RimWorld

RimWorld

Move Your Monolith
81 Comments
Manluke 24 Aug @ 6:00am 
Does this work with the obelisks? I assume it not the case.
deadmanreaper13 30 Jul @ 10:29pm 
on the subject of moving the Monolith after activation, could the code from the spawning quest be used? if the code can already summon a Monolith in an active and useable state, all you need is a way to trigger it and a way to control its destination, which could both be done with a ritual.

add a ritual for summoning the Monolith, have its target spawn set to the Psychic ritual spot used to summon it, and have the base code summon a Monolith there within a few hours while having the previous Monolith removed.
deltaplays010 29 Jul @ 2:43pm 
thanks, doing a odyssey+anomaly run without this just feels odd
Roque the Rogue 29 Jul @ 7:41am 
Ferny, c'mon! think of the possibilities, Gravships Powered by Entities! ran on Foul Dark Voidtech Energy!
Kotobike 29 Jul @ 5:29am 
here is a patch for transporting the monolith on the gravship :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3537285852&searchtext=
Kotobike 29 Jul @ 3:47am 
yes yes, we need a monolith on a graviship!
Arky 27 Jul @ 6:41pm 
We need monoliths on gravships ferny :'(
Omega13 26 Jul @ 12:18pm 
If i can't put my monolith on my gravship how am i ever supposed to accurately recreate my own Event Horizon
MsKarMagick 🖤 25 Jul @ 2:00pm 
I activated the monolith at the start of my run, and since then moved several times with the gravship - I'm looking for a way to bring a functioning monolith up to a space station/asteroid base, is this the right mod for me? I've had the quest for a new monolith pending for a good while until I found a solution
Rim Baby 20 Jul @ 2:03am 
Please how can I keep the monolith on my gravship?? 😂
ferny  [author] 18 Jul @ 6:46pm 
All yall gotta stop throwing your monolith on the gravship😂
绿帽风云 18 Jul @ 3:29pm 
I have been trying to figure this out: In my odyssey play through. I first build a small stationary based in a map and I started assemble my grav ship. In this process I also activated the strange signal quest and got the monolith. But when I fired up my ship and moved to a new map, the monolith quest ended itself and in the map I did not get a new monolith. Is this by design or bug?
Dark Lord Dragoon 18 Jul @ 10:25am 
Hey this is probably stupid, but I forgot to deactivate this when I turned off anomaly to try and get things working. And the mod itself doesn't have the DLC as a hard requirement so didn't come up as anything wrong... except throwing errors all the time cause there's no DLC for it to do anything with. Probably want to add Anomaly as a mod requirement not just on the download. Cause I'm probably not the only person doing this... Using RimSort for mod management btw that's what didn't show dependencies.
Candlestone 17 Jul @ 5:56pm 
@salt_babe Also I believe that it failed the quest because the fail condition was still set off because the monument was on a tile that was destroyed.

If the fail condition tied to it being destroyed or removed is removed then it Should work fine.
Candlestone 17 Jul @ 5:52pm 
@salt_babe How do you do that?
Dirigible 17 Jul @ 3:12am 
I'm sure putting the monolith on the ship will be a great idea. Nothing ominous or flesh-related has occurred with alien monoliths on spaceships. You will have a good time. Do it now
Azure 15 Jul @ 7:18pm 
Could you make other stuff from the dlc movable too?
Collard Green Jedi 13 Jul @ 8:02pm 
@fenry

Tried it. Kept the monolith on board. The second you take off, it despawns as if you abandoned it. When you land, it's gone. Which sucks cause i wanted to keep it lol.
Urek 13 Jul @ 6:46pm 
uninstalled the investigated one on my ship and flew to another map, failed the quest but got another not long after, now I have two monoliths...
bleckflex 13 Jul @ 11:46am 
˅ yo it works now thank you
salt_babe 13 Jul @ 10:21am 
I successfully make Monolith travel with ship now.
Adding the following code to patch.xml

<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef[defName="VoidMonolith"]/bringAlongOnGravship</xpath>
</Operation>

You WILL FAIL the Anomaly quest though.The effect is unclear since you can still upgrade the Monolith and find new Anomaly just like normal.

