RimWorld

RimWorld

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Non-Destructive Gravlaunch
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Mod, 1.6
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434.616 KB
11 Jul @ 5:55am
11 Jul @ 8:05am
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Non-Destructive Gravlaunch

Description
Non-Destructive Gravlaunch is exactly as it says on the tin, it removes the sections of Rimworlds code that causes auto-abandonment of a tile when a gravship launches from it, no more shall the CrapBuckle v327 obliterate your permanent eleven year colony after flying three tiles away!

This does not remove Grav-Anchors as this is an hour one patch, this also does not change the descriptions that still retain warnings of ship launch causing tile abandonment. Expect future hotfixes to remove these mentions.

Questions and Answers
What exactly does this do?
In base Rimworld, when a gravship launches it automatically destroys the tile it is launching from, turning it into a crater on the world map and subsequently deleting the colony - humans, pets, resources, a thriving city, all gone. Base game Odyssey does provide a vanilla method to prevent the deletion through the Grav-Anchor, but the rather expensive means of creating the Anchor could be seen as an unnecessary waste (Three hundred Plasteel and five Advanced Components), and some may not believe a dainty little grav-ship could destroy an entire large tile just from taking off (and there's no visual indication it's doing anything more than launching off of the tile).

This mod removes that feature, meaning that when a ship leaves the tile it was on that tile remains open and active. This also includes tiles such as the mech-hive, which should be abandoned as soon as you can, so be careful and decide what tiles are useless to remain open.

Does the mod do [x] as well?
No, the mod only does exactly as it's described, nothing more.

Will you add [x] into the mod?
No

Is this save compatible
It should be.

Will removing the mod be save compatible?
It should be, save your play-through if you're unsure and test it out.

My Gravships are experiencing weird bugs! How do I fix them
If you are experiencing weird bugs or situations caused by your Gravships, always do the following:
  • Open up Dev Mode from your options.
  • Find the Log Icon at the top and open it.
  • Copy the log and paste it in the comments section/link to the full log from an auxillery site.
I will assess if Non-Destructive Gravlaunches is the direct cause of the issue, and if so, hopefully make a quick hotfix to patch it. Do be warned that most issues could be from other mods if you are playing with a lot of them, so I might be unable to help you.

If you ask about an error and provide no log, you will not get a response.

Authors Note
When I found out Odysseys gravships would automatically abandon any tile they launched off of, and that the vanilla excuse was "Oh the ship's launch is so destructive it destroys the surroundings to the point it's inaccessible to you." I immediately knew that this design decision would be relatively controversial. So here is the patch for your modding pleasure!
65 Comments
Jaaruden 8 hours ago 
To add: seems like this mod has compatibility issues with Vehicle Framework, as the logs suggested
Jaaruden 8 hours ago 
After abandoning the starting mechanoid relay, error spam. I'll disable this mod for now.

https://gist.github.com/HugsLibRecordKeeper/14570ae5d525d17d319d019944c74527
discord9 15 hours ago 
I found maps like Ancient Stockpile still gets destroyed after leave even with this mod enabled
Planetace  [author] 18 Jul @ 8:09am 
@Flair Monitor never tested it.
Flair Monitor 18 Jul @ 8:07am 
Will this work even if the tile is not classified as a settlement? My current community hops around the world popping up crops and little things like that before leaving again.
Valiter 18 Jul @ 12:03am 
How to close Tile? I dont want to have 100500 tiles with mechanoids(
And what should i do with anomaly? Will monument destroy permanently? Will it spawn again on new map?
「A」ComradeGalaxy 17 Jul @ 12:55pm 
The most logical mechanics. Thank you, creator.:Hire:
Planetace  [author] 17 Jul @ 6:33am 
@Sekai The description outright states "This mod removes that (Colony abandonment from gravship launch) feature, meaning that when a ship leaves the tile it was on that tile remains open and active."
Sekai no Yamada 17 Jul @ 5:24am 
when i launched my gravship and left the place it's still considered as my colony and random events like cargo pod drop occurs there. if i abandon the colony it's gonna be inaccessible right? so is this intended?
UltraEmailMan 16 Jul @ 9:32pm 
Regenerating tiles would be very useful for resources like Obsidian. Stuff's basically impossible to find outside of "obsidian deposit" tiles, and those are like 1-2 per world.