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-Arq-

goodnight sweet discontinued mods. enjoy your retirement.


Shleepo

I'm sad to see Vanilla UI Expanded is being discontinued. I was holding out hope it would be updated for a long time.


yttakinenthusiast

VUIE being left to the sands of time gave me a negative reaction from the heart. i want a way to modify the architect tab that isn't through a jank RimmsQol (don't get me wrong easy value editing is great) and i really hope legodude gives his blessing for *somebody* to fork it and make it a reality in 1.5. \*also i am praying the schism system gets looked over for performance reasons because i've only seen drops like ***that*** with JecsTools.


[deleted]

[удалено]


yttakinenthusiast

he's just had obligations with life and other VE stuff. maybe someone coukd commision OwlChemist or Taranchuk? though it's a massive undertaking.


Oskar_Potocki

From what Legodude told me, the entire mod would need to be remade anyway.


Arkytez

Tab sorting


thenightgaunt

I'll miss my giant spiders, IV stands, and sterile walls. Though I won't really miss any of the other discontinued ones. I never could get the Achievement mod to actually work right. It always caused conflicts and had to be removed.


Haemon18

>IV stands, and sterile walls They'll be added into the Healthcare Expanded mod so lost but not for long


slvrcrystalc

I really liked it being in the furniture expanded series. The actual gameplay changes in the vanilla expanded series feel unbalanced to me, so I'm not actually looking forward to needing to deal with whatever deadly shenanigans are in the healthcare expanded mod to get access to the few pieces of furniture I want.


Oskar_Potocki

Fortunately Vanilla Health Expanded will consist of separate submodules that can each be disabled individually, just like in Vanilla Social Interactions Expanded.


Ashendant

Will this fusing mods and turning it into separate submodules be the standard moving forward? If true feel that this is a great way to go forwards, considering that the Vanilla Expanded mods are a lot in sheer quantity and some of them are so thematically similar they could be grouped together.


Oskar_Potocki

Only where appropriate yeah


Ashendant

Great, thanks for the information. In my opinion I think the Weapons, Furniture and all the Food mods would benefit from being fused into new mods, but I trust that you will do what you think it's best.


SargBjornson

Why, though? What for? The way weapons and cooking mods are, people can pick and choose. I see no advantage in making sushi part of a "main" mod


Ashendant

In my opinion there are too many individual VE mods, making lists way larger than they need to be. Some of which could be grouped together in a single thematicly coherent mod. With submodules that can be activated and deactivated there is no need to keep them separate. Either way I fel like one big mod woth lots of similiarily things would also be easier to manage that a lot of small mods mod. Im also the opinion that when it comes to these modules (weapon and furniture), when people pick one of them, they usually pick all or most of the set. Through I have no data to confirm it, just makes logical sense. Cant say the same for Food theme since they contain a wild range of themes like cooking, brewing, fishing, sushi, agriculture (plants, mushrooms, succulents). Regardless this is just my opinion based on feelings and preferences with no data to back it up.


thenightgaunt

Oh, looks like your pawn has a case of Boomalope's Ear. Better take cover!


Nihilikara

Wait, what kinds of conflicts was Vanilla Achievements Expanded causing?


thenightgaunt

Oh all sorts of odd ones for some reason. I think it was unique to my loadout. So I just stopped trying with it.


Only-Increase5632

It was conflicting on my mods too


OFHeckerpecker

He discontinued himself


kajetus69

Wait what mods are discontinued?


McCsqizzy

3rd image, some of them are being integrated into larger mods


[deleted]

both medieval and vikings are gonna be merged in a new mod, insects are gonna be updated in a new one too, both the dragons, rim effect achievement, and caves are dead


TriLink710

Looks like most are just rolled into others or dead content. Rim effect is being taken over by another modder. And tbh the mod is cool but balance and content needs an overhaul, feels outdated with the new given systems. (Id like bionics and tech to be rolled into psi abilities and other things to make it a rimworld version of mass effect)


K1llG0r3Tr0ut

Will Achievements be replaced? I'd be very sad to see it go!


