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Hello everyone and welcome to a brand new development blog, in which I will take you through my thought process and the latest changes to our future plans.

This post is quite long and has a lot of text, so I've decided to inject a few assets from the two mods we're talking about here and there, so you can have some eye candy. They will have a little cursive description of what they are.

Target painter allows you to highlight enemies, which will make everyone else take half the time to aim at them.

I know a lot of you are waiting for Vanilla Factions Expanded - Ultratech. The progress on it has been very slow, and let me explain why:

The mod was originally meant to be about an ultratech corporation killing people for sport out in the RimWorld, but also hunting Androids (?). I know, it sounds... unpolished. We plucked Androids out of that mod and made it into a separate Vanilla Races Expanded mod which I think worked amazingly well, and allowed thousands of people to enjoy Androids without having some big faction mod at the same time.

This, however, meant that VFE-Ultratech had more or less 50% of planned content plucked from it. The remaining 50% was essentially the Stacks and Sleeves from Altered Carbon mod by Helixien, and some high-tech megabase for rich people, with hotels etc. This is, in my eyes, not enough to call if Vanilla Factions Expanded. We always strive to improve and keep releasing cooler stuff - this would in my eyes be a bit more bland than previous faction mods.

Ultratech trucks will populate the resorts, and with Vehicles Expanded submodule, they will be driveable!

I've been dreading continuing design work on Ultratech because I simply found whatever was left in the mod 'not mine'. Half of it is Helixien's work on Stacks and Sleeves, and the other half was pale in comparison. Some sci fi guns with homing ammo, some cool props to build the megabase and that's about it. 

I also know a lot of people have been waiting for Arkology faction mod. We announced it years ago and it spent an ungodly amount of time on the backburner. I hear you, and I know some of you are very vocal about the unhappiness from constant delays.

Genomes of different entities can be purchased and incubated into eggs!

I spoke with Helixien and we've decided to merge VFE-Ultratech and VFE-Arkology into one mod. Below I will explain exactly why I think it's a good idea. I present to you, Vanilla Factions Expanded - Megacorps.

OVERVIEW - MEGACORP

In the sprawling core worlds of the galaxy, the megacorporation stands out as the apex of luxury, entertainment, and adventure. Established as an ultratech conglomerate with vast resources and a vision far beyond mere profit, it has manifested its audacious dream on a once-backwater Rimworld. In a freshly-built complex called the Arkology, elite patrons from the core worlds of the galaxy find the ultimate escapade, blending the thrill of the hunt with the magnificence of nature's wonders - the most advanced, human-reachable technology in existence.

Megacorporation offers a dual-faceted experience for its wealthy clientele:

Hunter's Domain: The rich and thrill-seeking can delve into a heart-pounding chase, wielding advanced weaponry and encased in state-of-the-art armor. Their consciousness resides in a cortical stack, a cutting-edge device that holds their essence, allowing them to inhabit custom-designed sleeves of their choice. Whether they desire the form of a battle-hardened warrior or an agile and attractive young avatar, they can experience it in full. These 'hunters' are unleashed onto the luxurious Arkology complex to engage in exhilarating escapades, with the promise of return to luxury at day's end. Should they die, their cortical stacks are swiftly retrieved and inserted into a fresh sleeve, ready for another adventure.

Arkology Reserves: Intertwined with the hunter's playground is megacorporations masterpiece, Arkology. A vast, meticulously designed sanctuary housing long-extinct species brought back to life through advanced bioengineering. Each biome within the Arkology reserve - from the icy reaches of the Arctic biome to the dense Tall forest biome - serves as a living testament to nature's grandeur and humanity’s technological prowess. Hidden within these seemingly natural landscapes are surveillance stations and infrastructure, ensuring safety and monitoring the enthralling activities of the cortical-stacked guests.

Players find themselves at an intriguing crossroad. They can choose to collaborate with the megacorporation to ensure that the rich guests have the most wonderful experience. They can offer up challenges to the guests looking for military experience, or even obtain the megacorp’s franchise license, allowing them to legally breed and showcase various extinct species, benefitting from the surge in ticket sales. As a reward, players gain access to the off-world technology brought in by the corporate masterminds.

