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Hey folks! Hello everyone!

Some time ago, I have announced that we're working on a little remake project of a popular mod, but I didn't want to say what, in case things fell through. Well, I can now proudly announce that we are indeed trying to bring Vanilla Events Expanded quality higher, to match our other releases.

It's a very popular mod, used by hundreds of thousands of players. In fact, many people assume that events from this mod are in fact base game events, until they find out they are from our mod.

This tells me one thing: Vanilla Events Expanded at it's core is one of the few 'perfect' Vanilla Expanded mods - to the point where it feels absolutely like Vanilla game.

That, however, doesn't mean it can't be better. With Vanilla Weapons Expanded remake I hope I have proven that I can take an 'old-but-perfect' mod and improve it further.

This is the plan for Vanilla Events Expanded as well. The update will be perfectly save-game compatible, as we're keeping all of the events that are already in the mod. In fact, we're not even adding too many new events. We just want to polish everything and bring it a bit higher in standard.

I will list out some notable changes:

Drought event needs some minor changes. Primarily, it will slow down plant growth outside, and will prevent any rain from happening, so even a small fire can quickly become an uncontrollable inferno. In fact, to make it seem like everything is very dry, fire will spread 2x as fast as normal.

Wild crop sprout will now create bigger sprouts, so if you happen to get a wild crop sprout of potatoes, corn or rice, that's great. It will eventually grow to deliver plentiful of food.

Shuttle crash will be a bit more controlled now - the chances to get many live pawns will be much lower, but one is guaranteed to be alive. At maximum it will drop 3 pawns, so no more silly shuttles carrying 50 potential colonists. Additionally, shuttles will spawn random cargo when deconstructed, so you can get some cool reward for handling the fire that it inevitably causes.

It will now use random art as well!

Earthquake is undergoing major redesign. It will now have a Magnitude scale which determines how long the shakes will last. Each second the earthquake is happening, random cells are targetted to take damage around a focal point (epicenter). The higher the magnitude, the bigger the radius too. Higher magnitude earthquakes will be rare, but they will make the world shake for 8-10 seconds!

Caravan animals wander in will have their cargo wealth capped to prevent explosions of wealth. I witnessed it first hand and it didn't end well.

Hunting party is getting a full remake as it's a bit buggy as it is right now. It will work primarily the same - a group of friendly pawns will come in to hunt your local wildlife.

Space battle is getting redesigned into an orbital ship crash - different chunks of an orbital ship will crash on your map now. Some will explode on impact, others will contain valuable trade ship cargo. It's a dangerous event, with a lot of mayhem. You may even get some colonists from it too!

I've prepared a few different ship chunk types:

Cargo chunks will have some random items from an orbital trader inventory.

Volatile chunks will cause large explosions when they land.

Standard chunks can be deconstructed for resources.

In addition to that, we're changing how Purple events work completely. They will now progress through varying stages, so you can see roughly how long until the event ends - and how long you need to persevere for. Each event will have between 4 and 5 stages, each can last a random amount of time within some minimum and maximum we have pre-set.

Let's take a look at Whiteout (formerly Ice Age):

Stage 1: The Frost

Duration: 10~15 days.

Effects:

Global temperature slowly drops by an offset of -30°C over the duration. We essentially want the temperature to be 30°C lower when Stage 1 ends and Stage 2 begins.

Weather heavily weights towards "Snow" or "Fog". Increase commonality of snow and fog, decrease commonality of others.

Stage 1 Letter (The Frost):

Letter label: the frost

Letter text: Atmospheric temperatures are steadily dropping across the planet.\n\nThis is not a standard cold snap. You predict a catastrophic deep freeze is approaching, eventually leading to a complete whiteout. You have a short window to stockpile fuel, harvest your remaining crops, and build heaters before the true cold sets in.

Letter def: PurpleEvent

Stage 2: The Deep Freeze

Duration: 10~20 days.

