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oskarpotocki

oskarpotocki

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oskarpotocki posts

[DEVBLOG#179] Electrowombs, Boosters and Recombinators!

Hey folks! Welcome to another development blog focused on Genetic Rim... um, I mean Vanilla Genetics Expanded!

Today I would like to expand on what we covered in the previous development blog - particularly what happens when the player creates the growth cell, as well as what other operations can be done with this new, huge mod.

ELECTROWOMBS

Electrowombs are vat-like machines that simulate the womb of an animal and can adjust their temperature, humidity an...

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Roadmap Updated February 2022

A new update to the roadmap!

As you know, our kickstarter for Cursed Crew is currently ongoing. We got funded in 19 hours (!) and we're now well on our way to the next stretch goal. I think we're like 300 bucks short!

You can find the Cursed Crew Kickstarter here.

We're also hard at work on Genetics Expanded whilst also slowly beginning work on Classical faction mod.<...

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[DEVBLOG#178] Vanilla Genetics Expanded!

Hey guys! Hello ladies!

This is the development blog many of you have been waiting for!

Myself, Erdelf, Taranchuk and Sarg Bjornson have been hard at work, trying to give the good ol' Genetic Rim a new spin. I think we are just about ready to start unveiling what changes to the original system we came up with!

It's a lot to show, so I won't do it in just one devblog but several, but we gotta start somewhere, am I right?

First and foremost, we are adding a brand new qua...

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[Release] Vanilla Storytellers Expanded - Winston Waves

Vanilla Storytellers Expanded is a brand new mod series featuring standalone storytellers, bringing new, unique mechanics to the game.

"Winston is a battle-hardened combat expert, and he believes that through combat, one can find themselves for whom they really are. Every day you will be attacked by enemy waves increasing in size, but you will be rewarded for each victory."

Winston Waves comes with the following traits:

Wave Survival
This stor...

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[DEVBLOG#177] Vanilla Storytellers Expanded - Wave Survival?

What's up guys and welcome to another development blog.

I have some absolutely great news for ya!

Kikohi and I were working on a brand new wave survival storyteller, and I couldn't have been happier with the result! It's not like any other storyteller before - this storyteller totally feels like a brand new gamemode. I tried it. I failed. I wonder if you can beat my score though!

Wi...

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Cursed Crew Kickstarter: Making of a ship!

Hey guys!

Something not RimWorld related!

I have just posted a new video for our Kickstarter Campaign. WE GOT FULLY FUNDED IN 1 DAY! Can you believe that? I sure as hell can't.

Huge, huge thank you to all of you who chose to back us, and to those still on the fence about it: I hope you will keep coming back to this page to see the progress we do, so we can prove that we are indeed worth it!

Since we smashed through the goal in just 19 hours, I think it's only proper we...

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[Release] Vanilla Factions Expanded - Pirates

One faction that always felt a little bit 'un-expanded' in vanilla RimWorld is the pirate faction. They feel more like evil outlanders than anything unique, and they don't really threaten late game colonies, nor do they provide engaging content in any way, shape or form. It always annoyed me that they are industrial tier only and don't even spawn with charge rifles anymore.

Roolo, Smash Phil and I are launching a new pirate survival video game inspired by RimWorld on Kickstarter. It's ...

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Cursed Crew Kickstarter RELEASED!

Hey guys!

Some of you probably heard about Cursed Crew, a game I am developing with Roolo (author of Giddy Up, Dual Wield and What the Hack) and Smash Phil (author of SRTS, Boats and the Vehicles Framework).

To those not aware, Cursed Crew is a rogue-like naval ship simulator where you run an 18th century sailing ship in a fantasy setting. You control the captain, and it’s your responsibility that the crew survives all the perils of the dark seas you’re sailing in. You need to...

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[Release] Vanilla Ideology Expanded - Dryads

Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike.  Vanilla Ideology Expanded - Dryads is a mod expanding on the selection of gauranlen dryads in the Ideology DLC. Whilst the idea behind them fulfilling the majority of the roles in your colony is neat, the current selection of dryads feels lackluster - they don’t particularly have any powerful abilities worth mentioning.

This mod changes...