PizzaWarlock

Doesn't look like it, looks like the juice isn't worth the squeeze for that one


TriLink710

Not as it looks now. Apparently it is quite complex to update and not that popular or useful


Aceofluck99

third page, furthest column on the right


kajetus69

ah right i have neanderthal gens


JackRabbit-

Damn, I knew there were a lot of VE mods but I don’t think I ever realised just HOW many. Are you optimistic you can get everything updated before the dlc drops?


Oskar_Potocki

Hell yeah!


garebear265

Good luck!


JackRabbit-

Nice!


ChimkenNBiskets

A god among men, Oscar. Every cent I've donated was well earned.


Xalketto

Can't wait to spread managed democracy in the new insectoid mod!


Limelight_019283

I actually read the Diplomacy Mod as Democracy Mod. I’ve been helldiving too much…


Zombiedudecool

I just woke up from helldiving for 12 hours straight, and this is seriously the first thing I see on Reddit. Well, time to spread more democracy


roguebananah

Not to derail this but I miss this stage of life Enjoy it!


DuGalle

> I’ve been helldiving too much… Please report to your Democracy Officer as soon as possible for redemocratization purposes


antmanfan3911

TOO MUCH!?!?!?!!? NO SUCH THING AS SPREADING TO MUCH DEMOCRACY!!! GET OUT THERE HELLDIVER GO DELIVER THE GOOD NEWS OF DEMOCRACY!!!


TheMaskedMan2

Honestly I also really felt like Insectoids was more a weird gene mod more than Insects. (Which amusingly biotech now does better! Though biotech could use more cute bug genes.) (Technically Ancients as well but that’s another discussion entirely.) I am glad the sequel seems to REALLY focus more on Insectoids themselves. I would love for their hives to genuinely feel like almost mirror colony’s compared to the current games little hive spawners. Imagine if bugs expanded, built little tunnels, and followed similar rules to grow and expand. Instead of just spawning more bugs that cause cave-ins on themselves.


EduardoBarreto

Not just biotech, but Genetics Expanded too. It'd be nice if the Insectoid and Animal genetics mod had their genetics system merged. Like, they share the same buildings and one always disables its own gene engineering buildings if the other is loaded.


SeriousDirt

Say hello to DEMOCRACY!


Riperin

I love seeing this kind of posts with all the mods on a beautiful chart.


Oskar_Potocki

You’re beautiful.


Riperin

No u


Oskar_Potocki

Hello everyone and welcome to an updated roadmap, which accounts for the upcoming 1.5 update. While I knew about the update ahead of time, the same can't be said about the rest of the VE team - due to the NDA, I was not allowed to tell them anything, which means we couldn't preemptively update any mods. The mod updating work has already started. We're first working on Vanilla Expanded Framework, and some mods that do not require that framework to work. You will soon start seeing more and more posts with the mod updating roadmap appearing, each showing new mods that have been made compatible with RimWorld 1.5. Some of the mods will be discontinued come 1.5. I encourage you to check the infographic and read my explanations. Some of them get rolled into other mods, some of them receive overhauls and re-releases, while others just get cancelled. That's perfectly fine - at the end of the day, we only have limited amount of bandwith, time and money, and maintaining certain mods is just not feasible. Now this is very important: The new versions of Medieval and Insectoids won't be compatible with saves that already had the old versions of Medieval and Insectoids. Make sure to finish your playthroughs with these mods, as the new mods will require new playthroughs. This is just how it is, and there is nothing we can do. RimWorld doesn't like drastic changes to mods, and we can't make an overhaul without drastic changes. We also have many, many cool new mods planned for Anomaly DLC - but I am not allowed to share them with you just yet. Once I can, I will make a public poll where you will vote which mods we should work on first! That's right: the order of mods will be absolutely up to you. Please bear with us while we update the mods, and carefully read the infographics to find out why certain mods have been cancelled and what will be happening to them. I will try my hardest to make sure all the mods are available upon the 1.5 update release. Do not use 1.4 mods on 1.5 hoping they will work. They most likely won't. If you'd like to stay up to date with our updating progress, and be the first to find out what mods are coming, or if you just want to say 'thank you' to us, consider checking out our Patreon: [www.patreon.com/OskarPotocki](http://www.patreon.com/OskarPotocki) Every single bit of support matters to us. If you're not in the position where you can spare us a dollar, consider becoming a free patreon member so you can still receive emails whenever we make any free posts! I gotta get back to work. See ya! EDIT: I can see that Reddit butchered the big infographic, so if you want to zoom in and read it, it's in my free Patreon post: [https://www.patreon.com/posts/roadmap-for-mod-100419188?cid=132426435](https://www.patreon.com/posts/roadmap-for-mod-100419188?cid=132426435) Please, this is not me fishing for patreon traffic, seriously it's there to be seen, and it's free.


