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Hello everyone and welcome to a quick summary of what we have planned for the future!

With the release of Biotech we have had many, many new ideas about the content we would like to create. From expanding existing xenotypes, to adding new ones, as well as expanding the pollution, the mechanitor, the sanguophage, the genetic engineering, it's essentially a huge mystery box of goodies that we want to open.

Of course, we are still developing non-DLC locked mods - Empire is coming along nicely (Allie just coded a royal ball event), and Vehicles Expanded is about to receive a new beta with Tier 2 vehicles up for testing.

1.4 sadly brought a lot of issues to our mods - many bugs appeared that weren't there before. I appreciate the patience you guys gave to us, and we've managed to fix most of the issues. Remaining issues are hard to pin point and mostly result from our mods not meshing correctly with mods from other modders - I was able to have a bug-free playthrough with just Vanilla Expanded mods, but rest assured we are doing our best to fix any issues that remain. I really appreciate people that submit clear and concise bug reports with logs attached. If that's you - feel appreciated please!

Some mods we were working on - for example Vanilla Factions Expanded - Ultratech, are in deep trouble after the DLC released. Many mechanics added by the DLC force us to more or less rewrite the entire mod. Stacks and Sleeves need to be remade completely to respect Biotech genes and xenotypes, Androids need to be rewritten for the same reason. This adds huge stress and time pressure, so we are internally considering making VFE-Ultratech require Biotech DLC - it's not a decision I make lightly, but the alternative is more or less making two separate mods.

We have recently released Vanilla Races Expanded - Saurids, and as far as I can tell, you guys loved it, which gives me courage to work on more xenotypes in the future. I don't quite want to add 'orcs', 'goblins' and 'elves', but I think we can make our own, RimWorld spin on them - for example, dirtmoles are the rimworld equivalent of dwarves, and I think that's a concept worth exploring.

This post is already getting quite long, so I encourage you to flip through the images I posted here and read up about what the other mods will offer.

If you would like to support us on our path onwards, we do have a Patreon at the link below:

www.patreon.com/OskarPotocki

For just $1 a month you get access to hundreds of development blogs, where I go indepth into the content we're adding, as well as answer any questions patrons might have.

For a single payment of $15 (Jade tier) or $25 (Gold tier), you will gain access to Vanilla Expanded Discord indefinitely - this is the place where we all hang out, talk about mods, post screenshots of ongoing work and even play games together from time to time. This is a single payment and you are not required to remain a patron to stay on the discord - we don't kick people unless they break the rules.

I will see you all soon with more information about our future mods.

Thank you all and see you soon!

Oskar Potocki

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Comments

Yuggie

we want vehicles ASAP!! HELP US OH DEAR GOD OSKAR!

Oleg Oleg

Small question (at least I hope it's small): based upon the timeline, it is expected that vanilla vehicles expanded will release before hussars expanded, correct? Also another question, if it is answerable: how exactly are you looking into the already existing xenotypes expansions? I ask because I'm not sure how hussars or genies can be expansion, despite being able to imagine how new xenotypes can be made

Phil42

Thank you for all the amazing content you and the team are producing. It's truly astonishing how much depth and possibilities you people add to an already amazing game.The combination of how good the Rimworld base game is, how good the modding support is and how good modders like you are really make this whole experience unique.

Dodo

Looking forward to the new races. Can't have enough of those <3

Ryley Taylor

My current favourite way of having "Goblins" is mass cell instability, with high libido and fertility, plus increased melee stuff and aggression(plus the saurid claws) Because I think Rimworld "Goblins" would just be small feral psychos Also the saurids plus the impids fire-breathing make a great dragonborn race The following is some race ideas/prompts that I thought you might appreciate hearing Some other cool potential races could be rimworlds take on Satyrs, lionfolk (potentially with a tendency for male supremacy, and prides) Perhaps ghost-like races with sunlight sensitivity, but a special ability to possess people? A psychic race with terrible physical abilities but incredible psychic capacity, a real glass cannon We have the smooth tail gene in vanilla already, but no real Monkey based race, and I feel like something could be done with that but it's already similar to humans and Neanderthal so idk I think there should definitely be a type of fish person, similarly to deathrest they could have a water based "bed" that they must submerge themselves in for a while otherwise they will have mood/health debuffs from drying out, and perhaps an implant or outfit that mitigates that. And lastly an insect race, would go great with some of the ideology stuff. They could have compound eyes for better vision buffs, potentially wings that let them "jump" to other places on the maps, or specialized organs for controlling insectoids, digging, fighting etc. And they would obviously lay eggs inside other living pawn (or just lay eggs on the ground) Hope this gives ya something 🤷‍♂️

Andromeus

Biotech is too revolutionary to make some mods independent from its new system and features. Honestly, I’m in favor of making mods dependent on biotech if we can get a richer gaming experience out of it.

