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Hey there!

One of the things we love about RimWorld’s Odyssey DLC is the idea that some of the most powerful upgrades can’t simply be manufactured. They have to be found, earned, and wrestled from the orbit itself. We’ve carried that philosophy into Vanilla Gravship Expanded with a full suite of uncraftable upgrades – unique rewards you can only obtain through quests and exploration.

Mind you, some of you may notice that it's a major change from our initial philosophy. Originally, we wanted to make all quest rewards craftable, but some of you have rightly pointed out that it'd knock the wind out of the exploration sails that Odyssey DLC introduces.

Each one adds new depth to your ship, new goals to chase, and new reasons to take your gravship out into the void.

Let’s take a look at them all:

Astropurifier

A gravtech unit that enhances the precision and stability of astrofuel refinement. When placed next to an astrofuel synthesizer, it enables perfect 1:1 conversion from chemfuel to astrofuel, though the process takes twice as long.

A refinement stabilizer for your astrofuel synthesizers. With this installed, chemfuel can be refined into astrofuel at a perfect 1:1 ratio – though the process takes twice as long. Efficiency at the cost of speed, making every drop of chemfuel stretch further.

Astrofuel Optimizer

A gravtech unit that allows grav engine lift to coordinate more efficiently with traditional thrusters. It reduces the astrofuel needed for gravship flight.\n\nA gravship can support four astrofuel optimizers.

An upgrade to your ship’s lift systems, the optimizer reduces astrofuel usage per flight. Up to four can be installed, each contributing a 15% saving, for a potential 60% total reduction. Travel farther, burn less.

Oxygen Reclaimer

A self-contained atmospheric unit that extracts trace oxygen from surrounding gases. It produces oxygen at a slow, steady rate, but requires no input materials. Needs to be connected to an oxygen tank via oxygen pipes to work.

A self-contained generator that produces oxygen directly from trace gases. It runs slowly and steadily, requiring only power, and must be connected into your oxygen network. Perfect as a backup life support unit when resources are scarce.

Maintenance Hub

A centralized system that optimizes and automates routine upkeep across the gravship. It passively reduces the maintenance decay rate of all connected machinery. Requires power to work.

Keeps your gravship running smoother for longer. When powered, it reduces the maintenance decay rate of all connected systems across the ship. Less time fixing, more time flying.

Flight Computer

An advanced computational unit that optimizes data collection during gravship travel. Increases the amount of gravdata gained from each launch.

A dedicated data processor that increases gravdata yield from launches. By running advanced calculations mid-flight, it squeezes out more research potential from each jump.

Capacitor Harmonizer

A specialized device that balances and synchronizes energy flow between nearby capacitors. It passively boosts their charge and discharge efficiency to peak performance. Requires power to operate.

Links into your ship’s capacitor network to synchronize charge and discharge cycles. It prevents passive energy bleed and pushes efficiency to 100% across all linked capacitors. A must-have for power-hungry gravships.

Gunner Subpersona Core

A low-grade subpersona specialized in gravship combat. It can link with a single gravship artillery piece and control it the same way a crewmember manning a targeting terminal can. It’s combat capabilities are beyond that of even the best human gunner. A gravship can support up to two gunner subpersona cores.

An artificial subpersona specialized in combat. It can directly operate a gravship turret with far greater precision than any colonist – effectively a perfect AI gunner. A gravship can host up to two of these cores.

Gravship Black Box

An indestructible advanced recorder integrated into the gravship’s systems. It greatly increases gravdata yield, captures any overflow that would normally be wasted, and allows stored gravdata to be converted directly into research points. A gravship can support only one black box.

An indestructible recorder that not only boosts gravdata gains, but also stores overflow data that would normally be wasted. Stored gravdata can later be converted directly into normal research points, letting your ship’s journeys push your entire colony forward.

Gravlift

A complex vertical launch and stabilization platform integrated into the gravship’s core structure. The gravlift provides the immense thrust required for vertical takeoff from planetary surfaces and stabilizes orbital insertion, allowing the gravship to remain suspended in space.

A vertical launch platform integrated into the ship. The gravlift allows direct vertical takeoff into orbit, stabilizing the gravship without needing a destination.

These uncraftable upgrades represent the rarest, most powerful ways to specialize your gravship. They’re not about routine construction – they’re about exploration, risk, and reward. Each one is a milestone in your journey, adding more reason to venture out into space and take on the galaxy’s challenges.

