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Hello folks and welcome to a very, very important post. I have quite the boots to fill as I follow Tynan's announcement, so wish me luck.

If you haven't seen the announcement of the new DLC and new RimWorld update yet, all you need to do is follow the link below:

https://store.steampowered.com/news/app/294100/view/3294970071159733465

What's happening?

Ludeon Studios has announced a new 1.4 update and a DLC called BioTech. We're not quite sure when the DLC will be out, but 1.4 update is certainly right around the corner. I won't talk about what the DLC has to offer, because the post I linked above goes quite in depth of that.

I will however do a quick little FAQ here for all of you.

Will VE mods get a prompt update?

Yes. We have been fortunate enough to get an early access to the update, and we've been working on getting everything updated already. That's why you didn't see us around recently, everyone was busy at work. Chances are some mods will still not be ready for when 1.4 drops, but majority of them will!

What shall we do?

If you are still on 1.3, and you want to continue with your save, I recommend you back up EVERY SINGLE VE MOD right now. Some of our mods will not be save-game compatible when it comes to updating - for example, VFE-Power will require a new save once 1.4 drops. Apologies, but there is no way around it.

Can you tell us something about the DLC?

No, being a graphic designer at Ludeon Studios means I am bound by NDA. I cannot tell you anything that Tynan didn't tell you himself. I can only assure you that the DLC has the art made solely by me, and it's my most excellent art yet.

Will Vanilla Expanded make mods for the Biotech DLC?

Yes, we have such plans, however I cannot share anything with you until the DLC is out.

Will Vanilla Factions Expanded - Mechanoids need extra changes to fit with the DLC?

No. VFE-Mechanoids doesn't actually allow you to build mechanoids - it only allows you to build droids, rudimentary, low-tech robots that can only do basic tasks. As far as I can see from the announcement, Biotech will allow you to construct ultratech mechanoids such as lancers, centipedes etc.

Will Vanilla Factions Expanded - Ancients need extra changes to fit with the DLC?

No, our system is separate and should work fine.

Will Vanilla Genetics Expanded need extra work?

No, Vanilla Genetics Expanded is about mutating animals. As far as I can tell, that's not what Biotech has to offer.

When can we expect all the mods to update?

When 1.4 officially drops on the public branch, we will begin the roll-out process. Framework will go first, and all the other mods will follow. We have quite a lot of mods and we don't want to rush things, so chances are it will take longer to roll out than one day. Please note: We know 1.4 entered unstable branch. We don't care, until it's out on public, we don't update anything.

What's this about new mod releases?

That's right, some mods will become split/merged. Animals Expanded will become one big megamod with all animals in it. You can choose which ones you want in mod options. Helixien gas will become a separate mod too, it will no longer be a part of VFE-Power. These new mods will release shortly after we update all mods that need updating.

Can I use 1.3 mods on 1.4?

No, absolutely not. Assume they don't work. Even if you don't see any errors, always assume it just doesn't work. There is a lot of internal changes.

What's happening with the current mods in development?

They are of course on hiatus until everything is updated smoothly. 

Are you removing content from some of your mods?

Yes, in fact we are. You can check out all the changes here:

https://docs.google.com/document/d/12kwpj76Mz2f5LhDVC1vlIiOFL6exGxCt9cYjXUdqaIs/edit?usp=sharing

If you have any further questions, ask them here, I will try to answer them to the best of my ability. If you didn't get an answer, that means I'm not allowed to answer that question.

Files

Comments

AdRam

I might be a bit thick for asking this but what do the ticks and crosses on the mods mean? Are the ticked ones all ready to go for when 1.4 hits the public branch?

Wilhelm Fiore

All of this is so exciting! Thanks for all your hard work. Any particular reason why you're getting rid of the tools? And will there be a separate mod to bring them back?

Crystalking52

Excellent information! I am very happy that none of the mods have been negatively impacted by the DLC's announcement. I look forward to all of this RimWorld content, both official and modded! Keep up the great work!

The Doctor MD

Not to be obnoxious but it wasn't entirely clear to me, are you still planning Vehicles expanded for a 1.3 release or is that on pause?

Peter Iwasiutyn

Honestly, this new biotech DLC seems like it's gonna add so much more richness to Rimworld in general , and eventually VE, so I'm looking forward to it!

