XaiJu
oskarpotocki

oskarpotocki

patreon


oskarpotocki posts

Roadmap April 2023

Hey folks! This is the new roadmap, updated April 1st ( :) ) 2023. Some new spicy additions, and sadly some new mod cancellations due to budget cuts.

Just kidding, this is a joke roadmap. You will get the proper one soon.

View Post

[DEVBLOG#223] Deserters: Services System

Hello everyone and welcome to another mod development blog focused on our new Deserter faction. This time, I'd like to talk to you about the Services deserters offer.

Services are a new panel in the Deserter Network UI, that allows the players to obtain Deserter quests as well as purchase unique rewards using Intel.

Whilst the quests you can obtain do cost intel, they also grant intel upon completion - so you should consider them to be investments!

Services are divided into ...

View Post

Help us decide what vehicles to add in Vanilla Vehicles Expanded - Tier 3

Hello everyone and welcome to a brand new poll. The goal of this poll is to help me narrow down the choice of vehicles you expect to see in Vanilla Vehicles Expanded - Tier 3, a submodule to the long awaited Vanilla Vehicles Expanded, which just now cleared the testing stage and went into pre-release stage!

If you're unsure what vehicles are already coming in Tier 1 and 2, you can check the fol...

View Post

[1.4 Update] Rim-Effect: Asari and the Reapers

Sorry it took so long, we have finally managed to update Asari and the Reapers to RW 1.4.

The mod still requires HAR, Asari are NOT a new xenotype, instead, they are an alien race. Because when you think about it, they really are. They are not mutated humans. They are aliens.

View Post

[DEVBLOG#222] Deserters: Contraband system

Contraband system is a brand new ‘shop’ system available from the Deserter Network UI. The only valid currency in the contraband system is intel and critical intel.

Contraband system can be used to purchase a predefined selection of items that normally would belong to the Empire, but it also gives access to a small selection of items exclusive to Deserters. These include powerful, tailored weaponry, for example a fletchling, which is a not-as-powerful variant of a fletcher rifle. An...

View Post

[DEVBLOG#221] Deserters: New music for deserter quests!

Hey everyone and welcome to another mod development blog, once again focusing on our efforts on Vanilla Factions Expanded - Deserters.

This time I come to show you some of the wonderful soundtracks created by dendroid101!

He is quite well known in the RimWorld modding community and has created music for Biomes! Prehistoric, as well as for Reinforced Mechanoids mod by Helixien.

Dendroid101 also released his own music mod called 2023-03-22 12:52:13 +0000 UTC View Post

[DEVBLOG#220] Deserters: Intel and Quests

Hello folks and welcome to yet another mod development blog. Last week I have introduced you to the brand new Vanilla Factions Expanded mod - VFE-Deserters, and now it's time I told you a little bit more about it.

Once you join ranks with the Imperial deserters in order to abolish the Empire, you will enter a whole new type of warfare. Your task is simple: Collect intel on the Empire, and use this intel to perform attacks on Imperial installations.

Large quantities of Intel can be...

View Post

[DEVBLOG#219] Vanilla Factions Expanded - Deserters intro

Hello folks and welcome to a brand new development blog. I am well aware that everyone and their mother were interested in the Deserters when we released Vanilla Factions Expanded - Empire. I hear you, and I'm sorry some of you were disappoined when the Empire faction mod launched without features for those wanting to go against nobility.

But that is because we had to focus our resources on one thing instead of spreading it thin across more or less two standalone factions. As such, I th...

View Post

Roadmap March 2023

Hello everyone and welcome to a new roadmap post, this time showing the status of our projects on 3rd of March, 2023.

Just last week we have released one of our bigger Vanilla Factions Expanded mods - one focused on Empire. You can now get 100% out of your empire-themed run. From new titles, permits and structures, to the vassalage system as well as covert terrorists, I think that gives you enough tools to really roleplay as the Empire.

But, I also heard your requests. We have no...

View Post

Typical Tuesday Suggestions - 28/02/2023

Hey folks and welcome to a brand new Typical Tuesday Suggestions! I once again need your help with new ideas for a very particular mod, a mod you have all been requesting like crazy since the release of Vanilla Factions Expanded - Empire.

