Tropical swamp never really had this “oh, this zone is dangerous” feel. It felt just like any other swamp. This very module, albeit only adding 3 new animals, is our way to remedy this. Alligators and Anacondas will now actively hunt in the tropical swamp biome, and they are a force to be reckoned with. To ease things up, we have also added Indian elephants - smaller versions of their african counterparts, with no tusks that can be sold. They are significantly easier to hunt and tame, and...
2019-11-06 09:44:23 +0000 UTC
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After having my first Spaceship launch in the tropical rainforest biome, I have noticed it actually didn’t feel as tropical as I would like it to feel. Monkeys, tortoises, an elephant here and there, it doesn’t really give away that unique, diverse environment vibe. Sarg and I have decided to expand on it with a range of new, unique animals, which include gorillas and mandrills - possibly the most “jungle” animals there are. It is absolutely possible to tame your own army of tigers an...
2019-11-06 09:43:05 +0000 UTC
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Hello everyone!
As some of you may know, I am now back from my holiday. Without even giving myself a day to rest (Amsterdam can be more exhausting than relaxing), I have pushed the Quickdraw module for the Vanilla Weapons Expanded into the release stage, and I also prepared two new animal modules due to be released tomorrow.

2019-11-05 17:30:49 +0000 UTC
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Hi there everyone!
Today we will focus on something a little bit different than usual. This Typical Tuesday Suggestions thread is open for everyone, Patrons and non-Patrons!
What do you think about this Patreon page and the rewards of the tier that you're on? Do you think you are getting enough for the money you're putting towards my practice? Or do you think I can come up with so...
2019-11-05 15:17:20 +0000 UTC
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Vanilla Weapons Expanded - Quickdraw is an addition to a popular Vanilla Expanded mod series, adding four new quickdraw weapons. These firearms allow you to quickly respond to sudden enemy encounters, as special plasteel alloys allow you to reduce the aiming time to zero. There are drawbacks however - whilst these weapons fire a little bit faster than their vanilla counterparts, the cool...
2019-11-05 12:14:36 +0000 UTC
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Hello everyone and welcome to another mod development diary.
Today we are taking a cheeky look at some of the new kinds of meal ingredients we are adding to the game, and most particularly, the fishing mechanic.
We have taken a look at all the fishing mods out there, and none of them seems to blend in too much with vanilla. They all feel like either an unnecessary chore, or they stick out with the not-so-blending artstyle.
The way we have planned our fishing mod (which...
2019-10-30 13:41:16 +0000 UTC
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Hi there everyone. I know, I know - I'm on holidays and yet I found some time to create a little expansion to your favourite weapon mod out there!
Now you probably wonder: "Oskar, since it's only 4 weapons, why not just add them to the base mod so everyone automatically downloads them?"
Let me give you two answers: First of all, the base mod already is full to the brim with weapons. I don't plan to add anymore to it - any future weapons will be optional.
Second answer sor...
2019-10-29 17:28:14 +0000 UTC
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Hello everyone!
In today Typical Tuesday Suggestions thread our focus is to go through all your mod ideas, whether it's a simple mechanic, an item or a full-scale expansion.
I am still on holiday, but I will find time to reply to all mod ideas!
This TTS thread will be used from 29/10/2019 to 5/11/2019.
DISCLAIMER:
I, Oskar Potocki, founder of Vanilla Expanded modding team, ...
2019-10-29 13:40:42 +0000 UTC
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Hello everyone.
Just as announced before, I am currently on holidays, hence I’m not posting too many updates.
I am coming back in a couple of days and you can expect more animal mods releases, as well as a little surprise me and Sarg have been working on!
I am also looking at adding a new $10 tier for people who can’t really afford the gold, but still want to have their voice in our discord discussions!
More on that whe...
2019-10-27 14:21:45 +0000 UTC
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Hey everyone and welcome to another Typical Tuesday Suggestions thread.
Today, let's talk about robots. I'm looking at you, Android Tiers, with your super OP Mark 5 robots!
Some people suggested that I can make my own robot mod. I would like to know how you would like to have it. I am not saying I am working on one, I just need your opinion and ideas!
This TTS thread will be...
2019-10-22 00:41:04 +0000 UTC
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Hello everyone and welcome to another mod development diary. This one is going to be a little bit short due to workload I have. I haven't been able to spend too much time modding in the last week, so I will try to catch up in the upcoming week.
Anyway, LimeTreeSnake released his Ammunition mod, with a following description:
" I do enjoy Combat Extended like many but I used it mainly for that ammo. I did not enjoy the fact that I had to find a huge list of mods to make things compa...
2019-10-20 13:13:15 +0000 UTC
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Hello everyone!
In today Typical Tuesday Suggestions thread our focus is to go through all your mod ideas with a focus point being Wild West, whether it's a simple mechanic, an item or a full-scale expansion.
We have a new Wild West settlers faction in mind, so any ideas you have that would work with this faction mod, post them here and I will see what we can do abou...
2019-10-15 14:00:03 +0000 UTC
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Rate the newly released Vanilla Hair Expanded mod on 1-5 scale. Provide any feedback in the comments.
2019-10-13 21:35:13 +0000 UTC
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We have all been there, with a colony of a hundred pawns where everyone looks somewhat the same. Starting colonists with no character to their looks. This mod is our attempt at fixing that.
We have worked hard to create a hundred new hairstyles that fit vanilla RimWorld perfectly! From tribals to space refugees, every possible pawn receives a set of new, fitting styles that add much n...
2019-10-13 17:37:18 +0000 UTC
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Hello everyone and welcome to another Patreon update post and another tier reward!