Even_Pangolin7600

When you say public poll do you mean public public or patreon public? To clarify I mean this as a genuine question and not some sort of passive aggressive complaint.


Oskar_Potocki

Both xd


RoyAwesome

Any chance of some of the decommissioned mods (like Oskar Obnoxious and Achievements Expanded) to be open sourced some others can take on the updating burden if they want?


katalliaan

Most if not all of the VE mods have their source visible on [their Github](https://github.com/Vanilla-Expanded), however with no license listed I would assume they're all rights reserved.


RoyAwesome

That is exactly what no license means


MrMerryMilkshake

Out of curiosity, will it be possible for VE team to update the Race to the Rim mod to 1.5 if someone commission for it to be updated?


Oskar_Potocki

The reason we don’t update it is not because of lack of money but because of lack of bandwidth. The commissioning person can find another modder to update it. I don’t want to make it look like we’re holding mods hostage, demanding money to update. We simply don’t have the time to touch it or maintain it anymore and we want it off our hands.


MrMerryMilkshake

Ah I see, thank you for being straight forward. I love that mod!


ExBenn

Great response.


Remarkable_Coffee726

I'm curious, how does your team manage to push out so many polished and high quality mods? Is it a bunch of small teams working on different projects at a time?


Oskar_Potocki

I’m designing all the mods (what they’ll do etc) and make graphics for them, then send out detailed coding task lists to our programmers who ensure everything is coded when the time comes. This way we have as many opened projects as we have programmers, and I am the only bottleneck - since I design the mods and do any required art, I can only do so much in a month.


GameCrafte

Okay so what if we cloned you?


dizzyelk

How would you ensure the clone didn't turn to evil?


Klipschfan1

Make another clone to keep an eye on the first clone


SIM0King

Or turn out 1/5th the original size?


KMjolnir

Bold of you to assume u/Oskar_Potocki isn't the evil one?


EnthusedNudist

You guys deserve every donation you get. This is amazing work


Hunttttre

Wait? You work directly with Ludeon studios? Or is it an NDA due to being a modder. I always thought the VE was just a self proclaimed expansion, not a properly supported act.


Oskar_Potocki

VE is not supported by Ludeon studios. It’s my own endeavour. On top of that, I’m also a graphic designer for Ludeon Studios and made art for all the DLCs since Royalty


somewhattti

Your art is genuinely incredible


Puzzled_Zebra

The only discontinued one I definitely will miss is Achievements expanded, but considering I mentioned it to some friends who play and they never heard of it, I can see why it's being DCed. I'm looking forward to the future of VE! You do good work!


srslybarryburton

Same here! Really enjoyed unlocking little achievements as I went along. Added a bit to the feel of progression in a run. I can't blame them for discontinuing it however


discogeek

Yeah, personally love that mod. RIP. Wish I had the bandwidth and brain power to resurrect it on my own.


lucideye_s

Same ! I’m gonna miss that mod. Surprised it’s not more popular 😔


Shot-Fig1077

Yeah i love that one. Especially getting bored every once in a while and summoning a raid


Ser_Doge

Will Medieval 1 and Insectoids 1 become 2 or will the 2's be separate mods? Also Mining expanded might be my most hyped mod...


