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.
Vanilla Factions Expanded - Ancients: The mod was fully coded by Legodude17. It's filled with half-broken transpilers and code none of our coders can understand. Parts of the mod simply don't work and we can't fix them. After the mod released, we also got Biotech, which is all about genetic engineering. As such I've decided to remake the mod to rely on Biotech as that will actually ensure all things work as intended. Most of the content of the mod will be kept, and new content will be added. Since we have a more fitting format now, the mod will be a part of Vanilla Quests Expanded.
Vanilla Factions Expanded - Mechanoids: We can all agree that the release of Biotech also gave our Mechanoid faction mod a run for its money. The content feels dated and out of place with the ability to gestate your own mechanoids in Biotech. We've decided that the mod needs to be remade, and split. People wanted Factories to be a separate mod for a while now, so that's the first thing we will do - that will become Vanilla Furniture Expanded - Factory module. As for the Mechanoid content - it's a daunting task, so we will need to remake it all to work in tandem with Biotech DLC. At some point we also planned a Mechanitor mod, but considering the severe content overlap (Mechanitor and Mechanoids, I mean... can't have one without the other, right?), I've decided to make the Mechanitor an integral part of the new Vanilla Factions Expanded - Mechanoids. When you think about it, it all makes sense.
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!
Oskar Potocki
2025-07-14 16:32:07 +0000 UTCVladerag
2025-07-14 16:25:04 +0000 UTCOskar Potocki
2025-07-09 10:54:36 +0000 UTCRobert McPherson
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2025-06-30 15:09:03 +0000 UTCBrenTenkage's Gaming
2025-06-23 20:21:21 +0000 UTCOskar Potocki
2025-06-23 08:37:03 +0000 UTCDeggial
2025-06-23 07:34:06 +0000 UTCseppi 141
2025-06-18 19:37:15 +0000 UTCOskar Potocki
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2025-06-18 11:40:53 +0000 UTCKaneLives
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2025-06-17 23:25:13 +0000 UTCThe Lost Will To Live
2025-06-16 09:02:08 +0000 UTCDeggial
2025-06-16 07:36:12 +0000 UTCRhys Sydenham
2025-06-15 16:25:21 +0000 UTCOskar Potocki
2025-06-15 15:42:59 +0000 UTCRomain Gérard
2025-06-15 15:33:50 +0000 UTC