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Hey everyone! Welcome to the 300th devblog, an absolute celebration. Honestly I stopped counting after 100th, but it's nice to know that I've written 300 unique posts that hopefully gave you some insight into how we do things and why we do them.

In this 300th development blog, I'd like to share the first infographics for Vanilla Gravship Expanded. It's a huge mod, and there's just so much to cover, it will be the longest steam page yet.

I have also found a way to replace Imgur as an image host - we will be using github and link images directly from the repo onto the steam page. This way, folks from the UK will be able to see the infographics just fine.

If you've seen some of these infographics before - check again. We have changed stuff and added stuff based on feedback from the beta!

Honestly, some of these are so big that I don't know if you can read them properly on your phone, so I encourage checking these infographics on your PC!

Let me know in the comments down below what you think about the content so far, and if you have any questions, I'll do my best to answer them!

Files

Comments

Swietny Leben

I can’t even begin to explain how much content there is for this one mod. I’m really intrigued for its features, design, etc. i can’t wait! I also can’t wait to make superheros using the new ancients mod!!!

Ryker Hacking

This simply amazing! Kinda what i was hoping Odyssey would be originally! Super excited!

Echo Ichor

I want it. I want it all so, so badly. It all looks fantastic. I love gravships but they felt more like an easier way to travel the world. I loved it, but this? This seems like a dream. I want my gravship to be the star!

Hibabus

The main and intriguing question of humanity: when will this miracle come out?

Oskar Potocki

Not long now. We just want it to be perfect. Working on some DLC integrations now.

Stijn Witsel

“Looks at amount of images, then looks at the title post with part 1 in the name” do you guys know of the very fun activity called sleep!? Jokes aside this looks really cool, can’t wait to for the next part(s?) and I definitely can’t wait to get my hands on it

Redguard

amazing this really looks like it well stretch out the endgame length

Anton Griffon

I think someone else mentioned it but maybe vacsuits should be in a different research project since we can now build shuttles and access orbit location without the gravship

Oskar Potocki

Hmm see to me it makes sense that you need to research oxygen to be able to survive in space. At the end of the day it’s a gravship mod - if you don’t want to use gravships and prefer shuttles for visiting space locations, then the gravship overhaul might not be for you.

Oskar Potocki

Oxygen can be bought from traders too and so can vacsuits!

ZenoLord

Question about pawn oxygen economy, do the times in the reworked vacuum resistance infographic note the time in vacuum without or with a oxygen pack? What is the consumption of the oxygen in units per hour from the oxygen pack? Is it possible to have a dynamic consumption based on the worn apparel's vacuum resistance?

Oskar Potocki

Oxygen pack consumes flat rate of 1 oxygen every long tick (2000 ticks). This means that oxygen pack lasts 2.5 days after which it needs to be loaded with 75 oxygen again. The consumption doesn’t change based on other apparel. It sets vacuum resistance at 100%, meaning no effects from vacuum what-so-ever. The times shown on the infographic are without oxygen packs. Mind you, if you’re wearing say a vacsuit with helmet and an oxygen pack, the oxygen pack will run out in 2.5 days and only then the 40 hours of the vacsuit will start ticking, giving a whopping 4 days in vacuum - more than you’ll probably ever spend.

Scar, the Creator

Thank you very much for making things easier for us UK folks! Congrats on the 300 devlogs ^_^

QuantumPhasm

Really can’t wait. Have stopped playing so I can start from scratch when this launches. Do you decide to cut the off-course touchdown mishap?

Oskar Potocki

Yep! Turns out mishap is determined after landing not before it

Sandro

I’m curious about the oxygen usage: If one big o2 container can hold up to 500u^3 and a big oxygen vent uses 5u^3/s that means those big containers last only 100s per vent? It feels like I’m missing something because it seems not much time at all. Still can’t wait for the mod. It looks amazing.

Jason McGinn

This looks so fun, but I have a question. Is there any concern that grav ships ever reach the size where landing becomes almost impossible depending on how the geography looks once you get there?

Outsider 171

Honestly the biggest thing I miss from the ancients mod was the CIWS I just want my gravship to be a functional warship possibly with rimatomics thrown in too for a nuclear laugh

Argonexx

So hyped, does the existence of multiple tiers imply you can have multiple? Like if your gravhulk gets too big you can make a gravhopper and turn the hulk into essentially a space station.