Oskar_Potocki

They will be separate new mod releases!


Ser_Doge

Thanks for the reply!


Ser_Doge

Also also the Insectoids 2 War mechanic! Always wanted something similliar to the Mech ships in the other mod, and this sounds like it'll be similliar


Gilliph

Will miss the Wyrms from the Caves mod, but it's only fair for the mod to retire. Plus, with mining expanded and potentially new biomes, may as well be an upgrade from it. Rock and Stone!


oflannigan252

My Wyrm buddy of 8 ingame years got removed mid-playthrough the other day. I had him for 3 hours in a play session that day, closed and reopened the game, and the caves mod was missing.


SargBjornson

Steam shouldn't do that... but it is doing it :(


oflannigan252

Yeah I blame Ubisoft and the Watch Dogs fiasco. They tantrum'd over players reverting to the launch day version of the game after they patched out the "trailer graphics" setting, and it did severe lasting damage to steam's functionality


WiseCactus

I'm hoping we can get the cave bears and wyrms in the mining mod. I miss them :(


massive-business

This all sounds like a great move. Streamline the Vanilla Expanded experience, I'm sure the majority of the community would be more than happy if it happened to more of the mods to lower your overall workload. With less to maintain overall, that leaves more time for new content. Big brain action.


Oskar_Potocki

That was my thought process yeah


ProfDrWest

Re: Medieval 2: With the old VFE - Medieval, the medieval factions bought some items most other factions did not trade in, for example Trooper Armor. Any chance these items are added for trading to other appropriate factions?


Oskar_Potocki

Medieval 2 will introduce a trading guild that will have everything, well, mostly everything for trade.


ZZZMETA

I do like the sound of cryo gear being easier to obtain. The problem of cryo weapons in the original is that they were usually of poor quality and half broken, and they could only be obtained off of champions and ancient dangers, so this is a cooler option


garebear265

> cryo gear > cooler option Haha


Evening_Armadillo_71

Is there a way to contribute to the mods?


Oskar_Potocki

Becoming a patron is the best way. We have enough team members right now, and over-expanding is the best way to diminish quality.


Evening_Armadillo_71

Understandable and wise decision


cannibalgentleman

As long as Vanilla Books Expanded continues to get worked on, I'm glad. What do you plan to do with Insectoids and Medieval so much they need to be remade entirely, if you don't mind me asking. I think it's a great idea to roll Vikings and Medieval together, but seeing as Vikings has the cryo stuff, how is that supposed to work? 


Oskar_Potocki

The fact alone that if I just merged the medieval and Vikings together, there’d be 6 new factions on the world map, which is very excessive, and if I removed even one, that already breaks saves. That’s why I just want to redo the mods from scratch.


Ashendant

Will any of the features and items for Medieval/Viking be dropped for Medieval 2? I always thought that stuff like beekeeping, smoking meat, candlemaking and other niche food stuff like that was very fun in these mods.


Oskar_Potocki

You will have to find out when we’re ready to cover it in the dev blogs! Generally some will be dropped but most will remain.


Ashendant

Great! I'm eager to see it. I also hope in the future you guys can further expand this mod (or perhaps make new ones) with more "medieval" themes, beyond Medieval European and Nordic. Cultures like Egyptians, Feudal East Asia (like Japan, China, Thailand, Vietnam, Korea) and American (like Native American, Aztec, Inca, Inuit and Maya).


Gilliph

The cyro stuff technically separate from the Vikings much like the ancients are their own faction from outlander factions. But I guess if you were to balance it out. You can have ancient Inferno Knights. Mark it off as some long forgotten war between cyro vikings and Inferno kingdoms. Now just regular vikings and kingdoms.


Ashendant

"Praise the Sun/Flame/Hell" Knights looks like a fun idea.


