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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...
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
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.
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.
I will admit limited testing, Things may need to be adjusted for compatibility with other mods, specifically ones that also touch the same functions.
1. Imcorporate "Non-Destructive Gravlaunch", so launch sites are removed within cooldown time. Some mods already do it, maybe borrow code from them: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3527008501 and https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3525571078
2. Reroll map after cooldown. "Map Reroll" is not updated to 1.6, but "Map Preview" (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2800857642) is updated and has map reroll in it.
Could you please mention similar mods in description of your mod?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3527008501
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3525571078
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522708183
Yes, the gizmo disappears once a cooldown is active.
I’ll double check tonight regarding the new extended cooldown range, though it should have been a single change in the source, I might have missed something.
Is gizmo disabled when cooldown is active? Coz there is no button to remove abandoned camp.
Also, I managed to seamlessly switch from "Launch Sites Expire" to this mod. So thank you.
Also, there is another mode "Gravship Launch Site Timeout".
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3527008501&searchtext=
What it do
- This mod remove the crater after a cooldonw. This help on balance
Want it don't do
- don't reroll the world tile (don't reroll new tile mutators, at least it is not mentioned)
- Don't interact with "abandoned settlements" at all.
So I still leave this link here in the case author thinks is not necessary update this mod, but if you will do it (with yhe planned features listed) will be very appretiaced cause people that don't wanna use gravship and are still nomadic will meet the same balance issues creating several abandoned settlements and removing it immediately.
This mod take place and act in two conditions:
- vanilla, you have an anchor, you leave the world tile that stay opened. Here when you abandon it will be created an abandoned settlements that will be removed imeedialty with this mod
- you installed a mod that make possible leave the worldtile without an anchor, keeping it opened, same as above..
LAST NOTE
- So yeah, this mod work, but with the settlements, not the crater, so you must first create an anchor (before leaving with the ship) or use a mod that keep the worltile opened without anchor.
- this mean also that the same consideration we did about balancing on "abandoned settlements" could be valid also for "craters".
- So adding th coldown and than the reroll (with new feature and lanmakrs) would be useful for crater too, for people that don't wanna keep the tile opened and abandon it directly.... But to avoid to double the work I would be happy already with the abandoned settlmentens (be forced to create anchor)
To explain it, you have two scenarios in vanilla:
PREMISE
1) you lift up with the ship without an anchor
- Than the world tile is destroyed creating a crater
- The crater is permanent, you can't return there, the worltile is dead.
2) You lift up with an anchor
- You don't create a crater
- the map stay opened
- if you launch several time with anchor form several worldtiles than these maps stay opened
- if you leave the map then it will be converted on abandoned settlements
So if you abandon a world tile after landing with a ship it will always become a "perment bandoned settlements" or a "perment crater", they have the same purpose.
Dev did this to avoid players abuse same Rich world tile (landmark) immediatly without search for others
Thank you so much for this....
I think this will solve finally all Odyssey dead tile issues related and will be balanced, I appretiace it a lot. Thank you for all your work.
Have a nice day :)
If one day you will return to this, I think that best approach to make it balanced and working well with odyssey spirit is implement both
- give a coooldown
- Reroll is tile mutators
Just want clarify the reasons I think is not well balanced
If you make a settlement landing on a rich landmark with a lot of features (a rich place), and than you go away from it you can do two things.
1) don't abandoned the settlement
- in this case the maps is not closed
- The maps obviously is not replenished
The issue here is that if you did this for several landmark on a nomadic playtrough than you will have several maps opened (performance issue ecc).
2) You abandon the map, creating an abandoned settlements that can be removed with this mod.
- I tested and the landmark is not removed
- You can return immediately there, the same landmark features will be generated, and you can farm that tile forever.
For this reason I suggested to:
- Add a coldown or reroll the tile making so it will get new features (and if you are lucky new landmark), but always after some times making so you will return there only after some time.
The author of "Non-Destructive Gravlaunch" is directly referencing this mod as a suggestion to expand the functionality of their mod in the description (as this mod also removes the crater/settlement marker from grav launches when paired with their mod).
Might wanna add a reference to this description the other way, since it doesn't seem like it works for grav launches without it, as the grav launch craters don't count as settlements for the purposes of this mod otherwise :)
Awesome mod btw, loving it!
This mod alone does not clear the “gravship launch” blocker. However, when used alongside the mod “Non-Destructive Gravlaunch”, which generates a colony site at the launch point, abandoning the launch tile works normally.
If you launch your gravship without an anchor while this mod is active, does the landmark/site regenerate as if you were never there?
Essentially I need someone to test if this scenario is possible:
The reason of this is that if abandoned settlements wouldn't be created, than a player could theoretically could:
- explore a rich landmark
- leaving that landmark going on a proximal world tile
- return immediately on the previous tile farming that landmark again without exploring new one.
So i wonder if is possible have an option to change the "immediately remove it" with "remove it after 60 days" for balance ok odyssey.
I think an option would be better cause players that don't use odyssey want probably stay with "remove it immediately"
Thank you for the reply, will try to explain.
Actually Odyssey make so you can use your ship to fly to new world tile making possible a nomadic play style.
Everytime you go on a wordtile with ship it automatically settle on the tile. If we lift up form that tile and we go on others wordtile, the maps stay open (with anchor) but if you don't want have more maps at seame time than you must abandon that previous map.
This only creating a lot of abandoned settlements, dead wordtile.
The reason of this is that if abandoned settlements wouldn't be created, than a player could theoretically could:
- explore a rich landmark
- leaving that landmark going on a proximal world tile
- return immediately on the previous tile farming that landmark again without exploring new one.
So abandoned settlement solve this problem, but at same time a lot of players don't like have the world maps full of them.
Coldwon? Cooldown?
I don't have Odyssey so... don't know about the tile blocker.