I've also started working on some infographics - particularly those explaining what the mod is, and whether the mod is for you or not. From the vast amount of comments on Reddit I came to realize that everyone has different expectations from this mod - and some people even got angry because of the direction we've taken. These infographics should inform them whether they'll like this mod or not - but I believe their anger will not be stopped even if they read it. Oh well, can't please everyone!

Let me know what you think and if you believe we're taking the right direction!

You'll be pleased to know that the mod will be entering testing soon. We've really given it our all, and it's one of the most complex, biggest mods we've done.

Files

Comments

Computica

Looking great VE Team 👏🏿

Toasty

Cant wait to have my own orbital bombardment ship

Mr Smith

keep up the good work, i very much looking forward to play this mod.

Squidismydog

I think it is very smart to have infographics that clarify how the mod's philosophy differs from base odyssey. When I first started using mods with rimworld, I saw all mods as purely additional content, rather than content that tries to provide a unique experience.

DeRuitertjes

Looks great! I have a question: does this mod affect the asteroid base playthrough a lot?

Big Barza

I like the honesty of "this is not for everyone"

Bryan

Im so excited to do a new play through when this drops. Also I love how you do the info graphics. The design on them are clean, readable, ans attractive

Rossum

Looks good! I also appreciate the honesty of this not being for everyone. One thing about orbital events: In the game FTL, I think they did a really good job with some of the environmental hazards such as asteroid belts. Having your ship parked in an asteroid belt hearing the sound of asteroids bouncing off of your shield and knowing it's the only thing keeping them from crashing into your ship is really something. Would it be possible to have something like that? Like having a shield for your ship to deflect micro meteors and if you park your ship in orbit without one then you risk taking regular damage?

ZenoLord

How far were you in deciding the costs of the special ship components when you thought they'd still be buildable? If possible, could you provide the rought costs?

BrenTenkage's Gaming

I appreciate you also sharing the "is this right for you?" explaining what this mod is for and how it may not be for everyone. Yeah this might be one of your best works. Though....I noticed that AI core mentioning operating guns. So certain turrets that must be operated by what I assume are terminals.

Oskar Potocki

It was too early in development when I made a pivot so no costs were assigned yet

Kobe Riddle

Interestingly enough, the small intro gravship (Grav jumper or something like that?) introduced by VE Gravship actually makes it so that Gravships can be a *smaller* part of one's run than in vanilla Odyssey. There's more depth, and it's harder to unlock stuff, but I don't think that means that one's run now centers on Gravships. In fact, for some runs it may mean the opposite.

Oskar Potocki

Absolutely. It adds many new events exclusive to the orbit.

Kobe Riddle

I like most everything shared in this update! The only thing I'm iffy on is the gravlift -- why not just allow all gravships to go to arbitrary places in orbit? You can park a gravship in empty space next to an asteroid already, so the lift isn't an issue. If you really want that capability to be a rare upgrade for design reasons, I'd make it some sort of flight computer rather than a lift stabilizer.

Oskar Potocki

Whilst you’re correct, the small gravship (gravjumper, you’re right!) requires the same systems to work that the gravhulk does. So while it’s smaller in size, it still requires a similar investment when it comes to players attention.

Oskar Potocki

You could say that gravlift allows you to remain in stable orbit without any nearby points of reference.

Kobe Riddle

Yeah, that's true, but I still want that, haha. I also have Dubs Hygiene, so I have hygiene and thirst needs and systems (both on the ground and in gravships), so an increased level of depth is present across the board. For such modded contexts, VE Gravships should feel right at home. The takeaway here is that I'm slightly concerned that you might be making this mod seem more bizarre and jarringly transformative than it is. Maybe a note or change of wording could help, something like "With no other mods increasing the depth of normal gameplay, VE Gravship's significant increases to the depth of gravship gameplay may stand out and center your runs on gravships." I'm really excited for this to release. :)

Atreyu

You could find a middle ground between building/questing by making the quest reward a special component for each upgrade building, rather than the building itself. Like how you find a persona core to build a ship computer, you don't just pick the whole ship computer up and carry it home

Oskar Potocki

A mechanic trying to appeal to everyone is a mechanic that won’t appeal to anyone. I’d rather commit to one way than find a middle ground.

burner pyro

Absolutely can’t wait! I saw some text in your infographics that mention unique space events, and I’d like to ask if you guys have any plans to make asteroid basing more unique [IE events n such], or if something like that will come naturally with chapter 2?