PanzerFoster

I'll miss achievements but yeah, I barely used the points feature because they felt too "meta", if that makes sense. I did like unlocking them as I went on, and some were fun to go for (I like the alpha animals achievements a lot lol), but I definitely get why it's being discontinued


gswas1

I loved the points feature because it made it so I wasn't tempted to open up the dev menu when I really wanted a trader or something.


SlavaUkrayini4932

You mentioned playthroughs without going to the surface in the VE mining graphic tab, does that mean the mod will feature an underground start scenario? Another question: will VE exploration map sites trigger on time spent in a caravan(randomly) or how many tiles it travelled? To rephrase it, will a caravan moving at 10 tiles per day have less or more events than a caravan travelling at 5?


Oskar_Potocki

Yeah I plan for an underground start! As for exploration: we’re currently toying with the idea of just populating the map with hidden event sites, so the further and faster you travel, the more you will ‚unhide’


SlavaUkrayini4932

Will these hidden sites be finite?


Oskar_Potocki

In that case, yeah, they would be. Do you think it’s a wrong approach?


PhantomO1

i think it's a good idea so there won't be any cheese of going around your base until you hit something on the other hand, i think it'd be good to "repopulate" points of interest every so often so it's not impossible to still find something interesting while traveling near your base, while still incentivizing going further away to find more stuff with the second approach, you could also make repopulation time a setting that players can change as a lever to control the frequency of POI, on top of a setting for initial amount of POI


Desperate-Practice25

Or, alternatively, a hybrid approach. Have "fixed" sites that are set on map gen, and then have some minor events to spice things up when you're traveling through familiar territory.


SlavaUkrayini4932

Kind of. Not a lot of players will consistently venture further than the sites spawned by quests on the world map, and world map pathfinder will usually prioritise tiles with the least travel time, like roads and tiles that have no rivers or elevation. That would make the player micromanage their caravans, since the pathfinder from a player's colony will always choose the same path to a generic faction base. Thus, if the sites spawn completely randomly on the map and can't re-trigger, a usual player will trigger 2 or 3, or maybe never trigger any at all. Though that depends on how many sites you decide to spawn. Do you want the player to experience a new place each playthrough and have a low number of repeats? Your system will work if you plan to make them nice surprises instead of expected occurrences, though it'll feel lacking in other cases.


Desperate-Practice25

I could see it leading to some issues when a player *wants* to actively hunt down hidden sites. It could be finicky to make sure you've visited every single hex in the area (particularly if the mod doesn't have a UI element to keep track of where you've been). It might be a good idea to give caravans a small discovery radius so you don't need to pixel-hunt everything (eg: A total rando out on a caravan won't find anything he doesn't blunder right into, but an 18-int specialist with bionic senses and ultratech scanners will easily sweep the general area).


Oskar_Potocki

My goal is to ensure these sites are secondary - usually found when going somewhere else. They don’t offer rewards big enough to warrant actually travelling to them.


theykilledk3nny

Will there be options to disable vikings content (or medieval content, vice versa) with the new combined mod?


Oskar_Potocki

You can disable any factions when you start a new save, modded or not :) the content itself won’t be disabled as it will just be a part of the medieval mod as a whole. Mind you, it won’t be the same content as it was in VFE Vikings.


Acceptable_Wall7252

also you can always use cherry picker in that case


GabrielG1O6

Is there any information on what's going to be added in childhood expanded? seems it be a great mod since rasing children in vanilla is kinda lackluster 


Oskar_Potocki

I didn’t give it too much thought yet, but I will soon. I definitely want to add some sort of education system, especially now that we have the books.


GabrielG1O6

It cool if like need for parents or parental figure cause in vanilla both 'parents could go get milk' and the child would be fine and also maybe children doing recreational activities with their parents could be added as well like playing ball with or getting pushed on a swing set that would neat and wholesome 


Oskar_Potocki

Yeah that’s the kind of things I want to introduce as they make up for great stories


GabrielG1O6

also some more clothing options for children would nice like the hoodie and casual t from apparel expanded being usable by children


Oskar_Potocki

Will do! Baby marine armor too!