Effects:

Global temperature offset increases to -55°C over the duration. We essentially want the temperature to be 55°C lower when Stage 2 ends and Stage 3 begins. 

New wild animals cease spawning entirely. Any existing wild animals that cannot survive the temperature will attempt to flee the map (similar to standard extreme temperature behavior).

All standard weather incidents (like Flashstorms or standard rain) are disabled. The weather is forcefully locked to "Hard Snow" or "Clear".

Stage 2 Letter (The Deep Freeze):

Letter label: the deep freeze

Letter text: The cold has deepened drastically.\n\nWildlife is fleeing the region, and the flora is dying off. Ensure your colony stays indoors and that your power grid can handle the immense strain of constant heating. The worst is still yet to come.

Letter def: PurpleEvent

Stage 3: The Whiteout

Duration: 15~30 days.

Effects:

Global temperature offset increases to -100°C over 5 days and then remains at that offset.

All human faction raids, caravans, and visitors are completely disabled.

Only Mechanoids (which do not suffer from temperature extremes) can raid the colony during this phase.

The weather is locked to a special new Whiteout snow weather, which slows down movement greatly and reduces accuracy immensely.

During this peak, there is a high chance to fire a custom "Desperate Refugees" event, where freezing humans beg for shelter. The commonality of the event turns from 0 to 0.6.

During whiteout phase, deep snow generates periodically around any structures (walls etc) that have at least 90% cover. This means that over time, buildings, mountains etc will be encased in deep snow which needs to be dug out. Every long tick, 4~6 deep snow walls should appear on the map. It should only appear on tiles that are outside (not under roof). It should only appear adjacent to structures with at least 90% cover (primarily, we want to target walls and mountains really).

Stage 3 Letter (The Whiteout):

Letter label: the whiteout

Letter text: The whiteout has arrived. \n\nTemperatures have plummeted to unsurvivable levels. Human travel across the planet is now entirely unadvised; you will receive no trade caravans or human raids. However, the bitter cold does not bother mechanoids.\n\nIf you persevere, the freeze will eventually break.

Letter def: PurpleEvent

Stage 4: The Thaw

Duration: 10~15 days.

Effects:

The -100°C temperature offset slowly winds back down to 0°C over the duration.

Human raids and trading caravans slowly resume, but with commonality 50% lower.

Wild animals begin spawning on the map edge again.

Stage 4 Letter (The Thaw):

Letter label: the thaw

Letter text: The skies are finally clearing and the bitter cold is beginning to recede. \n\nThe whiteout is ending. Temperatures will slowly return to normal over the next quadrum, and life will eventually return.

Letter def: PositiveEvent (Giving the player a sense of relief).

Let me know what you think about our plan! I think once we're done, Vanilla Events Expanded will be the kind of mod that will be kept in everyone's mod list.

If you also have any suggestions or feedback regarding the mod as it is right now on Steam, be sure to let us know in the comments below!

Files

Comments

Jake

Yes

Captain Crunch

Will it be possible to set the whiteout as a permanent map condition via scenarios?

Joe

Hell yeah dude

Moros

I love the idea of the purple/global events having stages. Much less punishing at the beginning which gives you more room to prepare, but is then able to be SIGNIFICANTLY tougher as a result.

Abbio

FROST PUNK REFERENCE!!!

owen

it will be so cool to have long events. Will you be able to turn them off if you want a chill run.

The Dragonborn

This is so cool, sometimes I'd get a purple event and just sigh and end it cause it was so punishing, this is much easier to understand and play in imo

Emma

The orbital ship crash sounds cool, but I think I'll miss the space battle. I think the flavor of watching a space battle over your colony is pretty cool, and it's fun to have stuff trickle down over the course of a few minutes

Vanthe

Whiteout is incredibly brutal, I like it, really feels like a colony will have to take drastic action to survive - though in some early stages I feel it might be utterly unsurvivable. I'd love more special events to come around with this - maybe friendly factions sending discounted (or just more) food and fuel traders, and allies sending care packages as the temperature drops? Maybe factions requesting resources, offering rewards for colonies with the ability to overprepare too. Also, might be worth doing something to make it slightly less brutal on early tribal/medieval colonies that may not have the infrastructure or manpower to prepare for that duration of incredibly low temperatures in that amount of time, in some cases collecting enough resources to outlast that could be straight up impossible.

yarilla

Ooooh so excited about the Whiteout event! Winter is coming! :D Does light also get reduced? Mostly asking for those of us who use skylights for indoor plants/greenhouses.