Oskar Potocki

That’s already in chapter 1! Theres 10 new space exclusive events, and on top of that many different new orbital locations. Ice asteroids for example!

Onikage-056

I am looking forward to this so much. I've legit completely forgone running gravships period just so I can properly enjoy this mod when it's released.

Nicklas Grønninger

Is there a timeline on when we can expect a potential release? Literally can't wait

Oskar Potocki

We never do any estimated release dates because it puts us under unnecessary expectations. The mod might as well be ready in 4 weeks, but it may also need extra work pushing it to 4 months. With game design, you just never know, so I tend to just announce the releases when the mod is actually ready.

costochondritis

Looks great! Any chance we will see crashlanded gravships? It's weird that we have the only one on the planet and wrecked gravjumper ruins would be a nice source to study for grav research points for example.

John Mailhot

Correct me if I’m wrong but it looks like most if not all the refinement systems could work outside of a gravship still? So you could have a gravjumper which only has the storage systems and then refine everything in your main base?

Oskar Potocki

We want to ensure gravships are still a marvel of engineering and something absolutely valuable. While wrecks will be present here and there, not much from them can be salvaged.

Oskar Potocki

You can even refine it on a normal biofuel refinery, yeah!

Orion9137

I feel like "You want Gravships to be the core focus of your run" and "You'd rather unlock Gravships later, as a true milestone" are contradictory goals lol This is also seemingly moving past what would be a "Vanilla Expanded" kind of mod. Rather than supplementing the vanilla experience its completely reworking entire game mechanics like research and non-event maintenance. In Vanilla Expanded - Cooking I never needed to take cooking lessons from chef NPCs to unlock new types of dishes. In Vanilla Expanded - Coilguns I never needed to raid ancient outposts and hack computers to get enough research points to learn to make different tiers of coilguns over hours of playtime. There's a lot of good ideas and additions in this mod such as the oxygen/resource management/new gravship mechanics and modules that feel like they're weighed down by the other bloat being put in too.

Brutus Albion

I think they will probably rework the gravship scenario start to fit their gravship expanded so that it is still viable choice at the beginning of a playthrough to get you into the action quickly. They're mostly just making the gravship itself a later addition to your standard colony playthrough that requires you to be pretty far into the tech tree to unlock and play with. The vanilla game has way too much of a bad habit of just throwing you free stuff because you bought the DLC like growing mechanoids before you even have microelectronics researched for example. My only real concern and somewhat small pet peeve is that the research is only focused on gravship jumping and this means that the grav research bench is basically useless 99% of the time except for when you grav jump. I'd really prefer if there was a way to keep researching without constantly needing to jump. Like what if I could just set up a space research station and have them slow burn through the tech tree instead. It's thematically cool; a space research station and if it only worked in space it was thematically and unique enough to justify setting it up while allowing you a more space related colony without the constant grav jumping. Other then that I'm absolutely on board with all the changes and interesting design choices he has made so far, at least on paper, I don't know how it will actually play of course but I think this will be a great mod that really expands the gravship experience while also properly locking it behind high tech enough that it requires you to go through a normal colony run in vanilla mode. You really shouldn't just get a free gravship engine right at the start imho unless you pick that specific scenario start of course.

Brutus Albion

Overall I'm really loving the course this expanded module is going. The only pet peeve I have is that the current research mechanic requires constant jumping between locations to generate research. That's going to involve a metric tonne of jumping and refueling, sometimes probably just to generate research data and that can get tedious at some point especially in subsequent runs. Perhaps a way to generate gravdata as long as you are in space (so you can set up space or asteroid research stations) would be really awesome. That would represent the slow burn research path you could take and your research pawns could be slaving away at the gravtech research panel non-stop instead of only manning the grav research station when they are lifting off. This would still keep gravdata to be a completely unique research method, it requires you to invest in all the space related technologies and make your colony very spacey themed by its very nature but it would prevent you from needing to make useless grav jumps just to generate research while also offering a slower method of progression for those that want to go to space but don't want it to ONLY be about gravships. So encourage grav jumping but don't lock us out entirely out of research by allowing us to keep researching gravdata as long as we are in a space environment (would also encourage space related colonies due to the need to be in space to generate research from the gravtech research bench) I want my research officer to slave away at the console alright 😭 I admit it. I'm a terrible human being.

