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Hello everyone and welcome to a quick development blog.

The work has started on Vanilla Factions Expanded - Ultratech. It is a huge mod, and because of that, we've decided to divide the development of that mod into three solid stages (and run testing after each stage is complete).

The stages are:

Tech - this stage includes all the technology, items, structures, weapons and apparel, as well as a sleeve growing vat, cortical stacks and entity synthesizer for growing your own entities for the megacorp to buy.

Biomes - this stage includes actual megacorp recreation parks, as well as any flora and fauna required. This means that this stage is focused on creating unique new environments and dozens of new entities that you can gestate.

Faction - this stage is focused on actually implementing the megacorp faction, including faction bases, dozens of new backstories, megacorp raids, quests and the actual bureacracy system, which includes franchise contracts, lots of tedious reading, very unfun forms you can file to get free stuff or hinder competition etc.

We have now entered the early development of the Tech stage. This means that all the tech included in the mod is largely designed on paper already, and we're not creating art assets, sound assets and will then proceed to code it into the game.

To temper your expectations: This mod will not release this year. It is absolutely massive, our biggest yet. It will be to Biotech what VFE-Empire and VFE-Deserters are to Royalty. It adds an incredible depth of content for you to enjoy, and really pushes the 'Ultratech' stage of the game to the extreme.

I have decided that it's a good idea to show you how the new tech tree will look, and based on the tech descriptions I will include below you can get a rough idea what content you will be able to access.

I realize this image might be incredibly tiny but I'm not sure how to present it better.

Below are all the research projects coming in the mod:

NANOELECTRONICS

“Master the principles of nanoscale electronic circuits, enabling the construction of advanced equipment such as the ultra-tech research bench, ultracomputer, biolab sunlamp and warning lights.”

ULTRACONDUCTORS

“Unlock advanced power solutions that allow for construction of the UltraWatt energy network, including batteries, conduits and converters. Unlocks the construction of geothermal ultragenerators, solar ultragenerators and wind ultraturbines.”

REPLICATION

“Enable ultratech component crafting and construct an Ultrareplicator for advanced manufacturing.”

HI-TECH ENTERTAINMENT

“Unlock next-gen entertainment devices like the Hyperscreen TV, Dreamcaster, and Ultralounger for enhanced recreation and comfort.”

SHIELD PROJECTORS

“Develop protective shield systems to safeguard your colony with the construction of Solar shield, Low-shield, High-shield, and Psychic suppressor.”

NEUTROAMINE PRODUCTION

“Enable the synthesis of vital Neutroamine that is essential for medical applications.”

GEOTHERMAL LASER BORE

“Harness geothermal energy wherever you want with the construction of a Geothermal laser bore.”

MEAL REPLICATION

“Establish automated meal replication for convenient sustenance by constructing the Meal replicator.”

SMART WEAPONRY

“Advance in smart weaponry technology, allowing crafting of smart pistol, SMG, rifle, and lance, as well as orbital strike targeter, and target painter for better defense and offense.”

GRASER TURRETS

“Upgrade your defense with high-energy graser turrets, enabling the construction of minigraser and Beam scorcher.”

HELLSPHERE IMMOLATOR

“Deploy devastating hellsphere immolators for colony protection. They fire devastating projectiles that vaporize everything in radius, but require a long time to acquire targets.”

SLEEVE GROWING

“Delve into bioengineering to grow human sleeves, enabling the construction of sleeve incubator and sleeve casket. Sleeves act as vessels for cortical stacks, allowing lucky individuals to become immortal.”

ANTIMATTER

“Unlock antimatter technology for powerful energy and weaponry solutions, allowing the construction of antigrain reactor and crafting of antigrain warheads. Safety precautions should be taken, as unstable antimatter may result in devastating explosions.”

ENTITY GESTATION

“Explore artificial entity gestation for creating synthetic organisms, allowing the construction of Embryo Synthesizer and giving you the ability to raise creatures from corporate-produced feragerms.”

CRISIS ARMAMENTS

“Develop crisis-ready armaments for enhanced colony defense by constructing the versatile crisis suit and tower shield belt.”

SHARE RESEARCH

“Share research with other factions to boost relations. Upon completion, increase faction relations with all non-pirate factions by 50.”

USE RESEARCH

“Use research to boost the productivity of the colony. Upon completion, increase global work speed by 5%.”

SUBMIT RESEARCH

“Submit research to the megacorporations for profit. Upon completion, receive silver worth 10% of the research points.”

The final three research projects are something quite new - they are infinite research projects, similar to the ones in Factorio.

These research projects can be continuously researched, and each time they are completed, they provide some sort of bonus and appear up for research again, except with an increased cost.

Cost increases geometrically. We denote by N the current level of the research, by F the final non-infinite level of the research (hence F+1 is the first "infinite" level).

The formula is:

1,000 × 2^(N - F - 1)

This means that a research project with a base cost of 5,000 points will cost 10,000 research points on level 2, 20,000 research points on level 3, 40,000 research points on level 4 and 80,000 research points on level 5.

Each time the research project is finished, the bonus is permanently applied.

