RimWorld

RimWorld

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Close Settlements
   
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Mod, 1.3, 1.4, 1.5, 1.6
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Posted
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69.238 KB
Sep 12, 2021 @ 10:20pm
Apr 27 @ 10:03pm
9 Change Notes ( view )

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Close Settlements

Description
An update of Bar0th's Mod:
Close Settlements

🏕️ Close Settlements
Control settlement placement, proximity penalties, and gravship behavior.

This mod lets you bypass RimWorld’s default limitations on how close you can settle to other factions — including support for Odyssey's gravship landing system. Optional settings let you suppress proximity goodwill penalties (both instant and long-term) while keeping the world tidy and faction diplomacy under your control.

⚙️ Features
  • ✅ Allow Adjacent Settlements
    Settle tiles next to existing settlements, useful for dense colonies or faction roleplay.

  • 🕊️ Suppress Proximity Goodwill Penalties (on settle)
    Prevents the typical goodwill loss for settling near another faction.

  • 🕰️ Suppress Ongoing Penalty
    Disables the default goodwill penalty that occurs after settling too close.

  • 🚀 Gravship Landing Exception (Odyssey)
    Prevents any popup or goodwill loss when using gravship landings but will still show orbital or pollution popups (if Odyssey is installed and active).

  • 🛠️ Harmony-Powered Patching
    Highly targeted and version-safe. Logic only executes when needed.

  • 🧪 Dev Tool: Advance Time by 15 Days
    Useful for mod authors or testers. Adds a debug action in dev mode to simulate long-term penalties.

📋 Compatibility
  • Compatible with RimWorld 1.6
  • Fully supports Odyssey gravship mechanics
  • Should work with most world map and diplomacy mods

🛠️ Settings Explained
  • Allow Adjacent Settlements — Disables the tile-distance restriction when settling.
  • Suppress Proximity Goodwill (on settle) — Skips the minor -5 penalty for close settlements.
  • Suppress Proximity Goodwill (after 15 days) — Prevents the hidden timer that deducts -30 after settling too close.
  • Suppress Gravship Proximity Penalty — Only suppresses goodwill loss when using gravships. Automatically hidden if Odyssey is not loaded.

🔍 Debug & Testing
If developer mode is enabled, a new debug action is added: “Advance 15 Days (for proximity test)”. Use this to simulate and test long-term proximity penalties.

💬 Feedback
Bug reports, feedback, and feature suggestions are welcome in the comments!
I've created a Jelly's Mods[discord.gg] Discord server as well.

📦 Credits
  • Original Code: Bar0th
  • Code & Patchwork: Jellypowered
  • Gravship support inspired by Odyssey mechanics.
  • Built with Harmony and Krafs.Rimworld.Ref




Mod patches:
  • TileFinder.IsValidTileForNewSettlement
  • SettlementProximityGoodwillUtility.AppendProximityGoodwillOffsets
  • SettlementProximityGoodwillUtility.AppendGravshipAttackOffsets
  • SettlementProximityGoodwillUtility.CheckSettlementProximityGoodwillChange
  • SettlementProximityGoodwillUtility.GetConfirmationDescriptions
  • SettlementProximityGoodwillUtility.CheckConfirmSettle
31 Comments
Jul 29 @ 2:00am 
Ahh nevermind, the mod settings through clicking on Mods first has no mod settings. But through Options, then mod settings I found the settings. Hope this helps someone in the future. The mod goodwill forgiveness is off by default.
Jul 29 @ 1:40am 
Huh somethings up. There is no mod settings at all like the other posted a few months ago posted. And no files in the folder for configuration either.
Jun 3 @ 1:03am 
This doesn't seem to be allowing me to make adjacent settlements anymore. It's enabled in the mod options, and it doesn't work with a new run.
Jellypowered  [author]
Apr 28 @ 10:11am 
That’s likely because I forgot to do a [StaticConstructorOnStartup] I’ll make note of that and get that fixed soon.
Apr 28 @ 4:26am 
THanks for replying in such short notice, mate. Just so you know, i noticed the settings was not available on the game menu mods. But when i started a game, it was showing and correctly functioning in the mod options.
Jellypowered  [author]
Apr 27 @ 10:04pm 
Fixed, I had a typo in one of the xml nodes!
Apr 27 @ 6:36pm 
Just downloaded this but can't see mod settings
Jellypowered  [author]
Apr 26 @ 6:25pm 
Latest Update (2026-04-26)
- Fixed an issue where ocean tiles could be selected as colony start sites when adjacent settlements were allowed.
- Restored tile validity safeguards in settlement validation so water and non-buildable biomes are rejected.
Dec 12, 2025 @ 9:15pm 
This mod alone cause problems with ocean tiles. You can select an ocean tile to start your colony and it loads a broken map.
No terrain found in biome Ocean for elevation=0, fertility=0.5
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
RimWorld.MapGenUtility:TerrainFrom (Verse.IntVec3,Verse.Map,single,single,bool)
RimWorld.MapGenUtility:GetNaturalTerrainAt (Verse.IntVec3,Verse.Map)
RimWorld.GenStep_Terrain:Generate (Verse.Map,Verse.GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap (System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,Verse.Map,int,bool)
Nov 30, 2025 @ 1:53pm 
Jelly is there an update for 1.6 for this?