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Hey everyone! We’re back with another developer diary for Vanilla Gravship Expanded, and this time it’s all about gravships. As I said before, we’ve been planning a big overhaul to make gravships more interesting. With RimWorld’s Odyssey DLC providing the framework for buildable ships, we wanted to push things further - adding three distinct gravship types and reworking how launches work. The goal is to give a stronger sense of progression and let you decide how central your gravship is to your playthrough.

Three Gravship Classes

In the new system, gravships are divided into three classes. This tiered approach means you can start small and upgrade over time, or stick with whatever size fits your strategy. Each class comes with unique strengths and launch mechanics, so you can also decide how big a role the gravship will play in your colony’s story. Here’s an overview of each gravship type and how they handle launch rituals differently:

Gravjumper: The Gravjumper is a small, nimble ship – perfect for quick hops around the planet. It’s the earliest gravship you can get, giving you a taste of flight without a massive investment. Launching a Gravjumper prioritizes piloting skill above all. A great pilot (and a capable co-pilot) will give you the biggest boost to a successful takeoff, while extra crew members only contribute a tiny bonus (in fact, there’s a cap on the crew benefit). In short, it’s a lean, efficient shuttle that doesn’t require a full team – ideal if you want a gravship as a handy utility rather than the center of your colony.

Gravship: This is the mid-sized, classic gravship (essentially the one you’re familiar with from Odyssey). It offers a balanced approach. In the launch ritual, all roles matter equally – a skilled pilot is essential, but having a co-pilot, a gravtech researcher, and a gravship engineer on board each adds an equal share of benefit. A larger crew beyond your core specialists also helps improve launch success, and investing in more (or bigger) thrusters will further boost your odds. In other words, the standard gravship rewards a well-rounded team: every crew role and ship upgrade contributes to a smoother launch. This makes it a solid, all-purpose vessel if you want the gravship to be important (but not all-consuming) in your playthrough.

Gravhulk: The Gravhulk is a colossal late-game gravship – a flying fortress capable of carrying an entire base or “megacolony” into the skies. This behemoth represents the pinnacle of gravtech, and it absolutely thrives on a full crew. Every additional crewmember you assign provides a significant boost to the launch ritual’s success chance, so you’ll want a big, dedicated team running this ship. This giant only benefits from heavy-duty propulsion: small thrusters provide no launch bonus at all for a Gravhulk, meaning you’ll need to install large (or giant) engines to get any benefit. The Gravhulk’s launch sequence is truly an “all hands on deck” affair – it demands the best equipment and a crew to match.

Alongside the new gravship classes, we’re introducing specialized launch consoles to match their unique needs. These aren’t just cosmetic - each console is tuned for its ship class and reflects the different crew requirements. You NEED the specific piloting apparatus for the gravship class that you use.

Gravjumper Cockpit Console – A streamlined, compact interface focused almost entirely on piloting. It’s built for speed and agility, with the co-pilot seat as a secondary role. It doesn’t have the extensive controls for engineering or research — perfect for the quick in-and-out hops Gravjumpers excel at.

Gravship Pilot Console – The familiar all-purpose launch console, wired into the gravship’s systems for a balanced launch ritual. It supports pilot, co-pilot, gravtech researcher, and engineer equally, making it the centerpiece of a well-rounded crew.

Gravhulk Pilot Bridge – A massive multi-station control hub designed for full-crew coordination. Here, every role matters, and the layout is optimized for simultaneous input from multiple crew members. While it looks imposing, its true power comes from being staffed to the brim with trained specialists. Even better if you build every specialist their own station, but we will discuss that a bit later!

Each console ties directly into that gravship’s launch mechanics, so picking the right ship means committing to the right control system and the crew to operate it.

Deeper Gravship Gameplay and Strategy

By introducing these gravship classes and tailored launch mechanics, we’re adding a new layer of strategy to gravship gameplay. First, there’s a clear progression: you might start with a humble Gravjumper for scouting or travel, then work your way up to a standard Gravship, and eventually unlock the Gravhulk when you’re ready to take your entire colony into space. Each step feels meaningful, and you can judge for yourself when (or if) it’s worth advancing to the next tier.