Alternatively, players might see the Megacorporation as an enemy, choosing to oppose their dominion. Disrupting the guest activities and raiding the Arkology park, or even launching a covert raid on the well defended resorts are all on the table. The wealth of the visiting elite offers ripe opportunities for players bold enough to seize them.

Net launcher will allow you to stop any entity or pawn. For how long? Well that depends on their size. Don't expect to hold a T-Rex for too long, lol.

WHY MERGE?

Enhanced Experience: By integrating the features of both mods, players can enjoy a richer and more multifaceted gameplay experience. Whether they decide to try and survive in the prehistoric wilderness, or help out the ultratech corporation by accommodating the guests, or take part in building up the park by breeding dinosaurs, the mod offers multiple avenues that should accommodate all the different players that use our mods.

Unique storytelling: Combining the narratives of both mods introduces unique storytelling possibilities. The marriage of ultratech luxury and prehistoric environments can lead to intriguing plot twists, character developments, and immersive in-game lore that's unparalleled in depth and intrigue. Similar to how Biotech introduced both biological xenotypes and technological mechanoids, and how Royalty catered to tribal anima tree lovers and ultratech imperial loyalists, this mod would also provide a playground for both tribal colonies and high-tech colonies.

Efficient Resource Utilization: From a development perspective, merging the two mods can enable more efficient use of resources. Instead of separately updating, debugging, and maintaining two mods, we can focus all our efforts on one mod. Right now, neither Ultratech nor Arkology have enough content in them to stand on two legs like some of our other mods. Merging them will create the most content-rich mod to date.

Synergy in Gameplay Elements: The elements of ultratech luxury (sleeves, cortical stacks, smart weapons) combined with the diverse biomes and creatures of Arkology can introduce new strategic gameplay mechanics. For instance, players might need to choose the right 'sleeve' to survive in a specific biome or use the power of cortical stacks to save their raiding party that ventured too deep into the hostile arkology.

Consistency in World-Building: A single mod ensures a unified lore and world-building framework. Instead of dealing with potential inconsistencies or overlapping features between separate mods, everything in the game world can follow a cohesive narrative and set of rules. Since both mods were to add an ultratech megacorporation, each with a singular ‘megabase’, it would be wiser if the mods got merged into one.

The entities you can incubate and sell to Arkology project include some of the most interesting dinosaurs, but also things that have not necessarily lived, like, ever...

In case you don't believe me that the two mods share so many similarities, below are the Overviews of both of these individual mods. You can read these overviews and come up with your own conclusion.

OVERVIEW - ULTRATECH

Vanilla Factions Expanded - Ultratech introduces a brand new, space-tourism oriented ultratech faction to RimWorld. Hunters, belonging to the Huntercorp organisation, have chosen to set up their resort and center of operations out in the Rimworlds. Taking their ultratech technology with them, they enjoy all the luxury of the elite, without the constant supervision everpresent in the core worlds of the galaxy.

Due to the fact that core civilisations have achieved a near-immortality, new sources of entertainment needed to evolve to stimulate the hundreds-years-old elite. Huntercorp is one of such ventures.

Those with enough money can sign up to become ‘hunters’ and take part in a wicked sport for the rich and degenerate. Their consciousness get’s copied over onto a cortical stack - an ultratech device capable of containing a ‘soul’ of a person. Such as stack is then installed in a sleeve of the customer’s choice - a sexy young woman, a muscular hussar with numerous battle scars - it’s essentially like customizing an online avatar, except they get to live in that skin.

Smart weapons are an ultratech invention. Projectiles of these weapons are guaranteed to hit - in fact, they will turn mid-air and home in on their target. They will fly around the cover too!

The playground of the Huntercorp is a backwater RimWorld that nobody cares about. No civilisations out there pose any real threat to the Huntercorp, and as such the rich customers can raid, pillage and murder to their heart content. After a busy and exciting day of survival, they go back to the luxurious resort to enjoy the numerous amenities, from holo-cinemas to 0G swimming pools. Thanks to the power of cortical stacks, such travellers are not at a risk of permanent damage - as even if the sleeve suffers heavy wounds and dies, a special team will arrive to extract the stack using any means necessary to bring it back to the resort and insert it into a new body.

