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Hello everyone!

Today I want to show you one of the biggest changes we’re bringing to Vanilla Gravships Expanded: a complete overhaul of how gravship research works - and with that, progression. Until now, research has always followed the same pattern: build a research bench, assign a pawn, and grind out research points. While that’s perfectly fine for standard RimWorld progression, gravships deserve something more unique.

We’ve reimagined the entire process so that researching gravtech isn’t done behind a desk - it’s done out in the void.

Instead of filling up a bar with standard research points, gravtech research will now only progress through travelling on the world map with your gravship. Every launch, every journey, every experiment feeds directly into your understanding of gravship technology.

When your ship launches, a ritual is performed - pilots and researchers take part, systems are pushed to their limits, and valuable gravdata is generated. This gravdata is the lifeblood of gravship research. The amount you gain depends on:

Quality of the launch ritual

GravshipResearch stat of the pilot (for gravjumper launch ritual) or gravtech researcher (other launch rituals).

GravdataYieldMultiplier coming from various structures throughout the gravship

Distance travelled

The formula to calculate the amount of gravdata acquired during launch can be calculated as follows:

GravdataYield = ((DistanceTravelledInTiles x GravshipResearchStat) x LaunchRitualQuality) x GravdataYieldMultiplier)

Example 1: A gravship launches and travels 112 tiles. The Quality of the launch ritual was 38%. The GravdataYieldMultiplier is 1.25, and the GravshipResearch stat of the gravtech researcher is 160%. This launch has generated a total of 85.12 gravdata which the game will round up to 86. 

Example 2: A gravship launches and travels 76 tiles. The Quality of the launch ritual was 62%. The GravdataYieldMultiplier is 2.5, and the GravshipResearch stat of the gravtech researcher is 115%. This launch has generated a total of 135.47 gravdata, which the game will round up to 136. 

Gravdata always rounds up to the nearest full number.

Note: When launching a gravjumper (which only uses a pilot and co-pilot), the pilot's gravship research stat is used instead of a dedicated scientist.

Gravdata, Not Research Points

Gravdata replaces standard research points for all gravship projects. If you don’t currently have a gravtech project selected, gravdata is lost (unless you’ve found the rare black box upgrade, which lets you save it). This means choosing what to research next really matters.

The Gravtech Console

To handle all this gravdata efficiently, you’ll need to construct a Gravtech Console: a massive interface that taps directly into the grav engine. Only one can exist on a ship, and it plays a central role in turning gravdata into meaningful progress. It increases the amount of gravdata you collect with each flight by a multiple of 5!

It’s not cheap, but it massively boosts the yield of gravdata during launches. Think of it as the “research bench” of gravships, except you have to earn every point by actually flying.

Additionally, you may also find a Flight computer as one of the quest rewards. This uncraftable upgrade will add +1 to the multiplier of the gravdata you obtain. Only 2 of those can exist on a gravship.

Progression Path

The research tree itself has been rebuilt into a brand new Gravtech research tab. Each project represents another step in the evolution of your gravship, from the early prototype engines to full-scale gravhulks. Here’s a snapshot of the progression:

Basic Gravtech – Your first engines, hull, fuel systems. The first step into the stars.

Gravship Power / Oxygen Network / Orbital Tech / Gravship Living – Parallel paths that give you life support, energy systems, vac barriers, and proper living conditions for long voyages.

Standard Gravtech – The first real leap forward: control terminals, larger engines, life support systems, and of course the Gravtech Console itself.

Weaponry / Workspaces / Refining / Heat Dissipation – Specialized upgrades: orbital artillery, compact workbenches, fuel synthesizers, and heat management.

Advanced Gravtech – The endgame: gravhulks, giant thrusters, gravlite panels, and colony-sized ships that feel more like spaceborne cities than vessels.

Every project adds meaningful, tangible upgrades to your gravship, creating a clear sense of momentum and purpose.

In the future, more research projects will be added, taking your gravship even further - allowing you to convert a gravship into an orbital station, or push your gravship deeper into the deep orbit.

Why This Change Matters

We wanted gravships to feel like more than just a research unlock. They’re the pinnacle of technological achievement in RimWorld’s world, so the way you acquire and improve them should reflect that. By tying research to travel, experimentation, and rituals, we create a feedback loop where:

You push your gravship further out.

Those journeys generate gravdata.

That gravdata unlocks new systems.

Those systems let you push your ship even further.

It’s a natural progression loop that mirrors the story of your colony turning into a true spacefaring civilization.

I heard your requests to keep travel as a vital point of the DLC. That's why I decided against craftable upgrades to your gravship, that's why I decided to add more uncraftable, quest reward upgrades, and that's why I decided that all of the progression will be done through travel. And it makes sense when you think about it: travel represents testing the gravship.