Secondly, these changes let you choose how central the gravship is in your story. If you prefer your gravship to be just a convenient transport tool, you can stick with a Gravjumper and keep most of your focus on the ground colony. If you want the gravship to become your mobile home base, you can pour resources into building a Gravhulk and staffing it with a full crew. The launch ritual differences reinforce this choice: a Gravjumper is quick and easy with one or two pilots, whereas a Gravhulk asks you to assemble a whole crew and invest in major upgrades - but rewards you with a truly formidable flying base once it’s up and running.

Finally, the reworked launch rituals make crew roles and ship design more engaging. You’ll find yourself planning who will take on the roles of pilot, co-pilot, researcher, and engineer, and how to get the most out of them depending on your ship. Maybe you’ll train an ace pilot to maximize your Gravjumper’s effectiveness, or maybe you’ll spend time recruiting and preparing a large crew to get that Gravhulk off the ground. You’ll also think about your ship layout and systems: do you add extra thrusters, or focus on crew facilities? These decisions can change from one playthrough to the next, giving gravship-focused colonies a lot more replay value and depth.

Launch Mishaps and Boons – Risk and Reward for Every Landing

One of the most underdeveloped parts of the Odyssey DLC gravship system was what happened after the launch. Sure, you could land, but whether the launch ritual went well or poorly didn’t have much long-term impact beyond a binary success/failure check.With Vanilla Gravships Expanded, we’ve completely reworked this into a dynamic mishap/boon system.

Every gravship launch ritual now has two parallel outcomes:

Mishaps – negative events that trigger after a poor-quality landing ritual, representing the hazards and stresses of interstellar flight.

Boons – positive events that trigger after a high-quality landing ritual, representing those perfect moments where everything aligns in your favor.

Mishap and boon chances scale with launch quality, using smooth probability curves.

At low quality, mishaps are common and boons are impossible.

At mid-quality, mishaps drop sharply in probability while boons start to creep in.

At high quality, mishaps are rare and boons become a real possibility.

This means that every launch now has a little extra tension - a reason to care about crew skill, ship condition, and ritual setup. It is possible to get both a mishap and a boon in the same launch!

NEW Mishaps

(Equal chance for each mishap when triggered)0% Quality → 100% chance50% Quality → 30% chance100% Quality → 2% chance

Oxygen Leak – A small breach vents an oxygen tank’s contents and disables it until repaired.

Vac Barrier Flicker – A power fluctuation knocks out one vac barrier, depressurizing a section of the ship.

Gravdata Corruption – A sudden electromagnetic spike erases all gravdata from the trip.

Astrofuel Pipe Rupture – A damaged pipe sprays astrofuel, sparking into a local astrofire.

Off-Course Touchdown – A last-second gravitic shift forces landing at a different spot on the same map.

Unwanted Attention – Raiders detect the landing heat signature and attack immediately.

Vermin Infestation – Manhunting rats emerge from vents across the gravship.

Critical Heat Spike – The grav engine’s heat output doubles after a malfunction.

Grav Turbulence – A gravitic vibration accelerates maintenance loss on 25% of ship structures.

Boons

(Equal chance for each boon when triggered)0% Quality → 0% chance50% Quality → 3% chance100% Quality → 30% chance

Landmark Spotted – Crew spots a nearby landmark worth exploring.

Rich Deposit Detected – Sensors detect a rare ore deposit three times normal size.

Caravan Encounter – A passing caravan visits immediately after landing to trade.

Perfect Trajectory – Flight path precision saves 25% of the trip’s astrofuel.

Gravframe Harmony – Zero maintenance loss from this launch.

Asteroid Discovery – Sensors find a resource-rich asteroid nearby.

Crew Euphoria – Perfect launch leaves all crew with a lasting +5 mood buff.

I won't end this devblog without some teaser, so here you go:

Files

Comments

Myphicbowser

I only hope we have options to disable some of those boons and failures Looking at you Landmark Spotted and Off-Course Touchdown

Computica

I hate the mishaps and boons system. I honestly want my ship to launch and land safe without fail. We honestly need more buildings and structures to make graveships more functional then they are now. The old RimWorld space ship system needs to be completely replaced by gravships.

