Gravship
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
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Gravships are a new method of traversal and living introduced by the Odyssey DLC.
Summary[edit]
A functional gravship requires various parts in order to be flightworthy. A gravship begins with a grav engine, and various structures and walls can be connected to the grav engine via gravship substructure, which acts as the floor of the gravship. Anything built on the connected substructure will be considered part of the ship and brought along upon launch.
At the very minimum, a gravship requires only one small thruster, one small chemfuel tank, a pilot console and a grav engine with enough gravship substructure to connect all of the mentioned parts. A gravship of this calibre is able to travel between tiles of the world map, akin to a portable transport pod or passenger shuttle / imperial shuttle
. It is possible to go into orbit at any time, but attempting to do so without vacuum protection (like oxygen pump + airtight walls or vacsuits) will be met with a swift end.
A list of fundamental parts are listed below:
- Grav engine
- Gravship substructure
- Pilot console
- Small chemfuel tank or Large chemfuel tank
- Small thruster or Large thruster
A gravship also comes with various limitations and constraints:
- The grav engine can only initially support up to 500 tiles of gravship substructure, all of which can only be built within a radius of 19 tiles around the grav engine originating from its center.
- This limitation can be improved using grav field extenders. Each one added to a gravship increases this limit of buildable tiles by 250 tiles, up to a maximum of 2000 supported tiles with 6 grav field extenders. Grav field extenders themselves have a supported radius of 17 tiles.
- Any substructure built beyond the limit supported by a grav engine will be left behind upon launch, including anything or anyone standing on said substructure.
There is no weight limitation, and any number of pawns can travel on a gravship together.
Launching[edit]
A functioning gravship can be sent to any tile within its maximum range. By default, each tile traveled consumes 10
chemfuel, with a minimum cost of 50
chemfuel.[Orbit?] Each fuel optimizer (max. 2) reduces fuel consumption by −30% additive, or -3
chemfuel/tile per optimizer, but the minimum cost remains 50
.
The max distance depends on the number of thrusters, assuming there is sufficient fuel loaded into Small or Large Chemfuel tanks:
| Structure | Maximum structures | Range per structure | Maximum range |
| Small thrusters | 4 | 10 | 40 |
| Large thrusters | 6 | 16 | 96 |
| Total | 136 |
Landing on a tile that is not a quest site or faction base will immediately create a new colony. Landing on a quest that generates a temporary map (e.g., prisoner rescue, bandit camps, work sites
) will enter the map, which can be settled on after threats are cleared. Landing on a faction base will initiate an attack, with no option to trade. Gravships cannot land on tiles containing the peace talks quest or on an inhabitable tile, and requires a signal jammer to enter certain maps in orbit.
When landing on a tile, it is possible to choose location on the map where the gravship is placed, even if the tile is occupied by another faction. The gravship may be rotated before landing. It cannot land on tiles containing walls, other large or impassable structures like steles or deep water, roofs, steam geysers, or tiles containing toxic wastepacks
. It can land if the thrusters would be blocked (represented by the orange area), but the obstructing objects will need to be cleared before launching again.
Launch ritual quality[edit]
After landing on a tile, there is a cooldown to launch the ship again, and a mishap may occur. The cooldown and chance of a mishap is dependent on the Launch Ritual's quality:
| Source | % per | Maximum | Maximum quality gain | |
| Crew count | 2% | 5* | 10% | |
| Small thrusters | 1% | 4 | 4% | |
| Large thrusters | 3% | 6 | 18% | |
| Pilot subpersona core | 15% | 2 | 30% | |
| Pilot's piloting ability | 10% | 0% | 1 | 0% |
| 100% | 20% | 1 | 20% | |
| 250% | 30% | 1 | 30% | |
| Co-pilot's piloting ability | 10% | 0% | 1 | 0% |
| 100% | 10% | 1 | 10% | |
| 250% | 15% | 1 | 15% | |
*You may have additional crew on-board, but they will not contribute to the Launch Ritual quality
Launch quality is capped at 100%.
Launch Cooldown is based on Ritual Quality:
Gravship Landing Mishaps[edit]
When landing a gravship, there is a chance for a mishap depending on the launch ritual's quality. All mishaps are equally likely.
| Incident name | Description | Result |
| Minor Gravship Crash | While landing <Gravship Name>, <pilot> accidentally disengaged the grav engine too early, causing the gravship to free-fall for several feet. Some buildings on the gravship have sustained light damage from the crash. | Some buildings on the ship will have taken damage and will need to be repaired. |
| Thruster Breakdown | While landing <Gravship Name>, <pilot> overheated the ship's thrusters, frying valuable components. The thrusters will need to be repaired before they can be used again. | Thrusters will be broken down and will need components to be fixed. |
| Overheated Grav Engine | While landing <Gravship Name>, <pilot> over-engaged the grav engine, causing it to overheat. The grav engine will take longer than normal to cool down. In the meantime, the gravship can't be launched. | Grav engine cooldown will be extended longer than expected. |
| Grav Nausea | While landing <Gravship Name>, <pilot> was forced to do an emergency maneuver, resulting in an intense and prolonged deceleration. The experience has left your colonists feeling extremely nauseous. The effects will quickly fade. | Colonists on the ship will suffer from grav nausea for 2-5 hours. |
The chance of any Gravship landing mishap is based on ritual quality:
Analysis[edit]
General[edit]
Gravships enable a nomadic playstyle. This is practically forced by The Gravship scenario, which sends mechs after staying in one place for too long. They are also possible to use in a permanent, stationary colony, but a grav anchor is required so the ship does not destroy the tile.
