RimWorld

RimWorld

Bigger Gravships (and other Odyssey spaceship related settings)
107 Comments
Chromium 6 hours ago 
Gravlite panel is a rare material. Poor people don't own a gravship :buzzed:
Zarquon 8 hours ago 
Thanks for adding shield settings.
Another suggestion, please add a setting to reduce the value of grav ship substructure (the flooring). It's $14 per tile in vanilla and has a huge effect on overall wealth.
ChrisB 19 Jul @ 12:03pm 
it pinged this error spam, two separate errors over and over:

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()

Exception filling window for RimWorld.Dialog_ModSettings: System.FormatException: Input string was not in a correct format.
[Ref 28052A6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
ChrisB 19 Jul @ 12:02pm 
hey, great mod! just had a little problem tonight - i went to reset some of the values in the mod dialog window, highlighted one of the values and pressed delete (more out of habit than anything), and it wiped out every setting from the one i deleted it and every setting option underneath. it required a full game restart to restore these, a reload didn't work.

i can send a full hugs log if that helps, but will separately post the error log spam
Chromium 19 Jul @ 10:48am 
@AGenerikUsername I thought the same way but then creativity knocked on the door and I kinda like how it turned out https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3529660501 I feel I like it better now that I build my ship like this
AGenerikUsername 19 Jul @ 10:25am 
Is there a chance you can make an option for thrusters to ignore substructure? I don't like having a hole in the middle of my ship to make the thrusters work
VOIDI8-GOD 19 Jul @ 2:34am 
is there a way to make the substructure support and radius unlimited?
Chromium 19 Jul @ 12:52am 
Just checked, the text imput is very good, well done
now I can have a proper 500 grav extender support:as2l_friendship:
RedMattis  [author] 19 Jul @ 12:39am 
@Nathan Nate Fox
That is a limitation with how inputting into a limited range works.

E.g. if you want to go from 500 to 2200 you'd probably input `5000`, select the `5` and chance it to a `2`. and select the second 0 and change it to a 2.

Trying to erase 500 to input 220 won't work since the minimum is 500.
G-Fiti 18 Jul @ 9:39pm 
I'm surprised you didn't call it Big and Small Gravships :D
Asteyr 18 Jul @ 6:59pm 
In any case, you can also put in the numbers you want in the C:\Users\XXX\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_3522759531_GravshipSizeSettings.xml file directly, obviously restart rimworld after saving the file. That's how I do it with all sliders, totally no OCD here.
Nathan Nate Fox 18 Jul @ 2:43pm 
For whatever reason i cant really input the values i want into the input fields by just writing the number.

Here is an example:

I open the settings, i doubbleclick on the 500 for the "Engine substructure support" to highlight it
i then start writing 1000 and the number changes to 250 then 2050 and then 5000.

After it gets to the 5000 i have to higlight the 5 and type 1 to swap the number to 1000.

Am i doing something wrong or is it just the input field being wierd in general?

In any case thank you for making a mod like this.
RedMattis  [author] 18 Jul @ 1:01pm 
@Torkkar
I did. The comment beneath yours mentioned that update. If you're not seeing the input fields to the right of the sliders you need to unsub and then resub.

Or verify files if you're getting out of date mod issues a lot.
Torkkar 18 Jul @ 11:22am 
can you give us something better than the sliders for selection? I wanted my core to be exactly 1500 not 1504 and the default range, I just want the engine and the extenders to allow for full coverage of their range. I'm trying to make a flying Saucer lol
RedMattis  [author] 18 Jul @ 10:15am 
Update:
Added shield radius and strength as tweakable variables.
Number entry fields have been added for more exact tuning.

@Royce Jeffords
It doesn't change the behaviour, only the values. You could increase the radius to compensate though.

@氘镉殆
I haven't tested. I'd expect it to work as long as it doesn't do anything to crazy to the defs.
Royce Jeffords 18 Jul @ 7:51am 
can this chain extenders or does everything need to be in engine range?
Chromium 18 Jul @ 12:48am 
Indeed @Legowaffles , the text instead of sliders would be much better, currently with the sliders you can't really choose a specific number. I can't put the grav field extender support to 500 because it always jumps to 509 instantly ,I only want to change this option the others are good as in vanilla
G-Fiti 17 Jul @ 10:07pm 
Alright I did a few tests, max ship lengh I was able to launch was 89 tiles long, sadly not too much more than the default 69, anything over 89 and my game got stuck trying to launch. Not sure if you can do anything about that, probably a limitation in the game engine.
G-Fiti 17 Jul @ 9:50pm 
Has anyone tested what really works for max size? I tried making a very long ship with the range sliders to the max, game gets stuck when trying to lift off :D
Alaska LXXXIV 17 Jul @ 9:19pm 
I'm no modder at all, so I don't know what to look for, but my game completely crashes and restarts when I load with only your mod. Oddly enough, if I load it with Harmony, there's a conflict, but the game still allows everything to load through. I've got the error log if you want.
氘镉殆 17 Jul @ 7:26pm 
Is this mod compatible with Hybrid-Powered Gravships? I tried to load two mods and couldn't fly with power.
Legowaffles 17 Jul @ 3:39pm 
Note, you WILL have to reload the game to get those changes to take place.
Legowaffles 17 Jul @ 3:38pm 
Update, I think I'll muck with the settings then directly set them in the mod's config file. For anyone else who wants to do so: Find the mod config folder, then the 'GravshipSizeSettings.xml' file.
Legowaffles 17 Jul @ 3:36pm 
Please, for Randy's sake, allow me to use text instead of sliders. Not being able to put the slider exactly on '1000' for instance, is driving me insane.
Dont Drop The Soap 17 Jul @ 2:34pm 
The grav field extender radius is set to 19 for vanilla default, but i think it should be 17
RedMattis  [author] 17 Jul @ 1:46pm 
@Rhys
I might look into it later. Iirc. it was a hassle for some reason. Or maybe I was just being lazy when I made the widget. ^_^;;

@IRøuI
In the ESC-Menu there is a "Mod Options" tab. Look around for this mod there.