Michou

So excited, whiteout looks so cool

Noisy Koi

The ship chunks look really good and sound great, any chance shuttlw crashes could have a random chance to have a ship chunk split off from them?

Johniee-Five

Love the New approach to the Purple events! I am curious though, are you considering mod settings for people who want to alter the timeframe make each stage longer or maybe shorter, or other Qol options? Or are you aiming for the vanilla, purity of control?

Oskar Potocki

We will definitely include plentiful mod options!

Oskar Potocki

Not in Whiteout, but in The Long Night... oh that's a fun one.

Oskar Potocki

Purple events only have a chance to trigger after 3-5 years ingame, so when a colony is well established. I don't think there's a reason to assume someone will still be in 'early stages' at that point, and if someone is, then that's their fault! :) As for collecting resources: That's why we have the stages now. On the first stage you already know what's coming. It usually gives you plenty of time to prepare. For Whiteout, 10-15 days prep time should be enough. On some other purple events the time is lower, but they aren't as brutal. On others, the overall time is much longer - for example the Long Night will give you ample prep time before world plunges into absolute darkness for months.

Oskar Potocki

It will still work the same, it will just be a crash and not a battle. It will still last a long time. I just think space battles are this super rare phenomena, because space ships in RimWorld are very rare and precious.

Oskar Potocki

Yeah the same mod options will exist as are already there, including a way to turn off any event.

Oskar Potocki

This gets asked so often we might just look into it!

Vanthe

Ahh gotcha- good to know the 3-5 years bit, that makes sense & should totally be survivable, if managed well enough. Hope you put some thought into those little special events to go along with it, I feel things like that would really make it feel like the whole world is getting ready to hunker down n survive, rather than it only really affecting the player colony! Could even have some faction colonies rarely end up succumbing to the cold, becoming abandoned maybe, potentially being lootable only for a short duration, a high risk opportunity that goes away when looted by others as the world heats up again.

Pinny

Very exciting! The special playstyle created by this sounds awesome and really reminds me of frostpunk. I've recently been on a Metro kick, so I have to ask, are there plans to make nuclear fallout more interesting like this? Current fallout is kind of sitting-at-home simulator, so some sort of cool mutant slime mold infestation or appearance of stalker-like wandering weather anomalies would be neat! In any case I'm stoked

Scar, the Creator

I like this. Bit of polish, bit more depth, it'll make an alerady excellent mod even better. Love the idea of stages for the purple events.

Kuru Chilion

Take into account that the traitor event occurs with the Isolationist meme active in VIE - Memes & Structures. Also, I like the variety in the chunk types, but does the standard chunk mean it drops the same resources as vanilla chunks? Does the wild crop sprout event only happen between corn, rice, and potato now instead of all plants? Will animals that become man-hunter during the hunting party event hunt caravans visiting the map, and will my colony get the blame for it? The change to the purple events is great; those things always felt like they lasted forever, and felt daunting when they happened, but stage progressions, at least, give a sense that the event is moving towards an end, instead of waiting for the top left to say the event is ending. The designs of the crash shuttles look amazing, instead of the generic white chunk it used to be. I'm guessing the designs of these shuttles will also make an appearance on VVE - Shuttles?

Kirboh

Good to see Drought getting reworked. People (including me) hated that event. Also good to see the textures for Shuttle Crash being replaced, now that we have official shuttles in the game. Space Battle is my favorite event from this pack, so it's great to see it getting a touch-up! The "Whiteout" replacement for Ice Age sounds great; most importantly, it sounds like it'll be less prone to bugs than the original (which is why I avoided using it). I wonder what the new Psychic Rain and Psychic Bloom events will be like?

