RimWorld

RimWorld

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Non-Destructive Gravlaunch
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Mod, 1.6
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434.591 KB
11 Jul @ 5:55am
19 Aug @ 5:13pm
4 Change Notes ( view )
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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!
110 Comments
John Cruelty 4 Sep @ 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.
Laquillare 3 Sep @ 10:18am 
I third the previous QoL suggestion comment.
Zaphiel 29 Aug @ 10:40am 
I second the previous QoL suggestion comment. Would be nice to have such popup.
Bast 27 Aug @ 10:39am 
Yes same, just to save time on constantly going back to abandon the maps you don't want
soeur 27 Aug @ 7:51am 
Hey, I have a QOL suggestion. When launching a spaceship to leave the map, a pop-up window can be displayed to ask the player whether to destroy the map. Because sometimes we want to delete the map, and sometimes we don't want to delete it.
The Ghost Minx 23 Aug @ 6:19pm 
@Planetace Understood, will do that now. Thank you!
Planetace  [author] 23 Aug @ 7:27am 
@TheGhostMinx Steam takes time to update mods, some users have gotten the update and others will not without forcing it - I dunno why Steam does this, just try and redownload the mod and see if it grabs the right version.
SirFalger 23 Aug @ 6:04am 
love you
The Ghost Minx 22 Aug @ 8:19pm 
Sorry to bother you, but I have the same error as user moDe. Is this a thing I can fix by tweaking any settings, or something to just wait on until you update something?

Thank you for your hard work and for doing this for everyone!
The Ghost Minx 22 Aug @ 8:18pm 
[Non-Destructive Gravlaunch] Has failed to intialise due to: Patching exception in method System.Void Verse.WorldComponent_GravshipController::TakeoffEnded()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
NonDestructiveGravlaunch.NonDestGrav_Misc:Error (string)
NonDestructiveGravlaunch.NonDestructiveGravlaunch:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()