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Hey folks and welcome to a brand new development blog. This time around, I'd like to tell you a little bit more about our upcoming mod - Vanilla Quests Expanded - Drone Factory.

You probably remember the basic industrial-tier drones that we've added ages ago in Vanilla Factions Expanded - Mechanoids. Well, VFE-Mechanoids 2 is still quite a way away, but I know how you liked the factories and the drones, so I planned to fast track their implementation in other mods. That's why recently you have received the Vanilla Furniture Expanded - Factory, and that's why now I will tell you about the Drone Factory quest line.

Now, the most important thing you need to know: You won't need to complete any quests to get access to drones. Oh no. We're not locking such a cool feature behind a quest not everyone will want to interact with.

You will be able to research a new research project called Dronetech. In fact, you will NEED to research it if you even want the first quest of the quest chain to be given to you.

Dronetech research project will allow you to construct drone tinkering bench, as well as drone transmitters. The former lets you craft the drones, while the latter is required for the drones to work.

Majority of drones need to stay in range of the drone transmitter. They will never pick up tasks from outside of transmitter radius, and they will never leave the transmitter radius. It's like a signal antenna - it even looks like a 5G antenna, because I know secretely all of you want to place 5G antennas throughout your base.

Now, Dronetech research project will grant you access to a few basic drones - drones you probably remember from the old Mechanoids mod.

Battle drones are very basic combat drones. They're slow, they're inaccurate, they deal weak damage with their stubguns, but you can have quite a number of them and at the end of the day, they are expendable.

Cleaner drones are your little roombas, and they're about as slow as roombas. They will clean your base reliably though!

Hauler drones are slow-moving haulers that will... you guessed it, haul resources around your base. Very useful if you have a large base and not enough colonists to do the hauling.

Miner drones are what I consider a specialist drone. You only need them when you've got stuff to mine - and they will mine at a somewhat decent pace. They can't operate deep drills!

Autobroadcaster drones make a return! Set them to play relaxing music to soothe your colonists, energeting dubstep to make them work faster, or propaganda speeches to break the will of your prisoners!

Turret drones are slow-moving military turrets. You can no longer just slap any turret on them (you used to be able to do that in VFE-Mechanoids, and it was pretty bonkers). Now it's just a military turret on wheels.

Now, a lot of you ask me, how will drones work with Mechanoids, and whether they still have a niche. There's a few important differences:

Drones:

Are industrial tech, available early.

Require only steel and components. Special drones may require drone cores (special item obtained from quests).

Can be shredded for very little resources, but can also be deconstructed and will return 100% of resources spent to make them.

Are slow, inaccurate and are worse stat-wise than mechanoids.

Don't require a mechanitor or bandwidth, but need to remain in radius of drone transmitters.

Have a lifespan need which will decrease eventually leading to malfunctions and death of the drone.

Can be mass-produced in a new factory building if you have Vanilla Furniture Expanded - Factories.

Mechanoids:

Are ultratech, available late.

Require steel, plasteel, components and subcores.

Can be shredded, but can also be resurrected in a process that takes a while.

Are better, faster, more efficient than drones.

Require a mechanitor with bandwidth, creating the constant need to expand the bandwidth if you aim to have an army.

Produce pollution and need to recharge.

Take a long time to gestate.

As such, I think the niche is there. They're an industrial tech precursor to mechanoids. They're weaker, but more expendable.

You can also put drones on stand-by, essentially turning them off. This allows you to have an army of drones you can just flick 'ON' when an enemy comes.

Now, there is a lot more drone types in the mod, but I will tell you about them and the way to unlock them a little bit later.

I will also tell you about Lifespan need and Malfunctions system, because I think it's pretty cool, but again, that's for another devblog!

I'll try to answer any questions you post, but I have guests coming over all the way from Denmark tomorrow, and then it's Easter holidays, so I wish you all a pleasant end of the week!

Oh and of course, a little teaser:

Calm down! It's just a prop. For now.

Files

Comments

ParaNautic

Love that you kept the old color, and the design.

Pirat Jetboost

need VE clones to have a vanilla clone wars going

lunarWITCH

when i saw the announcement of the mod i was afraid i would never interact with the drones as i rarely leave my bases and do quests it is a nice surprise this isn't the case!

D-Train

VE keeps making mods that are too cool not to add to my already bloated modlist and then have the nerve to tell me I'm the reason for my error logs.