Players can work with such a megacorporation to provide twisted entertainment for their guests. From hosting such guests over, to providing willing prisoners for deluxe torture sessions, player colony serves as a service provider - not a customer. In return, the megacorporation can bestow various ultratech technologies for the player - including the ability to craft cortical stacks.

Players can also choose to disrupt the Huntercorp organisation. From raiding automated supply lines, to directly attacking the resort, players can actively work towards making the endeavour as unprofitable for the megacorp as possible.

Dragoon armor will let you quickly close the distance to your enemies.

Some of the most notable technology that the Huntercorp uses and provides:

Cortical stacks - devices inserted into the skull of a person that contain their personality, memories and the sense of being. Such stacks can be removed from the person and inserted into a new sleeve.

Sleeves - genetically vat-grown mature bodies that are tailored to the specification of the customer.

Smart weapons - unique weapons with guided bullets which guarantee a hit whenever fired, as bullets can avoid obstacles to hit their target.

Ultratech armors - Including Fusilier armor, Protector armor and Dragoon armor, utilised by the search and rescue teams from the Huntercorp.

OVERVIEW - ARKOLOGY

A brand new megacorporation decided to create an Arkology complex out on the RimWorld. Arkologies are planet-wide nature reserves and safari parks that serve to entertain the rich, core-worlds guests. The planet will slowly turn into a corporate world, filled with bureaucracy, franchising and licensing. Players can either choose to invade Arkology for the numerous boons and loot that the ultratech society can provide, or team up with them for the generous monetary rewards they provide.

Synthesize embryos in this excellent new technological marvel, and incubate your eggs until they hatch!

In Vanilla Factions Expanded - Arkology, players are able to engage in legal proceedings with a new megacorporation. They can directly influence the creation and expansion of a gigantic mega-biome called Arkology, which is a custom-made environment for one purpose only - to populate it with bioengineered, long-extinct species, tailored for customer satisfaction. Watch as the tourists flock into the park to witness these legendary beings, and if you’re fortunate enough to have purchased a license to vat-grow them, watch as their stock price goes up.

Engage in bureaucracy and obtain one of the Arkology franchise licenses to legally breed dinosaurs in your settlement. As they are born, be the first one to license them to earn huge rewards - small percentage of Arkology ticket sales will go directly to your pocket! But be careful! Corporate world is even more ruthless than Rimworld itself. Fight AI-controlled opponents in various auctions, outbid them to gain licenses of creatures you’ve never had before, file various forms to hinder their work, and ultimately reach full monopoly!

Arkology park consists of a handful of new, long gone biomes - the Arctic biome, Badlands biome, Grasslands biome, Jungle biome, Tall forest biome and the Swamp biome. Each of these biomes brings new flora and fauna, as well as weather conditions. All of these biomes are hand-tailored by the Arkology architects, and beneath a surface of realistic nature hides a technological marvel. Cameras and Surveillance stations are scattered across the natural landscape, and scaffoldings of steel and plasteel hide beneath the thin rocky surface.

There may be many Dinosaur mods out there. Our goal is to ensure all dinosaurs fit the cold, corporate, exploitative setting of Megacorps!

You can also choose to go against Arkology. The park is a great place to settle in - with unique, never-before-seen creatures replacing just ordinary deers and boars. Hunt down Arkology tourists in guerilla-like warfare, taking away their precious valuables and silver - after all, insurance will pay them back! Be careful, as surely Arkology has enough aces up their sleeve to lock you up for good!

Some of the most notable technology available in Vanilla Factions Expanded - Arkology is:

An ability to vat grow dinosaurs from genomes obtained from Arkology HQ.

Complex bureaucracy system allowing you to obtain a license on specific dinosaurs and pay yourself money based on their popularity and count.

Genetic excavators, eggs incubators and all similar devices to obtain dinosaur eggs.

Indepth animal healthcare system to tackle emerging genetic diseases.

Let me know in the comments what you think about these developments. The merge design work is ongoing right now, and after that we just have to, well, design the rest. Then we can move onto development of the things that are not yet developed.

