XaiJu
oskarpotocki
oskarpotocki

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Roadmap September 2024

Hello everyone and welcome to a new roadmap post. I am now back from my honeymoon, which was great, and I'm ready to continue work on some of the coolest mods yet!

We have recently released Vanilla Factions Expanded - Insectoids 2, which was one of the coolest redesigns we've done so far, and I think it was very well received. The mod is simplified, but also offers something many of you have asked: buildable hives that you can manage and control.

Because the mod was so popular, I have decided that it needs one more major content update before we move onto other mods. This content update will include some much needed QoL features, such as an automatic casting of insectoid abilities, the insect burrow siege making a return with a new insectoid mini-boss, three new insectoid types, a few new structures and floors and a new insectoid turret. It will also feature a brand new storyteller with an exciting wave survival mode...

We're also currently testing two new mods that add depth to pawns: One of them introduces sanity as a new need if you interact with Anomaly DLC, while the other, created by Sarg, adds a food variety need, with favourite food types for your pawns. Yes, eating nothing but rice will make them sad.

Vanilla Factions Expanded - Medieval 2 is now entering development. It's not as big of an overhaul as Insectoids 2 was, but it adds some exciting new content and fleshes out the medieval stage of the game.

We're currently designing Vanilla Vehicles Expanded - Imperial, as I want to get it out of the way asap to focus on Warwalkers. I will need a lot of bandwidth for that, bandwidth I currently don't have.

Vanilla Exploration Expanded is also undergoing some design work right now. Since we will rely on our testers for creation of prefabs, I need to write detailed instructions and technical parameters for how the prefabs should look.

Vanilla Factions Expanded - Megacorps is of course still being worked on. It's a big mod, with lots and lots of exciting end-game systems. In fact, it's bigger than any RimWorld DLC when it comes to the amount of systems and content it adds. It wakes me up at night just thinking about it.

Vanilla Health Expanded has entered design stage some time ago and we're drafting up different illnesses and stuff for all of you to suffer, but also ways to add depth to the entire health system. I think it will be pretty exciting.

As you can see, I've changed the format of the roadmap. The previous format caused me quite a lot of issues, especially on the good ol' mental front. It created expectations, and nobody wants expectations when doing their hobby. The lines leading from mods to mods meant that I felt guilt whenever a new idea popped into my head - I was unable to work on it, because people would always say 'hurr durr but the lines say you should do XYZ before'. Well, tough shit, sometimes I just lose interest in the project only to come back to it way later. Such is the beauty of design - it's chaos.

This new roadmap should also be more informative - you can now see the individual stages of mod design well, and you can see which mods are actively being worked on, and which mods are just plans. Sure, you may be disappointed that your favourite mod is still just 'a plan' and not 'a design document', but the harsh truth is: I'm overworked. I work 12 hour days every day with no days off, and I manage a team of many extremely talented people, while writing hundreds of words a day in many design docs, while also doing art for the mods, managing testing, creating infographics, responding to comments, releasing mods, collating bug reports etc. Because of that, I think I have the right to work on what I currently want to work on - it worked well for me so far, as you can see with Insectoids 2!

I hope this new roadmap brings a bit more clarity into the state of many of our projects in development. The longest stage is always the Design stage - as it involved creating the entire mod on paper. Such a design document then gets passed to programmers so that they can implement it. Rest assured - when the mod clears the design stage, chances of it being cut/scrapped/cancelled are almost 0. After all, 80% of work has already been done!

Roadmap September 2024

Comments

greg

River

Will probably post one in a few days, I’ve been super busy lately!

Oskar Potocki

were starting to near the stage where a lot of the listed items have already come out and/or have changed (going off steam releases and such) any word on the October roadmap?

you tried

Insectoids 2 is a really good mod I am glad it's getting more content. Also the new road map format is much better and more informative.

