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Hello everyone!

May has started, and with it comes my birthday. I'd like to take this moment to walk you through our developments and what our priorities are, as well as tell you about some of our accomplishments.

We have recently released Vanilla Chemfuel Expanded, a mod that to my surprise was met with an incredible, unprecedented amount of hate. I'd like to use this moment to remind the community to be kind to mod creators - I understand many of you love Rimefeller, I do as well. But just because I, or someone else, released a mod with some overlap with Rimefeller, it doesn't mean that you're suddenly forced to stop using Rimefeller. The way some actors have acted is almost if I pissed in their cereal by releasing a mod. 

But, as it usually is, with lots of hate also came a lot of love - people have been more supporting than ever, and for that I extend my deepest thanks. Vanilla Chemfuel Expanded is a fun addition to lightweight playthroughs whilst also showing other modders how to use our new pipe network code that's available in the framework!

Next up, we released Vanilla Genetics Expanded. It was a huge undertaking that took us literally months and months of very hard work. It's more or less the size of a DLC, and introduces all of the hybrids from your beloved Genetic Rim, and more, in a brand new, redesigned gameplay flow. You can now tailor your hybrids, make them stronger, utilise various boosters and pray you don't get a failure outcome... as the flesh growth is unstoppable!

I am extremely happy with how it turned out, and I hope that the future will hold more mods like this!

Vanilla Textures Expanded - Save Our Ship 2 has entered testing and should release shortly. It's a full retexture of Save Our Ship, including all of the structures, objects, projectiles, shuttles, UI and more. It's made to fit vanilla art style more, and blends in great with Vanilla Textures Expanded. It took more or less 1 month of continuous work, as there is over 250 textures in it! I am very happy with the final look of it, I think I did a pretty good job getting everything to look sharp, clear and vanilla, and I can't wait to show it to you all!

An update for Vanilla Factions Expanded - Pirates adding 5 new warcaskets and over 12 new warcasket weapons is also wrapping up and will enter testing soon. It features new spacer-era warcaskets with unique abilities, such as overshield, spawning turret drones and generating impenetrable energy shield in small radius. Weapons include Cryptocannons, Charge miniguns, gravity hammers, Bucko's favourite handheld pirate cannons and more!

Vanilla Psycasts Expanded went up in our priority and we're now dedicating more or less all of our resources to finish it. It's a huge undertaking and a proper stress test for our ability framework, but erdelf is working around the clock to make sure it fits the specifications.

To those unaware, Vanilla Psycasts Expanded adds over 200 new psycasts and completely overhauls the whole system. What we're essentially doing is we're taking Royalty DLC, we are hard-deleting anything regarding psycasts from it, and then we are remaking it using our framework. This means enemy psycasters will be able to use all of these abilities against you! How cool is that? You ever had a fire tornado in your base?

There are 20 planned Psycaster paths you can unlock, mix and match. You can create Psysets (which are World of Warcraft hotbars) and cycle between them depending on the situation. Do you need a lot of defensive psycasts, but you don't want to overcrowd your UI? Create a psyset and cycle to it when you need it!

Your psycaster will now level up when meditating, allowing you to slowly gain Psycasting levels and points. Spend the points on unlocking new paths, unlocking new psycasts, upgrading overall stats of your psycaster or unlocking different meditation foci!

I am absolutely certain you guys will love it, and we hope to have a beta of it quite soon.

Vanilla Base Generation Expanded is a mod by Kikohi which aims at improving vanilla factions base generation. Tribal villages looking like actual tribal villages with tents and small huts, outlander settlements looking like small cities and more. The work is still ongoing and I cannot give you a deadline yet.

Vanilla Factions Expanded - Hunters work has only started art-wise. Codewise, a chunk of it was already done before, but we didn't work on it this month.

Vanilla Backstories Expanded features 250 new backstories to make your pawns even more unique. We're keeping it on the backburner hoping to add another 250 backstories to it. Because why the hell not.

Rim-Effect mods are currently on hold. There are other Vanilla Expanded projects I want to focus on, so I won't be lying here about how the work is still ongoing - at the moment, it's paused. There is only so many mods I can focus on at the same time. But worry not, we are planning to come back to it once we release some more VE content! I am really looking forward to adding Turians, Batarians, Yahg and Vorchas.