For short trips, such as trading and non-gravship quests, the passenger shuttle is superior: it has a shorter launch cooldown, can visit settlements directly to trade (the gravship can only land nearby), costs less chemfuel per trip, and doesn't destroy the tile it's in. In addition, if a shuttle engine can be obtained via empire
or sanguophage
quest, the shuttle will be cheaper than a gravship + grav anchor. However, the gravship has no weight limit, meaning it can carry any number of items and pawns, and can carry buildings that can't be uninstalled, making it better for extended stays and nomadic colonies. Additionally, nothing prevents you from placing a shuttle on a gravship and using the gravship as a carrier.
A gravship-focused colony is worth a lot of wealth, due to every tile requiring steel and gravlite panels, resulting in larger raids. On Losing is Fun and higher, prudent wealth management is recommended for gravship colonies.
Obtaining a Gravship[edit]
To start building a gravship, a grav engine must be obtained, either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. This quest will always appear early into a new game.
To add structures and walls such as gravship hulls, gravship substructure must be placed underneath and must be connected to the grav engine. Gravship substructure can be built using gravlite panels, which are given in limited supply from the initial grav engine quest as well as further gravship quests. Gravship substructure acts like a floor, and everything must be placed on substructure for it to travel with the gravship.
However, gravships have a limit of 500 tiles of substructure, and all substructure must be placed within a 19-tile radius of the engine. Building grav field extenders will ease both of these limitations, increasing the tiles and build radius. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch. Any invalid substructure tiles will be highlighted in red to indicate that they are not supported and will be left behind.
If a gravship leaves a tile with no grav anchor installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost. Wastepacks left on the map will be dumped.
Expeditions[edit]
Make sure to always bring enough resources. Especially important are chemfuel, food, medicine and components to fly, eat, heal and repair.
Raids[edit]
Landing the gravship at a site owned by another faction is always a raid against that site. Raiding with the grav ship allows most or all of the player's resources to be deployed to the raid and ready for use on arrival. However, there is a risk that all raiders will suffer grav nausea from a mishap.
Trade[edit]
Landing the gravship directly at a faction base is a hostile act, and landing nearby (within 4 map tiles) creates a colony, which may impose goodwill penalties[Needs Detail]. Nevertheless, landing at the minimum permissible distance will ensure a reasonably short caravan. Using the gravship it is possible to reach previously distant faction bases for trade in a reasonable time frame. Once passenger shuttles are unlocked, there is nothing stopping the player from having them on the gravship for more convenient trade.
Additional modules and buildings[edit]
- Pilot subpersona core: Increases piloting efficiency by 15 percent up to a maximum of 30.
- Fuel optimizer: Increases fuel efficiency by 30 percent up to a maximum of 60.
- Gravcore power cell: Passively generates electricity on the ship.
- Signal jammer: Allows the gravship to land on heavily-defended orbital locations.
- Gravship shield generator: Generates a shield with a radius that blocks incoming ground level and overhead projectiles.
- Oxygen pump: Generates breathable air in enclosed areas on the ship.
- Vac barrier: Does not block entry, but prevents transfer of breathable and reduces transfer of temperature.
- Heaters: Generates heat, which is important when traveling to orbit.
Protecting the Gravship[edit]
Raids and ESPECIALLY anomaly fleshbeast raids can be a great threat for any gravship. Fleshbeasts may tunnel their way into the gravship or even spawn inside of it occasionally (like during the activation of a corrupted obelisk or noctol attack). The player should therefore serioulsy consider to wall in any important buildings like cravcore powercells and special modules. Another effective way to prevent major damages is to always build 2 doors (1 vac-barrier and 1 regular door) in order to block vacuum and enemies from spreading on the ship. Also consider parking the gravship somewhere else (like on an asteroid) before going for any major events like the anomaly ending.
Additional information[edit]
The game has only one memory slot for a player owned gravship. Attempting to launch two will cause conflicts and cause one of the gravships to stop existing. This only applies if you try to summon a second grav engine through devmode though.
Version history[edit]
- Odyssey DLC Release - Added.
- 1.6.4535 - Fix: Gases on gravship never dissipate after landing.
- 1.6.4566 - Gravships no longer clear pollution when landing.


