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[DEVBLOG#307] Security infographics!

🕑 Added 2026-01-09 17:35:56 +0000 UTC

Comments

Oskar Potocki

Security Expanded comes out tomorrow. Weapons Expanded won’t come out until I come back from February holidays so second half of February at best. It will be a mod update though, so it will seamlessly just replace the Weapons Expanded you’re already using.

Dyschology

I know it's probably bad form to ask about release dates. Buuuuut, I really want to do my annual run but the security structures and weapons expanded remake seem massively impactful for the way I like to play. Is there a rough estimate on when they plan to come out? I need to decide if I want to wait or not.

Art

Looks amazing, is it likely to be safe to add to existing saves, and will it be part of the Vanilla testing group or are those reserved for larger mods? Will the ammo box provide storage if combined with the Adaptive Storage Framework and Reel's Expanded Storage, or would that require Reel to create a patch?

Oskar Potocki

Not really. The ammo economy alone makes it on par with HMG complex. Literally half the ammo cost.

Jordan

The HMG complex is far better than the minigun complex. Better range, better DPS, better accuracy, better AP, and much cheaper. The only downsides are a higher ammo cost and slower bullet velocity. Is there anything I'm missing, any reason to build the minigun complex? Seems like the minigun needs a buff.

Oskar Potocki

It’s exactly the same as it was before, meaning it applies the same dazzled effect regardless of time

Oskar Potocki

The old code was no longer working so we instead applied the same code that’s issued by gravship artillery. You get to pick where the shots land, but the map needs to be generated to target it.

Alex B

Was the Artillery ability changed? I remember in 1.5 it could destroy world map tiles through a manned barrage, but now it says it can hit on explored map tiles, is this one of the re-balances where the feature has been replaced? Also when firing at different map tiles does it function the same as a normal mortar where you have some control on where it lands or does it just fly wherever on that map? Thank you for your guys's work on the VE series, you guys always have something exciting around the corner with your rimworld mods!

John Koor

Is the searchlight blind effect affected by the local light level? Having a searchlight be as effective in the noon sun as at night would be rather silly. But tying it to time of day wouldn't account for underground areas or eclipses/etc.

Simon

Everything look pretty good, but i can i offer you some suggestion with other VE mod ? With Vanilla Weapons Expanded - Makeshift, you could add Makeshift Turret, very inaccurate but used less component and are build very fast ? it could be useful when you are out of your base and need quick defense. With Vanilla Weapons Expanded - Coilguns, you could add Coilguns turret with the same penetration mechanic ? this one might be too strong tho. And finally with Tribal Extended, is there any chance you could add a giant boulder trap that require manual activation? Tribal are very fun and wacky but they need any help they can get.

Kirboh

I love the buffs to bear trapsl being able to rearm them and use them for their intended RL purpose (hunting animals) sounds great. Sad to see artillery get a range nerf, though. Do you plan on folding the Cannons and Field Guns from VFE: Pirates into this mod?

Mocho

When you say you didn't look at the original stats when rebalancing, have you looked back at them now and did any surprise you?

Oskar Potocki

Correct

Brutus Albion

Sentry Turret was removed? Did you mean the Sentry Gun? Or is that something different? Looks like it was just turned into the Minigun Turret instead or am I mistaken here?

Oskar Potocki

The mod now respects your selected mortar settings in game options. If you select classic mortars, barrel won’t be required but accuracy will be lowered - same as vanilla mortars.

Deggial

I'm not sure I agree with you here: "... but don't 'remove' vanilla content. By 'remove', I mean eclipsing." Isn't a bit of 'OP-ness' a huge part of the fun? Of course, the vanilla variants should always be a viable (early) option and balance must be considered. However, game progression is also part of this balance. Technology that is useful in the early phase of the game should be replaced by later discoveries. I wouldn't mind if building costs were higher - in fact, I would expect them to be - but the reasonably priced military turret (with its small 1x1 footprint) was a great source of joy! I will refrain from judging the new version until I have played with it. But please don't balance the fun out of the mod. -- Also, in the artillery description: "Shots before barrel change: 20". I feared this would happen, but I also expected it. The fact that the artillery didn't require a barrel change was too good to last. It was unrealistic too. (It's always a silly argument in a computer game, but I'm willing to accept it.) It was a big part of why I loved it, not so much because of the price of new barrels and their unreliable availability, but mainly because of their annoying tendency to break at the worst possible moment. Would you at least consider increasing it to 30, though?


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