RimWorld

RimWorld

Directly Abandon Settlement
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.
Giorgio Dibitonto 14 Jul @ 3:35pm 
Last note.

If one day you will return to this, I think that best approach to make it balanced and working well with odyssey spirit is implement both
- give a coooldown
- Reroll is tile mutators
Giorgio Dibitonto 14 Jul @ 3:33pm 
Also this is only a suggestion, if you don't wanna Implement it because you don't have odyssey is perfectly fine, I appretiace you work still a lot.

Just want clarify the reasons I think is not well balanced
Giorgio Dibitonto 14 Jul @ 3:32pm 
The reason why this mod is not balanced with odyssey is the following;

If you make a settlement landing on a rich landmark with a lot of features (a rich place), and than you go away from it you can do two things.

1) don't abandoned the settlement
- in this case the maps is not closed
- The maps obviously is not replenished
The issue here is that if you did this for several landmark on a nomadic playtrough than you will have several maps opened (performance issue ecc).

2) You abandon the map, creating an abandoned settlements that can be removed with this mod.
- I tested and the landmark is not removed
- You can return immediately there, the same landmark features will be generated, and you can farm that tile forever.

For this reason I suggested to:
- Add a coldown or reroll the tile making so it will get new features (and if you are lucky new landmark), but always after some times making so you will return there only after some time.
Kato 14 Jul @ 10:37am 
Quick note, just in case nobody has said anything yet:
The author of "Non-Destructive Gravlaunch" is directly referencing this mod as a suggestion to expand the functionality of their mod in the description (as this mod also removes the crater/settlement marker from grav launches when paired with their mod).

Might wanna add a reference to this description the other way, since it doesn't seem like it works for grav launches without it, as the grav launch craters don't count as settlements for the purposes of this mod otherwise :)

Awesome mod btw, loving it!
Risk 14 Jul @ 7:27am 
appreciate it love your mod !
Jellypowered  [author] 13 Jul @ 7:01pm 
I can look into that at the very least. Might throw that into some mod settings in case people don't want to utilize that.
Risk 13 Jul @ 6:53pm 
thx man. will this also work for the camp? since it blocks a tile for 30 days
Sharkish 13 Jul @ 3:24pm 
it's probs fine as it is, yeah.
Jellypowered  [author] 13 Jul @ 2:33pm 
Should we leave it as is then? I cant see either of these mods being performance impacting so it wouldn’t be a big deal to run them together. I skipped anomaly but I’ve kind of got the bug to play again, and naturally I’d have to get both the DLC’s I don’t have haha
Sharkish 13 Jul @ 1:58pm 
Alright, so, i’ve done some testing:
This mod alone does not clear the “gravship launch” blocker. However, when used alongside the mod “Non-Destructive Gravlaunch”, which generates a colony site at the launch point, abandoning the launch tile works normally.
Jellypowered  [author] 13 Jul @ 12:18pm 
If I ever end up with the DLC i'll be happy to figure out how to take care of that!
Sharkish 13 Jul @ 10:52am 
Afaik the tile blocker is different, instead of being an abandoned settlement it’s the crater your ship leaves behind as it takes off.
Jellypowered  [author] 13 Jul @ 10:29am 
And also: Is the tile blocker left behind from a gravship launch the same as the vanilla tile blocker "abandoned settlement" ?
Jellypowered  [author] 13 Jul @ 10:27am 
Can Anyone with the Odyssey DLC confirm,

If you launch your gravship without an anchor while this mod is active, does the landmark/site regenerate as if you were never there?

Essentially I need someone to test if this scenario is possible:
The reason of this is that if abandoned settlements wouldn't be created, than a player could theoretically could:
- explore a rich landmark
- leaving that landmark going on a proximal world tile
- return immediately on the previous tile farming that landmark again without exploring new one.
Giorgio Dibitonto 13 Jul @ 2:57am 
The best solutions would be make so the abandoned settlement is created and removed after X time (for example 60 days), making so players don't farm that tile and explore others landmark, but eventually that tile and landmark would be again available for generation.