Files

Comments

Computica

Very nice, I'm so curious about Chapter 2. It feels like what we should have gotten with the DLC.

ExBeNN

Can't emphasize on how much I love that there's uncraftable upgrades. The expansion should always focus on exploration and rewards coming from said exploration. Can't wait to see this is action!

Oskar Potocki

Remember the focus of the DLC wasn't the gravships themselves I think, but overall exploration. Making a mod allows us to hyperfocus on a specific thing.

Leonhard de Vries

Probably way to early to talk about this part because its more in game mechanics but i was wondering about something in this part Gravdata replaces standard research points for all gravship projects. If you don’t currently have a gravtech project selected, gravdata is lost (unless you’ve found the rare black box upgrade, which lets you save it). This means choosing what to research next really matters. Gravdata is lost - will we get a popup of sorts mentioning that no research is selected at the time of launch?

Oskar Potocki

Yes! There will be a pop up on the launch ritual screen.

Leonhard de Vries

Amazing thanks for the quick answer, one final thing thats popped in my mind - are you creating a special gravship bridge floor that boosts certain things like how a sterile tile improves the cleanliness and helps with surgery or cooking? it could even just look cool to have a seperate flooring that really gives of that this is the bridge of my gravship vibe. Thank you for all that you do your mods are the reason i keep comming back to rimworld over and over and over again :)

Oskar Potocki

We have subscaffolding - it's a new type of gravship floor that doesn't count towards substructure count, but can't be built on and is not vacuum proof. It also slows people down.

Wider

I am fascinated to see the progress of such a massive mod, but I do have one concern. Earlier in another post, you mentioned that larger ships need a big crew to achieve higher ritual quality. I and many other players enjoy games with a solo Mechanitor run. Are you planning something like mechs to assist with piloting, or is this something better suited to VF Mechanoids 2?

Oskar Potocki

There's already the pilot subpersona core you can get in the base game. Two of those improve ritual quality greatly. But I currently have no plans for crew mechanoids - gravhulks might simply not be the desired gravship type for solo runs: and that's fine. You can get everything on any kind of gravship anyway. Nothing stopping you from sticking to a gravjumper and just decking it the hell out.

The FlamerGamer

will we need to worry about grav anchors for when we are collecting the data? like if the anchor was too far in the tech tree for like a solo colony to be able to collect data without leaving the base behind?

Oskar Potocki

Grav anchor has a different purpose now and bases don't get destroyed when you launch (you can still choose to abandon them). So no, no need to worry about grav anchor. The gravtech research happens ON the gravship.

Halfdan N

Love that research has to be done through travel! Would be awesome if some of it was locked behind specific sites that you had to visit or items to aquire

Orion9137

Is there an option to disable this research change? I imagine it will feel like busywork after the 5th colony.

Oskar Potocki

You can just dev-complete these research project like any other. But no, there’s no way to revert it to normal research unless you do some mild patching.

Reds

Ooooo I love how you actually have to convert/refine Chemfuel before you can use it to fly. Not a game breaker but it did feel like I was using gasoline to power my massive spaceship in vanilla. Excited to see future details of the ship weaponry too, loving graphic design of them. I honestly thought weapons would be part of chapter 2, so excited that we might be getting them earlier.

Damien Polici

Don’t worry they’ve got you covered on this (last paragraph) already planned to add uncraftable things to find on map

Cj

Love it

Picollo

Yea, I feel the same, looks cool, but in some cases this might feel super annoying.

yamate

Excited to try out a spacer run once this comes out! Are there plans for alternative methods to generate gravdata in the second and third chapters?

Isaiah White

Save our Ship 3?!?! 👀👀👀

Toasty

I absolutely LOVE the way its shaping up to be, you could even say its a spritual SoS3 ;) Keep up the good work!

Marek Budzyński

That’s great! I usually wait for the grav anchor to start flying around the planet and was worried with the research change it might not be possible now.

Halfdan N

They did say uncraftable items, but not that research is locked behind it. Whatever they decide to go for i am sure it will for the best anyway!

KoH

huge

Oskar Potocki

For sure! Raiding enemy gravships will be one way!

Romain Gérard

The new research mechanic is pure genius because it makes it so much more engaging

Write Left

Just joined, this looks so fun and I can't wait to try it out

Casey Alce

would tying things like vacsuit and oxygen production to the grav tech system not make it impossible to get to space without using a grav ship? as of right now vanilla rimworld makes it possible to build space colonies and mine astroids without needing a grav ship (shuttles and transport pods) but if vacsuits are tied to the grav research then you we need a grav ship to eventuly able to get to space

RayVee

I’m worried gravship combat could end up being just bombing chunks off a ship and rebuilding them, instead of having a proper hull HP system like FTL. A hull mechanic would make fights feel progressive and tense, while still letting subsystem damage matter (Oxygen, Engine…) So far this looks hype.

