RimWorld

RimWorld

104 ratings
Gravship Exporter
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Mod, 1.6
File Size
Posted
Updated
74.515 MB
28 Sep @ 4:18pm
13 Oct @ 4:04am
6 Change Notes ( view )
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Gravship Exporter

Description
Update/Rewrite of my previous Gravship export mod, much easier now and instead of building a lot of hard to understand XML just click a few buttons and have the game generate it for you !

Features
  • Export your Gravship direct from in game, includes all buildings and attached things, but not Pawns or Items (HINT Make sure you have some Shelves on ships you export (might even need some Vanilla ones) otherwise your starting items might not spawn !
  • Now exports quality of "Things" so you can keep your Legendary Bed, will not save any art descriptions etc. there's no built in method for spawning them back in.
  • Pick a Gravship you've exported, from my built in examples or from other people who've made a mod from a ship they've designed and start the game with that Gravship instead !
  • Take a ship you've exported and export it further to be it's own mod ! The exporter builds your About.xml and if there's already a preview image for your ship will copy it into the right place with the right name for you, You can then publish that to the steam workshop yourself to share with others :)
  • Preview images when available
  • Platform will be extended all around the ship at start, so even larger ships should be supported, obviously there will be a limit however due to map edges and the starting map being quite small

Mod Compatibility
In theory it should be compatible with everything, if you're using an exported mod from someone else then you will need any mods they decided to include on the ship otherwise the thing won't spawn and might throw an error.

Known Issues
  • It's annoying but I can't seem to get the game to take a screenshot of your Gravship itself, There's some guidance in the UI for where to place a screenshot you can take but if anyone know's how to do this please help out :D This has now been fixed, auto screenshots should work perfectly ! :)
  • You can't save floors :( The way base game RimWorlds spawning works for the initial Gravship you can only place one TerrainDef and that has to be the Substructure, I might be able to fix this one day but for now consider it a flaw in the "Gravship Exporter Customer Service Division", they just don't like carpets This has now been fixed, in theory any ships you've exported before should have already exported their floors so should just get imported now
  • When your ship spawns any rooms without a pawn in them will show as unexplored, time to walk around and discover what your ship came with, hey look, a cup holder ! Fixed this now all of the ship should be unfogged on spawn

The Point Of This Mod
As with all my mods I made this for myself and decided to share it, I wanted a simple and easy way to start with a nicer ship at the beginning, I won't be adding any major features like delayed ship spawning etc. Yes this mod can make your play through incredibly easy, but you could also make it harder, it's up to you !

Future Plans
  • Get automatic screenshots working Done !
  • Enable a "Random Ship" mode where you can select a few ships and the game will pick one at random for each game start. Done !

Source Code
As always all my source code available for anyone else to use, copy, learn from, whatever
https://github.com/JohnCannon87/RimworldCustomShipStart
33 Comments
PariahOftheMultiverse 21 hours ago 
Where do you go to get exported ships?
Arcjc  [author] 25 Oct @ 11:11am 
@Emperor Haha that’s a good point it’s in one of the screenshots but it’s when you’ve got the grav engine selected
Emperor Zeez Brah 25 Oct @ 11:02am 
How does is there no description of WHERE THE EXPORT BUTTON IS
Arcjc  [author] 13 Oct @ 4:06am 
@Nexsos, as you noted the Character Editor mod works pretty well for that, I have however added the ability to export the Quality of built Things on the ship now, so hopefully that's a bit better (I don't ever plan to add Pawns or Items as they're handled better and would start a nightmare of settings to support or not support them) Thank you for the feedback ! :)

@RadarCDN, that's updated now so if you've got a huge GravEnging range it should work a bit better :)
Arcjc  [author] 12 Oct @ 12:48pm 
@RadarCDN

As part of the spawning process I increase the grav engine radius to 79 to place items, then reduce it afterwards.

If you've got a mod that increases the radius beyond that it might (probably will) fail

Next release I'll make sure I only increase it to 79 if it's already less than that and then it "should" work with bigger gravships.

You will almost certainly run into map generation issues at some very big sizes though (150+ cells in length I think), the starting map is only so big so just a warning :)
RadarCDN 12 Oct @ 10:18am 
Is there a size limit for saved ships? I'm using the bigger grav ships mod and I don't want your mod throwing errors because of a it relying on any vanillia hardcaps.
Nexsos 11 Oct @ 1:38pm 
This mod would be pretty great for a new-game+ if the interior quality and all the cargo were retained.
However, the problem can be solved with the Mod Character Editor.
Arcjc  [author] 9 Oct @ 5:02pm 
Uploaded a new version, Floors now work ! and now all your rooms will already be unfogged on loading, updated two of the example ships to include floors, all your exported ships should already be working with floors already exported.
Arcjc  [author] 9 Oct @ 3:36am 
@kowkillar You don't this is so you can start a new game with a different ship, you pick that ship in the mod settings then pick the normal Gravship start as always and your ship will spawn instead of the default one
kowkillar 8 Oct @ 1:41pm 
How exactly are you supposed to spawn these into a game?