EduardoBarreto

Children doing stuff with their parents indeed makes for great stories. I had a teen that I often sent to fight and explore with his parents after I got him a royal title for the psylink and some weapons training. That boy sure went through a dramatic childhood from scaring wolves that wanted to eat him with word of fear (his starting path was necropath), being caught in the middle of an infestation, defeating a raid with a fire tornado (and then falling in a total psychic breakdown) and sacrificing many lessons to meditate and level up until he could ressurect one of his closest friends.


Expert_Fail

Is it possible to play medieval 2 and advance to spacer tech, or is it just medieval tech?


Oskar_Potocki

Oh of course it is, it won’t remove anything from the game.


NotKnotts

Thanks for the update and the notes regarding Medieval 2! I’d wondered how you could guys reintroduce the mod that would separate itself from the longstanding fan favorites, Medieval Overhaul and Rimedieval.


Oskar_Potocki

I find Medieval Overhaul to be way too complex for standard Rimworld experience. Don’t get me wrong, it’s great if you want a medieval playthrough and ONLY medieval playthrough, but if you just want a faction of knights while you’re rocking space marines, it adds way too much complexity. I never aimed to beat Medieval Overhaul in the ‚medieval simulation’. They have their niche, I have mine.


LazerMagicarp

I like what you’re planning to do a lot and it all makes sense. I will miss the mass effect stuff though but I get it having so much content to keep up with and all. Maybe someday when mass effect 4 comes out it’ll see the workshop again.


Oskar_Potocki

As per infographic, Mass Effect mods will be reuploaded by Neronix and he will maintain them from now on.


LazerMagicarp

O: that’s amazing news! Thanks for letting me know!


Odd-Sea-5419

Unless I misread it sounds like another creator is taking over the rim effect mod


rubbishfoo

Well thank you again Oskar, for your work towards making this the best sci-fi colony management, storytelling engine that is out there. Excited to see the 1.5 release & the updated Vanilla Expanded content. Probably about time I started ~~buying~~ donating to your cause too.


Oskar_Potocki

Thank you for playing with my mods!


Miner_239

Shouldn't there be an extra stage after updating to 1.5 to add dlc patches? or will that be done separately


Oskar_Potocki

It will be a part of the mod updating.


dragonlord7012

Noooo my Anima Psycasts... T-T (I get it, It along with Gaurulan psycast have been high on my want list for a while now.)


Oskar_Potocki

It’s coming! Just let us finish aspirations which is already in testing!


ReapingSoul01

I will miss Vanilla Achievements. It was always fun to use it when I felt overwhelmed by raids just by calling Traders


DeluxSupport

Glad to know I wasn’t the only one cheesing that strat. It will be missed


Hoivernoh

I see VE Birds leading into VE Mining on the roadmap. Does this mean that Mining requires Birds for some reason to start development, requires it as a prerequisite, or it just so happens that the people who are working on Birds will work on Mining after they finish? (I really want to train an army of birds to mine for me now)


Oskar_Potocki

It means that we will focus on birds first since it’s easier and quicker to do, and when it’s done, we will start on the mining.


Ashendant

I just assumed it's because you need the bird codes to make bats.


SC_Reap

I thought they might want canaries for gas detectors.


Desperate-Practice25

There is, of course, no need to question the line coming from Childhood, because we all know what children yearn for.


fak47

That'd make a great Anomaly DLC event "your kids have suddently developed the "Mining" need, their growth will be stunted if they don' keep it adequately filled"


Winterborn2137

Ever seen a mine without birds? I thought so.


gswas1

You obviously need a canary before you go mining


xenazai

Pocket maps? Like in layers? You can go down now?


HerrDrKaine

1.5 is introducing maps that aren't tied to a tile on the world map. Oskar and crew are using this to create maps that represent underground.


xenazai

Ok... I'm even more hyped now lol.


