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Hello everyone and welcome to a rather quick roadmap update. As you probably know, I use these posts to catch you up with our short term and long term plans - and that's exactly what I'm going to do.

We have wrapped up work on Vanilla Ranching Expanded, however we have decided to delay the release as we are awaiting 1.7 becoming stable. The mod has only been made for 1.7, so there is no point in releasing it yet while majority of people still play on 1.6.

We have also been continuing work on Ultratech - and I'm glad to say we see the finish line now. Majority of the content has been implemented - 2/3rds, in fact. We're now focusing on adding the completely bonkers end game research projects, and we're having loads of fun while doing so. Just you wait for the devblog about antimatter!

We have also started development of the Monster Hunt quest mod now. We have experimented with procedurally generated monsters and it all seems to work perfectly, so you can expect every hunt to be entirely different, and every monster to be completely unique. Huge snake with wings, or a pack of fast moving dinosaur-like predators, this should provide plenty of replayability.

Once we wrap up Ultratech, we will naturally push the Megacorps forward since it's an add-on for the Ultratech mod and should release alongside it.

I have also added two new mods to the roadmap - one of them is a remake of a very old mod. That's right, Vanilla Apparel Expanded is getting a clean-up, with some new apparel being added and all art remade! It will be an update to the existing Steam mod so it will be save game compatible.

Vanilla Furniture Expanded - Recreation on the other hand will focus on adding new sources of recreation for your colony. I am also playing around with the concept of casino games that will generate revenue for you from your colonists.

That's it for this roadmap, I'm going to dive back to work now.

Before I go, I'd like to thank everyone who's supporting us. We do it thanks to you and because of you, and we don't plan to stop anytime soon so I hope you don't plan to stop either!

If you haven't supported us yet, I can offer hundreds of development blogs that you can read if you do! Furthermore, on our VE discord, our community has been able to see the progress on the Ultratech mod first hand, with some pretty cool work in progress screenshots!

Thank you everyone and I hope to see you again really soon!

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Comments

Big Barza

Vanilla Gambling Expanded!

Toasty

What about vanilla armor expanded?

Oskar Potocki

We already have our hands full. Don’t want to announce something that will sit on the roadmap for 6 months or more anymore! Already plenty of projects here that haven’t seen the light of day for a while.

JSr

Love to see it going so well. Eager to hear about the antimatter research when it's ready Those procedurally generated monsters sound peak for a dark fantasy playthrough. Speaking of dark fantasy, might the cultist expansion have something in store for that? I don't know, dark patrons gifting foul but useful mutations to us? 😂

Green Guy

It's nice to see the apparel revamp. Any chance you're adding mechanic/crafting type clothing?

Dyslexic

Couldn’t be more exited for monster hunter

WarCookie

O, mr Potocki... is that a release date I see for ranching expanded? Quite unlike you😉

Oskar Potocki

Tool belt I think in the accessories module already does that!

VodkaGods

I'd love the cultist mod to get some love when do you think y'all will work on it? Anomaly needs some good mods

Saakyra

Monster Hunt is back on the menu heh ? When that releases, it might be time to actually do that medieval run I've been postponing for a while :P

lunarWITCH

yes! there's so few recreation options in vanilla so another vfe sounds perfect

Santiago Dávila

I love the project. I’d like to know: what can we expect from VFE Mechanoids 2?

Oskar Potocki

You can absolutely also do a modern run, some of these possible monsters will require heavy ordnance! A giant worm with plasteel carapace will have your medieval chads running for the hills

Oskar Potocki

Improved mechanitor, Mechanite mechanic, more gestatable things and a better progression for mechanitor skills

Ben

That sounds absolutely awesome

Jason McGinn

Antimatter is totally going to lead to antigrain warhead production 😎

Jabberwocky887

Aw, sad that you aren't releasing for a bit. Was hoping to run it with my current tribals run. 1.7 is already really good. More people should try it. I forget that it isn't the main branch as I've been playing it so much. I had one mod out of 300+ that didn't work on launch, and the engine improvements are well worth it. 1/5th the load time and I have yet to see the game slow down, even with massive colonies and multiple maps. But patiently we wait. Its always worth it :)

Oskar Potocki

It won’t be long before 1.7 is stable. A week at most I reckon

Trevellian

I love all the excitement happening with the mod plans recently, especially revisiting older mods. I get really hot and bothered when a nice chill mod slides into the mix to help with slice-of-life aspects, like Ranching, Apparel, and Recreation (I'm anxious to see how that evolves). I am hoping some of the older planned items won't fall away, like Health and Children. I've been looking forward to those core features for a while, as I think the vision you and the team would bring could really enhance moments when people aren't getting limbs blasted off. Or at least, it could make stitching them back together more fun. haha

Connor Dymond

Fingers crossed outposts 2 won't be on hold for long it's one I'm looking forward to I like feeling like an actual faction making a claim on the plannet

Dyschology

It would be a little weird to be able to generate money from your own colonists playing casino games, where is the money coming from, you already control their wealth. BUT it would be super cool if visitors and traders could play them and give you money when they do.

Dyschology

Any update on 4.7? I've been struggling to find info on it all past the initial announcement. Are we waiting on Ludeon to finish stabilizing it? Or is the Vanilla Expanded team still working on porting mods? The announcement made it sound like 4.7 would have been out a few days after announced, is it actually more of a future release thing?

Oskar Potocki

We have fully coded player facing games such as blackjack, poker, roulette and dice, which you’ll be able to play yourself too. A game within Rimworld. Of course that’s disabled by default. Gambling addiction is real and we don’t want to encourage it.

Parker Nielsen

I'm very excited for Monster Hunt. I'm really hoping that the rewards for fighting monsters will be related to the monster you fought, whether it's directly by carving it up and making unique gear out of it or some other way.

Oskar Potocki

Rimworld 1.7 has been on an unstable branch for a while now. You can download it by right clicking Rimworld on steam and selecting Betas. Unstable branch is 1.7. All of our mods except Vehicles Expanded already got updated to work on 1.7. This means that when Ludeon pulls the lever and 1.7 becomes stable, all our mods will work straight away.

BrenTenkage's Gaming

honestly smart idea, just hold onto the mod, and upload it the day 1.7 drops. And fixing up older mods is also nice, things change, you improve, nice to go back and clean em up.

Jacob

We'll need a gambling dependency gene to go with it. Perfect to give to raiders before releasing them