RimWorld

RimWorld

Non-Destructive Gravlaunch
111 Comments
DeadDragon 22 hours ago 
can't abandon orbital baseses
John Cruelty 4 Sep @ 7:24am 
A work-around for the QoL suggestions: you can destroy the map via "Destroy Map" in debug mode while viewing the map. Just save before so you don't lose your world.
Laquillare 3 Sep @ 10:18am 
I third the previous QoL suggestion comment.
Zaphiel 29 Aug @ 10:40am 
I second the previous QoL suggestion comment. Would be nice to have such popup.
Bast 27 Aug @ 10:39am 
Yes same, just to save time on constantly going back to abandon the maps you don't want
soeur 27 Aug @ 7:51am 
Hey, I have a QOL suggestion. When launching a spaceship to leave the map, a pop-up window can be displayed to ask the player whether to destroy the map. Because sometimes we want to delete the map, and sometimes we don't want to delete it.
The Ghost Minx 23 Aug @ 6:19pm 
@Planetace Understood, will do that now. Thank you!
Planetace  [author] 23 Aug @ 7:27am 
@TheGhostMinx Steam takes time to update mods, some users have gotten the update and others will not without forcing it - I dunno why Steam does this, just try and redownload the mod and see if it grabs the right version.
SirFalger 23 Aug @ 6:04am 
love you
The Ghost Minx 22 Aug @ 8:19pm 
Sorry to bother you, but I have the same error as user moDe. Is this a thing I can fix by tweaking any settings, or something to just wait on until you update something?

Thank you for your hard work and for doing this for everyone!
The Ghost Minx 22 Aug @ 8:18pm 
[Non-Destructive Gravlaunch] Has failed to intialise due to: Patching exception in method System.Void Verse.WorldComponent_GravshipController::TakeoffEnded()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
NonDestructiveGravlaunch.NonDestGrav_Misc:Error (string)
NonDestructiveGravlaunch.NonDestructiveGravlaunch:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Dr Six, corgi battlemaster 21 Aug @ 2:33pm 
Thanks for making this
X3 20 Aug @ 10:01pm 
Thank you Planetace.
moDe 20 Aug @ 8:59pm 
Appreciate the quick work
JetLag. 19 Aug @ 5:42pm 
Hooray!
Planetace  [author] 19 Aug @ 5:13pm 
Publishing Transpile Fix, terribly sorry for the wait and thank you all so much for your patience!
EvilNecroid 18 Aug @ 12:30pm 
i got that error too
moDe 16 Aug @ 11:58pm 
I have the same error. Did not mean to post it
moDe 16 Aug @ 11:58pm 
[Non-Destructive Gravlaunch] Has failed to intialise due to: Patching exception in method System.Void Verse.WorldComponent_GravshipController::TakeoffEnded()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
NonDestructiveGravlaunch.NonDestGrav_Misc:Error (string)
NonDestructiveGravlaunch.NonDestructiveGravlaunch:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
plaerjilion_RUS 15 Aug @ 4:42am 
[Non-Destructive Gravlaunch] Has failed to intialise due to: Patching exception in method System.Void Verse.WorldComponent_GravshipController::TakeoffEnded()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
NonDestructiveGravlaunch.NonDestGrav_Misc:Error (string)
NonDestructiveGravlaunch.NonDestructiveGravlaunch:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
You all say about this error?
Slop 15 Aug @ 1:18am 
@Planetace Take your time man, love the mod
eSPiYa 15 Aug @ 1:01am 
I wish mods that are on public repo can be used instead of per-user upload. This could really help in maintaining mods like this without relying on a single person. Workshop is littered with lots of forks of the same projects because the original dev disappeared.
Planetace  [author] 15 Aug @ 12:38am 
Going to have to extend the update a bit, few more real life stuff happened and will need a few days to sort things out. Thank you all for being so patient!
Amarth 14 Aug @ 9:34am 
@Bounty If you made a fork that solved the issue, would it be possible to upload it to the Steam workshop?
FotisP68n 9 Aug @ 4:22pm 
This doesn't work? Is it because of the harmony patch the others are mentioning or is something on modlist broken?
Jellypowered 9 Aug @ 12:16pm 
The ILcodes most likely changed. You could probably do something safer like:

