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Roadmap June 2025

Hey everyone!

This roadmap is a little bit late because of a certain announcement by Ludeon Studios ;)

It's also a little bit different than other roadmaps: Instead of showing the current progress of our projects, this roadmap is focused more on showing what general projects we're working on and planning to pursue.

Mod updating is of course our biggest priority. We aim to make all of our mods 1.6 compatible before the release of the DLC. That being said: a few mods won't be getting updated: Vanilla Factions Expanded - Ancients and Vanilla Factions Expanded - Mechanoid, as these mods are being remade/reshaped/changed. This means that if you're currently running one of these two mods, you will have to end your save before 1.6 releases, and start a new save without them when it does.

A public service announcement regarding that very thing will be released in a week or two.

Don't fret though, these two mods are being uplifted and changed. They will be much better than they were.

There's also a few Odyssey-specific mods I want to do, but we need to hear more from Ludeon about Odyssey content before I can tell you more about Vanilla Expanded spin on it. Won't be long now!

The mods that were already started (Monster hunt, Megacorp, Outposts 2 and Flesher) are put on hold until 1.6 updating is done. You can also see that the 'Planned mods' section you were used to by now is also gone: but that's only temporary, as these mods are irrelevant for now, in the busiest time for VE.

If you'd like to support us on this valiant quest of mod updating, becoming a patron is the best way to do it. I'd like to thank everyone who has helped us along the way, your support means everything to us, and we take on these insane tasks for you!

Roadmap June 2025

Comments

5-8 months. I recommend you play it!

Oskar Potocki

I hate to ask, but when will the Vanilla Expanded - Factories mod be available? I'm not sure I want to play Rimworld without it. >.<

Vladerag

All mods are back-burnered until we update our collection of over 100 mods to RimWorld 1.6. As per the post above: The mods that were already started (Monster hunt, Megacorp, Outposts 2 and Flesher) are put on hold until 1.6 updating is done. You can also see that the 'Planned mods' section you were used to by now is also gone: but that's only temporary, as these mods are irrelevant for now, in the busiest time for VE.

Oskar Potocki

maaaan Megacorps back-burnered again? T_T

Robert McPherson

I just hope inquisitor mechs get refactored or removed. It was super annoying to have a handful air drop in the middle of my base and immediately explode with the force of an anti grain warhead because someone coughed on them. They alone were the main reason why I had to disable the total war mechanic and delete the modded mech faction because I was tired of having to reload a save. Which is shame because going around mech ship hunting was actually a pretty rewarding experience. Plus scorchers are functionally the same thing. Otherwise I am interested to see where the Mechanitor stuff goes. Vanilla mechs lack the kind of versatility that the likes of genes, bionics and serums/drugs gave to human pawns. It would be cool if we got a VE spin on the many mech upgrade mods we see around.

saltychipmunk190

man can't wait for the new mods and the updates to old ones (be it reworks and "sequels") ya keep raising the bar to modding

BrenTenkage's Gaming

The infographic will come on the day of the DLC release to highlight the mods that were still working on updating, if there are any. The changes this time around were a bit less severe so not many things actually broke, and we have onboarded some new coders in the last few months that helped us go through them quickly. Shout out to Sokyran in particular, she’s knocking things out at a rate never before seen. Sarg has also been on top of managing the update this year which is a better option than me cause he actually knows the code. I was just blindly trying to catch up with the team what needs to be done, and he knows his stuff so it’s just going more smoothly for him.

Oskar Potocki

Updating to version 1.6. Hi Oskar! Last year, updating from version 1.4 to version 1.5 took you and your team almost three and a half weeks. Three days ago, you wrote, 'Progress is good, mostly done.' This took me entirely by surprise. I expected to have to wait much longer. (Obviously, you aren't quite finished yet, but still.) What changed? Are the mods now easier to update due to clearer structuring? Has your team size increased? Did you start earlier this time? It can't be the number of mods, as this has surely increased. Last year, you treated us with this nice infographic tracking your progress. This time, you didn't "waste" time doing so. Hence my question: What is the approximate completion percentage now, less than two weeks after the announcement of 'Odyssey'? Could you provide us with a rough figure? I've started a 1.6 run to test out the new features. Oh, and I miss your mods so much! I would like to take this opportunity to thank you for your mods, for your hard work in maintaining them, and for your creativity in developing future additions. Thank you and your team for your awesome contributions to this community!

Deggial

I can hardly wait until vanilla Warwalkers Expanded is released. I know it's not planned/designed yet, but since I saw it on the roadmap the one time i wanted it xD

seppi 141

No plans to remake Pirates anytime soon. It's one of our newer mods, and it's very popular and liked. You generally don't rework things that work just fine.

Oskar Potocki

Love to see that Ancients is getting some love, it's always been my favourite aesthetically speaking, even if my bases never really progressed far enough to dive into the super soldier side of things. Are you looking at redoing Pirates at all in the future? And if so, do you see there being a way to make the Warcaskets fully colourable rather than using a limited pallet?

Dippy

Ancients being a questline makes *perfect* sense. Mechanoid 2 is going to be awesome. I was already most excited for mechanitor expanded.

KaneLives

Happy to see we will have mechanoid 2

sr anônimo

I personally enjoyed the facotry mechanoid in VFE Mechanoids since it allowed phychically deaf pawns to still have access to them, but in a different way. Maybe the factory model can delve into that, have weaker or more kitbashed mechs made in factories. Just my lil idea. Also glad to see you going back to more of your old mods and inproving on them. I hope you have as much fun making them as i do playing them.

The Lost Will To Live

My heart stopped for a moment when I read that VFE Ancients wouldn't be updated to version 1.6. Then I read on and felt relieved. At least a little bit, as apparently the mod will 'just' be changed. Outdated or not, I really enjoy using it! The mod is one of my staples in the mod list. Like many other posters here, I have concerns: Will it still be possible to find those new ancient (:D) vaults continuously? I guess not if it's recreated as a quest mod. What will happen to the vault start? I've played a few of them and they were always such a unique experience. Will they be discontinued as well? (Or to rephrase it: Would you consider to keep it as a factions mod instead of reshaping it into a quest mod?)

Deggial

Lovely to see as always, I've got a couple of questions: - will the factory content be mostly the same as it was in the old VFE-Mechanoids? or will we see rebalancing and maybe some new minor stuff? - is there any mods which *won't* be updating to 1.6?

Rhys Sydenham

Not by much or even not at all ;)

Oskar Potocki

Im very curious to see how VFE Insectoids 2 is going to change now that there’s going to be a new queen Insectoid

Romain Gérard


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