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Hey everyone and welcome to a brand new roadmap post. Apologies for it being late, but we were super-focused on the release of Vanilla Gravship Expanded - Chapter 2: The Battle. Now that the dust has settled, it is time to look into what's coming ahead.

We have checked what mods we have in development and shuffled some things around to ensure the development is driven by passion - as always.

Vanilla Factions Expanded - Ultratech

We have been working on Megacorps for quite some time now, and we've decided it's best that we split megacorps away from the Ultratech faction mod to ensure that we don't shove a complex megacorporation down players throat if they only want a new technological stage of the game. As such, Ultratech will become it's own mod.

Ultratech mod will allow players to reach the pinnacle of the technological progression. Players will be able to advance to the level never-before seen. For this mod, we're going down the power fantasy route. This means that players will unlock technologies that will really allow them to reach the natural end of the colony - from ultracomputers performing research automatically, to nearly indestructible walls made out of pure energy. Players will harness new power sources which require a brand new UltraWatt power grid. They will unlock netcasting, allowing them to harness psychic energy and use it to improve various buildings around their base, provided they have a steady supply of netcasting frequencies. They will sort all the issues that colonies might face, one by one taking care of hunger, illnesses, addictions, enemies, wealth and even mortality itself, with the ability to make backups of colonists brains to bring them back as clones if they suffer a mortal accident. With Ultratech, we want to give players the tools that will allow them to say 'now we've done everything there is to be done'.

Vanilla Factions Expanded - Megacorps

Megacorps mod has been split from Ultratech and now serves as an add-on for it. The rimworld players are on will be chosen by an extremely rich megacorporation from the glitterworlds of the galactic core. They will set up beautiful and impenetrable resorts around the planet, where the neohumans with glitterskin come to relax, celebrate their vast wealth and occasionally raid local villages and kill local populace for fun. These incredibly disgusting beings can be attacked, but they can also be worked for. Player can sign up as a contractor for the megacorporation, providing entertainment for their guests and using the vast megacorporation connections to purchase anything they desire, obtain free resources, destroy their neighbors or hire new neo-slaves. All through the power of bureacracy, with players changing their workshops into offices, slinging forms and requests left and right.

Vanilla Factions Expanded - Cultists

We have seen the requests to improve the Anomaly DLC cultist faction, and we also see how much people would like to start a cult of their own. As such, we have decided to roll the previously started Flesher xenotype mod into something much bigger - Vanilla Factions Expanded - Cultists.

Players will now be able to start their own cult, revering their own interpretation of the evil archotech. Rituals will be overhauled with brand new steps and requirements, with their strength being vastly increased. The cult will grow with new followers, sacrifices will be made, and evil archotech will share a fragment of its power with player colony.

But be careful, as the cult grows, so do the risks that come with it. Other cults may see your cult as dangerous, and will employ monstrosities beyond imagination to attempt to bring you down.

The mod will touch on many aspects of Anomaly DLC and will open up a brand new way to progress through the DLC - instead of studying entities and researching the forbidden, you will now be able to devote to it, chanting around evil altars to gain forbidden knowledge and unlock new rituals and technologies.

Vanilla Factions Expanded - Mechanoids 2

I know everyone wants to see Mechanoids 2, but whenever I ask people what they expect from Mechanoids 2, they really don't know. Some of you wanted the drones back - now you got them, in the Drone Factory mod. Some of you wanted the factories - which are already out in Vanilla Furniture Expanded - Factory.

I have decided that to make a good Mechanoids mod, I need to improve the mechanitor greatly, but after playing a mechanitor run, the loop feels pretty complete. This means we just want more content. More mechanoids to build and more mechanoids to face. New mechanitor-specific weapons. Being able to gestate mechanoid buildings. Potentially even being able to create much larger mechanoids to really drive that power fantasy.

Since the mechanitor gameplay loop is pretty good in my eyes, and I'm still trying to come up with ideas how to improve it, Mechanoids 2 have been bumped down the queue in favor of Ultratech and Megacorps, so that they may finally see the light of day. That being said we remain commited to making a really great Mechanoids expansion - which also means I don't want it rushed.

And yes, Total War mechanic will make a stunning return... and you will wish it hasn't!

