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[DEVBLOG#327] Vanilla Factions Expanded - Ultratech: Netcasting

  • UltraWatt Power Network 129
  • Champagne 37
  • Ultracomputer 60
  • 2026-10-10
  • —2026-10-14
  • 226 votes
{'title': '[DEVBLOG#327] Vanilla Factions Expanded - Ultratech: Netcasting', 'choices': [{'text': 'UltraWatt Power Network', 'votes': 129}, {'text': 'Champagne', 'votes': 37}, {'text': 'Ultracomputer', 'votes': 60}], 'closes_at': datetime.datetime(2026, 10, 14, 16, 28, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2026, 10, 10, 16, 28, 16, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 226}

Content

Welcome back, everyone! Today, we are incredibly excited to pull back the curtain on a massive new feature coming in Vanilla Factions Expanded - Ultratech: The Netcasting System.

But before we dive in, here are the links to the previous blog posts!

Introduction

Research

Netcasting is the absolute pinnacle of human psychic technology. It’s a brand-new, map-spanning network that bridges the gap between psychic waves and ultratech machinery. By tapping into psychic vibrations, you can connect your colonists and your everyday appliances into a unified grid, unlocking entirely new functionalities, massive efficiency boosts, and even unique social behaviors.

Here is a deep dive into how you’ll be powering your colony with the minds of your pawns.

NETCAST HARMONIZER

“A central processing and routing hub for the netcasting network. The harmonizer acts as the master conduit that aggregates psychic frequencies generated across the colony, storing and distributing them to connected ultratech devices, implants, and receivers.”

To use netcasting, you first need a Netcast Harmonizer. This ultratech structure is the central brain of your network. It stores and distributes "Frequencies" - the bespoke resource that powers the entire netcasting system.

As long as the Harmonizer is fueled with UltraWatts, it takes frequencies generated by your network and allocates them to your connected devices. It’s also highly visual: the Harmonizer displays flashing arcs of psychic electricity that scale with your available frequencies. This way you can tell at a glance if you have some available frequencies or not, as the network bursting with excess frequencies will crackle with energy every fraction of a second, while a struggling network will go entirely dark.

Because netcast frequencies are global, a Harmonizer on your main map can seamlessly supply frequencies to your mining camps, secondary bases, or even caravans out there!

There's no limit to how many frequencies a single harmonizer can hold. In fact, if two or more harmonizers exist, they will stop working - as you're only allowed one.

NETCAST TUNER

“A complex neural-cradle embedded with psycho-harmonic resonators and deep-brain interface conduits. Once a subject is secured, the chair initiates a forced synchronization, mapping the user's mind to the broader netcast network. It streams immense volumes of psychic data through their consciousness, effectively transforming the occupant into a living frequency generator for the network.

Frequencies are required in order to unlock new functionality for various netcast-supporting structures.”

Frequencies don't just come from nowhere. They are generated by Netcast Tuners - complex neural-cradles embedded with deep-brain interfaces.

To generate frequencies, you need to insert a colonist (or a prisoner) into a Tuner, effectively turning them into a living frequency generator for the network. While inside, their basic needs are frozen, much like a cryptosleep casket. The amount of frequencies a "netpawn" generates scales directly with their Psychic Sensitivity. A psychically deaf pawn is useless here, but a pawn with a super psy-sensitive gene is a walking goldmine for your network. I figured this nicely leans into the dystopian aesthetic - and really lets our imagination imagine the vast frequency farms of the core worlds, with hundreds of people being subjected to netcast tuning.

But being a living battery takes a toll.

Netpawn Overload: By default, pawns can only safely spend about 15 days in a Tuner. When they are automatically ejected to prevent permanent damage, they suffer a severe "Netpawn Overload," drastically reducing their consciousness, manipulation, and talking capabilities for hours or days as their mind recovers from the psychic strain.

Unsafe Mode: Need more frequencies and don't care about the consequences? You can toggle the Tuner's safety protocols off. In Unsafe Mode, pawns are never ejected. Instead, they begin accumulating Netcast Heat - a deadly buildup of chaotic psychic waste. Push them too far, and they will suffer irreversible cognitive strain ending in brain death.

NETCAST TRANSMITTER

“A high-powered psychic frequency broadcast device. It automatically generates a netcast frequency without needing a netpawn, though it requires a massive amount of power to operate.

Frequencies are required in order to unlock new functionality for various netcast-supporting structures.”

For the more ethically inclined colonies, you can also build Netcast Transmitters. These high-powered broadcast devices generate frequencies passively without a human occupant, but they consume a massive amount of UltraWatts to operate.

Once you have frequencies, you can spend them. Every structure that supports netcasting will feature a new Toggle Netcast gizmo.

Toggling this on reserves one frequency from your Harmonizer, instantly unlocking powerful upgrades:

Ultra-tech Research Benches & Ultrareplicators: Gain +25% and +50% efficiency, respectively.

