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Hey everyone and welcome to a new roadmap post!

The roadmap isn't much different to what it was last month, but that's because we're fully focused on the two major mods at hand: Vanilla Gravships Expanded and Vanilla Quests Expanded - Ancients.

We have been working on both of these projects more or less non-stop and exclusively, so the other things haven't really moved on the roadmap at all - but that's a good thing, because it means the two projects we're actually on right now are getting undivided attention.

I did come to realize that two projects at a time is a healthy amount. Anything more than that, and I start to spread myself thin, I let mistakes creep in, and I stress about them. It's best to have a limited amount of projects to focus on and I think this will be my approach going forward, at least for the foreseeable future.

Vanilla Gravships Expanded has entered internal testing and will enter public testing on our Vanilla Testing Expanded discord within the next couple of days. It's not finished yet, but it's definitely getting there.

We only have a small handful of tasks left:

Add changes to the starting scenario

Add changes to the Gravship quest

Add related shortcuts to all the structures

Create an asset pack without visual artifacts if possible for: Derelict orbital station, Subscaffolding, Mechanoid Substructure.

As for Vanilla Quests Expanded - Ancients, we're also almost done with it. The only thing left to do is the quests themselves, but that will hopefully be a quick one. I am currently working on creating the lab layouts for export.

We have a new system in place for the archite injection, a system that I think looks and feels much more polished than the old one from Vanilla Factions Expanded - Ancients. We also have a large assortment of really cool genes that you will be able to obtain. Some completely busted.

All in all, I think both projects are definitely 'getting there'. I imagine Gravships will release first, but Ancients will be right behind it.

Thank you all for reading!

Files

Comments

Mocho

You love to see it. Do you have anything to share on landmarks expanded yet? Like any cool landmarks you've thought of?

Oskar Potocki

Only the fact that Sarg keeps pressuring me to make more art for it and I can’t find the time to do it.

AdRam

Man it's going to be great when those mods release. I've been holding off from playing more Rimworld for both of them to release.

Mr Smith

the amount of playtime we get from those Mod's, working two at a time is more i could hoped for. Highest priority should be preventing burnout. (Work wise or Inspirational wise)

HALYCON

Any reason why Vanilla Diplomacy Expanded was removed from the roadmap? Just curious!

Echo Ichor

I am as excited for this as I was for the DLC itself. I’ll hold off on a new run. It shall be glorious.

Dynamic Duchess Cosplay

Looking forward to each release! Especially looking forward to hearing more about childhood expanded 🤞🏻❤️

Oskar Potocki

Yeah, it's been cancelled. It was Legodude's idea and he's no longer modding.

HALYCON

Ahh okay, thats unfortunate I was really looking forward to it.

sebastiaan

can't you just update it with more content later on?

Oskar Potocki

Of course we can, but you’ll have to restart your playthrough to see the new landmarks as landmarks are generated on world creation. That’s why we want the full mod to be released, not half of it.

Deggial

Hmm... yes, I see where you're coming from and I understand the cancellation. However, I think the idea *itself* was good, and a mod dedicated to diplomacy could improve the game significantly. So, even if Legodude isn't modding any more, maybe "somebody" else could take up the idea and put their own spin on it? Just asking! ;)

Oskar Potocki

Maybe somebody! But we have no plans for it right now. Plenty of other mods we have on our plate.

HALYCON

I'd be willing to fund it if someone's willing to work on it!

Deggial

Do I look silly hopping up and down with excitement? Anyway, I have three comments/questions: 1. The pipes visible in the first screenshot look very utilitarian. Will there be hidden variants for more posh ship designs? 2. What on earth are those orange glowing structures in each of the vault layouts? There is no mention of them at all! 3. As for those 'being planned' mods: I think "Health expanded" might have the biggest impact on every game we play. I would be happy if this were the one to make the important step from 'being planned' to 'being designed'.

Alexander Shumay

I am waiting patiently for Megacorp because building a colossal properly Ultratech city has been a dream since I got into Rimworld. That being said, everything you are releasing in the meantime is just pouring accelerant on the fires of anticipation and they are burning HOT.

Oskar Potocki

Designing and developing a mod like that takes months and costs thousands of dollars! And VE doesn’t do commissions anymore. I dislike the strings attached that come with ‘funding’ of a mod.

