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They are very much active, but they can't do everything, and how much they can do depends on your support.
A lot of the smaller animal mods were dropped because they were almost all merged into one larger mod. I suspect that is the main one you are seeing. They didn't want to maintain a dozen extra mods, so with 1.4 they made Vanilla Animals Expanded Core which merges most of them into a single mod.
People above mentioned Vanilla Base Generation Expanded, and Winston Waves, these are both updated to 1.4. Both of those are managed by Kikohi and it looks like they simply forgot to update the mod icons to change the 1.3 to a 1.4.
Edit: The RimEffect alien stuff might be wonky, because it relies on the Humanoid Alien Races mod, which Biotech did turn upside down. I don't think anything that uses HAR is ever going to be fully smooth going forward, and I personally have just stopped using anything that depends on it.
- Pirates, mercenaries first option do not work, red errors,
- Medieval, mechanoids are affected by anesthetics from healroot tree
- Memes, are not updated for biotech content.
I can agree that not a major bugs, but just seems like bugs fixing are not priority for older projects
I would imagine the healroot tree thing is not any easy fix. The Medieval mod has been updated multiple times since Biotech came out including adding xenotype support to the factions and whatnot. So it's not like this is abandoned or they aren't fixing issues or adding relevant features, it's just that issue is still outstanding for some reason. VFE Medieval is also by XeoNovaDan who I don't think is active anymore (I think he stopped modded around 1.1), so other people would have to come in and dig through his code or whatever to fix any issues which may be another contributing factor.
I use Vanilla Expanded Memes and Structures in every playthrough and I don't think it has any real issues with Biotech. I looked in the comments and saw your mention of some new junk not working with the Scrapper meme, I'm assuming that's just not a concern and might never be changed. Sarg handles that mod it looks like and he is very on top of thing and replies to most issue reports.
I think what it comes down to is, this is not a uniform "team" that does everything together. Most of the VE mods are handled by one or two people in terms of coding, with Oskar and some others doing the art, and then they have some shared QA options they use. Different VE members have different priorities, some would rather push more content than fix minor bugs, some aren't very active anymore and their mods get minimal support, some are still very active but might just not consider some things to be an issue, etc.
There, that jobs done...
I'll take it anyway I guess. Download my mods!
My son's computer sometimes throws errors up with RimHud having a conflict with the Vehicles mod. Mine doesn't. Modding is kind of weird in Rimworld sometimes.
I honestly think if Tynan hasn't considered hiring on the Vanilla Expanded crew to work on additional content for the game, he's missing out. My only regret is having to wait for them to update everything whenever Tynan does a version update.
HOWEVER; at the same time it's a mod. They don't need to update it if they don't want to and the fact they've actually kept it in a workable state, even with the hicups, is impressive. Other mods have either died off, or been pulled. I went looking for, I can't remember the name perfectly, "Nutrijelly Meals" mod and that seems removed.
The fact Vanilla expanded is still around and keeping their mods in a working state is more than I can say about other mods, and they keep wanting to test out ideas or push new content so I can't blame them if some of their older stuff is a little.... aged I suppose.
Been having that issue with VFE Medieval for ages as well now. Figured it was my mod list but maybe it's an issue with that specific mod.
Also not all mods started by same persons, so if original modder left/takes a break(which happens quite often) others have to fix/dig trough code written etc.
But yeah, with some vanilla expanded mods I tend to have more problems compared with the rest of ve mods.
Pirates out of my head amongst it.
I am interested at which point in time every reasonable and interesting modding idea has been done and if rimworld 2/follow up project exists at that point.
Since for me, multicore usage and lacking z levels are really the stopping point in the end to what is possible to achieve.
If you are interested in the work of the vanilla expanded team you might like to subscribe via patreon and see what their plans/progress are and donate a bit to them on the monetary side of things.