RimWorld

RimWorld

237 ratings
Directly Abandon Settlement
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.370 MB
29 Feb, 2020 @ 6:19pm
12 Jul @ 9:26pm
10 Change Notes ( view )

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Directly Abandon Settlement

Description

Have you found yourself with tons of “abandoned settlement” tiles? This mod aims to fix that. When you abandon a settlement, it skips creating these abandoned tiles.


A utility mod that allows players to clean up abandoned settlement markers on the world map after moving on. Perfect for nomadic or exploratory play styles. Whether you're launching off-world or simply moving bases, this mod helps keep the map tidy.

Key Features:
  • Instantly removes abandoned settlement tile blockers after abandonment.
  • Ideal for players who want a cleaner world map or follow a nomadic play through.
What it does not do:
  • Does not currently alter camp tiles in any way. Yet.
  • Will not remove gravship craters on it's own.
  • No tile cooldown or rerolling is implemented yet, currently tiles retain the same features when revisited.


Compatible with Non-Destructive Gravlaunch by Planetace
Their mod helps fully remove gravship crater blockers, and pairs really well with this one.


Future Improvements (Planned or Suggested):
  • Optional cooldown before tiles can be reused or cleared.
  • Potential integration of tile rerolling or regeneration (especially for balance with the Odyssey DLC).
  • Balancing options to prevent exploitative farming of high-value tiles.


Original Credit goes to: LingLuo
Original Workshop Page

66 Comments
DEM APPLES!!! 18 Jul @ 12:22am 
also if you messed your world up before using this mod with a lot of old settlement tile blockers you can destroy them with dev mode in the debug menu
DEM APPLES!!! 18 Jul @ 12:00am 
this mod is perfect to pair it with non-destructive gravlaunches mod. I kind of hated their dlc because it just full on destroyed the tile but with this I hope it will fix the problem
Giorgio Dibitonto 17 Jul @ 12:53am 
Lastly to be completely honest there is another mod that did what some people search, this one.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3527008501&searchtext=

What it do
- This mod remove the crater after a cooldonw. This help on balance

Want it don't do
- don't reroll the world tile (don't reroll new tile mutators, at least it is not mentioned)
- Don't interact with "abandoned settlements" at all.

So I still leave this link here in the case author thinks is not necessary update this mod, but if you will do it (with yhe planned features listed) will be very appretiaced cause people that don't wanna use gravship and are still nomadic will meet the same balance issues creating several abandoned settlements and removing it immediately.
Giorgio Dibitonto 17 Jul @ 12:41am 
THIS MOD

This mod take place and act in two conditions:
- vanilla, you have an anchor, you leave the world tile that stay opened. Here when you abandon it will be created an abandoned settlements that will be removed imeedialty with this mod
- you installed a mod that make possible leave the worldtile without an anchor, keeping it opened, same as above..


LAST NOTE
- So yeah, this mod work, but with the settlements, not the crater, so you must first create an anchor (before leaving with the ship) or use a mod that keep the worltile opened without anchor.
- this mean also that the same consideration we did about balancing on "abandoned settlements" could be valid also for "craters".
- So adding th coldown and than the reroll (with new feature and lanmakrs) would be useful for crater too, for people that don't wanna keep the tile opened and abandon it directly.... But to avoid to double the work I would be happy already with the abandoned settlmentens (be forced to create anchor)
Giorgio Dibitonto 17 Jul @ 12:41am 
@Black Knight

To explain it, you have two scenarios in vanilla:

PREMISE

1) you lift up with the ship without an anchor
- Than the world tile is destroyed creating a crater
- The crater is permanent, you can't return there, the worltile is dead.

2) You lift up with an anchor
- You don't create a crater
- the map stay opened
- if you launch several time with anchor form several worldtiles than these maps stay opened
- if you leave the map then it will be converted on abandoned settlements


So if you abandon a world tile after landing with a ship it will always become a "perment bandoned settlements" or a "perment crater", they have the same purpose.
Dev did this to avoid players abuse same Rich world tile (landmark) immediatly without search for others
Jellypowered  [author] 16 Jul @ 12:14pm 
I’ll probably need to update to account for that. I’ll see what I can come up with this weekend maybe, I did end up getting the DLC so I can actually test things now.
☠Black Knight 16 Jul @ 8:44am 
So um... I can't seem to get this mod to work, or maybe I'm just not understanding something. I did it once before. But now when I go to launch with my grav ship (I also have nondestructive launch mod) it just creates an abandoned tile that I cannot do anything with. There is no button anywhere that I can find to remove the abandoned status.
Beric01 15 Jul @ 6:56pm 
Great mod! Agreed with others that making it so you can't abuse special tiles with farming would be a great future for the future. Then we can avoid map destruction in a nomadic playstyle, while preventing farming abuse.
Giorgio Dibitonto 15 Jul @ 12:40am 
@Jellypowered

Thank you so much for this....

I think this will solve finally all Odyssey dead tile issues related and will be balanced, I appretiace it a lot. Thank you for all your work.

Have a nice day :)
Jellypowered  [author] 14 Jul @ 6:21pm 
Hey, thanks for the notes! This makes much more sense. I can see the implications of why this mod may not be balanced with Odyssey, I like the re-rolling of the tile idea, I will definitely look into that style of functionality. I will however at least enable that functionality to be skipped via mod settings, as well as look into implementing a cool down for the tile. Cool down is in base camp tiles when abandoned so I don't see why I couldn't duplicate that for settlement tiles.