Deggial

Another 'middle ground' solution would be to distribute Gravtech tech prints through quests. This would enable the related structure to be built multiple times once the technology has been researched. However, not many buildings seem to require multiple installations. Where they do, though, your 'progression argument' applies. Overall, I am happy with your proposed solution. (And how could I not be, having been one of those voices? I am not backing down; I just want to mention additional options.)

Deggial

While I'm not entirely sold on the idea of introducing 'astrofuel' (it seems like an unnecessary extra step), I'm happy to accept it as you really seem to like it! It also certainly fits the idea of progression and grants the opportunity for additional quest rewards. Could it have an additional use, though? It seems especially suited to grenades, special ammunition (= new weapons), shells etc. I mean ... it keeps burning in the vacuum of space, after all! I also noticed those 1x3 batteries(?) in the middle of walking paths, unless they are integrated into the floor and our pawns don't have to climb awkwardly over them. You haven't introduced those yet, you secretive keeper of secrets! :D

Oskar Potocki

Astrofuel can be used to fuel special generators too, generating much more power than the standard chemfuel generators! They're also used to reload javelin missile artillery platforms (plus any future space-to-surface missile platforms).

Oskar Potocki

I'm not sure I understand the concern here. Odyssey DLC is a DLC about travelling. Gravships are all about travelling. They are a tool to travel. The DLC adds a lot of reasons to travel too - new quests, new biomes, new world locations. You need to change the way you see gravship research. It's not 'oh no, I will have to do additional jumps to research something'. It's 'I have researched XYZ while travelling to the quest site to retrieve an additional grav core'. Gravship research will automatically be conducted as you do the single thing gravships were meant to do: travel. If you play with gravships only to sit in one world tile all the time... you're not really playing with gravships the way they were designed to be played. That being said, there will be ways to passively generate gravdata without jumps too. For example, a gravitational anomaly is a new event occuring in space which prevents you from jumping, but adds gravdata points every second towards the currently selected gravtech research project.

Oskar Potocki

I need to disagree on the whole 'It's not Vanilla Expanded' argument. I see it quite often, and I always say the same thing: I think the VE team should be the ones deciding what fits our mod series and what doesn't. Psycasts Expanded also overhauled the entire Psycasting system - we rebuilt it from the grounds up, discarding pretty much everything psycast-related from Royalty DLC. And yet, it's one of our most popular mods. We're not completely reworking all the research. Only the brand new research projects related to Gravships Expanded will need a custom way to research them. Arguably, it's no different to Anomaly research projects requiring studying entities, or Royalty research projects requiring techprints, no? I understand, Orion, that you may not be happy with the direction the mod is taken, but I need to reiterate the first image of the infographic: This mod might not be for you, and that is absolutely fine. I'm not going to try to bend myself in unrealistic ways to accomodate every single player out there - at the end of the day, when risky design decisions are taken, the target audience will always be divided. Some will like the decision, some will not. Some people expect Vanilla Expanded mods to be very light-weight, so that they accomodate everyone. They refuse to see the carefully tailored mechanics and fun stuff as anything else but 'bloat'. I won't change their mind, nor will I try to. Please understand I'm not saying you're wrong. You have all the right to dislike the direction we've taken with the mod. What I don't agree with is mod users telling mod makers that their work is moving 'past what would be a "Vanilla Expanded" kind of mod'. At the end of the day, I decide what I think is a Vanilla Expanded kind of mod, and just like Psycasts Expanded were a VE mod (even though they overhauled psycasting system), I think Gravships Expanded is also a VE mod. If Gravtech research is such a problem for you, I'm sure there will be a day-one add-on making gravtech researchable normally. Hell, maybe even we will do that as a mod option.

Deggial

Thank you for the insight, Oskar. It's great to learn about the additional uses of astrofuel. There will always be time for further handheld weapon mods in the future if there is a use case for them. (Actually, the selection of weapons is already quite large.) As I know you're reluctant to make your mods cross-dependent, a new mod could add an astro-fuel generation recipe to the current refinery, independently of the 'Gravship' mod. -- In any case, keep your secret regarding those battery-like structures. Fine, fine, I can wait! LOL! ;)

Deggial

One more question: You wrote that the GravShip requires 'constant maintenance' to run. In the vanilla game, there is no such need. Occasionally, a component breaks randomly and needs to be replaced. Will this be changed in this mod? Does it work more like 'Fluffy Breakdowns', where the integrity of every structure gradually deteriorates and manual maintenance is required? (This is a much more reasonable approach, which is why I use Fluffy's mod.) If so, will 'Gravship Expanded' work well with 'Fluffy Breakdowns'?