I will tell you all about the rest of the roadmap when we get closer to it!

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Comments

Pim Kartner

Thanks for the update. Really happy psycast went up in priority, can’t wait for that one.

Balmarian

Your mods are the main reason why I keep playing rimworld. Many thanks for developing and maintaining these mods. Good luck!

Phraxius

Fantastic stuff. Vanilla Genetics Expanded looks amazing, your approach to Chemfuel is lightweight enough that I'm liable to use it, and Vanilla Psycasts Expanded looks like it'll be worth basing a playthrough around - with a healthy sprinkling of genetic engineering, of course!

Lennybolt7

"We put backstories on hold because we decided to double the mod's size" has to be the absolute best reason ever for a mod going on the backburner. Really looking forward to all this!

Tyler Brown

It is unfortunate people find it easier to tear down than to build something.

Sauergesicht

I'm sad you guys are getting hate thrown at you because of Vanilla Chemfuel Expanded. Good to hear you can stand above that tho! I do enjoy it :)

Glyd Aranes

Thanks for the update. Although I'm hoping painting expanded gets prioritized in the pipeline. Would love to hang paintings in my base's walls!

1Sopel6

"actual tribal villages with tents" - since there are no tents in base RimWorld, how will this work? - are you planning on adding additional items/buildings or making it depended / compatible with other mods?

Shavius G

The Vehicle framework is on the horizon, somewhere that you can see but never reach.

wafflesandwhiskey

Man, that's incredibly frustrating to hear. I mean there is the "1% rule" of content creation on the internet but people shitting on Chemfuel Expanded need to realize that none of it was intended to rip off Dubwise, but to have a different take and provide heavily needed code to other mod-makers who have an idea they'd like to develop and release. As grim as it might sound, keep your head up because trolls will be trolls but us patreons, myself included, love all the work you and your team have brought forth to RimWorld. You and your team have provided days-worth of content consistently for years and I think that's one thing some people might overlook too easily.

lloki

I wasn't sure if you mentioned about enemy psycasters before, but now I'm sure that this mod will be a gamechanger! Having 100 psycasts to your disposal is cool, but knowing that someone can use them against you as well is super super cool! That's bummer with RimEffect - I just finished the whole legendary edition and playing with batarians or yahg would be a great addition to a playtrought. But I know that being patient pays off in case of your mods, so take your time :) Also ongoing mods are probably even more exciting, so I think it's a good decision to focus on them :)

Spengle

Hi Oskar, love all your work, just to say there is still support for Rim-effect so happy to hear it will return at some point but no rush, prioritise as you like :)

ZamazaCallista

People who hate a mod because they don't like it confuse me. Nobody is forcing you to use it? That's like saying shops shouldn't offer blueberry flavor because you hate blueberry. Not everything is for you! So far I really love Vanilla Genetics Expanded! I wish there was an animal cybernetics in a similar vein, or a colonist/animal hybrid thing for weird science, not like an anthro colonist mod. Those exist already. I made a new colony just to go full animal science and boy has it been fun! Would love if it did a bit more with alpha animals but that's kind of a big ask. Like you said the mod is already HUGE. Vanilla Psycasts Expanded I am hugely looking forward to! I am hoping maybe it has some anima tree/dryad tie ins but I'll be very happy when it comes out. Looking forward to using the new tarot styled stuff too! You and the team have literally provided hundreds of hours more of game life to Rimworld than the vanilla game has. Rimworld is my go-to relaxation game after a hard day. Thank you so much for bringing so many new ideas to the community that you guys choose to share with us. I recommend organ harvesting for the haters.

Joe Olmond

will the psyset system allow customization with biotic or super powers or just psycasts

Leo Durocher

Damn, sorry to hear about all the hate with the Chemfuel mod. It doesn't interest me so I didn't bother saying anything about it, but to get angry and throw hate at you for it? That's ridiculous. I am so looking forward to the backstories!

Water Otter

Hey with the update to the warcaskets, could the armor and UI uncapper make the armor values even greater? Or you have the highest stats for the armor to be at 200%?

KaneLives

Doing the Lord’s work here.

Monsterman

sucks about rimeffect oh well