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[DEVBLOG#326] Vanilla Factions Expanded - Ultratech: Research

  • UltraWatt Power grid 96
  • Netcasting 123
  • Champagne 33
  • 2026-10-07
  • —2026-10-10
  • 252 votes
{'title': '[DEVBLOG#326] Vanilla Factions Expanded - Ultratech: Research', 'choices': [{'text': 'UltraWatt Power grid', 'votes': 96}, {'text': 'Netcasting', 'votes': 123}, {'text': 'Champagne', 'votes': 33}], 'closes_at': datetime.datetime(2026, 10, 10, 13, 45, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2026, 10, 7, 13, 45, 28, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 252}

Content

Welcome back to another development update for Vanilla Factions Expanded - Ultratech. Today, we are diving deep into the core progression of the mod: the research tree - as that’s what you’ve chosen on the last survey. At the end of this blog post will be another survey so be sure to vote on what you want to read about next.

I know that colony building is the reason we play RimWorld. The drive to expand, optimize, and redesign is what keeps us playing long past the point where survival is guaranteed. With VFE - Ultratech, we want to ensure that even when you think you’ve achieved it all, the game pulls you back to the drawing board and most importantly keeps everything fresh.

Progressing into the Ultratech era will fundamentally change your base. You will unlock an entirely new UltraWatt power grid, forcing you to rethink how you generate and distribute energy. You will unlock massive new workbenches, servers, and furniture that will likely require major room expansions or complete architectural overhauls. Previously unobtainable resources will become standard requirements to progress, and new building materials will have you tearing down old stone walls to replace them with sleek, high-tech alternatives.

We also want to address a pacing issue in the base game. Currently, several structures that are undeniably "ultratech" are unlocked far too early in the vanilla tech tree. We are changing that. High-end technologies like genetic engineering, growth vats, and wastepack atomizers will now be appropriately locked behind Ultratech research projects, ensuring that reaching these milestones feels like a truly earned triumph.

The Ultratech Research Bench

To research any of the technologies listed below, your standard Hi-tech research benches won't cut it. You will need to construct the Ultra-Tech Research Bench.

This 7x2 massive workstation is equipped with holographic displays and precision instruments. It boasts a 125% research efficiency (scalable with netcasting) but requires a heavy investment: 220 metallic stuff, 60 plasteel, 10 advanced components, and 2 of the new ultratech components - which at this point you’re not yet able to craft, so need to obtain them via trading. Crucially, it draws a massive -1000W of power. Later in your progression, this bench will link directly to an Ultracomputer mainframe to unlock the most advanced projects straight from the glitterworlds.

Pre-Ultratech Research

There is a number of research projects that don’t require the ultra-tech research bench, however!

Champagne: Sometimes you just want to celebrate. This unlocks the cultivation of white grapes, blanc fermenting barrels, and the advanced fermentation techniques required to produce fine sparkling champagne for ultimate recreation and luxury.

Nanoelectronics: The gateway to the future. By understanding nanoscale circuits, you unlock the ability to build the Ultratech research bench itself. More importantly, this unlocks the foundation of your new energy infrastructure: the UltraWatt converter, transistor, battery, conduit, and switch.

Early Ultratech Research

With your new bench powered up, you can begin researching the basics of ultratechnology.

Core-World Furniture: Time to redesign the barracks. This unlocks sophisticated holograms (small, large, and grand), the highly comfortable Ultrabed and Double ultrabed, and high-tech dressers and wardrobes. It also brings a suite of new flooring options to match your new aesthetic: carpet tiles, resin floors, laminate flooring, and terazzo.

Ultraconductors: Your new UltraWatt grid needs dedicated power generation. Developing advanced superconducting materials unlocks the Solar collector, Heliostat, Biofuel hyperburner, and Wind ultraturbine, along with hidden and waterproof UltraWatt conduits.

Food Synthesis: Say goodbye to simple meals. Master molecular synthesis to unlock the Synthmeat cultivator and the Meal replicator, allowing your colony to automatically generate replicated vegetarian, carnivore, and standard meals - all of fine quality.

Glitterworld Healthcare: We are overhauling how you access top-tier medicine. Vanilla Growth vats are now locked behind this project. You will also unlock the Ultratech drug lab, the Automedic, and the ability to plant aminograss. Most importantly, you can finally synthesize neutroamine and craft your own glitterworld medicine.

