RimWorld

RimWorld

Directly Abandon Settlement
89 Comments
Jellypowered  [author] 5 Sep @ 11:17am 
I think I could manage that!
Dragonling 5 Sep @ 10:39am 
@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.
-=GoW=-Dennis 8 Aug @ 11:27pm 
Would also like an option for it to automatically clear after cooldown time.
Jellypowered  [author] 8 Aug @ 8:09pm 
Without a log, I can't know what broke.
I will admit limited testing, Things may need to be adjusted for compatibility with other mods, specifically ones that also touch the same functions.
gexyandelly2 8 Aug @ 4:04pm 
My game broke after abandoning a settlement, luckily I had an autosave
PAXMA 8 Aug @ 9:40am 
Looking forward for more features:
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
Jellypowered  [author] 8 Aug @ 9:27am 
If abandoned camp tiles are different than abandoned settlement tiles, this mod in its current version won’t apply. I’ll look into this, and possibly add this feature as well.

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.
PAXMA 8 Aug @ 8:58am 
> Gizmo to remove individual abandoned tiles manually.

Is gizmo disabled when cooldown is active? Coz there is no button to remove abandoned camp.
PAXMA 8 Aug @ 8:52am 
@Jellypowered, setting cooldown higher than 30 days does not work. I set it to 120 days, created camp, left camp, abandoned camp has cooldown 30 days (while must be 120 days)...

Also, I managed to seamlessly switch from "Launch Sites Expire" to this mod. So thank you.
Jellypowered  [author] 7 Aug @ 9:58pm 
Paxma, got that 180 implemented.
Jellypowered  [author] 7 Aug @ 5:58am 
Sure, next time I’m home I’ll push that update through! Friday night at the latest!
PAXMA 7 Aug @ 5:01am 
Nice! Could you please make cooldown range wider? 1-180 days
Jellypowered  [author] 6 Aug @ 10:53pm 
Update! Now with a gizmo, cooldown system, settings, and multi-language support! 🛠️🌍🕒
Najica 6 Aug @ 12:41pm 
I'm having the same issue as Black Knight but I'm using the mod Grav Anchor Boosts Launch Quality and No Grav Anchor Needed. I launched at first fine with no abandoned settlement mark now I have 5 abandoned settlement marks on my map....
PAXMA 21 Jul @ 5:04pm 
Almost all TODOs of this mod is done in "Launch Sites Expire". Only map reroll is missing. Could you guys (modders) team up or at least share some knowledge with each other? :)
Also, there is another mode "Gravship Launch Site Timeout".
DEM APPLES!!! 18 Jul @ 12:22am 
also if you messed your world up before using this mod with a lot of old settlement tile blockers you can destroy them with dev mode in the debug menu
DEM APPLES!!! 18 Jul @ 12:00am 
this mod is perfect to pair it with non-destructive gravlaunches mod. I kind of hated their dlc because it just full on destroyed the tile but with this I hope it will fix the problem
Giorgio Dibitonto 17 Jul @ 12:53am 
Lastly to be completely honest there is another mod that did what some people search, this one.
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.
Giorgio Dibitonto 17 Jul @ 12:41am 
THIS MOD

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)
Giorgio Dibitonto 17 Jul @ 12:41am 
@Black Knight

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
Jellypowered  [author] 16 Jul @ 12:14pm 
I’ll probably need to update to account for that. I’ll see what I can come up with this weekend maybe, I did end up getting the DLC so I can actually test things now.
☠Black Knight 16 Jul @ 8:44am 
So um... I can't seem to get this mod to work, or maybe I'm just not understanding something. I did it once before. But now when I go to launch with my grav ship (I also have nondestructive launch mod) it just creates an abandoned tile that I cannot do anything with. There is no button anywhere that I can find to remove the abandoned status.
Beric01 15 Jul @ 6:56pm 
Great mod! Agreed with others that making it so you can't abuse special tiles with farming would be a great future for the future. Then we can avoid map destruction in a nomadic playstyle, while preventing farming abuse.
Giorgio Dibitonto 15 Jul @ 12:40am 
@Jellypowered

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 :)
Jellypowered  [author] 14 Jul @ 6:21pm 
Hey, thanks for the notes! This makes much more sense. I can see the implications of why this mod may not be balanced with Odyssey, I like the re-rolling of the tile idea, I will definitely look into that style of functionality. I will however at least enable that functionality to be skipped via mod settings, as well as look into implementing a cool down for the tile. Cool down is in base camp tiles when abandoned so I don't see why I couldn't duplicate that for settlement tiles.
Giorgio Dibitonto 14 Jul @ 3:35pm 
Last note.

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
Giorgio Dibitonto 14 Jul @ 3:33pm 
Also this is only a suggestion, if you don't wanna Implement it because you don't have odyssey is perfectly fine, I appretiace you work still a lot.

Just want clarify the reasons I think is not well balanced
Giorgio Dibitonto 14 Jul @ 3:32pm 
The reason why this mod is not balanced with odyssey is the following;

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.
Kato 14 Jul @ 10:37am 
Quick note, just in case nobody has said anything yet:
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!
Risk 14 Jul @ 7:27am 
appreciate it love your mod !
Jellypowered  [author] 13 Jul @ 7:01pm 
I can look into that at the very least. Might throw that into some mod settings in case people don't want to utilize that.
Risk 13 Jul @ 6:53pm 
thx man. will this also work for the camp? since it blocks a tile for 30 days
Bugish 13 Jul @ 3:24pm 
it's probs fine as it is, yeah.
Jellypowered  [author] 13 Jul @ 2:33pm 
Should we leave it as is then? I cant see either of these mods being performance impacting so it wouldn’t be a big deal to run them together. I skipped anomaly but I’ve kind of got the bug to play again, and naturally I’d have to get both the DLC’s I don’t have haha
Bugish 13 Jul @ 1:58pm 
Alright, so, i’ve done some testing:
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.
Jellypowered  [author] 13 Jul @ 12:18pm 
If I ever end up with the DLC i'll be happy to figure out how to take care of that!
Bugish 13 Jul @ 10:52am 
Afaik the tile blocker is different, instead of being an abandoned settlement it’s the crater your ship leaves behind as it takes off.
Jellypowered  [author] 13 Jul @ 10:29am 
And also: Is the tile blocker left behind from a gravship launch the same as the vanilla tile blocker "abandoned settlement" ?
Jellypowered  [author] 13 Jul @ 10:27am 
Can Anyone with the Odyssey DLC confirm,

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.
Giorgio Dibitonto 13 Jul @ 2:57am 
The best solutions would be make so the abandoned settlement is created and removed after X time (for example 60 days), making so players don't farm that tile and explore others landmark, but eventually that tile and landmark would be again available for generation.

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"
Giorgio Dibitonto 13 Jul @ 2:57am 
@Jellypowered
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.
Jellypowered  [author] 12 Jul @ 9:27pm 
Should be good to go for 1.6.

Coldwon? Cooldown?

I don't have Odyssey so... don't know about the tile blocker.