[DEVBLOG#284] The Cryptoforge
Added 2025-02-19 21:36:00 +0000 UTCHello everyone and welcome to a development blog that will cover a brand new Vanilla Quests Expanded entry that SHOULD release roughly at the same time as Vanilla Factions Expanded - Medieval 2.
Cryptoforge is a brand new quest that takes players on an unforgettable journey through the frozen wastelands of the planet’s north pole. In this expansion, you will uncover the remnants of an ancient, long-forgotten cryptoforge ship, fight off deadly threats, and harness ultra-advanced technology to craft legendary cryptogear. This mod introduces a multi-stage, high-risk, high-reward questline where survival is not guaranteed, but the rewards are well worth the struggle.
Before I start with what the mod has to offer, let me just do a quick recap of what's happening behind the scenes:
Vanilla Factions Expanded - Medieval 2 is deep in the testing now. We're still designing a few mechanics, and some content (such as the starting scenario and the storyteller), but overall things are going smoothly and I'm very excited to release the mod soon.
A new mod is popping up on the roadmap soon: Vanilla Cooking Expanded - Haute Meals, allowing you to make the work of arts in an edible format.
Groundworks are being laid for the next Vanilla Quests Expanded entry. I won't tell you much about it, but you might like the sketch of the hero art for it...

I'm in contact with Al, the incredibly talented artist who made all of the RimWorld's soundtrack, and we're working on a cool little mod adding musical instruments and improving the music recreation.
I keep putting in any hours I have left into Outposts 2 as I know you want to see it as soon as possible. Once we have something more solid to show, I will make a devblog about it.
If you'd like to be surprised by what Vanilla Quests Expanded - Cryptoforge has to offer, do not read ahead.
The Cryptoforge questline begins when players receive intel about a crashed starship, said to have belonged to a nomadic warrior fleet that mastered cryptoparticle technology. Generations ago, this massive vessel shattered upon atmospheric entry, its fragments scattered across the planet's northern pole. The player’s journey starts at an ancient radar station, where they must scan for the wreckage sites. But scanning the terrain will come at a cost: activating the ancient relay station will draw the attention of mechanoids and trigger hostile engagements.
Quest Progression:
Radar Station Activation – Players must enter an abandoned radar station to scan for the ship's location while fighting off automated security systems and a traversing through an absolutely bullshit minefield.
Stern & Bow Investigation – Two major ship fragments house black boxes required to triangulate the cryptoforge’s final location. The stern is frozen solid and infested with dormant mechanoids, while the bow has become a nest for cryptofused insectoids.
Final Fragment & The Cryptoforge – The last and most crucial ship fragment contains the legendary cryptoforge. Players will need to power it using a dangerously unstable cryptogenerator, which will draw relentless mechanoid attacks. The forge will only remain operational for 48 hours before its power source melts down, making this a desperate race against time. Fortunately, a large amount of 'linkables' will allow your crafters to whip out a lot of cryptogear before the forge is lost forever.
New Structures & Technologies
Ancient Cryptoforge
The cryptoforge is an ultratech workbench designed to craft the highest-tier cryptogear, utilizing nano-assembly techniques far beyond modern understanding. It requires significant energy to function, and once activated, it becomes a magnet for mechanoid forces determined to eliminate any who attempt to harness its power.
Key Features:
Requires activation by a cryptogenerator... well, not really, you can actually avoid fighting mechanoids altogether if you bring your own power source, but it will need to be a very good and reliable one.
Indestructible, but can only be used on-site.
Features multiple linkables that dramatically increase work speed.
Must be defended while operational.
Cryptogenerator
The ancient power source responsible for fueling the cryptoforge. It cannot be refueled and will eventually detonate in a massive explosion once its energy reserves are depleted. The longer it remains active, the more powerful mechanoid forces will arrive to destroy it.
Runs for 48 hours before a catastrophic meltdown.
Attracts increasingly difficult mechanoid attacks.
Provides crucial power to essential systems like lighting, heating, and security turrets.
Ancient Security & Defensive Systems
Frozen Turrets & Shielded Defenses – Automated defenses litter the wreckage, some still functional and repurposable.
Landmines & Security Traps – Beware of active minefields near the radar station and ship remnants. The mines actually can't be seen by you until you step on them. Fun.
Floor Freezers & Temperature Hazards – Subzero conditions create environmental dangers that slow or weaken intruders.