Graser Tech: High-energy defense systems. Unlocks the devastating Beam blaster, Beam lancer, and Beam resonator turrets to protect your newly wealthy colony.

Fashion: Core-world style meets advanced textile synthesis. Unlocks the ability to weave hyperweave and craft luxurious new apparel, including cardigans, chemises, leotards, pantaloons, smoking jackets, smart glasses, and more.

Hi-Tech Entertainment: Keep your transhumanists happy with next-gen recreation, including the Hyperscreen TV, ultraloungers, and holo-chess.

Replication: The crucial stepping stone to the mid-game. You will learn to construct the Ultrareplicator and finally craft your own Ultratech components. This project also unlocks the Ultracomputer mainframe, a massive structure that will drive your colony's research into the late game.

Ultracomputer is something I will cover in a special post because there is quite a lot going into it.

Mid Ultratech Research

To progress into Mid Ultratech, your research bench must be linked to a functioning Ultracomputer mainframe.

Smart Weaponry: Firepower that thinks for itself. Unlocks the Smart pistol, Smart rifle, Smart lance, and the Target painter to drastically improve your offensive and defensive capabilities.

Netcasting: Access the psychic veil. This unlocks the Netcast harmonizer, tuner, and transmitter. Structures connected to the netcast system will gain entirely new functionalities and efficiency boosts.

Applied Ultratechnology: High-efficiency upgrades for everyday processes. The vanilla Wastepack atomizer has been moved here, ensuring it feels like a true late-game reward. You will also unlock the Ultratech cremator, smelter, and biofuel refinery. This research project will also unlock any ultratech solutions to other mods. I can see stuff like Vanilla Temperature Expanded support, and more!

Bio-Gestation: Play god by delving into bioengineering. Unlocks the Bio-gestator and the Zoogerm ark, allowing you to gestate entire creatures from special zoogerms.

Ultratech Bionics: The next evolution of the human form. Unlocks cutting-edge Ultratech variants of bionic eyes, arms, legs, spines, and hearts.

Netlink: Bring your colonists onto the network. Replicating a netlink allows a colonist to interface directly with the netcasting system, unlocking a new tier of implants that rely on network connectivity. Just be careful not to lose netcasting frequencies - last thing you want is to see your brand new heart give up because you’re out of frequencies.

Human Gestation: The ultimate mastery over life. Unlocks the Subpersona analyzer and Subpersona bank. You can now create digital backups of individuals through a lengthy scanning process, and eventually gestate their clones if they perish… or not.

Artificial Intelligence: Turn your Ultracomputer mainframe into a sprawling data center. This unlocks new linkables like the Ultraprocessor, Data nexus, Liquid cooler, Memory bank, and Debloater, massively boosting its processing power.

Infinite Late-Game Research

It is important to note that the projects listed above only cover the early and mid Ultratech tiers. Late Ultratech projects are still being conceptualized and will be detailed in a future devblog.

However, we can reveal the final stage of your colony's technological journey: Infinite Research Projects.

These late-stage projects cannot be researched by a colonist sitting at a bench. They only progress passively if you have an active Ultracomputer generating research points. These projects can be completed infinitely, providing a permanent, stacking bonus each time they finish.

To balance this, the cost increases geometrically. If a project has a base cost of 5,000 points, level 2 will cost 10,000, level 3 will cost 20,000, and level 4 will cost 40,000.

Infinite Processing: Boosts the amount of research points generated daily by your Ultracomputer mainframes by a multiplicative 5%.

Infinite Netcasting: Refines resonance parameters, increasing the base netcast frequency yield of your tuners and transmitters by +1 per completion.

Infinite Genetics: Improves genetic sequencing protocols. Each completion grants your Gene Processors an additional +1 complexity capacity when creating xenotypes.

Infinite Power: Optimizes charge retention, allowing your UltraWatt batteries to store an additional 5 UW/d of energy per completion.

The Ultratech era is designed to be a the moment where you overcome all the difficulties you have faced before. Between overhauling your grid, expanding your server rooms, and chasing infinite progression, your work on the colony is far from over, but when it inevitably ends, you will feel more satisfied than ever!