Live development roadmap is a new feature added to the Gold tier patrons. By subscribing to the gold tier, not only you join our private discord, where you can take part in brainstorming sessions, shooting ideas our way when we develop a new mod, but you also now get access to a special google sheets document wit...
2019-10-11 19:55:35 +0000 UTC
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Hello everyone!
It seems this is it for hairstyles, the last couple of infographics. We have now reached ONE HUNDRED (100) unique hairstyles and fifteen beard styles, which makes us the biggest hair mod out there.
Please, take a look at these whilst I carry on working on the barber bench.
One that's done, Beta testers will receive their copy to hunt down bugs, allowing us to release a clean, bug-free mod! Probably not, there's always a bug or two that slips past, but I gu...
2019-10-10 13:45:18 +0000 UTC
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Hello everyone and welcome to ANOTHER hairstyle development blog.
I promise we are getting closer and closer to the release and soon the mod will go out to Beta testers (plasteel tier) to hunt the remaining bugs.
Code wise, we have to make it compatible with Facial Stuff, but it's not as easy due to how destructive Facial Stuff code is. We're working on it.
Art-wise, I still need to work on the barber bench, and finish the hairstyles. I want to round it up to a solid 100 ...
2019-10-09 12:33:32 +0000 UTC
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Hello everyone and welcome to yet another development blog, this time focusing on the beards. Yes, you heard that right! And we have a nice way of implementing them into the game.
You can use the new barber table (more about it in the next devblog) to apply beard to your existing pawns!

First of all, it's important to note that hats no longer will make them disappear, unless the hat cover...
2019-10-08 17:20:23 +0000 UTC
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Hello everyone!
In today Typical Tuesday Suggestions thread our focus is to go through all your mod ideas, whether it's a simple mechanic, an item or a full-scale expansion.
A lot of people requested a way to suggest things to us, and this post will allow me to store all the suggestions in one place.
I will try to answer every single idea. Some of them will probably be out of our scope...
2019-10-08 10:23:36 +0000 UTC
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Hello everyone, and welcome to a small Patreon update.
I have decided to introduce a new reward for members of the Silver tier (5$ a month) and up - Let's have a look at Typical Tuesday Suggestions!

