RimWorld

RimWorld

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Non-Destructive Gravlaunch
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Mod, 1.6
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434.591 KB
Jul 11 @ 5:55am
Aug 19 @ 5:13pm
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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!
119 Comments
Daenim Nov 26 @ 1:02am 
What I noticed with this mod (current version):
- If you visit any asteroid via shuttle first, then send in your gravship - it acts as "temporary object". But if you visit with gravship first - it creates permanent settlement automatically.
- Stations/satellites/wrecks don't create settlements automatically, no matter who gets in there first. They act as "temporary objects", unless you manually hit "settle" button.
- All temporary orbital objects persist as long as there are colonists or a grav anchor present.
- All permanent orbital settlements seem to be un-abandon-able. You can devmode "destroy map" to reduce perfomance hit, but the world marker/tile will remain. "Destroy site" seem to have no effect on them. You may edit save file though, at your own risk.

TLDR: when in doubt - send shuttle first. Unless you want asteroid settlement that can't be "map-destroyed" by accident or enemies.
Kaneki's Sk1dmark Nov 22 @ 11:56pm 
For the 10 people left who play with sos2, I believe this has a small incompatibility where it removes wreckages left in the graveyard after you flee a ship battle
plaerjilion_RUS Nov 21 @ 10:25pm 
It is compatibility with Vanila gravship expanded ?
kegomatix Oct 10 @ 7:15pm 
Ditto on the orbital base issue. I did find you can debug destroy them so it at least doesn't get stuck on your interface as one of your bases but the 'home' icon persists on the map. Unfortunately had to remove the mod.
Raider1 Oct 4 @ 5:38am 
Same issue, can't abandon orbital bases.
SOMEBODY Sep 25 @ 2:51am 
can't abandon orbital baseses
xika Sep 17 @ 2:00am 
I have the same issue as DeadDragon:

Every time I visit an Asteroid I gain a permanent settlement and there is no way to abandon it. (Neither regularly nor in dev-mode.)
NumberHydra Sep 14 @ 10:29pm 
every tile i launch my gravship leaves an abandoned settlement tile,any way to fix this?
DeadDragon Sep 7 @ 3:56pm 
can't abandon orbital baseses
John Protagonist Sep 4 @ 7:24am 
A work-around for the QoL suggestions: you can destroy the map via "Destroy Map" in debug mode while viewing the map. Just save before so you don't lose your world.