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[Survey] Help us get our bearings!

From time to time, it’s vital for us to step back from the whirlwind of mod development and reconnect with you—the community. While we thrive on creativity and passion, it’s equally important to understand your expectations: what mods excite you most, what directions you’d like us to explore, and whether we’re truly delivering experiences that enhance your RimWorld adventures.

Your feedback is a suggestion, not a directive. As creators, we develop mods we’re passionate about, but hearing your thoughts helps us align our vision with what you value most.

We’ve categorized our mods based on themes, scope, and series, and we’d love for you to share which of these you’re most interested in seeing us pursue. Vote for as many categories as you like, and focus on those you feel most strongly about. Skip the ones you’re less enthusiastic about—your votes will help us prioritize our efforts.

Mods that are currently in development of course remain in development. This survey or its results, will not change that. We are committed to the mods currently set out ahead of us, and this survey is meant to serve as a tool for us going forward into 2025. The votes might not necessary cause new mods to appear on the roadmap either - if you decide that more animals is something you want to see, that might not necessarily mean a new Animals Expanded module. Instead, more animals can be added to existing mods, or even into other mods we're working on right now.

The cornerstone of our work, Vanilla Factions Expanded aims to deliver a free-DLC experience. These mods offer vast, game-changing content: new factions, apparel, mechanics, and gameplay systems that open fresh paths for your colony, much like official RimWorld expansions. While these mods take the longest to produce (often over a year), their depth and impact are undeniable, according to the fantastic feedback we’ve received.

Born from the introduction of Smash Phil’s Vehicles Framework, Vanilla Vehicles Expanded brings tiers of vehicles to the game. This category includes new designs and even vehicle upgrade systems, which have added much-needed customizability. While these mods require significant time to design, draw, and implement, they offer a unique layer of gameplay.

Quick to develop, these mods add bite-sized content that enhances specific aspects of the game. Examples include Vanilla Weapons Expanded modules, Vanilla Furniture Expanded add-ons, or smaller features like Vanilla Hair Expanded.

These are the flagship mods that transform your gameplay. Examples include the Vanilla Factions Expanded series, Vanilla Furniture Expanded: Core, or Vanilla Psycasts Expanded. While they take significant time to design, they deliver comprehensive content that makes a lasting impression.

Mods in this series aim to make your colonists more memorable and unique. Titles such as Vanilla Backstories Expanded, Vanilla Traits Expanded, and Vanilla Aspirations Expanded enhance individual depth and create a stronger connection with your characters.

We love introducing new gameplay systems or overhauling existing ones. Mods like Vanilla Psycasts Expanded redefine Psycasting, while Vanilla Anomaly Expanded: Insanity introduces a sanity mechanic tied to horror interactions. Let us know if you want more mechanics-focused mods!

If tangible additions—things you can build, craft, or interact with—are your focus, vote for this category. Whether it’s small mods like Vanilla Furniture Expanded: Farming or expansive mods like Vanilla Factions Expanded: Insectoids 2, we’re happy to dive into content creation.

From Helixien Gas in Vanilla Helixien Gas Expanded to temperature management in Vanilla Temperature Expanded, resource systems can enrich your colony’s strategy. If new resources and their management intrigue you, let us know.

While our Vanilla Races Expanded series has introduced a plethora of new xenotypes, complete with genes, visuals, and mechanics, we’re open to exploring more if there’s demand.

Designing new Psycasting paths is a complex but rewarding process. Each path requires intricate design, artwork, and testing. If you’d like to see more Psycasting mods, your vote will help prioritize them. Please also remember that this doesn't necessarily mean psycasts as you know them, either. If you'd like to see more abilities added onto your characters, place your vote on psycasting also!

World map events and quests add spice to colony life, encouraging exploration and storytelling. If these appeal to you, let us know so we can create more engaging scenarios.

We occasionally revisit older mods to modernize them, such as Vanilla Factions Expanded: Insectoids 2 or Vanilla Christmas Expanded. If you’d like us to refresh more classics, share your interest!

While we’ve added a wide variety of animals, we’re open to revisiting this category if there’s demand for more wildlife or unique creature interactions.

Decorators rejoice! Our Vanilla Furniture Expanded series is beloved for adding style and functionality. If you’d like to see more, whether standalone or integrated into larger mods, let us know.

From weather to biomes, terrain, and plants, this category could expand RimWorld’s natural world. If unique biomes or environmental systems interest you, we’d love to hear your thoughts.

Early game mods offer quick access to new systems and content, like Vanilla Weapons Expanded: Tribal or Vanilla Plants Expanded. If you enjoy immediate enhancements to the early colony experience, vote for this.

Late-game mods like Vanilla Factions Expanded - Pirates' warcaskets, high-tier vehicles, and advanced power sources add depth when your colony is well-established. If you’re looking for more ways to extend gameplay, this category is for you.

Our anomaly-focused mods could explore strange phenomena and their effects on colonies. While this DLC has been less popular than others, it introduces unique storytelling potential. If you’d like us to expand on this theme with more anomalies and related mechanics, let us know.

We’ve already expanded on the Royalty DLC with mods like Vanilla Psycasts Expanded and Persona Weapons Expanded. If more Royalty-themed content excites you, cast your vote.

Adding new memes, styles, and systems tied to the Ideology DLC is a challenge we’ve tackled before. If you’re eager for more, we’re up for the task.