I have recently started designing Vanilla Factions Expanded - Deserters. This is where I need your help. Can you advise me on what exactly are your expectatio...

View Post

[Patreon update] Additional 10 Jade slots opened up!

Hey folks!

To celebrate the release of VFE-Empire, I have decided to open up additional 10 Jade tier slots. 

Jade tier slots cost $15 per month and give you access to our Vanilla Expanded discord. The access is indefinite, and you get to stay even after unsubscribing from the Jade tier.

Thank you and I will see you all soon!

View Post

[Release] Vanilla Factions Expanded - Empire

One thing I always wanted to do but never could bring myself to do is overhaul the Empire faction in the Royalty DLC. For such a mysterious, powerful entity in the political sphere of RimWorld, there is surprisingly little content around them. When I wanted to make a Royalty focused playthrough, I quickly realized it’s just a ‘normal playthrough’ with ‘royalty sprinkles’ - so not really what I wanted.


So I did what I do best and sat down with my trusty google docs t...

View Post

[DEVBLOG#218] Vanilla Factions Expanded - Empire, the rest of the infographics!

Hey there everyone! Welcome to yet another mod development blog, once again focusing on the infographics of what I consider to be one of our finest creations yet - Vanilla Factions Expanded - Empire.

As you probably know, once the infographics are finished, the mod is more or less ready to release. We are still working out a few bugs, but it will most likely be out in the coming days. I just have to take some fancy screenshots.

Now, if you haven't seen the previous devblog, which ...

View Post

[DEVBLOG#217] Vanilla Factions Expanded - Empire, new infographics!

Hey folks and welcome to this brand new mod development blog. As our beta cycle of Vanilla Factions Expanded - Empire comes to an end, it's about time I create infographics for it.

I didn't just want to copy the old VFE style of infographics. I am not entirely happy with them, they are old and dated and frankly look like crap. As such, I've taken a new swing at some different, more refined infographic style - whilst it doesn't relay as much information, it's not necessarily a bad thing....

View Post

Roadmap February 2023

Hey folks and welcome to a brand new roadmap post!

Last month we have released:

  • Vanilla Nutrient Paste Expanded
  • Vanilla Races Expanded - Phytokin

We are currently rigorously testing:

  • Vanilla Vehicles Expanded
  • Vanilla Factions Expanded - Empire

We are currently actively working on:

  • Updating Asari and the Reapers to 1.4
  • Updating Drell to 1.4
  • Vanilla Ideology Expanded - Rituals
  • Vanilla ...

    View Post

[DEVBLOG#216] Vanilla Animals Expanded - Waste Animals first look

Hey folks and welcome to a brand new development blog!

As you know from the roadmap, we are turning our eyes towards a new Vanilla Animals Expanded module - this time, it's Waste animals.

One thing that annoyed me in Biotech DLC is the sheer lack of waste animal variety. You can pollute your tile to all hell, make it a fricking wasteland, and all you can expect to see if a few toxrats and a toxalope or two. This I just cannot stand. Why design such a cool mechanic for pollution an...

View Post

[Release] Vanilla Factions Expanded - Phytokin

Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod adds a new race called Phytokins, which are a unique and extremely rare xenotype that mixes the DNA of a plant with human DNA. Phytokins are capable of photosynthesis and reproduce via planting a saplingchild, and come in ...

View Post

Typical Tuesday Suggestions - 31/01/2023

Hello folks and welcome to a very specific Typical Tuesday Suggestions thread. This time I need your help in designing new events for a very specific mod that we're developing...

Vanilla Events Expanded - Caravans will add a vast selection of new, small events that can occur during your travels around ...

View Post

[DEVBLOG#215] Vanilla Races Expanded - Phytokin infographics!

Hello everyone and welcome to a brand new development blog, this time focused on the new Vanilla Races Expanded module.

Phytokins are something we have wanted to do for a long time. It was actually one of the most requested things - both internally (our team) as well as in the community as a whole. A race of powerful psycasters, advisors of kings, similar to the sorcerers in the Witcher universe. They're not standard baseliners either - Phytokins are engineered to thrive on the forest p...

View Post

Typical Tuesday Suggestions - 25/01/2023

Hey there everyone and welcome to this week's (late) Typical Tuesday Suggestions thread!

