RimWorld

RimWorld

Bigger Gravships (and other Odyssey spaceship related settings)
209 kommentarer
qwerty 30. sep. kl. 13:13 
i dont know
Vylk 27. sep. kl. 7:53 
I think the last update definitely broke the Mod, haven't been able to play my save in almost a month now. How do I provide logs of the situation so I can help get this fixed?
Seroth0 24. sep. kl. 17:26 
Hi, my logs are below if you need them. But this mod seemingly does nothing for me. When I click apply, simply nothing happens. All values stay the same (tank capacity, substructure support, etc...). Is there a mod conflict or mod order requirement I should check? I've placed it at the end and beginning of the list with no change. Any help would be appreciated.

https://gist.github.com/HugsLibRecordKeeper/8c522788d9174aeb9c82e11fe5374865
Eclipse 21. sep. kl. 2:30 
Can we get workin thrusters?
Or Animation of them.
Devinator80 20. sep. kl. 19:52 
Is there any way to make the space map larger so large ships do work or...?
Soldier Of Schwarzwind 16. sep. kl. 15:57 
Combined with Land On Anything and you can pretty much make a fully functional mobile fortress.
The God 16. sep. kl. 11:41 
@Albatros I second this hopeful message
Albatros 14. sep. kl. 1:53 
Hello ! Thanks for this mod. Is it possible to add compatibility for Multi floors mod ? It doesn't take in consideration the modifications caused by this mod.
AnotherAlex 13. sep. kl. 17:54 
now i can finally build a space station
IapetusII 12. sep. kl. 21:36 
Saved my run, went in blind for odyssey not realizing there was a size limit (and planned a large theme ship.)
Air Bear 12. sep. kl. 11:36 
I think you can add stuff like that via the scenario starting options. It would probably show up on the map as a packaged furniture near your pawns
Kae Eff 10. sep. kl. 9:31 
Would there be any way to add things to a starting gravship if it's larger through the mod such as cryptosleep caskets, or would you have any suggestions regarding that?
RedMattis  [ophavsmand] 9. sep. kl. 2:45 
Neither me nor Ludeon can do anything without logs.

The mod just sets properties, so if logs aren't provided I'll just assume the issue is either unrelated to this mod or related to some other mod erroring due to incorrect assumptions about gravships sizes for example.
Lucasif 7. sep. kl. 22:01 
Nope
RadarCDN 7. sep. kl. 18:29 
@Lucasif: Did you save when choosing where to land and then reloading when you installed the mod? I did that and got the same error. Reloading an earlier auto-save and trying it again fixed the problem.
RedMattis  [ophavsmand] 3. sep. kl. 5:58 
This mod only changes properties on stuff.

If you do get errors then please provide your full log files.
MorningApe 1. sep. kl. 23:48 
After installing ship wont take off (have to use dev mode to get it to take off) and it also somwhow broke a couple of things, pawns that were not the original ones dont use the work stations at the ship anymore and i dont even get a right click menu when clicking on stations witha pawn selected. Also work stations outside the ship, even if they have the materials needed for a bill they just wont do it.
Nutella 29. aug. kl. 2:04 
I'm experiencing the same issue as @Endlle with large gravships after the recent update. When landing a 4500+ tile gravship, the graphics freeze during the landing process. The map appears to generate but isn't displayed visually, and the game becomes unresponsive. However, I found that reverting the gravship size settings to vanilla values in the mod options resolves the issue completely - landing works perfectly with default sizes. This suggests there's a bug specifically with oversized gravships in the current version. Could you please look into fixing the large gravship landing functionality?
Endlle 29. aug. kl. 0:14 
I created a big gravship 4500 tiles, the issue is i can land (largest map setting)but the graphic freezes and it does generate the map but not visualy, in space the backround planet is generated but then graphic freezes, i build the darn thing now i can't fly it becouse of this i tested it out it work fine on small ship size not sure if its a mod issue or not so?
Lucasif 27. aug. kl. 16:19 
Yeah so that mod let me *try* to land, but then it just freezes when actually landing. Thank you for mentioning it though.,
veldashok 27. aug. kl. 4:53 
@Lucasif
There is a mod called "Land Anywhere", idk about the nature of your problem but I figured mentioning it wouldn't hurt.
Lucasif 26. aug. kl. 14:45 
I've just had the same issue tricatus had and it bricked my save. Even if you use dev mode to generate the map before you land when you try to land it just locks. If anybody ever figures out how to stop this from happening please let me know.
RedMattis  [ophavsmand] 22. aug. kl. 1:57 
@Tricatus
Even so, in vanilla I've never had issues with it, and I've confirmed with Ludeon that it shouldn't be an issue beyond what is outlined above in the description.