From children to mechanitors, mechanoids, and xenotypes, the Biotech DLC still has untapped potential. Let us know if this is where you’d like us to focus.

We’re excited to hear your thoughts! Your votes will guide our priorities, ensuring we continue creating mods that bring joy and value to your game. At the end of the day, our popularity spreads through word of mouth. If you enjoy our content, you tell others about it. Then, these others may or may not decide to back us on Patreon. There is only one way for us to make sure you enjoy our mods: communicating with you and hearing what it is you expect to see.

Feel free to leave comments down below if you think we did something right, or wrong. Don't hesitate to point out our fumbles and mistakes. I know many of you expect Medieval 2, and we're working on it! There has been... complications (Russia cutting discord access when one of our coders is from Russia), but we're working through it!

[Survey] Help us get our bearings!

Comments

The problem is, Legodude who coded it left the modding scene. It's the most complex mod we have under the hood, which means we can only do basic bug fixing on it and it will need to be fully remade when the time allows.

Oskar Potocki

VE:Ancients really could use a makeover, a fair amount seems either broken or not working fully as intended. And as always, thanks a lot for the great work you and the team do. :)

VonAres

Some people complain about the workshop having too many late-game mods. But I think you guys know how to make them believable and well-integrated into the core experience as well as into other mods in VE. If you follow the existing formula with new kate-game mods, I can see you gaining tons of new fans.

JSr

I would love more insectoids 2 additions but the one thing I'm most excited rn is Medieval/vikings faction and megacorps

eduardo volpe

So… large faction mods with quests and events that learn towards biotech and involve late game content and vehicles alongside new mechanics. Sounds about right. Super excited for Megacorp.

Alexander Shumay

I would love to see plasma/cryo weapons readded as "vanilla exotic weapons expanded" or something similar.

Maciej Nienartowicz

I would love to see aquatic content; there's a lot of ocean tiles with not a lot of use. And if possible underwater bases/colonies? Not sure if that's even possible on a technical level but for sure would scratch a very specific itch of mine!

VenomCobra

I think the usage of Tox from Biotech could be utilized more. Top ideas I can come up with would be a Tox launching vehicle and/or Tox/Pollution Psychast card.

Calvin Nasberg

My personal big two are VE mining and VE diplomacy as both would fill out "fantasies" that are rather limited in that base game imo: underground stuff, and larger scale faction interactions.

Azhrei_

I'd say it's 50% redux, 50% update. A big part of the mod is a merge of the two mods: Vikings and Medieval. Then, some content is merged but changed, and then finally some new content is added!

Oskar Potocki

you are not wrong. it sounds like it will be a redux/expansion much like what insectoids was which is what i hope for

Yo Mama

Honestly I really like Anomaly, it brings the feel to the game that I've always wanted just that sense of unknown danger. I'm hyped to see how the VE team flexes their creativity with it, I've loved the additions to anomaly so far with the weapons and the insanity mechanic. I'm hyped to see what entities you's can bring and the improvements to current entities (which is how I understand the vanilla expanded shamblers mod)

Joel Fitzgibbon

We release mods when ready and not before. We work on mods when we have the time. The combination of these two factors means that medieval will release when we have the time to finish it. I’d understand impatience if we didn’t have anything else on our plate, but we literally constantly release new mods.

Oskar Potocki

I feel like calling it an update undermines what this new version is going for.

George Hoyle

This, I swear I’ve been waiting for those damn walkers to be more useful then a rudimentary surprise cover or slag chunks

Nate Scholes

If there was a Warwalkers button it would have over 1000 votes, it feels like it's quickly becoming like the "Is it CE compatible" meme the closer it is to release

Dendoi

Not anytime soon! Sorry!

Oskar Potocki

Hi, I'm a big fan of the Vanilla Expanded mods! I'm commenting to ask whether or not there's a possibility of trains being added to Vehicles Expanded. I think they'd be really fun to build and use in-game☺️

🌸Jippy❄️

Whichever one Exploration Expanded falls under

Katieclysm

I know this is technically covered under 'psycasts' and there is a mountain of other things to work on, but I'd like to see a rework on Necropath to bring it in line with Anomaly/Shamblers. Godspeed

Sad Cat

I am not sure which category this fits in, but a big reason I bought Anomaly was y'all's announced Vanilla Mining Expanded. I think even the people who don't like the horror stuff in Anomaly would be into that mod.

C.W. Elliotte

Don't forget we got (Designer) babies too! haha

Computica

Do you think warcaskets are subpar graphics-wise? I think the opposite, I think these are some of my best and the art direction I aspire to with all my newer works.

Oskar Potocki

Dzieki bardzo!

Oskar Potocki

A re-do of their graphics as well would be a plus, to match the more recent shift in graphical detail and colour options.

Dippy

W mojej ocenie Rimworl na ten moment jest najbardziej ubogi w content w early gamie, dlatego rozwijanie zawartości związanych z średniowieczem lub prehistorią może być najbardziej wartościowe dla gierki. Wystarczy, że spojrzysz na ilość technologii w dwóch pierwszych erach technologicznych - tam technologi do odblokowania jest 10x mniej niż w późniejszych erach. Pozdrawiam robisz zajebistą robotę ze swoim zespołem.

Janeczekelo

I would like more imperial stuff

the good fat cat clan

Make sure to vote on Vehicles then!

