RimWorld

RimWorld

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Progression: Gravship
   
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Mod, 1.6
File Size
Posted
Updated
9.938 MB
Jul 11 @ 10:01am
Nov 21 @ 2:07pm
6 Change Notes ( view )
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Progression: Gravship

In 1 collection by ferny
The Progression Modpack | (1.6)
582 items
Description





Best paired with
- Progression: Core, for tech traversal/advancing entirely within your control.
- Progression: Scenarios, for adding new gravship scenarios, and rethinking how scenarios start and play out.

Compatibility
- Anything in my modpack
- Should work well with most other stuff too

Performance
Should have zero impact. Just patches how the quest is triggered.

FAQ
  • Save compatible? | Probably

Credits
- Taranchuk - C#





[discord.gg]
tags just in case: odyssey, ferny
Popular Discussions View All (1)
1
Oct 29 @ 4:27pm
What does this do?
Gods patheticist worm
83 Comments
Reestock Nov 25 @ 5:39pm 
I think you should add to the flavor text of the Gravship living and Compact work benches research projects, to make it say that researching gravtech allows for better use of space or something.
Just because I think it's weird that you can't build a bunk bed without researching spaceships
tanyfilina Nov 22 @ 9:31am 
The purpose of the mod would be, as with "No quests without comms", to lock most of the quests behind reasonable researches or buildings - like, you cannot receive radio messages if you have no comms console, or some radio building from some mod.
-=GoW=-Dennis Nov 22 @ 2:40am 
I actually just tried it (by removing this mod and adding VGE at the same time) and three days after loading the save the gravjumper quest appeared in my industrial level colony. If there is any side effects later, no idea.

So far I'm enjoying it that way, given my playstyle I will be spacer already once I can make the big ships, but having the smaller one available mid to late industrial fits perfectly - especially as I could literally farskip everywhere with VPE already.
ferny  [author] Nov 22 @ 2:34am 
@-=GoW=-Dennis Not sure, I never really plan around people removing stuff midsave.
@tanyfilina Confused what you mean, like what would the purpose of the mod be
tanyfilina Nov 22 @ 2:04am 
The part about the new compatibility patch for the Vanilla Gravship Expanded seems to me similar (in the aim and function) to the old mod "No quests without comms" which is formally updated but not actually maintained, not applying to many new quests from different mods. Such things, locking the quests behind tech, are possible only via C# coding? Any chance you could make a Progression mod to replace that old one?
-=GoW=-Dennis Nov 22 @ 12:01am 
When I remove this mod and add VGE in an existing colony, will the VGE quest trigger right away?

VGE changes the tonality of the gravships and expands the system so notably that limiting it to spacer isn't for me anymore, my industrial pawns in my headcanon would be able to get a full gravjumper that is already functional, just damaged, to fly and the integrated different research system would also allow them to learn more about it before reaching general spacer tech.

Industrial is also the biggest part of the game, so I wouldn't get to play with the travel-based research system until so late in a colony it isn't relevant anymore with VGE.

Not saying you should make a change, just asking if this would work before I crash my savegame.
ferny  [author] Nov 21 @ 2:07pm 
v6
- Added compatibility with Vanilla Gravships Expanded
nintendeplays Nov 21 @ 1:56pm 
So, how compatable is this with vanilla gravships expanded?
Reestock Nov 21 @ 1:28pm 
My previously mentioned skepticism is long gone, by the way! I had faith for the past few weeks.
Reestock Oct 18 @ 7:48am 
Eh, I'm skeptical, mainly because of the re-addition of ship-to-ship combat. I hope it's handled better than in SOS2, because RimWorld is a game inherently designed for pawn-to-pawn combat.