Prodromos

OMG I really look forward to Megacorps and Health expanded, I've always regretted that Megacorps stopped updating a long time ago, and it's so exciting to see it back now; it's been fun to add more illnesses, and can't wait to open a lovely hospital for my pawns. Thank you guys for all your efforts!

Zita2046

The formal is pretty cool though personally I'd love to see a bit bigger planned mods pics :)

Mielga

It’s not the end of the bird story though! There’ll be more!

Oskar Potocki

I see. And I understand. Still a bit sad. But I understand! ;)

Deggial

Each bird needed a x16 frame graphic animation of flying in three different directions. The art absolutely wasn’t done, only one frame of each flight animation was haha

Oskar Potocki

I just realized it: No more "VAE Birds"?! That's DEVASTATING! We even got a teaser. A TEASER!!! More serious: I was looking forward to this small (it seemed) addition to the Rim's wildlife. Didn't the teaser imply that most of the art was already done? Isn't the art the main work of such an implementation? I'm a *tiny* bit sad now. (I also noticed that the teaser was almost a year ago. Yes, I understand that Oskar's excitement for this addition has waned since then. Still, I think @Moorbote is a little sad, too. I may quote: "Birds! I love birds! 🐓🐤🐦🐧🦉🦆🦅🪿🐦‍⬛")

Deggial

And I think you're right. No worries.

Jason McGinn

Ah yes, sorry, but I think it's good to rip the bandaid like that instead of tip-toeing around it. I meant no offense.

Oskar Potocki

Definitely not. It was more the "tough shit" part that's a little jarring, even though it's perfectly valid. Sometimes we NEED our expectations put in check. I actually always save the roadmap image to my desktop to remind me of the stuff I'm looking forward to!

Jason McGinn

Did the roadmap disappoint you? I think it’s actually better than it was!

Oskar Potocki

Today I am reminded of what the phrase "harsh reality" means, and I appreciate it.

Jason McGinn

The new format for the roadmap is pretty slick!

Chance

Of course. While generally we're able to take on most of his projects, for some more complex ones it's very much possible we will need to drop them. Of course we will do our best to assess the situation when it comes to it. For now, everything is working fine.

Oskar Potocki

Is there any concearn that mods he worked on could break with an update in a way other coders can't fix?

Ennek

Thank you, Oskar, for reaching out to Sarg! Not that I fully understood the answer - but that is because I do not know the actual approach, I think. Is it rather a "statistical average" over all currently available ingredients that determines the "variety factor"? Interesting, if so! I'm still curious about Sarg's implementation. Please thank him for the reply.

Deggial

Please take a break if needed, I cannot stress the importance of quality over quantity, there’s a reason I’m a patron, and your team is the reason I’m approaching 10k hours in rimworld. Your mods are the framework for every playthrough I start!

Captain Crunch

From Sarg: I designed the mod so this is not needed. If it considered only meals, it would, but since it makes an average of both meals and ingredients pawns randomly choosing a meal without the player doing much would still be a neutral thing. And even if the player outright ignores what the mod does (why?) it would only be a minor mood penalty, not "health problems"

Oskar Potocki

Hm, thinking about it... the cooks should also try to use a variety of ingredients when available. There is more to such a mod than meets the eye. I'm curious to see Sarg's approach. (Also, I fear for my meats optimization mod. It's such a useful thing, under normal circumstances. Hopefully, a variety of veggies will do the trick.)

Deggial

not burning out is key. So I'm glad you are always prioritizing what keeps your passion and interest up!

Aether

I remember that mod. Super cool concept but not the best delivery. The idea was always really cool to me though so I'm looking forward to this one.

Will

As long as I get to be a bio engineered Viking as some point in the nebulous future again I am perfectly happy to wait for as long as it takes

saltychipmunk190

Very much like the layout, far more readable (for me, anyways). Now just to await Medieval's release...

AJ Maneville

Another question, actually addressed to Sarg (but I guess you know what the 'Food Variety' mod covers, too): Will our pawns seek out food variety on their own? Because that was the problem with another mod I tried before (I don't remember which one, because I unsubscribed for a long time for this very reason). The pawns still randomly chose a meal and got health problems (in that mod) even though there was a decent amount of food variety (ingredients, not so much cooked food) available.

Deggial

Had this idea in my head for the VE Medical mod where there are off-world diseases that you would have to deal with. Similar to how the first European explorers of the Americas brought with them diseases that were never introduced to the continent, so too would that be found on the rimworlds. Gameplay wise, it could be a status effect where the pawn has a complete tolerance to a disease that they carry with them, basically making the disease rather harmless to you and the pawns who also contain it. However this disease is harmful and contagious when your immune colonist comes into contact with another colonist or really any pawn that doesn't have this disease. This adds a great ingame dynamic where you could literally make it deadly to be around native populations/pawns unless you have a cure for them or manage to get stop carrying the offworld disease, or where you have to be cautious about handling dead bodies of raiders who may be off world. Just some food for thought, but its a great idea that perfectly fits your mod and the rimworld setting, makes the game more dynamic, and imo potentially viable as something that could be implemented.

Happycam

Correct, those are also cancelled. Planned mods can be found above, there's currently no other 'hidden' planned mods.

Oskar Potocki

Is Insectorator and gauwalker also cancelled?

Luke

I also like the new roadmap format, especially since the old one implied a mod dependency that apparently never existed. I wonder, though, if at least *some* sort of ranking of planned mods would be possible. Nothing that would imply a definite time estimate, let alone a guarantee that the mentioned mod will be made at all. (After all, avoiding this sort of things seemes to be the one reason you decided to change the presentation in the first place!) More in the sense of *your personal* interest in making that mod, your personal (current) commitment - something that could of course be subject to change. This would at least give us some idea of what you and your team might be willing to tackle next - but still without any obligation! Regarding Insectoids 2: Since you are currently working on an expansion, will you be taking a second look at the area allocation? At least the last time I played, I couldn't switch back to the area assigned in the 'Insectoids' tab once I had restricted my Insectoids' movement to one of the "normal" areas created with the usual area tool. (This may have been fixed by now, though.)

Deggial

Welcome back. I hope you enjoyed your honeymoon. Nice to see you're making your own Food Variety mod. These have been a staple of pretty much ALL of my Vanilla Cuisine Expanded playthroughs, so I'm curious (and a little worried) to see how yours will work.

Slippyfopp

Thank you for the answer. I could have sworn I have at least jade teir but mabey not lol. Btw you and your team is wonderful. Really glad yo have gotten your patreon after all this time

chase fox

The testing discord? Here: https://discord.gg/54BjnT4 The normal VE discord is for Jade tier Patrons and higher, and the bot should automatically invite you when you upgrade your tier! :)

Oskar Potocki

I am sp sorry if this is a dumb question but how do I access the discord?

chase fox

I see, so at a cursory level its a functionally similar mod in concept to the DeepRim mod currently being continued by Mlie.

Kilain Leisha Asaria

Indeed

Bernard C.G

I can't wait for Vanilla Exploration Expanded

Bernard C.G

Be sure to take a day off when you feel like it, you and your team have certainly earned it. I would hate to see any on the team suffer from burn out.

Dr_NANO

WARWALKERS <3

Till

I'm glad the new roadmap layout helps with mental fatigue. It would be heartbreaking if you got burnt out doing something you enjoy. On a selfish note, I also love the new roadmap layout. It really makes it a lot more clear where mods are in the development lifecycle, so I can emotionally prepare myself. Thanks for everything, you and the team are real heroes.

Trevellian

It’s because it’s not currently being written in a design doc about. Generally I plan to add a way to dig down to deep caverns etc!

Oskar Potocki

Would you be able to clarify what the planned 'mining expanded' mod is content wise? I remember it being mentioned once quite a while back but I can't seem to find that specific post anymore.

