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[DEVBLOG#325] Vanilla Factions Expanded - Ultratech: Introduction

  • Ultratech Research 336
  • UltraWatt Power Network 128
  • 2026-09-30
  • —2026-10-07
  • 464 votes
{'title': '[DEVBLOG#325] Vanilla Factions Expanded - Ultratech: Introduction', 'choices': [{'text': 'Ultratech Research', 'votes': 336}, {'text': 'UltraWatt Power Network', 'votes': 128}], 'closes_at': datetime.datetime(2026, 10, 7, 17, 59, 30, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2026, 9, 30, 17, 59, 12, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 464}

Content

Hey everyone and welcome to the first development diary going into our plans for Vanilla Factions Expanded - Ultratech. That’s right, the time is here, and I’m more than ready to talk about what we want to do with this long awaited mod.

I think one of the first mentions was all the way back in 2021?

It has suffered through some bumps in the road - several times it was merged with other mods, and then unmerged again. You may remember that it all started with the concept for Vanilla Factions Expanded - Arkology many years ago. Since then the idea for an Arkology corporation has grown into a more general, ultratech megacorp, and that was meant to be the main element of the mod.

So, the Hunters became a thing. Vanilla Factions Expanded - Hunters was meant to add an ultratech faction of mercenaries and killers, hunting the citizens of the planet you’re on for sport. Not only that, the idea for Vanilla Factions Expanded - Androids became a thing too. Could these hunters hunt these androids? Perhaps. They were meant to have 'mega-bases', which are essentially bases consisting of several bases!

But androids were such a cool concept I have decided to fast track that mod, and you can enjoy Vanilla Races Expanded - Androids now on Steam. It’s been out for ages really. So we were back to Hunters, and the idea for the faction grew and grew, and with it, the expectations.

Then, I figured you will probably expect some ultratechnology. I mean, it’s an ultratech faction - it could come with some ultratechnology. I began coming up with some ideas - some overpowered tech that you can eventually gain access to.

I wasn’t sold on the idea of Hunters though. The idea felt like it lacked substance. We have plenty of ‘killer’ factions out there, so ‘high tech killers’ weren’t really vibing with me. I continued to think, over the years getting more and more inspired, and eventually decided to NOT make the killing 100% of their personality.

Instead, the new Megacorp was instead focused on bringing ‘outback experience’ for the wealthy elites. It’s a tourism-oriented megacorporation which sees your planet - your whole livelihood - as a tourist attraction. They advertise the ‘trip to the galaxy’s rim’, they sell their overly expensive tickets, and they send the bored quadrillionaires to this wild frontier where they partake in their posh sports - some of it includes raiding and killing the local population for fun, from the safety of their super-defended resorts.

And with that, once again I started thinking about splitting the mod up. I wouldn’t want to lock all the cool ultratech progression and new structures behind a relatively ‘out-there’ faction mod. After all, you deserve to get continued progression all the way into ultratech without committing to a very complex ultratech faction.

So now we’re looking at the main mod being Vanilla Factions Expanded - Ultratech, and an add-on for that called Vanilla Factions Expanded - Megacorp. This will allow us to flesh out the megacorporation even further, while also delivering something to you sooner!

I want to write a series of development blogs covering the content we will add. And there’s plenty of content to cover.

This post, however, is meant to serve as an introduction, as well as a bit of background. I think it’s also important that you know which direction I want to take the mod in, and ultimately what I want this mod to be.

Vanilla Factions Expanded - Ultratech is meant to polish and round up the end game nicely. It’s not an early game mod, and it’s not a mid-game mod. I want the content to be available more or less as the last content you will unlock.

I want this mod to essentially serve as a way to ‘end’ the game. Unlocking all of the content means you have unlocked everything there is to unlock. Time to start a new run.

The content added in this mod is meant to be strong. It represents the technology of the super-advanced glitterworlds, of the corporate planets from the galactic core. It’s a taste of the society that birthed the Archotechs, it’s meant to be borderline magical in a way.

I want the content of the mod to solve the issues you encounter in your colonies. One by one you will overcome the problems with permanent solutions. Food problems? Create food replicators that turn raw nutrition into lavish meals. Addictions? Run the autorehab wondercycle on the wonderdoc to make addictions go away in the matter of hours. Power issues? Tame the antimatter and use it to generate endless electricity.

As you solve those long lasting problems, you will eventually reach a point where you’ve achieved it all and advanced into the highest society.

That being said, you can use these new advancements to finally interact with the mods without worrying about the usual problems. You can finally take over VOID bases when you know that your base is impossible to be destroyed. You can finally play around with a gravship when you know your colonists can be cloned and replicated if they die.

I will make this and every following devblog into a little survey, where you get to decide which next devblog you’d like to see more. This will also allow me to see where I should put more focus.

I’m really excited about the Ultratech mod, and I can’t wait to show you more!

