RimWorld
Vanilla Gravship Expanded - Chapter 1
862 Komentar
Nathanlasvegas 2 menit yang lalu 
@Soky I was having some major issues with Ancient Stockpile sub-map generation, so I repeatedly destroyed and re-generated the sub-maps(I believe I found the mod that was causing the issue, but I cannot re-test it again). Is there a way to reload my maps or something? My gravship still doesn't launch even if I seal off the Ancient Stockpile that was still loaded.
Veteran 40 menit yang lalu 
Do bunkbeds prevent lovin' from happening between partners? If so, is there a way to renable this, even if it's a modification done locally? I'm enjoying the mod, but having to use double beds for spouses on the gravship when there are bunks is a bit rough on space. Thanks!
SPAZZ 47 menit yang lalu 
@sarg okay THANK YOU i thoght so but not til after I wrote the comment lmao i have brain damage
Sarg Bjornson  [pembuat] 1 jam yang lalu 
@SPAZZ: Quest won't fire without Electricity
Sarg Bjornson  [pembuat] 1 jam yang lalu 
3 days after researching electricity, AND after 30 days have passed since game start. So 33 days minimum for tribals
BANGBANGCHOOCHOOTRAIN 1 jam yang lalu 
Oh it's 30? Description up above says 3, that's why I was confused. Hopefully it fires, thanks!
SPAZZ 1 jam yang lalu 
i downloaded this mod and played 2 different colonys for 1 year. never in either colony did i get a gravship quest of ANY KIND. not a jumper, OR engine quest Nothing. i have the gravship tech tree but it says i "must inspect a grav-engine. KEEP IN MIND in both playthroughs i only play trible start and didnt research electricity in either playthrough. (thinking thats the problem) but i never used to need to research electricity just to get the quest in vanilla
Deadeye Donny De Dealer 1 jam yang lalu 
Unfortunately, dev mode launch doesnt give any research :/
Sarg Bjornson  [pembuat] 2 jam yang lalu 
@BANGBANGCHOOCHOOTRAIN: You still have to wait 30 days
Scoofy Doo 2 jam yang lalu 
Please help. I have mods installed, all for version 1.6. I don't see any conflicts. The mods are organized by a special button. I have a new save. There are no errors in the console.
My "Start" button is disabled after selecting a landing point. The landing point is normal ground, not deep mountains or water. What could be the cause?
If needed, here's a collection of my mods.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3620841682 I ran a couple of tests.

P.S. I tried launching the game without this mod with all other mods enabled, and I was able to launch and land.
I tried disabling all mods, then enabling the Harmony library one by one, and then Vanilla Gravship Expanded - Chapter 1 with the required library. At the start, all my colonists disappeared, and I had no ship. I don't know what the problem is anymore.
Deadeye Donny De Dealer 2 jam yang lalu 
I found a workaround for those with same issue: enable dev mode -> god mode -> select pilot console, force launch with dev option -> deconstruct and build new thrusters. No idea why, thats what worked for me.
BANGBANGCHOOCHOOTRAIN 2 jam yang lalu 
Started game with no research, but as a faction that would've had electricity to start (FSF Tweaks to accomplish). It's been ~10 days since I researched electricity and no gravjumper. Can I just dev-start the gravjumper quest and be fine?
King Douchebag 2 jam yang lalu 
can i repair the damaged floor or do i have to deconstruct it and the rebuild it.
Deadeye Donny De Dealer 3 jam yang lalu 
Also, cockpit shows gravship range as 0, is that how it should be?
Deadeye Donny De Dealer 3 jam yang lalu 
Hey, thanks for the mod!

