RimWorld

RimWorld

Anomaly for Gravship
32 Comments
Mirko 5 Sep @ 12:44pm 
We just need a grav shard power cell for more power
Vindicator910 4 Sep @ 7:29pm 
Yep, the ship security door is simply too weak compared other modded doors (need at least 4k HP or better) or the Odyssey security doors to slack off on the wall strength and other containment doodads.

As for power generation, you monster. A vanilla Anomaly reactor room can fit 8 cells with 8 generators for a already great efficient 32kW output that only needs 100W power draw for the harvester in a 11x12 room. You now allow this to make reactor rooms output 40kW with the same power draw for a 10 cell arrangement in a 11x10! A 50% increase in power per tile efficiency that makes it effectively a ersatz unstable power cell that you can make at home at will! Even if you enabled the power on each cell (not even necessary with a strong enough door), it is a mere 42% improvement.

Biogenerators already surpasses chemfuel handily in vanilla, now it blows it out of the water.
Vindicator910 4 Sep @ 6:42pm 
Given that you can literally steal the high security doors from space stations and mechanoid bases for near perfect 800% containment rating for 8+ cells for gravships. I wonder what a mere 1200 HP door will do or will require for compensation in either walls,flooring, or shards to keep that 800% rating. From what I remember, you would need around 4k HP doors to get a minimum 800% with bioferrite gravship strong walls.

Other than that, like holy shit this mod is going make the already efficient bioferrite generators ridiculously OP since you divided by more than half the size of the holding cell. Now you can fit a 4kW power system in a 12 tile space when it originally was 18.

Oh god....... I HAVE to test how far I can take this monstrosity.
M1911A1 Oversize® 4 Sep @ 5:53pm 
can you make ship security door stuffed and have a larger verson
FotisP68n 4 Sep @ 2:30pm 
@Greasy
Same, they're not "realistic"/don't make sense either
Greasy 2 Sep @ 9:00pm 
@The Beast
I hate solar flares so much, so I just disable them. Used to think that was a cheap move, but after like 1000 hours I'm done with them.
Sif 2 Sep @ 8:51am 
@bash you do know that you can just. Build anomaly holding platforms on your gravship and transport them in vanilla, right? This mod just adds a more unique item for doing so. :/
The Beast 2 Sep @ 8:27am 
Mfw a solar flare shield costs 25000W
The God 2 Sep @ 7:25am 
@Alexisrex
That sounds like a big problem. You can always get some solar flare shield mod. But yeah it could be a big issue
Krake 2 Sep @ 7:18am 
That holding platform teksture is pretty.
Elijah 1 Sep @ 5:17pm 
Gotta love the rimworld community. Thank you!
@bash hey now this is a cool mod but thats a bit harsh. nothing in this mod is obviously necessary or whatever
bash 1 Sep @ 2:43pm 
incredible how ludeon studios didn't bother doing this... Greedy lads they are indeed...
Omnires 1 Sep @ 8:46am 
Nice idea, But when can I link the holding platform to a drop pod and fire them at enemy camps and cities? Hey, I never said I was playing as the "good guys", just the less evil than normal guys.
Alexisrex 1 Sep @ 8:35am 
So umm why the extremely bad containment platforms that will breach all your anomalies when power fails from regular solar flares?
blackkanye 1 Sep @ 2:10am 
@Ananas_Legion like @DragonRakis (kinda. unsure if the wording was intentional or not. Strange signal always existed in anomaly) said, there is a quest a few days after being on another tile after abandoning the tile with the monolith on it. The Strange SIgnal quest will basically respawn the monolith on the current map if you accept it. Always been a thing. People are just realizing now because of Odyssey's support of nomad playstyles
月羽狐 31 Aug @ 11:46pm 
Wonderful!
DragonRakis 31 Aug @ 7:45pm 
@Ananas_Legion The expansion is designed to allow for working with Anomaly. You will get a strange signal quest that will allow you to summon the monolith.
Renzor 31 Aug @ 7:45pm 
hell yes
Omega13 31 Aug @ 5:42pm 
Any particular reason why these are regular research instead of anomaly research?
Ananas Legion 31 Aug @ 3:57pm 
But how you start on Anomaly in Odyssey if you choose to start on a Gravship?
Sumatris 31 Aug @ 8:26am 
Can the buildings be built planetside as well (as an upgrade to the basic Anomaly stuff once you unlock the corresponding tech), or are they gravship-exclusive?
torsina 31 Aug @ 7:41am 
Does this mod ensure all anomaly content is possible while staying in space and not having to go back to the ground?
DarakuGato 31 Aug @ 6:58am 
Damn, a scp hunting ship would be such a fun scenario.
blackkanye 31 Aug @ 1:14am 
Amazing idea. I really don't understand why a smaller platform that uses panels (and maybe vanilla would want it to only be on substructure) to make isn't a thing already. Plus a new serum (especially for vac resistance) is just a perfect addition to serums which are already so useful.

Truly a really cool mod that feels like it should exist already
Rince 30 Aug @ 10:59pm 
HELL YEAH flying scp contaiment:praisesun:
Slavuta 30 Aug @ 6:38pm 
@Legendary G
Anomaly Research Asteroid
pug 30 Aug @ 3:39pm 
Compact holding platform! Hell yeah!
user666crazyman 30 Aug @ 2:38pm 
@Scyobi_Empire really? Didn't know there was one. What's the name/link?
Scyobi_Empire 30 Aug @ 11:07am 
thats a thing already, the anomaly asteroid mod
Legendary G 30 Aug @ 9:12am 
Or a way to get the obelisk on the gravship
Legendary G 30 Aug @ 9:10am 
Hell Yeah this is cool, might I recommend you add the ability to spawn the obelisk from the strange signal quest on astroids?