RimWorld

RimWorld

Non-Destructive Gravlaunch
74 Comments
hagnat Aug 1 @ 7:27am 
is this compatible with CE ? /joke
thanks for the mod :)
Shinobi Jul 31 @ 1:49pm 
So, no bug report, and it seems the issue is known. But I noticed something, when leaving sites with the Gravship, the site remains, and you have to manually abandon the site. No big deal, at least there is no huge hole in the ground anymore, whole point of this 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.
Tendi Jul 25 @ 9:53pm 
@planetace.

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?
Smash Phil Jul 21 @ 12:43pm 
@CW It has nothing to do with Odyssey, it's a caching bug related to map components that's just easier to reproduce with grav ships since they load / unload maps more frequently. This bug is also present in the 1.5 version.

It's fixed in the latest build.
stecph Jul 21 @ 2:26am 
You wrote you are not gonna add features to the mod, but I kindly ask if a minor (???) one is possible.
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:-))
CW Jul 20 @ 3:14pm 
wait, so VVF cant safely be played with odyssey?
Jaaruden Jul 20 @ 8:16am 
Informed. Thanks for the info!
Planetace  [author] Jul 20 @ 4:54am 
@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] Jul 20 @ 4:45am 
@Jaaruden Very interesting, I'll need to see what Vehicle Framework does for handling map abandonment and get a patch out.
Jaaruden Jul 19 @ 7:28pm 
To add: seems like this mod has compatibility issues with Vehicle Framework, as the logs suggested
Jaaruden Jul 19 @ 7:26pm 
After abandoning the starting mechanoid relay, error spam. I'll disable this mod for now.

https://gist.github.com/HugsLibRecordKeeper/14570ae5d525d17d319d019944c74527
discord9 Jul 19 @ 12:39pm 
I found maps like Ancient Stockpile still gets destroyed after leave even with this mod enabled
Planetace  [author] Jul 18 @ 8:09am 
@Flair Monitor never tested it.
Flair Monitor Jul 18 @ 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 Jul 18 @ 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 Jul 17 @ 12:55pm 
The most logical mechanics. Thank you, creator.:Hire:
Planetace  [author] Jul 17 @ 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 Jul 17 @ 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 Jul 16 @ 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 Jul 16 @ 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) Jul 16 @ 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 Jul 16 @ 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 Jul 15 @ 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 Jul 15 @ 3:56pm 
For anyone worried this mod will make the Grav Anchor useless, download the mod "GravAnchorBoostsLaunchQuality". The title is self explanatory.
ForgotMyLeftBallAtHomeSir Jul 15 @ 7:23am 
You can abandon your starting zone after you take off to prevent it from causing lag
Shepherd Of Fire Jul 15 @ 7:21am 
after i took off from the first site the mechs keep dropping there and now theres like 500
Planetace  [author] Jul 15 @ 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 Jul 15 @ 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 Jul 14 @ 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] Jul 14 @ 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 Jul 14 @ 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 Jul 14 @ 12:30am 
God damn it. Just open dev menu and destroy the "destroyed thing" on the map and its new and untouched
melelconquistador Jul 13 @ 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 Jul 13 @ 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 Jul 13 @ 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 Jul 13 @ 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 Jul 13 @ 7:53am 
300 plasteel and 5 advanced components isn't that much so late in the game
slantypants Jul 13 @ 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 Jul 13 @ 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 Jul 12 @ 11:37pm 
"a grav anchor does this" now you dont need a grav anchor :steamhappy:
NEXDEATH47 Jul 12 @ 11:18pm 
pretty sure the Grav anchor does this
HyphenSam Jul 12 @ 9:15pm 
W
ClockJerk Jul 12 @ 7:08pm 
@Planetace Not trying to discount your mod but isn't this exactly what that grav anchor does?
Planetace  [author] Jul 12 @ 3:07pm 
@Maco Unsub and resub, steam may take a while to update mods.
Maco Jul 12 @ 2:45pm 
How mech raid can stop ?
John Walker Jul 12 @ 10:48am 
Thank the lord you have saved so many lives with this mod :War:
Planetace  [author] Jul 12 @ 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 Jul 12 @ 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] Jul 12 @ 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.