边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Gravship Expanded - Chapter 1
728 条留言
Frogdad 1 小时以前 
I also reported to the google form, just wanted to see if there was a quick fix anyone had :) thanks for the mod, i adore it so far
bubble 1 小时以前 
how does the gravship engine power work because mine only producess less and less
Tenebruce Fogoster 2 小时以前 
already reported it but I post here to inform other players : it seems like the "Vanilla Races Expanded - Android" prevents pawns to share bunk beds.
tyranny12 2 小时以前 
PSA:

There is a conflict with a scenario introduced in AOBA's mods. I believe the scenario is introduced in Dead Man's Switch, but it depends on prefabs from the Fortified Features Framework.

When playing the 'Last Command' scenario, initiating the GravJumper quest causes a hard crash, a partially spawned 21x21 map layer, cascading errors and instability. Under the hood, when the GravJumper quest spawns a temp map, the AOBA scenario tries to spawn the prefab on it and runs out of space.

Fortified.ScenPart_GeneratePrefab:PostMapGenerate (Verse.Map)

My workaround was to add the 'Scenario Amender' mod and then remove the prefab from the scenario before spawning the GravJumper quest.

I don't think it a bug in this mod (although if you want the details to write better handling for other mod events, lmk and I'll submit the logs and analysis I've done over the last three days). I'm reporting it to AOBA. Just sharing here for vis.
dalekood 2 小时以前 
thank you for the new content
Megalokatsudon 8 小时以前 
@sk4p3g04t Could be. I figured out that they stopped appearing as the "The Gravship" questline is considered complete once you beat the hive. Starting it again in devmode seems to fix the issue at hand.
sk4p3g04t 8 小时以前 
@Megalokatsudon I think that's a feature of base odyssey. finishing the main quest makes the subquests stop.
Megalokatsudon 9 小时以前 
It seems quests to obtain gravcores (mech relays, crashed platforms, etc.) stop generating once the mechhive is disabled. I haven't had one for a good 2 in-game years. Is this intended behaviour?
Ribera 10 小时以前 
I wish, but i think HugsLibs have issue with linux paths, and it cant find /tmp/rimworld_log
So i bet, that is not my priority, cause this is clean steam installation
Sarg Bjornson  [作者] 10 小时以前 
That, then, is your priority to fix
Ribera 10 小时以前 
@Oskar Potocki, yep but something is wrong with huglibs and i cant get logs, so you know..
Oskar Potocki  [作者] 11 小时以前 
Reminder that comment section is not a place to report bugs.
Ribera 16 小时以前 
Astrofuel just vanishes from network, when astrofuel synthesizer trying refine chemfuel when all astrofuel tanks are already full
Kliebst 17 小时以前 
@The Dutchman Feeling mighty stupid. Yeah I missed them, my bad. Thank you for pointing it out!
Frogdad 18 小时以前 
I'm having some kind of issue with the mod, or maybe it's my game, i haven't validated files yet. But when i get to the menu to board colonists, there's three options that say GravshipForceVisitorsToLeaveLabel, GravshipBoardColonyAnimalsLabel, and GravshipBoardColonyMechsLabel, all with the option to check them on and off. I can't launch without disabling them all, and if i don't, my graphics start breaking. Rain effects stick around on screen, a heat error will make my screen go full-thermal. I don't *think* i have any conflicting mods, that was the first thing i checked. Anyone get the same issue?
The Dutchman 20 小时以前 
@Kliebst ? Already a thing
BrenTenkage 20 小时以前 
idea, how about apillar bookcase, be like having a solid tile of wall but can hold books in it, I feel like that fits the ship's micro furniture
Siollear 20 小时以前 
This mod looks amazing! Does anyone know how it plays with the Star Wars KOTOR mods?
Tybo 23 小时以前 
Just wanted to say thanks VE team! You guys are awesome - I can imagine going through all the bug reports (and dealing with some of the less polite members of the community in the comments) is a real hell in itself, but you're all doing amazing work :) We appreciate ya!
kinonothin 23 小时以前 
I don't know if it is a bug, a feature or an edge case but if you use a gravship to attack an enemy faction base, the death or absence of all the colonists doesn't prompt the destruction of the map. The only thing that prompts the destruction of the map is the defeat of the enemy faction and the absence of the gravengine. I reproduced this behaviour with only this mod and its dependencies.
Alsariul 12 月 1 日 下午 1:46 
I recently had a question about micrometeorites. They work like the weather, randomly causing periodic damage. It looks a bit strange that the roof can stop them, but they pass through the shields. Micrometeorites can't even be stopped by shield belts. I understand that it is almost impossible to check whether a pawn is under the ship's shield, but is it possible to protect pawns with shield belts?
Mugen 12 月 1 日 下午 12:52 
Thank you Oskar!!
Oskar Potocki  [作者] 12 月 1 日 下午 12:39 
Yes you need to deconstruct it fully and only then you can place a new one.
Mugen 12 月 1 日 上午 11:19 
Do you have to build a new gravship from scratch when upgrading from Gravjumper engine to Gravship engine? I tried deconstructing my gravjumper engine to build a Gravship engine on the same ship but it says there's another grav engine present and could not launch my ship. Thanks for your help.
johnforrest 12 月 1 日 上午 11:10 
I'm having an issue where I'm trying to jump the Grav ship for the first time but the "Begin" button doesn't seem to work. Anyone else experience this?
BrenTenkage 12 月 1 日 上午 11:08 
so second compact smelter, maybe a compact research bench too
also Oskar doesn't eat babies and kick puppies, he eats puppies and kick babies (mostly imps) get it right
dergΘΔ 12 月 1 日 上午 10:21 
been really enjoying this but whats the end game lag like with this mod? especially with the oxygen and tempature systems in space,,and ships getting much bigger later on
Tony Zomboni 12 月 1 日 上午 7:52 
oskar is it true that you eat babies and kick puppies
Catlord9001 12 月 1 日 上午 5:52 
Could you please add a compact smelter?
Oskar Potocki  [作者] 12 月 1 日 上午 3:41 
Please report bugs using the google form linked in mod description. That's THE ONLY way we can troubleshoot. Right now I'm removing bug reports in the comments.
The Dutchman 11 月 30 日 下午 10:16 
@Solo_Inquisitor ? By drafting their mechs and putting them on the ship
King DaMuncha 11 月 30 日 下午 5:42 
@RedGladiatrix The job to repair gets set automatically once a part falls below 70%. But having half your gravship parts get that low ruins your crash % tho. You can build a engeneering station which allows you to set what ever reapir % you want, but to get the research data to unlock that you need to make many trips with the gravship to get the data. (I spawned it in using the console).
sadr4 11 月 30 日 下午 4:45 
@KING POSEIDON I tried that but the debug option dosent't even pop up for gravdata research for me. It's really strange.
Attic Goblin 11 月 30 日 下午 1:46 
To anyone experiencing crew bunk beds not working correctly: Check if you Hospitality in your mod list. I learned this from another person in this comments section and found the beds worked after removing Hospitality. I simply want to echo this solution as evidence and thanks.

