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Hey everyone and sorry for being late with the roadmap this month. It was my 30th birthday, plus the beginning of May is, in Poland at least, a perfect excuse to make a BBQ party, and that's what I did for a few days.

I'm back now, and with me comes a new roadmap. I waited a few extra days so that I can confirm the status of some of our projects!

Vanilla Weapons Expanded - Coilguns remake is now in internal testing while we're working on improving the VFX of it. There's a few notable changes you will be able to expect when the remake arrives:

Coilguns no longer deal friendly damage in a small radius, which means you'll no longer get your own colonists killed!

Coilguns now have two power modes - by default, they fire a standard, non-multi-pawn-piercing projectile at extreme velocity. If High-power is enabled, it will fire the piercing projectile but the warm up of the weapon will double.

Coilguns now outright ignore any armor with their whopping 200% armor penetration. This will make them ideal weapons for mechanoid raids.

Gauss Lance has now become a sniper-type weapon with extreme range, instead of a large heavy weapon.

If you own Odyssey DLC, Gauss weapons now have access to a set of unique traits exclusive to them - for example, one trait removes the damage drop off when the projectile pierces multiple targets!

In addition to that, Vanilla Quests Expanded - Drone Factory is undergoing testing and final polish. We're writing the quest text, preparing infographics and the mod will be releasing relatively soon!

Vanilla Gravships Expanded - Chapter 2 aims to reach the minimum viable product state as soon as possible. Now, Minimum viable product is not something that will be released, but it's a big stepping stone for us, from which we can improve, enhance and add to. With big mods, it's important to aim for some sort of 'base', because tackling a mod that has 200 pages in the design doc is a huge and overwhelming task.

Vanilla Factions Expanded - Mechanoids 2 is still being ideated, with bits and bobs being added here and there, but I need to play the game myself extensively to really know what's needed for a mechanitor playthrough, because I never actually done that.

Sarg has been hard at work on the remake/uplift of Vanilla Events Expanded, so I'm glad to say the mod is in deep development now!

A new mod has also appeared on the roadmap: Vanilla Plants Expanded - Flowers. It's a mod I announced very recently, and a mod I work on when I need my brain to chill a bit after the intensive design sessions. Mostly, it's a mod that will add beautiful flowers and reward you for keeping a nice garden!

That's it from me! I will catch you soon with some more devblogs!

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Comments

Toasty

With all theese changes to VE Weapons will we see some touch up with the warcakset weapons from VFE Pirates? As some have become outdated in relation to VE weapons changes

SeisoN

Dobry grill nie jest zły

Cywil

Happy bday

AdRam

Happy Birthday!

Oskar Potocki

Potentially! We just need to clear up the schedule a bit!

NyaNyaPatricia

Oh my gosh the thumbnail art for VE Flowers is absolutely adorable

Brodeg Hammerforge

Well, happy belated birthday, Young'n. I can't wait to get back to playing again when expanded health gets released. Looking forward to it! 🥰

Mx Prbms

Happy birthday!

owen

Happy birthday!! Also why is vanilla outposts expanded 2 on hold, and what will it add?

Daminchi

Can't wait for Gravships part 2, and Mechanoids 2. Something that is really not obvious immediately in solo mechanitor playthrough: being alone really messes Rimworld mechanics up. You can't name your fraction (so every savefile has a default name with numbers), you can't install prosthetics or bionics until you reach Paramedics, you can't go into biosculpter without man in black rushing in, except you're in space. Also, you can't change anything in mech zones and orders if you're in biosculpter (and it is an issue for Transhumanists who should be really well suited for mechanitors).

lunarWITCH

there are so many huge and amazing mods coming up, but my cottagecore loving brain is most excited for vpe flowers 💐

Trent

Happy Birthday! Hope you had fun at your barbecue!

Fabo40

Happy late Birthday Oskar! I absolutely love the art for VPE Flowers!

Liam O'Donnell

Happy Birthday! Here’s to one of the best modders to grace all of steam.

Sylant99

Warm up can be reduced to 1% with shooting specialist and trigger happy, it should be weapon cooldown too

Deggial

Happy birthday! :) I hope, you didn't catch a bad back or become frail during this incident! ;)

Captain

happy 30th!

