RimWorld

RimWorld

GravTech
163 Comments
-Jimmy' 27 Sep @ 9:21am 
Mod is allowing pawns/mechs to walk on space tiles. Unintended bug possibly?
Райан Гослинг 27 Sep @ 2:42am 
Есть проблема с модом.
когда запускаешь новую игру весь лут на земле разбросан вне платформы и просто висит в космосе.
pillbug2 25 Sep @ 12:35am 
This was tested in a minimal list of Harmony, all DLC, and this mod.
pillbug2 25 Sep @ 12:34am 
Hello, there is a bug in the gravship scenario start where items are spawned in space instead of the platform, breaking the game. @Vladakus patch reverting the foundation changes fixes this.
Nomit 24 Sep @ 4:12am 
I'm a novice when it comes to modding, but, I think I located a bug. Also ty for this mod, it adds a lot more progression to my gravship playthroughs!

I don't think the extension buildings (such as the grav field pylon) have a null check for when they are deconstructed/destroyed. Losing a grav field pylon then clicking on my grav engine breaks the UI and forces me to alt-f4 to exit the game.
Vladakus 23 Sep @ 5:36pm 
Hey I made a quick patch that reverts the change to space tiles so they still act like vanilla case anyone else wanted this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3573712143
Demonic_Reaper99 23 Sep @ 10:54am 
Is this mod supposed to allow your pawns to walk on a space tile?
Yuya 21 Sep @ 12:32pm 
Is there a reason components specifically advanced components cost so much more to make than just making them at a fabricator?
Modern Bob 20 Sep @ 8:01pm 
I'm getting this error when launching with grav tech enabled.
After some search, I found that the "creepjoin" event is part of the anomaly dlc, which I don't own.
Seem the mod is not recognizing that the anomaly dlc is missing and still try to process this command.
I'm putting it out there in case there is a possibility to correct that. Overall the mod still work, it just gives some error at launch concerning this event.


[GravTech] Patch operation Verse.PatchOperationAdd(Defs/ThingDef[defName="CreepJoiner"]/race) failed
file: G:\Steam\steamapps\workshop\content\294100\3545374124\1.6\Patches\GravShipPatch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
MerLatus 18 Sep @ 6:54pm 
After triggering the quest with GravEngine, errors occur if you save and then load the game.
MerLatus 18 Sep @ 6:45pm 
Tried to register the same load ID twice: null, pathRelToParent=/parentThing, parent=GravEngine113312
Could not get load ID. We're asking for something which was never added during LoadingVars. pathRelToParent=/parentThing, parent=GravEngine113312
DTS 17 Sep @ 3:11am 
Is it possible to build Grav forge out of gravship? I want to use this mode with Save Our Ship 2
DanZinagri 15 Sep @ 4:52pm 
Enjoying this mod as it seems like alot better way to handle increasing gravship area without just modding all the areas higher, but rather adding more progression to work towards.
Ereya★ 8 Sep @ 4:05am 
@Emdood As a person who augments his pawns from head to toe, I noticed this problem a long time ago, but did not pay attention to it. In general, even if you remove your pawn's bionic spine, you won't be able to put a gravity spine because the lack of a spine is considered a condition of the pawn. Good news, this is easily fixed through the dev.mode by removing the spine condition.
Emdood 8 Sep @ 3:03am 
For some reason, I seem to be unable to install a grav spine to my colonist, it just doesnt show up at all. He has a regular Bionic Spine installed, if thats any help.