New Enemies

Frozen Mechanoids
These mechanical monstrosities lie dormant in the wreckage, waiting to be disturbed. Any movement near them will trigger their awakening, forcing players to fight them head-on. Expect:
Lancers, Centipedes, and Scythers frozen in place, waiting to ambush.
Chain reactions: one activated mechanoid can awaken others nearby.

Cryptofused Insectoids
A new type of insectoid enemy that has adapted to the freezing conditions of the ship's interior. These creatures are extremely dangerous in the cold but become sluggish and weak when exposed to warmth.
Ice Crawlers – Agile insectoids that become more lethal in extreme cold.
Megamidges – Large, slow moving killing machines that apply crypto slowdown with their sharp blades.
Legendary Cryptogear
The ultimate prize of this expedition is access to the cryptoforge, where players can craft legendary cryptogear. This includes:
Cryptoaxes – Ultra-sharp melee weapons infused with cryptoparticles.
Cryptobolters – Long range crossbows that deal devastating damage and apply the crypto slowdown to enemies hit.
Cryptoarmor - heavy and normal – Similar to how it worked in Vikings, Cryptoarmor completely stops bleeding out. Additionally, it also provides superior cold insulation.
These items are crafted on the cryptoforge from advanced components, plasteel and gold - fortunately, these resources and more can be found in the wreckage!

Hero arrives
Just like the Inventor in the Generator mod, Cryptoforge also comes with a unique character you can find. The Hero is the last survivor of his faction. Frozen in cryptosleep, he's absolutely shocked to find himself rescued. As reality sets in and they realize they are the last of their people, crippling depression will set in - and the only way to slow it down is to let him work his craft: smithing. Eventually, however, the sadness will become unbearable, making him a volatile element in your colony.
Vanilla Quests Expanded - Cryptoforge is designed to push even the most experienced of you to your limits. Between managing freezing temperatures, surviving relentless mechanoid onslaughts, and racing against time to craft legendary cryptogear, this mod will test just how greedy you are when it comes to ultratech gear.
Let me know what you think, and soon I will show you some screenshots in a teaser post!
Comments
Does the hero pawn have a unique piece of equipment like the inventor, or something that makes him unique compared to normal colonists?
Quinn
2025-03-09 01:56:35 +0000 UTCOf course!
Oskar Potocki
2025-03-01 22:35:14 +0000 UTCKuru Chilion
2025-03-01 20:44:29 +0000 UTCLooking forward to the new Vanilla Cooking Expanded content!
Slippyfopp
2025-02-28 11:53:44 +0000 UTCOh I won't, I don't want to play favourites. I don't want people to see VE as some sort of trend setter. Every mod is precious.
Oskar Potocki
2025-02-24 11:57:30 +0000 UTCI hope you can create a collection of the non-VE mods you use.
Brother Guan
2025-02-24 11:40:24 +0000 UTCbased and pilled, sending love 🫂💜
Luis Alvarez García
2025-02-24 10:33:30 +0000 UTCNot many actually! Just some quality of life stuff. I tend to check what mods other people are running and add the ones I find personally interesting.
Oskar Potocki
2025-02-24 08:15:41 +0000 UTCOskar, besides the VE mods, what other mods do you use?
Brother Guan
2025-02-24 00:52:44 +0000 UTCIce baby!
Atem23
2025-02-23 02:04:57 +0000 UTCOoo I am hype!
Billy
2025-02-22 02:12:00 +0000 UTCmakes sense. hope some other guy can mod em in tho
Rebekah Jones
2025-02-21 18:41:50 +0000 UTCA unique cold insectoid subspecies seems like a cool idea! Very excited to hear tracks from the official Rimworld soundtrack artist, the base game and Royalty tracks were iconic and I can't wait to hear more!
Zac
2025-02-21 13:40:57 +0000 UTCWhat instruments we add is based solely on what instruments Alistair can play and record for me, so we’re waiting for him to do that first.
Oskar Potocki
2025-02-21 07:56:05 +0000 UTCThey will not. There’s 5 unique genelines in Insectoids 2 already. A cold-based geneline makes little sense since they’re actively weaker when it’s hot; meaning majority of the players would face the weaker versions of them. Plus, designing a geneline out of them would add another 30-50 working hours across design, art and coding tasks so I think I’m not interested.