Rupert Kemsley

With this mod there’s an option to configure the frequency of all events, which is really useful. At the moment, though, there are a few VE events that don’t seem to be adjustable. A major one is the Blood Moon event from VE Sanguophage — I’m getting it quite frequently in my colonies, but I’m unable to change its frequency. I’ve also noticed that the Archon Psychic Storm feels a bit too common by default (though fortunately I am able to reduce that one). One small additional request, if it’s possible: the sliders for event frequency feel a little jumpy. I’m not sure how much control you have over that, but having more consistent or rounded increments would be really helpful. For example, the jump from 0.06 to 0.11 as the two lowest options is a bit awkward to work with. Thanks for all the work you’ve put into the mod — these tweaks would be much appreciated.

Katieclysm

Sounds much more interesting overall than Ice Age

深暗

Is it possible to extract the engine from a crashed shuttle with a certain probability

Thefreddygamer

Would the long night have anomaly integration, with a chance for noctol raids? Also white out sounds so exciting to play around!

али иброгимов

Someone needs to ask this: Is it right to spread your efforts like this while people wait for other big mods?

Kristian West

Nice! Looking forward to it! Two thoughts: 1. Will there be Anomaly integration for the Long Night? With that DLC, that event (or a variant of it?) could use the Unnatural Darkness mechanics as one of its phases. 2. Mech Clusters: The current VEE does not have an option to change the occurence weight of mech clusters. Might that be something that could be added?

Jordan Blackmon

Love it, any chance it will work in concert with landmarks expanded? Like the event asks you to go to a landmark? Not sure if it will be like a quest system or more like an environmental system. Also will it include space?

Jordan Blackmon

He’s always done this. Trust the system. He always delivers

Frank Cotton

For the white out event, would it be possible to have a wooly mammoth, a saber toothed tiger, a sloth and a baby wander onto the map and then leave?

Oskar Potocki

Events generally don’t ask you to do things. That’s quests :)

Oskar Potocki

Mech cluster isn’t an event, it’s a raid strategy.

Oskar Potocki

People can wait. We work on whatever we want to work on, and if people can’t accept this they can leave. When I don’t feel like working on gravships expanded, I pick up something else to work on. This prevents burn out while actually getting some cool new mods for the players. If I didn’t do that, I just wouldn’t do any modding work that day at all.

Kristian West

Ah, ok, til. That explains it, thought those were separate events.

Oskar Potocki

That’s because blood moon is a cyclical event that has a predetermined date and occurs in exactly 1 year intervals.

Deggial

Wait ... what? The shuttle crash isn't a vanilla event? "In fact, many people assume that events from this mod are in fact base game events ..." Indeed!

Deggial

Regarding those 'Purple Events': I have a slight issue with them. Take toxic fallout, for example. Fine. Actually, no - it's not fine! ;) But I can deal with it. I build roofs over exposed areas. Sometimes I have to build support structures to do so. I designate indoor/roofed areas and restrict my colonists to them. If it's really necessary, I move my pen indoors and put up with the smell and dirt. Hastily built hydroponics feed my colonists now. It's all a nice challenge and great gameplay. It really throws a spanner in the works for me. Then I have done everything I can to deal with the event successfully. There is nothing more I can do; everything is running smoothly again. But then the event continues. And it just keeps going on and on. And on. It prevents me from *playing* the game and doing what I had planned. All I can do is hunker down in my bunker and wait for the event to end. I have to admit that sometimes I end it via the development tool. Is there anything that can be done here? I guess there is no way to test whether the player has "solved" the event and secretly make it end earlier, is there? Could you possibly decrease the duration of the events in your overhaul just a little bit? But maybe the phases will go a long way here. It's definitely a great improvement to let us know, in which stage of an event we are.

owen

With vanilla trading expanded, will prices of fuel and non-perishable items food go up. it would also be neat if in the early stages of purple events more caravans and raids happen as people are trying to get what they need to live. Just an idea.

owen

Ok thank you.

owen

Will there be some form of a reward for surviving purple events? maybe even like perk as your people are motivated.