Oskar Potocki

Spacer or Imperial Vehicles

Sylant99

The mod I'm most excited for is the Imperial Vehicles, but outside of that I would love to see some mods that have a little more cross-compatibility between them - like a furniture mod that adds in some extra bits for Deserters if you have it installed, things like that. I imagine it's a lot to ask but to me it helps the experiences feel more connected and less silo'd

Dippy

Just update medieval already. everyone has been waiting almost a year for it

Yo Mama

Personally, I would like to see a rework of VFE: Deserters built on the quest framework for the Arc Generator. As is, Deserters feels IMO like a mostly RNG-driven checklist, and it feels like the events in the mod don't really lead into each other in a satisfying way. I feel like the framework being built for the ARC generator could help alleviate this

Zack Emmert

1. Factions relation system overhaul - those points should be more meaningful and give make some impact on players ppl 2. diplomacy but not only between player and ai factions but ai-ai too) 3. More factions-related quests that for e.g. gives + to relation with one and - with other 4. More interactions between factions on world map. I know there are old mods that touch that but it would be cool have new some new approach to that 5. MORE REACTIVE WORLD - sorry for caps but it’s rimworld biggest issue - players choices in matter of interactions with other factions/quests/etc. have no meaningfull impact on generated story. 6. Raids overhaul. I’m not a fan of CAI/CE and tbh it hurts when every raid is basically the same 7. „Politics” as part of ideology improvement and way to make pawns more „3d” 8. Psychology…maybe not so deep as original mod but i’m missing some more depth in pawns 9. Research tree overhaul - especially with all ve mods - research feels too rapid, e.g - we have different research for different types of bows but firearms are „all in one”. For me its too much, too soon. Second thing is that there should be more connection between basic and VE research. I think that we need more smooth progression, less „jumps” Sorry for spelling, im writing this in shaky tramp so will edit later Ofc those are only my toughts, so please feel free to do whatever you want with it.

Łukasz Dudziak

Same...

Krieg Blackpaw

i Love new mechanics at times new ways to use resources overall though if new psycasting trees became a thing id say the animat tree has been teased for a while but the high tech psycasts id honestly and this may intrude upon the technomancer path love to have a mech focused psycasts somehow for a mechanitor mixing things and if the pawns had machinery in them via cybernetics boost them too possibly? as for xenotypes I would be interested in what you would do for impids and moles but i would love to see how you would integrate anomaly with xenotypes if that was possible somehow or make more themed xenotypes.

tyler gervais

Well, my vote's in there. Big ones are better. Psycasts might as well be something I consider core at this moment.

Stim

I love faction mods. Vanilla Factions Expanded Classical is probably my favourite one in that regard. I'd love to see that one adopt more flavour of Classical Rim SPQR. I was also surprised when Vanilla Factions Expanded Tribal didn't add a new Tribal faction Adding character depth is great. More simple behaviours that interact in complex way. Watching the pawns is what I love about Rimworld, Prison Architect and, hmm, Majesty and Evil Genius. Quests are core to Rimworld's gameplay loop. More variety is always good. I'd love to see other factions show up at the same time and interact on the settlement map A general wish I have for Rimworld is for something to spread out the tech tree, so that we have time to appreciate each rung on the technology ladder. Some of the advances are far too close together and unlock too much

Loyola

Despite being the least favourite DLC, I think Anomaly really tests the modders' creativity. Making it more interesting.

Kaden Ha

I LOVE BIOTECH!!!!!!!!!!!!!!

Rebekah Jones

I, for one, can't wait for more vehicle mods like T4, imperial, jets and warwalkers modules (I do understand the later two depend on future updates of the framework) Also hoping we get more anima themed content, the xenotype was cool, can't wait to see what you guys come up with for the psypath

Trix

I think a raid overhaul could be cool, with things like more in depth morale mechanics, more intelligent tactics (learning from past mistakes if any raiders escape) and dedicated roles that raiders fufill (Medics, combat engineers, command chains).

Ellagator

eagerly waiting to play again with the best-made mod style of medieval rimword I need it urgently XD

Canal Aleatorio

Same here, when medieval drops I am getting back on Rimworld

Kuru Chilion

Just to temper expectations, it’s still potentially a year away, maybe more. We’re juggling a lot of mods and megacorp has more content than all the dlc combined.

Oskar Potocki

I want Megacorps so bad, I've been waiting for yeaaaarrssss

Eyes

VFE: Megacorps is what I expected of Biotech when it came out tbh, seemed like it would add an ultra rich glitterworld-esque faction but instead we just got xenotypes, not that I'm complaining but some info for the worlds beyond rimworlds would have been nice

Dendoi

I'd love to see a VRE: Dirtmoles and Impids to round out the full set of xenotypes. Vanilla dirtmoles to me are just…boring. No special action, not even an interesting drug dependence to manage. Impids are already pretty cool (with the flamespew and aesthetic), but are generally terrible colonists. Neither needs a major overhaul in my opinion (and I don't really have any particular ideas), but I'd love to see them get the same treatment as the other xenotypes have (even it's a relatively smaller overhaul rather than Sanguophage level!).

Daniel Berke

This ^

Ennek

Oh yeah this is a fantastic comment. Lots of small tweaks could be made to older mods like the furniture mods (power, art, security). I'd love a PipeNet for steel/plasteel that could be used to refuel turrets automatically for Security for example.

