RimWorld

RimWorld

Mini Gravships
166 Comments
Twisted Traveller 2 hours ago 
I had a problem where my Gravship would not allow me to refill chemfuel when I made it from the dropped gravcore, I tried uninstalling/reinstalling the ship, rebuilding and it still wouldn't accept. Removing mod fixed the issue, has the new patch broken something?
Aetherr 16 hours ago 
nevermind, found it, its under odyssey alonside the oxygen, head, cold and vaccuum pumps... i think it should be clearere where it is because as far as i know, its nothing to do with the pumps
Aetherr 16 hours ago 
how am i supposed to build the life support unit, it saysi need orbital and standard gravtech and i have both but i cannot find it
tidy Aug 28 @ 7:22am 
Log Summary
Version:1.6.4543
Relevant Mods:• Ludeon.RimWorld.Odyssey•Neronix17.TweaksGalore•memer.minigravshipsCore
Loading Error:On startup, the log shows it fails to find the TerrainAffordanceDef named "Substructure", with the following error:• Could not resolve cross-reference: No Verse.TerrainAffordanceDef named Substructure found...
Final In-Game Error:The loading issue results in the following error when interacting with pilot consoles:• Exception: System.NullReferenceException• Location: at RimWorld.CompPilotConsole.CanUseNow()
tidy Aug 28 @ 7:11am 
Hi author, love your mod!
I've found a compatibility issue with the "Tweaks Galore" mod. When both are active, your mini and small pilot consoles fail to bring up their menu and throw a red error.I know the issue is likely on the Tweaks Galore side, but I wanted to give you a heads-up. I've tried other solutions from the comments but they didn't work for me.I will post a condensed log summary in a reply below. Thanks!
TritiumQQQ Aug 21 @ 9:01pm 
Can your mod add a setting that will turn off the cables included in the extender?
Turn left, plz Aug 21 @ 9:01am 
@Rain, thank you:steamthumbsup:. You saved my ship. Although I can't find "no breakdowns" option in tweaks galore. But after using normal pilot consoles, rebuilding all steel small thrusters an and remove all steel modular small thrusters. My ship rise again. :-)
Rain Aug 21 @ 12:23am 
I finally got it. The smaller version of the pilot consoles of this mod were not working because of tweaks galore mod but ONLY because of the "no breakdowns" option. So disabling this option, i can finaly have my cozy one 1x1 pilot console. It took me awhile to find this issue but it was worth it. 😉
CommanderKSK Aug 18 @ 3:58am 
Does the Solar Hull have a bug it produces electricity even at night?
Rain Aug 16 @ 4:49pm 
The steel modular small thrusters from this mod were the culprit . It seems that i can build them on only one gravship substructure but they can also be build on two substructures tiles. Either way they don't work and are buggy. As soon as i deconstruct them and build the vanilla small thrusters i can fly the ship BUT only with the vanilla odyssey pilot console, the pilot consoles from this mod for some reasons dont work(no menu to be seen), altough they don't give anymore the error that i posted bellow.
Rain Aug 16 @ 4:07pm 
When i click on the grav engine and try to build something, all the buildings are invisible when i try to put them down but if i place them, they are visible again. Also all the pilots consoles, including the one from the odyssey gave me an error and i can't interact with them at all with the exception of the desconstruct command. So i can't launch my ship 😔. The error is:
Get inspectstring exception on pilotconsole438814:
system.nullrefferenceexception: object reference not set to an instance of an object.
[ref A6B50D85] Duplicate stacktrace, see ref for original.
I don't have any other grav mods similar to this mod.
cucumpear Aug 15 @ 4:51am 
Update: After some testing I think it's just the save that got bugged, which sometimes just happens with mod updates!
cucumpear Aug 15 @ 4:39am 
Not sure what's going on but today my gravship refuses to launch, it instantly cancels the launch instead. I'm not *positive* that it's a full bug, because after removing all the parts from this mod and reloading without it enabled, it still won't launch but a ship built in dev mode will, so I guess it's possible that it's just my save that's bugged. It doesn't even throw an error, just cancels.

