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Hello everyone and welcome to a brand new development blog - and the first one when it comes to covering Vanilla Gravships Expanded at that!

Today, I’m giving you a sneak peek at two huge systems coming to Vanilla Gravships Expanded: the Oxygen Network and the Astrofuel Network. These aren’t just little extras, they’re core to making your gravships feel like actual functioning vessels, and not just floating bases with engines slapped on the side. This is actually something that made me bump this mod in priority: I've seen a picture of a huge base with a set of engines slapped on both sides, moving through the sky on some screenshot. It wasn't a gravship. It didn't look like one.

Of course, this mod will make the system much bigger, much deeper and much more interactive. If you're the kind of player that just wants to slap engines on a flying cube and fly away into the sunset: this mod is likely not for you. If you want to live your space ship fantasies and build an authentic vessel and have it run by an actual crew, check out what we've cooked.

A life-sustaining gas. Used to pressurize rooms, supply breathable air, or fuel specialized equipment and survival gear. Volatile when damaged.

If you’ve ever stepped outside a gravship without a helmet, you know space isn’t exactly breathable. The Oxygen Network makes this a real gameplay factor - no more magically ignoring the fact that your crew is locked in a metal box hurtling through the void.

Oxygen Supply Lines – You’ll need to connect oxygen-producing modules to tanks, and tanks to vents in habitable areas. No connection = no air.

Life Support Systems – Oxygen isn’t infinite. Pumps consume it constantly when there's need to repressurize, and combat damage can cause leaks, forcing you to patch things up or watch your crew gasp their last.

Vacuum Survival Gear – You can now craft an oxygen tank and perform EVA work thanks to it - but if it runs out of oxygen, you will be in terrible danger. Vacuum resistance of all apparel except for the vacsuit has been lowered, meaning your space marines might need oxygen tanks for prolonged operations in space.

A fast-growing aquatic plant cultivated in hydroponics and used to generate oxygen when connected to a life support system. Rots quickly when harvested, making immediate processing essential.

A vital device that processes harvested oxyalgae into breathable oxygen. Converts biomass into gas and pumps it into the oxygen network to supply pressurized rooms and equipment.

This system means you’ll be designing gravships like actual spaceships - carefully planning pipe routes, redundancy, and placement of life support in case things go wrong mid-flight.

A high-energy synthetic fuel. Used to power gravship thrusters and boosters, or to generate electricity in specialized systems. Extremely combustible, it burns violently even in low-oxygen environments.

Forget chemfuel for gravships. That’s planet stuff. Space travel needs astrofuel - a refined, high-energy propellant that burns hot and fast, even in the cold vacuum.

How You Get It – Astrofuel is made from chemfuel at a refinery or synthesizer. It’s an extra production step, which means you’ll need to manage both resources if you want your ship moving.

How You Store It – You’ll run astrofuel pipes from tanks to engines, just like oxygen lines. Tanks come in different sizes — from small ones for gravjumpers to colossal fuel bunkers for gravhulks.

Why It’s Dangerous – Astrofuel is ridiculously combustible. Tanks can go up in massive purple explosions if damaged, and astrofire is nastier than normal fire - harder to put out and twice as deadly. Oh, and it burns in space too.

A specialized structure that refines chemfuel into high-grade astrofuel. It must be connected to the astrofuel pipe network and linked to at least one astrofuel tank to operate. Once connected, it automatically converts inserted chemfuel into astrofuel for use in engines and systems.

The best part? Your gravship engines won’t work at all unless they’re properly connected to an astrofuel network. This means you’ll need to think like a real ship engineer, ensuring every engine is supplied and every tank is protected.

Now, I know what you’re thinking — “This all sounds like extra difficulty.” And you’re right. But here’s the thing: we’re not just making your life harder, we’re hugely expanding what gravships can do.

We’re adding dozens of new structures and systems that will let you create the most varied, unique, and downright ridiculous gravships you can imagine. We’re also introducing real progression - a proper gravship tech tree where every step gives you new tools, upgrades, and ways to customize.

An astrofuel storage tank that supplies fuel for thrusters on a gravship.