Kevin Bromley

I am specifically waiting for Exploration Expanded. The FTL-events flavor feels like it adds something truly new to the experience. I also like early-game additions since most of my runs involve eventually getting burned out, dissatisfied with some aspects of my colony, which ends up so bloated that I don't have the patience to redo everything, and racing to the finish line just to be done with it. The early-to-mid game seems to be where I get most of my enjoyment.

Jason McGinn

I kinda wish you guys would take a look at Pirates and Warcaskets again, it feels like the Warcaskets in particular are kinda lackluster (both power-wise, and mechanics-wise) these days compared to all the new xenotypes, mechanics, androids, and psycasting stuff, not to mention the power of just some of the normal weapons and armors from your other mods.

Mirvra Wynter

Just patiently waiting since 1.5 dropped for VFE medieval lol.

Dustin

Oh, and by the way: As "Vehicles" is falling behind a little bit, I don't think, Smash Phil should be discouraged over this. What he has done with this mod is OUTSTANDING! It's just that I usually end up using those fancy helicopters (both Chirokee and Louis) while my wheeled vehicles gather dust. So any additions, while welcome, will not change my gameplay that much. What might change it, however, would be a "road event" mod with interesting events - more than just hostile encounters. An unexpected loot spot, for example. A new (and stat-wise useful) pawn to free from its captors. Basically what is/was planned for 'Exploration Expanded'. If this mod turns out to be what I hope it will be, it will make driving a lot more rewarding and encourage me to use this mode of transport over the quick and easy air travel. At least occasionally. ;)

Deggial

I would really like to see more storytellers. The ones you make are very fun to play with and well thought out.

SkeleStrider DE

Yesss 🙌 agreed.

🌸Jippy❄️

Echoing this, I'm sure there has been lessons learnt in developing latter mods that could be applied to older content

Verity Ottaway

Oh but it does! We've expanded Royalty and Ideology more than Biotech for sure.

Oskar Potocki

Just on a side note: I think, the current formulation "the Biotech DLC still has untapped potential" probably biases more readers to vote for it.

Christian G.

hahah yeah! I'd love to see that expanded (pun intended)

The Blue Tempalr

Anomaly could use some love.

p t

Honestly I am rather satisfied with what Vanilla Expanded team managed to put up by making these mods, you guys managed to cover things I and others find more or less interesting/useful. As far as I want to see most, besides like what others mentioned regarding diplomacy and chain events quests (rimworld is kind of lacking on good reason to leave your map tile, not to mention how akward caravaning is) I was wondering if perhaps you guys could try your hand regarding ocean/aquatic content? If thats possible I mean. Seeing as in modding scene there is already space exploration (thanks to S0S2) but none for ocean, last time I checked. I was thinking perhaps you could use system from Anomaly that has temporary maps and use it for like diving sections. Where you could colonists dive further in ocean to explore sea life and maybe find some ancient things in there that could be useful for colony. I think that would make it more interesting, seeing as you can sort of already in live in all biomes, including sea ice. I think having like for example oil rig outpost on ocean could be kind of fun to have. But either way, I am satified how VE has been doing mods as of late. I think you guys are knocking out of park and cant wait to see more things you manage to implement!

Atem23

Ticking everything is tantamount to ticking nothing, isn't it? So I have to leave something unchecked, even though it's a tough call and definitely doesn't mean I wouldn't appreciate a new mod that falls into that category. (For example, I definitely like small *and* large mods. In fact, I love the 'Temperature' mod. But I find large mods maybe a little more exciting). - Anomaly: I checked this one, not necessarily because I love this DLC the most. I don't hate it, but I'm only going to dive into its horrors occasionally when I feel like it, so I'm not going to be able to use any mods that change it all that often. But I feel that its content is the most in need of improvement through mods. - I have ticked "Late Game Content" as I would like to see an expansion of the tech tree. I am sure that 'Megacorps' and 'Archotech' will be of great value in this respect. But since we haven't got them yet, I wanted to give my opinion anyway. - I deliberately didn't check "Character Depth". While I can see the appeal of it, I feel that once the colony reaches a certain size, it becomes a burden to keep track of the personal desires and aspirations of each pawn. So I usually don't bother and just take what comes my way. What I haven't read in the comments yet is a call for NEW WINNING CONDITIONS! I really, *really* like alternative ending scenarios, as it gives me the opportunity to try completely different approaches to the game. While there is the "I win! (or whatever) mod that lets you trigger the end screen whenever you feel you've reached your personal goal for that run, it doesn't give you the same satisfaction as an "official" victory. (Addendum: While I haven't checked "Animals", I definitely want that wooly cow back. And that hinted "Birds" mod. So, should I add that category as well? Maybe not, as long as these two are taken care of.)

Deggial

May I interest you in Vanilla Events Expanded? :P

Oskar Potocki

To be honest, the thing that really sets rimworld apart from every other colony game is the social dynamics. Whether it's going medieval, oxygen not included, or any other game of the sort - none of them are able to capture the type of personal stories that rimworld can produce. Personally, that's what I play for. So anything that adds to that! That's why potential mods like childhood expanded are my most anticipated - but also your new generator mod. Anything that enhances the emergent story telling opportunities is great. On another note, I still feel the end game is sorely lacking. In my latest colony, I finally managed to get the perfectly optimised modlist running smoothly, and realised that I just had nothing to do towards the end. No reward for taking out bases, no endgame scenarios that I hadn't done before... I'd love to have more endgame quests that would feel properly satisfying to end a playthrough!