Other Mods

We are internally testing Vanilla Ranching Expanded before it hits the testing server. You will be able to breed animals together to ensure they pass their genes down to their offspring. You will also find new cattle, pigs, horses and sheep species that you'll be able to acquire and introduce to your herds. Each new species comes with brand new gene levels that will improve your herd, if you only apply a little bit of selective breeding! This mechanic will be extended to some other ranchable animals as well, such as goats, chickens and turkeys.

Vanilla Vehicles Expanded - Shuttles is being put on hold for now. After talking with the author of Vehicles Framework we came to the conclusion that it's best to wait, as he simply does not have the time to be able to help us with the development of the mod.

I have tasked our best and most beautiful Sarg to continue experimenting with Monster Hunt mod. As some of you may know, this mod takes inspiration from Dwarf Fortress and will introduce procedurally generated monsters. Each monster will be different, and will come with different abilities and weaknesses, making each hunt that much more valuable. But who seeded these monsters into your planet, you ask? Well, keep an eye out for traces of that vile megacorp we mentioned earlier. Perhaps they left a plasma weapon of some kind for you.

In the near future we will also be making a little public survey to determine which mods needs a remake/remaster next. I reckon the choice will be between some furniture mods, but at the end of the day I may change my mind, so we will see!

That's all in this roadmap post. I wish you all good day and thank you everyone for supporting us on this journey.

Files

Comments

Sunlight

HELL YEAH CULT STUFF LOVE YOU OSKAR

Parker Nielsen

A cult mod? From the VE team? This is the best news I've heard in a long time.

Toasty

I feel like Mechanoids 2 also needs to expand on Mechanoid / IFF hacking, as its an area that really needs to be explored and expanded further rather than just one off Mechanoid hacking abilities.

Andr

Wow it will be interesting to see the mechanics "evil archotech"

Sunlight

Right right?

Sunlight

Oh yeah about mechanoid i maybe missed the question but i think something allowing us to become the mechs would be great like instead of fighting the mechs sacrifice our colonist to join the hive to become the mega mech brain that will control all mechs while the mechanitor would technically be the colony itself (could also add some hacking stuff or maybe implant to transform a colonist into a mechalike character)

Brian Lang

I hope ultra tech won't be easy to "stumble" into. There has always been an ultra tech mod out there and while it was interesting it was way too easy to find the ultra tech gear from vendors. Then once you bought it your wealth skyrocketed and you started getting raided by ultra tech equipped raiders. I guess what I'm saying is, it should be a more deliberate choice to go down the ultra tech route than just buying some kind of broken weapon or item - like how vanilla expanded content often requires a starting quest.

Maxxyel

About the Ultratech, the immortality solution will have some compatibility with Altered Carbon mod? Some way to have both or will need to choose wich one u add to the game (about compatibility and development of a colony)

Oskar Potocki

It doesn't need it, two entirely different systems. Completely separate.

Stijn Witsel

So about the cult mod, is it gonna touch on the actual entities thesmelves? either adjusting how they work or adding more? I know that you had planned some mods a while ago that were gonna do this, so is this a sortoff return of those plans?

Oskar Potocki

Sort of! There will definitely be new entities, as well as new rituals!

Stijn Witsel

Oké I really like that, as well as the plans other plans of course but i always had a soft spot for anomaly content so thats awesome to hear. Thx for the work on these mods

Red Echo

I'm still hoping for the Mechanoid total war to return. It was fun! I always found that challenge necessary to give a reason to engage with all the potential power to be gained otherwise from all the mods ^^'

TheGreenDigi

With the survey aspect brought up, one thing I would like to mention as a possible mod I feel could be included as an option in the survey is Saurids. Currently they just feel like a gimmicky alternate to baseliners, pure generalists, no specality, just with slight general buffs to survivability, but harder to keep their temperature managed, alongside the egg gimmick. They feel like a vanilla pigskins, like a xenotype that you'd go out of your way to expand upon, just like how you did with pigskins. They aren't bad, but they just don't feel on par with basically any of your other new races or expanded races.

Alexander Abad

Great stuff here!! Quick question, have you ever thought of making warcaskets from the pirates factions into a quest mod? I feel like it would add a very interesting loop especially with the amazing work y'all have done since, pirates would be a great rework!! Again amazing work!