Oskar Potocki
2025-02-21 07:54:26 +0000 UTCi hope that the ice insectoids have a hive faction thingy in VFE:I2
Rebekah Jones
2025-02-21 04:48:26 +0000 UTCWill there be a way to help the last survivor get through the depression or somehow reduce it, besides smiting since it seems it only slows down thr progression from how it's worded. To have the last of a legendary faction die off because they're too difficult to deal with would be quite sad, that or put 'em on ice until the game ends. Perhaps some sort of mind wipe procedure or something cheeky like bringing a mech serum and reviving some of their clan members.
Call Me QB7
2025-02-21 00:18:29 +0000 UTCThis, this is fantastic news. Managed to only have a quick skim of the mod's contents, though the temptation is strong. And the new mods? Heck, this is going to be awesome
Marius Salsbury
2025-02-20 20:00:22 +0000 UTCThe power of ice (the cryptoforge) and the power of fire (the ARC). Loving the contrast there!
Marc
2025-02-20 12:56:11 +0000 UTCI didn't read any further. It was hard, but I stood firm.
Deggial
2025-02-20 12:27:36 +0000 UTCThere won’t be a new geneline. Genelines come with a mountain of new content I’d have to come up with and make. Currently it’s just two new insect types, that’s it. Yes, if you power the cryptoforge, you can live in it indefinitely.
Oskar Potocki
2025-02-20 08:41:46 +0000 UTCLooks amazing, just two things to ask: First, will this allow for a crypto-hive when playing with VFE-Insectoids 2? I mean, probably not, but I can dream. Second, this is to see if I'm reading things correctly. Could we technically use the Cryptoforge indefinitely as long as we can power it, or does it also have a finite use separate from the Cryptogenerator's lifespan?
Kingster789
2025-02-20 07:11:13 +0000 UTCI will build a holy crafttemple for the cryptoforge (settling the tile)
Juan Miguel Zibell
2025-02-20 05:18:12 +0000 UTCHm. Judging by that art, you are not including the legendary hunts in medieval 2 that used to be in vikings and that is being broken off as well. I do miss just how potent gear from those hides was like.
Stim
2025-02-20 03:02:39 +0000 UTCIm digging the quest variations of the new gear. The additional adventure required breathes more life intothe tech we acquire, not just a research tree or stumbling upon the gear. It has life now, and that creates the desire to claim and tame it
D-Train
2025-02-20 00:06:25 +0000 UTCLooks extremely interesting .... and I feel it would fit both in a medieval or "standard" playthrough (which was the point I think ?). (For non-medieval plathrough tho I might search, or (if inexistent, try and make myself) a mod to salvage and get the forge back to my base in some form, and plug it to the ARC generator for good measure :P)
Saakyra
2025-02-19 22:42:32 +0000 UTCLooking forward to all these mods, in particular Medieval 2 and the Cryptoforge. Regarding the Music Expanded mod, a few questions/thoughts: - Will the new instruments be able to be used for concerts, on top of musical recreation? If so, would it be possible to make the ability for non-royal colonists to hold concert a part of the mod? - Would it be possible to have portable music intruments (such as flutes, small harp, a guitar or a banjo) to use for recreation on caravaning? People using more rugged instruments around a campfire is a common activity - which could also be an ideology ritual? - Will there be different tech tiers for instruments? What would spacer instruments look like?
Kristian West
2025-02-19 22:35:03 +0000 UTCLook closer at the weapon on that character sketch for the unannounced mod I posted…
Oskar Potocki
2025-02-19 21:57:13 +0000 UTCIt’s an exclusive thing!
Oskar Potocki
2025-02-19 21:56:43 +0000 UTCEvery mod just gets better and better. I just started an Insectoids 2 playthrough and I'm blown away with all the detail.
Nickolok
2025-02-19 21:55:52 +0000 UTCThe hero looks incredible, also are these insectoids a new geneline that will be explored more in the future or is it more of a exclusive thing??
eduardo volpe
2025-02-19 21:54:09 +0000 UTCThis looks amazing! Are there any plans to bring back the old plasma weapons from insectoids 1? I'm feeling a pyroforge...
Billy
2025-02-19 21:45:28 +0000 UTCcombo this with the generator you can really have a proper ice age playthrough
BrenTenkage's Gaming
2025-02-19 21:42:36 +0000 UTC