Would you prefer the next devblog to be about the new Ultratech research tree? Or would you like to hear about the UltraWatt power network?

Files

Comments

Michel

my dislexic ass always thought the mod was about archeology, an idea also worth exploring in my opinion, but great ideas as usual!

Asunib

huh, i always wondered what happened to arkology. i honestly thought it said archaeology!didn't know androids were fast-tracked either, very cool that ultratech is finally seeing the light of day!

Halfdan N

Looking forward to this one! Awesome work!

ExBeNN

So excited! I would love to see the tech that the hunters from the corps will use to hunt our pawns Also, random but people from the Megacorps thumbnail look like the Golds from Red Rising, just missing the golden eyes lol

NyaNyaPatricia

I'd love to excavate ancient pots, urns & maybe even dino skeletons!

Raconteur

This is super sweet- do you think you will have a thematic research based end condition or is it "once ive solved all of these problems the game is basically done." It would be sweet to have something like propogate glitterworld objective or whatevs

Parker Nielsen

Perhaps this is a silly question, but will the food replicator thing have integration with Cooking Expanded? It would be really cool if it could make a variety of food types. Also, will there be a way to convert ultrawatts into large amounts of normal power? It would be a bit silly if you still need standard types of generators to power mundane stuff.

WcaleNieOlek

Were the arkology biomes and dinosaurs scrapped or will they still come in some way? Either way, I'm hyped af

Oskar Potocki

It's unlikely we will commit to dinosaurs. Feels out of place.

Oskar Potocki

Everything will be covered in the respective devblogs!

Deathblade

Somewhat unrelated- But id like to bring attention to an issue ive noticed. that being warcaskets in the VFE pirates expansion do not grant vacuum resistance.

Juan Miguel Zibell

Finally. Ich bin voller Vorfreude. (I am waiting with Joy)

Nephibis

This sounds interesting. I love hi-tech stuff. I use the saiyans mod, so I don't really need tech, but I love tech so much that I still go for all the hi-tech stuff even though my character is a saiyan. lol.

Toasty

Will VE ultratech have integrations with other mods from the VE suite? Like for example being able to make ultratech lasers from the lasers mod, one of the things im personally looking forward to, apart from the antigrain power stuff

Eclipse

Any chance to fight the corporation but instead of brute combat become a part of the corporation and be able to use their resources through bureaucracy and silently sabotage their mission? It would allow to engage with corp gameplay but be at the “good” ethical side. Otherwise the player would lose access to special gameplay if they decide to be rivals with that faction

Eclipse

I hope you will shift from creating a copy of a colonist to transmitting their digital consciousness into expandable bodies. Cloning is not immortality. With the same result you could just make a twin to pretend to be the person instead

Dom Speziale

Low key rlly disappointed in how Arkology was somewhat scrapped. I was married to the idea of the expanding/encroaching biomes and dinosaurs, as well as being able to clone them and profit off of them or even battling the encroaching megacorp. It seemed like such a complete mod, and I was waiting on a vanilla expanded take on dinosaurs since 2021😭😭😭

Oskar Potocki

That’s intended though. Transferring consciousness has been done before. My idea is that immortality is twisted and perverted. You get cloned when you die. Original one died, but the clone, and with it - your legacy - prevails. I think it’s much more interesting than just being an immortal gigabyte in the cloud being transferred from body to body.

Oskar Potocki

Cloning and growing animals you obtain feragerms for will still be possible. Those feragerms will be autogenerated for all animals - if you add a dinosaur mod, you’ll be able to obtain dinosaur feragerms and gestate dinosaurs in vats.

Dom Speziale

I’m not understanding this. Could you please elaborate? Are you saying vanilla expanded is producing dinosaurs still or are you suggesting to download a separate mod that has dinosaurs?

Silverskene

This is super exciting! As someone who voted first for Arkology and likes the Indiana Jones-like adventures that could await (finding ancient but powerful artifacts/relics), I'm glad to see this ball start to get rolling. By now, though, I've started using the Omegatech mod for the Ultratech stage. It scales up and gives the researchers something "magical" to figure out. I also combine this with Kraltech Rebalanced (although the mechs even in the early missions are still way too OP). Using the Kraltech shield belts and implants makes even the VOID obsolete. I feel though that MegaCorps is missing something though... Realizing that when mega corporations get to the point where they break legal and moral norms to grow further, that is when corporate espionage and geopolitical winds shift. In the MegaCorps environment, what is the relationship between the multiple Corporations? How do they subvert each other? I feel like these could be 3x more powerful than the Fallen Empire and that there could be multiple Corporate players operating in the Rim. They could even have competing offices on your rimworld. What is a MegaCorp could monopolize the production of a certain crop/good/drug by eradicating it from others' possesssion? In short, I think this could be fleshed out easily and become a very immersive mod, creating many different types of missions and stories in the process. I'm excited to see what you guys cook up!

