RimWorld

RimWorld

Launch Sites Expire
55 Comments
Cat Princess 9 Oct @ 2:43pm 
my gawd this is core game
JoeOwnage 6 Sep @ 7:48am 
Does this make it possible to revisit colony sites that you've launched from?
LB-TN-CNZVW-R82 30 Aug @ 11:50pm 
This should've been in vanilla
bean 29 Aug @ 9:10pm 
@Fish Cultist Anyway, if you want a lore reason, there's that. Now typically this is a long process (this revitalization takes places over hundreds of years) but Rimworld works on a very clearly different time scale so probably configure them in a way that makes sense to you in regards to how long.

I wrote more but Steam kept getting angry at me and I don't want to flood the comments .u.;;
bean 29 Aug @ 9:10pm 
@Fish Cultist just imagine the land retaking the crater over naturally - after any natural disaster or man-made disaster, eventually mosses and lichens (which make way for shrubbery, then bushes, then finally trees) will "take over" the remains and allow other plants to build off of them once they die, providing nutrients.
Fish Psycaster 29 Aug @ 1:13pm 
wish this was the way it worked in lore
Seroth0 23 Aug @ 5:26pm 
Sorry, looks like something else was the culprit. I must have changed more than I thought. Switched this back in and it works.
cass  [author] 22 Aug @ 8:35pm 
I'm not seeing anything in the logs that directly relates to this mod's patches. What exactly is happening when you get these errors? Are there any launch sites or abandoned camps on the world map? It's possible there's some kind of incompatibility, do these errors still happen with fewer / no other mods?
Seroth0 22 Aug @ 4:01pm 
Hi, started getting game braking errors this morning. Went through my mods and they go away when this one is removed. Logs below. Thanks for any help


https://gist.github.com/HugsLibRecordKeeper/193fb030a58f5d96c1fb69e3ea7e958a
General Profit 20 Aug @ 8:19am 
How would you make it have a separate cool down? i would love to be able to enable landmark launch sites expire but have a very very long cooldown
cass  [author] 20 Aug @ 7:42am 
It's intended that landmark launch sites don't expire (since that's how vanilla handles campsites), but there's an option to enable it in settings.

It won't apply retroactively though, so you'll have to remove any pre-existing launches without a timer via dev mode.
도깨비 20 Aug @ 7:32am 
hey, love your work. just a quick question : I've noticed that the gravship launch sites don't expire when I launch from a landmark (like ancient sites). Is this an intended feature? I've checked my modlist, and don't find anything that touches gravship launches besides this one. Thxs in advance :)
King DaMuncha 14 Aug @ 1:40am 
Do leaving still destroy a village you have visited?
King DaMuncha 14 Aug @ 1:38am 
Does this just remove the icon/image or can the tile be used again by another quest?
Long-comment-san 13 Aug @ 7:25am 
Damn and here I wanted to decimate the world map to see how that will look
rexs246 13 Aug @ 12:43am 
does it still destroy astriods and space stations
General Profit 8 Aug @ 12:02am 
Could I make a suggestion of adding an option for landmarks launch sites to be able to expire but with a different cooldown?
GoofyGuy73 5 Aug @ 4:24pm 
can you do one for abandoned colonies Second time asking
Quilava 4 Aug @ 7:49am 
now this ... this is truly nomad , it just so lame that you cant visit old spot without that expensive grav anchor :steamfacepalm:
Blob [FBI] 3 Aug @ 3:03pm 
Did my guy really say CE
Baconflakes with da chez 3 Aug @ 11:34am 
CE?
The DucK 2 Aug @ 11:29am 
Thank you so much. I liked having tiles destroyed on launch without an anchor. But really disliked that they were permanent. Crazy work duder
Brawler 1 Aug @ 6:02pm 
That mechanic bothers me to no end. I figured someone would have to make this mod. Thank you for answering the call! o7
Spank Daddy 1 Aug @ 2:40pm 
Hello, I have a question about how this works, do the launch sites info stay in my save file? Do they add up over time? Thanks!
The Wangler 29 Jul @ 9:00am 
Amazing thank you!
Giorgio Dibitonto 26 Jul @ 4:35am 
Well, first thank you for this, you did an amazing job.

