle such a complex concept considering SOS2 already existed and the sheer mountain of code that must potentially be bridged to make it happen. Happy to contribute what little I can to see these amazing mods supported and expanded <3 Best wishes and good tidings to you and the team.

Jotek

Ayo, roadmap July?

Oskar Potocki

Too busy with mod updating. No roadmap this month!

Jotek

Understandable, keep being awesome!

Jotek

By the way, I saw that at one point you intended on making Vanilla Vehicles Expanded - Tier 4, was this idea abandoned? I haven't seen it in any of your roadmaps

Deggial

As this was actually a genuine question (my memory often betrays me), I finally had the idea of revisiting the mod description on Steam. Lo and behold, there it was, written in white on a greyish-blue background: 'Warcaskets disable all work types!' As I *like* that they can contribute to the community through work rather than just fighting, I hope this change was intentional and won't be corrected as a bug. (No, no, no — this is *not* a bug report! Don't even think about it – I didn't use the official channels!)