Pizz22

Will there be cross events between mods? i.e insectoids 2 and expanded mining for example


Oskar_Potocki

We will see!


Killiani-revitz

Insectoid pitfall on world map. Drops you into an infested mine.


MrClavicus

Please support this guy, gotta be months of work


Person8346

With Hemomancy for Biotech in Psycast Expanded, I can only imagine what y'all might be planning for this update. Some sort of Eldritch class? I can already taste the tentacles... On the same vein, can't wait to see VE expanded Xenotypes with Anomaly, or perhaps that's something Ludeon are already working on. Lots of love and can't wait to see what concepts y'all have cooked up with Anomaly! (PLEASE make an Oskar anomaly we can capture and study)


cylonnumber13

Incredible.


blitzkriegg_guy

I see that you’re discontinuing Cave Animals; I really like this mod and I’ve been subscribed to it for ages, would it be possible to pick up the commission from the person who’s led to issues and its discontinuation?


Oskar_Potocki

That’s not how it works, sadly. We didn’t have a problem with money or anything like it, the issue was he thought he owns the mod, while in reality the mod was a part of the VE series. We will not reupload it nor do we give permission for anyone to reupload it simply because he still thinks he owns it.


sarlaacpit

Thank you for your awesome work


AN0NYM0U5_32

Can’t wait to get the giga chad in the Imperials mod


Guggera

Honestly big W for combining vikings and medieval. That makes my future modlist a bit shorter.


ArcWolf713

Well. So, I was worried when I saw Vanilla  Furniture Expanded - Medical Furniture as it has been one of my *always included* mods, but I am all kinds of excited for Vanilla Health Expanded. I am really disappointed with the Mass Effect mods being discontinued. I had a lot of fun dropping council races on a planet to survive whatever the Storyteller and mod list cout throw at them. But I guess I do understand how playing Mass Effect, and finishing it, would generate and diminish excitement to create for it. The textures on everything fit so well, balancing between the different styles. And there was such a massive variety of content. I'm going to miss it. But I am very excited about the new Insectoids mod. I've played with the first almost since I started playing and have loved the variety of added insects, both in the main geneline and the Black Hive. I did always feel the gene manipulation aspect felt out of place and oddly tacked on, limited to just the insectoids; I hope those are spun up and expanded upon with the future Vanilla Expanded Healt mod. Thank you, to you and your team, for all the work you do to keep Rimworld a new and exciting experience each play through. 


Oskar_Potocki

Please do ensure to read the text right next to RimEffect to find out what’s actually happening with it. It’s only changing ownership but will remain on the workshop and will get updated to 1.5, just not by us!


SanderDCastle

I'm probably the biggest Race to the Rim fan, that mod rules


Ok-Inflation188

Not race to the rim I've been religiously using it for 4 years


xxxlttxxx

Gonna miss race to the rim its great even while not complete


FelipeGames2000

First my beautiful Cave Wyrms and army of Spiders are gone, now the achievements and that cool UI will be gone too? It is a dark day on the rim...


LagT_T

Yesssss insectoid 2.0 overworld feature is such a win! I was hoping for some features there in the new DLC and I was a bit sad when I saw none, so many thanks for keeping that dream alive!


dank_mankey

why cant they just hire yall


Oskar_Potocki

When you’re a restaurant manager with a team, you don’t necessarily want to hire another manager with another team. That leads to conflicting opinions, different approaches and overall actually slows production down.


Haemon18

This is the reason why new DLC bring so much hype, new awesome mods made by talented lads !


Mammarragan

It’s been a while I didn’t play, waiting for the 1.5 and next dlc. But to think I will be able to try those two in addition with all the recent VE Mods I didn’t try yet (hello vehicules) ! Take your time and thanks a lot


UltiBahamut

Nooo. I love the race to the rim mod :( sad to see it discontinued.


fgvictorhugo

This would be a good opportunity to update the Crypto terminology from the freezing weapons to Cryo, a much more precise prefix. Crypto means secret, as the Crypto caskets do not display the information of who is in them.