For progression to feel rewarding, there need to be problems to solve. The Odyssey DLC, as it stands, doesn’t really give gravships many challenges. Building one is easy, and once you have it, it’s insanely powerful. That’s where we come in - by expanding the systems, we’re creating fault points: missing oxygen, exploding fuel tanks, space management, maintenance demands.

The fun part? As you progress, you’ll fix these faults… or eliminate them entirely. By the late game, you’ll have an incredibly advanced, self-sustaining gravship that laughs in the face of danger - because you’ve earned it.

This is just the start. Over the coming weeks, we’ll be sharing more development blog posts that connect all these pieces, showing you how the oxygen network, astrofuel network, new systems, and the expanded tech tree all fit together into a single, unified gravship experience.

Right now, we’re devoting all our development resources to Vanilla Gravships Expanded. This is our big focus, and honestly, we couldn’t be more excited about it. Every day we work on this mod, it feels like we’re building something that’s going to redefine how gravships play in RimWorld, not just adding features, but turning them into living, breathing, complex machines that you’ll care about, upgrade, and fight to protect. It honestly feels the same as when we worked on Vanilla Psycasts Expanded.

We can’t wait to show you more.

Oh, one more thing. Some time ago, there were worries that we will get rid of uncraftable gravship upgrades and make everything craftable, thus reducing the need to actually travel. I've decided against it. In fact, we already have a list of 6 new uncraftable upgrades that only appear as quest rewards, so there will be plenty to do with your gravship.

And have a little teaser as well:

Files

Comments

Tom Christie

And they said it couldn’t get more peak

Chris B

I was literally just thinking today of chemfuel expanded (but oxygen), and you’ve gone and durn it. Love this, amazing work as always chiefs also lmao at the turret she tells you not to worry about

Computica

Too early for me to have an opinion but I'm liking the additions so far. Great work!

Obscuric

Oh this is fantastic

Zachary Fewins

I’m liking astrofuel more than I thought I would. I thought it was just an unnecessary extra production step but it makes sense with it being more volatile and powerful, plus I really wanna see space flamethrowers now.

BattleFrogue

Love the ideas so far. But seeing those teaser turrets makes me want a "roof" layer for the grav ship that you can plonk those giant guns on. Kinda like the gun batteries on the top of the Battlestar Galatica

Rad Hazard

Rolling SoS2 into VEGS? Maybe some grav on grav combat? And that is one BFG.

ParaNautic

I fully support all hands on deck for getting this mod done, I like the idea of growing your oxygen, I was wondering if you are planning on doing any exclusive crafting that can only be done while in orbit, in real like zero g manufacturing. Moreover, it would be cool to have very high tech stuff only be able to be made out in orbit.

Rad Hazard

Hell Yeah! Must have space dakka!

Wider

I suspect that such massive turrets anticipate ships larger than those allowed in vanilla, soo coool

Aether

I'm so glad this community has you and your team. This all sounds amazing.

VioletNepheli

Dude I'm so excited for this you don't understand, Gravships (and Odyssey as a whole) rekindled my love for Rimworld as a storyteller and this looks like it'll make it 3x better

Davide Celli

This is so promising. I'm a bit worried, though, since I've started a colony on an asteroid and I fear I won't be able to add this mod to the build (when it will eventually be released), on a already well established save I mean. But nonetheless, this is so exciting! I'm happy to see you're so invested in the project, it looks like you're having fun and I'm proud to be participating in this

Damien Polici

Really looks good and fix some lackluster points of the already insane odyssey dlc by making space travel more of a space travel, first time subscribing and just wanted to say thanks to the whole team for making Rimworld even better of an already amazing game.

BrenTenkage's Gaming

ok I'll bite, did you guys know about this DLC ahead of time, is that why you made the quest mods knowing that we would have an easier way to travel all over the world to do these?

Oscar

I read through this stuff like a junkie getting a kick I’m so excited.

Vladerag

Will this be compatible with saves from before it was made? I have grown a little attached to my current pawns, I have to admit. Also, while Astrofuel is interesting, doesn't the flavor text for the Shattered Empire's shuttles say they are powered by uranium? Might there be a nuclear-flavored version in the future?

Oskar Potocki

Im unsure about save file compatibility. The answer is ‚probably yes’.

Oskar Potocki

No, quest mods are unrelated. I personally knew about the DLC since I’m a rimworld dev, but at no point did I think about gravship travel when designing the quests. Vehicles expanded, yes. Not gravships.