So i wonder if is possible have an option to change the "immediately remove it" with "remove it after 60 days" for balance ok odyssey.

I think an option would be better cause players that don't use odyssey want probably stay with "remove it immediately"
Giorgio Dibitonto 13 Jul @ 2:57am 
@Jellypowered
Thank you for the reply, will try to explain.
Actually Odyssey make so you can use your ship to fly to new world tile making possible a nomadic play style.

Everytime you go on a wordtile with ship it automatically settle on the tile. If we lift up form that tile and we go on others wordtile, the maps stay open (with anchor) but if you don't want have more maps at seame time than you must abandon that previous map.
This only creating a lot of abandoned settlements, dead wordtile.

The reason of this is that if abandoned settlements wouldn't be created, than a player could theoretically could:
- explore a rich landmark
- leaving that landmark going on a proximal world tile
- return immediately on the previous tile farming that landmark again without exploring new one.

So abandoned settlement solve this problem, but at same time a lot of players don't like have the world maps full of them.
Jellypowered  [author] 12 Jul @ 9:27pm 
Should be good to go for 1.6.

Coldwon? Cooldown?

I don't have Odyssey so... don't know about the tile blocker.
Giorgio Dibitonto 12 Jul @ 2:46pm 
Probably this would be a lot balanced if the abandoned settents would get a coldwons before be removed.

Especially for Odyssey this would help a lot
WillDigForFood 12 Jul @ 12:38pm 
Functioning w/o errors on 1.6 for me.

Gravship launches still leave a tile blocker behind, but that's unsurprising.
OrO 6 Jul @ 4:10am 
Very necessary for 1.6. Please Please
Jay Ryou 23 Jun @ 12:30pm 
pls 1.6... T_T
Maty the Fluff :3 21 Nov, 2024 @ 9:51am 
Thank you for the mod, it sure is making life more comfortable :D
pikuPixel 13 Apr, 2024 @ 9:11pm 
thank you for maintaining the mod!! i hope you've been enjoying anomaly!
T_GabiUel 13 Apr, 2024 @ 6:17am 
Thank you for the update. :steamhappy:
Shard 13 Apr, 2024 @ 3:03am 
Thank you
SJD 12 Apr, 2024 @ 11:23pm 
thank you. You are a wonderful person.
SJD 12 Apr, 2024 @ 12:39am 
1,5 plz:steamthumbsup:
Shard 11 Apr, 2024 @ 7:21pm 
1.5?
Caramel 11 Mar, 2024 @ 8:19am 
If you want to temporarily abandon your settlement, you can use Faction Manager to unload it
Dr Jimothy 28 Apr, 2023 @ 11:59am 
I think I've found a soft incompatability between this and RimCities. When you leave a city it gets deleted, I think cos it's classed as abandoning it.
Lûte the Goblin 15 Feb, 2023 @ 10:49am 
Can this be added retroactively, after having already abandoned a settlement?
AlexIlTabaccaio 31 Oct, 2022 @ 6:35am 
@Yoann +1
Jellypowered  [author] 25 Oct, 2022 @ 6:44pm 
1.4 update.
Spyglass 24 Oct, 2022 @ 11:57pm 
1.4?
Farbott 8 Sep, 2022 @ 2:59am 
Is it a button I click on an abandoned settlement or is it when I abandon one? Currently I have one on the map and hope it works like I think it does.
Yoann 15 May, 2022 @ 5:24am 
Your mod seems missing from the workshop research, I finally found it via the original mod.

Can you think about a feature like in Set Up Camp please?
"Abandoned settlement duration - how long the abandoned settlement will block the tile after leaving, set to zero to disable"
I'M JUST STIMMING 17 Apr, 2022 @ 4:17am 
Underappreciated mod. 10/10
Jellypowered  [author] 23 Nov, 2021 @ 4:09pm 
No probs, thanks for reminding me, I honestly forgot lol
Daeharde Trihardt 23 Nov, 2021 @ 9:29am 
You rock, Jelly!
Jellypowered  [author] 22 Nov, 2021 @ 4:00pm 
Just pushed a change for that.