I believe this is the best way forward. Both fans of Ultratech and Arkology will get their mod sooner, and it takes away the stress of having to design something I'm not convinced about.

Files

Comments

Will

Very cool concept, can't wait to create my own zoo

Node118

I think this is great 👍

Marius Salsbury

Sounds reasonable, and I honestly like the idea of merging the two. I look forward to hunting the Hunters myself

John Labuda

honestly, this is awesome. i wasn't too sold on the idea of the stacks thing tbh, but in this context it makes so much sense. And i really like the idea of being a raider gang always on the move attacking the arkology. Would it be possible to kick the arkology off the planet, ALA deserters expanded?

Luckybread

Honestly this is a fantastic idea, I’m really glad that we’re getting updates on these mods, Ultratech is definitely one of my most anticipated mods and I’m glad to see it move forward in some way.

Oleg Oleg

I must admit, the idea of an ever expanding biome which was the past idea for arkology, reminds me a lot of the long term events from vanilla events expanded - the ice age, the long time without the sun - which radically changed gameplay and were forced on you quite often (unless you disabled them) or the space battle which dropped a ginormous amounts of chunks onto your map (thus giving you far too many components). Basically, is there any way to not interact with the past idea of arkology, except for destroying all the sites that they make (if that is possible) without them expanding so slowly that we'll get a new Rimworld update before they start to matter? I assume it's a difficult design decision I assume the bureocracy system was scrapped entirely too from the combi mod, from what I can gather? Possibly for the best, depending on how it would be supposed to be (Rimworld is very complex already with the amount of mods, and how does one make a non dumbed down system that does not increase it too much) I do wonder though - does the target painter interact in any way with mortars? It's an interesting idea. Also, though I doubt it, will non violent lawns be able to use it? And is it affected in any way by shooting skill?

Ferny

This was the right call

8BitBoar

Hmm, think it’s a good idea with combining them. Ultimately if combining them helps with motivation (as you indicated) first and foremost, and creation of the mods I say go for it. I’ll be looking forward to any dev updates as always and I trust you and the team to make a good experience.

Dimitry Minchenkov

As someone who voted for Arkology (yeah, it was a long time ago), I'm glad to finally see some progress on it :) Will bureaucracy system stay in Megacorps?

Monsterman

Not really at all into the dinosaurs. Can we turn that off as a setting, would just like more scifi high tech stuff in rimworld. I feel like the devs only ever focus on ancient stuff most of the time

OneWyrdRaven

VFE: alien vs predador, jurrasic park, and anything in between. Looking forward to it. Just curious: will you be adding biomes? A prehistoric one, machine-infested one, polluted industry and/or massive cityscaped biome as a 'consequence' of their influence would be nice additions.

maskdcat

seems like a good idea to merge the two of them, How will your guys dinosaurs differ from those in other mods like biomes! prehistoric, will there be a compataibility patch for it?

PunkyRoo

Seems like a reasonable plan.

JohnnySlick

I feel with this merge brings a disparity between the megacorps that’s hard to ignore. Huntercorp is classically oppressive and dystopian for anyone below their notice (AKA you) and fits right in as a Rimworld faction. Arkology, unless encroaching on your tile, just seems like a zoo, not really hurting anyone or forcing you to engage with it. I would suggest changes to make it feel more oppressive like a true megacorp should be, but still not as outright evil about human life and rights as Huntercorp is. Nearby pollution centers or power sappers you have to destroy or join up with Arkology to negate the effects of. Dinosaurs wandering in or raiding you because they ran amok Jurassic Park style and Arkology decided they weren’t worth the time to retrieve, perhaps useable or licensable in some way if you’re already an ally. Corporate extortion in the form of lawsuits and fees for arbitrary infractions that you must pay, lest you be raided by contracted mercenaries or cybernetic-enhanced war dinosaurs (please), waived of course if you were to join the team. In this regard, you’re not a product or sport as you are to Huntercorp, but your colony is similarly an unimportant speck in the shadow of the Arkology megacorporation that they don’t mind inconveniencing or harming unless you offer some value to them. Also, humbly asking for some interaction between the megacorps. It’s hard to believe that the rich elite who came to the planet to hunt humans for the thrill of it would NOT hunt dinosaurs as well. Maybe you could take over and integrate nature reserve tiles into the resort if you’re aligned with Huntercorp or vice versa sue them into the ground for money and technology if aligned with Arkology.

