RimWorld

RimWorld

Bigger Gravships (and other Odyssey spaceship related settings)
139 Comments
Potato_Jeo 1 hour ago 
starbound mentioned
chrisque1 1 hour ago 
"long train-shaped ship" rimworld goes starbound :8bitheart:
Sif ❤ 8 hours ago 
Probably best not to use this mod if you have a heavily modded game like me, at around 10k ship block things I can't take off without the cutscene glitching out and bricking the game. Shame because honestly this mod is great.
Domino 11 hours ago 
@wood goblin - You can only attach 6 of them, and they all have to be within the radius of the grav engine, so you can't do very long or wide ships, the best you can build is a giant circle-ish one.
One More Red Nightmare 18 hours ago 
Dunno if this is my personal problem or the odyssey problem but I built a huge ship (6000 tiles) and the Mechhive map does not want to generate sufficient space for it. You might want to do mechhive before buiding huge ship
wood goblin Jul 24 @ 4:25pm 
But there is a gravfield extender why would we cheat?
RedMattis  [author] Jul 24 @ 7:20am 
@Sir Charles Thicccbristl
It won't. That would require modifying how Ludeon's code figures things out, which would risk incompatibilities with other mods. My priority for this one is to keep it as easy, simple, and compatible as possible.

That said, you can expand their radius (and that of the gravcore) to whatever you wish. It is perfectly possible to just increase the radius so much that you can build wherever you want.

I'd probably still recommend putting the core somewhat near the center though; mostly in case Ludeon coded some systems around this assumption. That's just me guessing though.
ZenitiPlay Jul 24 @ 7:16am 
TIME TO BUILD A CARRIER NOW!
Sir Charles Thicccbristle Jul 24 @ 5:48am 
Will this mod enable me to Daisy chain Grav-Field Extenders together?
i find it really limiting they all have to be within the main Grav Engine Circle
RedMattis  [author] Jul 24 @ 1:12am 
@Pepperoni
I did restore them to the settings from before in the update an hour after. Make sure you have the latest version of the mod if the ranges appear reduced.

@Dr_Zoidberg_M.D.
Seems I forgot the scribe that setting. I'll update the mod to fix that as soon as I can.

@G-Fiti
I might have been using settings defaults from the dlc beta. I'll have a look.
G-Fiti Jul 23 @ 6:06pm 
Grav extender range is 17 not 19 as the mod defaults to when using vanilla settings, then setting it manually to 17 the radius is not exactly the same as vanilla (has a 1 block sticking out from the sides)
Dr_Zoidberg_M.D. Jul 23 @ 5:23pm 
The Radius on the Gravship shield doesn't seem to stick for some reason. Neither does the total hp value of the shield. I think you have to reload on every save.
Pepperoni Jul 23 @ 9:03am 
Can you tell us what the settings used to be so we can at least manually change it back please? I've no idea what settings the mod changed it to before you lowered default ranges a notch or two, but I can't replicate it.
RedMattis  [author] Jul 23 @ 5:51am 
Upped the settings to the previous values.

Issues with takeoffs or landings might be due to VRAM issues for the former, and Mods for the latter.

Since I've not gotten any error logs about either I'm going to assume this isn't an issue for most people, at least unless heavily modded.
RedMattis  [author] Jul 23 @ 4:42am 
@Spanners
Yeah, I lowered the default ranges a notch or two, mostly to discourage users that don't read mod descriptions/comments from making ships that may cause issues. At least until we know where the issues are from.

...Considering how one of the issue is apparently "Vanilla Cooking Expanded: Haute", I can't even begin to guess. :'D
Bird Jul 23 @ 4:31am 
For anyone who's still getting the bug where there's blank UI while the ship is doing a landing animation, that bug seems to be caused by Vanilla Cooking Expanded: Haute. Something to do with the textures on the cooked haute meals if you have them stored on your ship.
Spanners Jul 23 @ 4:18am 
The radius seemed to change on grav engine in the patch, so you may need to pop in and change some settings in this mod (and then move grav field extenders around) if you plan on the whole ship actually leaving the area...
RedMattis  [author] Jul 23 @ 4:16am 
(that ship is 160 x 172)

But anyway, making extremely big ships is at your own risk until we know why it sometimes fails.
RedMattis  [author] Jul 23 @ 4:15am 
As a side-note, I've not actually manged to reproduce the issue with large gravships myself.
https://imgur.com/a/e5CM5f1

As seen here my beautiful giga-ship lands just fine.

