RimWorld

RimWorld

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Mini Gravships
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Mod, 1.6
File Size
Posted
Updated
2.296 MB
16 Jul @ 9:03am
11 Aug @ 6:36pm
59 Change Notes ( view )
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Mini Gravships

Description
Mini Gravships v1.1
For Rimworld 1.6 + Odyssey DLC
(Load near the top of the mod-list, above other Gravship mods for best compatibility)

Lite Edition: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3538850569

Recently added: very low gravcore spawn rate on exotic traders. empire traders should usually have a gravcore. Shields are buildable and cost a gravcore to make.

--- Default Gravship changes ---

Stuffable walls, doors, and thrusters.

Removed amount limit of Gravship-linked structures (and descriptions changed for it)

Buffed Gravship Hull to 500hp.

Buffed Vac Barrier to 300hp, also stuffable.

Thrusters transmit power.

Retextured pilot console.

Grav engine: Produces 2500W
(My reasoning, default Gravcore power cell makes 1200W. Parts from this mod will cost power.)

Pilot consoles use 50W
--------------------------------------

--- New Gravship parts ---

Grav turret: like the dlc beam rifle but stronger, needs a Gravcore to build.
(1250HP, no refueling, stuffable, 150W cost to stay on. No cost to fire.)

3x3 Gravship Gauss turret. Explosive auto-cannon type turret.

3x3 Thrusters with some extra range.

Modular engines: can go beneath structures and other engines.
(Does not transmit power, plugged-in like furniture.)

1x1 Solar panel. 375W

Wall-attached solar panel, also works off the ship. 1125W

1x3 and 1x1 Pilot consoles.

Hot and Cold temperature pumps.
(150W, they use heater mechanics to heat or cool the room.)

Vacuum pump, vent oxygen from the ship into space from any room, create surprise killboxes!
(Only works in space maps.)

Gravcore Reactor, produces 7500W forever with no fuel needed.

Small Gravshield: Recharges twice as fast as a normal gravshield.
Only difference is size and recharge.
(Research for this coming soon, available in dev-mode)

Gravship door: 300HP, non-flammable, 300% open-close speed, stuffable. Uses 50W.
(Acts as an autodoor, but much better. Vacuum can and will pass through if open.)

Powered Hull: Hull that transmits power.

Solar Hull: 500W, 350HP, doesn't work under a roof, doesn't hold a roof.

Armored Hull: 750HP, stuffable. (Uranium armored walls are 3000HP)

Spaceship battery: Non-flammable, 95% efficiency. 1000w storage.

Large spaceship battery: Non-flammable, 95% efficiency. 4000w storage.

1x1 fuel tank: 125 fuel, portable (on ship), to fit in small awkward corners of the ship.

1x2 fuel tank: 250 fuel, rotatable.

4x4 fuel tank: 2500 fuel, impassable, to store fuel in larger ships.

Craftable mining charges. Incendiary, EMP, and High-Explosive varients also.

Small fuel optimizer. (Traded item.)

Anticraft beam turret. 1500W, costs a gravcore to make

Gauss turret, (similar to an autocannon, good steel refuel economy)

New stuffable composite Vac suits.

Stuffable passenger shuttles.

Stuffable Grav anchor.

Thrusters cost 150W since Grav engines make 2500W also.
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--- Future potential changes & notes for next update(s) ---
--- Comment if you want these or not, otherwise assume yes unless it breaks something ---
larger passenger shuttle?
rename fuel tanks in better order

-I made a clone of the pilot console with the texture from this mod
(didn't want to add more dependencies for a texture toggle)
150 Comments
varazir 11 hours ago 
I get error from this mod on loading https://gist.github.com/HugsLibRecordKeeper/0302e8d6385745f2a00fd935880f7431r on loading the game
Zonefat 15 hours ago 
GOAT
Shade 17 hours ago 
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] 12 Aug @ 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 12 Aug @ 6:55am 
@ Иван I also got this error.
Иван 12 Aug @ 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 11 Aug @ 8:50pm 
I don't see the wall mounted solar generators on my build list, are they hidden somewhere?
Cyboran 11 Aug @ 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 11 Aug @ 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 11 Aug @ 5:12pm 
Just getting better and better. Thanks Ms Mommy! :cactuar: