RimWorld Mods

Gravcamp Mod

Gravcamp Mod - Workshop cover artwork
Author of the Gravcamp Mod: Maal

Gravcamp Mod turns the gravship into a movable nomadic camp, reducing the rebuilding, placement and assignment work involved in moving a colony.

Gravcamp Mod Features

Designed around the look of Medieval Overhaul and Vanilla Vehicles Expanded, the camp can be used with either, both or neither. Without them, some textures are placeholders. Balance is not the primary focus; the aim is to make a small traveling camp or an entire nomadic base less painful to play.

You will need to disable the gravship animation in the game’s graphic settings, otherwise your camp will still fly off. Speaking of flying off, this mod does not support the vacuum/oxygene system, so do not “fly” your camp into space.

The gravship quests are largely unsupported since many require going into orbit, the quests rewards can be found elsewhere or were made irrelevant.

Some fuel tanks are fuelled with Feedstock, which is crafted with various edible plants at the crafting spot/workbench.

The camp animals are built with leather, so you can have blue horses or brown muffalo, or use (generally white) dye to give them “natural” colour.

The Camp Area is transparent, letting you see the ground under it. Since there is no visual/dirtiness difference, you could remove the Camp Area substructure where there is no buildings to let plants grow naturally. Useful to make a natural looking pen, set the Camp Area only under the fence and pen marker.

The mod include new scenarios, Nomads and Convoy (VVE). They have everything needed to start a new camp on day 1. They have alt variants with less resource, more silver and a guaranteed monthly trade caravan when using RimMarket.

While there’s nothing stopping you from making a huge moving castle, this is how I imagine it:

Recommended additions

Here are 2 collections with mods that I believe would fit a nomadic playthrough well:
Gravcamp Medieval Recommendations
Gravcamp Industrial Recommendations

They are not a proper full modlist nor does they follows any load order. They also do not contain every single mods I use. Only the things I consider directly relevant to a Medieval/Industrial Gravcamp Mod run due to the theme or tools they add. So add your usual Speak Up, Keyz’ Allow Utilities, UI mod, combat mod, etc.

Medieval Overhaul and/or Vanilla Vehicles Expanded. The mod is designed with them in mind first and foremost for the Medieval or Industrial camps. I highly recommend using the one that would fit your tech era or both.

XML Extensions
Let you override the Placeholder and Medieval Overhaul textures with tribal ones based on Evil Yaoi Wizard’s Roots of Rimworlds.
To select the look of your Camp Banners and Camp Animals.
The option to let you grow plants on the “camp substructure” and carry them around with you.
Let you adjust how many Grav Field Extenders you can build.

Gallery

Gravcamp Mod - Workshop gallery image 1

Gravcamp Mod - Workshop gallery image 2

Gravcamp Mod - Workshop gallery image 3

Gravcamp Mod - Workshop gallery image 4

Gravcamp Mod - Workshop gallery image 5

Gravcamp Mod - Workshop gallery image 6

Gravcamp Mod - Workshop gallery image 7

Gravcamp Mod - Workshop gallery image 8

Gravcamp Mod - Workshop gallery image 9

Compatibility notes

Requires Odyssey and Harmony.

Other gravship mods aren’t fully supported. I’ve made the mod as standalone as I could, but some things are simply hard coded to one building like the Grav Egnine. I have overwritten many things, including textures and the hud/menu texts. So while you can probably use them, expect texture/text inconsistency with mods like Aethric Ship, GravTide, etc.
This is specially an issue with Vanilla Gravship Expanded. I got it working, but the mods are just too different design-wise that it is just messy and I won’t overhaul VGE. Please just use one or the other.

Gravship Fleet is kind-of compatible, but a bit finicky to begin. You cannot build, place or even godmod a grav engine with Gravship Fleet enabled at first. You MUST inspect the one from the quest first, if you even get a quest depending on your World Tech Level setting. Use Dev Mod to generate the quest MechanoidSignal to get your first one.

RimMarket is compatible. But at the moment, every time you travel, you’ll need to replace the Caravan Camp spot for animals or else the animals will stay at the map’s border, while Trade Route/Special Order/Wanted Notice are cancelled and refunded.

Multi-levels mods should be avoided. They all have issues one way or another with gravships or my mod.

I cannot remove the Breakdownable tag from Camp Animal thrusters, they spam errors if I do. Either use MO’s feature to make medieval breakdown requires basic component, or just destroy/rebuild them, they have 100% refund rate.

And do remember to turn off Gravship cutscenes, unless you do want to see your camp fly off.

The mod contains no textures from Medieval Overhaul or Vanilla Vehicles Expanded.

Additional credits: Evil Yaoi Wizard for contributed art assets, Fabricator General for screenshots, sigge and Sk for the included substructure-rendering script.

MIT License except for the “No Substructue Render.dll” which belong to its original creators and the tribal textures which must remain in the rimworld community.

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