Oskar Potocki

1. There's no hidden pipes, as pipes themselves act as cover and have a significant path cost. Part of planning the ship is putting the astrofuel pipes out of the way! 2. Oh those are just lamps.

Deggial

1. I see! :) 2. 3x3 lamps? Not sure we are talking about the same structure ... or you are trying to hide a secret! ;p

Deggial

Exciting! I wonder what emergencies they incinerate ...

Deggial

So we can hope for something from Tynan himself. There is no reason why RimWorld's development should end with 'Odyssey', and as mentioned, diplomacy could very well form the basis of the next DLC. It's certainly a big enough topic.

Csaba Sándor Nagy

Oh, I can't wait for the Gravship mod, I just started a polar run. I plan when you releasing the mod I can build a spaceship.=D Also, Landmarks, Health, Childhood and Mining expanded versions have been really exciting for quite some time, I hope Health expanded means that many more types of surgeries, illnesses, etc. will be available. Oh, and thanks for your work so far. =)

D3nnis3n

What is that second hull around the ship? It looks a bit odd where it doesn't connect to the diagonals of the hull.

Silverskene

Can't wait for our own SOS2 mod! It was mentioned that there are not enough hands to do more than 2 mods at a time. Does this mean that the Vanilla Expanded team is open to modders to join the team?

Oskar Potocki

No. Game development doesn't work that way. More hands doesn't make work go faster. The bottleneck is also on design side - I'm the only person doing designs, coming up with mods, mechanics, writing tasks etc. Nobody can do it as well as I do.

Oskar Potocki

It's not hull - it's subscaffolding, essentially metal strut walkways that allow you to reach areas for repairs without floating through space.

TBrown

Excited for both. I'm really excited for the VEQ - Ancients. I played 1.6 for a bit but for some reason I just like playing with building super soliders so I went back to 1.5 to finish out a couple of runs. Thanks again for all your guys work and continued work.

Deggial

And, as far as I remember, it doesn't count towards the supported structure limit. Are there any other limits, though? Or will we be able to build as much subscaffolding (in the gravengine's reach) as we want?

Introverted Gamer

Sweet, I'm looking forward to both of these mods (and I'm pretty excited for the upcoming landmarks mod too).

D3nnis3n

Ah, thanks, that makes sense. Hopefully the modder that does the mod that makes floors be able to fill diagonals will add compatibility with them, would look very rad if there wasn't holes between hull and the scaffoldings.

BrenTenkage's Gaming

busted genes for the win. Though I more am excited for the above average stuff to bring back home and of course making my own fallout styled home. Hope this time we can make the walls (like maybe end of the questline you learn how to make and deconstruct your own walls)

Oskar Potocki

Haha, no, sorry, this is not a mod about engineering and building indestructible walls. It's a mod for making supersoldiers. You'll need another mod to make the stuff craftable.

BrenTenkage's Gaming

LOL you dirty bastard, welp guess I'll just have to use the more archotech garbage walls for that one LOL. I kid I kid of course, your mod, your rules. Still can't wait, one of my favorite mods

DeAngelo Jones

Will the ancient soldier starting scenario return? I really liked that start.

Oskar Potocki

It’s no longer an ancient soldier but ancient lab, but yes

DeAngelo Jones

Sweet. Thanks Oskar. Look forward to playing it.

Aquaplush

I'm so so excited for all of this! Question, will the ancient labs/vaults be like they were on 1.5, or will they be separate underground maps like the VQE- Deadlife bunkers and ancient stockpiles?

Mr.Frog

Unrelated, but curious, will there ever be an intent to return to the Diplomacy expanded module? I was very curious to see what would be done with it. (I realize it's not on the roadmap and apologize for pestering you about it.)

Oskar Potocki

Right now we have no plans. Of course plans can change, but I don’t see myself doing a diplomacy mod in the coming years as of now. But there’s always hope.

Will Hoover

I will say I *really* like the UI for Archite Injections. Mostly because it shows you the buildings you're missing as well as how many you can have. That was always one of my annoyances with the pre-1.6 version, knowing which buildings and how many I needed when out and about looting.

Deggial

I still have the related information picture from the mod's description accessible on my desktop. It's good to know that I can finally get rid of it.

Gapho

Super excited for VFEA2 to release!

Damien Polici

I personally believe we will get something similar next from tynan, exploration/caravan revamp and faction revamp were two of the most asked things, now that we can move around the map easier it wouldn’t Ben surprising for tynan to work on updating the faction/diplomacy/quests aspect of the game.