I guess this is to prevent you activate Anomaly End game in space? I don't know.
Enlonwhite 13 Jul @ 6:00am 
oh.....if we could put this on a ship....its the next space ODYSSEY ship......now we know where the movie came from.
Seriously tho that would be funny. However at this time I dont think the game will like that.
ASS 13 Jul @ 3:48am 
is this compatibling with grav ship?
Futstub 12 Jul @ 11:14pm 
Oh man, I never even thought of that, and now I wanna do it! :D
salt_babe 12 Jul @ 8:56pm 
The monolith won't move with the ship thought, it just stays on the land.
Would be cool if there is a way to carry it with your ship.
ferny  [author] 12 Jul @ 4:25pm 
@Collard Green Jedi Haha try it that sounds fun
Collard Green Jedi 12 Jul @ 4:18pm 
So... im not gonna test it since I bet its bad but how bad does the game act up if I were to install the monolith onto a ship and... take it. Any test it?
Futstub 7 Jul @ 11:15am 
Why would one want to claim the monolith btw?
ferny  [author] 13 Jun @ 11:09pm 
@Crumb Fox This mod is finnicky as shit, its best you just move the monolith at the start then never touch it again. It's meant to be a very hacky solution
Crumb Fox 13 Jun @ 8:01am 
1.6-An error occurred during the handling process,Is it my problem:steamsad:
Exception ticking MinifiedThing36283 (at (178, 0, 61)): System.NullReferenceException: Object reference not set to an instance of an object
ferny  [author] 11 Jun @ 4:05pm 
v6 - updated to 1.6
Sheriff Rosco 24 Mar @ 12:06pm 
Could you include a config option to remove the ability to move your monolith if it has been investigated? I don't want to accidentally move my monolith now that I've investigated it since that runs the risk of breaking my game.
Нубас 16 Mar @ 10:08am 
Imagine uninstalling the monolith and just keeping it in your storage area for the rest of the game instead of disabling anomalies the normal way
"Oh, what's that on the shelf"

"That? Oh, that is just T̶̻͍͈̮̥̮͉͖̤͕̉͋̐͐ẖ̴̨͕͙̟̙̞͖͎̭̦̩̯̈́̀͛̊̽̈̄̇͊̊́͆̚͘͠ę̵̡̧͓̜͕͙̘̻̗͍̟̳̾̃͂̆͛̎̊́̉́̕̚͜͜ ̴̨̃͌̔̽̐͜m̶̧̡̛̼̣̾̈̍̓͜͝ơ̶̢̡͉̦̖͇̯͖͕͔̓̎͆̒̋́͐͘͘͝ͅņ̴̻̞̘̜͔̳͚̤̤̲̙̖͊̾̀͋̈́͌̈́͋̀̒̈́̈̚͘o̵͚̻͚̜̤̠̼̬͖͈̼̐̂͘͝͠ͅl̴̛̟͓̯̳̻͇̮̤̝͎̃̀͛̀͐͑͌͌̄̉͊͠͝͝í̸͕̼̳̜̺͚̺͈̟͍̣̠̣͜ẗ̴̢̮͖̣̫͖̻̣͉̠̻́̊̾͐̾̐͆͗̀͘͠h̵̡̝̠̼̥͕͈͎̙͈̆͂̂̑̔̄. We kinda just put it there and forgot about it"
Mani 24 Feb @ 11:39pm 
The smart minify mod cause this mod to malfunction
Hank 24 May, 2024 @ 5:41pm 
You are a king
Sorenson 14 May, 2024 @ 3:21pm 
@1v0 thanks for the suggestion of moving the monolith again if you can't attune it. I had that exact problem and it fixed it.
ferny  [author] 5 May, 2024 @ 4:32pm 
@Lung Yeah not much I can do. This is a finicky patch, use it at your own risk and be careful if and when and where you use it.
Lung 5 May, 2024 @ 4:07pm 
Incidentally cancelling the monument being moved as it's being hauled will result in the colonist bringing the box back. They will haul it to a stockpile, in which instance the monolith will incidentally duplicate, but also become too heavy to ever pick up again (colonist will attempt, fail, and try to pick it up again but it's too heavy?...). Effectively breaking it.
ferny  [author] 24 Apr, 2024 @ 3:05pm 
:((((
Dizzy_Dares 24 Apr, 2024 @ 2:56pm 
-re opens the wound-
ferny  [author] 23 Apr, 2024 @ 12:48pm 
@Orchid You're probably better off with patricia's movable monoliths that one does monoliths, obelisks, pitgates, and the trees. This one in comparison just does the monolith with no settings and with no dependencies or setup.
🍓Berri🍓 23 Apr, 2024 @ 8:34am 
Does this also work on the Oblisks or is it just the main monolith?
Sushima-Carmine 22 Apr, 2024 @ 5:19pm 
Tried this for the first time and moved my monolith to an infinitely cooler and secure location, works as advertised.

I highly recommend.
Captain Sheyn 22 Apr, 2024 @ 11:05am 
I rather build my base in a place not as good as i could than downloading a mod with a thumbnail like this
EdgelordOfEdginess 22 Apr, 2024 @ 5:32am 
thanks :3 @ferny
ferny  [author] 21 Apr, 2024 @ 12:15pm 
@EdgelordOfEdginess Should be
EdgelordOfEdginess 21 Apr, 2024 @ 7:08am 
save game compatible?
ferny  [author] 19 Apr, 2024 @ 3:39pm 
@ -=St*rZ=-<Elgoroht> Add me on discord @fernycord and I can send you the file
-=St*rZ=-<Elgoroht> 19 Apr, 2024 @ 3:20pm 
Hello Sir, this mod look awesome. Could we please have an external version of it ? Like Github or something alike ? Thank you :)
Wolbobus 18 Apr, 2024 @ 12:51pm 
thumbnails are awesome