Squidismydog

Foam wall for quick sealing of leaks?

eduardo volpe

I bet it's the insectoids, PRAISED BE THE HIVE

ExBeNN

Dude I love the Mishaps and Boons! People are so afraid of negative effects when those are the ones that give the best storyline for the colony. Some dude said cumwall LMAO

Picollo

So this wall is unique in a few ways. First of all, it's only available as something that you can build on top of an existing work. Second of all, only male pawns can participate in building it. Third of all, building this wall does not require any additional resources, but building it takes extremely large amount of work, but working on it provides recreation to working pawn. And last of all, if needed, this wall can be a source of nutrition to your pawn. It is not nutritious enough to sustain your pawn, and eating it will provide mood debuff to most pawns, in time of need this can be the last thing separating your pawn's survival from starvation.

ExBeNN

There's only a 2% failure option on 100% quality of the ritual. Goes in line with every RNG mechanic in this game.

Oskar Potocki

You’ll be excited to know that I’ve added a few new positions to the launch ritual that improve the odds of success. In base game, you can only achieve 120% launch quality at most, with everything unlocked. Some of the things I added boost it up to 139%, which means technically it’s easier to get the higher percentage launch now.

Gota

Do gravjumpers still destroy the map when leaving and needing a grav anchor or is that only for gravship and hulk?

Computica

Last thing we need is more things to overcomplicate the game. I honestly just want the mechanics expanded upon. Like something to lessen the downtime between launches, ship reactors, things to improve fuel economy, heck why not alternative fuel sources?

Oskar Potocki

We're changing that - gravships will now ALWAYS give you a choice whether you want to destroy the map or not. No grav anchor needed.

ExBeNN

Good question honestly, if they are removed you can basically get a small ship extremely early game since grav tech is a joke to research really

Oskar Potocki

Well... This might not be a mod for you then. We do make gravships more complex with new mechanics after all. Perhaps the base Odyssey gravship experience is more to your liking.

Computica

Come on Oskar don't be that way. 😭

Oskar Potocki

We're changing the research to obtain gravships too. It won't be as easy anymore. Gravship starting scenario will remain, though.

Maurits Franken

Its cannisters of foam that seal hull breaches in combat so you dont vent your entire oxygen supply. Its loaded into a machine that automatically patches these holes

Oskar Potocki

Hey I'm John Vanilla Expanded, not John Vanilla Not Expanded But Some New Furniture Added Only. We need to add mechanics, and then add ways for you to benefit from them. This is, after all, a gravship overhaul mod. It's not a Gravship furniture mod. Give it a shot and you might like it. While I'm making it a bit more complex, it will be rewarding as heck. Trust me.

Computica

Don't worry I'm staying open to the idea.

Oskar Potocki

Ahh, not exactly an original concept then, so I'm not worried we both came up with the same idea. It's Sealant foam. Pops out of Sealant poppers when vacuum is too high.

ExBeNN

Sounds amazing! Grateful for all your guy's work really

Rad Hazard

What about a special grav core that allows the spaceship victory. Something like a interstellar grav slingshot core. It powers up and flings your grav ship from planet surface into deep space. But it causes wonkiness during charging, pulling down meteors, changing weather, earthquakes, etc along with drawing in raids. Then BOOM, cataclysmic damage to planet and your crew is off and away, damned the consequences and those left behind.

Computica

Bro he is joking 😆

Computica

You know, going to a new planet could introduce quirks to the next planet if such a thing were to be done as interstellar travel.

Gota

That's neat, thank you

Dick Turnip

Ooh. Star dreadnought with orbital bombardment capability, maybe?

Romain Gérard

Oh my lord how in the world do you manage to get that much inspiration

Rad Hazard

Oskar: a thought on astrofuel: Since its upgrading chemfuel to self oxidize, how about adding a requirement of oxygen to the mix? So the astrofuel refinery needs a chemfuel pipe and an oxygen pipe from either a lifesupport or an planetside atmospheric separation station to produce.

Szczerbiec

Any thoughts on a possible mechanoid or other way to automate a role for the gravship/hulk? Would be nice for Mechanitor style playthoughs where colonist numbers are kept low. Would probably need to be balanced by being worse than a well trained crew member

Computica

Part of the appeal in being here is being able to state an opinion.

Rad Hazard

I would imagine a specialized set of mechanoids requiring high cores and level up their programing using gravdata, starting off little better than an untrained pawn. Maybe even dedicated seating that keeps them charged but has an increased waste pack generation.

