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Hey folks!

I’ve got another devblog for you. Today, we’re diving back into Vanilla Landmarks Expanded, and I have something special to show off!

Given the amount of work we’ve poured into this project, I felt it was only right to commission our artist to create a distinguished "hero character" for the mod, especially since we plan to release more modules in this series.

I’ve always felt that hero characters give a mod extra punch. They elevate the presentation, making everything look even more professional, while also helping to build our brand. Though commissioning these images isn't cheap, I love adding them whenever possible for that extra pizazz.

For this image, we envisioned an explorer, someone daring to go where no one has gone before. We settled on an early 20th-century British explorer aesthetic. To add some charm and recognizability, I decided the character should be a bit rounder in shape.

Below you can see the initial sketches:

I felt the top sketch was the most appealing. The character is in an active pose rather than looking static, and he seems genuinely amazed by his surroundings. I asked the artist to move forward with that design.

Next, the sketch was refined into RimWorld-style linework. This step usually takes the longest, as we need to replicate the specific style of the original Storytellers - lines that are slightly chaotic, yet precise.

Once the linework was set, we moved to coloring. Vitalii and I collaborated closely here. Shading and color are crucial; they add dimension and ensure the character blends seamlessly with the background and the rest of the preview image.

Now that the hero image is complete, you can bet a new preview image is in the works. For now, however, let’s take a look at the remaining infographics so you know exactly what landmarks to expect!

Let me know what you think down in the comments section!

Files

Comments

Preston Sanford

Great work so far! I love the way the art looks!

Saakyra

wait did I read TORNADOES ? are you bringing back the tornado event of old-rimworld days on maps with this mutator ?

Connor

Very cool! I'm personally excited for the Flesh Pits one, I've always felt it's a shame they appear so late into Anomaly. Now I can start out a colony from scratch inside one! I see that cenotes are called out as permanent and impassable, is that the case for sinkholes as well? Or are they accessible like pit gates, fillable like craters, or something else?

Rad Hazard

Any mechanoid related biomes in the planning stages? Maybe submerged gestaters that pump out random mechs and scarce surface resources?

Oskar Potocki

What you see here is all that’s coming in this mod.

Mocho

How I wish I could've been born a 20th century British explorer ... Exploring South America, getting absolutely zooted on DMT, dying in agony from malaria. What a swell time.

WaterOre

Love how many of the features are dynamic! The terrain changes on your tile were one of my favorite parts of Odyssey’s biome overhaul, so landmarks like rising waters sound like a ton of fun to play on. EDIT, hitting since hitting enter posts comments instead of adding a line break: I’m sure I’m not the first one to see this, but I just wanted to point it out before the infographics ship - the quicksand pits feature has the same appearance text as flood plains, and it kinda stuck out to me that the Royalty icon on anima forest is colored, while the Anomaly icon on flesh pits isn’t.

BrenTenkage's Gaming

Derek Discoverer or Lyle Landmarker Maybe Sir Theodore Traveler...

Takeru Tajiri

These look pretty awesome! Do you think you could add a meme or something in ideology to encourage exploring all of them? Or maybe like an alteration to the nomad meme in the Vanilla Ideology Expanded - Memes and Structures mod so that the more of them you uncover, your colonists get a mood bonus or something?

João

I picked the best time to finally get on Patreon as I bought Odyssey specifically for the landmarks and was waiting for your mod. I really can't wait to see the man-made ones! If VOE2 has outposts with landmark integration I will be the happiest in the world. Quick question by the way: In case the furniture expanded factory module ends up releasing before VOE2 is back into planning, do you plan on at least patching the current mod so the factory outpost works with the new factory buildings? It was my favourite outpost.

Mutalith

Curious if the dry riverbed can get like flashflooding. No idea if that's even something the game can handle. Either way looks awesome and I can't wait to play it

Jake

I wonder, will anima screams happen if I cut down trees in an anima forest?