Teebo

Here is my opinion on things: In any game I play, events seem to be the most immersive part for me. You should consider (if you haven't already) making an event driven mod. Not necessarily for quests, but random events overall. I feel that this can really add to the experience and longevity of a playthrough. Some events could even be "chained" like the quest chains you are exploring. So for example you can have dilemma events with long term consequences. As I do not know about the modding restrictions and capabilities of the game, i'm not sure if giving specific recommendations will help, but I'm free to help you brainstorm ideas if you want. Another aspect I would like to see expanded would be early game. I think your medieval mod is a great fit to that, and I can't wait to see how you will handle this. Finally, I would much rather have mechanical depth than quantity. While many people, including me voted for "large mods" and "more content" etc. I would like to see those mods truly stand out. Though I have faith in you achieving that

The Blue Tempalr

Been using your mods from the very beginning and been supporting here quite a while, too. And boy oh boy have you guys come a long way. I have roughly 5k hours (beginning in A14) in Rimworld and I certainly wouldn't have if it wasn't for you and the whole team. Thank you! Oh.. and: WARWALKERS!

Till

Re: Psycasts We sort of opened it up for individual users. You can now use mod options to balance it how you see fit, including selecting maximum level, which I myself set to 6 (to mimic base game).

Oskar Potocki

Tynan hardcoded tech levels. Can't add another one.

Oskar Potocki

Breaking the mods up is definitely not something we have on the agenda. It creates even more technical debt without adding anything new. It also creates design debt: breaking away factory buildings from Mechanoids expanded takes away the only reward you get for fighting the new mechanoids - which is a design mistake, because you end up introducing a very powerful enemy without any reward for fighting them. Plus, it wouldn't even work as it'd break saves for people who are already running said mods.

Oskar Potocki

What sort of mechanics are you thinking?

Oskar Potocki

Rimworld is already horrific, containing cannibalism, butchering human corpses, war crimes... I kid, partially, but Rimworld, understandably, already pushes the limits for many people.

Silverskene

Here, here!

Silverskene

Wait, no more bloat, but we need more weapons and food items? I honestly don't use any of the Cuisine Expanded mods. Everything else is used except a couple Weapons Expanded mods. There are plenty of weapons, genes, clothing mods out there on the Steam Workshop.

Silverskene

Your right actually. When VFE:Mechanoids was released there was another mod that used conveyor belts like Factorio. That mod hasn't been worked on since so the automated Factory part of VFE:Mechanoids is kinda half-baked without it. I think they should remove the Mechanoids we can make in the mod and add more content to the factory aspect of the mod. Maybe some content to modify the Mechs in Biology too.

Computica

Good to know there's more people like me on here.

Computica

Your much like me, Sims in the Rimworld.

Computica

Smallest amount of reviews on steam, the least subscribers on anomaly-requiring mods and so on. It’s just not as popular of a DLC

Oskar Potocki

It's just not everyone's cup of tea.

Computica

We just had a Variety/Insanity Needs mods. We are already spending too much time micro managing every colonist. I think we need more over arching events and questlines that requires the colony as a whole to make cool things happen. Oskar has actually been focused on that with the ARC Quest mod.

Computica

I genuinly would love character depth perhaps something that complicates the colonists even more or add more mental breaks i think it would make the game far greater to make the colonist feel more alive making you genuinly worry about them

gurke kanal

Honestly the game is SORELY lacking in event mods. They make the game feel so much more alive and dynamic, yet there are very few of them. I also think that minor overhauls to mechanics would be very nice. Mods that improve under-appreciated aspects of the game and offer more variety, without totally overhauling and making them take up too much focus.

Maple38

The thing I would MOST like to see would be factions that mix and match styles and tech levels; imagine a totemic-themed Empire or Viking-themed outlanders, with appropriate character names and backstories, as well as appropriate variations on existing weapons, buildings, structures, meals, and clothing REGARDLESS of tech level. NOT entirely new factions, weapons, clothing, etc; just style variations on the existing ones. That would add TONS of variety. High on my list of mods I'd like to see get polish are Structures Expanded, Psycasts Expanded, and VFE: Ancients; I like all of them, but they have trouble playing well with other mods. I don't use half of the stuff in the larger mods (I know, I know, ANOTHER person complaining about bloat), especially Security Expanded and Mechanoids Expanded. Breaking these mods down into smaller ones would be appreciated, and would make it easier to fix bugs. More add-ons for Weapons Expanded, Cuisine Expanded (I'd love to see more use out of bakes, smoked meat, and deep-fried food), as well as more memes, genes, and xenotypes, would always be appreciated. I hope I didn't jabber on too much. I hope this was helpful. Thank you and your team for all of the work you do.

Slippyfopp

I've been looking forward to Megacorp for a long time!

Colin Lehr

Wow I didn't know anomaly had been the least popular of the mods! How do we know this? But yeah makes sense. My least favourite.

Teebo

What I would be looking forward the most is not necessarily full blown rework like insectoids (tho I absolutely love it) but a small look at previous mods, especially the olders ones to see what could be modernized, what integration of newer mods it could benefit from, maybe add small ideas that didn't worked at the time, or even a look at the overall balance (looking at you, mechanoid factories, they really need some love). It should be easier to do than whole new mods, so it's also an occasion to maybe relax a bit. Sometime a little bit of polish over an old thing is more exciting than a new thing :D

Kimoju .