PunkyRoo (edited)

Comment edits

2026-09-10 22:00 I'm excited about this "guests" mechanics. So will this be introducing a mechanic to build a functional hotel? Maybe with paid entertainment objects (e.g. casino...)?
2023-08-30 22:04

J

Definitely excited

The Gaming Archaeologist

I certainly see this workshop Ng and reminds me of the widely popular hospitality mod and as mentioned, the Altered Carbon mod (loved that series) which fits into this world with ultratech. I'm still more excited for the walkers though.

Jerry

I love the merge, maybe you could merge the two ideas completely into one megacorporation? Handling exotic wildlife and then organizing hunts for the super rich just goes together, and I don't think we need two megacorps in rimworld Even if you'd have to cut down on the scope of the mod, making it into one coherent megacorp might make the mod way more streamlined and coherent, right now it still feels like two mods welded together Just my two cents, keep up the great work! Vehicles and deserters are an absolute blast

AKorgar

I think this is a really cool idea. The idea of these megacorporations running hunting preserves for wealthy Glitterworlders, people signing up to go on safari against a T-Rex and so on, particularly reminds me of a Ray Bradbury story. Sound of Thunder, I think was the title. Also "Megacorps" is just a better title than Hunters or Ultratech, imo

qwertyuiop99999

This sounds really awesome and I look forward to it I hope we can have some huge animal(dinosaur) moving vehicles and an idea might be to add in for the hunters a Players Unknown Battleground style raid where they get dropped all over your map and fight you and each other

Frank Cotton

Hey Oskar, would there be a new win condition with the new mod?

HeinrichK

Will it be possible to 'stack' your Our own colonists? And to grow sleeves?

Moorbote

Not enough spikes on that armour for a dragoon (I play too much Final Fantasy)

Kaer

To be honest, it makes more sense this way for me, I did find both Arkology and Hunter to be very specific and was afraid it might only allow one type of gameplay. I feel that both Rimworld and VE are at their strongest when they allow you to combine gameplay elements it creative ways to create new unique colonies and at their weakest when they try to guide you on one narrow path. Centering the mod on megacorps and cutthroat practices is more open and gives a strong, recognizable theme - Industrial espionage, buying out the competition, marketing campaigns, some kind of HR specialist, suits and lawsuits, etc. As for mods being pushed back - and I have no idea how many people will agree or not, I just thought i'd voice my opinion, just so you know it exists: I am in favor of quality over quantity. I appreciate the fact that I can load a list of VE mods and play away, all the more when the mods offer so much possibilities that I can play various colonies before wanting to change the list. I understand that updating and improving a released mod takes time and if it means delaying the next mod I am eagerly waiting for in the pipeline, that's fine by me. I guess what I'm trying to say is: That's alright to tell us to play a while with the toy we have before we get new ones - it builds character. :p

Wheatly Core

It would be so cool to have a creature similar to a demogorgon from stranger things to feed unwilling colonists to. Everything looks awesome 🔥

Rajesh King

will this connect with highmates expanded so that we can breed, rent out and sell highmates/lowmates to the guests? to make coffee for the guests, obviousy

Rossum

If the player colony is acting more like a service provider than a customer, would that include contracts to provide goods for the megacorp in bulk? Things like growing bananas, chocolate, or accepting shipments of toxic waste packs? Basically the standard exploiting a region for it's labor and resources that corporations do? I'm thinking something like how the Tropico series handles it where much of the economy is done by having select contracts to export/import X number of a given good and they can be sold over time so there's time to properly plan out your supply chain. That way even a low-tech civilization could make contact with a megacorp and get caught up in supplying the outworlders with resources in exchange for tech. At least until they can do the more Hunter and Ultratech oriented stuff.

Ennek

To rephrase the question if you destroy the ultratech settlement would the arkology zones and wildlife stay despite the megacorp headquarters being gone and no longer around to regulate them?