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[DEVBLOG#176] Vanilla Ideology Expanded - Dryads infographics!

Hey guys and gals. I'm not going to lie, I pulled a sneaky on ya!

Inspired by Mr Samuel's new youtube series about playing with the Dryads, I decided that it's about time we expanded the selection, as well as added some new mechanics to the Gauranlen dryads.

Let me preface by saying that this mod will be compatible with Anima Theme, and the dryads will have unique textures if you're indeed playing with Anima theme reskin.

2022-01-12 17:03:21 +0000 UTC View Post

[DEVBLOG#175] Vanilla Factions Expanded - Pirates infographics

Hey folks!

The day is coming fast and Pirates mod is almost ready for release. As previously stated, it will launch on 18th of January to promote the release of Cursed Crew on Kickstarter - a game we are developing that you can check out by following THIS link.

The infographics are all finished now, so you can check them all out here:

2022-01-05 12:50:03 +0000 UTC View Post

Vanilla Expanded End of Year roadmap!

Hello folks!

This is a special End of year roadmap that will also double as January roadmap - which essentially means don't expect another roadmap until February!

In the year of 2021, despite the hardship from global pandemic, we have managed to release 32 brand new mods, as well as release huge updates for other, older Faction mods. This means that we are still releasing almost 3 mods a month - a number that hasn't changed since we started. I can't explain how proud I am of my t...

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[DEVBLOG#174] Vanilla Psycasts Expanded - Psycaster paths

Hey guys! Hello ladies! This will be the last development blog of 2021!

I'd like to show you all the paths your Psycaster can level up in we have so far. There will be more - I have 20 paths in total planned!

I won't go into details of all the abilities, at least not yet, but the icons should tell you all you need to know!

Remember: Your psycaster doesn't need to be specialized in one path. You can pick abilities from all the paths, meaning you can have 20 level 1 abilities ...

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[DEVBLOG#173] Vanilla Psycasts Expanded

Hello and welcome you lot! I have an announcement to make.

Lots and lots of you have been asking me about expanding Psycasting system for a while. I never wanted to do it, because Royalty DLC was never appealing enough to me to sink time and money into making a mod for it. This, however, has changed.

Not going to lie, I saw a few youtube lets play videos with RimWorld of ...

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[Release] Vanilla Outposts Expanded

Vanilla Outposts Expanded can be described as an incredibly Lite version of mods like Saakra’s Empire. Players will be able to form a caravan and travel to a location on the world map, where they can set up different kinds of outposts, towns and camps. Each of these location will yield different bonuses depending on the types of pawns as well as their skills.

This is by no means a complex management mod. In fact, we put extra work to make it as intuitive and organic as possible. Outp...

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[DEVBLOG#172] Three days of Pirates - Day Five (Final!)

Hello hello hello!

Thanks for persevering with me through the Three days of pirates series. If you haven't seen the previous development blogs going indepth into Vanilla Factions Expanded - Pirates, be sure to check out the following links: Day 1, Day 2, 2021-12-20 15:38:00 +0000 UTC View Post

[DEVBLOG#171] Three days of Pirates - Day Four (?)

What's up guys and ladies. Welcome to Day four of our Three days of Pirates series. I know. Confusing. Slightly less confusing than Tenet but definitely more confusing than Inception.

If you missed the previous posts, you can check out Day 1, Day 2 and 2021-12-19 23:56:31 +0000 UTC View Post

[DEVBLOG#170] Three days of Pirates - Day Three

What's up guys! 

We have hit a small hiccup with the big announcement so I've decided to extend the Three days of Pirates into FIVE days of pirates.

I know, right? It's almost the entire week of Pirates. Nothing cooler than that.

If you missed the previous posts, you can check out Day 1 and 2021-12-18 21:34:27 +0000 UTC View Post

[DEVBLOG#169] Three days of Pirates - Day Two

Welcome to Day Two of the Three days of Pirates devblog series!

You can check Day One by following the link.

Let's go!

Day Two:

I promised we will talk about warcaskets next and this is exactly what we will do. This is the main component of this mod, and something I have wanted to do for a long time. A step between a normal pawn, and a War...