Last week you have chosen for me to focus on Research, and I think we have covered it quite in-depth. I'm tempted to hear your thoughts about it, but I would also like for you to vote again on what to focus on in the next few days.

Since UltraWatt power grid wasn't chosen, it remains on the list for you to vote on, but I will also add a few other options!

Files

Comments

Toasty

Is there a link to the full resolution image? It's not really quite readable on mobile. Also will we be able to make the ultratech lasers from VWE Lasers?

Oskar Potocki

No plans for Lasers in this mod until we remake VWE Lasers

Toasty

Cool! Will you also buff the waste pack atomizer in this mod or VE Mechs? It's already pretty bad as is in vanilla, and overshadowed by recycling, and having it even farther away in research will make it worse.

Amaelzaekil

Mind if I ask something that might be stupid? How does this compare to something else like Beyond our Reach?

Oskar Potocki

Never played with that mod so can't say how it compares. I can only vouch for our quality and attention to mod design and fun gameplay loops.

Green Guy

This is all really awesome. My only question is about the growth vats. I use them a lot for safer childbirth with biotech. Is moving the project so far into the lategame needed? There's a difference between gestating an embryo (something we're partially capable of today) versus creating an entire human from scratch which is obviously it's own ultratech research. Maybe we could still have access to some much more basic growth vat in the industrial/spacer stage? Just a thought. I'm so excited for this mod either way!

Oskar Potocki

I think growth vat is a very advanced technology and a huge convenience that’s only accessible so early because it’s a DLC structure and Ludeon wants people who bought the dlc to have a nearly instant gratification. If you look back on all content added by DLCs you’ll notice it’s all available within 2 hours of playtime. The convenience and safety they bring are entirely the reason I think they belong in the tech era focused on convenience and safety.

Big Barza

Infinite researches huh? The factory must grow. ⚙️

Strange

Are there plans for anything similar to a solar flare blocker? I can see the ultratech power grid being resistant, but unless everything connects to it, half your base is out of commission.

ParaNautic

Would glitter worlds, have their own tier of drones and mechs?

Juan Miguel Zibell

*Alterned Carbon* from Helixien is a Mod i enjoy too. The netcasting and Stack mechanics are good.

Oskar Potocki

Taranchuk is a huge factorio fan and recommended it!

Nonon Jakuzure

Yeah true but if I had to guess they want anything related to hyper strong mechanoids to be in mechanoids 2

Oskar Potocki

There’s no netcasting there. Needlecasting. Entirely different thing.

Zachary Fewins

Will this have any functionality or compatibility with things like Altered Carbon 2, glittertech expansion, hacking expansion, or luciferium expansion?

Green Guy

Thanks for replying. God knows how much more of my time this mod and mechanoids will eat up lol.

Parker Nielsen

Will the patches to the basegame researches be something that could be toggled off? While I understand the design decision and think it creates a more immersive world, I can see a lot of people being against it. It could also lead to some weirdness with other mods that expect things to be where they are in the vanilla research tree.

Oskar Potocki

Unlikely since we will be plugging in our stuff into them too. So if you turned off the placement of that research, you’d suddenly have the ability to make glitterworld medicine unlock with growth vats lol

Jotek

You could add android production to that research tree. I think it would be more fitting that it being a continuation of mechanoid research.

Oskar Potocki

No functionality will be taken from other mods. I intentionally don't use any other mods so that I'm not indirectly inspired by them.

Random Gamer

The whole power fantasy is indeed a nice thing. This whole mod is amazing but I’ve always enjoyed a challenge, is there truly anything other than other ultratechs (maybe) that could really be a threat to you once you’ve reached this stage?

Oskar Potocki

All the new toys bring new risks. Ultrawatt network comes with a unique Zzzt event. Antimatter reactor can wipe your base out. Sudden lack of netcasting frequencies can paralyze your colonists and the functions of the base. The challenges are also present. Challenge of building the most powerful ultracomputer, challenge of harnessing the most power to run everything and so on.

ExBeNN

Love finally having actually ultratech items in well , ultratech research. Should feel a lot better to craft them after some hard work. Hope it extends to some mods of your mods that also add ultra tech equipment

Mea K

If androids are integrated into this could we get new toys for them like an antimatter reactor (infinite power supply, android may explode when critically damaged) or a server that links to an android and handles its memory processing need remotely? Would fit the mod's design philosophy of solving recurring problems, I think.

