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[DEVBLOG#296] Gravship types

Hey everyone! We’re back with another developer diary for Vanilla Gravship Expanded, and this time it’s all about gravships. As I said before, we’ve been planning a big overhaul to make gravships more interesting. With RimWorld’s Odyssey DLC providing the framework for buildable ships, we wanted to push things further - adding three distinct gravship types and reworking how launches work. The goal is to give a stronger sense of progression and let you decide how central your gravship is to your playthrough.

Three Gravship Classes

In the new system, gravships are divided into three classes. This tiered approach means you can start small and upgrade over time, or stick with whatever size fits your strategy. Each class comes with unique strengths and launch mechanics, so you can also decide how big a role the gravship will play in your colony’s story. Here’s an overview of each gravship type and how they handle launch rituals differently:

Alongside the new gravship classes, we’re introducing specialized launch consoles to match their unique needs. These aren’t just cosmetic - each console is tuned for its ship class and reflects the different crew requirements. You NEED the specific piloting apparatus for the gravship class that you use.

Each console ties directly into that gravship’s launch mechanics, so picking the right ship means committing to the right control system and the crew to operate it.

Deeper Gravship Gameplay and Strategy

By introducing these gravship classes and tailored launch mechanics, we’re adding a new layer of strategy to gravship gameplay. First, there’s a clear progression: you might start with a humble Gravjumper for scouting or travel, then work your way up to a standard Gravship, and eventually unlock the Gravhulk when you’re ready to take your entire colony into space. Each step feels meaningful, and you can judge for yourself when (or if) it’s worth advancing to the next tier.

Secondly, these changes let you choose how central the gravship is in your story. If you prefer your gravship to be just a convenient transport tool, you can stick with a Gravjumper and keep most of your focus on the ground colony. If you want the gravship to become your mobile home base, you can pour resources into building a Gravhulk and staffing it with a full crew. The launch ritual differences reinforce this choice: a Gravjumper is quick and easy with one or two pilots, whereas a Gravhulk asks you to assemble a whole crew and invest in major upgrades - but rewards you with a truly formidable flying base once it’s up and running.

Finally, the reworked launch rituals make crew roles and ship design more engaging. You’ll find yourself planning who will take on the roles of pilot, co-pilot, researcher, and engineer, and how to get the most out of them depending on your ship. Maybe you’ll train an ace pilot to maximize your Gravjumper’s effectiveness, or maybe you’ll spend time recruiting and preparing a large crew to get that Gravhulk off the ground. You’ll also think about your ship layout and systems: do you add extra thrusters, or focus on crew facilities? These decisions can change from one playthrough to the next, giving gravship-focused colonies a lot more replay value and depth.

Launch Mishaps and Boons – Risk and Reward for Every Landing

One of the most underdeveloped parts of the Odyssey DLC gravship system was what happened after the launch. Sure, you could land, but whether the launch ritual went well or poorly didn’t have much long-term impact beyond a binary success/failure check.
With Vanilla Gravships Expanded, we’ve completely reworked this into a dynamic mishap/boon system.

Every gravship launch ritual now has two parallel outcomes:

Mishap and boon chances scale with launch quality, using smooth probability curves.

This means that every launch now has a little extra tension - a reason to care about crew skill, ship condition, and ritual setup. It is possible to get both a mishap and a boon in the same launch!

NEW Mishaps

(Equal chance for each mishap when triggered)
0% Quality → 100% chance
50% Quality → 30% chance
100% Quality → 2% chance

Boons

(Equal chance for each boon when triggered)
0% Quality → 0% chance
50% Quality → 3% chance
100% Quality → 30% chance

I won't end this devblog without some teaser, so here you go:

Comments

I wonder, how would other mods thrusters interact with this

Florian Meis

Perhaps later down the line

Oskar Potocki

Any chance for a New Game+ mode where you can take your Gravship, the pawns and everything on it to a new world? That was the most interesting thing of SOS2 for me - I however didn't like the ship to ship combat nor most of the other stuff it adds.

D3nnis3n

I have a suggestion: provide a turret that can be installed on the gravship walls.

gen sai


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