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Hey everyone and welcome to a brand new development blog! This time, I'm planning to focus on explaining some of the stuff coming in Vanilla Furniture Expanded - Security remake, and to show you the infographics already done!

Vanilla Furniture Expanded - Security needed a remake desperately. It was an old mod, and believe it or not, RimWorld balancing has changed with each consecutive major version update and DLC. Our mod hasn't, though, and even though mini-turrets were nerfed, our military turrets weren't, and were outperforming everything.

The plan was to ideally not remove anything substantial, and to always offer some replacement. Some things, however, needed to go, particularly the decoy turrets - which were incredibly overpowered. I know many of you will be in shambles now but it had to be done.

When remaking the mod, I intentionally didn't look at ANY stats of the original mod. If you try to rebalance something, but only edit what you've done without starting from scratch, at best you're slapping on a bandaid on the problem. I intended to fix it completely.

Just like with Vanilla Weapons Expanded, I sat down and made complex infographics with calculations to help me determine the power level of different turrets. Then, I inserted base game turrets into the sheet to get something I very smartly call a baseline.

With the baseline set, it was time to start coming up with stats for our turrets. I knew I want to add a military turret, which is meant to be a high-grade mini-turret. I knew I wanted a double autocannon, but I didn't want it to be better than a single auto-cannon. I knew I want a charge turret, but I also knew I want it to actually be very effective.

And so I typed in different values to try to get where I wanted to get, and at all times I compared the outcome to mini-turrets, autocannon turrets, uranium slug turrets and so on.

All in all, I think the balancing of the mod is in a much better place now. Nothing is overpowered. Nothing eclipses base game content. I want a mini-turret to be as viable as a charge complex, so to say. Different costs, different usability scenarios, but always a choice. That's the underlying mission of Vanilla Expanded. Expand the content offering, but don't 'remove' vanilla content. By 'remove', I mean eclipsing.

If the double autocannon is simply always better than a single autocannon, what's the point of a single autocannon at all?

Let's take a look at all the infographics and the content coming.

Now, some content is still being designed, so it's not quite on the infographics yet. For example, a non-lethal turret! But we're also looking into other cool defensive solutions if you have some other VE mods. After all, cross-mod compatibility in our series is very important to us.

Let me know what you think about the changes you see here in the comments down below!

Files

Comments

Caleb Griffin

So excited for this mod! I loved the original back on 1.4 and am ready to see this one come back new and improved!

The dapper man

The complex’s being a 1X1 will be amazing! I cannot wait till this is done! You guys truly make some incredible mods

TBrown

Can I ask what made cut the sentry turret?

magister

Oskar. Robisz dobrą robotę. I małe pytanko. Bronie z deadlife może dało by sie je wrzucić jako style w aktualizacji do vwe? Z góry dzięki. Ps. Jak nie to nie.

Oskar Potocki

A portable, self-powered minigun on a stick? The sheer fact how awfully strong it is. Base game now added turret backpacks, and the minigun on a stick was so incomparably strong, that it prompted me to put it into a spreadsheet just to see the power level on it. It was 10x stronger than any other turret.

Oskar Potocki

Chyba wolalbym, zeby zostaly jako unikalne bronie do tego moda. Ale mozesz zrobic sobie prywatnego moda jak chcesz!

magister

Żebym umiał to bym zrobił. A że nie umiem to trudno. Dzięki za odpowiedź

Oskar Potocki

Sluchaj, jak sie uzbiera jeszcze troche assetow z ancient style to wypuszcze Vanilla Ideology Expanded - Ancient style. umowa stoi?

magister

Twoje mody twoja zagroda. Co zrobisz to zrobisz. Lecz musze przyznać mody z historiami z przeszłości jak ancientsy czy deadlife to w Asp wystawiać.

magister

Bym powiedział ze w wiedniu ale potem zgolisz brodę zostanie taki kwadratowy wąs i wyjedziesz do niemiec

magister

Ewentualnie w spodku

Silverskene

Dugout takes increased damage from explosions, but gives increased cover from explosions? Did I read that correctly? Do I correctly deduce that trenches and dugouts can be destroyed?

Oskar Potocki

Correct. Dugout saves you from explosions, but explosions will erode it, effectively destroying it. Trenches still protect you from explosions but DON'T take increased damage from them due to being reinforced with actual materials.

Tia

Im a little confused on the tool tip text vs the infographic text for trenches and dugout

Oskar Potocki

High path cost. Takes a long time to enter and leave.

Toasty

Will we see the archotech shield generator or is that being cut? Also it would be cool to see an imperial variant of the repulsor akin to the mega high-shield from VE deserters, obviously getting it from the empire or deserter network.

Oskar Potocki

The archotech shield generator is being cut. There's plenty of quest rewards already in base game and VE, and this is one of the less relevant ones. As for bigger shield generators, we best wait for Ultratech/Megacorp.

Simon D Jongkind

It would be neat if the repulsor field size could be adjusted along with corresponding energy demand changes.

Toasty

Well then I'll be looking forward to VE Megacorps!