Oskar Potocki

Most of these things aren't a thing in vanilla: that's the thing, it's a mod, we're adding new things! There's a new maintenance need on all gravship structures. Each structure type has a different maintenance sensitivity, dictating how quickly it breaks down and how long it takes to repair it. Over time, things will degrade. During launch, things will degrade massively. Your engineers will need to maintain the parts between launches, or else you risk break downs. Average maintenance of the ship is used when calculating launch success chance too. Our system is completely separate from Fluffy's breakdowns.

Deggial

Thank you again for your explanation! Apparently, the system is much more complex than Fluffy's Mod. I assume you don't foresee any mod conflicts, and if there are any, the maintainer of 'F.B.' (now "continued") needs to tweak their mod. __ EDIT: Having re-read your reply, I am concerned that there may have been a misunderstanding. I didn't mean to complain about the additions or changes. Those are exactly why I subscribe to mods! I mentioned the vanilla situation only to clarify where I am coming from, lay the groundwork for what follows and make sure that everyone knows what I am talking about. My apologies if I caused any confusion.

Aquaplush

I'm so excited for this mod! Especially making space feel much less... Empty, especially with the ship combat later on. That was one of my main complaints about Odyssey, I think- There really wasn't a lot to really do in space, the Gravship was more of a glorified caravan, it didn't feel really like a proper spacecraft. And from the teasing I've seen of it- Please, Oskar, I'm terrified of orbital solar flares... That does lead me to a small question I have, how dangerous will those events be to your ship? Will they be just major setbacks, or will you risk losing the whole ship if you aren't careful? Can they crash, or just end up heavily damaged in orbit?

Zoey Meadows

I'm really looking forward to this, especially as someone who ADORED SoS2, and am super stoked to see what it does with gravships.

Robert DeMarco

This looks awsome, I think it would be good if, once you reach the end of the gravship tech tree, there was an option to force spawn a quest to look for one of these items. Just an idea, in heavily modded playthroughs, you often don't even see any of the really interesting quest rewards.

Brick Guy

Looking great so far i have question tho? How are guys gonna modify the gravship scenario with all these things you guys are adding I feel like you guys are gonna have triple the size of the starting ship in the scenario to accommodate all this new stuff you're adding.

Brutus Albion

"Odyssey DLC is a DLC about travelling. " Your gravships expanded module expands the "space" theme massively. You're adding oxygen mechanics, maintenance mechanics, space related furniture and buildings, orbital weapons, etc. I fully understand that this module is about exploration. What I'm concerned about is that I'll want to run this module even when i'm not interested in an exploration run just because this module by itself adds so much awesome space related content and functionality. And in that situation I'm kind of pigeon holed into forced exploration to generate the gravdata. A way to consistently generate gravdata passively would be well appreciated in a playstyle where you don't want to go on exploration bonanza but still experience the space themed content. Reward and encourage those who explore with ample gravdata, but don't lock out those who just want to access the content in a more passive way. Space related colonies are pretty trash at the moment in terms of value, but if they were a place where you could slowly generate gravdata due to them being in space, all of a sudden a space colony is a much more desirable option to speed up your progress. Consider the idea that the player would be encouraged to make a colony in space as their main hub if they could slowly generate gravdata there by having their researchers work at the gravtech console. It would be a minor boon but one that would set the space colony apart from a land based colony.

Oskar Potocki

It doesn't really expand 'space' theme itself. The only thing exclusive for space-living is oxygen network. Other than that: Maintenance is needed even on the surface. Flights from surface to surface also require maintenance afterwards. Gravship related furniture is not 'space-specific' - bunk beds, new workbenches, new control stations, all of that works on the surface and in space. Orbital weapons are specifically not called that - they're gravship artillery, and they work on surface - to - surface bombardments just as well! You can send a caravan to a quest location and provide covering fire from a gravship miles away. You're right that Ludeon didn't really expand on the space-related content at all - that's where we come in with new orbital locations, space-exclusive events etc. But the surface content is already very, very rich. Between all the quests happening on the surface, as well as numerous landmarks and interesting biomes, Ludeon has devoted most of their resources to expand the surface content offering. That's why we're trying to equal it out a bit to make space more viable - but Gravships Expanded is not a 'space-only' mod. In fact, we still want to keep space as a secondary location (with surface being primary). The design worry that I have is that if I introduce a way to passively generate gravdata reliably, people will do the following: Fly to space in their shitty gravjumper, spend as much time as they need in space to research it all, and then build a meta end-game massive gravhulk. It always happens. This means people will miss out on all the exploration aspects that we're utilising for this mod to provide the experience we aim to deliver. Same reason people build kill boxes. They're efficient. Going to space to complete all the research will also be efficient - but not fun. But users don't know it won't be fun. They will blame me for making a 'not-fun mod'.

