RimWorld

RimWorld

Non-Destructive Gravlaunch
67 Comments
Planetace  [author] 3 hours ago 
@Jaaruden just tested it, Non-Destructive Gravlaunches is not at fault in any way - Vehicle Framework cannot handle orbital map abandonement, this means that VVF is fundamentally incompatible with the Odyssey DLC if you manually abandon an orbital settlement. The reason NDG is seemingly causing the issue is because it allows the bug to fire earlier with the mechhive map, I suggest going to the Vehicle Framework side and posting a bug report.
Planetace  [author] 3 hours ago 
@Jaaruden Very interesting, I'll need to see what Vehicle Framework does for handling map abandonment and get a patch out.
Jaaruden 12 hours ago 
To add: seems like this mod has compatibility issues with Vehicle Framework, as the logs suggested
Jaaruden 12 hours ago 
After abandoning the starting mechanoid relay, error spam. I'll disable this mod for now.

https://gist.github.com/HugsLibRecordKeeper/14570ae5d525d17d319d019944c74527
discord9 19 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.
Sky 16 Jul @ 3:13pm 
I think regenerating the tile would be the ideal that I'd like, tho could be annoying to impliment so you dont randomly kill a base by accident. Honestly just an option on abanonding a tile of "abandon and regenerate" would do it

That said this mod so far is a great way to do it.
dragonfight(Рун) 16 Jul @ 3:01pm 
What about idea to make Grav-Anchor for save map and colony with it? Surface and asteroid tils will be destroyed and regenerated as a new tile, and event space tiles will remove from map.
the Prince of Awesomeness 16 Jul @ 9:29am 
I personally like flying from tile to tile but i hate i can't return to them. I thought that the tile would be regenerated (be it with less resurces and visual creator) but no, you just can't return.
I dislike this mods selution of makeing the tile a base that need to be abondoned but it's better than nothing.
Cat Princess 15 Jul @ 4:32pm 
This mod is truly must have and i hate to say that
Absolute legend, thank you so much for this mod! And I 100% agree with your feelings on why this mod needed to exist even lore-wise.
Horhyzon 15 Jul @ 3:56pm 
For anyone worried this mod will make the Grav Anchor useless, download the mod "GravAnchorBoostsLaunchQuality". The title is self explanatory.
ForgotMyLeftBallAtHomeSir 15 Jul @ 7:23am 
You can abandon your starting zone after you take off to prevent it from causing lag
Shepherd Of Fire 15 Jul @ 7:21am 
after i took off from the first site the mechs keep dropping there and now theres like 500
Planetace  [author] 15 Jul @ 5:51am 
@Jellypowered I would also be happy! Consider this my support.

@Michiko do note that while the tile isn't automatically abandoned, it does remain open and thus could increase resource draw for the game. If you want to launch off a tile and leave it recolonisable, but the actual tile is deleted in the process, use a mod like "Directly abandon Settlement" to remove the abandoned colony tile that would come from manual abandonement.
Michiko 15 Jul @ 2:01am 
Man I didn't even know that they destroyed the whole tile and made it inaccessible. I just thought it would get reset automatically, regenerated if you didn't have an anchor thing.

That makes this mod utterly important for truly nomadic playstyles then. Otherwise you'll eventually run out of good places to land!
Jellypowered 14 Jul @ 6:15pm 
I'd be happy to put a link to your mod in my mod's description, I feel like these two can go together pretty amazingly!
Planetace  [author] 14 Jul @ 4:00am 
If you want to have the tile abandoned, but be able to recolonise it, then use the mod "Directly Abandon Settlement" alongside this so it'll remove the abandoned settlement tiles from the game, allowing you to recolonise it as a regenerated tile.
Xacrooth 14 Jul @ 1:52am 
If you leave an landmark and abandon the tile with it refill with loot/enemies or in a normal tile will it refill minerals and stuff
mindtamo 14 Jul @ 12:30am 
God damn it. Just open dev menu and destroy the "destroyed thing" on the map and its new and untouched
melelconquistador 13 Jul @ 11:25pm 
So if there is a mountain hot spring or whatever I want to visit yearly with my gravship RV... The hot spring will still be there with a reset tile? This is all I want, I don't care about the persistence of my previous structures the exact geology or whatever. I just want to features to be retained even if reset/regenerated.
ruincrez 13 Jul @ 6:55pm 
In this mod, if use "Abandon" button, the tile still cannot visit again. I hope I can visit some special spots multiple times like a visitor.
ruincrez 13 Jul @ 6:50pm 
A lore-friendly design should be like mineral scanning spot, if you leave map without anchor, the whole tile will refresh. I was forced to use "Destroy Site" in dev mode to clear the waste tile after launch :(
Autismus Maximus 13 Jul @ 3:39pm 
Man, i HATED the design decision by every metric, lore-wise, gameplay wise, the fact every time i take off a PORTION OF THE PLANET is destroyed never to bee seen again. Ludeon messed up a lot on this design decision, thank you a LOT for this mod
Macbuk 13 Jul @ 7:53am 
300 plasteel and 5 advanced components isn't that much so late in the game
animator 13 Jul @ 4:14am 
to grav anchor, or to not grav anchor?