Automedics: Tend quality is boosted to a guaranteed 70%~100%.

Meal Replicators: Unlocks the ability to synthesize Lavish-tier "Mega Meals."

Ultracomputer Mainframes: Linkable limits are completely removed.

Hyperscreen TVs: Enables special programs that grant experience points to viewers.

And many more.

Because your frequency pool fluctuates based on who is in the Tuners, you may not always have enough to go around. To manage this, the system uses a hidden Netcast Priority value. If your network dips into a frequency deficit, less critical structures will automatically disconnect to ensure your most important tech stays online.

NETLINK

An ultratech neural implant that lets its user reserve netcasting frequencies and connect compatible gear and implants to their effects.

Inserted through the roof of the mouth, the netlink anchors at the base of the skull and threads fine conductors through nearby neural tissue. It holds a stable connection to reserved frequencies, allowing compatible equipment to receive and respond to their signals.

Because the implant’s conductors intertwine with delicate brain tissue, a netlink can only be removed after death.

Netcasting isn’t just for buildings. Using an Ultrareplicator, you can craft a Netlink - a delicate neural implant inserted through the roof of the mouth and anchored to the base of the skull.

Installing a Netlink makes a colonist a direct recipient of the netcasting network. Because this implant integrates directly with delicate brain tissue, it cannot be removed while the pawn is alive.

Netlinked colonists reserve a frequency for themselves (taking the absolute highest priority on the network, as future net-implants could be lethal if disconnected). When connected, they enjoy a permanent +5 "Online" mood buff. If the network goes down, they suffer a -2 "Disconnected" mood penalty, feeling isolated from the constant stream of psychic data.

We’ve added two entirely unique, non-destructive minor mental breaks exclusively for Netlinked pawns:

Net-scrolling: The pawn becomes completely engrossed in a high-density stream of personalized content. They will wander slowly around the base, bathed in a purple psychic glow, rapidly regenerating their recreation need while ignoring their duties.

Netcall: The pawn engages in a hyper-speed, immersive social conversation via the net. They will walk around triggering new "Net-connecting" speech bubbles, building relationships and sharing ideas over long distances with other Netlinked colonists (or distant relatives) before eventually snapping out of it.

The Netcasting system introduces a whole new layer of resource management and risk-reward trade-offs. If you can supply yourself with a steady amount of frequencies, you can count on powerful bonuses on your every day appliances. Whether you choose to power your colony through passive ultratech energy or by burning out the minds of your prisoners, I can’t wait to see how you respond to this brand new world-spanning network that requires NO PIPES.

Netcasting becomes available very late in the progression and it’s essentially an added bonus that improves your base if you switch the netcasting toggles on. Do not think that structures will be weak without netcasting though - every ultratech invention will be useful and powerful even without it.

Thank you so much for your continued support on Patreon. Your backing makes everything you see possible!

I’m opening up the poll for the next devblog too! Some exciting topics to talk about!

Files

Comments

Toasty

The "using humans as psychic batteries" is very warhammer-y, love it!

Kolopo12356

will you be able to automate putting people/prisoners into the NETCAST TUNER in safe intervals? Like a check window for prisoners to put them into the netcast tuner when it's safe for them?

Oskar Potocki

No, there will not be an automation system other than people getting ejected after 15 days when their maximum levels of exhaustion are reached. You can of course enable unsafe mode to keep them in there for another 15 days. Considering how rarely you will need to cycle people out, I don't think the work on some automation system is necessary, but testing may prove me wrong.

Davide Celli

This will be perfect with Psycast expanded

Mac

Any planned interactions with this mod and Mechanoids? I think there’s a lot of fun overlap that could happen.

Amaelzaekil

For some reason it reminds me of Glitterhub, but more balanced

Eclipse

All those eras of your survival and progress at the rim lead to Vanilla Doomscrolling Expanded

Kirboh

Some things never change. I think I'll stick to the good ol' fashioned tabletop P.C. for my pawn's recreation; don't want my pawn to suddenly get distracted scrolling Wikipedia Galactica during a raid.

Nephibis

So those annoying enemies that can only be permanently killed through brain damage can be used as batteries instead of coming up with a trap or hoping I get a lucky "roll" to do brain damage.

Robert DeMarco

If netcasting bionics could be lethal of deactivated (I assume something like a netcasted heart) is there a way to protect the netcasting network from solar flares?

Nephibis

Everything with the deathless gene. If turning off the safe mode does brain damage then 2 birds with 1 stone.

Kirbo Pogger

Unrelated question but will we be able to make antigrain warheads in Vanilla Factions Expanded Ultratech?

Howard Murphy

It's funny to find a version of Psychic-Based Internet that takes it itself a lot more seriously.

Stephen Foster

Custom Prisoner Interactions (mod options) can probably manage it. Might get dodgy with putting prisoners in while they are exhausted though unless the tuner is based on the subcore softscanner's code.