Brutus Albion

Maybe the unwanted opinion but when you do a standard crashlanded run, being able to send my pawns into space, research everything passively and then build the end-game massive gravhulk all at once. Yes I want that for the standard gameplay to be an ''option'', a sub-optimal one but an option regardless. For those that want to explore, they should find that the gravship produces the bulk of the gravdata research through jumping and exploration to keep this as the optimal route that is rewarding for the adventurous type or the one who picked the gravship scenario start. For balance just make passive research go at a snail's pace compared to those zooming about. Let players create their stories, this is a story telling game first and foremost, if players want to take the lazy route or the adventurous route, both should be possible. From a mechanical point of view, all you have to do to make the player explore more is make sure there is enough incentive to explore. Don't force it, incentivize it, I think you're already doing a good job on that with all the (space) exploration content that you have planned but it'll be frustrating when a lot of amazing space themed content is locked behind a forced jumping mechanic and you're not in an exploration themed run but still want to do something in space. And lastly, you drew that beautiful gravtech console, but it'll only be used 0.1% of the time when the ship is launched and landing while it takes up significant precious space on the ship. Wouldn't it be nice to see your science officer at it working through the gravdata? It'll give the intellectual pawns something to do while in space since they can't do scanning jobs as the vanilla orbital scanner is autonomous (sadly).

Oskar Potocki

Argument can be made that I incentivize exploration by making it provide research. I see it as a massive incentive and a way to progress - want better gravship? Use gravship more. You're now advocating for an alternative way to progress and unlock new gravship upgrades. So we would essentially be weakening that incentive to explore. You see what I mean? Every player sees things differently - every player sees something else as an incentive.

Brutus Albion

I'm advocating for an additional path to progress because a lot of the space related content in this module is amazing and you'll want access to this content even when you're not in an exploration themed run and locking it behind forced jumping is an arbitrary way to enforce exploration. It's not incentivized if you are forced to do something. That just means you have no other choice. Choices and trade-offs should be paramount in storytelling games. Balance it so that if you want to passively research it, it's a really big commitment of pawns and labor time whereas if you go exploring it is basically free research you generate on the side as you explore. Best of both worlds. Explorers get to go adventure, they get cool stuff and automatically research their gravship upgrades by jumping, while passive players will have to build something like a science outpost in space and defend it from threats. And combo players will be encouraged to make a space colony for extra passive research while also functioning as a homebase for the gravship jumper to return too. Allowing gravdata to be researched only in space on the console (and during jumps ofc) actually encourages more diverse and interesting stories and playstyles such that home colonies existing entirely in space actually having some value.

Deathblade

Will VE androids be getting space modifications? Or do they already have some n im just stupid

Oskar Potocki

What sort of space modifications? They already don’t need oxygen to survive. Other than that, I don’t think we will be adding anything else to them. We want them to still feel like humans, and not spring out some feet mounted rocket thrusters when in space.

chris reay

Now that's an idea for an implant for the medical mod!

Deathblade

I guess you are right i shouldve put more thought into it but maybe something like vacuum efficency could be cool

none ya

I'm so excited to add this mod to my newest run!

Victoria_Night

But what if you combine the two approaches? Like, you make a research project to unlock those devices, but you need to find those devices via quests first to unlock the research itself. Like a techprint.

Oskar Potocki

Then you replace 20-30 quests to fully deck out your ship with the absolute best gear into 7 quests. Theres 7 (or maybe 8 or 9) different quest rewards related to gravships - but some of those you can even have 4 of on the ship at a time. Theres moment they become craftable, you’ll never do a quest to obtain one again.

Victoria_Night

Ah, I see... Sad. I love being able to build high tech elements.

Oskar Potocki

Plenty of high tech stuff to be built without those quest rewards!

Deggial

Will you adjust the likelihood of those quest rewards appearing? As I previously wrote, most of the current gravship additions aren't crucial for finishing the game, and I stand by that. However, I still haven't obtained many of them. I've never seen the subpersona core pilot assistant. I've installed the fuel optimiser once. The shield was actually the only special reward offered multiple times.