me thinks its just too much, gravship is already hard to use. dont make it harder. grav anchor makes it harder.
TheZorro 13 Jul @ 2:53am 
could you consider to still give the grav anchor some utility? like when you start the gravship from a title with no gravanchor there are some consequences but not destroying the base
DisgustingIncelPervertFreak 12 Jul @ 11:37pm 
"a grav anchor does this" now you dont need a grav anchor :steamhappy:
NEXDEATH47 12 Jul @ 11:18pm 
pretty sure the Grav anchor does this
HyphenSam 12 Jul @ 9:15pm 
W
ClockJerk 12 Jul @ 7:08pm 
@Planetace Not trying to discount your mod but isn't this exactly what that grav anchor does?
Planetace  [author] 12 Jul @ 3:07pm 
@Maco Unsub and resub, steam may take a while to update mods.
Maco 12 Jul @ 2:45pm 
How mech raid can stop ?
John Walker 12 Jul @ 10:48am 
Thank the lord you have saved so many lives with this mod :War:
Planetace  [author] 12 Jul @ 9:58am 
The game tracks the mech-raids by having it so the mechhive map is considered the "first map", and any raids started when that variable is true would do the raids within twelve or so in-game hours. However, the variable only turns off once you abandon the mechhive, meaning any maps generated while the former is still active will borrow the twelve hour raid time.

The solution was relatively simple, upon the first generation of a map (and any subsiquent logic like "start raid") the variable would get turned off, meaning the Mechhive would still have the twelve hour raid time but any other maps generated would act accordingly as if the Mechhive was abandoned like in vanilla.
step bro 12 Jul @ 9:10am 
There are error logs related to other mods but it should not be an issue. Unless it crosses with mods like posts/camps etc..
What exactly was patched? the platform would disappear after i launch on the planet or something else?
Planetace  [author] 12 Jul @ 9:04am 
@step bro it was patched yesterday, which is weird if your still experiencing the issue (I even loaded up the mod to test and found no issues). Do you have any logs to provide? Because otherwise I cannot discern this issue.
step bro 12 Jul @ 8:58am 
When was it patched ? I've installed it like 2 hours ago.
Planetace  [author] 12 Jul @ 8:33am 
@step bro This should have already been patched, maybe you're using an earlier version and Steam hasn't updated the mod yet?
step bro 12 Jul @ 8:24am 
I have a problem, after starting with the gravship in outer space, leaving the platform where the quest started, caused 10-20 mechanoids landing there every 10 mins because of the quest - mechanoids chasing me for life.

I am not a modder, but as a suggestion, is there any way to make a code where you could decide if you want the map to be left open or closed?

As a result if i press back on the platform in the space where mechanoids are attacking 'nothing' makes the game lag super bad.

Conclusion - so far this mod is unplayable with the gravship starter quest.
Anomaly 12 Jul @ 8:05am 
this has the same problem as a similar mod, if you land at a faction base, you can't close the map if you takeoff with the gravship to leave. meaning the map stays permanently open
Planetace  [author] 12 Jul @ 7:42am 
@SunshineCanine61 the anchor was present in the DLC before it was released, so I believe it was a design decision by the developers.

@Spesh it just doesn't abandon the tile period, your colony will remain active and you can zoom back into it while your grav-ship is busy unloading it's contents into a temporary camp somewhere else.
Good Charles 12 Jul @ 3:12am 
Thank the heavens we have modders like you to fix the ONLY thing we hate about a game. Easily my #1 mod for this DLC. :urist:
Spesh 11 Jul @ 9:07pm 
Is it possible to still auto-abandon the tile without an anchor, but allow you to go back to it later still? I assume that tile will be 'reset to default settings' so to speak; and re-visiting it will basically make it appear as it was upon world generation?