Deggial

Goodness me, you're making it hard to wait! Of course, there are some remarks and questions. ;) 1. If I recall correctly, you mentioned 'vac doors' at some point, didn't you? I'm talking about vacuum-sealed doorways that also deny enemies entry to the ship. Have you moved away from these, or did you simply miss them in the infographic? 2. While I support the idea of gravdata, I am not so sure about the fact that it is lost if there is no current grav research in place. Wouldn't this create very annoying micromanagement? Switching manually to a gravship project before every flight and back again afterwards? Rinse and repeat? (Not to mention the annoyance of forgetting to do it.) Sure, the 'black box' will solve this, and getting rid of this concept will make one quest reward obsolete. But I believe this would be a small price to pay for quite some ease of mind. Or am I overlooking something here? 3. How big is the 'Gravtech console'? 1x3 or 2x5? It's difficult to estimate. 4. Oh dear! I completely understand why oxygen has to be yellow (or any other non-red colour). But this will be hard to swallow... ;) UPDATE: I have misremembered. Shame on me! 'Red' doesn't represent oxygen (in real life), but hydrogen. Oxygen is actually coded 'blue'. Anyway, this colour isn't "free" either, so it doesn't matter. 5. Oh, and regarding this four-tile-wide vac door ... will it be possible to change the shuttles so that they leave through these instead of going straight up through the roofs? I wouldn't be disappointed if it not. But a 'real' hangar situation would be nice.

Brutus Albion

This looks really cool Oskar! Mind if I suggest you could continue to research gravdata at a much much reduced rate "only" if you are in SPACE? This way grav research also becomes ''SPACE!'' themed research by its nature. (great for other modders to hook into as well) Think of the research they do on the ISS for example that can only be done in space and this type of research system could facilitate that. While the bulk of your grav research should come from jumping, maybe you don't have or want to jump anywhere too but still want to continue research? Instead of needlessly jumping you can thematically set up a space research station. It also gives your researchers something to do while in space and work that fancy gravtech console you made in the meantime otherwise it's just sitting there idle doing nothing 99% of the time except when launching. I want to see my science officer slaving away at the console researching gravimetric data tables 😂 Space is sufficiently hard to stay in as well that you are not likely to stay there for extremely long times but this would give you more incentive to stay in space and give a small reward for being there or function as a reward for setting up an actual research base all the way up in space doing ''special'' research.

John Anderson

These changes look great! The important question is will there be any way to speed up research by stealing Imperial data during a desserter playthrough? Possibly through theft or combat?

Picollo

Maybe I'll build colony, and decide to use gravship only in pretty late game? Currently I have option to research tech, buy/make gravship panels, and jusmp from no ship at all to pretty advanced one without flying much. You're making it borderline impossible.

Jason McGinn

I like how the Orbital Tech section looks like it unlocks vac-barriers that could be wide enough to fit, say...........a vehicle. :D

Onikage-056

Dude... this will make grav-colonies even more fun~ If prone to explosions if one isn't careful.

Onikage-056

The loss of gravdata without a selected gravship topic is equal to studying an Anomaly entity with no Anomaly topic selected for research. In reality, once all Anomaly research is completed, the only real use for entities is in Bioferrite harvesting.

Oskar Potocki

Correct, losing gravdata is really not that big of a deal.

Deggial

So, grav-research is running *in parallel* to 'standard' research? That would mean that, if I research anomalies as well, I would be running *three* research streams at once? (Which would not be an issue, don't get me wrong. I am just asking to confirm if I have understood this correctly now.) If so, I happily withdraw my objection.

Aether

Game design like this shows why you are so special. Not only the ability to create art and bring together a team but designing game mechanics that get at the core reasons why we play Rimworld and why we like the expansion. Thank you Oskar and team!

Ivan Popov

I really hope that the bunk bed will not be gravship exclusive. Also, it would be cool to have some sort of advanced gravship cannon.

Oskar Potocki

It will be. We’re using the code kindly donated by the author of the standalone bunk bed mod. I recommend it.

Effu Cee

OSKAR IS IT TRUE THAT YOU ARE IN FACT JOHN ODYSSEUS FROM RIMWORLD ODYSSEY

Deggial

Apparently, Taranchuk's mod is not without its issues, though. As the commentaries indicate, some users cannot get the second owner to sleep in the bed, or cannot even assign a second owner. Could you please examine the code with regard to these problems and ensure that the bunk beds work as intended?