Jake

Oh good, I don't have to lobotomize people

fainting-goat (edited)

Comment edits

2026-09-10 22:00 Oh this is so exciting! But... future modules? The abandoned saves might start to add up if there's more landmarks down the line.
2026-01-28 00:31

Jippy 🫀

Love the explorer guy ❤️

Filleis

This looks so cool, basically a "vanilla biomes expanded" mod in all but name. Love the variety and that hero portrait is great too.

Sean Barrett

Love all of this, the content variation here is stellar

Lilac0

Oh shit Anima Forest looks cool as hell, my next tribal campaign location perhaps

Lilac0

Also the explorer looks great, love the process

Rtepper

Rising waters brings Mont-Saint-Michel to reality and a question does the anima forest change trees to the vanilla anima trees? With the anima scream?

Brutus Albion

Some of these landmarks look like pseudo biomes such as Red Desert. Are these pseudo biomes continuous or have larger blotches on the world map where they cluster together or are they randomly sprinkled tiles in the biome? For example the Flood Plains makes sense to be part of large sections of the river ending into the sea and would make little sense as random spots on the river course itself. Same thing for the Temperate Grasslands, it would make sense to have more continuous tile mutators connected I think. I also like the dry river, but what I'd really love to see is if we had small rivers that dried up during certain seasons and filled during others since a lot of rivers do that in real life too especially in drier areas. The new hero is also a charming chap. Much love.

João

I found out there's a dev mode option to retroactively add landmarks, it's really just called that, which will add random landmarks to random spots in the world. Granted it will add ALL landmarks, including vanilla ones, so you'll end up with more of what you already have and less of the new ones, but it's still a quick way to randomly spice up a save. It helped me once I bought Odyssey.

NeverSink

Neat, I like that it also integrates DLC content like anima trees and flesh thingies. Will the mod include any stockpiles and other 'lootable' zones or is it only focused on the natural things?

Loyola

I'd love for the colonists to be able to swim in the Cenotes

Oskar Potocki

Landmarks occupy one single tile only. We didn’t feel it’s enough content for a full biome.

Oskar Potocki

It has custom anima trees that don’t scream, and a large ancient anima tree that does

Rtepper

Sounds nice

Bryan

I really like that there are so many landmarks that utilize the pit (that I think started with Anomaly?). I feel like this is a great addition. With Sinkhole, I would love to have there be a potential event that causes more to open up, but I have no idea how hard that would be to implement.

Country Rider

Looking forward to some awesome new landmarks! One thing that disappointed me about Odyssey is how camping at a landmark leaves an abandoned site that can never be revisited. Will that still be the case with VLE?

Oskar Potocki

We’re not changing anything related to how caravans work in this mod. It’s solely a content mod.

Brutus Albion

I meant more that it makes sense that some of these mutators are larger than single tile. Flood Plains would normally be large sections across a river's length such as the Nile and not a single tile for example. A few random red desert tiles also make little sense. Geologically these types of areas cluster around specific areas and would be a blotch on the map that had these mutators all clustered together to form a mini pseudo biome. Also no cap, it wouldn't be a bad idea to actually expand the biome list if you guys could with some mini biomes. Some of these landmarks are perfect for them to be similar to the glow forests from Odyssey. Small contained interesting locations with unique features. Too much temperate forest for example could easily be converted into a few areas with temperate grasslands.

Jason McGinn

Was this the series that was going to include FTL-style "opportunities", or was that a different one? And/or did that feature go back in the closet for now?

Oskar Potocki

It was meant to be part of exploration expanded which turned into Landmarks expanded and doesn’t have that feature anymore. The small mini quests will become their own mod eventually, not locked behind odyssey dlc.

Jason McGinn

"............so you're sayin there's a chance...........YEAH!"

Marco Antonio Magallon

On the previous landmarks post Oskar elaborated there would be a future part to this series focused on non-nature “man-made” landmarks. I very much look forward to learning more about that! Loot is after all what often calls us to explore.