VULPIN-13

Are we going to get any teasers on mechanoids 2 soon?

Oskar Potocki

Oh definitely not, as per the post, it hasn’t been worked on at all yet!

Brutus Albion

which mod is that? The one that allows you to build diagonal walls?

Brutus Albion

I'm a bit confused but there won't be any ship battles with this grav ship module just yet right? You guys are saving that for a later release as far as I understand it, correct? If so it would make more sense to put that module somewhere on the roadmap so it's clear that it is coming later but I imagine you haven't made a card for it yet 😸

Kirboh

Looking forward to the Ancients rework!

D3nnis3n

There is a mod that made the vault walls available to be built, you can count on that being the case for the second iteration as well.

D3nnis3n

Not sure who mentioned diagonal walls, the gravship walls are diagonal in base odyssey. The diagonal floors mod I talked about is NANAME floors.

Oskar Potocki

It will be an update to gravships expanded. It will be a ‘live service’ mod so to say.

Leger

Incredibly excited for this. While I've been having a blast with Oddysey (pun intended), I think the gravship systems are far too simple for such a powerful tool, and its progression feels too rushed and incomplete. While I can see why this isn't going to being a mod for everyone, I think it's going to be a must have for me. Excellent work as always, can't wait to try it out, and excited to see what will be in store for the other installments of the mod as well.

Dropster

Just asked that question myself then saw this post. Sad! Another one who was hyped about the diplomacy mod here. Sorry for the nagging. Love your work anyway!

Oskar Potocki

We all were, but if it wasn’t for legodude’s idea and enthusiasm I’d never put such a major undertaking on the roadmap. Legodude then left the modding scene suddenly and I was left with a major announcement that got a lot of people excited, and no talent or resources that can pull off such a feat. Difficult situation for all of us.

Max

Will there be any way to automate the grav ship, as in having a big ship with a small crew, but more resource intensive

Oskar Potocki

Gravships can get pretty big with small crews, but the maintenance will eat up all the time of your crew or the ship will start breaking down.

Max

Can for example, mechanoids do part of the maintenance?

Max

Great to hear, thanks. Maybe some kind of ship support AI system only findable through quest, with bad events ala HAL 9000

Deggial

Constructoids might be too simple-minded (= too cheap) to maintain the ship, but Fabricators should certainly be capable. I would love this to happen!

Washington

I can't wait for Gravship! I finally got around to actually getting Odyssey but I'm gonna hold off on starting my next playthrough till it releases so I have my finger's crossed it's soon! But besides that, do you know what mods you plan to focus on after Gravship and Ancients? I'd really love to see Mechanoids 2 personally.

Oliver Mortlock

Can't wait to live out my fantasy of an automated spaceship factory. How well will the Factory mod work with spaceships? Will the main balancing factor be the larger size of the factory machines? or is this all TBD? Thanks <3

KaneLives

69th comment yes

Echo Ichor

Goooooods. I am checking for updates on this mod more than I did Odyssey. I am so excited.

Deggial

So am I! I started a new run a few days ago and have since established a well-running colony, but I'm still putting off accepting the Gravship quest so I can take advantage of the new possibilities from the outset. I know Oskar doesn't provide ETAs. But I really hope the testing is finished soon.

Deggial

"Public testing started ..." Yea! :D "... yesterday!" Aww. :(

chris reay

Are there plans to remake the repar bench from the fist ancients mod pack?

Oskar Potocki

Perhaps later down the line. It’s been incredibly bugged and would need to be remade from scratch. Since we made our mod, there has been a few new mods out that do the job better than us when it comes to repairing stuff, so it’s not high priority right now.

Echo Ichor

I just realized, I'll have to hope this maintenance system is compatible with the maintenance mod I use. It lets me make repair kits for all kinds of things. I don't see why there would be conflict but I am eager to find out. I'm being a broken record but thank you for all the hard work. I'll shut up now, I promise.

Nickolok

Take your time man, I love to theme a playthrough around each of your new releases. Fast releases make me fall behind, I already have a back log of about 3 of your story mods!

Mk.33z

In the terms of ship combat in VEG, will there be some large designs to fight against? Judging from the comments though, I’m assuming you lot haven’t even started thinking of ship design yet, considering that gravship combat is a later addition. would be nice to know if that’s a chance, though.