But it might be modded maps cause issues.
奈亚子 Jul 23 @ 3:53am 
I see, I understand, thank you:needy_heart:
RedMattis  [author] Jul 23 @ 3:39am 
Fixed the setting menu breaking if you input letters into the number fields.

@‡
As apt as "big and small gravships" would be, the name would mislead people into thinking it was associated with my framework and/or added a bunch of extra features. :D

@奈亚子
I've prodded Ludeon about very large ships causing it to not be able to land. That is why I wrote the bit about it being best to avoid very tall/wide ships.

A 75 diameter spehere is probably fine, while a 100 units tall boat-shape grav-ship is likely to face issues.

@ChrisB
Should be fixed now.

@Asgahn
Probably possible via transpilers or something, but the game won't permit long ships so it would unfortunately just encourage making ship-shapes that Ludeon's landing-code doesn't like.
Jul 23 @ 12:28am 
hey redmattis can you please change it to "big and small gravships"? i think that would suit this mod perfectly
TheWalruzz Jul 22 @ 10:24pm 
I seem to have similar issue to others - I can't launch into space. It's just stuck there with no UI when it should start the takeoff animation etc. This started happening after latest patch to Rimworld, maybe there's some incompatibility introduced?
奈亚子 Jul 22 @ 10:19am 
After I changed the mod settings, the spaceship would be stuck in the landing interface, and there was no UI at that time, and I could land normally after restoring the default settings, which setting caused it :D?:confusedkarlach:
ChrisB Jul 22 @ 9:58am 
And the only thing that triggered it was pressing delete (on kb) while I had the entry selected, highlighted the number and pressed del and the option and every option underneath was permanently gone until full restart
ChrisB Jul 22 @ 9:57am 
@RedMattis

It didn’t let me interact with it any further, as soon as the options were gone, they were just gone (I sent two comments just incase you missed my first!)

Nothing restored them except a full restart, otherwise no problems at all!
Asgahn Jul 22 @ 9:43am 
Would it be possible to add the possibility of placing new gravfield extenders in the radius of other extenders and not the engine? So you could cascade them?
Daddy_Cake_Johnson Jul 21 @ 10:16am 
The mod stopped working after landing on the surface, after a test launch through God mode, only the middle part of the ship flew into orbit. My ship is 106 horizontal tiles long and 62 vertical tiles wide. My ship is 106 horizontal tiles long and 62 vertical tiles wide if that matters.
mkc_tao Jul 21 @ 4:33am 
Hey do you think you could add support for the Grav field extender hulls mod? Would be greatly appreciated.
https://steamcommunity.com/sharedfiles/filedetails/?id=3525466663&searchtext=grav+field+hull
Paprika Jul 20 @ 6:24pm 
possible to edit the amount of shield generators allowed?
Tirith Amar Jul 20 @ 2:47pm 
Could we get an option to change chemfuel efficiency?
RedMattis  [author] Jul 20 @ 1:09pm 
@AGenerikUsername
That sort of thing would likely require modifying the game mechanics.

I prefer to keep mods focused on one area, in this case straight stat-tweaks. That way I know strange bug reports here about, say; pathfinding issues; then I know that bug to be extremely unlikely to actually be related to this mod, etc. :)
RedMattis  [author] Jul 20 @ 1:04pm 
@ChrisB
This error happened to you when pressing reset to default? Which one? And what were you doing just before pressing it?