One issue tho: When starting the default gravjumper scenario, for some reason I cannot click BEGIN when starting the jump. Tile selected, crew assigned, no error ping or anything. button just doesnt work.
Soky  [pembuat] 4 jam yang lalu 
@Nathanlasvegas
It looks like it's happening due to the map having some pocket map (no idea which one - could be pit gate/something from Anomaly, or even a modded one) that's in a glitched state. I don't think that's related to VGE (it may have just been the first thing that triggered something with that bug), and I think some other mod may have caused it.
Succubus 5 jam yang lalu 
@Soky thanks for the fix on tweaks galore, managed to change the values here.
on the doubling extender bug, hope you guys find it, while i don't have a clue on what can be causing it, i'm open to help finding it if you want help
Delta4Phoenix 7 jam yang lalu 
@Sarg, alright then. Thank you for your time... just... It is not obvious to me, I am not that familiar with RimWorlds inner workings, and there is nothing in those messages that tells me that it is.
King DaMuncha 7 jam yang lalu 
I just figured out what mod was causing the problems with the research tree not apearing. The mod "World Tech Level" hides tech in the tree beyond the tech level which you set at the world creation. I had set the world tech to Industrial, what I didnt know was that the mod was going to completely hide any tech beyond that setting.
King DaMuncha 10 jam yang lalu 
@Spaz have you already done the vanilla gravship quest?
SPAZZ 12 jam yang lalu 
I dont even get the Quest Runaway gravjumper or whatever it is. idk what mod it could be? i have alot of VE mods but i thought the ones i have work togather
Sammich 12 jam yang lalu 
is the astrofuel supposed to continue to consume fuel even if the tanks are full? like once the astrofuel tanks are full it will keep consuming fuel at the same rate as if its producing astrofuel, but its not
Sarg Bjornson  [pembuat] 14 jam yang lalu 
It's of course a mod conflict
Delta4Phoenix 16 jam yang lalu 
I am getting errors on world load:
Error while determining if VGE_Hunter (twice, and one with VGE_Astropede) should have Need MechEnergy: System.NullReferenceException: Object reference not set to an Instance of an object.

Is this a known error with this mod or could it be mod compat thing?
警觉调整者 17 jam yang lalu 
bug:When The Dead Man's Switch's mechs are dismantled, they produce mech debris similar to steel slag blocks, which can crush the plants in the farming pods. The planters will try to remove the debris, but if there are farming pods on both sides, they will move the debris back and forth between the two.
King DaMuncha 17 jam yang lalu 
Is "Layered Atmosphere and Orbit" mod compatible?
Albo_Mora 18 jam yang lalu 
i think "Dubs Mint Menus" research tab allows to research gravtech by normal means (research bench, hi-tech research bench)
Echo Ichor 20 jam yang lalu 
I just wanted to leave this comment here in case anyone else has an issue with the Anticraft Caster carving through their ship. If you have this issue, check if you have Yayo Combat 3 (Continued). That's what caused it for me. I also suggest submitting a bug report for the time.
Nathanlasvegas 22 jam yang lalu 
Hello, I am having an issue where once I take off with the gravship, it softlocks in the taking off animation, looking at the logs, it seems to be something related to how this mod changes how visitors, as the line of code that can't find an object is called "Verse.MapPawns.get_AnyPawnBlockingMapRemoval". I tried manually dismissing the visitors but this did not fix the issue. For context, this was my first launch, but I believe the first launch where visitors were involved. Here is the link to the github:https://gist.github.com/HugsLibRecordKeeper/7399d5e5193b9315839e3df33f26f26d (I don't understand most of this, but I believe the line of importance is line 3645)
quindao 23 jam yang lalu 
The one succubus was having
quindao 23 jam yang lalu 
I'm having the linkable issue I think it's an issue with the mod even more linkables reupload
Echo Ichor 23 jam yang lalu 
Still waiting for another attack to naturally happen to see if Anticraft casters still carve through my ship, but I just had to say that this mod really is amazing. I have the largest possible Gravhulk I can and it is amazing. I have a chapel, throne room, robotics lab, classroom, bar, and more. I'm still greedy for space but it feels amazing to have a flying colony.
Soky  [pembuat] 23 jam yang lalu 
@Succubus
As for the issue with field extenders being doubled, I've tried to trigger this on my side a few days ago (we already had a report or a few about it), but I wasn't able to. To me, this sounds like some mod conflict. And the mod causing it doesn't necessarily have to be related to gravships - to me this sounds like something with linkables in general that causes them to be counted twice after a gravship launch. Perhaps some performance mod is causing this? At least it feels like it may be some performance mod to me.
Soky  [pembuat] 8 Des @ 12:57pm 
@Succubus try this:

1. Open Tweaks Galore settings
2. Go to the "Vanilla" category (in the top-right)
3. Open the "Research Projects" tab
4. Either press "Restore Section Defaults", or manually go to each vanilla research that VGE modifies and change its research cost

Sadly, Tweaks Galore saves the default cost of each research once and then sets its cost to that value, even if the default cost has changed.
Remissdam 8 Des @ 12:40pm 
give chapter 2 compatability with Deserters PLEASE
i wanna shoot down gravdrones and ♥♥♥♥
Oskar Potocki  [pembuat] 8 Des @ 12:34pm 
@Succubus
See if the issue occurs with absolutely no other mods other than this one and the requirements, and then make a bug report using our google forms with the hugslib log attached! :)
Succubus 8 Des @ 6:44am 
@-=GoW=-Dennis my "Standard Gravtech" reseach requires 1500, after checking tweaks galore I could not find anything that changes the costs of researches, is there anything else i have to change there that you know?
Succubus 8 Des @ 6:17am 
@Oskar Potocki no problem, is there anything i can do to help you troubleshooting?
Mac 8 Des @ 5:50am 
Idea (that sounded cool in my head even if it would probably ruin the fun and pacing): Astrofuel requires oxygen to craft as well as Synthfuel, which would make the production chain a little deeper while explaining why the thing can burn in space as well (oxidizer-fuel mixture chemical, of sorts)
Oskar Potocki  [pembuat] 8 Des @ 5:20am 
@Succubus
That's not enough information for me to even consider troubleshooting sorry.

Look at this from my perspective. All I know is that you have some issue, but you're running many mods. That's all I know. For all I know you could be running outdated mods or mods that cause the issue directly.
>>>NIIM<<< 8 Des @ 5:18am 
source of the "hell, utterly trashed red map bug with graphical glitches" detected, it's uh, some lights being placed on doors and so on
so do beware of furniture/lights layering near doors or literally upon doors
Succubus 8 Des @ 4:02am 
@Oskar Potocki yes, many, but none that affect the gravship, at least that i know
Lesbian Scissorcannon 8 Des @ 12:57am 
Quick question, can heatsinks be put outside the ship? And if not, are external radiators (Like the ones on the real ife ISS space station) a possibility to be added later down the line?
ForyRay 8 Des @ 12:52am 
I would appreciate it if you could add a function that allows dismantling only fuel pipes and oxygen pipes, like electrical wires.
>>>NIIM<<< 7 Des @ 4:03pm 
suddenly getting the "red map and everything looks screwed"
bug upon launching a gravship, wasn't getting it some days ago and i'll try to figure out the reason if it's of any help to others.
Oskar Potocki  [pembuat] 7 Des @ 3:33pm 
That’s an excellent showcase of your math skills and an absolutely accurate result!

For now at least!
UntouchedWagons 7 Des @ 3:27pm 
Based on my math, the largest a gravhulk ship can be is 4140 tiles. Is that right?

Base of 500, 4 amplifiers at +200 each plus 10 extenders at 100 each gives a pre-bonus limit of 2300.

Ten small thrusters at +1% each, six large thrusters at +5% each and four giant thrusters at +10% each gives a 1.8 multiplier.

2300 * 1.8 = 4140
quindao 7 Des @ 2:10pm 
np
-=GoW=-Dennis 7 Des @ 2:00pm 
That was it, thanks a lot.
quindao 7 Des @ 1:26pm 
if you use tweaks galore reset the research cost settings as that caused such an issue for me