Zac Misener

For mechanoid 2 I'd love to see a progression path to more deeply integrating with the mechanoids, being able to control them at grater distances, maybe an option to hack or "tame" them. Integrating mechanoid qualities into your pawns. Id also love to see some integrations with some of the other mods, the idea of a mechanitor warcasket is really interesting, or being able to tap your mechanitor into a central location to run factory or production facilities as if he was using them himself or to augment them in general. Maybe adding a more advanced mechanitor start as well.

Amaelzaekil

Speaking of Ultratech, will there be a Vanilla Furniture Expanded - Ultratech?

Al

In terms of the mechanoid roster, I'd say that Scythers and Tunnelers being the only combat viable melee mechs is a shame. It could be cool if we could have a gestation mechanic to customize the mechs like putting plasma blades on the scythers. Going into transhumanism I always felt that transhumanism lacked a bit of a final destination and while I definitely think it could be a whole mod unto itself I think it'd be fun having a mechanitor trying to become one with their mechanoids. Another easy answer is better bandwidth solutions I'm really looking forward to seeing all the new structures you have in mind, I hadn't thought about gestatable structures! Out of curiosity though, for ultra tech and mega corps, do you think you'll be adding in new weapons and armor, or possibly making more use of the higher tier weapons and armor already in play?

PaperClipChip

Thanks for taking a look at the cultist faction Oskar, it does seem to have the same problem as vanilla empire/deserters that you and your team thankfully turned into the best experiences I've had playing the game.

Stephen Foster

3 Ideas for mechanoids 2: the idea is diversifying the mechanators. #1 mutually exclusive sublinks that boost specific mechs #2 Alternate mechlord suits. I got an image of a melee mechlord going face first with his zeushamer with his army of scythers at his side #3 Job specific enhancement buildings. Mechanator regularly works or sits in a building to receive a temporary buff to a specific job type or skill that is only useful on mechs with the buff passed down to attached mechs. Only the relevant mechs to the buff actually benefit. You can stack the enhancements, but the time investment means you can only take on a couple without spending your entire day getting them. Solo you can choose the enhancements you need at the moment, but with multiple pawns you can make mechanators specialized. Maybe make the time spent in the building modifiable with the buff strength scale based on duration. I figure #3 makes the mechs feel more like an extension of the mechanator rather than just machines doing their own thing with the mechanator as an anchor.

Julien Da Coolien

My beloved Carpenter, can't wait to see you again <3

lunarWITCH

finally anomaly getting some love! buziaczki Oskar

Eduardo Inacio

I'm so happy seeing this roadmap, it was certainly worth the wait About the Shattered empire, how will their technology measure to the megacorp?? I can see myself waging war against the corpos while employing our honored friends to the battlefield (I guess this also makes a good reason to vote for VE-Empire on the survey)

Maria

Hell yeah indeed! Cultitsts mod sounds so awesome! I frequently try playing some anomaly cult colony but indeed keep find it lacking in significant benefits when trying to go evil myself - sounds like my chanting prayers did get heard -^-^-

Oskar Potocki

Empire will not be getting a remake or remaster in the next few years because it’s a recent mod and one of our better mods! As for the power level, Empire is the equivalent of an African mercenary warband where megacorp is US Military. They’re almost irrelevant in the grand scheme of things. They’re an ‘attraction’ that glitterworld societies come to see on rimworlds.

Mea K

All four of the major mods in that second graphic are super exciting to me. An ultratech glitterworld colony ran by an evil cult sounds like a good time! Immediately have a bunch of questions about the ultratech stuff. Like, if we can copy colonist brains and create new clone bodies is there anything to stop us from creating multiple copies of the same colonist? How would that affect relationships? Can we safely experiment with the super genes from VQE Ancients on brainless clone bodies? Can we have tech for brains to remotely possess bodies from the safety of a bunker?

Gage Ihrcke

Shuttles expanded no........

Kamillow

My monthly mechanoids 2 update ❤️‍🩹

Nor

Loved the idea behind the Flesher race but with Cultist I am elated!!!! Always felt anomaly was missing that aspect and I am very excited!