We've been hard at work on numerous mods we have in the pipeline. Work on Vehicles Expanded has also resumed and now everyone is back working full steam ahead.

This means that we need to begin ideation for more mods, big and small. We already have a few huge mods planned for this year, including Diplo...

View Post

[Release] Vanilla Nutrient Paste Expanded

Vanilla Nutrient Paste Expanded is a small mod created to showcase what the new Pipe network code is capable of in Vanilla Expanded framework. It adds a rather simple chain, unlocked with Nutrient Paste research project, allowing the player to store nutrient paste in advance without the need for convoluted nutrient paste dispensers and hoppers. Players will now pipe nutrient paste directly from paste grinders into large storage vats. This can be connected to special output valves which serve ...

View Post

[DEVBLOG#214] Nutrient Paste Expanded infographics!

Hey folks and welcome to a brand new development blog - in fact, it's the first development blog this year.

It seems it will be a busy year, especially in the coming months, as we have numerous releases slowly leaving the pipeline - such as Vanilla Factions Expanded - Empire, Vanilla Races Expanded - Phytokin, Vanilla Vehicles Expanded, and Vanilla Nutrient Paste Expanded.

After months of testing we have finally finished our work on the Nutrient paste mod. It's a small mod, but do...

View Post

[Release] Rim-Effect: Core 1.4 Update

Hey folks! We have just finished work on the Rim-Effect Core update to 1.4. I am now turning my eyes towards N7 module and music module, and then we will look into the Asari module which might be more complex!

You can now enjoy your favourite Mass Effect mod in RimWorld by following the link  above!

View Post

[Release] Vanilla Races Expanded - Custom Icons

Hey folks! A brand new mod release today - I can actually promise you it's one of a few today, if all works correctly that is.

Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod introduces hundreds of new icons that can be used to create custom xenotypes. From vari...

View Post

Roadmap January 2023

Hello everyone and welcome to a quick break down of what we have planned for the future.

Before we begin: Please remember that making mods, even with such a glorious team as ours, takes time. There is no guarantee that all these mods will release in the coming year, however we will try our hardest to make it a reality. I am however also working on my own game, Cursed Crew, so I have to devote some time to that!

What we have in testing:

Vanilla Vehicles Expanded View Post

Happy Festive Season from Vanilla Expanded team!

Dear Patrons,

I hope this message finds you well. As the holiday season approaches, I wanted to take a moment to thank each and every one of you for your continuous support and encouragement. Your help has been invaluable to us, and we truly appreciate all that you do.

Without your support, we wouldn't be where we are today. We are constantly amazed by the enthusiasm and dedication of our...

View Post

[Release] Vanilla Races Expanded - Genie

WARNING: This mod will make your game harder. Because of that, it might not be a mod for you. Please read the description and make your decision then.

Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod expands on a xenotype of Genies with brand new genes that are ai...

View Post

[DEVBLOG#213] Genies, and how we plan to make the game harder.

Hey folks and welcome to a breakdown of what the Vanilla Races Expanded - Genies will bring to the table.

When I initially played with the genies, I hated the fact that they more or less look and play like 'skinny wimps that are good crafters'. It doesn't quite resonate with my vision for what xenotypes should be. 

When I first heard about genies, I expected them to be this complex race with many drawbacks to offset their high usability in every colony - I mean, to me at leas...

View Post

Roadmap December 2022

Hey folks and welcome to a brand new roadmap post.

Not many notable changes - Vanilla Nutrient Paste Expanded has entered testing, so we're working on polishing that and releasing it as soon as possible.

Work on Empire Expanded is ongoing and almost finished, we will be ready to begin testing soon and if I feel ballsy, we will release it before Christmas so you all can enjoy it!

Vanilla Vehicles Expanded is almost done with testing - it's a blast and people seem to enjoy t...

View Post

Typical Tuesday Suggestions - 11/30/2022

Hey folks and welcome to the first Typical Tuesday Suggestions thread since Biotech DLC came out!

How do you guys enjoy the new DLC? I think it's really cool, I had a chance to work on it with Ludeon Studios, and making artworks for it was a blast! I think I had the most fun making the gene icons - some were very tricky, for example the Unstoppable one.

I know these typical tuesday sugg...

View Post