Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
thanks for the mod :)
Any ways, turns out if you leave something behind, for instance, I left a chem station that has to be placed outside. The site auto abandons, and you cant go back to get your shit. Gonna test it with just a campfire and see if the same thing happens.
A question, I wonder if its possible to "Clear" a tile rather than keep it open. I'm not asking to change the mod, but I wonder if you could potentially cause the game to "reroll" or "Forget" the tile, so that it could be landed on again in future.
Do you think such a thing would be possible?
It's fixed in the latest build.
Please could there be a prompt asking if we wanna "abandon" the tile or keep it?
I mean the in-game "abandon" feature.
The mod works fine, but the tiles left behind are considered "bases", so i still get raids and events there.
I have to manually abandon the tile.
Biggest issue is that I am sure sooner or later an amazing event will happen in a random far away tile....and I will cry:-))
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?