Kuru Chilion

Since there are plans of adding frag belts to raiders, is there also a chance of VAE- Accesories spawning on pawns? I already use a different mod that adds this functionality, am just curious if this will be officially added.

Brian Lang

Hey pollution finally showed up. Was waiting for that from VE for a while now

MsDakota

Any particular reason why hunt quest frequency is greatly reduced? I generally only get 1 a year so it never felt like too much to me.

Mechicanal Numbariaro

Why are a lot of features from the security mod being removed? barriers, landmines, half walls? does not seem like any of them would conflict with the game minus the rocket turret.

Eyes

What’s up with the removal of the chemfuel pond, pump, and lightning rod? Those were cool, especially the lightning rod.

luke goodjohn

Question noticed on the road map and this, that the mass effect mods werent there will they be continued and updated?

luke goodjohn

Ahh didnt see the fine print at the bottom there thank you

Dodo

I'm looking forward to your additions to the baby content :3

Dom Speziale

I’m going to miss the removed items and features… hoping they could make a comeback someday. They were really cool!

Theman10191

Oskar! Did your purposed pollution mechanic/idea back in VE power morph into the new pollution mechanic that'll be in bio-tech?

MisoSquared

Very excited for VAE: Core Animals. Any plans to collate other sets of mods in the same way? And was Caves, Endangered and Royal kept separate due to them introducing new mechanics?

BlueBottle

Wow I can't thank you and the team enough for all the quality mods you have made for the game and your continued support of them. I didn't know you worked for ludeon, I am also looking forward to seeing all the new art you created for the dlc!

J L

Thank you for the quick update and I'm thoroughly impressed by the scope of updates you intend to bring forward to 1.4. Am I understanding correctly, that an "X" on the "Updating" section means the mod isn't getting updated at all? Or is it just "not getting updated quickly because of some reason"? If it's "these will just take a while", that makes sense. A few of those mods are really complicated. If it's "no update at all", can you go into the decision-making behind that? A few of the mods in that category are among my favorites.

Oleg Oleg

Apologies for asking, but is the top image (that shows what is gonna happen with the mods) available somewhere in a higher resolution? I loaded it in a separate tab yet neither here nor in that tab can I see the writing properly (on my mobile phone, when zooming in its very pixelated)

EvanDownton

Probably going to sound like a broken record, but why are things like the gas mask, omni spectrum goggles, AC unit (guess that one is for balance reasons lol) and many of the tools? I like the decisions made in trimming down many of the mods, but some of those seem like they are going to be pretty missed. Otherwise, thank you very much for you and your team's hard work, excited to see the art you did for Biotech in the new DLC

Stim

Oho. Well, this is quite the change. Looking through the changes, I will miss the tools, but do agree that a small nerf was needed. But at least now I will not keep finding them on enemies. I will patiently wait for the updates and get the new DLC, so don't be afraid to make new mods around it.

C.W. Elliotte

Amazing stuff! It is super impressive how quickly y'all are getting these updated. Will the VE backstories mod interact with the new starting possessions mechanic? Thanks for all y'all's hard work!

Jakub Luchowski

Are ultratech laster weapons going to be obtainable through quests and traders, or just salvaged ones?

Sawair

Can you tell how advanced the plans are for DLC mod/mods? I don't ask for details rather if you start working on them and we can expect something short-ish after DLC release or it's just ideas?

Natalie Redgrave

Regarding vanilla lore expanded, does it already line up with the new lore biotech presents or has some of this discredited it? Also, as someone who's favorite mod is vanilla genetics expanded this DLC could not excite me more.

Ennek

Wow, you guys are so fast updating the mods, crazy good work

Paul B

Mods with the 'X' are not currently being updated but will be or are they not being moved to 1.4 at all?

Town

Now that some more information is out, do the stances put forward here towards Mechanoids and Ancients still reflect the future of these mods? Although they use separate systems, there is certainly some overlap (superpowers and genetics with the same effects, multiple types of robots/drones with the same function in base game and mod) and some approaches regarding game design (like pollution) that seem to also be very applicable to the content in Mechanoids, for example. I love that you guys are going back to old content and updating it, just wondering what the future will hold!

OkieGeekNerd Gaming (edited)

Comment edits

2026-09-10 22:00 Did something happen with tools in the Vanilla Expanded Mods?
2022-11-13 20:23