Amaelzaekil

Man, these new mechanics already make Odyssey Cooler. Will there be a mechanic for Oxygen to be able to be produced by plants on a ship? Might give a whole new use for decorative plants. Or maybe integrate Oxygen Production into the Archean Tree and make it even more useful?

Vladerag

You are amazing! I love your work. I am really looking forward to what you make next!

Toasty

I would love to see a gravcore (gravtech?) reactor similar to what we can find in certain ancient structures (those ones that drop cores when destroyed). Maybe it could involve a mini quest chain, smth of a lighter version of the ARC questline I would also love too see some archotech stuff added for the gravship, not quite full on archotech conversion like SoS2 did but maybe some mix of ultratech and archotech... tech. The mod looks amazing so far, can definitely feel the SoS2 energy.

Onikage-056

I am looking forward to this mod already. The weapons systems alone would make the challenges worth it.

Scar, the Creator

I have only one thing to say. Hell. Fucking. YES. I recently finished a gravship-oriented playthrough and am having a break from Rimworld while i play other stuff. This is the kind of mod that ends such hiatuses. It's gonna be amazing!

ExBeNN

This is crazy, if it was anybody but you guys I would think this is a prank but I know you guys will pull it off. Can't wait!

BrenTenkage's Gaming

ya know what, thats fair. More so since you can't land your ships directly on those tiles (which I assume is intended not a bug) Still thanks to the DLC yeah, your quest mods are now more and more fun.

TheLunaticCo

The O2 tanks won't be on the utility slot will they? There are already so many things for that slot, I'd really prefer if the O2 tank/Life support system had its own unique slot?

G-Fiti

Tynan: "I made a DLC!" Oskar: "Double it and give it to the next person!"

Deggial

All of this reads incredibly well! It's going to be hard to wait. "Astrofuel is ridiculously combustible. Tanks can go up in massive purple explosions if damaged, and astrofire is nastier than normal fire" So, any engineer worth their salt will ensure those tanks are extra durable with plenty of HP. Right? RIGHT? "Some time ago, there were worries that we will get rid of uncraftable gravship upgrades and make everything craftable, thus reducing the need to actually travel. I've decided against it." As I was one of those voices, all I can say is, "Thank you!" :)

Oskar Potocki

See I’m quite the opposite. Theres plenty of ultratech in Rimworld. Theres plenty of technologies so advanced they borderline magic. That doesn’t interest me all that much. Every modder seems to be making ultratech stuff nowadays. We have our own dedicated mod for that in the works too. Gravships are, after all, spacer tech. More grounded, more like modern day technologies. Way more fun, and very much missing from Rimworld.

Mocho

I like that the astrofuel is purple. Will blend in nicely when I make some covenant-inspired ships with a menagerie of xenotypes on board ... would also be nice if some of the weapons could do a little glassing of the surface :p

Noobert

Nothing better than making the game challenging again!

Teebo

This looks great! Something I'd really like to see is crew jobs for the gravship. The issue with vanilla gravships, as you rightly said, is that they're fairly easy to build and once you have your hydroponics - the rest of the crew sort of just sit around doing nothing while in space (apart from mining). With that said, I'd love to see crew jobs that focus on repairing or maintaining the ship. I could imagine engineers working on shields, engines, fuel networks, hull integrity, etc. Botanists working on oxygen supplies, a weapons expert keeping the weapons fresh - something to feel like the ship could disintegrate at any time unless the crew is able to do all these jobs. What would be interesting is to have these jobs become more important as the ship grows, so that a small, nimble ship is possible to crew with 2 pawns, while larger class ships will need a ready, trained crew to manage.

DeRuitertjes

This looks sick, great job so far Oskar and the team!

Toasty

I suppose, im still looking forward to what yall have cooking up with VE Gravship And also while on the topic of highly flamable* space fuels, maybe we could have (either in this mod or a separate one) a firefoam network, you'd make it at a synthesizer from chemfuel and have pipes going to firefoam "dispensers".

