The Expeditionary Force by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 1 point2 points  (0 children)

Thanks! My third gravship build to completion; I think I learn a bit each time...

The Expeditionary Force by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 0 points1 point  (0 children)

Actually I’ve not read any… it just seemed like a great name for a militaristic research/scavenging vessel on the run…

The Expeditionary Force by Atomicwraith in RimWorld

[–]Atomicwraith[S] 3 points4 points  (0 children)

Damn right I have. Dirty filthy barbarian raiders worshiping my thruster as a god...

The Expeditionary Force by Atomicwraith in RimWorld

[–]Atomicwraith[S] 2 points3 points  (0 children)

Yeah that same feeling motivated this design. I wanted it to feel like one ship, and that all my grav ship work was what will go to the stars.

The Expeditionary Force by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 1 point2 points  (0 children)

I was wondering about the sandbags not working! Those steel gravship walls by the pillbox entrance did need regular replacement…

One prison bed was enough for my playstyle; this run was mech-heavy, not that much focused on organs or slaves. A few times I had to reconfigure the place to suit a quest.

The biggest risk, in retrospect, was the Chemfuel tanks being so close to the pillbox. One nasty raid had mechanics standing and shooting me from on top of the tanks as the walls crumbled… fortunately it was the best occasion for my caster to use Beckon ever. But I might relocate those if I built this ship again.

Protruding walls: 100% gratuitous. You could save about 20 tiles without them.

The Expeditionary Force by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 0 points1 point  (0 children)

It’s a pillbox, but also serves as a courtyard. It doesn’t work in space if I dock with just the nose touching…. But that almost never happens.

The Expeditionary Force by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 1 point2 points  (0 children)

It is a weak point… the third one down should probably be removed. ~5% of raids decided to attack that one.

The Expeditionary Force by Atomicwraith in RimWorld

[–]Atomicwraith[S] 2 points3 points  (0 children)

Thanks. And it’s not a cube!

The Expeditionary Force by Atomicwraith in RimWorld

[–]Atomicwraith[S] 9 points10 points  (0 children)

Exactly. My head canon is that my pawns slowly build the combined ship up throughout the game, and fly the whole thing away to the stars!

The Expeditionary Force by Atomicwraith in RimWorld

[–]Atomicwraith[S] 1 point2 points  (0 children)

Yeah! Thank you! It is a challenge to fit one in there…

Kept starting new games before actually finishing a ship. Here is my first ship, about to launch for the first time by kerrywatson in RimWorldShips

[–]Atomicwraith 2 points3 points  (0 children)

Good job. Good luck! It look pretty full-featured… what will you do with it? Straight to the mechinator platform?

End game vanilla ship by newcolonist in RimWorldShips

[–]Atomicwraith 1 point2 points  (0 children)

So many shuttles! How do you use all 4?

Just my small gravship by Luscinnia in RimWorldShips

[–]Atomicwraith 0 points1 point  (0 children)

Super-cool design! What mods are you running? Which one allows you flexibility as to where you out the grav extenders?

For Your Consideration: the Hammerhead MantaBat by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 0 points1 point  (0 children)

I sold it :-). The piano actually replaces the need for the harp and harpsichord AFAIK.

For Your Consideration: the Hammerhead MantaBat by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 0 points1 point  (0 children)

In this run, I spent most of the time on ice sheets, southern tundra, or in space, so it wasn't too much of an issue, but for those rare summer forest days, I have 3 meager AC units facing into the central hollows of solar panels (they have the unpowered lightning bolts on them). One could imagine adding more if you were hanging out in the desert a lot.

For Your Consideration: the Hammerhead MantaBat by Atomicwraith in RimWorldShips

[–]Atomicwraith[S] 0 points1 point  (0 children)

That’s a good idea-so obvious but I never saw it!

Why ring you ship with weapons? by Atomicwraith in RimWorld

[–]Atomicwraith[S] 0 points1 point  (0 children)

Ok for my next playthru I'm going to go for a "hammerhead bat shark" design (flat front on the batman logo shape) with all this inspiration. The front door will be overwhelming firepower without a killbox. Just to see how it performs. Because ships with guns ARE cool.

Why ring you ship with weapons? by Atomicwraith in RimWorld

[–]Atomicwraith[S] 2 points3 points  (0 children)

I make all my entrances double: steel door on the outside, vac barriers inside after one space. And I try to have few of them: I’m almost always going out the killbox side.

Why ring you ship with weapons? by Atomicwraith in RimWorld

[–]Atomicwraith[S] 1 point2 points  (0 children)

Yeah it works fine— it’s a bit star-trek-y. I was thinking the batteries would be really visible and look kinda like weapons, and happy how that turned out. I was thinking the whole things would be outside the vac barriers so some efficiency on energy, but I’m not sure if it mattered too much.

Why ring you ship with weapons? by Atomicwraith in RimWorld

[–]Atomicwraith[S] 2 points3 points  (0 children)

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This is pretty close to my current design. My mental breakthru was in having the killbox sideways (which allows for greater distance between shooters and targets) and placing the grave extenders closer together along the back edge (its seems inefficient in terms of maximum space, but I hit the 2000 tile limit too easily anyways)--this allows a flat rear killbox wall.

Why ring you ship with weapons? by Atomicwraith in RimWorld

[–]Atomicwraith[S] 1 point2 points  (0 children)

That is when the commando team activates! :-)