*cries in early game content* We're drowning in late game tech nonsense. I dream of a day when 'industrial' gets split into 'early industrial' & 'modern era' so their relevant content actually matters and isn't just bypassed. Give us a Rennaisance or Victorian/Edwardian Era etc., hundreds of years of culture and invention to explore is just skipped over because electricity and machine guns go brr 2 days into a playthrough.

Wolfy

The factions, xenotypes, and utility mods are always a delight. Anything that incentivizes me to build a new room for my base and forces me to remodel is half the fun. Your upcoming generator mod sounds like a perfect step up from some of the benefits ancients expanded was going for, but we get access early and optimize iteratively instead of awkwardly replacing it with an advanced version. As far as DLC content, royalty seems well rounded for a first dlc at this point, though more “fine” floor options would help me enjoy looking at the massive throne room more, and it would be nice to have a way to get absolver armor when playing a royal past betraying an absolver later into the game. Ideology will always have more and more possibilities with each new dlc. Plenty of biotech xenotypes or mechanoids to explore still. Even though I didn’t enjoy every event in Anomaly and turned them off for either being vindictive or lagging my pc with all the flesh walls across my map, I still think there’s tons of potential to make the DLC well worthwhile. My main request is potentially allowing us to receive certain anomaly research from a variety of sources, rather than being forced to encounter specific anomalies. Metalblood serum from hellgates would make it all the more bearable instead of needing to keep the metalhorror event on. My last royal playthrough was also plagued with majorily anomaly events even on ambient horror, so any other way to potentially deal with just some from isolated world map events would also be welcome. Most of the DLC really seems to take place on your colony map save the one distress signal which is admittedly very rewarding with archotech stuff. An expansion to cultists, probably the best part of the DLC for me, could go a long way.

CursedLight

I always love how after each DLC I still wait for a solid breakpoint in the modding scene. I waited for cars to alleviate long distance travel, although I still wind up only using the helicopters for that task. For long distance quests like handling most mechanoid ships, packing many warcaskets or a psycaster into a heli seems to beat vehicle convoys as a realistic use of my time and resources. The marshal and other current military vehicles hold up well on account of outranging or outrunning hordes, but struggle against junker warcaskets or stronger empire with high pen or explosive weaponry. Unfortunately can be used to cheese many anomalies, but thats more a problem for smashphil. One of the things that has stood out to me, try as I might to use genetics expanded, is animals falling behind other methods. Pack animals hardly beat vehicles and chemfuel expanded. Combat animals liable to die without psycasters, whereas mechanoids or more recently insectoids are easy to fix or replace... Or deadlife dust. Raising animals for food or textiles can be easily replaced with hunting outposts. Companion/buff animals in royal animals are really where the benefits lie currently, but you need to be playing an empire run. We have plenty of tools for themed animal runs, and those can be engaging and story rich, but there's just something about all that has come out, that just does what animals want to do but easier. We have skill expertise, ideologies, yttakins, genetics, many ways to leverage animals. However, bonding with an animal lacks large amounts of player interaction and is just something that "happens" to any of your handlers. Great for story, but flat for player agency without any systems for animal traits and whatnot. Most animals have one defining trait to make them stand out, but one viper is the same as another viper, and so most animals are cannon fodder because you can make more... Unless they are venerated... Animal diets don't impact performance. Training only goes as far as adding tasks for them to perform up to combat. Any animal added thats on the outside of genetics expanded cannot benefit from qualities, and genetics expanded has the side effect of circumventing needing to tame something in the first place. The fact that insectoids manage themselves just shows what gauranlens are lacking. Between insectoids, mechanoids, gauranlens, and animals, none of these facets interact with or benefit each other past technically mechahybrids. My hopes still lie in the megacorp dinosaurs, because animals deserve some love.

CursedLight

The Vehicles Expanded - Upgrades was a fantastic addition that really made vehicles feel like you'd worked on your car to make it yours. It would be really cool to have lower base vehicles stats and more additional boosts you can slap on over time to build them up.

bob

I like to generate a story of a colony and how it develops throughout the ages using tech progression mods. For example, one of my colonies was hit with a long dark (2-year eclipse) event during their "medieval age", nothing could grow so we had to slaughter most our livestock and turn to raiding/trading just to survive. So when the long dark ended and the sun returned I made them sun/fire worshippers. Maybe the next generation will question if the long dark ever happened. I've really been looking forward to medieval expanded.

Will

I would love to see some late game world ending mods. Options include: 1) Things like "mechanoids have detected research into archotech levels" they will now deploy sites around the map that generate mechanoid raids or mechanoid ambushes. Alternatively other similar events that are progression locked (medieveal -> industrial -> spacer). I would love for a reason to that would make me want to stay in a lower tech era rather than just rushing into the higher techs. 2) Or the mechanoids drop a megamech (in my imagination I think of Supreme Commander's Monkeylord) on the world and it slowly moves across the world destroying settlements as it crosses over them. It changes direction and the path can been seen for where it is headed to. It would force the player to relocate if they are in the path or the player who can decide to try to fight it with their elite forces. 3) Other raid styles. A) For instance, EMP strike raids. "you have detected an EMP strike headed to your location, you have X hours to prepare for impact. All electronics are expected to be down and you fear a raid is following the attack." B) Vehicle raids would also be amazing. C) Biotech Spider mine raids (2 part raid. First part you get raided by spider mines whose only purpose is to rush your constructed objects and explode on contact, then you get raided by the faction afterwards) 4) More rewards that are locked behind actually exploring the map. Things that can't be bought or traded for but must be scavenged for. On a side note, if you were looking for a way to balance VE psycasts differently. I personally like to only allow my colonist to unlock 2 trees. If I want them to get anything outside of those 2 trees they must go and trade or scavenge for the abilities.