Amaelzaekil

Oh, definitely no questions about your mod qualities. Just wondering more about how strong it would be, and the strongest mod I can currently think of is Beyond our Reach, which is like the successor of Ambition of the Cosmic. Thanks for your time, and I know all of you work hard on your mods, and I love most, if not all of them. 😃

The_F

Is something like a super gene bank planned, so that you can collect all genes without having to build dozens of standard gene banks? And will there be adjustments to other vanilla expanded mods to bring them in line with ultratech content?

Dom Speziale

Not sure if it was mentioned in your posts, or if someone asked, but will there be associated Ultratech factions (neutral, hostile, allied) to interact with? Or is this just a mod that adds an Ultratech progression system and technologies?

Oskar Potocki

Various things will now require the ultratech components, so yeah, adjustments will be made if you are running VFE-Ultratech!

Oskar Potocki

There will be a faction! A dangerous and elusive one!

WaterOre

Whenever I run colonies, I’ve usually had difficulty justifying using the more efficient utilities from VFE production and spacer. Even with relatively large populations, I’ve able to meet nearly all of my colony’s requirements through vanilla solutions and a fleet of mechanoid laborers to supplement colonists. Since ultratech will be a step even above those, what kind of challenges will be in players face to demand them to move beyond vanilla standards?

Oskar Potocki

Mechanoid labourers are an ultratech solution already. If you managed to solve all the problems for your colony, and you’re not interested in solving them via another way, this mod will not likely bring any new challenges in the default understanding of that word. There won’t be new illnesses, new psychological or physical threats or anything like it. There will just be more ways to ensure your colony is completely self sufficient - but if you’ve achieved it already, congrats!

WaterOre

Totally makes sense! In truth, my modlist has been pretty dubious for a while, and maybe this is a sign I should get it cleaned out + move up to a higher difficulty.

TOOTHDUCK

I hope the moving of vanilla researches to be so deep in is an optional feature, not overly fond of some of the things being pulled into, frankly, well above the tech level that fits them to the special super lategame. Also, I hope that the approach isn't just everything huge, miniaturisation has always been a huge element of tech progression and tiny facilities that can do anything are a staple of crazy tech levels!

Stem :3

may just be me, but I feel food synthesis would make more sense being a project that branches off of replication.

Jordan Blackmon

Looking like we got a new DLC coming in the next couple months! fingers crossed we get a Diplomacy rework. Any chance you heard anything?

Kamillow

Is this like an expansion past the spacer tech level?

Oskar Potocki

I’m a Ludeon employee. Telling you anything would risk my job. Please don’t ask.

Kamillow

That's actually amazing. I needed something like this

Toasty

I JUST realized what Netlink bionics are a refrence to, classic mod!

Jordan Blackmon

Oh, I’m sorry I didn’t know you still worked for them. Apologies

Robyn Moore

I've noticed that in all of the past roadmaps on here I've seen that there was one mod called "Vanilla archotech expanded" and I was wondering if that'll be like megacorps in a way.

DeeHasApples

I agree that the atomizer could use a speed rework, or maybe a add on that increases speed of nearby atomizers.

Ayumi

Will there be ultratech factories or the likes?

Stephen Foster

I have a suggestion: make gene extraction a machining or fabrication level tech with the produced genepacks directly implantable but one use and make gene assembly and banks ultra, use whatever pack you get. Players still get limited early game access without crafting custom genepacks

Oskar Potocki

It’s just an idea to make an archotech centered mod. Likely not player buildable stuff though seeing that archotechs are machine gods.

Oskar Potocki

Unlikely. There are replicators which only need the process started by the colonist and then continue working by themselves though.

Ben

The Ultratech grid should have pylons casting electricity around, Tesla style! We’ve surely moved beyond conduits by that point. Similarly the biofuel refiner and cremater don’t need Ultra-Tech versions - they should be merged into something efficient that does both jobs. We can go beyond just ultratech - previous but better. To be interesting we should try to think of new functionalities instead of just better stats. Instead of an ultratech cremator, for example, we could have an ultratech recycler that can take human bodies and turn them straight into chemfuel or nutrient paste. Instead of an ultratech meal we could have restoration pods where people are fed intravenously. Just random but that’s my two cents

Emmanuelle Moreno

It would be interesting if this mod added a new ending to the game. I’m not sure if the plans for VFE Megacorps involve fighting against the megacorporations, but perhaps we could use all these new technologies to battle them—maybe even take down their leaders in a final "mega-mission" (leaders who would obviously be equipped with ultra-advanced weaponry) to unlock a new ending. And it should be extremely difficult; I’m imagining something on the level of fighting the V.O.I.D.

