RimWorld

RimWorld

Less Expensive Grav Anchor
22 Comments
Wolfen 5 Sep @ 1:04am 
Thank you very much for this one.
Vhis2enty 21 Aug @ 4:00pm 
is there a way to change these values? i would like to tweak only the component ammount, because the grav anchor allows the player to travel anywhere and get free resources, and this would be too op in the early game, so i would like to make it cost 8 advanced components.
dfifd 31 Jul @ 11:14pm 
np
Sentinel  [author] 31 Jul @ 11:13pm 
Fixed, thanks for letting me now.
Sentinel  [author] 31 Jul @ 11:11pm 
@dfifd Could be a leftover from me copy pasting the about.xml, i'll remove it.
dfifd 31 Jul @ 10:58pm 
For some reason your mod requires harmony (even though it just uses the vanilla patch operations) and there is no loadAfter Odyssey in your About.xml (not necessary, but it won't hurt)
Evenstaar 23 Jul @ 5:30am 
Thanks, now I don't have to blow up my base just to lift off.
Cyber Witch ~ 19 Jul @ 9:00am 
the vanilla costs are just baffling insane.
Jixxor 17 Jul @ 10:12am 
Brilliant, much appreciated. Feels tons better to me personally than using dev mode.
Titan 17 Jul @ 10:09am 
Personally I find Gravships as a solution to the situation where "Oh shit there's a cool quest, but it's on the other side of the map and it's going to take five years for my caravans to get there, never mind" and you just ignore everything else.
knopi 15 Jul @ 5:08pm 
theres a reason this is a mod plus debug mode exists
Deggial 14 Jul @ 1:30am 
Does the Grav Anchor have any impact on the game?
Perhaps the excessive cost was introduced to discourage players from building anchors on every map they visit.
After all, all the buildings, farms, etc. that they created would have to be stored and possibly calculated until the end of the run.

In any case, I think this mod is great, and I will restrain myself from littering the world with anchors.
Frodo Baggins 12 Jul @ 8:01pm 
To be fair if your running the grav ship you do get more advance components than the norm
Nepenthe 12 Jul @ 7:25pm 
I was thinking the design was to force you to be purely nomadic instead of setting up little farming/resource generation colonies and jumping between them. Which is a valid playstyle, but sometimes you want your gravship to be more of a glorified shuttle/assault aircraft than a colony-in-a-ship.
horologium 12 Jul @ 11:03am 
I think the idea behind it was that, similar to ideology's archonexus quest and the ending of anomaly, the dlcs have major defining events that essentially either mechanically or thematically start a 'new game plus' kind of situation. i think thats what they were trying to do with grav ships but they understandably added the anchor since there's no real 'payoff' for losing a colony like the archonexus quest.
Piniut LEGIT 12 Jul @ 11:01am 
To be fair, gravships are kinda OP if you think about it. They run on chemfuel and can hop from tile to tile like a frog. So, it makes sense if we'd want to have a permament base with a gravship acting like a multi-use drop pod.
Quilava 11 Jul @ 10:30pm 
It kinna dumb tbh, why these anchor so expensive? It only save a map, nothing else, maybe dev want us to keep hoping around like nomad, but i call it bull to make such thing so expensive, W mod
horologium 11 Jul @ 3:09pm 
i did not realize you needed plasteel for this, thanks for helping me avoid THAT
oscillix 11 Jul @ 12:15pm 
This is awesome
StockSounds 11 Jul @ 11:30am 
exCUSE ME?
They made it HOW EXPENSIVE to not lose your maps arbitrarily??????????????

Five Advanced WHATS?
Karkino 11 Jul @ 11:22am 
the middle-point between disabling the map losing and vanilla. fair enough!:coolthulhu:
Dustin Echoes 11 Jul @ 9:36am 
w