It's a weekly post that will from now on appear roughly on tuesday mornings BST. It allows Patrons to suggest absolutely anything - from improvements on existing mods, to brand new mini-expan...
2019-10-08 07:21:21 +0000 UTC
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Hello everyone and welcome to yet another Hair development diary.
I find it extremely soothing to just come up with interesting and diverse hairstyles, inspired by a plethora of games and films, or in some cases, real life.
I have to apologize for the lack of Futurama hairstyles promised previously, but I found them quite tricky and difficult to make and I've given up halfway through. I will try to do them once more, but so far I focused on other styles.
Below you can see ad...
2019-10-05 13:34:25 +0000 UTC
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Vanilla Furniture Expanded - Production module, is an ideal mod to fill that late game hole in production. Once you set up your vanilla workstations with tool cabinets scattered everywhere, you essentially got as far as you possibly can. This carefully designed, vanilla-fitting mod adds a new layer to workstation layout, hopefully allowing players to create manufacturing-designated rooms instead of one massive room with all the workbenches.
This mod introduces 6 new linkables,...
2019-10-04 15:46:17 +0000 UTC
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As we're coming closer to the release, I've got another bunch of hairstyles for you all to see.
Mostly spawning on Outlanders, these hairstyles are a bit more kept, clean and civilised. A lot of them spawn on other factions as well, with a significant number of them also spawning on starting colonists (the star icon).
Now, how do I choose which ones should appear on the starting colonists? The issue is, they can't be too detailed or recognizable as you will see them every ti...
2019-10-03 13:15:02 +0000 UTC
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Hello everyone!
Before I head off to cook some pasta, I've got another bunch of hairstyles for you.
This time, we will focus on the hairstyles added as part of our ongoing support for the Medieval Faction mod. By loading the hairstyle mod alongside the Medieval faction, the following Game of Thrones inspired styles will have a chance of spawning on your medieval pawns.
I hope this will make the medieval faction even more unique, as these hairstyles won't spawn on any other ...
2019-10-02 15:34:41 +0000 UTC
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Hello and welcome to yet another iteration of RimWorld hairstyles!
Today we will be taking a look at some Tribal hairstyles alongside the Don't Starve inspired outlander ones.
With the Don't Starve ones I had to simplify them to work well in RimWorld universe. My main goal is for them to also look attractive to someone who doesn't know Don't Starve - those who do know it, probably know that the Gentleman hairstyle shown below belongs to the main character of the game. Those who d...
2019-09-30 14:38:25 +0000 UTC
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Hello everyone, and welcome to the beautiful 20th devblog.
Today I will show you some more hairstyles that will be added with the hair mod. I wouldn't be myself if I didn't add some Rick and Morty hairstyles. Of course they fit vanilla perfectly, they don't enforce blue hair color on Rick's Sanchez style, so they might as well fit your imaginary character.
Well, enough talking, I believe pictures can explain everything better:
2019-09-29 11:27:01 +0000 UTC
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Hello everyone and apologies for such a delay between posts. Between work and college, I didn't have much time to do modding recently, but it's all due to change now :)
I have created several gangster-like hairstyles, and I need your opinion. Is a vanilla hair expansion something you'd be interested in? And if so, what would you expect from a mod like this? Just new hair styles to keep it simple? Or possibly new mechanics? If so, what mechanics?
2019-09-26 21:51:44 +0000 UTC
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On this development blog we will focus on what's coming in a new Vanilla Furniture Expanded - Production module, which will go out to Plasteel-tier beta testers pretty soon.

This very mod introduces more efficient ways for you to craft, smith and manufacture items. I have decided to add industrial workbenches (called large workbenches for the sake of simplicity), which boost the work...
2019-09-16 00:10:31 +0000 UTC
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Now, since we released the Medieval faction mod, all members of the dev team took a little break. You probably seen enough to know that I can't just sit idly by, and I spent the last couple of days working on a Genetic Rim texture pack as commissioned by one of the patrons.
I have been in touch with Sarg, author of genetic rim, to make sure this texture pack still follows his artistic vision, but heavily influenced by my vanilla style.
Take a look at some of the hybrids...
2019-09-10 20:48:01 +0000 UTC
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After all the mods we have already created, it was finally time to retouch the vanilla factions. I was always a big fan of Rimsenal (other mods are available), but I personally never found it quite fitting. The game however was in dire need of new faction mods, hence we decided to deliver. The scope of the mod is similar to Rimsenal - a unique faction alongside new items and mechanics.
The first iteration of this mod, Medieval faction, is a missing link between tribals and out...
2019-09-05 21:04:08 +0000 UTC
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