K K

I very much play Rimworld with a focus on the colonists, I like making them houses that are decorated and trying to protect them so that they can raise children and be as happy as possible. So for me anything that adds to my immersion of the game is wonderful whether that is more quests and story that my colonists might have to deal with, more furniture to build, etc. My all time favorite is things that expand my colonists and their personalities themselves, so I have been eagerly awaiting the childhood expanded mod, and I love the achievements expanded and the aspirations mods for example.

Jessica Hooten

For me the focus would be adding more depth to raids, I want to see them utilize vehicles and what not because at this point with the addition of players using vehicles raids, after a certain point just become a non-issue. Even if its not raids utilizing vehicles but smarter raids?

Matt D

The thing I've been looking forward to for a long time is Vanila Childhood expanded, but that might be cuz I play rimworld like the sims

Diana

For me, Insectoids 2 was close to ideal. It brought to the colony an unknown technology that even replaced electricity. The experience was very fresh and fun. But it was a shame that it was too convenient and too easy to create an army of insectoids. I'd like to see something newer, more challenging, something that offers a different play experience, and a bit more of a vanilla balance.

sasasasa

I like mods that add depth to the resource chains. I don't mean making them slow and "realistic," but basically allowing players to optimize and automate them, thereby making them more rewarding. For example, Vanilla Chemfuel Expanded is one of my favourite VE mod because it makes chemfuel much more interesting to obtain - and it pairs very well with Vehicles Expanded, another of my favourites. There's opportunity with Vanilla Mining Expanded to make deep drilling a lot more interesting (though the most exciting prospect of that mod would be the underground). I also think there's opportunity for a potential Vanilla Nuclear Power Expanded that could add a more interesting way to cool the reactor (e.g. coolant pipes) and some waste management via depleted uranium. I think Vanilla Quests Expanded: The Generator could scratch that power management itch for me, and I'm quite excited for that. Now, Vanilla Factions Expanded: Mechanoids adds quite a lot of depth to the resource chains through the factory buildings, and I love it for that, but the drones are in a weird place after biotech. Currently, there's not much reason to use them because you can get mechanoids way earlier, and the mechanoids are generally stronger and more useful. I had a vague idea for a Vanilla Quests Expanded: The Mechanitor mod that would make obtaining a mechlink a more lengthy process, but potentially more rewarding with the addition of more upgrades and, of course, lore / intrigue. It would additionally have the benefit of shifting biotech mechanoids to the mid-late game, thereby solidifying a niche for the VFE: Mechanoid drones in the early game.

Mocho

remaking some of the older mods might be a good idea like the weapons mod, the power, especially the furniture mods like the farming one. I think a few remakes should be done to tweak things or add a few more objects.

BrenTenkage's Gaming

To explain some of my choices Anomaly: The weapon and the Sanity mods have been wonderful, but the dlc as a whole could still use a lot of VE that I feel it suffers from a lack of compared to other DLC. I love the dlc but it has a serious lack of variety in both entities and playstyles. Just too linear, inflexible, and unintegrated with the world as a whole. Personally I'd like to see a focus on this, but due to popularity not being great compared to other stuff, I get if it's not priority #1. Environments: Mostly for the weather, and weather based events. Sometimes I feel weather is too safe, predictable, and repetitive. Weather it's just adding more variety or adding disruptions to outright threats, it would breathe some new life into mother nature. Psycasting: Less for psycasts (wouldn't complain though) and more for seeing additional abilities. Could be for something like anomaly above, or something I'll discuss below that's not part of the list. More abilities are something that *always* catches my eye. Ideology: Always more room here! Perhaps some xenotype stuff like w sanguos having their own vfx for their gathering, anomaly integration for memes structures or styles (sarg did some of this just stating intrests). More to mix and match with stuff that's come out since basically. Probably not the biggest idea here for scale. Quest and Events: World Map. 99% of what I'm thinking is for this. Weather events, or faction stuff, travel events. Not much happens on the map and the more the better. 1% is ideology quests/events out of the colony and in the world as well. Think like how reapers or mechs, even insects are given life in the world, and are actual threats. What I'm unsure about: Bionics: Specifically bionics are something that has suffered from being made before rimworld got any abilities, and has not really been glanced at since. They also don't have a great variety. Some mods have added to this with more bionics, or a handful with abilities. But it would be nice to see a large ve mod dealing with physical, tech augmentation. Consider this a mix of ability, late game, and large mod I suppose? Could use the new graphic capabilities as well.

Lennybolt7

Vanilla Diplomacy and Exploration expanded are the most interesting for me, Rim needs some dynamism in the world exploring/interaction-related

Bernard C.G

I would love for vanilla mining expanded to be a priority. With the anomaly plans you mentioned being able to dig underground(with the sub maps in anomaly I assume). That really excited me when I first heard it and I can’t wait to have bases spanning across underground layers! Vanilla undergrounders feel more like small cave dwellers, but I would love to make sprawling layered mines that I can be digging resources out of far into the late game.