Emiliano Aldrete

I love your work man, I just wanted to tell you that you can do it, and take your time, and please please be the expanded mechs be the next one 🥺😢

Big Barza

So let me get this right, megacorps was supposed to be a union of different things and now it's getting split back up? Probably for the best, more modularity! Also REALLY excited for the anomaly stuff. But also...i must ask. I've seen some of the artwork in the rimworld discord. Any chance for a C-Finder? Or would that be more of a gravship chapter 3 thing?

Nee

such a packed roster of mods 🤤

Oskar Potocki

No plans for C finder. You likely saw the solar spire, a new power generation that creates UltraWatts

Chase Warner

i would love to see health expanded finally come out, its been on the back burner for a while now. The mining one looks interesting too

Oskar Potocki

It isn’t on back burner. It’s merely mentioned as something we want to explore in the future. Back burner would mean that some work already went there and we stopped.

CursedLight

Is the aim for these Megacorp resorts to be a lodge akin to "The Most Dangerous Game" but the whole rimworld is the island? Or are the westworld android and jurassic park themes still being considered? It would be killer if there were a variety of megacorp zones like how your insectoid hives work where the surrounding tiles are infected with dinosaurs, or androids if its installed.

ExBeNN

So sad for Mechanoids 2 being placed in the backburner, makes complete sense though. I know it will be an amazing mod!

Charles

Can't wait for ranching, i have this playthrough planned around it. Any idea if it's gonna be out before october ?

Oskar Potocki

We never give ourselves deadlines. I can promise it will be out when ready. I know it’s not the answer you want but it’s better than me giving you a timeline and then stressing about it.

Charles

Oh absolutely, I understand. Thanks for the amazing work !

Dom Speziale

Reading this roadmap gave me a nostalgia rush back to 2022 when you were releasing and announcing grandiose mods one after another. I love your other mods, but something about faction expanded mods gives me a rush and makes the game feel bigger!

Dom Speziale

Also, where do the dinosaurs come in???

Kirboh

Ooh, luxury resorts and entertaining clients? Is Megacorps going to be inspired by the Hospitality mods? That'd be magnificent. I STILL want the ability to have multiple Megacorps factions on the planet, so you could ally one while raiding the other. Something like: Ethical Megacorp: Your relationship's base is fairly low (-30 to -50), and you can only raise their friendship with quests until you get to "Ally" level. Otherwise the easiest faction to get along with. Will not ask you to hunt humanlikes for sport (though might request help for raids). Dubious Megacorp: Will send raids to hunt you for sport. You can't improve relations with them at all until you survive enough of them to prove you're not an easy target, and even then, you still can't raise friendship with gifts until you reach "Ally" level. Might ask you to raid other factions, jeopardizing your relations with them. Evil Megacorp: Will start by raiding you. Once you've proven your usefulness, you have to demonstrate your loyalty by betraying other factions, and you'll eventually make an enemy out of every faction on the planet. However, you'll be rewarded VERY handsomely for it. Sorry I keep nagging you about it, I just think it has a lot of potential beyond just one faction.

David Everly

I almost exclusively play mechanitor runs in Rimworld and there some gaps I'd really like to see covered or add-ons to help live a bit of an overlord power-fantasy. Some things I think would be nice to add would be - Command Throne - A Electrical powered throne or casket that allows the Mechanitor to enhance their abilities while positioned in it, maybe give the ability to be linked up nutrient paste to feed the person inside of it. Allowing you to command at a much further distance, maybe the whole map or extra map tiles based on how many nodes you feed into it. It could make for a play-through where you can't leave the throne and control armies from a locked bunker. DLC Integration - I'd like to see it play nicer with the other DLCS, Royal guard mechs for Royalty and bonuses to mood for having Royal Guardians, maybe even ways to have them guard throne rooms for buffs. Mechanitor based Ideologies which could create mood buffs for having more mechs and debuffs for having lower tier or none at all in the colony, maybe even some ideologies that despise mechanitors. Anomaly based mechs that use the research to create capture mechs or anomaly infused mechs. Mechs that can fill in ship slots for the Gravship expanded mod you created, that can boost your piloting ability, maintenance mechs, and even zero gravity based mechs for boarding parties. More low tier mechs - Alternates to the Militor for different playstyles that allow you to live out your b-1 battle droid army fantasy. Maybe a melee version and different weapon versions based on the other vanilla expanded you have. The option to have a play of just basic subcore mechs would be nice because then you wouldn't have to rush to get tunnelers and advanced mechtech to mine with a mechanoid. Storage - Speaking of B1 droids, having a way to store them like in the multi-troop transport where they don't cost bandwidth while in a shutdown state while locked in a storage rack, maybe something you can put on gravships or bases so you can unleash wave after wave of hordes of basic Mechs at enemy raids. That way you can save bandwidth until needed for combat and won't waste slots on guards when you don't need them. Upgrades - I'd like the ability to add upgrades to my mechs to make them stronger or even inject personality cores into them so they can interact with my mechanitor, that way he can still get his social from others even as a recluse, Could even add in traits that make them prefer to talk to robots over humans. Maybe a way to swap weapons on some of the Mechs. Maybe even a utility mech that you can swap tools on by repairing that allows you to set it different tasks, a drill for mining, claws for crafting, needle for sewing so you don't clutter the mechs with a ton different types of work mechs and just one that can be changed around. Vanilla Android Expanded - Make it compatible with Androids to make it so a mechanitor can have more influence over Androids colonists. Some kind of integration that allows them to interact with one another would be nice. These are some from the top of my head, but if I think of anymore I'll add them as a comment on this.