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[DEVBLOG#168] Three days of Pirates - Day One

Hey folks, what is up!

As you probably noticed a few days ago when I released a roadmap, that a new mod popped up on it! Vanilla Factions Expanded - Pirates.

This mod is quite a spontaneous mod that I came up with, but those are the best kind! It's somewhat smaller than other faction mods (due to there not being enough time to develop it - as Faction mods take 6 months to make and this one will be done next month). It's release is on the same day as our Kickstarter launch - that's...

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Little teaser of what's to come.

Hey guys and gals, this is but a little teaser of a more indepth devblog about Pirates faction coming soon!

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[Update] Vanilla Factions Expanded - Mechanoids update now released!

You know the update ISOREX told you about? It went live today!

Enjoy!

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[DEVBLOG#167] Vanilla Factions Expanded - Mechanoids update infographics!

What's up guys, Oskar here.

I hope you liked ISOREX's post about what we cooked up for the Mechanoids update.

I have prepared all the infographics, the mod is in testing and if it all works out we will be releasing the update this week. Lots of new, cool content for you all to enjoy.

Want to take a look at the infographics?

2021-12-05 14:06:51 +0000 UTC View Post

Roadmap Updated December 2021

Hey folks and welcome!

We have had a few developments in our roadmap so it's about time I show you how all things are going.

Since I posted the last roadmap, we have released Ancients, Memes and Structures, Anima Theme, Rim Effect Asari and the Reapers and Rim Effect Drell. Quite a lot of mods, am  I right?

We will be now entering an unwind period due to two reasons:

1. Christmas is coming fast and I don't want to repeat the mistake of working through Christmas...

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[DEVBLOG#166] Vanilla Factions Expanded - Mechanoids update!

Hey everyone! ISOREX here!  I don't think Oskar has ever had a 'guest' on his Patreon, but I had some free time and decided it would be fun to show you guys what we have been working on the last few weeks!

Vanilla Factions Expanded - Mechanoids will be receiving a new content update in the coming weeks. Some of the content may look familiar to some, as the infamous VFE-M Add-On mod from me will be officially integrated into VFE-M.

I was actually working on a new update for ...

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Give the storyteller a name!

Hey folks!

I present to you the new storyteller that will be responsible for expanding... Pirates.

I however didn't come up with a name for him yet, so I decided to give you a chance!

Remember: The name and the Title should start with the same letter.

Empress Evil, Diego Dire, Maynard Medieval, Randy Random etc!

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[Release] Vanilla Ideology Expanded - Anima Theme

Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike.

A lot of players perhaps are not too keen on Gauranlen trees in Ideology DLC being yet another 'magical', unexplainable tree in the hard sci-fi world of RimWorld. I was one of them. Vanilla Ideology Expanded - Anima Theme changes Gauranlen trees to be a special kind of anima tree - and everything surrounding it has also been made in Anima style...

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[DEVBLOG#165] Developing of Rim-Effect: Turians and Gangs pt. 3

Hey there kind people!

Let me begin by saying Happy Thanksgiving to our beautiful Americans. May you have the bestest time with your loved ones!

I promised last time we will talk about the main adversary of the Turian Hierarchy. A new faction that's coming to RimWorld... the Gangs!

Much stronger and more organised than normal pirates, gangs utilise various new raiding tactics and unique weapons to give them an edge over the player.

Gangs is a new fa...

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[DEVBLOG#164] Developing of Rim-Effect: Turians and Gangs pt. 2

Hey folks and welcome to another mod development blog!  Coming back to Turians, in the last devblog I showed you how I started off by making the Preview image and the storyteller image.

You can check the last devblog here.

Lets now take a look at what content we are planning to add in this mod:  Our modules for Rim-Effect always introduce a 'good' faction and their 'enemy'. By...

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[DEVBLOG#163] Developing of Rim-Effect: Turians and Gangs pt. 1

Hello everyone and welcome!

This small mini-series of devblogs will take you through developing a whole Rim-Effect module, from start to finish. I hope this will give you insight into how I create mods, how I make decisions, how do I pick what we're adding and what we're skipping, and how I prioritize work, as well as how I translate action game components into colony survival mechanics.

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