RimWorld

RimWorld

111 ratings
Deep Orbit
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Mod, 1.6
File Size
Posted
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1.401 MB
24 Jul @ 1:05pm
23 Aug @ 1:19pm
8 Change Notes ( view )
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Deep Orbit

Description
This mod only works on new saves as it adds an Orbit Layer to world generation.

This adds a secondary deeper orbit layer with rich asteroids, filled with danger intended for a mid/late game rewarding challenge. This secondary orbit layer is twice the height of the default orbit layer and has roughly 8 rich asteroids filled with resources (roughly 1-2k of a random resource), a loot stash, and a Megahive with an accessible Bug Hive pit you can explore. That means if you're successful then each of these special asteroids has a gravcore in its depths with the queen. These asteroids are finite and cannot be regenerated, nor will quests appear in deep orbit.

You can see this secondary "deep" orbit by zooming out with your mouse wheel in the map view like you can normally to see the Odyssey orbit, or once you're in orbit click the "view deep orbit" gizmo.

The visible planet in the background is also smaller to show you're farther up in orbit than normal.

Balance notes:

Horizontal movement at this extreme height intentionally takes a LOT of fuel, it is recommended to caravan or jump horizontally at a lower orbit or on the surface roughly beneath these asteroids to get to them when you're ready.

No quests or events should populate in this secondary orbit (Orbit2 PlanetLayerDef in the code), as quests/OrbitalScanner etc all manually target the vanilla Orbit PlanetLayerDef. I did several hours of testing and digging through the vanilla code and have not seen a single thing spawn in this deep orbit layer other than the initial 8 that spawn on a default sized world. Smaller/larger worlds will have less or more than 8 big asteroids.

I have no plans to add a method to regenerate these asteroids, they are intentionally finite. If you really want to add more then use the Generate World Object dev mode action while on the map screen.


This only works on new saves as it is dependent on world generation.

08/19/2025 Update:
Major Compatibility Patch

I've re-written my compatibility patches to use nested conditional PatchOperationAdds to account for all custom scenarios, including patching in the Odyssey Orbit layer if the modded scenario you're using hasn't patched Odyssey yet.

Please note: if the Orbit(Odyssey) or Deep Orbit(this mod) are not showing up in the zoomed out map view, you must load Deep Orbit at the bottom of your mod list, after whatever mod's scenario/custom start you're using is loaded. If you encounter this just let me know and I'll update the About.xml so that mod automatically loads before Deep Orbit.

Mods I've tested for compatibility
Known Issues:
  • Regrowth 2 has a Harmony Prefix patch on asteroid generation that I need to figure out how to account for. I've asked Helixien for tips so I'll work on this as I can. The current impact of the red error when visiting a Deep Orbit asteroid w/ Regrowth 2 is that the resource veins (gold etc), simply don't generate but the rest of the asteroid generates as intended.
98 Comments
Broms  [author] 25 Aug @ 6:13pm 
@toetruckthetrain

If you use More Quests in Space it should work with that mod, since my Orbit2 PlanetLayer inherits from SpaceLayer just like the Odyssey Orbit Planetlayer does.
toetruckthetrain 25 Aug @ 6:04pm 
if you ever do find some way to allow quests to spawn here it would be awesome but regardless of that this is easily top 5 odyssey mods for the visuals alone
Mogul 24 Aug @ 12:06am 
Thank you, I had error after previous update when opening the game, but now it is fixed. Thanks!
Broms  [author] 23 Aug @ 1:20pm 
Okay it should be fixed now. If you have any other errors please let me know and I'll jump on it as soon as I can.
NeinDao 23 Aug @ 1:17pm 
oh thanks :3 was just about to remove it from my new play :P amazing fast answer
Broms  [author] 23 Aug @ 1:15pm 
Aha I see what it is. I just need to add a conditional to my one patch for starting scenarios that are already patched for Odyssey. The red error right now is the same as before - it is just saying my patch to add Odyssey support to custom scenarios is not needed - it's a harmless error. I'll filter it out and post an update shortly.
NeinDao 23 Aug @ 1:13pm 
anyone else getting error from this mod?
not sure if its because a combination of this and another mod
陈毒秀 23 Aug @ 12:48pm 
I just used ScenarioBase and added almost the same starting things as the vanilla Yuran scenario. But it does allow both Deep Orbit and Sky Islands to generate correctly—just like the vanilla scenario.
Broms  [author] 23 Aug @ 12:26pm 
Thanks! I will take a look. I tried to patch the Yuran mod before but the mod itself has a weird patch implementation checking for Biotech. I might just hardcode a patch for that mod.
陈毒秀 23 Aug @ 12:01pm 
https://pastebin.com/awue9uhu
Well, it's basically the Yuran scenario I modified. Since the Yuran scenario could not generate the Islands from the Sky Islands mod, I created it.