Kilain Leisha Asaria

Honestly whatever you guys work on I'd still be happy regardless. The mods you make are amazing and I can't wait to see whatever you release next after VFEI (which is such fun ty guys). Hope everyone on the team is doing well.

Ethan Correia

Certainly looking forward to the medieval one the most. I want my mead and my hunts back. Though insanity has certainly enticed me. I hope there is a benefit as well as any problems from it or it will have the fate of splits and schisms which is permanently off my list. More vehicle stuff is certainly welcome as it seems the framework is a lot more bug-free now and it has become a part of my games. I think you forgot to mention where the content update for upgrades is because tier 2 vehicles still don't have any. But I am most curious for the anomaly stuff you guys want to add. Just curious. Though if I have to name a priority, I am eagerly waiting for medieval. Especially since my new default run is doing the wild men start from VFE tribal.

Stim

Like the new format for the Roadmap. :) Regarding Medieval Expanded, I noticed a few days ago that the trader types from the old Medieval Expanded, namely the Wine Trader and the Animal Trader, were neither in the "included" section nor in the "excluded" section. Are these trader types going to be part of the new trading guild? I liked the animal trader in particular, since those were a good source of animals for my ranching operations.

Kristian West

You don't owe anybody anything my man, your stuff is always amazing in whatever order you want to make it ♥

Dustin Sollick

Exploration and diplomacy expanded are the things I'm most intrigued by, Meaningful gameplay that has us leave the comfort of our bases to make a difference on the world map is what I'm hoping for

Talvara

Will not happen. 100%. Legodude is no longer working on Rimworld mods and nobody else can do it.

Oskar Potocki

Still hoping for the revival of the Animat psycaster mod in the near future!

TJ Espinoza

And massive trucks, tanks, aerodrones etc

Oskar Potocki

I couldn't agree more Oskar. While I'm super excited for war walkers and hoping it gets worked on soon. I don't care if it takes months to years as long you don't burn yourself out and if that means I'm waiting a while so be it. I just want you and your team to keep up the phenomenal work that you guys always do no matter which mod y'all work on next.

Ryan Bowman

What is Imperial Vehicles? Empire Shuttles?

Limfjorden

Oh, whew. I'm glad of that mistake on my behalf. Carry on, sir!

William Labes

Medieval has no road building. It's Classical. That's remaining unchanged.

Oskar Potocki

I like the new "roadmap" format. I think it makes it easier to understand what's actively being worked on. Though, seeing this makes me realize how much my mod-list is going to change when you drop your new mods and updates. A quick question about medieval 2 and Exploration. The current VE: Medieval has road building and i really enjoy this aspect of the game. Since the old VE: Medieval will no longer be compatible with the second generation, is there any planned changes with the road function? Any chance this will see additions or expansions?

William Labes

O.o the battletech fan in me is very excited, cant wait to see what you're cooking up when you get to it :)

Spoon Trauma

Always happy to hear more progression Medieval 2, even if only incremental... I just can't do tribal starts without it otherwise you blink and you're in the industrial era.

Robert McPherson

The new animation system will help tremendously!

Oskar Potocki

warwalkers on the cards, love to hear it. i look forward to seeing how you'll deal with the legs

Spoon Trauma

I love this format, it makes it much easier to absorb the information and to get a rough understanding of where along the process a project is

AdRam

Currently toying with the idea of a special antenna being required and linked to each aerodrone. They'll be fully autonomous provided the antenna exists for each of them.

Oskar Potocki

Very excited for all of this, and I'm so glad to hear the remake of insectoids went well! Love the new layout on the Roadmap, I think it works a lot better for viewers! Though I do have one question; How will you be handling Aerodrones for Imperial Vehicles? I remember you mentioning wanting them to be unique

Myphicbowser

The new roadmap design looks great!

Vranceanu Alexandru

Long ago, yeah!

Oskar Potocki

Didn't you use to use this format?

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