RimWorld

RimWorld

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Non-Destructive Gravlaunch
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Mod, 1.6
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434.616 KB
Jul 11 @ 5:55am
Jul 11 @ 8:05am
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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!
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