How to Build a Gravship in RimWorld Odyssey | Engine to Launch
RimWorld 1.6.4871 · Odyssey · Gravship build path
How to Build a Gravship in RimWorld Odyssey
Instant ladder: get / inspect grav engine → Basic gravtech → Gravship substructure → pilot + tank + thruster → fuel (~10 chemfuel/tile) → launch. Drop a Grav Anchor if you want the map to survive. Gravships have no weight limit — support cells are the ceiling, not cargo mass.
Pick The Gravship and you start with a working ship already on the map. Great if you want Odyssey’s flight fantasy on day one.
- You still learn the same systems: substructure, fuel, thrusters, and later hull / life support for orbit.
- Use this page as the rebuild / expand checklist when you outgrow the starter footprint.
On normal starts, chase the Mechanoid Signal crash. Salvage the site, then inspect the grav engine.
- Inspection unlocks Basic gravtech and Gravship substructure.
- Substructure placement requires an inspected engine — do not skip the inspect click.
- After that, research and build like any other colony project: panels, steel, and a clean launch kit.
Tick what you already have. This tool only cares about minimum launch readiness — not fancy interiors or oxygen math.
Anchor is optional for launch itself — mandatory only if you care about the leftover colony map.
The engine alone supports 500 cells at radius ≈ 18.9. Each extender adds +250 (radius ≈ 16.9), max 6, must stay within 18.9 of the engine → theoretical 2000 support.
Cost estimate uses 1 Gravlite panel + 4 steel per substructure tile. Fuel estimate uses ~10 chemfuel per tile.
Pilot console fills the Controls role. No console, no launch UI that matters.
Chemfuel tank (250) or Large chemfuel tank (750). Assembly burns about 10 chemfuel per tile.
Small thruster or Large thruster. Either satisfies the Thruster requirement for a legal launch.
| Piece | Role / number | Player note |
|---|---|---|
| Grav engine | 500 support · radius ≈ 18.9 | Must be inspected before substructure is legal |
| Gravship extender | +250 each · max 6 · radius ≈ 16.9 · maxDistance 18.9 | Park them near the engine; theoretical cap 2000 cells |
| Gravship substructure | 1 Gravlite panel + 4 steel / tile | This is your actual “ship floor” currency |
| Pilot console | Controls | Required for launch |
| Chemfuel tanks | 250 or 750 storage | ~10 chemfuel / tile of travel |
| Thrusters | Small or Large | Required for launch |
| Grav Anchor | Keeps local map alive | Cannot place on substructure — leave it on ground |
| Gravship hull | isAirtight | Orbit walls / sealing; not a launch min-part |
- Inspect the engine (or confirm you started The Gravship). Unlock Basic gravtech and Gravship substructure.
- Stock Gravlite panels and steel. Every deck tile eats 1 panel + 4 steel — big footprints get expensive fast.
- Lay a compact starter deck inside the engine radius (~19). Do not stretch to the edge until extenders are online.
- Drop the launch kit: Pilot console, chemfuel tank, thruster. Keep them reachable and powered as needed.
- Fuel for the hop you actually want. Twenty tiles ≈ 200 chemfuel; a 250 tank is a short-hop kit, 750 is a real leg.
- Decide map fate. Place Grav Anchor on ground if the colony stays. Skip it if you are abandoning the tile on purpose.
- Launch, then expand later with extenders (+250 support each, up to six) when you need barracks, workshops, or sealed orbit rooms.
Once you leave atmosphere, Gravship hull is airtight. You still need a way to live inside vacuum: seal rooms, run Oxygen pumps (150W), and/or kit pawns in vacsuits. This page does not recompute oxygen or vacuum math — those live on the dedicated tools.
Room size, pump count, refill time, airlocks — all on the oxygen tool.
Open oxygen pump toolVacsuit loadouts, 100% resistance threshold, gene / apparel mixes.
Open vacuum resistance tool