Quinn

Mechanoids and Megacorps my beloved

KoH

these posts always brighten my day

Billy

Happy birthday unc! Keep up the amazing work, Rimworld and the community owe you and the team so much

Judas Black

Hey happy birthday Oskar! I just turned 23 a few days ago, and graduated from college with a degree in interactive media and game development today! May has been a busy month indeed 😭

Rimworld 1:1 Earth Project

Hey what happened with vanilla expanded diplomacy? It was on the list for a while but disappeared. If there's one mod id be looking forward to more than anything else, it would be that one

CursedLight

Happy 30th Oskar, can't beat being surrounded by loved ones~ I'll offer you this, ever since support ended for VFE Mechanoids, interacting with everything outside of summoning bosses has proven pretty stale. Vanilla mech clusters are a nuisance with no rewards, as with any raid not containing a boss randomly. Insectoids at least offer a nutrient paste supply and income through chitin. The factory mod is a triumph, but this means the mechanoid bodies don't provide nearly as much as an overabundance of drills. Mechanoid components helped make mech clusters something I didn't want to just bombard to dust, I think there was plenty of merit for them. The usage cases have dissolved into the security update and the factory standalone, no more need to sink excess into auto-turrets once your factory was done. Mechanitor infrastructure coming from mechanoid infrastructure still makes a lot of sense, especially if the total war is returning in any way. On top of Daminchi's points, with the intention of having the mechanoids "do everything for you" in a solo/low pop run is largely underserved, with a lot of unforeseen consequences. Mechlinks are very rare to show up, making a solo run more likely. Low pop runs have very little raid points, meaning you are far less likely to see random bosses. No failsafes outside of betraying the point of the playthrough if your mechanitor gets downed and your paramedic is on low charge/actively dormant. When we go to upgrade our armies, please don't fuss too much with bandwidth pips or pollution rates too much. Mechanoids that stay active for less time and fields of band nodes aren't compelling fixes. It would be great to see horizontal upgrades, such as swapping weapons on mechanoids, and potentially an array of staves to buff specific mechanoid types. I don't like to hand all my mechanitors eltex staves to maintain combat relevance. Wouldn't say no to cool armor with gizmos though. I'm sure there's plenty of new mechanoids ready to mess me up. Thank you for your time if you read all this, and I can't wait for the next potential decade of vanilla expanded assuming rimworld stays fun and innovative.

Kamillow

Wszystkiego najlepszego!

Damien Polici

My theory would be that we might get a rework for faction/relations in the next dlc since exploration has been made easier and it’s one of the most asked things by the community, might be wise to delay mod that affects such a thing for now

Oskar Potocki

It’s a huge strategy like mod which allows you to build autonomous bases and decide what buildings they’ll have etc. It’s on hold because it takes as much work to design as a brand new video game and we just don’t have the time right now.

Node118

Happy birthday!!!

Alex B

VVE has been dead in the water since 2024 lol

Oskar Potocki

Right, VVE, when I woke up I read VE and I was like... what? We've got some exciting VVE announcement coming soon, but I wouldn't say 'dead in the water'. It's a popular and FINISHED mod. It's very fun, and very popular. Maybe there haven't been as many new add-ons for it, but what's already there is very much a complete content offering.

Alex B

Yeah it is a very good and very finished mod, the later features are just very exciting. Either way u hope you enjoyed your birthday, and I’m excited to hear the announcement even if I’m 60 by then

owen

Ok thank you that sounds so cool and awsome.

nyozzl

the day I see war walkers out of planned is the day I'm truly happy.

Pinchewey Pro

I hope Mechanoids 2 and Megacorps don´t requiere any DLCS, not all of us can´t afford DLCS

pap22

I heard it got canceled

Oskar Potocki

Over 6 months ago but in reality a year ago! It was a mod that Legodude wanted to make but he left the modding scene.

Rimworld 1:1 Earth Project

Awe damn! It was literally the main reason I hopped on board the VE train, I was so hyped for it :( Well pretty please something similar to it would be nice, I love playing Rimworld like a 4X 🙏

Oskar Potocki

We’ve never wanted to tackle diplomacy because it’s such a complex concept it’s very hard to make Rimworld bend to it, and also to ensure it doesn’t break other mods. Legodude was adamant he’s got a plan, and then he left.

Oskar Potocki

Sadly there isn’t much I can do. Designing a diplomacy mod would drag me away from everything (every other mod) for a few months, which means there’d be massive delays with gravships, mechanoids and Megacorps, and I’d rather get them done as soon as physically possible.

SC_Ghost

Looking forward to an update of the events mod.