My 160x170 had no issues and that is stupendously huge. :'D
Tricatus 20. aug. kl. 12:37 
@RedMattis I mean the mod default sizing not the game default sizing.
RedMattis  [ophavsmand] 20. aug. kl. 10:27 
@Tricatus
If you're using default sizing then it should be 100% identical to vanilla, unless Ludeon tweaked some value in the last update.

I would guess at another mod, or even a bug in vanilla.

I'd suggest asking in the main rimworld discord and supply your full log to the troubleshooters there.
Tricatus 19. aug. kl. 16:28 
I'm also using the default mod settings for sizing.
Tricatus 19. aug. kl. 16:27 
I've had the issue as well where if going to a satellite the map loads and then the ship and all the pawns never load in. No options for landing either.

Debug errors show: https://pastebin.com/kDs5TBut
RedMattis  [ophavsmand] 17. aug. kl. 12:52 
@actual trash
I don't touch terrain, so that wouldn't be me.

@Harris
Noted, I'll have a look and see if Ludeon broke something.

@Mee Goreng
I don't think mod order should matter, but lowest is probably best.

@juako
Thanks for notifying me that this is a Vanilla Rimworld mod. Saves me chasing it down. :)

@Shure Soppe Lung
This mod only changes the settings for gravship, it doesn't touch the logic otherwise. Ludeon's code should never result in the gravship going missing though, might be a mod issue, or maybe it is bigger than anything Ludeon tested with. I can't say.
Shure Soppe Lung 17. aug. kl. 6:28 
When a giant gravship flew to a space base, the ship is missing, everything's gone.
Maybe you can fix it.
juako 14. aug. kl. 23:50 
The field extenders disconnecting each time you load the game or fly to a new map is a vanilla bug btw. it only started happening after the previous update. i tested it after creating a world without any mods and the bug was still there. i hope ludeon fixes this
Mee Goreng 14. aug. kl. 13:33 
Hi @RedMattis. Thank you for the great mod! I have been using it on a new save now and i'm seeing red when I take off in my gravship but it is not even big yet... If I were to play around with mod load order would I want it higher or lower? Should I put it above or below some core mods like Vanilla Expanded? I'm confident it's not a hardware problem but a mod conflict. Any advice would be appreciated.
Chimni 14. aug. kl. 0:07 
The Gravcore power cell output seems setting to not function - it's locked at 1200 in game, no matter what it's set to in the mod config. (I'm assuming this is the W that is produced by the grav engine when active?)
Harris 13. aug. kl. 3:40 
last update broke something, your gravship doesn't work correctly after loading a save until you reapply this mod's settings
actual trash 12. aug. kl. 14:52 
restarted my game after a long play session and all the limestone mountainside on my map has turned to nullspace "Map compressor decompression error: No thingDef with short hash 64139. Adding as null to dictionary."

this is of a few mods that updated during that time period so i'm politely asking if there's any chance i could be linked to a download for exactly one version ago to see if i can recover my save or any known solution

thanks for your time
RedMattis  [ophavsmand] 12. aug. kl. 11:37 
@Tuyet
That is indeed missing. I'm used to it always being there so I kinda forget that some play without Harmony. :)

I'll fix it in the next update. But yes, as the workshop page says, Harmony is required. :)

@Pz.IV.H
I never expected anyone would need more than 42 gravcore extenders or place them that far out, but I can certainly increase max slider the limits.

