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Hello everyone and welcome to a quick break down of what we have planned for the future.

Before we begin: Please remember that making mods, even with such a glorious team as ours, takes time. There is no guarantee that all these mods will release in the coming year, however we will try our hardest to make it a reality. I am however also working on my own game, Cursed Crew, so I have to devote some time to that!

What we have in testing:

Vanilla Vehicles Expanded - This mod is going through rigorous testing and we have almost eliminated most of the bugs. It's all on Smash Phil now to bugfix the Vehicle Framework, on which this mod is dependent. Smash Phil however is also working with us on Cursed Crew, which means the Vehicle Framework will release when he finds the time to sort it all out. Vanilla Vehicles Expanded adds a complex vehicle crafting system as well as many, many vehicles spread across two different tiers.

Vanilla Nutrient Paste Expanded - We have almost finished testing of this mod, which thankfully highlighted some flaws in the mod design that we quickly sorted out. The mod should be ready for release shortly. To those that don't know what is has to offer - you will be able to create a pipe network for your nutrient paste, and pump it into feeders across your base without having to build a big dispenser everywhere!

Vanilla Factions Expanded - Empire - This mod is currently undergoing heavy testing and final content additions. We have pinpointed many bugs and fixed them quickly, and I envision this mod will release within the coming month. It's a brand new addition to our Factions Expanded series allowing you to join ranks of the Empire proper. Invite nobles for big and expensive parties, rank up all the way to Stellarch to achieve a new win condition, start in a mansion on fire in a new scenario, and fight off sneaky deserters that will actively perform acts of deception and terrorism to end your rule.

What we have in Development:

Vanilla Vehicles Expanded - Tier 3 - This mod will add a new selection of vehicles - and contrary to popular belief, these are not science-fiction vehicles. Tier 3 represents vehicles of specific function - fancy classic car, cargo helicopter, combat tank, all these complex vehicles can be found in ruined variants alongside the highways, and with proper components - restored to their former glory.

Vanilla Races Expanded - Custom Icons - This mod adds hundreds of custom xenotype icons for all your custom xenotype needs.

Vanilla Races Expanded - Phyttokin - This mod adds a brand new, mythical xenotype of Phyttokins, a monogendered race related to three unique RimWorld trees - Animakins, Gauranlenkins and Poluxkins. They have unique abilities related to their tree. They are also powerful psycasters that often serve as advisors to politicians and warlords. They reproduce via planting a saplingchild, and their children are always 1:1 copies of the mother.

Vanilla Animals Expanded - Waste Animals - This mod adds numerous new pollution-related animals that will appear in pollution-filled biomes. Instead of seeing toxalopes and toxrats everywhere, you will now encounter different mutations depending on what biome you're in - expect to see toxlions in the desert and toxigators in the swamps. Some of the animals are inspired by popular games such as Fallout.

Rim-Effect 1.4 update - we are working hard on bringing the 1.4 update to Rim-Effect and the N7 module, and after that is done, we will work on the Asari and the Reapers.

If you like what you see and want to find out more, be sure to keep an eye on our Patreon.

For $1 you will gain access to hundreds of development blogs, where I go indepth into how the mods are designed and made, as well as what content they have.

For a single payment of $15 (limited amount Jade tier), you gain infinite access to our Vanilla Expanded discord, where you can interact with the developers and share your RimWorld experiences with the community!

I will catch you all later with some sweet mod releases! Currently I found a game called Anno 1800 and I literally can't take my eyes off of it. 

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Comments

you tried

you cant just put up an image of diplomancy and not give us at least a little information ;-;

you tried

also how far along is ultratech at this point? last month (more like 2ish months ago) it was about 75% done are we close to getting it :o

Jav

This is so exciting! Thanks for the update

Oleg Oleg

Say, what is so special about anno 1800? Asking as someone who played some anno 2070 and found it cool, I don't know how different all the Annos are. Maybe it focuses on economy, maybe on warfare, I don't know

Oleg Oleg

Also another question, may I ask why the style of the development timeline has changed as it has?