Oskar Potocki

I wouldn't worry Deggial, the mod will undergo the same level of testing as all our other mods - which includes testing with all of VE mods.

Dr_NANO

Really good implementation!

MC_0

Briliiant.

Fabo40

Looks somewhat like "Save our Ship 2", I love it!

Vladerag

If I may throw my own hat into the ring? I love the idea of a lot of quest exclusive upgrades, *but* I also would really like craftable stuff - particularly revolving around bionics and part replacement. Like, idk, o2 tank lungs? Worse at detoxifying, but with extra o2 capacity? A particularly old idea of mine might be a good fit, actually. Idk how hard it would be to program, but what about a heat-sink spinal augment? It wouldn't necessarily improve comfortable temperature much, but rather the idea is that it would slow down the speed that hypothermia or heat stroke affected the character, *BUT* would also slow down how fast they recover. Likewise, i have some questions about how this will interact with androids and insectoids. I realize hiveships are probably too much for the scope of this mod, but there is so much you could do!

VULPIN-13

What are all the planed chapters?

Oskar Potocki

The beauty of the division into chapters is that I can come up with them as needed. All I can say is that while the base mod offering is ‘the ship’, the next one will be ‘the battle’.

Peepee Roopere

why are we keeping grav anchors? are tiles still going to get destroyed when you launch?

Deggial

As Oskar explained previously, its effect will be changed. It won't be needed to keep your launch site any more. Not sure about the new effect though. Possibly launch ritual quality? A GravScience boost?

Oskar Potocki

Thanks for answering, I’m currently on holidays and connection is patchy. The new grav anchor will greatly improve the ritual quality if you return to the tile with a grav anchor, making it ideal for a permanent base that you always want to return to

chris reay

is terraforming ever going to make a comeback? ive missed digging moats from medieval expanded

Deggial

While I am currently utilising a GravShip and also maintaining a persistent colony, I came across an ... issue. Usually, I want to have a defined crew on my ship. The other pawns stay at home and keep everything running. However, when I start the ship from the main base, every pawn (and, after the most recent update, every colony animal and mech as well) wants to join in and participate in the launch ritual. This is definitely not what I want! So I rename the crew members' nicknames with a prefaced 'S' and sort out everyone without such a letter manually. This is tedious and ugly (the added letter just to identify my pawns). Hence my request to you and the team when developing this mod: *Please* find a way to predefine a group of pawns (and possibly mechs and colony animals) that will take part in the launch. Let us decide at some point during the launch ritual (possibly when initiating it) whether we want to start with this predefined crew or with everyone and their mom (for example in the case of a hastily evacuation). This would be much appreciated.

John Anderson

Have you guys thought of adding in some kind of modular space suits? Like Flak level armor that has a couple upgrade points like O2 tanks / Jump Packs / Shield Backpack, or deep space mining equipment or drone equipment packs on the belt?

Onikage-056

In Vanilla Genetics Expanded, there's an Animal Controller implant which lets' you manually draft and order animals during combat. Each animal should be locked up in a specific room away from the gravship (maybe use an automatic garage door from Vanilla Vehicles Expanded as a manual gate as well,) and draft all of the mechanoids to be near their mechanitor. Is how I kept them off my gravship unless they were intended for said vessel.

Onikage-056

Looks about right. Since Anomaly uses its' own research method (studying entities) and Gravships will be using their own method (flight data analysis,) then you could run three topics at once.

Stikkychaos

Any thought given to ability to land a gravship on nodded tiles, like VFE Deserters quests? So far, its impossible ("this tile is occupied" error) and id love to roll up with my gunship to some high and mighty lord's mansion

Deggial

As much as I would love this myself, I assume it is intentional. Landing on the site with the Gravship might be considered trivialising the challenge. On the other hand, it is possible to land on gravcore sites, and this has an equal impact on the challenge.

Relf

Ooo how does the bunk bed compare to the ergo/spacer beds from Furniture Expanded? Are there going to be tiered variants for the bunk beds or just a single spacer grav bunk bed type?

Oskar Potocki

A single spacer grav bunk bed. It’s relatively similar to the spacer bed from Furniture Expanded, but it fits 2 vertically. Can’t satisfy noble requirements.

Jotek

Aye Oskar, any new roadmap or update anytime soon?

Oskar Potocki

I’ll make an update post in a few days but there hasn’t been any new developments - I was on holidays for a week! :)

Qualli

This is how I love to play it. VE all at once. Great testing criteria. <3