Jacob Wilhelm

Are the Dinosaurs still gonna be apart of Megacorps?

Jason McGinn

"Potentially even being able to create much larger mechanoids to really drive that power fantasy." - This makes me think of the old 80s Transformer cartoons, where certain sets could combine to form a single giant Transformer. It also reminds of me how they kinda squandered that by always having an opposing giant bot nearby to brawl with, so they always just sort of canceled each other out and nothing interesting happened with them. =\

Gage Ihrcke

Perhaps there could be a way in the VFE mechs 2 to play as rogue mechanoids? I have no idea if that'd be possible at all, but it sounds cool.

Dương Kephir

Can’t wait to play with VE ranching

nestor

Great news! I'm definitely thrilled by the cult stuff, regarding this what do you think about a fanatic/zeloat anti-cult approach? Like interactions and stuff different from the scientific ones but still focused on eradicating evil? Maybe doing it the old good way like burning heretics and fighting giant monsters from beyond. I know is a lot but i think it would be cool to lead your own personal inquisition/crusade against the void.

Afine

Your posts the only thing that makes me happy, thanks Vanilla Expanded team and Oskar for your works!

Oskar Potocki

Please do try to find joy in little things in life. Try to find time for yourself. You’ll find happiness in the weirdest and most unexpected places!

owen

I really love the idea of easy to produce mechs you can store. but also, isn't that what drones are for?

David Everly

I do really like the drones, but I've always seen them more as a colony feature then a single character feature. When I think of mechanoids I always associate them with the mechanitor themselves. Kind of like a psycasters powers or animals bonded to a colonist.

Trix

idea for VE Mechanoids 2: an extremely hard endgame way of obtaining some degree of control over the mechhive also I wonder if there are plans for making your own exostriders like the ruined ones you get mechlinks from

saltychipmunk190

I think the one glaring gap in mechanoid game play are meaningful ways to upgrade your mechs like you can your colonists. There really does come a point where the only uses mechs have in a strong colony are as disposable meat Shields or Roombas because colonists are just so much more effective.

Eclipse

I have some questions 1) curable luciferium? 2) deleted 3) any chance for colossal mechanoids to be modular in a similar manner like warcaskets? 4) construction crane comeback? 5) factory scenario comeback?

Eclipse

6) sparkling gold and silver metallic skin implantation for that cyberpunk luxury feeling?

Eclipse

7) mechanoid human hybrid in a similar manner like a genetics expanded archocentipede (my take on mechanoid girls lol)? An ultimate mechanitor entity, a person infused into mechanically system itself

Eclipse

8) please make lore for the cloning like not a backup of memory but a live transmission of the digital consciousness into the new humanoid sleeve. Making it a backup makes a pawn a copy, not the original entity in a new body so no true immortality achieved

Eclipse

9) please revive those exostrider remains

Eclipse

10) infecting/implantation of a monstrous fleshling fetus/egg/whatever into the body of a cult member or a victim of a cult. Some “alien” vibes

Eclipse

11) will you expand mech clusters?