@Zarquon
That is probably a bit out of scope for this mod. There is a mod that makes floors near-worthless, perhaps they handle gravships floors too?
Chromium Jul 20 @ 6:06am 
Gravlite panel is a rare material. Poor people don't own a gravship :buzzed:
Zarquon Jul 20 @ 4:23am 
Thanks for adding shield settings.
Another suggestion, please add a setting to reduce the value of grav ship substructure (the flooring). It's $14 per tile in vanilla and has a huge effect on overall wealth.
ChrisB Jul 19 @ 12:03pm 
it pinged this error spam, two separate errors over and over:

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()

Exception filling window for RimWorld.Dialog_ModSettings: System.FormatException: Input string was not in a correct format.
[Ref 28052A6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
ChrisB Jul 19 @ 12:02pm 
hey, great mod! just had a little problem tonight - i went to reset some of the values in the mod dialog window, highlighted one of the values and pressed delete (more out of habit than anything), and it wiped out every setting from the one i deleted it and every setting option underneath. it required a full game restart to restore these, a reload didn't work.

i can send a full hugs log if that helps, but will separately post the error log spam
Chromium Jul 19 @ 10:48am 
@AGenerikUsername I thought the same way but then creativity knocked on the door and I kinda like how it turned out https://steamcommunity.com/sharedfiles/filedetails/?id=3529660501 I feel I like it better now that I build my ship like this
AGenerikUsername Jul 19 @ 10:25am 
Is there a chance you can make an option for thrusters to ignore substructure? I don't like having a hole in the middle of my ship to make the thrusters work
Chromium Jul 19 @ 12:52am 
Just checked, the text imput is very good, well done
now I can have a proper 500 grav extender support:as2l_friendship:
RedMattis  [author] Jul 19 @ 12:39am 
@Nathan Nate Fox
That is a limitation with how inputting into a limited range works.

E.g. if you want to go from 500 to 2200 you'd probably input `5000`, select the `5` and chance it to a `2`. and select the second 0 and change it to a 2.

Trying to erase 500 to input 220 won't work since the minimum is 500.
G-Fiti Jul 18 @ 9:39pm 
I'm surprised you didn't call it Big and Small Gravships :D
Asteyr Jul 18 @ 6:59pm 
In any case, you can also put in the numbers you want in the C:\Users\XXX\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_3522759531_GravshipSizeSettings.xml file directly, obviously restart rimworld after saving the file. That's how I do it with all sliders, totally no OCD here.
Nathan Nate Fox Jul 18 @ 2:43pm 
For whatever reason i cant really input the values i want into the input fields by just writing the number.

Here is an example:

I open the settings, i doubbleclick on the 500 for the "Engine substructure support" to highlight it
i then start writing 1000 and the number changes to 250 then 2050 and then 5000.

After it gets to the 5000 i have to higlight the 5 and type 1 to swap the number to 1000.

Am i doing something wrong or is it just the input field being wierd in general?

In any case thank you for making a mod like this.
RedMattis  [author] Jul 18 @ 1:01pm 
@Torkkar
I did. The comment beneath yours mentioned that update. If you're not seeing the input fields to the right of the sliders you need to unsub and then resub.

Or verify files if you're getting out of date mod issues a lot.
Torkkar Jul 18 @ 11:22am 
can you give us something better than the sliders for selection? I wanted my core to be exactly 1500 not 1504 and the default range, I just want the engine and the extenders to allow for full coverage of their range. I'm trying to make a flying Saucer lol
RedMattis  [author] Jul 18 @ 10:15am 
Update:
Added shield radius and strength as tweakable variables.
Number entry fields have been added for more exact tuning.

@Royce Jeffords
It doesn't change the behaviour, only the values. You could increase the radius to compensate though.

@氘镉殆
I haven't tested. I'd expect it to work as long as it doesn't do anything to crazy to the defs.
Royce Jeffords Jul 18 @ 7:51am 
can this chain extenders or does everything need to be in engine range?
Chromium Jul 18 @ 12:48am 
Indeed @Legowaffles , the text instead of sliders would be much better, currently with the sliders you can't really choose a specific number. I can't put the grav field extender support to 500 because it always jumps to 509 instantly ,I only want to change this option the others are good as in vanilla
G-Fiti Jul 17 @ 10:07pm 
Alright I did a few tests, max ship lengh I was able to launch was 89 tiles long, sadly not too much more than the default 69, anything over 89 and my game got stuck trying to launch. Not sure if you can do anything about that, probably a limitation in the game engine.