Kuru Chilion

I'll be skipping adding this one to my mod list, but it looks like a neat mod for people who want more difficulty and complexity with Gravships, though the purpose of the chemfuel tanks added by the DLC is put into question at this point. I was looking forward to Security 2 or Factory module being released soon, but it seems that will be delayed with this thing being the main focus of the team. What a shame, good luck to you and your team regardless. May this mod be able to live up to the vision you have. 🤷‍♂️

Oskar Potocki

We’re changing the chemfuel tanks into astrofuel tanks. You won’t have chemfuel tanks in your game if you have Gravships expanded enabled. I’m hopeful the content offering of the gravship mod will convince you to try it, as it’s not just the difficulty, but depth. But then again: as I said, not everyone wants depth in their Gravships experience. I do.

8BitBoar

This sounds so cool. Like the idea of having more tasks and complexity with the gravship is something to look forward to. Pretty excited. Growing and processing oxygen plus the pressurizing mechanic really does scratch the itch in my brain. Keep up the good work!

Ennek

Please consider adding a torpedo and interception system if it is at all feasible for the combat element. Having to plan pdc placement for defense and the ability to launch your own overwhelming volleys would be huge. Especially with something like cheaper external torpedo mounts that require you to put your pawns at risk for manual reload.

Amaelzaekil

Just realised Archean Trees already produce oxygen, how dumb of me.

Kuru Chilion

I see gravships as supplementary to a colony. I would rather have a main base and use a gravship for travel, raiding, or questing. That's mostly why I'm indifferent to this mod, which seems to put a focus on gravships being the primary base. So my question is, how will this mod affect life in orbit? The amount of power, heat, and oxygen that life support units, found in orbital stations, produce is extreme. If the buildings added by this mod are added to orbital stations, replacing these overpowered life support units, it would add a different way of tackling these, quite frankly, samey boring locations. Attacking their life support instead of their people. Speaking of people, how will raids be handled with this mod? Vacsuits are already terrible armor, and power armor having less vacuum resistance will make these raids even easier. Additionally, mods that add their own power armor with vacuum resistance will have to be individually patched to fit the playstyle this mod is encouraging, no? Finally, is astrofuel just for fueling gravships? Can it be used for anything else, like weapons, generators, or turrets? Is it valuable enough to manufacture and trade with other factions? You can make gravships as interesting and in-depth as you want, but if orbital life outside of gravships doesn't become just as interesting, then I see this additional depth as mostly pointless.

Lord Duckian

What's happening with VVE empire?

Oskar Potocki

As per last roadmap, it’s currently in the ‚planned mods’ section. It’s not being worked on right now.

Carter Mahan

So excited, you and your team has made my rimworlding so much better. I was thinking when you guys get around to VFE Landmarks if you could add a godmode feature to edit world tiles to add or delete landmarks, I am very tired of looking for the perfect place to live.

Oskar Potocki

I think the mod World Painter that recently released might have that feature.

Mocho

I remember in the discord you said you were thinking about adding moons or maybe other planets. Is that still in the cards?

Oskar Potocki

Yes, but much later. The first three ‚chapters’ we want to cover are the ship, the battle and the station.

Brutus Albion

Would love to have the ability for us to use those guns for our own home made orbital bombardment on the surface to really show we're part of the big leagues now. Pwetty pwease kind sir? We need orbital bombardment at home >:) Loving the idea of added complexity in terms of astrofuel and oxygen as well, the basic game gravship is just too powerful too fast in how it trivializes the mechanics so a more in depth research tree and progression system is welcome change imho.

Julien Da Coolien

They'll probably be on the same torso spot as backpacks, quivers and the like

Julien Da Coolien

As in, through integration with SOS2 or through this mod itself?

Julien Da Coolien

Absolutely, I particularly like how the fire itself is more volatile too. I'm excited for my plans to go horribly wrong. :3

Oskar Potocki

Within this mod itself. I plan no integration with SoS2 until they figure out what they want to do with their mod and odyssey dlc.

burner pyro

I had a thought; what if like with the mechanoid gravship scenario, there’s a FTL-like scenario where you’re in a gravship - perhaps isolated to space - running from imperial gravships that repeatedly engage in combat every so often

Carter Mahan

You just saved me another 15 hours of generating worlds over and over

Max

Will there be a roadmap for this month?

Oskar Potocki

Working on that now, alongside the new development blog for Gravships Expanded!