Alexander Abad

Would I be able to add this to an existing save? One that's not touched gravships yet

R

Thats what I'm hoping. I think this is the case though, since it mentions construction and not upgrading.

KaneLives

I've been putting off playing Rimworld until this was complete. I'm feeling the withdrawal.

Spoon Trauma

this is gonna be so cool....

Florian Meis

I am doing the same and missing it also

Florian Meis

You mentioned on the scaffolding that an solarpanel can be placed on it, will that still be walkable?

Oskar Potocki

Do remember that oxygen is only used by vents in high power mode, and they enter high power mode if there’s vacuum in the room. Already pressurised rooms do not drain any oxygen. While the big pump drains 5 oxygen units per second, it will refill a 25 tile room from 100% vacuum to 0% vacuum in 5 seconds.

Oskar Potocki

That’s why we added crashlanding. We clamped the map warp to 30 tiles - if you build a ship with a bigger radius than that, we no longer bend the map generation to accommodate you. Now you’ll need to trim some rocks with your ship when landing, and take some damage. Serves you right for trying to land a huge gravship in mountains!

Oskar Potocki

No, multiple gravships are not supported by the base game, they cause a lot of issues and we ensured players can only ever have 1 gravship by adding several failsafes.

Oskar Potocki

You will be able to make an actual orbital station in the 3rd chapter of the mod though!

Deggial

I'm glad you've decided to add hidden astrofuel and oxygen pipes for my posh gravships. I wouldn't mind if they were really expensive, though. The usual cost multiplier is 2 for hidden structures, if I recall correctly? Well, make it 4 (or even 6) for those hidden spaceship structures. Luxury comes at a price, and this will encourage players to stick as closely as possible to your initial idea. The Gravtech console generates research passively while in space. Personally, I wouldn't mind it generating a research job. It would give those big brains something to do while idling in orbit! (I know this suggestion will be controversial, though. People love their passive income. ;p ) The addition of the vac checkpoint is great! I'm tired of creating oxygen-safe zones for my pawns and then forgetting to expand them, when my ship grows. Will they not move onto the checkpoint without adequate protection, or will they move onto it but not further? Or will this not be an issue at all? I assume they will be placed under vacbarriers - do those count as vacuum or pressurised? I actually don't remember and usually excluded them from beforementioned zones just to be safe. Will animals honor this point as well? The large oxygen tank only adds about 10% more space efficiency than the small one. Is this enough, taking the probably significantly higher costs into account? (For comparison, the astrofuel tank large vs. small is 33% more efficient.) Would you consider increasing the capacity to 550 or even 600 (for a nice, round number) units of oxygen?

Sandro

Okay, fair. Do pawns use oxygen over time, or is it more about getting the room flooded with oxygen once the vacuum barriers turn off/doors open/close? Then, no oxygen will be needed from the tanks? I may have a much more complicated system in mind, but Vanilla's system was rather straightforward. Just out of curiosity.

Azhrei_

Wow, gravhulks can be enormous. If I’ve done my math right, they can reach 4130 tiles in size.

Oskar Potocki

Gravtech console REQUIRES a researcher working on it to generate gravdata passively. It is a researching job. Pawns will not path onto the checkpoint at all. They will consider the tile it’s on to be impassable. The spot - because that’s what it is - can’t be placed under doors (because through sneaky code magic, it sort of is a door itself) so you will need to plan your airlocks accordingly. Animals don’t care about it.

Deggial

Thank you as always for the answer. I'm a bit confused about the use of the word 'passive' in this context then and the researcher required for gathering gravdata. So, if I understand you correctly, a 'Gravtech researcher' must be *assigned to and present* on the ship. But they don't actually have to *stand in front* of the console and do their job; they just enable the device to generate Gravdata passively? If so, why not make it behave like a 'traditional' research bench? If it does infact act like one - what does 'passively' mean here? Isn't it simply an active research job? Anyway, I'll see soon enough what you came up with. Checkpoint: Makes sense. Animals: Oh, my poor pets! Damn you and your silly inferior intellectual capabilities that can't grasp the meaning of that symbols on the floor! :(

Aether

I've been patiently waiting for this :) you guys are cooking something special!