Max-IA

Are u guys thinking on releasing the update for the vanilla expanded psycasts adding the new psy paths with the pythonkin xenotype? Because two of the locked paths are Animat and Gauwalker, and since the pythonkin are poweful psycaster related to the trees I think it would be a cool interection between the two mods

lloki

Mmmm, Warwalkers on the horizon. Nice.

Daan

I know it's probably too late to add anything but maybe in the future a viking long ship in Vehicles Expanded would be so cool to see and in my mind at least would add the one thing to Vikings expanded that would make it the whole package. Regardless can't wait for the release, love your guy's work

Owain I Jones

I guess it's still quite a way out on the horizon, but I was curious about the plans for Ultratech. Is the intent still to incorporate the Altered Carbon mod for one of the factions? I saw that mod had been reworked for 1.4/Biotech and "Vanillafied" somewhat which got me curious

Jiří Bohaček

Are there any plans to expand the vanilla vehicles expanded with an anti-vehicle weapon, that would deal more damage to vehicles, but less damage to pawns, something akin the breech axe? Idk if it would be possible. Also good luck with your first island in Anno 1800, that game can be challenging sometimes.

Michael Beltran

Excited for Vanilla Vehicles Expanded! I see Tier 4 on the horizon, will these be more sci-fi/spacer tech?

yarilla

Welcome back! Hope you and your team had nice relaxing holidays!

EvanDownton

Will it still be possible to join the rebellion against the empire and has that been fleshed out at all by chance?

ZamazaCallista

What about the timeline for the VE Psycasts expanded trees for Animat, Insectorator, Puppeteer and Gauwalker? Are those still being worked on?

Polarbits

i just noticed that the archology mod is connected to the biotech timeline. does this mean that its going to be biotech dependent or am I reading to far into this?

Liara Jennings

The news on a RimEffect update has given me a really good start to the year. Very, very much looking forward to that!

Alexolas

ooooh, that VanEx: Diplomacy banner itself is quite exciting! let me guess: factions have territories / land claims, and can contest them via war?

Trevellian

I am very excited about the whole list of mods (especially the Empire faction), but I really want to thank you for providing an update on RimEffect. I completely understand that its been on the lower-end of priority, so just hearing news about it still being on the table fills my heart with hope. If I understand correctly, the plan was to keep the HAR dependency for these to essentially avoid a paywall for some players, yeah?

Phraxius

Ah, I see I will soon be able to replicate that prison from Andor... err, I mean, ensure that everyone's nutritional needs are met reliably.

Pippo252

I am really looking forward to "Vanilla Factions Expanded - Empire"! In the last in-depth Post of VFE-Empire you stated we can win by becoming the Emperor, now it says "rank up all the way to Stellarch to achieve a new win condition". Did things change or is Stellarch just a typo? Thanks for your amazing work! :)

yarilla

Just realized that Paintings is no longer on the roadmap. Keeping fingers crossed it's just deprioritized but will make an appearance one day!

Benneth Bennington III

I'm looking forward to all of these mods coming out, especially the rim effect updates! I know it's probably a big ask since yall are already busy enough as is, but what do you think about adding a separate storyteller mod where the wealth modifier for raids is listed as a separate value (like research for instance)?

foobled

definitely looking forward to sanguophages, i feel the vanilla sanguophage is a little underwhelming

Monsterman

Rim-Effect!!!!!!!!!! and the TURIANS!!!!!!!

Iapetus

I love the Updated Roadmap, like how it just tells you what stage it's in rather than how far along it is.

TheFirstLuka

Have you come up with the psycasts for the unreleased psycasting paths or are they just ideas for now?

gonzoiguess

Love the work y’all do and really excited for a bunch of these! Any chance we’ll see infographics or anything like that soon for nutrient paste and Empire?