I'm assuming you need a natural spine to implant it? Could you remove that by chance?
Drungip 8 Sep @ 1:56am 
Wanted to give a heads up with an incompatibility with vanilla expanded chemfuel which makes the grav engine unusable because it won't fill with chemfuel, cool af mod keep up the good work <3
aondiar 7 Sep @ 4:22pm 
Thanks for the great mod. Something to consider if you haven't already. Asteroid collector feels a bit OP as a vac block producer. Maybe an option to output vac chunks in mod settings? Anyways, great work
dialjetjr 6 Sep @ 12:35pm 
can you add a option to make it so the grav armor implant doesn't change a pawns skin color
Shmoits 4 Sep @ 4:57pm 
Love this mod for the fact that the grav engine gives off power.
SERAGONDON 3 Sep @ 10:28pm 
hey king thanks for fixing detach bug with grav extender
V 3 Sep @ 7:02pm 
How do you restore the chrages to the grav rifle?
Cryic 3 Sep @ 1:26pm 
Just wanted to say thank you for a great mod and the updates. Appreciate the end game content.
Redstylt 3 Sep @ 6:14am 
Hello, how can we help to translate ?
SERAGONDON 3 Sep @ 3:41am 
does core ship part compatable with cerbrex core unleashed?
Omega13 2 Sep @ 7:46pm 
I briefly tried this mod out and when I noticed it was not using the new Odyssey smooth corners on the gravhip hull I decided to remove it, but apparently all of the hulls I built during the time I had it were secretly some cursed variant that just started generating save breaking errors when I attempted to uninstall a wall lamp mounted on one of them. I feel like this error was so weird and inexplicable denotes an innate brokenness in the coding of this mod and would be very wary of it.
Mr 602263 2 Sep @ 10:18am 
Cool mod just one major conflict I have encountered with the latest version, like the pylon working fine at first when placed, but when a save is reloaded and the pylon is moved/removed and you click on your gravcore, a UI related softlock occurs same issue JAS had I am guessing mod conflict somewhere as otherwise by itself this never happens.
camcu 2 Sep @ 6:12am 
This mod does not work with multi-floors - dev. For some reason on the second floor of the grav ship it doesn't recognise that there is a gravship floor
Sato Nozomi 1 Sep @ 5:54am 
I like this mod,and very appreciate your work,but why does gravforge still not working when I build it next to gravcore?
mëghr 31 Aug @ 5:27pm 
please make it so we dont need to put the forge next to the gravcore
JAS 31 Aug @ 4:22pm 
having an issue with the pylons, where if i select them, the game loses the UI and I can't use hotkeys. Not response at all. if it wasn't paused, it still runs, but I have zero interface or control. Can't pull a log since i can't get the error log to load. The only way out is to force quit. confirmed that was what was causing it 3x.
MASTERHAND 30 Aug @ 2:37pm 
Thanks a lot for the update! Honestly, the only issue the mod had was the long crafting time, and you fixed it. Now it feels way smoother to play. The new 'Anomaly for Gravship' looks really cool too, I’ll definitely check it out. Really appreciate all the effort you’re putting into this mod:steamhappy:
Ereya★ 30 Aug @ 6:55am 
@Alsariul Огромное спасибо за ваш ответ! Берегите себя и своё здоровье.Мод и задумки и хотелки аудитории могут подождать, а вот здоровье - бесценно.
Zack 30 Aug @ 6:12am 
@Ereya★ Брат действительно увидел мод на английском и решил обгадить русский язык во всех комментариях.
Alsariul  [author] 30 Aug @ 6:11am 
@Slaanynionysus (Talia)
Thank you for your kind words.
Alsariul  [author] 30 Aug @ 6:09am 
@Ereya★
Бластер и задумывался таким странным. Я хочу дать игрокам инструменты, позволяющие убивать огромные толпы врагов без килбокса. У меня есть задумка насчет новой лучевой пушки, но пока не знаю когда ее реализую. Честно говоря, у меня нет цели встать в один ряд с крупными модами. Над ними работают целые команды, а я один. У меня не самое крепкое здоровье, и похоже работа над этим модом его подорвала. Последние две недели я словно в тумане, с постоянной тошнотой и головными болями. Не знаю когда смогу что-то сделать для мода.:steamsad:
Alsariul  [author] 30 Aug @ 6:08am 
@Ereya★
Спасибо за такой развернутый обзор.
Изначально, я хотел сделать барьер от брони подвижным, но не нашел способа, как это сделать(барьеры механоидов работают по другому и не подходят). Поиск решения в VPE разочаровал: все способности в нем жестко заскриптованы и извлечь из них пользу не вышло. Время создания на кузнеце я постарался поправить.
Alsariul  [author] 30 Aug @ 6:04am 
Hello, I have released an update in which I added a new pack and slightly reduced the crafting time on the gravforge.