Marberguson

As someone responsible for 5G development. Thank you for giving me ability to do what I can't do in IRL.

Toasty

Great concept but I wouldn't call this mod niche, A LOT of people (including me) will LOVE both a stepping stone towards mechanoids and a cheap alternative to mechs to do the manual labor. I would suggest actually moving mechs to an ultratech/spacer tier in VFE:Mechanoids 2 as vanilla gives you access at the industrial tier to mechs, im sure Ferny would love to balance these mods in that regard ;)

Oskar Potocki

That's exactly the plan! Mechanoids will be a lot more difficult to get a hold of. No more free mechs by interacting with a building that's set to always spawn, lol

Mea K

Neat! Having 150 factory-produced battle drones on standby that go brrr as soon as enemies show up sounds nice. How impactful would such a thing be on raid calculations? Will the special drones that require quest loot to craft also have a limited lifespan? Because that could be quite frustrating.

Veritas

Is the autocrane coming back? Or there will be a new construction drone?

Davide Celli

This is SO cool. I love how things are implemented, and I can't wait to play the quest.

mrlee123456

Oh yeah, we’re gonna become the separatist droid army with this one my 5G powered clankers (200 roombas ready to clean)

Johniee-Five

On the subject of Mechanoids and Drones, will we at any point see the possibility of a Vanilla Expanded Mechanoid (and possibly Drone?) Customization in the same flavor as the equipment, apparel, and building styling function from the Ideology DLC that your team has already touched on with the Vanilla Expanded Core? Mechanoid focused colonies are cool, but Mechanoid's inherent designs often clash aesthetically with many ideology stylings in my opinion

Brayden de Koning

Hey Oscar! I know it must be annoying to get questions for other mods, but in the case you reply, I just wanted to ask how the design phase is progressing for the Mega Corps faction expanded mod. I remember seeing that a while ago, and have been super keen at the idea! Love all your work! Keep it up 😁

Oskar Potocki

It’s unlikely, because the sheer amount of graphics required would be tremendous

Oskar Potocki

Yep, but remember, if you deconstruct them, you’re literally not wasting any resources!

Oskar Potocki

It’s intended because drones are pawns and pawns consume a lot of performance. We need some system to limit the player, because 150 drones would be like having 150 chickens - your game would slow to a crawl.

ZenoLord

Do the transmitters need to have a continuous zone between them to allow for movement and task assignment or do they only need to be placed on the end points? Roughly how big of an area are we talking about for their range? Are they more of a steel+components cost or power drain (initial cost to build vs constant cost of power)? Are the transmitters: 1) movement slowing/blocking, 2) moveable (minify) 3) vulnerable to enemies (treated as for example a turret)? Will you add a check to gravship launches to automate moving owned drones into the ship before launch (like with colony animals and mechanoids)?

Johniee-Five

True, that would be a lot of additional sprites, I didn't even consider the scope of desiging all that lol

ZenoLord

What is the intended difference between Battle drones and Turret drones? Unless the gun turret on the Turret drone is different from the vanilla one, both variants seem like an expendable ranged force, just with a possible range disparity.

Oskar Potocki

Turret fires more bullets and is heavily armored, but also very slow

Kirboh

Ah, this explains why Mechanoids 2 will be such a big undertaking; you're not simply reusing the old mechanoids, you're making a new mod from scratch. You had me at "no pollution". In the late game, you probably have such an excess of Steel and Components that replacing drones shouldn't be too much of an issue. Will we see *ANY* of the non-mech buildables from the old Mechanoids mod, like the liquid freezer and the indoctrination pod?

Frank Cotton

You should be able to use the energetic dubstep to break the will of your prisoners.

Pinny

TYSM for you and your team's continued efforts in this community!! banger mod after banger mod! I've always felt like the "disposable" low-tier mechs were a little bit high-maintenance to be proper cannon fodder, so this type of mod fits perfectly for that niche!

Oskar Potocki

Transmitters work similar to zones - a mech should be able to walk from one transmitter to another, even with a gap between them, but won't be controllable if out of range. The range of transmitters is currently designed as 14.9 cell radius. They cost 80 steel and 2 components and drain 100W. The transmitters are minifiable. Pass through only. They need to be placed outside. Not targetted by enemies. Drones, code-wise, are animals. Animals already board the ship. You can also draft the drones and move them if there are any issue. You can even have the drones on the gravship on standby - standby mode more or less turns them into almost-furniture.