Just wanted to put this out there in case someone else has this issue (and tbf I play with a ton of mods, so it's possible that it's an unfortunate interaction, I don't expect anyone to troubleshoot mod conflicts when I'm the one with absurd numbers of mods).
Ms Mommy Memer  [author] Aug 14 @ 7:08pm 
Also life support unit now acts as a vitals monitor.
Ms Mommy Memer  [author] Aug 14 @ 6:52pm 
Also refurbished the ancient transport pod found on asteroids. Now you can build these orbital transport pods which don't need a launcher, but they cost chemfuel to build.
Ms Mommy Memer  [author] Aug 14 @ 6:50pm 
Updated for VE Chemfuel. Upon construction, refuel amount is set to 0 since the main storage bit is separate from the VE pipenet. Fuel that goes from the pipenet into the gravship can not be pulled out. You can still empty and hand-refuel the tanks as normal, alongside VE chemfuel options. Basically if you use a drain and have 2+ tanks you'll never see an issue. If you have 1 tank you should hand-fill. Weird these two things can't be combined easily but it means you technically get double chemfuel storage with both chemfuel storage systems in place.
varazir Aug 13 @ 5:58am 
I get error from this mod on loading https://gist.github.com/HugsLibRecordKeeper/0302e8d6385745f2a00fd935880f7431r on loading the game
Zonefat Aug 13 @ 1:31am 
GOAT
Shade Aug 13 @ 12:15am 
im also having a bit of an issue. The pilot console is giving me an error in game and cant interact with it, its stating "duplicate stacktrace" and "object reference not set to an instance of an object". Might be an issue with VE chemfuel? Not sure.
Ms Mommy Memer  [author] Aug 12 @ 7:53am 
Going to try patching the tanks to work with VE Chemfuel and also see if I can make it compatible with Tweaks Galore. (The flamethrower bit will be removed from the Anticraft turret, seems that was part of anomaly in the damage type code after all. It will still light things on fire.)
Rain Aug 12 @ 6:55am 
@ Иван I also got this error.
Иван Aug 12 @ 5:25am 
after today's update, error:

