RimWorld
Vanilla Gravship Expanded - Chapter 1
840 comentarii
Sarg Bjornson  [autor] cu 38 minute în urmă 
It's of course a mod conflict
Delta4Phoenix cu 3 ore în urmă 
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 cu 4 ore în urmă 
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 cu 4 ore în urmă 
Is "Layered Atmosphere and Orbit" mod compatible?
Albo_Mora cu 5 ore în urmă 
i think "Dubs Mint Menus" research tab allows to research gravtech by normal means (research bench, hi-tech research bench)
Echo Ichor cu 6 ore în urmă 
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 cu 8 ore în urmă 
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 cu 9 ore în urmă 
The one succubus was having
quindao cu 9 ore în urmă 
I'm having the linkable issue I think it's an issue with the mod even more linkables reupload
Echo Ichor cu 10 ore în urmă 
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  [autor] cu 10 ore în urmă 
@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  [autor] cu 10 ore în urmă 
@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 cu 10 ore în urmă 
give chapter 2 compatability with Deserters PLEASE
i wanna shoot down gravdrones and ♥♥♥♥
Oskar Potocki  [autor] cu 10 ore în urmă 
@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 cu 16 ore în urmă 
@-=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 cu 17 ore în urmă 
@Oskar Potocki no problem, is there anything i can do to help you troubleshooting?
Mac cu 17 ore în urmă 
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  [autor] cu 18 ore în urmă 
@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<<< cu 18 ore în urmă 
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 cu 19 ore în urmă 
@Oskar Potocki yes, many, but none that affect the gravship, at least that i know
Lesbian Scissorcannon cu 22 ore în urmă 
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 cu 22 ore în urmă 
I would appreciate it if you could add a function that allows dismantling only fuel pipes and oxygen pipes, like electrical wires.
>>>NIIM<<< 7 dec. la 16:03 
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  [autor] 7 dec. la 15:33 
That’s an excellent showcase of your math skills and an absolutely accurate result!

For now at least!
UntouchedWagons 7 dec. la 15:27 
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 dec. la 14:10 
np
-=GoW=-Dennis 7 dec. la 14:00 
That was it, thanks a lot.
quindao 7 dec. la 13:26 
if you use tweaks galore reset the research cost settings as that caused such an issue for me
-=GoW=-Dennis 7 dec. la 12:59 
Anyone also has an issue with Standard Gravtech being 2500 (and Basic and the last one being much higher than intended as well)? Must be some other mod, Progression: Gravships caused this and was fixed lately, but I'm not using that. If anyone had the same issue, I'd be happy if you shared what it was. Likely to be a C# mod, as I couldn't find any XML files overriding it.
Oskar Potocki  [autor] 7 dec. la 10:31 
Any other mods?
Succubus 7 dec. la 7:16 
when i launch the gravship(jumper) to another tile it doubles the amount of field extenders because when cheking the substructure support it shows "Facilities" two times
IamSam 7 dec. la 4:24 
Can anyone confirm that they've experienced the runaway gravship event to get your first gravcore? I haven't yet and I've met all the above stated requirements
Echo Ichor 6 dec. la 15:48 
The issue is it was beaming into my walls to hit the enemy instead of what it usually does, so it was destroying my own ship and turrets. Yep, I'll do some bug testing and send a report, if needed. Thank you.
Oskar Potocki  [autor] 6 dec. la 15:36 
@Echo Ichor
I'm not sure I understand. Yes it can shoot into your ship if you're not careful - it fires over walls and roofs... otherwise it'd be quite useless.
BrenTenkage 6 dec. la 15:24 
hey idea
How about taking those Archean Seeds and putting them into little containers to be oxygen producers on the ship, like how we use oxyalge for it, but these are like buildable vanometric powercell like oxygen generators
Echo Ichor 6 dec. la 15:15 
Follow-up: should a Anticraft Caster be shooting into the ship? I assume not. It took me twelve hours just to find the last issue so I pray to every dark god that this isn't another bug I need to track down to report. Was attacking some raiders and the Casters blasted through my own hull...and turrets.
Echo Ichor 6 dec. la 14:07 
I've already submitted a bug report for this--this is just to help anyone else who may also be facing this issue. If you have an Anticraft Caster built and notice it is stuck using 50,000 W of power after you load a save, check if you have RimFridge: Now with Shelves! I discovered this to be the cause of the issue. Once removed, it's back to using 100 W while idle.
Theron Iscarin' 6 dec. la 13:29 
and now the pilot bridge is broken.... thats my queue for enough rimrim for one day :) i got baking to do anyway.
Succubus 6 dec. la 12:31 
@Theron Iscarin' and @Gryn i'm facing the same bugs as you two
archwizard 6 dec. la 12:14 
i don't know if it's a bug or it's because I'm playing on a laptop, but the option to launch the gravship in the gravship menu is straight up not there. I think it's probably because my laptop's screen is literally too small to let me see the option to launch the ship, but probably could be something else
Piniut LEGIT 6 dec. la 12:05 
Just a quick heads up: This mod is NOT compatible with 'Mini Gravships' mod. It makes the thrusters seek the Grav Engine instead of Gravjumper engine, making the launch option impossible. I didn't test putting the other mod lower in the modlist, so I don't know if it would change anything, but I doubt it.