Eclipse

12) will viking themed mech hunt come back?

Eclipse

Omg this post makes me happy! I am serious! The things you create + ferny’s progression is peak It is unbelievable what a game Rimworld transforms to

Eclipse

13) flying boom threat for monster hunt please (imagine it just flying over the wall defence line to kamikaze at your colony)

Eclipse

14) Will there be dinosaurs? 15) any chance for non-lethal combat mech for pacifist army?

Nephibis

For mechs i'd like more and bigger mechs, being able to hack mechs to join you or explode. Terminator style mechs, both for you and like some kind of Skynet organization. Mechs for stealth, infiltration and recon. Being able to send mechs out to do missions without a colonist. I'd even love mechs you could get inside like a gundam and have battles. Would go well with your Ultratech mod. Different builds for space, land, air, etc. Long range cannon style mechs, missle mechs, mechs that turn into jets. I have a fantasy of having an army of mechs and just destroying enemies in a power fantasy. Or like going alone with your Ultratech clone. What if you uploaded your brain to a digital core and could put it in the bodies of your mechs or as the AI controlled your mechs and as long as your core isn't destroyed, you never die. Also the random events with mechs landing on the planet like the 1st one. It would be interesting to have to deal with mechs on 2 fronts. Mechs landing on the planet and then a rogue AI creating terminators and just having complete warfare with terminator mechs wiping out people on the planet and you have to use guerilla warfare to survive. Then even when flying in space you could get attacked by AI controlled ships. Cool power armor for the mechinator (Like iron man, falloutpower armor, etc.

Partisiano 27GG

I would find interesting in Mechanoid 2 to have some type of quest chain to find a big enough gestator to acquire the colossal mechs. Kinda similar to genetics expanded endgoal.

REMIX NATION

Hi Oskar, A quick suggestion about VFE- ultratech is can you take some ideas from ambition of cosmic mod into it ? as it uses a similar approach to use energy for overpowered tech, weapons etc and also the creator has dicountinued the mod.

owen

That sounds really fun

owen

It sounds awesome having large battlesuits to fight with.

Alec Morrison

will dinosaurs be featured in megacorps similar to how they were conceptualized in its predecessor arkology?

owen

In gravship expanded chapter 3 it would be neat to have a tribal level way to be able to stay in space indefinitely (like a plant) so you could have starjack space tribals. Just because it is a plant does not mean it should be easy maybe it would need maintenance like a Gauranlen tree.

Eclipse

Luciferium production?

Zac Misener

I thought about it a bit more, I also like the idea of some anomaly overlap, or maybe overlap with the new cult mod. Utilizing shards to augment mechs would be pretty cool, maybe with an added risk to it, like there being a chance that they go berserk or start attracting more anomaly events. I also like the idea of having the ability to customize mechs, even if it's like...adding a single generalist mech that you can swap out their limbs to do different jobs as needed. interactions with Gravships would be good too, piggybacking on that thought of workstations "powered" off a mechanitor in a pod, maybe that same pod could be hooked up to a gravship, acting as the piloting station. Between that and the workstations, if they utilized bandwidth you've got a new mechanic of balancing your mobile, mechanoid soldiers/harvesters with your production facilities managed on your ship/in your base.

Merx

Amazing! Simply amazing! Extremely happy that ultratech mod is in development! Honestly? I think that mechanitors just need a bit more end-game mechanoids and some new mechanics, dont have to be extra complex ones. Maybe few new bosses? new threat? ways to make mechanitor even more powerwul? Maybe way to customize him? I mean like some kind of augmentations that let you boost aspects you prefer. Anyway, great job, excited for the future!

Whisper

Immortality, huh? Do we have any idea on what form that will take? Are we talking Altered Carbon mind transfer into sleeves, or "original is dead, clone with implanted memories takes over"?

Whisper

Dang, glitterworld 'immortality' is a scam then 😭 Looking forward to seeing how all this gets implemented! Great work as always, Oskar.

Dom Speziale

I really like the idea of modular mechanoids. I think the classes/tiers should remain but there should be one specific modular mech that you can create and modify with utility gear or weaponry for warfare. It would be cool if the modifications to the mech could be displayed on its sprite similarly to how Oskar released his customized persona weapons mod where you can customize exactly how you want your weapon to look and have it built in a modular fashion and showed in its sprite in game.

