Gravship Voyage
You ever finish a RimWorld colony and just.
You ever finish a RimWorld colony and just... stop? Credits don't roll, the save just sits there, and starting a new game means throwing away everything you built. I wanted an ending that actually meant something, and a beginning that remembered what came before it.
Gravship Voyage is a true new game plus for RimWorld, built with as little bloat as possible. A voyage is a crossing from one world to another, with your ship and its crew as the only survivors. Make the crossing yourself, or go dark and let a new colony begin from the ship you built - not knowing where it will land.
HOW TO BEGIN THE VOYAGE
Progression stays as close to vanilla as I could keep it. Research starflight basics and you're building the same components you would in vanilla to escape the planet.
1. SURVEYING THE CROSSING
The sensor cluster is your key off this planet. Fly around the world, take bearings, cross-reference your notes, and triangulate a route to a new home.
2. SHIP TO THE STARS
Mount a ship engine on a gravship and it upgrades to a Johnson-Tanaka thruster - finally giving it a use in Odyssey. No fuel consumed, works as a regular thruster, and it's what lifts the ship off the planet.
3. PERSUADE THE MACHINE
The ship computer core has a name, a personality and a will of its own. It can autopilot your gravship around the world, control your mechanoids (Biotech required), and captain you to the stars.
4. SAVE YOURSELF
The crossing takes decades, and the ship isn't a time machine. Build cryptosleep caskets, including ship caskets with auto-eject, and drift through the years. Only colonists who don't age or die will survive outside one.
WHAT YOU CAN DO
- Cross to a new world with your ship and crew as survivors, or go dark and hand the colony off to whoever finds the ship next
- Fly on a fuel-free Johnson-Tanaka thruster, mounted on any gravship
- Let the ship computer core autopilot your gravship and command your mechanoids
- Mount the persona chip in your brain to bond with your ship persona
- Get intercepted early by The Belt and explore a place far from the rim
- File a finished colony into a voyager scenario and start your next game from the voyager start
- Cross as a whole fleet if Gravship Fleet is installed, landing hulls one at a time or all at once
THE BELT
Not every crossing arrives gracefully. A ship can be intercepted decades early, somewhere it was never meant to stop, with threats you were never prepared for...
TWO ENDINGS
Cross, and keep playing on a new world. Or go dark - the credits roll, the colony is finished, and the ship is filed into a collection like a baseball card. You can start a new game from your last colony, or share your gravship files with friends using the file sharing feature.
FLEETS - WITH GRAVSHIP FLEET
With Gravship Fleet installed, a crossing isn't limited to one hull. Unified voyage takes the whole fleet: they lift together, cross together and land one at a time. Go dark with a fleet and all of it is filed into a single fleet collection, which you can name and start a new colony from.
RAIDS - WITH GRAVSHIP RAIDS
With Gravship Raids installed, any ship in your gravship collection can reappear in the world as a raider. The raider will have the same hull, the same crew, and the same equipment as the ship you filed. You might see some familiar faces raiding your colony! Mod option to disable whichever ships you want.
WHAT DOES THE SHIP BRING?
A filed ship carries its buildings, its floors, its stored items, its research, its ideoligions and its policies. Start a new game from it and you arrive with all of it. Ships are also placeable as blueprints with the Blueprints mod, so a hull you liked can be rebuilt on any colony.
COMPATIBILITY AND SAVES
Safe to add to an existing save. Patched to work with Vanilla Gravship Expanded Chapter 1 and 2, Gravship Fleet, Gravship Raids, Blueprints and Gravship Blueprints.