RimWorld
Vanilla Gravship Expanded - Chapter 1
752 則留言
Jet 3 小時以前 
I built two additional small thrusters to my jumper but dont seem to get any additional range from it. is it because half of the thruster is situated atop damaged substructure? I need gravlite panels to fix this or is there something else im missing?
King DaMuncha 4 小時以前 
How or where do I get more grav panels? I've run out. and I need more.
zloivasgen 5 小時以前 
Everything was working, but today when I switched to a new map, it froze. Can you help me?


Trying to get valid region at (110, 0, 164) but RegionAndRoomUpdater is disabled. The result may be incorrect.
Trying to get valid region at (139, 0, 133) but RegionAndRoomUpdater is disabled. The result may be incorrect.
checking editor settings...
bodysizes genes are active
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 13C9F24B] Duplicate stacktrace, see ref for original
Unloading 1 Unused Serialized files (Serialized files now loaded: 8)
Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 54177.
Total: 596.983100 ms (FindLiveObjects: 2.669900 ms CreateObjectMapping: 4.392700 ms MarkObjects: 589.812200 ms DeleteObjects: 0.108000 ms)
celloface 6 小時以前 
I've just started getting these errors, which is strange because I've not changed my modlist since playing a gravship expanded save, and I'm 30 hours in. Unfortunately no oxygen pumps means no space :( Any ideas?? I'm not used to deciphering mod issues...
Could not resolve cross-reference to Verse.ThingDef named OxygenPump (wanter=noLinkedGraphicDefs)
Could not resolve cross-reference to Verse.ThingDef named OxygenPump (wanter=relatedBuildCommands)
Durnadle 8 小時以前 
@Oskar
I'll look into it. I was quite careful to avoid story teller and quest related mods, but it seems I may now have wasted quite some time on a save that'll never progress. Is the mission something that shows up right away/early on like the vanilla grav engine quest?
The Dutchman 8 小時以前 
@Gualdhar ?? Whats the issue? Its called a Gravhulk for a reason. Land next to the tile and caravan in or send a shuttle
ParadigmShift 10 小時以前 
Hey wierd issue I seem to have, the telescope item is not showing up at all. I've tested it with only gravship expanded, harmony, and framework, but I can't seem to activate the ability for navigator since there are no telescopes
Gualdhar 13 小時以前 
Can someone take a closer look at the mod or Odyssey DLC clearing an area for the gravship to land? Landing a gravhulk in some quest locations is about impossible. Steam vents in particular can make clear landing zones difficult. My current problem map is a cavern with an Ancient Mercenaries quest building in the middle.
Sarg Bjornson  [作者] 16 小時以前 
The job is auto-queued for pawns assigned to construction if the maintenance level goes below 70%, or whatever you assign on the engineering console if you have one
penglars 17 小時以前 
how do I make them maintain the ship without manual prioritization
Lopatis 17 小時以前 
Hello!
Encountered a funny bug where devouvers from Anomaly DLC spawned right into the space near asteroid like it was water.
Oskar Potocki  [作者] 19 小時以前 
@Durnadle
That means some mod is altering the quest we're also altering. You're supposed to get a quest called runaway gravjumper, which crashes a small gravjumper on your mod. If you get some other quest, that means some other mod is affecting it and causes our quest to not fire.
Durnadle 20 小時以前 
I don't seem to be able to connect the pilot seat to the grav engine... it refuses to connect, so I can't launch the ship. I have no other grav related mods installer.