I also created a new mod "Anomaly for Gravship", you can find a link to it at the description.
As for the pylons: it seems that the problems arise due to the fact that there can be no other extenders for the game except the "Grav field extender". To fix this, I will have to rewrite logic of the gravship. Unfortunately, I can't do that.
Slaanynionysus (Talia) 30 Aug @ 6:00am 
When I saw all the drama surrounding this on the reddit i was talking to my friends about how, at the end of the day, all you had to do to put it back up was change the textures. SO, Congrats! i love the mod. thanks for changing the textures and bringing this back. Great way of going about it. I respect you for owning the problem, fixing it, and continuing on. Thank you for this wonderful mod.
Ereya★ 29 Aug @ 7:26pm 
Послесловие.
GravTech - интереснейший мод, который при должном подходе и креативе может легко встать на уровень с теми же модами от VE. Мне безумно нравится концепция Грави-имплантов и снаряжения (намёк на супер-броню, использующую ядра?)
И я с нетерпением и трепетом буду ждать обновлений этого мода🛐.
Ereya★ 29 Aug @ 7:26pm 
4: Баги. В целом, баг с пилоннами, при котором при запуске часть корабля отстроенная выше лимита обозначенного ванильными расширителями не показывает при взлёте тут упоминался часто. Куда интереснее бывает когда колонист с грави-молотом просто застывает во время битвы, отчего будет поглощать урон пока не получит новый приказ. (полагаю, проблема в отсутствии совместимости с melee animation в моей сборке)
Ereya★ 29 Aug @ 7:25pm 
3: Оружие.
Мне очень зашла гравитониевая снайперка с её дальним выстрелом, молот тоже хорош, но вот бластер довольно спорный.
Главная проблема бластера в том, что он не так уж и предпочтителен в замкнутый пространствах тех же платформ механоидов, и от него нередко урон могут получить и сам колонисты и.. Это не слова в духе "Меняй бластер", нет, как по мне - здорово было бы заиметь ему альтернативу для замкнутых пространств, которыми полнится контент Odyssey.
Ereya★ 29 Aug @ 7:24pm 
2: Кузница. Она имеет слишком огромное время для крафта. С одной стороны, задумка понятна, но увы, из-за того как долго крафтятся некоторые вещи - действительно производительным за ней будет разве что инж-наноморф(obsidia expansion nanomorph xenotype) с геном нано-работы S ранга, двумя дополнительными архо-руками (integrated implants позволяет заиметь дополнительную пару рук) и ,с рабочим запалом (и воодушевление, и эффект идеологии), под действием дозы бодрина.
Ereya★ 29 Aug @ 7:23pm 
Но вот к броне есть вопрос, если для разворачивания поля она использует энергию грави-ядра в теле пешки, не правильнее чтобы барьер двигался с ней как это делает пси-барьер (последний в ветке "защитника" из VPE?
Ereya★ 29 Aug @ 7:23pm 
Привет, я играю с этим модом довольно продолжительное время и хочу сказать пару вещей.
1: Грави-импланты сами по себе крайне интересны, хотелось бы видеть большее их количество, но, и у текущих есть некоторые недостатки по части баланса. Так, грави-позвоночник хорошая опция, лично мне, правда из-за любви к милишникам он не так заходит из-за кд в 2 часа, из-за которого он будто больше подходит как стратегическая опция для дальнобойных пешек.
Waldrof 29 Aug @ 6:04am 
So, is there a way to change the values of the mod? Like how much the Pylon extends? Im using some mods that already change vanilla gravships values
Legendary G 28 Aug @ 9:06pm 
@TheGreatMike I've noticed the same issue but slightly different. It recognizes the pylons once per launch, then I need to move them. It still tells me the max limit on foundations but doesn't register properly beyond that unless I move it.
TheGreatMike 28 Aug @ 1:18pm 
I think I discovered a new bug with the new pylons. If you ONLY have pylons/engine, it won't ever recognize the pylons and you'll be stuck at the default 500 limit. As soon as I built a vanilla grav field extender and moved one of my pylons, both pylons registered and worked as intended. Glad I had an extra gravcore laying around :D
Solo Extremo 28 Aug @ 7:17am 
Mod is top tier NGL
btw, laser repeater has not CE ammo
MASTERHAND 27 Aug @ 10:33pm 
Hi, thanks for your work on this mod.
I’d like to point out that the crafting time in Gravitech feels excessive. Even with an optimized pawn (level 20 crafting, triple passion, and great traits), it takes about 6 real minutes to produce a single piece, which disrupts the game’s flow and makes the effort of specialization feel unrewarding.:steamfacepalm:
amak888 27 Aug @ 7:08pm 
nice! happy to see this mod back