Could not resolve cross-reference: No Verse.RulePackDef named Combat_RangedFlamethrower found to give to Verse.VerbProperties VerbProperties(Gravship anticraft turret)
Lenvaldier Aug 11 @ 8:50pm 
I don't see the wall mounted solar generators on my build list, are they hidden somewhere?
Cyboran Aug 11 @ 8:25pm 
@ZombieJig, you need to build the chemfuel tank from VCE, then link that tank to your fuel tanks for the ship. I had the same issue and this was my solution to it. Works pretty well since I can use it as a staging point before sending the fuel to my tanks.
ZombieJig Aug 11 @ 7:36pm 
Seems like it may be conflicting with vanilla chemfuel expanded or something. With this installed, standard chemfuel tanks cannot be filled anymore and these chemfuel tanks show 0l chemfuel in network even when they are all full. My ship cannot launch because it cannot detect the chemfuel.
Mad Alkemyst Aug 11 @ 5:12pm 
Just getting better and better. Thanks Ms Mommy! :cactuar:
Ms Mommy Memer  [author] Aug 11 @ 5:11pm 
Made a proper anticraft turret with a beam. New pilot console textures, alternate ones are still in the texture folder if you want to swap them. Exotic traders will have gravcores sometimes. Imperials will usually have one gravcore. Both these traders will have a gravship upgrade part like a fuel optimizer around 20% of the time.
Xannie Aug 11 @ 4:55am 
It's probably a conflict with another mod, but I had an issue where the 1x2 console was causing my 2000/2000 gravship to lock up in the launch cutscene and softlock me, no error log either. Just an FYI in case it comes up again. The moment I swapped it out for the base Odyssey console the grav ship took off again with no issues.
tn.rustamov Aug 10 @ 1:51pm 
Not sure others had this issue but this mode made infinite energy for my graveship. I added mid game and everything was running even eithout power source or battery. I unsubscribed from it and it is fixed.
Ms Mommy Memer  [author] Aug 10 @ 8:34am 
Will update after work today. Also might work more on the pilot consoles, draw more vanilla friendly ones and make my retexture a separate mod if I can't figure out any texture toggles. Either that or "advanced pilot console" with 3% launch boost.
Halicade Aug 10 @ 4:52am 
Hello! Just letting you know you never set Odyssey as a dependency in your mods about file.
Ms Mommy Memer  [author] Aug 8 @ 9:24pm 
Added tradable gravcores and more at a low rate among the exotic and imperial traders. Also replaced the small fuel optimizer with a new part. Reloading a previous save may cause a red error upon this change. The part to replace that is the gravship fuel control unit.
Ms Mommy Memer  [author] Aug 8 @ 11:05am 
I overlooked that the security door was under Anomaly, so I replaced the security door research with regular autodoor research instead. Also patched the grav engine to add a link to the small signal jammer.
FrowningO_o Aug 8 @ 10:37am 
Error at startup caused by this mod:
Could not resolve cross-reference to Verse.ResearchProjectDef named "SecurityDoor" (wanted=researchPrerequisites)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ResearchProjectDef> (...)
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Ebonyte Aug 8 @ 4:40am 
Joining the chorus: Small Signal Jammer is "Not Connected to Grav Engine."
Ms Mommy Memer  [author] Aug 7 @ 8:52pm 
Added life-support unit for gravships.
Removed researchable fuel optimizers since you can get 100% fuel reduction with the removal of limits, and they're already traded items. Added small fuel optimizers to traded items. Also removed conduit from the vac barriers as asked.
Ms Mommy Memer  [author] Aug 7 @ 5:13pm 
Added craftable mining charges and variants that include, incendiary charge (fire damage, spreads chemfuel), HE-charge, (damages buildings less, good for raids), and EMP-charge.
The timers on these are halved and all need construction 6 to build, since they're somewhat cheap with resources.
Ms Mommy Memer  [author] Aug 6 @ 11:33pm 
Added a couple more turrets as well as a gravship lamp, reworked from the mech pylons. Btw the grav reactor is strong but there's a chance if it breaks you won't get the gravcore.
Ms Mommy Memer  [author] Aug 6 @ 6:09pm 
Added gravship sensors, (an orbital scanner that works on the ship)
Ms Mommy Memer  [author] Aug 6 @ 12:50pm 
I put the 1-only limit back on the pilot console since it was breaking the starting scenario to have multiple pilot consoles. With the starting scenario now, you need to build conduit to your engines and it's fine after that.
Sylani Aug 4 @ 9:50pm 
Seconded Nevloz, starting odyssey scenario is impossible because gravship is now not powered
Nepenthe Aug 2 @ 10:59pm 
Thanks for this - having a cool gravship matters more to me than pretending vanilla balance matters when I'd already 300 mods deep.
Brandon12340987 Aug 2 @ 2:32pm 
vac barrier can do with the removal of either its hard wire or remote connection power, took me a minute to realize why my mid save ship had issues with the vac barrier turning on and off
LambdaFan Aug 2 @ 1:08am 
BTW this mod makes your pawns nude when you start on the gravship scenario.
Nevloz Aug 1 @ 11:24pm 
With this mod the engines and pilot console in the gravship start say "Not connected to grav engine"
Obsi Aug 1 @ 11:11am 
cringe
Spess Merhreen Jul 31 @ 10:50pm 
I have extra shuttle engines. Perhaps use them to build the giant thrusters? Or perhaps a linkable building engine that increases thrusters or gravship ranges?

(Big fan using mod since day 1_
Ms Mommy Memer  [author] Jul 31 @ 11:30am 
Figured out how to add all the engines to the grav launch ritual.
Ms Mommy Memer  [author] Jul 31 @ 9:57am 
Walls and other things being stealable in raids has been patched.

Vanilla friendly Lite version is out,
https://steamcommunity.com/sharedfiles/filedetails/?id=3538850569
g_BonE Jul 31 @ 8:58am 
so yeah, there seems to be an issue: Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName="ThrusterBase"]"): Failed to find a node with the given xpath