RimWorld

RimWorld

Deep Orbit
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.
Broms  [author] 23 Aug @ 11:51am 
do you mind sharing your custom ScenarioDef via github or Pastebin? I'm specifically interested in its <scenario> section and <parts> sections.
陈毒秀 23 Aug @ 11:40am 
Yes, the latest. I’m using a custom scenario directly edited through xml, but it uses ScenarioBase.
Broms  [author] 23 Aug @ 11:27am 
Do you have the latest version from steam? Are you running any mods with a custom start?
陈毒秀 23 Aug @ 10:41am 
It seems the red error still persists, indicating the xpath for PatchOperationAdd does not exist.
Demo 22 Aug @ 11:03pm 
There are no naked starjacks in this mod? I thought we were getting naked starjacks in this mod.
Broms  [author] 21 Aug @ 12:28pm 
Fixed the harmless red error.
Broms  [author] 21 Aug @ 11:58am 
After removing my testing mod I see there is a harmless red error on startup in some specific mod combinations. It can be ignored. I'll add some conditions later so it doesn't show up.
Broms  [author] 21 Aug @ 11:42am 
You're welcome! It was fun and I learned a bunch of new stuff when it comes to conditional XML patching.
Malonumas 21 Aug @ 11:37am 
it worked. <3 thank you for this nice mod and fast patch. =)
Broms  [author] 21 Aug @ 11:02am 
08/21/2025 Update:
After much effort, I've rewritten the compatibility XML patch DeepOrbitPatches.xml. This should now work with all custom scenarios, and the ability to edit starting scenarios in game now works. No impact to existing saves.

@Malonumas this should let you do what you were trying to do now.
Broms  [author] 20 Aug @ 10:15am 
The XML patch should be the only thing that has changed
Broms  [author] 20 Aug @ 10:10am 
@Malonumas you can see my older versions on https://github.com/broms122/DeepOrbit if that helps.
Malonumas 20 Aug @ 10:08am 
sad. but i can understand it. than i play no custom scenario and dev the other stuff =)
Broms  [author] 20 Aug @ 9:34am 
sorry this will take a bit longer. I've decided to rewrite my patches from scratch since my first attempt was effective but sloppy, it has made debugging take more time than intended.
Broms  [author] 20 Aug @ 6:22am 
I think I have solved it. Gonna test it with several other mods and if it looks good I'll have the fix out soon. Thanks for the report.
Broms  [author] 20 Aug @ 5:54am 
I think I see what the issue might be. I'm working on it now
Malonumas 20 Aug @ 5:52am 
The problem is. I dont get a error. I only cant continue or save my edited Scenario. https://imgur.com/a/RTbkx85
Broms  [author] 20 Aug @ 5:47am 
I will look into this
Malonumas 20 Aug @ 5:47am 
how can i do that?
Malonumas 20 Aug @ 5:43am 
Yes i resuped and re installiert everything 2 times. Yesterday on my last scenario edit it worked fine.
Broms  [author] 20 Aug @ 5:42am 
Hi @Malonumas, please provide a Player.log containing the error.
Malonumas 20 Aug @ 5:42am 
Hallo, i cant edit scenarios after you last update.
Error:
incompatible: planet layer type, planet layer type
Broms  [author] 19 Aug @ 7:02am 
Okay after much effort I've created some conditional patches that should dynamically patch any and all custom starting scenarios from mods, so that the Deep Orbit layer will show up. I even added a patch that will add the Odyssey Orbit to world gen if that modded starting scenario hasn't done it yet.
Broms  [author] 18 Aug @ 6:45pm 
It seems 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.
Broms  [author] 18 Aug @ 5:31pm 
Ty for the report. I'll check out what regrowth 2 is doing.
DeadNightRIP 18 Aug @ 5:15pm 
I don't think your mod works well with ReGrowth 2. It throws two errors when flying to a deep orbit asteroid.
Broms  [author] 18 Aug @ 11:05am 
I'm gonna work on a nested conditional patch that should patch all scenarios dynamically so I don't need to patch modded scenarios manually.
Broms  [author] 18 Aug @ 10:34am 
@The God

08/18/2025 Update:
Added support for Vanilla Factions Expanded: Pirates starting Low Orbit Crash scenario.
Broms  [author] 18 Aug @ 10:14am 
I'll look at their starting scenario now.
The God 18 Aug @ 9:59am 
Vanilla expended pirates, it has a pirate start scenario. I'll share the log soon
Broms  [author] 18 Aug @ 9:53am 
If you're using a custom start scenario from a mod there is a decent chance I can add a patch to my mod here so that it will work, I just need more info is all.
Broms  [author] 18 Aug @ 9:47am 
I suspect you may be using some kind of start scenario that is not inheriting the changes my mod patches to the vanilla starter scenarios, or there is a mod conflict somewhere with a similar root cause.
Broms  [author] 18 Aug @ 9:45am 
Can you share a Player.log / error log? I am able to see the second orbit just like the screenshots in the mod page show.
The God 18 Aug @ 9:29am 
@Broms Nope, I tested it twice, once making a whole new world to test it and it didn't appear, as in I could not see the deep orbit layer, there was no button until I got one of the later gravship researches. And now on another save I had it from the start and I just don't see that layer, it is not accesible.
Broms  [author] 18 Aug @ 5:38am 
@The God this is not tied to any research. It's part of world generation. Did you add this to an existing save?
The God 18 Aug @ 4:09am 
It seems to be blocked by a research of some type, which exactly is it? It seem to be the third gravship upgrade, either that or it's not working at all
Broms  [author] 17 Aug @ 5:56pm 
I figured out the compatibility issue. It is because this patch in AddSkyIslandLayerToScenario.xml <Operation Class="PatchOperationAdd">
<xpath>Defs/ScenarioDef[@Name = "ScenarioBase"]/scenario/parts/li[1]/connections</xpath> , is patching the via iteration instead of targeting. The fix is super easy, just load Deep Orbit after Sky Islands. I've updated Deep Orbit's About.xml to enforce the load order.
Broms  [author] 17 Aug @ 5:35pm 
@Stupid Contrarian probably overlapping connection layers to Orbit. I'll take a look
Stupid Contrarian 17 Aug @ 4:31pm 
compatibility issue I think
Tried to run it together with the Sky Islands mod
The world took 10 minutes to generate and neither the deep orbit nor the Sky Islands seem to work, there is only one layer of orbit like normal.
khaelion 17 Aug @ 1:20am 
thanks!