Kirboh (edited)

Comment edits

2026-10-09 15:00 Since you're going to be pushing genetics further up the research tree, will the Ultratech mod come with any new benefits? Reusable xenogerms? Xenogerms that don't override Xenotypes? Dividing mixed genepacks? Gene rippers? Gene fabrication? I would love to see some kind of "genetic engineering alcove" similar to the biosculptor or warcasket foundry, which can fine-tune a pawn's genetic code exactly how you want it, but takes a lot of time, resources, and probably a pawn with high intelligence at the wheel.
2026-10-08 12:34 Since you're going to be pushing genetics further up the research tree, will the Ultratech mod come with any new benefits? Reusable xenogerms? Xenogerms that don't override Xenotypes? Dividing mixed genepacks? Gene rippers? Gene fabrication? I would love to see some kind of "genetic engineering alcove" similar to the biosculptor or warcasket foundry, which can fine-tune a pawn's genetic code exactly how you want it, but takes a lot of time, resources, and probably a pawn with high intelligence at the wheel. Genetic engineering is one of my favorite mechanics, so if you're going to push it to much later, then I hope it'll be worth it!

Since you're going to be pushing genetics further up the research tree, will the Ultratech mod come with any new benefits? Reusable xenogerms? Xenogerms that don't override Xenotypes? Dividing mixed genepacks? Gene rippers? Gene fabrication? I would love to see some kind of "genetic engineering alcove" similar to the biosculptor or warcasket foundry, which can fine-tune a pawn's genetic code exactly how you want it, but takes a lot of time, resources, and probably a pawn with high intelligence at the wheel. Genetic engineering is one of my favorite mechanics, so if you're going to push it to much later, then I hope it'll be worth it!

Katieclysm

While a lot of generic engineering certainly fits into ultratech, I feel like the earliest versions of it should be accessible earlier, rather than locking away half an expansion behind the late endgame.

Charlie Burton

Will this integrate with Gravships Expanded?

Oskar Potocki

Does it need to? Gravships have their own progression with their own unlocks.

Charlie Burton

I dunno, thought it would be fun to have an ultratech gravship crew

Oskar Potocki

And you can. Everything in every mod can be built on a gravship. You can equip your crew with ultratech apparel. Have them wield smart weapons. You can already do all that without special integrations.

Eclipse

Resurrection serum crafting, please?

Eclipse

Neutroamine is already producable with factories

Eclipse

Will synth meat be suitable for vegetarians or is it still use unethical methods to produce? (Initial donor, killing, butchering for the sample)

Eclipse

Will the megacorp threat be the same danger scale as v.o.i.d. or even worse?

Eclipse

Please don’t lock entire gene engineering to ultra. We have some genetics even now in modern days. If you move all of it past ultra then we need more basic solutions to be available.

Oskar Potocki

Nothing that exists in the game exists in real world, so that’s not a good comparison point. Genetic engineering is a very late game thing and I think it’s perfectly acceptable to be unlocked in late game. Remember: if you don’t use this mod, it will remain unchanged. And if you do, then you likely want to interact with ultra technology anyway.

Gibbon

It feels a bit odd to move *all* genetic engineering to post spacer tech considering that the cryptosleep revival briefing says that single gene editing is industrial, multiple custom gene edits are spacer, and entire xenohuman edits are ultra. The gene banks research which is labeled industrial provides more than what industrial tech is said to in the lore primer and same with the gene processors doing more than spacer tech is said to so I can see those being moved moved to spacer and ultratech respectively without it causing disconuity. Considering rimworlds are backwaters I can resolve why they'd need ultratech research benches to research those as my own headcanon but as a design choice it feels odd. But then again ludeon has basic, standard, and high mech tech as industrial when spacers are the ones who made mechs so ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

Oskar Potocki

Currently major complaint is that there isn’t much to do in the end game. Moving these clearly highly advanced processes (creating xenogerms and so on) into the late game makes sense. It’s not like it becomes impossible to obtain or anything - it’s simply locked behind a bit more research. The fact that you can build growth vats for example before you can make components is a weird design choice on Ludeon part, stemming from the fact that they want these things unlocked for paying customers asap. I understand people got used to having these things early. They will just have to get used to having to work harder to get them. That also comes with the fact that these mechanics will be improved and expanded. There will be more to do regarding genes and so on.