Oskar Potocki

I think you’re digging too much into the meaning of word passive here. Gravdata is generated in huge quantities when flying. Gravtech researcher analyses that data during flight, generating research progress. But when in space, gravdata is passively generated too, but the scientist still needs to analyze it on the bench to progress research projects. Codewise, gravtech researcher can just do normal ‚researching’ job when in orbit and progress gravtech research projects, although 10x slower than standard research projects.

Onikage-056

Question... is the upper size limit for gravhulks adjustable in settings?

Oskar Potocki

Im not sure I understand. The limit is based on the amount of structures that add additional substructure size. Theres nothing to adjust in settings because the amount of structures is predetermined.

Brutus Albion

*reads description* Gravtech console with researcher can now generate gravdata passively when in orbit ... Oskar my man ... you're a real G. This might just become the BEST module yet. Absolute must have late-game expansion at this point. This is quickly becoming astrofuel explosive cool stuff. I'm really blown away by this module and its features. Glad I've been a patron. Only thing as a patron I'd love is maybe a yearly subscription option, the $5 a month is too much for my poor ass but I wouldn't mind donating $15 or $20 a year rather than $1 a month since it saves on fees and makes sure more money goes your way. Just something I wanted to share in that I hope you offer something perhaps like a ''bioferrite'' tier that offers this option. Thank you for your passion and work in expanding this rimworld of ours o7

Onikage-056

So, I'm currently running a gravship mod, Bigger Gravships, which lets you adjust the structure (tiles) and build radius of the grav engine and grav extenders. What I meant is: Would it be possible to adjust the upper limit given by the individual grav engines (before bonuses from other gravship parts like thrusters.) Example: Gravhulk engine is 500 tiles (before modifiers.) A setting in this case would let someone adjust it up to (for the truly absurd,) 2,000 tiles before modifiers (resulting in something that'd flatten all but the most-open maps once all modifiers were taken into account.)

Oskar Potocki

We remove the ‚flattening’ of the maps in favor of crash landing mechanic, and to not break the map generation because it DOES break if the gravship is too big in Odyssey DLC, even with the Bigger Gravships Mod. This means that with gravships expanded, your 10.000 size ship will crash land on every map, requiring tremendous repairs etc every time you land. No, there will not be a setting on our side, because we’re bending over backwards to ensure there’s no way the game can break, and gravships the size of the map sort of guarantee that the game will break. Long story short: the limits are there for a reason. Even Red Mattis, author of that mod you’re using, admits that big gravships can break map generation.

Jippy 🫀

Gorgeous, super excited!

Hal Webb

I have a question: will this, either at release or later on, have any overlap with the various DLC's? For example: the mod mentions that the user can perform orbital bombardments with your Gravship, could you, say, drop deadlife all over the battlefield and then sit back behind your walls as the enemy faction literally tears it's self apart? or.. drop contained anomaly monsters directly into the center of a base then sneak in during the chaos?

Onikage-056

All good. Was more a curiosity thing, honestly.

Nickolok

Seems a little intimidating, sounds like a lot to learn and manage.

Oskar Potocki

I don’t think there’s a way to shoot any actual shells over the world map - gravship artillery has predefined projectiles and doesn’t use the shell system, but yeah you’ll be able to do loads!

Oskar Potocki

Once you actually play, you’ll unlock the content very gradually so you won’t have to memorise everything. Ingame it’s actually pretty simple.

Silverskene

I hope this mod and the Glittertech Expansion mod will play nicely together.

Deathblade

I hope this dosent conflict with void universe

Oskar Potocki

If that mod modifies gravships in any way, it may not work out the box and may need patches to make it work.

Oskar Potocki

Depends how much they modify the gravships themselves.

Echo Ichor

I'm sure the flesh engines and void engines won't work for a bit since this will changes engines to use a new resource. I wouldn't be surprised if Void Universe patches quickly, though.

Sean Barrett

So, so, so excited for this.

Deggial

I've raised this issue on their Steam WS page and they have confirmed that they are aware of VGE and will patch if necessary.

Hibabus

Will your mod work with an existing save, or do I need to start a new colony?

lunarWITCH

with this mod coming out soon I finally decided to subscribe. this is what I imagined "vanilla" Save our Ship to be świetna robota Oskar!

Echo Ichor

Those sound like great changes. My innards yearn for this mod.