@Togie_
Correct, it is technically a floating point value, it just isn't display as one. :)
Tuyet 12. aug. kl. 11:22 
@RedMattis Game somehow doesn't show Harmony dependency, though it does for other mods -.-
Everything works now, though even after verifying file integrity the game still doesn't show that dependency for your mod
Pz.IV.H 12. aug. kl. 7:26 
If anyone wants to unlimit 'Grav Field Extender Max Distance from Engine',
Try this alter mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3545377415

But it cannot be used together with this mod though.
Togie_ 11. aug. kl. 11:32 
@G-Fiti mentioned that setting the radius back to 17 to match the default didn't match up, which is true. But if you adjust the slider left or right while the number stays at 17, the radius will still change a little bit, so you can still achieve the exact default radius :Khappy:
RedMattis  [ophavsmand] 11. aug. kl. 4:34 
@Tuyet
Make sure you have steam running when launching.

If you have steam running when launching and you still get that error, I'd suggest verifying files.

Also, when enabling mods, make sure all prerequisites are met, e.g. Harmony Mod for this one.
Tuyet 10. aug. kl. 9:30 
When I try and start the game with this mod active I get the "Recovered from incompatible or corrupted mods errors" message, and I get this message even when this is the only mod active. The only issue I can see being on my end is that I don't have Anomaly, in case you have accidental dependencies on that, though I really don't expect that.
氘镉殆 10. aug. kl. 5:08 
After inspection, it was found that the problem was caused by the NR_AutoMachineTool's automatic worktable. After removing it, the device was able to operate normally.
RedMattis  [ophavsmand] 10. aug. kl. 2:47 
Re: Launching issues:
See mod description. It is likely either a RAM/GPU memory Issue or mod conflict. This + Vanilla Odyssey handles any size of ship.

If you suspect your computer might not be up to the challenge I'd suggest avoiding making long ships and focus on shapes centered around the grav-core since this reduces the texture size required for the launch animation.

@thesoupiest
I've heard about the issue but I've not been able to reproduce it. Last time I helped a user debug it verifying steam files of the game fixed it.

@Pyromaniac1
That would probably be something for Sarg's alpha prefabs of the like. :)
氘镉殆 10. aug. kl. 2:29 
I encountered the same problem as @Xrona. I used custom stacking and Cargo Holds. My spaceship was filled with a lot of items. When launching the spaceship, there was no animation and the UI would disappear after launch, making it impossible to operate. My spaceship is about 3000+ in size, but I once had a spaceship that was 4000+ in size and could be launched. I'm not sure if this is related to the latest update.
thesoupiest 8. aug. kl. 5:49 
I'm also noticing the extender error. Each time I load a save, my gravship is unlaunchable due to disconnected engines. Uninstalling and reinstalling an extender seems to fix it
OW驻BBR大大怪将军 7. aug. kl. 17:56 
now it seems like that player has to move extender each time after launching the game or landing to make floors in the range of extender count. maybe because some update of the game? it worked just fine for weeks
Jack Niggleson 7. aug. kl. 14:49 
This rules, great mod. Now we can make an actual capital ship and not just a floating shack.
Havi 7. aug. kl. 10:09 
May I request if possible to add a slide to reduce the blocking length of thrusters? By default it is 7 blocks but I'd like to reduce it a bit :D Even if not possible, I appreciate the mod, thank you !
YNWA 7. aug. kl. 5:41 
I don't have gravship extender floors, but that happens to me also after installing this mod yesterday @drBossWatson. Read somewhere it might be because of a small update of the game?
DrBossWatson 6. aug. kl. 7:32 
Since installing this mod the gravship extender floors from https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3539700551 don't seem to count until you move them. This happened on launching after adding this mod and also happens each time I fly my gravship
Whyren 5. aug. kl. 8:58 
thanks, i had a specific shipshape in mind that is sadly impossible to execute with the way gravcores have to be setup (Atleast on a ship in a size to house an almost functioning colony)