Rad Hazard

Honestly, the old space ship system and sprites could then just be disabled. They are looking kinda dated at this point, and their appeal is waning with grav ships now a thing.

Computica

I totally agree 💯

Oskar Potocki

You can find pilot subpersona cores in the base game already which help with flying. We’re also adding some structures that alleviate other roles, but gravhulk is inherently a ship for large crews and you might be better off with a gravship or even an oversized gravjumper instead. You’re not entirely missing out as all structures can be built on all gravship types.

Oskar Potocki

Same! But they’ll be needed once again, I have an idea for them to have a use.

Frank Cotton

Hey Oskar here is an idea about producing oxygen. In a previous post you mentioned that oxygen is produced from an algae that us harvested and converted into breathable O2. In the real world oxygen is produced in bulk by fractional distillation of air, aka where you basically liquify the air by using coolers, and then boil off the oxygen, and leave the other gasses in liquid form. My idea would be a two tiered system, in space you could grow the algae for a less efficient but space saving and a reliable way to produce oxygen, but on the surface of the planet you could have an oxygen distillery, an expensive, large bulky apparatus that can produce a large amount of O2 that can be used in space. What do you think?

Rad Hazard

As always Oskar, thank you and your team.

Oskar Potocki

Oh oxygen can be generated in two ways. Oxyalgae makes it in the life support module, but it can also be made by running oxygen generators on the surface of a planet with breathable atmosphere. They will consume power and just make infinite oxygen then.

John Anderson

Im excited to use gravships. I have an idea of a group of rebels, desserters if you will, who fly around and fight the imperials.

DMChase

Beat me to it!

Kirboh

The gravjumper sounds perfect for how I wanted to use gravships anyway, though will they still be able to launch into orbit?

Rad Hazard

So oxygen plus chemfuel in the new refinery = astrofuel then?

Rad Hazard

Of course you do 😆 Never change Oskar.

J - CAPS

This sounds so great, is their an ETA on when this will hit the workshop? love your work btw

J - CAPS

No worries, look forward to playing it

Marberguson

Nice, how would you define class by size of substructure? Also would that mean that gravjumpers don't need anchor?

Teebo

Bugs in space??? Can we please have gravship infestations?!?!

Deggial

"Even better if you build every specialist their own station, but we will discuss that a bit later!" Good! I'll wait then. And in the meantime fill my bridge with Comms console and Trading terminal so it doesn't look so empty.

Brutus Albion

Curious if you guys will also overhaul the Odyssey starter quest where you are just handed the grav engine out of the blue. That's been one of the biggest things bugging me with Odyssey (or Ludeon DLC in general) where the content is just thrown at the player without any immersion or interesting gameplay. Even a small quest where we have to investigate an ancient grav reactor or crashed ship would suffice as a replacement. So far loving the content updates Oskar, seeing gravships expanded getting premium development time and effort is really a good idea imho. Happy to see this one got bumped to the front of the queue.

Frank Cotton

Would the oxygen be delivered and stored in a fluid format (we transfer it in pipes and store it in dewars or tanks) or would it just drop as cylinder and our colonists haul it to where it is needed?

idle snow

Super excited! Hoping there’ll be some good potential with Mechanoids Expanded 2. Open to name replacements for “Gravhulk”? Was thinking - Gravtitan - Gravmesa - Gravnexus - Gravmassif Or even just [x]-class Gravship for each type

Sandro

What happens to the Gravanchor then? Is that then like a logical switch, so that you can leave colonists behind without losing them on a given map?

Oskar Potocki

Grav anchor has a new purpose. It makes it easier to land on tiles with grav anchor, adding a lot of ritual quality to any launch rituals that target the tile with a grav anchor, reducing the chance of negative events happening. It also makes the gravship consume less fuel when travelling to such a tile.

Muronelkaz

Finally, Cheese Walls.

QuantumPhasm

I love Odyssey and this expansion of it is such a brilliant idea. I may be one of the few, but I was hoping when Odyssey released that a very rare outcome of a bad launch would be a full on crash landing, losing major parts of the substructure and widespread damage/fires/storage breaking and injured crew. Grav turbulance looks like a step up from the current minor gravship crash but would you consider in a future update to this adding a full on crash as an 'extreme mishap'? It's almost like playing out what happens right up till the start of the crashlanded scenario. Really in awe of you and your teams talent with this game.