Abbio

With the generator quest, it will be the ultimate rimworld frostpunk experience.

Lisa Hennessey

Oh! I'm so excited. The tweaks sound great, but the escalating purple events sound so amazing. Got my heart pumping just reading it!

Spoder

Multi staged events is a great idea, some buildup and something catastrophic to give the feeling of a true disaster. Having factions behave accordingly by disabling raids, caravans, etc would make the game feel a bit more alive and reactive. Psychic Rain and Bloom are weird ones, will these get significant overhauls as well?

Karl Froelich

Would it be possible for Earthquakes to be slightly mitigated by foundations from... I forget which VE mod, sorry! At least reduce the damage to structures?

Rebecca Richards

I love this idea for the purple events. I actually shut them off entirely eventually because I got tired of how they just seemed to take *forever* without any indication of the end in sight. If there’s visible stages in a reasonable window that alters the gameplay, it gives a meaningful sense that things are *progressing*. I’m hoping that resolves the monotony so I can turn them on again!

Rupert Kemsley

Ahh I see — that explains why it feels so frequent. Would it be possible to have a setting to adjust the timing anyway? If there’s already something in the VE Sanguophage options that I’ve overlooked then apologies. I really enjoy everything the mod adds, but the Blood Moon popping up every year does get a bit distracting with how often it rolls around. Love your work!

Bart Corremans

This is what a passion project should be.

Bart Corremans

I might miss the Ice Age, but the progression and being able to estimate durations will be such a huge improvement.

Jesse Haack

ohhh that is a very cool idea. psychic bloom gave me a very anomaly vibe and got my imagination firing on 2 cylinders when i saw it. its just ok as is, but imagine: exposure to the otherworldly light causes things to mutate and things not from this world to grow. color out of space!

Jaevric

I like the rework for the ship crash, that sounds a lot more interesting than how it worked before. I think that there's an opportunity to have some integration with Odyssey DLC gravships in terms of loot/thematic art, as that could be a good alternative path for acquiring a grav engine if the player doesn't already have one, or a couple gravlite panels.

chris reay

damn, was hoping for apparel remake

Steven

Progressive events sounds like a really cool idea! Any plans to have forks in them at some point? Like an event which could evolve into one of two options based off random chance, or if the colony manages to achieve some condition (e.g. map pollution under X%, no more than N of some animal alive on map, map fish population above Y count)? Really looking forward to seeing how this rework turns out!

Denys Popov

We have the generators, the whiteout, automatons (drones) coming soon - the only thing that's missing for a complete frostpunk playthrough are the human core... ahem, advanced components xd

Kamillow

Hey Oskar, I got a question. Will VFE - Mechanoids 2 be compatible with the more popular mechanoid mods (like Alpha Mechs) on release? I'm really looking forward to the mod and it would be a shame to have it delayed for the users of these other mods.

Teagan Williams

It would be cool if earthquakes had a chance to open up holes in the ground like the holes in anomaly!

Starsl

Oh that would be wicked

Gonzalez Ulises

Will there be a way to customize the events? Because personally, I would like to make the third stage of the cold event last longer.

Sal Salvador

The whiteout sounds phenomenal from a narrative perspective! I know its not neccesairly the spirit of the mod, but it would be really cool to see a scenario that starts your colony out in the beginning stages of one of these purple events

Juta Mae

Or at least an ugly looking squirrel with an astronomically priced acorn that spikes colony wealth and makes thieving raiders go straight for it!

Sephiroth018

The Whiteout letter 3 could use some more dramatic, 1 and 2 have such a nice Frostpunk vibe which 3 is lacking. And 4 could also use a bit of that, although not dramatic, of course.