Dom Speziale

I’m also in favour of the mechanator throne idea. The trade off is not being able to have your mechanator pawn roam and perform tasks, but gets entombed in the throne where he can have great power buffs that reach outside the colony map tile. I could see this being an endgame tech and allows mechs to preform quests and caravanning around the map, nullifying important pawns from questing, protecting them whilst sending powerful mechs to preform tasks. I also like the idea of upgrading the throne to give it more buffs one of which could be improving distance mechs can travel outside the map tile. Building off of this, It would be cool to see a mech solely built for communications and negotiation proposes which can make deals and trade with other factions similar to sending out a pawn with a high social skill. Call it the “Ambassador” mech lol.

Eclipse

Any chance for launching own mech clusters?

Eclipse

Personally I don’t like the second approach. It is not immortality

Jay Daniele

With the Cult mod on the way, will there be any considerations for integration into your version of the Oddysey / Gravship mods?

Oskar Potocki

I think these are two entirely separate concepts

913R0 Al0NS0

ive been playing a solo mechanitor run lately and some "problems" have emerged, some QoL stuff that would be great to have. - for example, that you cant control mechanoids while downed but still conscious, doesnt really makes sense, if your pawn broke both his legs but his mind works perfectly fine he should be able to still command his mechs. - another thing is that surgeries dont detect the medic doctor unless he's active like drafted or moving, so your pawns will never go to bed because there is no doctor and the doctor will never wake up because no one is ready for surgery. - a way for mechanoids to self repair would be amazing, either a mechanoid that slowly repairs others in an aura or by contact, or a building that needs power and mechs sit there to repair themselves(or both?), because when you do a solo mechanitor the next 2 days after a raid is just repairing 15 mechanoids and it gets old. - maybe a mechanoid shutle? a shutle that is a mechanoid, so you can pack stuff on it, fuel and fly away, but it can also start walking and shooting around? - mechanoid gravship interactions, like the gravship being a massive mechanoid would be awesome, that it can self repair the walls and substructure like mechanoids can and perhaps some other cool mechanics - a method to control mechanoids from a distance, either from an anthena building in an area around or some long range casting one, for example putting the anthena in the killbox so you can move mechs in the killbox while the mechanitor researches, and a long range one for when the mechanitor goes out with some mechs and the base is alone, so that you can control your mechs to defend the place, or to go attack somewhere else, those things would also tie nicely with the vanilla expanded or not, gravship if you are constantly in the move but also have a base. - some relation between mechanitor and psycasts/psylink/psychic sensitivity would be nice, given that its the in universe method the mechanitor uses to control and comunicate with his mechanoids - a machine like the gestalt engine mod, or a replicated cerebrex after stealing its node and defeating the mechhive - something that would be cool to have with mechanoids and ultratech is a way to send a gravship out with mechs only, whether having a mech pilot the gravship and having it go out with an army of mechs, constructoids for repairs, combat mechs, lifters for looting, and medics for prissioners, you could set up a self sufficient ship that goes around doing gravship quests, kidnaps people, ripscans, and gestates new mechs without the mechanitor being present - maybe some kind of cryosleep-biosculpter cerebrex-inspired machine where your pawn gets in and is unable to move but in exchange his mechanitor capabilities are greatly increased, whether it is bandwidth, mech speed and work speed or control range up to other maps is in the air, like a tomb that turns the pawn into an organic brain of the colony mech-hive, could also connect with vanilla expanded nutrient paste for nutrition and sanguophages for hemogen in case of need ----------------------------------------------------------------------------------------------------------------- and now for the cultists mod. - it would be cool to have some way to steal the creepjoiner's powers, or through rituals get your own for your colony. - It would also be cool that we get to choose the narrative of the cult, instead of just worship, it could be viewing the archotech in the void as a tool to exploit and a source of power to forcefully steal from, maybe having void retaliations from the pawns doing rituals to steal power from the void, while the veneration route has rewards from pleasing it - a way to automatically contain entities that need so like the fleshmass core or the nosciosphere, (maybe a mechanoid? wink wink)

Dash

Is ultra tech introducing new armor and weapons such as “SMART weapons” that were previously mentioned?