NyaNyaPatricia

I wonder if the concealed turret and wall lose their beauty malus once submerged!

NyaNyaPatricia

Perfect! Can't wait to have fun with those again

Vetelgyus

This is so fucking cool. Adding antiair turrets so I don't feel the need to always get irreplaceable ones from Ancients is also awesome. The trenches are sick. The concealed turret/barrier being a toogle instead of needing to turn power on and off is also so convenient. I will say though that the roleplayer in me really wants something to where all these automated weapon systems require a manned console and a connection to it like Rimatomics, so I can make an android (or multiple) that exclusively manage this but I know that's asking for a lot. Great work as usual.

Vetelgyus

I have not played Odyssey in general yet as I've been waiting on some mods, many being some of yours, and the right time to lose another couple hundred hours of my life, so this is great to hear! I'm upping my sub tier, thanks again for everything.

TBrown

Haha ok I mean I did really like using it in 1.5 .....that might explain why😋

Mac

One of my favorite mods from way back in royalty/ideology. I’m excited for the update!

ZenoLord

I assume this came up in playtesting the mod, roughly how many drop pods does a single AA turret intercept? Do more than one turrets that are in range to intercept the pods increase the rate significantly or are the returns lowered?

Oskar Potocki

Each turret is a separate entity firing so the more turrets, the more drop pods will be intercepted. Landing of the drop pod takes about 2 seconds. In that time, a single anti air turret will fire 24 shots. If all of them connect, it will take out 24 drop pods. But with a chance being 10% per shot, we’re looking at maybe 2.4 drop pods on average.

WaterOre

Love it! How does raider AI interact with the new terrain types (platforms, razor wire, etc)? Should I expect breacher units if the only path into my base is covered in them?

Oskar Potocki

It also seamlessly connects with nearby sandbags!

ZenoLord

If you dont mind me asking about the technical side, how is the targeting handled? Let's say a raid with 40 pods is dropping in the middle of 3 turrets, will the 2nd and 3rd turret avoid targets already chosen by the 1st until no other targets remain? Or is it more of a "just shoot the closest until it's destroyed" type of situation for less performance impact and the low accuracy should smooth out the potential overkills?

Oskar Potocki

They treat razor wire like high path cost terrain and will prefer a quicker route if one is available. If not, they’ll mindlessly walk through it.

BrenTenkage's Gaming

gonna be fun. Shame auto mortars are only for explosive shots as I'd prefer to fill them with say....some toxic gas of both vanilla and modded varieties, but hey any is better than nothing. and yay bear traps, love me some reusable leg smashers. as for VE mod combo stuff How about a chemshine catapult, basically making a redumentary fire mortar launcher non-lethal turrets of course, like the swat teams Taser Shockwave (think of it like a claymore cept with tasers) can't really think of much else ya haven't already made.

Oskar Potocki

Each turret selects the closest target and ‘mocks shots’ at it (because it doesn’t actually shoot any projectiles). With each mock shot, the game does the dice roll to determine if the drop pods got destroyed. If it did, it begins to target the next one. There’s no such thing as ‘turrets avoiding targeting the same drop pod’ since there’s no warmup and shots are instant. If the turret targets a drop pod that got destroyed, it instantly snaps to the next target and fires.

nikolai

please, pretty please add a weapon that launches food. Give me the coffee canon and my life is yours.

Rad Hazard

Do concealed barriers graphically link together like sandbags and regular barriers? Do they link their status together, as in you actuate one, and adjacent ones also trigger, then chain so that a whole wall section raises together. Instead of band boxing a group of them, then hitting submerge/ascend.

Ben

Very excited for the spicy cross mod defensive solutions!!!

Dyslexic

Thank u oskar for always trying to improve everyone experience I can’t wait to play all the new content coming this year thanks for your ambition and dedication

chris kubiak

Agree with the original decoy material costs for its utility, but could see a more expensive tech based one off holograms so further down the tech tree, more resource expensive, and could have other risks like not working during flares or failing to emp or power grid damage\disruption.

Deggial

I'm not sure I agree with you here: "... but don't 'remove' vanilla content. By 'remove', I mean eclipsing." Isn't a bit of 'OP-ness' a huge part of the fun? Of course, the vanilla variants should always be a viable (early) option and balance must be considered. However, game progression is also part of this balance. Technology that is useful in the early phase of the game should be replaced by later discoveries. I wouldn't mind if building costs were higher - in fact, I would expect them to be - but the reasonably priced military turret (with its small 1x1 footprint) was a great source of joy! I will refrain from judging the new version until I have played with it. But please don't balance the fun out of the mod. -- Also, in the artillery description: "Shots before barrel change: 20". I feared this would happen, but I also expected it. The fact that the artillery didn't require a barrel change was too good to last. It was unrealistic too. (It's always a silly argument in a computer game, but I'm willing to accept it.) It was a big part of why I loved it, not so much because of the price of new barrels and their unreliable availability, but mainly because of their annoying tendency to break at the worst possible moment. Would you at least consider increasing it to 30, though?