Toaster Alloyan

So, from a gameplay perspective, we would just never use the wastepack atomizer again? Someone playing with only VE mods would also have Vanilla Recycling Expanded, which can turn wastepacks into valuable resources in just the *spacer* era, only requiring defeating War Queen. The atomizer, however, requires defeating Apocriton, having ultratech unlocked, gathering the resources, and then waiting an absurdly long time to disintegrate wastepacks. I could also just send my wastepacks to a tribal colony for free prisoners. Even if it *is* technically ultratech technology, it essentially locks away the atomizer for good, requiring more steps than just using VRE. I wouldn't lock any DLC items behind ultratech, instead gaining the ability to research vastly better equivalents. Otherwise, there wouldn't even be a point in researching gene editing. You could just rush the immortality project and not even worry about metabolic efficiency. Who needs deathless, ageless archite genes when I could just print a new colonist and load them with bionics?

Oskar Potocki

Why ‘never’? When you enable VFE - Ultratech, do you have no intention to reach into Ultratech research tier and unlock the various new technologies? Atomizer would certainly have to be improved, as others have said it’s bad even without being moved further down the tech tree.

Merx

Very excited for this! I have a question tho: Since this is the peak end-game stuff.. What about (and I know its just in plans for now) Archotech expanded? Since this is quite game-changing stuff already, Archotech are going to be a whole new level of overpowered stuff? Thanks for answer in advance, you are doing amazing job!

Oskar Potocki

Archotech expanded, when it eventually gets made, won’t add any player buildable stuff. I don’t think player colony should ever be able to construct anything that only a machine super intelligent god can.

Will Hoover

We have basic and crude genetic engineering now compared to what's in Biotech. If anything, there should be more researches that expand the number of genes (not the complexity) that we can put into a xenogerm depending on tech level in the base game. Extracting genes at the level we get it in vanilla should realistically be a chance of any gene instead of one at random.

Eclipse

I think basic gene stuff should be spacer at least at some degree, not fully ultra locked only

gasterroaringdeltarune

makes alot of sense, although makes me wonder what will it add soemday

Sam Spencer

any chance we could get armored clothes that just look like regular clothes for both men and women? Seems like it could be a good ultratech tech. Its been on my wishlist for a while.

Espurr Queen

Very curious about the bio-gestation. Are we gonna be able to make new creatures with it? Or is it more like, 3d printing a muffalo? I remember awhile you, you talked about being able to bring dinosaurs to life in the older draft of this mod

Takashi 816

Lots of great stuff, really looking forward to it. I only have a few questions since I haven't seen them in the comments already or clearly answered. Looking forward to the rest of what you guys have planned. 1. With moving the Genetic research to the late game, will this likely affect already running games that have gene stuff unlocked and built? Is there a possibility of it breaking saves? 2. Will the early game genebank (or worse version) be available? Would really suck to loot and archite genepack and have no way to keep it with you till you can use it. Thanks in Advance!

Oskar Potocki

1. It will not break existing saves. We’ve moved research around before in our mods and nobody even noticed. 2. My plan is to make it so genepacks don’t deteriorate while frozen so putting them in your freezer would be a solution.

Charles Vincent Sutter

Hello Oskar! So grateful that you and the team have the space to work on this mod again! Will we be getting anything among the Ultratech implants like, say, quickly self-repairing apparel / weapons / equipment?

Charles Vincent Sutter

Awesome! I really hope you decide to do so as you're developing the mod. Cheers!

Dương Kephir

With 1.7, I can’t wait to play with VE ranching expanded. Finally having my own cow and sheep farm

Alan-Michael Havens

Very curious about what exactly the zoogerms are - an update to Vanilla Genetics Expanded? Or a different type of animal genetic manipulation?

Oskar Potocki

More like a complete genetic blueprint of a specific animal.