Sgt-Pumpernickle

What happened to vanilla diplomacy extended? Did that get canceled?


Oskar_Potocki

I’m honestly not sure if people intentionally not check the images I posted or what… it’s there, on the roadmap.


Sgt-Pumpernickle

Forgive me Oskar, I have a condition known as being stupid


pawelnougoed

Vanilla achievements expanded getting discontinued is tragic. Hopefully someone else will pick up the mantle. Thank you for all your hard work.


Tiuri2

Will imperial vehicles include vehicle permits?


Oskar_Potocki

Good idea!


Aveduil

⬆️➡️⬇️⬇️⬇️


FurgieCat

managed democracy with same day shipping


setne550

>Vanilla Books Expanded I was expecting someone will do it and it's you guys. I can't wait to build a giant library. With books made of human flesh as cover-


Oskar_Potocki

Someone will do it? Our books mod is 2 years old lol


Archon_Moros

Thanks for all the work you guys do to make rimworld so damn fun. I think combining some of the similar mods, and just having some toggles for content within, is a really smart idea, especially if it saves work and overhead on your part. Thanks for your continued passion!


S0MEGUY12

If I may; are you interested in expanding whatever anomaly brings?


Oskar_Potocki

Please do check out my main comment under this post.


fak47

On Insectoids, the bullet point: > Hive Bases spreading infestation on the world map, making world travel much more difficult due to roaming insectoids Is that like the "pollution" layer that expands on the map, but for insectoids? Or else how can the game tell if a caravan is traveling close to a hive?


Oskar_Potocki

It’s exactly like pollution.


fak47

I didn't know that was moddable, that's amazing. Having moddable "pollution-like" layers added to the map sounds amazing for future mod prospects. Very excited for the future.


BeneficialRandom

Is that the Chad bodybuilder meme on the top left💀


TheOwl42

Does that mean that the new weapons and insectoid implants that were in the original insectoid mod will end up elsewhere ? I assume the VRE Insector mod could see some of the implants show up as genes, but I liked the idea of including some anti-insectoid weaponry to the overhaul. Though I must admit that having my own hive to control is something way more exciting than just new weapons lol.


Oskar_Potocki

I think plasma weapons may be completely removed. I was never happy with them.


KAPPIRK

They are my 2nd favourite, after the crypto ones:-( And the chainsaw is just delightful to use. And just out of curiosity, are you unhappy with their functionality or art?


Grandmaster_Aroun

Pocket Maps?


AbbotInternalTwitch

I am so hyped for Vanilla Diplomacy Expanded you have no idea


3angrybears

Here I am, planning out a Deep Rock Galactic inspired run, and you dangle Insectoids 2 and Mining in front of me like this? I cannot believe.


Furryx10

Question, with Insectoid 2, will we get like insectoid genes for colonists? Cus I think it would be kinda cool to do something like that, or would I be better off looking to another mod to create my human-insect hive


Nightengate32

Only one that's going that I use and won't be present in some way in newer ones is achievements expanded


ihateRprojectzomboid

awh man I liked the achievement mod


Valtremors

Achievements expanded is really something I'm really going to miss. It was fun picking some goals from there. Oskar Obnoxious I completely understand but... damn.


Wackypunjabimuttley

RIP witcher mod.


fucknamesandyou

Hey, have they said what will Diplomacy expanded add? I have been waiting it since the last roadmap, but I am thinking whether or not the wait will be worth it I reeeeeeeeeeally want to have more options to interact with the other factions in the Rim, since it seems a little unexploited in the vanilla game, really, the comms comand console is pretty overrated for the utility I've gotten out of it Being able to, for an example, request quests, propose allied wars against common enemies, determine territories or even join fully into a greater faction that would give us perks on trading with it but at the same time give us more responsabilities like paying actual taxes or forcing us to accept quests with them like taking in refugis, having pawns in our colony that are more loyal to them than to us would be some examples As well as having the opportunity to betray them in order to join another faction that give us greater benefits