Dash

Oh this is such wonderful news thank you dubiously almighty Oskar!

Diego Sandoval

I'm here wondering what vanilla archotech expanded will have

Eclipse

Enemy mechanitors? Use of mech by advanced factions?

Sal Salvador

Flesher being expanded to a mod centered around anomaly as a whole is phenomenal, I've always thought that people would be much kinder to anomaly if more modders were to invest in it. The alternate progression path is a really fresh idea that should directly adress peoples biggest issue with anomaly, the lack of replayability, and im exited to see how a cult would intersect with ideology as well!

Julius Reids

It might be just my brain but I feel like it would be intriguing to see a Strategic weapon mod with the old missile system from mechanoids expanded or something else similar and few ways to attack / be attacked.

KvaKer

Personally, I’m looking forward to improved battles against landed ships in Mechanoid Expanded; I can’t wait to see how it works with CE.

Dyslexic

I want monster hunter so bad

Ali Keshavarzian

Idea for mechanoids expanded:bio mechanoids . they are result of combination of mechanoids and living metals(the bioferrite and the metalhorror from void dlc) done by a mad scientist long ago. They have gotten out of control and killed the scientist and destroyed the lab . And because they have dependency to the void source and need to consume bioferrite to maintain themselves and survive they couldn't spread/advance so far. They are mostly near places with a lot of void activities. These mechanoids are mostly melee and combat adapted (because I said they couldn't advance so far).how we should see them ingame: distress signals,,,raids (based on the amount of bioferrite the player have the raid chance increases),,,raids2(a special kind of bio mechanoids is seeking for fresh bodies and unprocessed meat and came to your colony to collect it , it is highly armored and has a huge melee attack and is being followedby its minions(it can transform the biomass to bioferrite in a complex reaction that can be done only by them (player can kill and utilize the transformers component later ingame, by building a special structure and putting the component in it can turn large amounts of unprocessed flesh and bodies to small chunks of bioferrite(so the player doesn't spam bioferrite)this event only rriggers when the player has larg amounts of biomass in the colony and the chance of this event increases with the amount of biomass in the colony ),,,nomaly event(when the player activates the monolith in its late game forms the biomechanoids sense the void energy and will come to consume it all mechanoids in this event are much faster and stronger than usual because they have absorbed the void energy emitted by the monolith.....sorry that it was a little unreadable because English isn't my main language 🥲

Jordan Blackmon

Love Gravship2, Question will Landmarks Expanded 2 be dropping this year? Really want more places to visit in world.

Oskar Potocki

Landmarks Expanded 2 is not even a mod we have planned…

VULPIN-13

For mechanoids 2 would including a mechanoid or mechanoid building that lets gravships be launched without a colonist be possible?

Invicta Kaizeros

What I do hope for Mechanoids 2 is the integration of Gravships, with the Total War mechanic coming back, instead of a ship dropping to us we return the favor with our own mechanoids while the sole mechanator runs the ship's guns with help of both auto defenses and droids for defence

Gabe Fenchak

Would war walkers be mech suits or battle bots

Gabe Fenchak

Like a removable war casket?

Oskar Potocki

I’ve got no clue. The mod is merely an idea and no work was done towards it yet. It could end up being anything - but until Vehicles Framework has finished development, it won’t be anything.

ParrotGryphon

Man, i cant wait for Ultratech and Megacorp!:D Letting my colonists "ascend" into a digital form and being part of whats basically a hive mind has been one of my favorite things since Android Tiers on 1.3!

Alexander L

Honestly, I'd love a setup where you have 'chassis' that you customise, like building up a centipede chassis into a diabolus or war queen, or picking between a few options for the 'humanoid' chassis, like lancer, scyther, knight, etc.

Oskar Potocki

It’s something that I want to take a look at but it’s also a gargantuan amount of work so it will be cutting into time reserved for other things

Recep uludağ

So the monster hunt mod wont be exactly the same thing as witcher monster hunt mod from 1.4? Can we still get witcher monsters and vibe from it?

Oskar Potocki

No, it’s an entirely unrelated mod and has nothing related to Witcher in it other than hunting monsters.

Qux

Hi, diplomacy expanded is dead ?

Oskar Potocki

It has been cancelled since May 2025. A year and a half ago.