Over the coming weeks I will show you the stuff we're preparing! You can be excited!

Files

Comments

Luckybread

Amazing stuff! This mod (back when it was Hunters) along with Psycasts Expanded was the reason I subbed in the first place lol, great to see it taking shape like this.

Wheatly Core

I'm curious on the side of Neutrominr fabrication, I've been using VFE mechanoids for the infuser, while using the pipe system that came with androids

Stijn Witsel

this looks amazing! honestly i underestimated the massive scale of this mod a bit before i saw this post so i was like oh damn they really are going all out on this. Cant wait to hopefully see more dev stuff in the coming year (my guess is that it may take until the middle or end of next year to make this mod happen?). Also a small question here, which i forgot to ask in earlier posts about ultratech. since there will be the option to use genetics and stuff provided by the ultratech faction to grow your own extinct species, does this feature have any overlap with vanilla genetics expanded? like new crossbreeds or something (if the whole bringing genetically modified dinosaurs back for your ultratech zoo still planned is for the mod)?

Brian Lang

I just wanted to make a comment about sleeves. I played with the altered carbon mod when you released it because they sounded like a really cool idea. Unfortunately I turned it off because what was advertised as an exceedingly rare process I was finding 10 sleeves every raid. I believe you could adjust the rarity in the options but it just felt immersion breaking having a ton of grunts be sleeved so I hope you take that into consideration.

Oleg Oleg

Maybe I'm not understanding but isn't the research point scaling just 1000x2^N-1 ? I don't understand the part about F tbh, but maybe it's a translation issue (from my side, not being native English)

A 2 Z

Didn't know I needed a geothermal laser bore until now. Great idea. I always start my bases near as many geysers as possible.

Connor

A very exciting feature list! One question regarding the infinite research though - how will it interact with a Techprof core? Will they complete a level of the research, or will it be disabled to avoid any side-stepping of the geometric cost?

Tay'Yeer

I do hope there will be some drawbacks and risks for using cortial stacks and sleeves. Like having 25% to go batshit insane each time his mind is transferred to new body. To balance out such powerful mechanics of having immortal pawn.

Somerandomsmuck

How will you go about producing antimatter for the antigrain reactor and warheads? does it require its own bench/production line?

Red Lizard

how will the shields from this mod compare to the shields added by VFE-Defenses?

PunkyRoo

MASSIVE. And very cool. Thank you.

Wheatly Core

I had another question more so on the arkology/dinosaur aspect of the mod, how many do you plan on adding? And will their mechanics be similar to normal animals or can they be weapnized?

Silverskene

Given that sleeves and such are not new and will be incorporated into this mod, what percentage (approx.) is already done?

Big Barza

Is biotech going to be required? I feel it's heavily implied. Fine with it, personally, althought it might get awkward if it's just tied by a couple of parts here and there (like grasers, hellsphere and depending on implementation, sleeving)

Reyzid

Great news as always, really looking forward to it, no matter how long it takes! Just two questions, a) will there be a new stuffable to keep old items like weapons and also walls relevant or is the focus purely on "ultra-tech" specific gear? Because from the looks of it, it seems to defend against the faction/factions that employ the tech provided by the mod, the "only" "feasible" passive-defense would be stacking another 6 layers of wall to have enough reaction time against breacher raids or siege raids. b) Do have a rough idea as of now about the balancing aspects concerning first an foremost the geotherm drill and respective the antigrain reactor? Like will there be enough supply/craftability of fuel for the antigrain reactor or will it be more like a "sh*tton ressource, but no refuel" kind of thing? Thank you as always for your great ideas and VFE mods, loved them since the first one! EDIT: Typos

Allison Marshaw

Could you maybe consider merging and tidying up the several research screens the Vanilla Expanded suite adds? It looks really awkward to have three pages with hardly anything on them and the one massive page with overlapping boxes and progression lines drawing through one another, especially since there is only more to come.

Nico Alvarez

Can the ultrareplicator... replicate stuff? I'm picturing something like the prey 2017 fabricator or the deus ex universal constructor

Happycam

are all or most of the biomes part of the arcology reserve that was mentioned in an earlier post regarding the new ultratech and arcology merger? if so, will they only appear once the faction arrives onto the rimworld or will they be spawning after they land similar to that of the VFE mechanoids? or will it have to be a new save sort of situation where you have to have a planet spawn with the faction and the biomes already present? secondly will the biomes be close together or will they be scattered like all other biomes? and will the faction base(s) be near these biomes or separated/scattered randomly as well? If its cause of technical issues or limitations thou that makes sense and thats perfectly fine. plus i dont expect anything to be even remotely set in stone at this time anyways, so im just curious as to any plans or ideas. Keep up the good work and cant wait for 2024!

Diogo Antunes

Could we maybe get a Smart machine pistol like the titan fall one ? Hyped as hell for the future of vanilla expanded.

TyGently

Infinite research is something I've wanted to see in Rimworld for ages, very excited. I wonder if there might be more room for other infinite research projects with different effects? Maybe add-on creators can use the same system to add their own.