RimWorld

RimWorld

372 ratings
Launch Sites Expire
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Mod, 1.6
File Size
Posted
Updated
82.266 KB
14 Jul @ 5:24am
17 Jul @ 11:47pm
3 Change Notes ( view )
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Launch Sites Expire

Description
Description
A small mod that allows gravship launch sites to expire after a time, preventing them from cluttering the map forever.

By default functions in the same way as abandoned camps, only removing sites that aren't located on a landmark. This can be configured, as well as the number of days launch sites persist for.
*Settings do not apply retroactively to old launch sites!

v1.1.0 - Additionally adds these settings to abandoned camps, allowing them to be configured in the same way.

Performance
- Patches a single function that only runs when a settlement is abandoned. Should have no meaningful impact.

Existing saves
Adding
- Safe
- Pre-existing launch sites will not despawn

Removing
- Probably fine?
- Landmark launch sites will disappear with a one-time red error. Remove them in dev mode first if you want to be safe.

Known Issues
- Launching from certain quest sites creates both an abandoned settlement and a launch site. This seems to be a vanilla issue, but I may implement a fix for it in the future.



I'm a fairly inexperienced modder, so there may be glaring issues I haven't caught. If you find one, please report it (with a log!) here or on GitHub.
Source[github.com]
55 Comments
Cat Princess 9 Oct @ 2:43pm 
my gawd this is core game
JoeOwnage 6 Sep @ 7:48am 
Does this make it possible to revisit colony sites that you've launched from?
LB-TN-CNZVW-R82 30 Aug @ 11:50pm 
This should've been in vanilla
bean 29 Aug @ 9:10pm 
@Fish Cultist Anyway, if you want a lore reason, there's that. Now typically this is a long process (this revitalization takes places over hundreds of years) but Rimworld works on a very clearly different time scale so probably configure them in a way that makes sense to you in regards to how long.

I wrote more but Steam kept getting angry at me and I don't want to flood the comments .u.;;
bean 29 Aug @ 9:10pm 
@Fish Cultist just imagine the land retaking the crater over naturally - after any natural disaster or man-made disaster, eventually mosses and lichens (which make way for shrubbery, then bushes, then finally trees) will "take over" the remains and allow other plants to build off of them once they die, providing nutrients.
Fish Psycaster 29 Aug @ 1:13pm 
wish this was the way it worked in lore
Seroth0 23 Aug @ 5:26pm 
Sorry, looks like something else was the culprit. I must have changed more than I thought. Switched this back in and it works.
cass  [author] 22 Aug @ 8:35pm 
I'm not seeing anything in the logs that directly relates to this mod's patches. What exactly is happening when you get these errors? Are there any launch sites or abandoned camps on the world map? It's possible there's some kind of incompatibility, do these errors still happen with fewer / no other mods?
Seroth0 22 Aug @ 4:01pm 
Hi, started getting game braking errors this morning. Went through my mods and they go away when this one is removed. Logs below. Thanks for any help


https://gist.github.com/HugsLibRecordKeeper/193fb030a58f5d96c1fb69e3ea7e958a
General Profit 20 Aug @ 8:19am 
How would you make it have a separate cool down? i would love to be able to enable landmark launch sites expire but have a very very long cooldown