RimWorld

RimWorld

64 ratings
Just Leave Already
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.992 MB
20 Jul @ 6:36am
28 Aug @ 9:01am
8 Change Notes ( view )

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Just Leave Already

Description
Allows to leave maps at the edges
GitHub[github.com]

Compatibility
  • Walk the World - Soft incompatible, can be used together. If setting to Disable all grids in Walk the World is turned on, then, obviously, there will be no exit grids at all. To redraw the grid after disabling that setting, use a button in this mod's menu.

    How to use together:
    1. Walk the World: Turn off setting "Should map exit zone be disabled for all maps?"
    2. Just Leave Already: Turn off setting "Allow to leave the map...on home map"

Previous version
This is a fork and modification of original mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2929733063

Change from original - add setting to:
- allows to leave caravan camps
- allows to leave quests and sites
- allows to leave caravan incidents (ambush) with different conditions (default - if battle won or if 3 minutes passed).
- better compatibility with Vehicle Framework: allows to change the exit grid size in the settings (bigger cars cannot reach the edge of the map)

==== Original description ====
Finally, your colonists can get the hell out in an instant!

In RimWorld, when a hostile faction comes to raid and your defense fails, it’s always best to evacuate surviving colonists and start from scratch on a new tile!
In the basegame, you either use pod launchers or form a caravan to get your beloved pawns out of danger. But sometimes RW’s AI makes it hard to successfully set up and get going, with your pawns becoming idle for extended periods of time or just straight-up falling asleep while forming caravans. This mod is the catch-all problem-solver for your urgent exit needs!

What Just Leave Already! does:

When your colonist is drafted, you can take them to the edge of the map (the area you can reach but cannot build structures) and they are able to INSTANTLY exit the tile and form individual caravans!

It’s not suitable for big caravans with animals, but it is a good, surefire way to let your precious colonists live long and prosper - even in the most dire of circumstances!

///

Q&A

1.
Q : How do I make use of this mod?
A : Draft a colonist you want to exit the colony, move them to the edge of the map and viola! They’re seamlessly and immediately on their way! Satisfying your wanderlust has never been easier!

2.
Q : Woah! Your mod is awesome! I like you. How can I stay up-to-date?
A : Thank you. You can support us by joining our Discord. We are currently working on a very ambitious mod called “Rogue AI: The Story of Siblings”. We are also making many QoL mods and Timuttie's Vanilla Overhaul Collection. By joining our Discord, you can get a firsthand glimpse of the mods we’re creating!

3.
Q : Is it CE compatible / does it harm performance / does the load order matter?
A : You don't have to worry about any of these. No conflicts or outstanding bugs have been reported! But if you are having trouble with our mod, feel free to comment below on this page’s handy comment section - or you can come visit our Discord with your concern!

[Update Log]
2.7 : Initial Release
2.9 : Renewed Workshop page

[Issues]
- When you draft a slave and go to the edge of the map, the slave will disappear.


[Discord : https://discord.gg/jt6Bq9bj]

[Credit: Page rewrite by Wisp, Hers#9310]
22 Comments
Heinz 8 Oct @ 2:27am 
Is it possible with this mod to save someone who's downed? I was in a situation where I had to evacuate my base, and there was a specific pawn I wanted to save. The pawn I wanted to save was downed and I got frustrated that another pawn couldn't just carry them off the map, even though you can carry people while drafted and raiders seem to be able to carry my people away just fine..
Just  [author] 9 Sep @ 5:24am 
@тетеря, блин, from my perspective, there is no real need to use these both mods together.

tl;dr: this mod make it easier to form a caravan vanilla-way. If you don't use caravans, you will get no profit from this mod.

====
"Walk the world" mod alters the idea on how to travel on the map: vanilla (caravan) => rogue-like. So, if in your playthrough you only use the rogue-like mechanics, then you will never encounter mechanics from this mod.

I made a note in "compatibility" section in case if you want to still use vanilla mechanics in some cases. E.g. you created "normal" caravan and travel the map vanilla-way. If there will be a caravan encounter, then it is where you will get this mod involved (it allows to leave caravan maps as caravan on the edge).
тетеря, блин 8 Sep @ 3:15pm 
could you please make a comment about a scenario when you want to use both this mod and «walk the world»? I mean, what are their differences and what is the profit to use both? thanks.
Just  [author] 28 Aug @ 4:02pm 
@lordmizou98 ah, ship! That makes sense, yep :) Welcome!
lordmizou98 28 Aug @ 11:22am 
Hahahaha thanks !! This particular ship is mostly on the world map ( a vehicle map ), but it would be nice to have the option to load in map and leave, so I will be changing the option back to normal when not neede. Thanks a lot !!!
Just  [author] 28 Aug @ 9:02am 
P.S. It takes ~1.5 seconds to recalculate the cache after modification
Just  [author] 28 Aug @ 9:02am 
@lordmizou98 https://imgur.com/a/PCba7nv but this is crazy :D
Just  [author] 28 Aug @ 8:51am 
@lordmizou98 o_O
oookay
lordmizou98 28 Aug @ 8:46am 
Would it be possible to increase the max tiles for the exit ? So that we can set it to 20 or more. I have a very large vehicle and 10 is not enough for it :/
Just  [author] 21 Aug @ 7:23am 
You are very welcome!