Oskar Potocki

I don't think an RNG, unavoidable 'fuck you, your ship is ruined' event is a good idea. That being said, Off-course touchdown, combined with the fact that you'll now be able to land on things normally blocking landing, but your ship will take damage when it happens, is sort of what you're talking about. You could Off-course touchdown on a mountain and have most of your ship severely damaged.

william bricardo

incredible! will we have the vision on the movement? what I mean is once our ship takes off, during the journey our ship appears in space and during this time we continue to play, instead of just this TP from one place to another place?

Oskar Potocki

No no, it will be more of a stationary battle with two ships firing artillery at each other over the world map

chris reay

any plans to develop the Gellar Field generator?

BR164ND

I watched the video he made of this . Being able to create ready made templates for different scenarios to attach and detach based on your needs is a neat concept. You can have one for exploration, another for combat, or you can do a mix of both , all without having to spend time deconstructing and the reconstructing every time. You can also leave parts behind and make small bases in case you only need to take some of your crew somewhere.

EvanDownton

Are there any plans to allow players to obtain and use multiple grav-ships?

Oskar Potocki

No plans. The system in the dlc is very hardcoded to one, and several Gravships severely break it in some cases. May I recommend shuttles for any less important travels?

EvanDownton

No worries! Shuttles have been the goto for other smaller tasks, and i figured the limitation was probably hard coded. Love the previews of this so far

gen sai

I have a suggestion: provide a turret that can be installed on the gravship walls.

D3nnis3n

Any chance for a New Game+ mode where you can take your Gravship, the pawns and everything on it to a new world? That was the most interesting thing of SOS2 for me - I however didn't like the ship to ship combat nor most of the other stuff it adds.

D3nnis3n

That'd be so cool, but I'll calm my wishes :)

D3nnis3n

That would be a perfect fit for a Vanilla Expanded Quest mod. For the meanwhile I installed ferny's mod to lock it behind reaching spacer technology level, as I always play progression colonies from animal tech to archotech.

D3nnis3n

That would be more suitable for one of the WH40K mods, no?

Florian Meis

I wonder, how would other mods thrusters interact with this

Dom Speziale

I understand the RimWorld fan base loves the idea of interplanetary travel, and I really do love this idea as well, but wouldn’t traveling through the galaxy on a gravship defeat the whole purpose of being stranded on the RimWorld, progressing towards ship-part manufacturing or finding the ship on the world map to escape the planet? Lore-wise, space travel requires the Johnson Tanaka Drive, and cryptosleep caskets to allow life to persist in a static state while traveling many years across the galaxy since FTL travel hasn’t been achieved yet on a technological scale… I’m not bashing this idea, I really like this idea of planetary travel but I think the beauty of RimWorld is being stuck on the Rim and surviving on the edge/frontier of known space where no known establishment is there to save you or help you…

D3nnis3n

Well, VE expands on technology in other mods, so that shouldn't be too problematic. For players like me that play large progressive mod packs, they tend to have mods that not only make things feeling easier due to the additions, but also factions and contents that are extremely hard (like VOID) and unbeatable with vanilla means. I love me some expansion of the game with progress and custom worlds (mods for worlds that aren't "dead rimworlds" exist as well, so if I fly to such one, the problem you mention doesn't even exist) - but I also just simply enjoy the thought to be able to take something I achieved in a game into my next one, especially when I start a new run due to adding more mods or similar and not having reached the end of technology scale in that game yet. Just personal taste. It's something I've been looking for forever and only SoS2 really had that - but it has so much other stuff I do not want.

Oskar Potocki

Ive always wanted to make a game about deep space travel and I guess the new DLC might allow me to add that aspect to Rimworld, but it will be far in the future. Base mod first.

D3nnis3n

Absolutely clear and understandable. But the possibility of it happening somewhen down the road is already great :)

Dom Speziale

I understand where your coming from, and I obviously trust Oskar and his team to thoroughly plan, balance and create a mod that eventually adds planetary travel to the game whilst also taking into account how to make it vanilla, and respecting the lore. Vanilla Expanded has always been about respecting the core components of what makes RimWorld such a great endless game. Hopefully down the line space travel could be strategically implemented after you repair the ship to leave the Rim, and your story can continue!