Teres

This iteration of drones sounds great!

Juta Mae

In a dark-humorous twist of fate, I woke up to two drone related notifications: this one, super cool and exciting, and the first ever state wide emergency SMS that there is a danger of aerial military drones in counties XYZ, including mine 🥲 But also the update that the danger has passed. Cheers from 🇪🇪

Oskar Potocki

Damn it sorry! We’ve had some drone alerts in Poland some time ago and it was shocking to the point where I couldn’t believe it.

Juta Mae

We've only had drills so far, hence this one being the first. I actually work in the public sector interior IT, so it's also low-key cool to see the emergency warning tech and drone related stuff evolve in real time. Scary but interesting nonetheless.

owen

when I first saw the skull, I thought it was a servo skull (:. I am really exited these drones seem like a lot of fun.

Braeden Allen

Im loving the art for the drones being distinct from mechanoids and am this closer to my dream of an i'm autonomous Droid factory. Buuuuuttttt, is there anyway we could get an update at some point for factory buildings to be able to edit processes easier? Right now to edit a factory to "make until" you have to manually click the plus how ever many times rather than having the side menu to edit the count or type it in.

Oskar Potocki

The thing is, while it looks like the bill menu you're used it, it is a completely new, different system (processes) that only imitates the bill menu since that's what people know. We can't just copy and paste functionality of the bill menu onto the processes menu - it needs to be coded entirely from scratch under the hood. This includes the whole side menu UI. It's probably not too high on the priority list right now.

Braeden Allen

Understandable! I'll download an auto clicker lol

Denys Popov

Greetings from UA! You guys are so lucky to have drills and preparations. Happy for you, stay safe!

EpikDude

i have a question about "Vanilla Furniture Expanded - Factory" will we get an integration with "Vanilla Vehicles Expanded"? i think it would be cool to be able to create cars and car parts in an factory

KoH

Very excited

Brutus Albion

Really enjoying the focus on industrial / near future era technology. I always felt this era was very underdeveloped for what could be done with it. Building factories and setting up drone facilities will really give that advanced colony aesthetic and functionality that I feel base game has been lacking because everything felt a little too pawn driven especially in late game (unless you went mechanoid heavy with lifters, fabricors) You mentioned "The transmitters are minifiable. Pass through only. They need to be placed outside.'' Does this mean we can't place transmitters inside factory facilities? I imagine most people would want to use the hauler and cleaner droids inside factories and buildings. Can you provide a bit more detail on this? Much obliged and loving this content.

Oskar Potocki

The transmitters need to be placed outside, with free air above them. Their radius is pretty decent, though, so placing them just outside the factory should be enough for drones to be able to find tasks to do inside the factory.

Brutus Albion

What is the reason for them not to be able to be placed inside? I use a rather large factory layout (easily larger than 42x42) and adding in outdoor indoor spaces (like the classic cooler setups) is just silly looking. I can kinda understand you don't want 5G towers inside a bedroom for example but I don't think there's anything that would prevent us from putting one in a large factory, it would actually make a lot of sense in modern factories I think. Could you consider an indoor transmitter that fills an entire room instead for factories and the likes if a 5G tower can't be allowed inside?

Oskar Potocki

We want to force the player to expose them to enemy fire, to avoid placing them in bunkers where the enemy would never get a chance to destroy them. That, plus they’re visually like 2 floors high. They’re antennas.

Brutus Albion

I think you mentioned that raiders avoided destroying them on purpose didn't you? How likely is it that they would be destroyed then? I think I might like it more if they intentionally targeted them, I mean we've all seen and heard of people attacking 5G towers 🥹

Oskar Potocki

Alright I’ve signed an executive order to make them buildable under roof. Just like mechanoid signal boosters.

Brutus Albion

Awesome! That'll be great news for large factory, compound and underground base builds!

John Anderson

I love robot stuff, especially expanded drone stuff and your quests. Not gonna lie this might make me do a run as a mechanitor instead of my planned theme.

John Anderson

I want to do a desserters playthrough.

Dom Speziale

I’m assuming you’re talking about the broken mech-strider that always spawns on the starting map! I always thought it was really easy to get started with Mechanoids for how powerful they can be. May I suggest keeping the broken mech-strider concept for Mechanoids 2, but moving it to a different part of the map where once discovered, you have to travel to obtain the technology? I like the concept of a broken strider but having to find it seems more of a push to explore the world map.