Hey everyone and welcome to a quick update on our Vanilla Gravships Expanded release.
We have been hard at work fixing all the bugs found by our devoted community of testers. We have also been working on numerous quality of life improvements, as well as new content for the mod - but we're now slowly entering the stage at which we finalize the content offering and, well, prepare the mod for release.
There's still a small number of stuff I want included in the initial release. Primarily, integrations with other DLCs, except Anomaly, since there's a good anomaly x odyssey mod out there already.
I'd like to show you the list of changes and fixes between Beta 1 and Beta 2 so you know we're putting taxpayers money at work!
Gravship Systems
Fixed: Damaged substructures and subscaffolds not deconstructable.
Fixed: Gravlift softlock causing gravship deletion.
Fixed: Grav engines could yield the wrong number of grav cores on deconstruction.
Fixed: Gravfield extender errors, console disconnections, and world map targeting issues.
Fixed: Gravjumper and Gravhulk engine tooltips causing red errors.
Fixed: Grav engines incorrectly showing “Reinstall at...” button behavior.
Fixed: Gravship mishaps, flight computers, and world map movement errors.
Oxygen & Vacuum
Fixed: Algae oxygenator producing oxygen with zero fuel.
Fixed: Oxygen harvester generating power or lacking correct error messages.
Fixed: Shelves conflicting with pipes.
Fixed: Vac checkpoints deleting adjacent walls or blocking drafted pawns.
Fixed: Airlock vacuum logic errors and “no oxygen pump” false warnings.
Fixed: Oxygen harvester tooltip inconsistencies and red errors.
Astrofuel & Power
Fixed: Astrofuel synthesizer icons, pipe connections, and production logic.
Fixed: Astrofuel purifier halving output.
Fixed: Astrofuel deconstruction losses and explosions converting to chemfuel puddles.
Fixed: Astrofuel tanks losing contents when destroyed or moved.
Maintenance & Events
Fixed: Engineering console maintenance reset.
Fixed: Toxic dust cloud incorrectly applying degradation indoors.
Fixed: “Fire!” alerts missing for astrofire incidents.
Fixed: Astrofuel synthesizer continuing at 0 fuel and missing drain textures.
Fixed: Capacitor harmonizer claiming no engine connection and incorrectly affecting discharge.
UI & Miscellaneous
Fixed: Flight cost display using chemfuel instead of astrofuel.
Fixed: Incorrect research placement for pilot cockpit.
Fixed: Social fight errors.
Fixed: Red error spam when reloading oxygen packs.
Fixed: Multiple world and launch softlocks.
Community feedback during testing was invaluable. The following changes are now implemented:
Gravship subscaffold movement speed increased from 20% → 60%.
Breakdowns only occur when maintenance reaches zero — no more random failures.
Solar panelling can now be placed on gravship subscaffold.
Deconstructing substructure or subscaffold now yields resources.
Vacuum resistance values for all armors rebalanced (see Apparel tab).
Compact workbenches no longer require power — they draw from the grav engine directly.
Hidden oxygen and astrofuel pipes implemented (Standard Gravtech research).
Astrofuel stack size reduced from 150 → 75.
Oxygen packs now grant +0.8 Toxic Environment Resistance.
Raiders prioritize landing within 15 cells of home area on space maps.
Point defense turret intercept interval improved (20 → 15 ticks).
Oxygen tank capacity increased: Small: 500 units, Large: 1200 units (and improved durability).
Space solar flares no longer disable electronics.
Grav field amplifier radius increased (19.9 → 22.9).
Grav field extenders can now be placed in radius of grav field amplifiers.
To improve usability, the Odyssey tab has been renamed Gravship, and divided into clear subcategories:
Platform: Substructure, hull, grav engines, consoles, thrusters, vac barriers, amplifiers, etc.
Vacuum: Oxygen networks, tanks, producers, and checkpoints.
Fuel: Astrofuel systems, pipes, and converters.
Combat: Artillery, targeting terminals, and point defense systems.
More: Everything else.
We have also added some new content:
Astropede — Heavy orbital defender mechanoid armed with a minified mass lance. Can be gestated.
Hunter — Agile, close-range mechanoid using twin swarmer missile launchers. Can be gestated.
Astronaut — Biotech-exclusive EVA mechanoid. Can be gestated.
Operator Subcore – Biotech-exclusive controller core for artillery systems.
Runaway Gravjumper Quest – Reworked starting quest:
A damaged Trading Guild gravship carrying dangerous cargo crashes near the player.
Mechanoids pursue it.
The player can salvage the ship’s gravjumper engine and begin their space journey.
Oxygen Simulation Overhaul – Colonists now passively consume oxygen, gradually draining tank reserves and requiring continuous production.
On top of that, I've finished some more infographics, and I'm attaching them to this post!
Oskar Potocki
2025-11-10 14:41:30 +0000 UTCOskar Potocki
2025-11-10 14:40:57 +0000 UTCToasty
2025-11-10 13:58:47 +0000 UTCSteffen Lewis
2025-11-08 17:27:31 +0000 UTC