Oskar Potocki

The mod now respects your selected mortar settings in game options. If you select classic mortars, barrel won’t be required but accuracy will be lowered - same as vanilla mortars.

Oskar Potocki

And no ‘fun’ has been patched out! The turrets still follow power level scaling as evident in the spreadsheet. The cost and research requirements are part of the formula to determine power level, and I’ve used them to balance the stronger turrets!

Deggial

Thank you for this hint, Oskar! I didn't even know, such an option existed.

Deggial

As mentioned: I am very willing to give it a try and trust your instincts about the game! :) As for the spreadsheet: I appreciate you presenting them. Unfortunately, they are too small to read. Right-clicking to open them in a new tab just starts a download. However, the downloaded image is no bigger. Am I doing something wrong?

Oskar Potocki

Nah, they’re more like a visual proof that I’ve been doing maths!

Brutus Albion

Sentry Turret was removed? Did you mean the Sentry Gun? Or is that something different? Looks like it was just turned into the Minigun Turret instead or am I mistaken here?

Mocho

When you say you didn't look at the original stats when rebalancing, have you looked back at them now and did any surprise you?

Kirboh

I love the buffs to bear trapsl being able to rearm them and use them for their intended RL purpose (hunting animals) sounds great. Sad to see artillery get a range nerf, though. Do you plan on folding the Cannons and Field Guns from VFE: Pirates into this mod?

Simon

Everything look pretty good, but i can i offer you some suggestion with other VE mod ? With Vanilla Weapons Expanded - Makeshift, you could add Makeshift Turret, very inaccurate but used less component and are build very fast ? it could be useful when you are out of your base and need quick defense. With Vanilla Weapons Expanded - Coilguns, you could add Coilguns turret with the same penetration mechanic ? this one might be too strong tho. And finally with Tribal Extended, is there any chance you could add a giant boulder trap that require manual activation? Tribal are very fun and wacky but they need any help they can get.

John Koor

Is the searchlight blind effect affected by the local light level? Having a searchlight be as effective in the noon sun as at night would be rather silly. But tying it to time of day wouldn't account for underground areas or eclipses/etc.

Alex B

Was the Artillery ability changed? I remember in 1.5 it could destroy world map tiles through a manned barrage, but now it says it can hit on explored map tiles, is this one of the re-balances where the feature has been replaced? Also when firing at different map tiles does it function the same as a normal mortar where you have some control on where it lands or does it just fly wherever on that map? Thank you for your guys's work on the VE series, you guys always have something exciting around the corner with your rimworld mods!

Oskar Potocki

The old code was no longer working so we instead applied the same code that’s issued by gravship artillery. You get to pick where the shots land, but the map needs to be generated to target it.

Oskar Potocki

It’s exactly the same as it was before, meaning it applies the same dazzled effect regardless of time

Deggial

I have always believed that the 'searchlight' increases the likelihood of hitting an illuminated enemy, in addition to the dazzling effect. Admittedly, I have no proof of this. Given the name and how searchlights work in the real world, it just seemed logical. Is this actually true? Or is blinding the target the "only" benefit?

Oskar Potocki

It dazzles the enemy and makes them less accurate as their sight drops by 70%. That’s it. It never did anything else.

Deggial

Thank you for the clarification! That's what too much imagination can do ... *rolls eyes*

Oskar Potocki

I think that’s a big part of why I like Rimworld. Sometimes something happens that generates a story and you just roll with it. Maybe it felt like it was easier to shoot dazzled target due to all the visuals, and at the time it felt amazing!

Jordan

The HMG complex is far better than the minigun complex. Better range, better DPS, better accuracy, better AP, and much cheaper. The only downsides are a higher ammo cost and slower bullet velocity. Is there anything I'm missing, any reason to build the minigun complex? Seems like the minigun needs a buff.

Oskar Potocki

Not really. The ammo economy alone makes it on par with HMG complex. Literally half the ammo cost.

Art

Looks amazing, is it likely to be safe to add to existing saves, and will it be part of the Vanilla testing group or are those reserved for larger mods? Will the ammo box provide storage if combined with the Adaptive Storage Framework and Reel's Expanded Storage, or would that require Reel to create a patch?

Dyschology

I know it's probably bad form to ask about release dates. Buuuuut, I really want to do my annual run but the security structures and weapons expanded remake seem massively impactful for the way I like to play. Is there a rough estimate on when they plan to come out? I need to decide if I want to wait or not.

Oskar Potocki

Security Expanded comes out tomorrow. Weapons Expanded won’t come out until I come back from February holidays so second half of February at best. It will be a mod update though, so it will seamlessly just replace the Weapons Expanded you’re already using.

Dyschology

Also I might a well take this opportunity to say thank you for all of the work you put in for the Vanilla Expanded collection. It's like getting new official DLC for one of my favorite games every few months. That's a dream scenario that shouldn't really exist, but is awesome that it does! Vanilla Expanded really elevates Rimworld to a whole new level and continues to do so as more is added with consistently fantastic quality.

Dyschology

That's perfect, I can start with security expanded. Thanks!