Oskar Potocki

But that is not our intetion. There won't be more than 1 megacorporation, because we want to avoid the rimworld you're on becoming the centerpiece of all galactic politics. It's a planet in the middle of nowhere - irrelevant to everyone in the galaxy. That's why it's not been converted into a megacity or stripped bare of all resources. Why would there suddenly be an interest from several different corporations? You, as the player, will only ever interact with one. That megacorporation will be so powerful in scope that to you, it will essentially be a god. A faceless civilization with only small franchise offices on your planet, and even those small franchise offices will be able to wipe you out if you ever take a swing at them unprepared. They have no interest in monopolizing anything. They don't play by your rules. Any current inhabitants of your planet are animals to them. The mod will be immersive, it just won't add what I think you want it to add.

Oskar Potocki

Being a contractor for the megacorp is separate to being their enemy... because everyone is their enemy. Even if you're their best contractor, they will kill you on sight, because if they see you, that means you're in their way.

Silverskene

I appreciate the response and look forward to the challenge, Oskar. So, basically they are VOID on steroids?

Eclipse

It feels just as a megacorp scam marketing for “immortality”. Don’t know why the player would have the interest to even bother about it at all if their favourite colonist is gone and just replaced with a copy. All you gain is a fake

Oskar Potocki

And that's exactly the kind of emotion I want to invoke! It's immortality through a clone, which invites the question of who we really 'are'. Is a perfect clone us? Or are we, us? What if we die? Is the clone the new 'us'?

Eclipse

Ok, then you have made it perfect 🤌

Eclipse

What if you defeat them? Will contract gameplay end?

Eclipse

I know that you are an independent project but it would be nice if it was easier to research/achieve full cloning than “altered carbon” original consciousness transfer with sleeves. As a first step to immortality

Eclipse

Anyway, ferny will definitely make a cloning progression rebalance

Dash

Are all the technologies that’ll be introduced in the ultra tech mod also accessible to the shattered empire? I understand the mega corp is much more powerful than they are lore wise but is the mega corp the only faction that’ll have those technologies or do other ultra tech factions (the empire) also use those technologies?

Dom Speziale

Hey Oskar, I just wanted more clarification on vanilla expanded working on dinosaurs… you said that your team most likely won’t commit to dinosaurs because they would “feel out of place”. Do you mean in the megacorp mod or in general for RimWorld?

Oskar Potocki

Empire has its own identity already. That technology will only be accessible to the megacorp.

Deggial

I am using several ‘ultra-tech’ mods by now, but I am willing to give them up for a proper VE version of them. (Ideally, they will complement each other, though). All in all, I am super hyped for what you will cook up, Oskar! Whatever it is … could you please keep this beautiful (and decadent) asian lady as the avatar for the upcoming mod? She accompanied us for so long now and I feel that she represented the “ultra-tech vibe” perfectly. I definitely prefer her over her caucasian replacement and her style seems to fit the existing avatars more, I believe.

Mr.Frog

It genuinely pains me to see all the Mass Effect modules that never were. I absolutely love the RimEffect stuff. ~_~ Wistful hearts and such.

Oskar Potocki

But those were cancelled like 5 years ago. I’ve lost interest in making mods that aren’t part of my vanilla expanded mod series - particularly lost interest in mass effect. Nothing good would come out of it if I forced myself.

Mr.Frog

I didn't mean it as a critique, just kinda sad about it. We still got the core stuff and Asari. Have you guys ever considered publishing a "how to" for modding Rimworld? So numbskulls like me don't pester ya with things you don't want to make?

Oskar Potocki

I don’t think writing a tutorial would work here. Making a mod like RimEffect is not just following the recipe steps. It’s 10s of years of coding experience across several programmers, many years of design education on my part, and the financial possibility to fund it all. You can’t really write a tutorial for that, I honestly think Vanilla Expanded is a one in a lifetime thing, and all thanks to patrons willing to give us the wind in our sails.

Eclipse

Will mega-bases still be a thing?

Adam Hudson

Great that you are splitting Megacorps and Ultra Tech Oskar. I think that it makes a ton of sense.

Adam Hudson

Hi Oskar, are you considering adding the ability to craft psylinks in the ultratech mod?

Oskar Potocki

Probably not as psylinks require archotech power and that’s still out of the scope for even an ultratech colony

VULPIN-13

Will there be any sort of ultratech mechanoids, or stuff relating to persona AIs?

Oskar Potocki

Persona AIs yes. As for mechanoids, there will be some, but primary mechanoid expansion will be, you guessed it, in Vanilla Factions Expanded Mechanoids 2

Jake

You can't kill progress!

Adam Hudson

Fair point. I didnt realize that psylinks were considered to be archotech.

e e

Does this mean I can ultimately play as a citizen of an empire within the world?

Nico Alvarez

are we still getting the crisis suit?