Updated Transpiler for Non Destructive Grav launch [gist.github.com]
Swordie 9 Aug @ 2:28am 
Rolling Harmony back does not fix the issue, most likely it was the actual rimworld update.
Planetace  [author] 6 Aug @ 10:50pm 
@Bounty I'm fine with it.
Bounty 6 Aug @ 4:06am 
@Planetace Is it cool if I do a temporary fork to update this?
Swordie 6 Aug @ 2:09am 
@Planetace sounds good to me, I think I can survive until then :P
Planetace  [author] 6 Aug @ 1:51am 
That's unfortunate and to add some extra news, I won't be able to update the mod for a few days due to real life events. I'll get a patch up and running as soon as I can return however.
Bounty 6 Aug @ 12:45am 
It looks like the Harmony patch is broken because the if statement in the TakeoffEnded method of the "WorldComponent_GravshipController" class was updated. The condition "!map.listerThings.AnyThingWithDef(ThingDefOf.GravAnchor)" was changed to "mapHasGravAnchor"
Swordie 5 Aug @ 10:11pm 
Just a note, I did not have this error yesterday, the game did update today.
Perhaps causing an issue??
Swordie 5 Aug @ 8:44pm 
Getting a failed to initialise on startup. Just trying to work out what is causing it so I can fix it.

https://gist.github.com/HugsLibRecordKeeper/06c4e92166f2a17e4db5c0523fe87ac7
Gota 4 Aug @ 8:01am 
@sylentine The "I'm over here!" mod removes events from tiles that have nobody there
Gawdwin 3 Aug @ 8:59am 
@sylentline Abandon the colony and events will stop. Othewise events still happen because people still try to raid and steal your stuff whether you are there or not.
sylentline 2 Aug @ 9:07pm 
the mech constantly raid my old map tile even im not there anymore. any solution for this?
hagnat 1 Aug @ 7:27am 
is this compatible with CE ? /joke
thanks for the mod :)
Shinobi 31 Jul @ 1:49pm 
So, no bug report, and it seems the issue is known. But I noticed something, when leaving sites with the Gravship, the site remains, and you have to manually abandon the site. No big deal, at least there is no huge hole in the ground anymore, whole point of this mod.

Any ways, turns out if you leave something behind, for instance, I left a chem station that has to be placed outside. The site auto abandons, and you cant go back to get your shit. Gonna test it with just a campfire and see if the same thing happens.
Tendi 25 Jul @ 9:53pm 
@planetace.

A question, I wonder if its possible to "Clear" a tile rather than keep it open. I'm not asking to change the mod, but I wonder if you could potentially cause the game to "reroll" or "Forget" the tile, so that it could be landed on again in future.

Do you think such a thing would be possible?
Smash Phil 21 Jul @ 12:43pm 
@CW It has nothing to do with Odyssey, it's a caching bug related to map components that's just easier to reproduce with grav ships since they load / unload maps more frequently. This bug is also present in the 1.5 version.

It's fixed in the latest build.
stecph 21 Jul @ 2:26am 
You wrote you are not gonna add features to the mod, but I kindly ask if a minor (???) one is possible.
Please could there be a prompt asking if we wanna "abandon" the tile or keep it?
I mean the in-game "abandon" feature.
The mod works fine, but the tiles left behind are considered "bases", so i still get raids and events there.
I have to manually abandon the tile.
Biggest issue is that I am sure sooner or later an amazing event will happen in a random far away tile....and I will cry:-))
CW 20 Jul @ 3:14pm 
wait, so VVF cant safely be played with odyssey?
Jaaruden 20 Jul @ 8:16am 
Informed. Thanks for the info!
Planetace  [author] 20 Jul @ 4:54am 
@Jaaruden just tested it, Non-Destructive Gravlaunches is not at fault in any way - Vehicle Framework cannot handle orbital map abandonement, this means that VVF is fundamentally incompatible with the Odyssey DLC if you manually abandon an orbital settlement. The reason NDG is seemingly causing the issue is because it allows the bug to fire earlier with the mechhive map, I suggest going to the Vehicle Framework side and posting a bug report.
Planetace  [author] 20 Jul @ 4:45am 
@Jaaruden Very interesting, I'll need to see what Vehicle Framework does for handling map abandonment and get a patch out.
Jaaruden 19 Jul @ 7:28pm 
To add: seems like this mod has compatibility issues with Vehicle Framework, as the logs suggested
Jaaruden 19 Jul @ 7:26pm 
After abandoning the starting mechanoid relay, error spam. I'll disable this mod for now.

https://gist.github.com/HugsLibRecordKeeper/14570ae5d525d17d319d019944c74527
discord9 19 Jul @ 12:39pm 
I found maps like Ancient Stockpile still gets destroyed after leave even with this mod enabled
Planetace  [author] 18 Jul @ 8:09am 
@Flair Monitor never tested it.