EDIT: Oh, if I accept the vanilla gravship quest at the start, the engine I get is NOT usable with a pilot seat... which is confusing. So I need to avoid that quest? Or... what? I like the concept, I'm confused how to make it work. Played for hours and still can't have a functioning ship? No means of generating fuel? No working engine? Am I missing something?
dlcnate1 20 小時以前 
So, installing mid save and my gravengine from before is gone. But the game won't let me build a new one because it says I already have one. Does anyone know how I need to fix this?
Oskar Potocki  [作者] 22 小時以前 
Report it as a bug using our google form please.
freackyfreac 22 小時以前 
is it buggy or intended that the fuel synthesizer doesnt stop when the astrofuel storage is full?
Sarg Bjornson  [作者] 12 月 3 日 上午 4:19 
That's OK, it's such an expansive overhaul that it won't fit everybody's tastes
Potato.tech 12 月 3 日 上午 4:13 
after playing with this mod for a little while... im sorry, but i cant see myself using it anymore

progression feels slow ( 30 hour save using the mod, and i still have yet to reach standard gravtech research ), the way how it splits all of the buildings into different tabs feels clunky and i have to rely on dub's mint menu's search bar to actually find anything.

yes, i DID want my gravship to be the centerpiece of my run. yes, i DID want to have to unlock parts piece by piece, but i dont want to have to use godmode in a fit of frustration to actually unlock anything.

despite all of my personal feelings though, i do want to thank you for making this content, and all the other content that you folks make. even if i have my personal issues with it, i do respect what you folks are doing for us.
Automa Tom 12 月 3 日 上午 3:38 
@Everynone: Thanks! Now i saw it was the last one, sorry for not noticing.

Neat mechanich though, now i have an incentive to not exploit the ship until it's last possible substructure hahaha
Everynone 12 月 2 日 下午 11:45 
@Automa Tom: it's in the FAQ. Have a look at the gravengine's connected substructure x / max. The engine will generate power based on what it can spare. Being under the cap translates into extra power.

If you place a gravengine with no surrounding substructure and sit on it, it should tingle.
nickwest 12 月 2 日 下午 7:57 
Is this compatible with SOS2?
Automa Tom 12 月 2 日 下午 7:27 
Hi!, sorry if i just couldn't find it, but i looked through this page and the FAQ and coudln't find how gravship main engines power output works, my gravjumper is always at 0W, although it says here that it can output a max of 2400W.

Maybe i'm doing something wrong, but couln't find it :(
Mugen 12 月 2 日 下午 3:02 
When do the Runaway Gravjumper quest start in Mid Game? Any technology I need to research for it to trigger?
The Dutchman 12 月 2 日 下午 2:26 
@bubble answered in FAQ
Frogdad 12 月 2 日 下午 12:37 
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 12 月 2 日 下午 12:32 
how does the gravship engine power work because mine only producess less and less
Tenebruce Fogoster 12 月 2 日 上午 11:40 
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 12 月 2 日 上午 11:14 
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 12 月 2 日 上午 11:10 
thank you for the new content
Megalokatsudon 12 月 2 日 上午 5:42 
@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 12 月 2 日 上午 5:08 
@Megalokatsudon I think that's a feature of base odyssey. finishing the main quest makes the subquests stop.
Megalokatsudon 12 月 2 日 上午 4:32 
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 12 月 2 日 上午 3:52 
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] 12 月 2 日 上午 3:45 
That, then, is your priority to fix
Ribera 12 月 2 日 上午 3:36 
@Oskar Potocki, yep but something is wrong with huglibs and i cant get logs, so you know..
Oskar Potocki  [作者] 12 月 2 日 上午 2:55 
Reminder that comment section is not a place to report bugs.
Ribera 12 月 1 日 下午 9:27 
Astrofuel just vanishes from network, when astrofuel synthesizer trying refine chemfuel when all astrofuel tanks are already full
Kliebst 12 月 1 日 下午 8:00 
@The Dutchman Feeling mighty stupid. Yeah I missed them, my bad. Thank you for pointing it out!
Frogdad 12 月 1 日 下午 7:03 
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 12 月 1 日 下午 5:22 
@Kliebst ? Already a thing
BrenTenkage 12 月 1 日 下午 5:13 
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 12 月 1 日 下午 5:00 
This mod looks amazing! Does anyone know how it plays with the Star Wars KOTOR mods?
Tybo 12 月 1 日 下午 2:31 
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 12 月 1 日 下午 2:27 
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