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https://gist.github.com/HugsLibRecordKeeper/14570ae5d525d17d319d019944c74527
And what should i do with anomaly? Will monument destroy permanently? Will it spawn again on new map?
That said this mod so far is a great way to do it.
I dislike this mods selution of makeing the tile a base that need to be abondoned but it's better than nothing.
@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.
That makes this mod utterly important for truly nomadic playstyles then. Otherwise you'll eventually run out of good places to land!
me thinks its just too much, gravship is already hard to use. dont make it harder. grav anchor makes it harder.
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.
What exactly was patched? the platform would disappear after i launch on the planet or something else?
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.
@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.