Trouperton

Looks like Lucas would get along with our Trystan! Maybe go on a small expedition together, haha.

Ben

Would you ever do a biomes expanded mod? I would love to see a version from you. There’s a lot of biome mods from others like Sarg that are good but a mod from you guys always comes with such a high level of polish that I’d love to see it.

Oskar Potocki

Unsure at this stage. Landmarks Expanded is a sort of ‚mini-biomes’. Once you see anima grove, laurel forest or lush lava fields you’ll see what I mean.

Brutus Albion

Yeah but that's exactly it, the anima forest could easily be something similar to the smaller glowforest biomes. These don't need to be full blown biomes but interesting smaller locations that exist as sidegrades of the existing biomes. Temperate Grasslands, Red Desert, Anima Forest, Laurel Forest, Flood Plains, Mangrove Forests, Salt Plains are perfect examples that would fit as tiny biomes on the map itself. They would add character to the world map functioning as geographical "landmarks" when they show up as named locations.

Oskar Potocki

Everything could be bigger, could be a standalone mod, could have more content or more mechanics, but in mod development it’s important to set boundaries so that we can move on to other content. Sure, I could spend another 2-3 months developing a full scale, large anima biome, but I’ve tried that before and didn’t find this development fun. Plus I have a deal with Helixien to leave biome mods to him.

Brutus Albion

I didn't mean full blown biomes or more content at all for the landmarks module. I mean more that some of these tile mutators concepts lend themselves better mechanically and visually on the map as smaller localized side grades of biomes. Biome mutators or Mini biomes so to speak in terms of how much space they take up on the world map like the glowforest (but not necessarily as expansive in actual content or visual transition from biome to biome) A tiny mangrove forest here, a tiny anima forest there visible on the map itself. You don't need to add more content to them to make them viable as biomes. These locations would just pop out and feel better if they contained multiple tiles or small areas and were visible on the world map immediately as interesting named geological locations. Temperate Grassland is basically an intermediate between Grassland and Temperate Forest. It's a perfect candidate that you can smush into temperate forest areas to break up some of the insanely large temperate forest areas that the standard world generation produces.

Oskar Potocki

See that’s just it: I don’t think the current content offering is enough to warrant that. It would be counter intuitive for the player. Mangrove forest is just a tiny modifier to tropical rainforest that also spawns a few mangrove trees. Presenting this as some sort of large geological formation, even if it makes sense, would feel disingenuine because there simply isn’t the same amount of content as grasslands, glowforest or lava fields. That’s my opinion and why we’re not doing that. Plus, tech for that doesn’t exist. Clumping of landmarks I mean

Brutus Albion

I understand where you are coming from in regards to them not warranting full blown biomes, I agree fully and I wouldn't market them as such either. They function more like ''mutators'' or mini-biomes. It's the same biome, just with a twist on it. Red Desert, it's a ''mutator'' on the regular desert biome not a completely new biome by itself. I think it's a nice to have smaller geological locations like that to really visually anchor them on the map and break up some of the swathes of normal biomes. Anyway I'll leave it at that, thanks for your hard work :D much love!

Oskar Potocki

Arguably many vanilla mutators and landmarks should get the same treatment but didn’t!

Brutus Albion

Which tile mutators in particular do you think would have really benefited from being mini biomes in Odyssey?

Atem23

Very interesting. I noticed there was optional dlc integration and it got me thinking. Have you thought of doing some of these with certain Vanilla Expanded Mods like say Insectoids 2 at some point? How currently is i think it works but its something I been wondering.....

Oskar Potocki

We have a new insectoid geneline planned related to Odyssey DLC but generally we add integration wherever possible. The problem is, we don’t want to create FOMO. You shouldn’t be sad that you don’t have some dlc. You shouldn’t feel like you need all DLCs for the full experience. So it’s a careful balancing act.