Roadmap September 2026 (Patreon)
Content
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.