John Labuda

I just had an interesting idea for an event/ quest: if you are fighting the Megacorp and like stop for a time (if its possible, if not it could be very rare) the Megacorp comes to you and says something like: Hey, we actually lost a lot of money because you haven't been fighting us this past while, not as many people have been coming for our combat experiences because there haven't been any! We'll pay you to continue doing what you were doing as long as you don't attack anything super important or stop." I think this would be kind of neat, especially if the payments stop if you stop attacking them. Maybe it would be another way to join the megacorp? It would also show just how much not a threat the megacorp sees you as.

Venusgate

When Ultratech and Arcology were both on the roadmap, I did honestly wonder what, if any, thematic differences there would be. I'm glad that was considered! The quickblurb about "all dinosaurs fit the cold, corporate, exploitative setting of Megacorps" makes me wonder if A: you mean all modded 'dinosaurs' will be fully integrated into the licensing program, including non-VE dinosaur mods, B: if the licensed breeding program will be hard linked to the tourist submodule, such that only bred species through the program will yield tickets, and C: will there be any integration with the bioengineered endproducts of the Genetics Expanded mod.

aybys

Will there still be a kilometer high wall that you have to bypass to get in? If the arkology is expanding I guess that doesn't make sense anymore.

SNake575

I noticed there are 3 people on the banner and only 2 megacorps mentioned is a 3rd one planned? If not I have a couple of ideas that might fit well First is if the mod is more geared towards the "rich people want entertainment" idea with a storyteller based off a bad TV writer. So like colonists attitudes to each other are multiplied by say 2 times for heightened emotions. Events are random and of a random magnitude but still scaled eg. A starter tribal colony is under attack from a hoard of 50 wild animals but most of the animals have cataracts and asthma and some are missing limbs. For unique events there could be a "tragic" betrayal when one colonist makes a small comment to a friendly colonist and suddenly the second colonist hates the first, with a similar 'beautiful' reconciliation. Enemy pawns that are related to colonist pawns that spawn in raids have a chance to betray their allies and join your colony. Its all for the DRAMA The second idea is more of a "heartless megacorp' idea with a company on the cutting edge of weapon manufacturing making weapons and items given to the player colony as well as a small chance to appear on enemy/visiting pawns. These items and weapons being prototypes for testing so there is a chance they do what was intended but also for them to fail, even catastrophicly. Items could include things like a one time use item that triggers all death acidifies in an area but could fail setting of an EMP burst instead, gas weapons that cripple certain xenotype pawns but could fail and buff them instead, weapons like the makeshift weapons that can fire 0-5 rounds but are higher tech and more powerful, weaponised diseases that run their course twice as fast as normal making it unlikely to survive or could fail and actually prove to be helpful instead. You would get quests from this corporation to test these items on people, they don't care who it be, prisoners, slaves, attacking raiders, or hell your own colonists. Anything for progress

FrogWerx

Tell me that the visitors thing is going to be like hospitality, oh please oh please, and also spaceports and the ve ding machines etc. Id love it if youguys made everything all work together finally

FrogWerx

Also, maybe these armors replace my favorite Spartan Halo themed ones? With all the individual boosts that fit niches? I loved that!

Nico Alvarez

The merge makes a lot of sense, good decision. Just saying, since the faction is ultratech, you'd think they'd use some type of mech labor.

Nols

I think it works out a lot better this way. I agree I didn't think androids fit into the ultratech line since not only did they have the stacks and sleeves but they also disregarded morality since they liked to hunt people, so it didn't make much sense why they would have androids (and given you have the mechinator and the VE:Mech factories you'd think they would just have something similar). I also worried that the Arkology mod would have been a bit too niche on its own, and it felt like it was more of an ideology than a unique faction.

Joanne MacNeil

Are there any plans to add any integration with mort's megacorp mod? I don't want to have to choose lol

MC_0

Extied for this - only thing is i can;t start a new playthrough without it! Thank you for everything Oskar!

사 울

i'm love this mod

jacob flynn

awesome! sounds like a great pair to merge, can’t wait

Happycam

Will there be an option not to have dinosaurs involved? Like will the archology and hunters be two separate factions?

Amaelzaekil

Thinking about the genomes thing reminded me of Vanilla Genetics Expanded. Will there be any interactions with that mod?