A lot of mods have settings you can change in there. :)
IRøuI 17 Jul @ 12:36pm 
hi i dont find how i can config the ship
Greb 17 Jul @ 11:54am 
Perfect :steamthumbsup: thanks for taking the time to make this
Explorer 17 Jul @ 10:21am 
Thank you!
Rhys 17 Jul @ 8:31am 
Great Mod, Thank you.

Suggestion: Being able to use text instead of/as well as a slider to get more precise numbers.

(Please, It's killing my OCD)

I just need the ship a little bigger, so I'm not trying to max it out and sitting at 2200/2217 is killing me.
Miia 17 Jul @ 2:21am 
Amazing mod, thank you so much! Finally I can make my ship have *everything* my colony needs!
RedMattis  [author] 17 Jul @ 12:58am 
The issue with the first time a save is loaded requiring grav support to be moved should be fixed now.

It was basically an issue with a cache being generated before the settings got applied.
Quaker 16 Jul @ 6:42pm 
@GHOST Same issue im having
TAWM 16 Jul @ 10:05am 
Sorry, this is machine-translated.

While testing today, I found that every time I restart the game and load a save for the first time, my Gravitic Engine only connects to Hull Expanders within a 19-tile range. The mod settings don’t seem to help with this, so I had no choice but to increase the expanders' radius.
However, when loading a save without restarting the game, everything works as expected.
stups 16 Jul @ 2:30am 
Would be possible to also tweak the values of the shuttle? Especially the cooldown and the range.
Pz.IV.H 15 Jul @ 8:51pm 
@GHOST
Same problem here too
Forekast 15 Jul @ 8:30pm 
Any chance you could let us edit the numbers directly, with an input box, rather than just relying on sliders, please?
GHOST 15 Jul @ 5:26pm 
I've been having an issue where when i load a saved game, grav extenders that aren't within vanilla range of the engine act like they're unconnected, and i have to pick them up and re-place them to make them register they're within modded range
Synchrotron 15 Jul @ 10:36am 
@RedMattis

Ah, yes, I was incorrect. So far I have only built a big ship while planning stuff using dev mode, so I misunderstood how it worked.

If you go over the substructure limit supported by the grav engine, the game will start cutting the tiles out and it prioritizes the substructures that are further away from the grav engine, which is why the substructures behind a gap were the ones marked in red
RedMattis  [author] 15 Jul @ 9:52am 
@Synchrotron
https://imgur.com/SqvgpSJ

Isn't the cut-off (red) tiles there just because you're over the limit? My test ship here has no issues with negative space.
Synchrotron 15 Jul @ 9:26am 
I may be misunderstanding how the grav engine works, but it seems there's some kind of "maximum connected tile range" parameter in it, which means if you build a ship with a central hole in it, then you won't be able to connect some gravship substructures to the engine even tough they aren't very far apart.

Example: https://imgur.com/7D9aRCI

In addition to that, the engine always has a square range around it, whose size is proportional to the quantity of individual gravship substructures the engine supports (500 by default).

It would be nice if the mod could alter both the parameters above so the game would ignore the substructure range and only count the absolute range, aside from also changing the square area to be a circle.
RedMattis  [author] 15 Jul @ 9:21am 
@maddog351
There is one under my github account.
https://github.com/RedMattis/Bigger-Gravship

Most of my mods can be found there. I just don't link it on workshop pages because Valve was a bit unclear about whether links to such sites were permitted or not.

@Arc
I'll make a note to look into it. :)
maddog351 15 Jul @ 4:50am 
Why is there no git hub version ?

FFS
Sai 15 Jul @ 12:09am 
Oh wow thank you friend!
Tantalus 14 Jul @ 11:55pm 
@Sai - you SHOULD be able install any mod manually, but it might be a PITA. It's simple enough in theory:

1. Subscribe to the mod yourself (if you haven't already) and let Steam download it.
2. Find the mod in your steamlibrary\steamapps\workshop\content\294100\ folder and copy it to your desktop.
3. Send that folder to your friend and tell them to drop it into their Rimworld\mods folder.

What's so hard about that? Well, Steam Workshop names all game folders and mod folders by number. Rimworld is 294100, for example. I don't know what this mod's number is. You can probably find it by sorting the 294100 folder by last modified date/time. Good luck!
Zarquon 14 Jul @ 2:48pm 
+1 for the shield generator settings please
Sai 14 Jul @ 12:56pm 
Does this make it above 2000? Also is it possible to manually install this somehow? I use steam but a friend of mine uses gog for example
Dude, thank you!
I was a bit disappointed with how... small... the gravship is, even with a single extender. Not gonna lie, 750 tiles is not enough for how uncommon gravcore-related quests/encounters are.
Swarthy 14 Jul @ 7:16am 
Common Mattis W