RimWorld

RimWorld

Gravship Exporter
33 Comments
PariahOftheMultiverse 27 Oct @ 2:15pm 
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?
SirTosky 7 Oct @ 12:54pm 
So this is Save our Ship but for Odyssey. We've gone full circle.
Arcjc  [author] 7 Oct @ 10:51am 
@yggdraly Ahhh then yeah there's not a lot I can do for that.

Basically when the base game spawns in the gravship it picks a direction randomly, when you launch you can rotate it round again to be facing the way you want, but for the initial spawn I've got no control sorry :(
yggdraly 7 Oct @ 8:40am 
Here's the exported model, note control terminal facing topside (or the shuttle being on the right side)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3582446424

and here's the ship imported into a fresh new game, note the terminal is now facing right (the shuttle is now bottom side), the ship kinda rotated clockwise 90 degree
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3582446680

Playing around in dev mode, is that what is messing up with mod? I have doubt that mods like wall turret by MrBadgi or replicator by rusticfox could affect it
As said, nothing major that need urgent fix, simply mild surprise that it rotated
Arcjc  [author] 7 Oct @ 6:27am 
@yggdraly, sounds a bit strange, if you want to put some screenshots of what you expect and what is spawning and upload the XML for your ship as well I can take a look.
yggdraly 7 Oct @ 5:05am 
it's rotated somehow (what's on the top side of the ship is now facing the right side on starting a new game), and this seems random, I started another game and it's now facing left
It's nothing major, no worry (everything is still there and functional, just different orientation), I just need to make a UFO ship, and not like I'll start a lot of new gravship scenario :steamthumbsup:
Arcjc  [author] 6 Oct @ 8:00am 
@yggdraly Not really I'm afraid, the base game code I'm reusing decides how and where the ship gets placed on load, unless you mean it's getting mirrored (i.e. what's on the left side of the ship should be on the right) but I'm 99% sure I fixed that problem before I released it.
yggdraly 6 Oct @ 7:50am 
Thanks for the mod, works great and I love it, being able to keep my creation and using the ship in later playthrough.
One slight inconvenience : the ship kind of rotated randomly upon loading, could something be done with that?
Otherwise, no worry with the floor or cooler/heater/shelves settings not carrying over
GarretSidzaka 4 Oct @ 8:59pm 
THANK YOU
Monbland 4 Oct @ 9:54am 
I've added this mod to my QOL collection. Here's a link to it https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3527497226
Arcjc  [author] 4 Oct @ 9:43am 
@Monbland, no sorry not at this point, you could potentially get it to crash with my Gravship crash mod, but nothing to just add a design in.
Monbland 4 Oct @ 9:41am 
Is there any way to import a ship directly into a save?
Arcjc  [author] 4 Oct @ 8:18am 
New version released:
Fixed bug with Grav field extenders not working properly, added Wealth view and fixed "typo" (was actually the search box being too big and covering a bit of text.

@MOOnStalker that should fix your two comments, thanks for the feedback :)

@Fraggle7 It should cope a LOT better with larger ships now but I imagine you might still hit an upper limit sooner or later, if you ever get a design where that happens share it and I'll see what I can do :)
Arcjc  [author] 4 Oct @ 7:24am 
@MESSIAH It's possible and I might look into it in the future but it's not a thing I've got planned at the moment, for things like that I think you're better off with Prepare Carefully type mods etc.
M00nStalker 4 Oct @ 3:59am 
Great mod! Two minor things: there's a typo in the search bar ("searc"). Secondly, a nice feature would be to show the wealth of the starting ship in the selection screen, there can be a pretty huge difference between them.
MESSIAH 3 Oct @ 7:59pm 
is there any way to have it so items and pawns ARE copied when copying the gravship? or at least items (can copy pawns with pawn editor)?
Arcjc  [author] 3 Oct @ 12:49am 
@Fragggle7 In my testing it does get quite flakey, discovered a bug last night with field extenders as well that I’m currently trying to fix
Fraggle7 2 Oct @ 7:05pm 
How well will this cope if you use a mod to make the gravships larger than vanilla rimworld?
Arcjc  [author] 2 Oct @ 5:01am 
@BeatleSanders So I lied, I ended up making it
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3578515873

Enjoy !
Arcjc  [author] 29 Sep @ 8:03am 
@BeatleSanders It's not something I'd do built into this mod itself, the idea of this is to be very basic and lightweight to keep it simple.

It should be easy enough for someone (maybe me but in the future but it's not something I'd want in a play through so unlikely, very happy if someone else did it as well !) to take the Defs that get built by this mod and use them to add a point of interest randomly to the map for a "crashed" gravship, then you'd just need to spawn it in and damage/remove various parts of the ship, add some dead pawns etc. and voila !
Arcjc  [author] 29 Sep @ 8:01am 
New version with auto screenshots now working and the ability to select a pool of random ships to start with instead of a fixed one.
BeatleSanders 29 Sep @ 7:39am 
I have no idea how you'd do it but it'd be great to use these saved gravship to make special locations on the world "crashed gravship".

Have all the walls be heavily damaged or missing, furniture in disrepair and the engine blown up but a cool way to collect more of the special resources.
Arcjc  [author] 29 Sep @ 6:27am 
@andrewbs it's in the mod settings page :)
andrewbs 29 Sep @ 5:56am 
How do you actually set the gravship you want to start a new game with? I looked through the scenario editor and didn't see any options for it.