Zachary Fewins

I love the interaction between other factions and the world map that VE offers. The feeling that our settlement is becoming a force that can establish outposts, the ability to perform tasks for senators from VE Classic, employ mercenaries or play politics in Empire gives great satisfaction. An additional advantage is how much life this add to the game when each faction has its own character and perk and make it special, not just a place to trade or obtain leather.

Ragles

I think my favorite mods have been the races expanded, and I feel like there are a few more that could use expansions (Impids and Dirtmoles!). While it's not out yet, the Generator questline seems intriguing and highly versatile. Maybe have Vanilla Quests Expanded: Archonexus as an alternative (or overhaul) of Rimworld's most tedious ending, for example. Or a Biotech ending, which feels oddly lacking given all the other DLCs introduced a new way to win the game.

Yarro

I'd love to see more stuff to do with ideology it's such a robust system for creativity love to see what your crack team would be able to do with it

Corgrarr

Ideology is fun, i wish people expanded more on it in interesting ways, like for example having ideo memes effect customs that other factions have, imagine if faction that believes in bloodshed and combat respect you more when you attack other factions, or a cannibal cult have improved relations when one of there members sees one of your colony members wearing human skin or eating human meat (kinda morbid lol.) but i always thought there is so much more depth that ideos could have and even just more wacky memes for a colony that influence the beliefs of a colony separates playthroughs (assuming you don't just pick the "optimal" memes everytime)

dan surratt

Also to add - the ideology style packs!! The frame work is not used that often and every game looks the same due to the lack of high quality style packs from the general modding community. I would love to see some post apocalyptic or even biotech race specific style packs from your team - with your art style

Ben

I do like the addition of factions, because vanilla felt sort of barebones on that front. Other than the Empire and the Void Cultists from Anomaly, the choices aren't particularly interesting. Human pirates? Wasters pirates? Or cannable pirates? With the vastness of Rimworlds lore, it feels like there could be a lot more interesting NPC factions. It's good to see the VE team expanding on this.

Kaden Hoffman 2

I second this and placed my vote under quests and events meaning this, though maybe factions would have been a more appropriate choice considering the astounding mechanics added to the faction mods that make interacting with the different factions more worthwhile. Though again the crux of my enjoyment of the factions mods comes down to them making it feel like doing something with them other than murder boning them is worth it (diplomacy)

kk Builder

I actually don't use vehicles that extensively. But Vehicles Frame Work from Phil, and Vanilla Expanded Tier 1 in particular have be the most impactful mods I've played with. The dynamics of vehicles are soo good. Emergency garages with escape vehicles. Cheap transport vehicles "Mule truck" for transport between resource nodes and/or temp farming bases to deal with a resource hungry colony. Protected and mobile weapons platforms (tanks) allow for newly settled tiles, quests like compunds, and trade convoys to have a improvised base defense with armor acting as a wall and weapons acting as a turret line. Other mods add un-piloted combat vehicles, coolest shit. Basically vehicles getting more mechanics or aspects could be so cool. I'm not really interested in more vehicles per say. If raider ever attack with vehicles, oh man, my favorite game will ascend even further.

TauPathfinder

I personally love the small mods that expand on certain game mechanics like the nutrient paste expanded mod (Which brought me into this community) the most. Taking such a small aspect of the game making it so much more interesting and usable really reflects the core of Vanilla expanded.

Geiles Lama

Hard agree on Vanilla Exploration! It seems so sad to me that caravans are mostly just an awkward chore even with current Vanilla Expanded mods to get to places you actually want to visit. I also find it really difficult to commit to them because it generally puts your base at risk when you send part of your colony out to be able to attend to a temporary opportunity; perhaps Exploration Expanded could offer ways to address this better?

Fyrri

I'd really like to see both Archotech and Ultratech expanded, as well as some more eldritch xenotypes (like the Flesher)

ADapperDragon

Thank you for this opportunity to share our feedback. The main thing that I hope for is the revival/completion of the remaining psycast paths from VE Psycasts Expanded, particularly the Animat and Gauwalker. I have been told before that this will not happen (at least for the Animat) but I can still hope!

TJ Espinoza

The Vanilla Quests Expanded series has a goal of creating some interesting stuff happening outside of your colony, with unique rewards and interesting quest chains, so hopefully that will take some burden off of the Exploration Expanded.

Oskar Potocki

Also a world conquering/unifying victory condition would be AWESOME for long term playthroughs. brokering peace between factions or conquering ones causing problems.

ClockworkC0rvus

What I really would like to see is vanilla exploration expanded and vanilla diplomacy expanded pushed to the front of the queue - these are two woefully underutilized systems in the vanilla game that are in desperate need of an expansion. As nice as mods such as vanilla Christmas and vanilla royalty is, the two mods I mentioned affect ALL types of players. A dynamic faction interaction system that allows you to do more besides trade and raid would benefit so much more of the base game than any other vanilla expansion mod. Vanilla exploration expanded meanwhile could easily make venturing out of your home turf worthwhile when you already have enough supplies to make trading not crucial. TL;DR - I’d like to see these two mods come out before anything else not already being worked on because of how much more interesting they can make the main game.

DeAngelo Jones


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