The only other bug I am experiencing is Dub's Mint Menus research override tab lets you directly research this mod's new grav research.

Otherwise, big ups to Oskar, Sarg, and the rest of the Vanilla Expanded team for another absolute banger of a mod! Can't wait to see Chapter 2.
Midnight 11 月 30 日 下午 1:27 
not sure if its really a bug but space maps seem too small to the point large asteroids are cut off at the edges, also kind of completely nullifies raids when they drop in on the other side of the asteroid and die to vacuum as they are forced to slowly cross the empty space at the edge of the map. and another balancing thing, the quest reward research items are kind of useless as its so easy to max your gravtech research before you could possibly get a quest that rewards one of the buildings
Hokuta 11 月 30 日 下午 1:04 
done
The Dutchman 11 月 30 日 上午 11:55 
@Hokuta Then make a bug report
Natan 11 月 30 日 上午 11:51 
Looks like it might be [KV]Configurable Maps
Hokuta 11 月 30 日 上午 11:46 
vac control zone thing is causing real FPS down and stops all pawns on map, also while trying to fly with gravship while have vac control zones on it breaks landing, forcing me to load
Natan 11 月 30 日 上午 11:41 
Looks like some other mod is forcing them to spawn, they vanish when your mod is disable, but don't spawn when it's only that mod active.
Sarg Bjornson  [作者] 11 月 30 日 上午 10:58 
They ARE already limited. Can you replicate that with only this mod active?
Natan 11 月 30 日 上午 10:40 
Is there a chance that an option to limit compressed ores to only asteroids? It's a bit irritating when you are doing tribal start and only visible steel nodes are the compressed ones that take AGES to mine out...
Hank Fentneedle 11 月 30 日 上午 10:26 
Will there be a form of Gravship to Gravship combat that ISN'T with mechanoids?
The Dutchman 11 月 30 日 上午 10:07 
@Kliebst FAQ answers this
Gandulf teh grei 11 月 30 日 上午 9:58 
Can i spawn in the gravjumper engine to start the quest-chain? Or is there any other way?
KING POSEIDON 11 月 30 日 上午 9:53 
@sadr4 yes, once you are in devmode turn on god mode, the little face on the far right. That should allow you to instantly finish research task. You have to go to the research you want and press, debug finish. I think that's what it is called.
Sarg Bjornson  [作者] 11 月 30 日 上午 9:44 
It's weird, because we have tested with Hospitality and haven't been able to replicate it! We think it is a three way incompatibility between these two and a third mod. Such conflicts are the hardest to pinpoint
Hole Diver 11 月 30 日 上午 9:10 
@Skyl3lazer You seem to be correct thank you
RedGladiatrix 11 月 30 日 上午 8:56 
@DeLSS you can produce astrofuel in the biofuel refinery, same as chemfuel, as soon as you have basic gravtech.
DeLSS 11 月 30 日 上午 8:53 
The fact that you don't start off with the ability to produce oxygen or astrofuel is pretty limiting, and limits the purpose of a gravship start. If the relevent research won't start off completed, I feel like you should at least have the systems required to produce oxygen and make astrofuel on the ship at the start. Otherwise, you could end up having to restart because your ship spawned in space above the north pole and be effectively stuck there when you land until you die.