Alexandre F.

"We are developping non-DLC required mods, Empire is coming along" made me chuckle More seriously I'm very curious about what you'll have in store for expanding some of Biotech's mechanics. I am extremely disappointed with the genetic system (you're telling me you can gestate mechanoids out of scraps of steel and scans of brains but you can't properly extract genes in a repeatable and precise manner and adjust them as you please ? Come on), so seeing how the team will build upon these mechanic will be interesting

Loyola

Is the Venn diagram of people who can afford to kick in for Patreon every month but can't afford to buy all the DLC large? The biggest complaint with Europa Universalis IV DLC was that the systems introduced by different DLC did not interact, and the Stellaris community absolutely loves the developer's new custodian initiative that's revising old DLC to make them interact with each other

Leo Durocher

Really looking forward to more art that can be added to different races like the horns, gaunt head and face ridges already available. Really make each race distinct. I totally get not wanting to add dwarves, elves, etc, but I am hoping you add some gene that gives tusks. I just really like that look orc tusks have. And saurids is great by the way! Loving it! Particularly the voice being raptors from jurrasic park, and the many options for the head frill. My eggs all hatched and just turned 3! Feeding them all to that point was time consuming as hell haha

Dynamic Duchess Cosplay

Super excited to see what eventually comes out of the childhood expanded mod. As someone who always played with CSL, the biotech DLC has been a blessing and any further improvements are always welcome 🤙🏻

Nicklovin0571

Is there any plans to add new xenogenes that add vanilla traits expanded traits? Thinking things like dunce for a working class in a colony, ect, like how there are fast runner and sanguine genes in game now.

PaperClipChip

ooo phytokin sound very interesting, please never stop being creative and thinking outside the box, thank you!

Eyes

Are the tools going to be added?

EvanDownton

Take the time you need on the mods, most of us understand the difficulties in creating and balancing a new DLC brings, and if you need to make ultratech require biotech i dont think many people will mind

Slmkaz

Appreciate all the work you all have been doing! It's absolutely nutty how after a dlc like Biotech dropped the majority of VFE was working without issues. Cheers and looking forward to what comes next!

Christine Erbe

I'm super hyped for vehicles expanded.

Samuel Milling

Lots of cool stuff! Excited to already see another new race added to the docket for Xenotypes! Love the mix of expanding on the existing ones while also adding more original ones. And, it all adds up to making the Xenotype system itself more expansive, enabling others to have more to work with making their OWN custom Xenotypes. Good stuff!

Michelle Lebron

Very excited for childhood expanded - as an avivd sims player for decades i can see huge potential there in Rimworld, especially with your talented group!

Marwin33

great mods to wait in anticipation! such a shame about ultratech expanded but maybe you can use biotech feature to make it even better so it would help you find more motivation

WoolyPie

I play Rimworld like a cross between the Sims and Stardew Valley with a "little" extra murder and cannibalism, so I'm very much looking forward to Childhood Expanded. Thank you for all you do!

Fallin Dred

oooohhhh!!!! the phytokin look cool!!

Rinklestein

I'm not sure if this is the place to ask, but I can barely wait for the next Tuesday suggestions. With 1.4 introducing functioning 'Deep Storage' vanilla shelfs, is there any plans to expand on storage-based furniture and styles for either the current shelves or w/e else? As of right now there's just shelves, and they have only two variations with Authoritarian and Techist. Nothings else. I just think VE would be ripe to make a "Vanilla Storage Expanded" now with 1.4, especially for people like myself who find deep storage a bit much. Oh and I think appropriating some of the buildings from Props and Decor would be cool

Polarbits

I'm weirdly excited for nutrience paste expanded. may the disgusting and mostly tasteless sludge flow through my base!

Oleg Oleg

So a surprise for me tbh is that there are no yttakin or furskins expanded planned tbh Or, perhaps it makes sense as their identity is strong already, but still

Zakory Slingerland

I think it's fine to make ultratech or other mods need dlc. Most players who play for a while get DLC anyways IMO. I prefer DLC requirements if it means better mods. Take your time, love your work!

Szczerbiec

Hi Oskar, is there a timeline for when the VFE Mechanoids get patched to work with Biotech mech gestators?

Kyanor

Any news on Nutrient Paste Expanded?