But besides that, amazing mod. Unique way to make Gravships even more fun.
Secretsquirrel 6 dec. la 11:48 
Anyone having issues with the beds? I cant get 2 people to be in the bunk bed at 1 time. Even when i assign someone, it will just have one "Abandon" it, as it will list the first person and then "Abandoned" as the second.
IamSam 6 dec. la 11:32 
I don't seem to get the 'Runaway Gravship' quest. Started with electricity and on day 88
Theron Iscarin' 6 dec. la 11:04 
Getting grav data is pretty fast in my opinion. try using the grav ship to do all the little quests instead of sending a caravan <3
Oskar Potocki  [autor] 6 dec. la 10:11 
See the problem is you have a huge colony and only now decided you want to make it fly. Progression in this mod takes time. You should've had a gravjumper earlier and just travelled with it to progress in the tech. Look at it as 'testing the experimental ship'. You need numerous test flights before you just slap engines to your base and fly off.

If you get decent gravship pilot and co-pilot, with high intellectual skills, you will very quickly get the gravdata needed to get standard gravtech, which will in turn unlock the gravtech research bench.
CPT L. Blade [Bot] 6 dec. la 10:00 
heya oskar, awesome mod! i have some feedback:

i already have a big advanced colony and i wanted to start playing w gravships instead. since you can only start with a really small one i have to fly around to nonsense destinations back and forth with 2 colonists while leaving the rest behind in the main base, like literally 30 times (takes ages) to get the research needed to build a bigger ship.

i think this really kills the momentum since my colony has been ready to go for a long time but is held back by this requirement. maybe i'm doing something wrong but it doesn't feel very good
Theron Iscarin' 6 dec. la 9:43 
i just WATCHED it happen. its not when i click on the Grav Field Amplifier, its when the Grav Field Extender im trying to replace is deconstructed, if that helps in any way. (i am just a monkey with a stick, my troubleshooting powers are limited)
Alsariul 6 dec. la 9:21 
@Theron Iscarin'
People wrote to me about this bug, but no matter how many tests I ran, I couldn't catch it. Moreover, GravTech does not perform any deep manipulations with the rules of functioning of the gravship, however, seems to cause an error. Don't know what to do about it.:Rivals:
Theron Iscarin' 6 dec. la 9:00 
oh, its not just me? clicking on the extender borks my ui and have to task manager to close. Alsariul, for me i have Gravtech and Anomaly for Gravship, i wanted to see if they worked together on my own.
Alsariul 6 dec. la 8:52 
@Gryn
I'm also trying to figure out this problem, and I have a question for you: what other mods for gravship changes do you use?