RimWorld

RimWorld

266 ratings
Directly Abandon Settlement
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.433 MB
29 Feb, 2020 @ 6:19pm
9 Aug @ 3:33pm
13 Change Notes ( view )

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Directly Abandon Settlement

Description

Have you found yourself with tons of “abandoned settlement” tiles? This mod aims to fix that. When you abandon a base, it skips creating those persistent abandoned markers or lets you clear them after a configurable cooldown.


A utility mod that helps keep the world map tidy after you move on. Whether you're launching off-world, going nomadic, or just relocating, this tool gives you full control over what happens to the tile you leave behind.

Key Features:
  • Skip abandoned settlement markers entirely on abandonment. (If Cooldown is disabled)
  • Optionally impose a cooldown (1–180 days) before clearing a tile.
  • Abandoning settlements uses the stock Abandon button, to not conflict with any other mods.
  • Gizmo has been updated to show when/if cooldown is already active after normal abandonment.
  • Cooldown display in tile inspect window.


Compatible with Non-Destructive Gravlaunch by Planetace
Their mod helps fully remove gravship crater blockers, it pairs perfectly with this one for a fully nomadic or off-world playthrough.

Thanks to a lot of safety checks and debugging...
Also Compatible with: (although, feature overlap, so... why use them all together?)
Launch Sites Expire
Gravship Launch Timeout


Mod State:
  • Supports RimWorld 1.6+
  • Safe to add/remove mid-save.
  • Patch-based, doesn't overwrite vanilla logic.
  • Mod settings available in-game (toggle cooldown, adjust duration, reset to defaults).
  • Translated into Japanese, German, Russian, French, and Simplified Chinese.


Credits:
Original concept and implementation by: LingLuo
This version is a cleaned-up, reworked continuation with new settings, cooldown tracking, mod options, and expanded compatibility.

Original Workshop Page

If you have bugs!
Use this, paste the log.
Standalone HugsLog thingy

89 Comments
Jellypowered  [author] 11 hours ago 
I think I could manage that!
Dragonling 12 hours ago 
@Jellypowered, great mod, sir. Can you please add removal of Abandoned landmarks that remain from camps, where you build something?
-NQ- nick4fake 20 Aug @ 12:42pm 
Unfortunately issue still persists:
Error drawing planet layer WorldLayer WorldDrawLayer_WorldObjects_Expandable: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 99E6CCDF]
at RimWorld.Planet.WorldDrawLayer_WorldObjects+<Regenerate>d__7.MoveNext () [0x000a6] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at Verse.GenCollection.ExecuteEnumerable (System.Collections.IEnumerable enumerable) [0x00010] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at RimWorld.Planet.WorldDrawLayerBase.RegenerateNow () [0x0000d] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at RimWorld.Planet.WorldDrawLayerBase.Render () [0x00011] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at RimWorld.Planet.WorldRenderer.DrawWorldLayers () [0x000c5] in <03b1338ddc7e423bb1b01ce5b7962e88>:0 on layer planet
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)

etc...
Jellypowered  [author] 10 Aug @ 12:25pm 
>.< Such is life on the Rim! Lol
Risk 10 Aug @ 12:15pm 
lol sounds good. Unfortunately I thing my save is broken so no way to get the log now. all try my save a bit later (its permanent so not backup :( )
Jellypowered  [author] 10 Aug @ 12:12pm 
There's a standalone hugslog mod, I linked at the bottom of the description.
Ya'll let me know if it's working or not, I figure if it wasn't a LOT more people would be complaining lol
Risk 10 Aug @ 12:01pm 
good to know I am not the only one with this issue lol. I have no log to give but I will mention that I dont have the bigger grav ship mod installed when it happened
Jellypowered  [author] 9 Aug @ 3:43pm 
Ok, I've added a whole bunch of safety checks, swapped some stuff around, everything should be save compatible, safe, and ready to go!

Gravship launches now follow the same abandoned-settlement cleanup rules as manual abandonment — no more surprise leftover markers after launching.

Safer world tile handling to prevent NREs with Close Settlements and other settlement/tile mods.

Improved abandoned tile gizmo logic so it plays nicely with other mods and only appears when cooldown rules allow.

General stability improvements to reduce save corruption risk.

I've tested with the following enabled to ensure functionality.
Gravship Non Destructive Launch
Gravship Launch Site Timeout
Launch Sites Expire
Close Settlements

IF YOU HAD A BORKED SAVE DO NOT attempt to rescue it, load a working auto save and re-save your colony.
Jellypowered  [author] 9 Aug @ 10:02am 
Yeah, I’m assuming since there’s only so many ways to handle settlement tiles the mods are overlapping with their harmony patches.

Testing without any other related mods, this one works by itself without any issues. I have to adult today but I’ll see what I can do tonight about at least some safeguards.
Jack Niggleson 9 Aug @ 12:44am 
Had the same issue @gexyandelly2 had. Abandoning a settlement deletes every other location on the map, UI vanishes, save bricks, etc. It might have something to do with the bigger gravships mod since that's the only one I've installed since adding this one.