Just wondering if you think is possible add an option to add randomly new features or landmarks to the tile, when the camp or launch site is removed.

If not thanks anyway for this mod!
ibfolk2c 24 Jul @ 12:55pm 
oh thank god. I was worried I was going to have to learn rimworld modding to get a mod that adds a timed removal instead of complete/instant removal... Now I just need one that does the same for settlements.
Manluke 24 Jul @ 5:59am 
I had no idea about the camp feature, good to know. Thanks for this mod this will be useful as to reuse the title later but a cooldown.
Userless 23 Jul @ 12:36am 
I thought for first, that the devs might put in a research in regards of a couple of things by the end of the research line :
1. Launch-site will not be inaccessible (advanced grave-ship drive and or upgrade),
2, Some scanner that (for a resource) you can recover sites (perhaps extending the reach and visibility of the drive.
3, Gravship weapons? Derelict sites for ships (that you can salvage and board).
4, Pirate ship raids with ships (that you can salvage or build in). I know I play a lot of spacegames like stardeus, but anyways :D you know what I'm talking about.

Thanks for your mod Cass. its awsome
Tauterstar 22 Jul @ 9:21pm 
I was hoping someone would make this!

I hope someone expands on this concept with a "launchsite" Terrain feature that shows the carnage of what a grav ship launch does and lets you actually visit and even live there.
Piff Piffington 22 Jul @ 8:08am 
ive been waiting for someone to make this, thank you!!!
FelipeGames2000 22 Jul @ 5:39am 
"By default functions in the same way as abandoned camps, only removing sites that aren't located on a landmark"

Wait, abandoned campsites do not expire if they're placed in landmakrs?
I've been waiting for two whole quadrums to be allowed to return to the campsite in the abandoned city I had to leave because of hunger, when it turns out they are gone forever?

GOD DANGIT!
Bella~❤ 21 Jul @ 12:03pm 
I second the idea for abandoned colonies as well
GoofyGuy73 20 Jul @ 10:37am 
can you do one for abandoned colonies
GoofyGuy73 20 Jul @ 10:21am 
This is the true thing i wanted
Sekai no Yamada 20 Jul @ 1:29am 
now this is the mod i wanted!
Fyne 19 Jul @ 6:31pm 
legendary mod
Azure 18 Jul @ 10:04pm 
And if I don't check the option will the tile be destroyed forever?
Azure 18 Jul @ 10:04pm 
Thanks for your explanation! But I still get a question,if I turn this on and fully explore the landmark,what will happen then?Will the landmark itself expire just like in vanilla?
Gatoviejo =^,^= 18 Jul @ 12:52pm 
thanks your work
Ragnarok 18 Jul @ 12:24pm 
good mod, thanks your work
Farbott 18 Jul @ 9:25am 
swag
lloki 18 Jul @ 2:06am 
cass  [author] 17 Jul @ 11:09pm 
@Azure In vanilla when you leave a campsite it creates a temporary "abandoned camp" which expires after 30 days. However, if that camp was located on a landmark it instead creates an "abandoned landmark" that locks you out of the tile permanently.

The mod mimics this behaviour by default, but if you turn on the expire on landmark settings it will only ever spawn the temporary variant of camps / launch sites, allowing you to revisit landmarks in the future.

@Mayeth I'll probably add settings for abandoned player settlements at some point. Destroyed npc settlements are less likely since I'd have to catch the different ways that mods spawn them.
Azure 17 Jul @ 5:11pm 
Hi ,what does the expire on landmark setting do?Sorry as I don't quite understand it.
Mayeth 17 Jul @ 12:06pm 
This just needs normal settlements too.
cass  [author] 17 Jul @ 1:16am 
Yeah, it just becomes the same as a tile you've never been to.
あ⁧🐾 16 Jul @ 12:45pm 
this is what i've been wanting, thank you. i assume this means expired launch sites will be regenerated if revisited later?
Zoe, the Bad Wolf 16 Jul @ 6:23am 
Thanks, Cass.
I believe this feature will be desired by many a people!!! :D
...
Never thought I'd see myself typing that and read myself in Dean's (Supernatural) voice. xD
Nerd Cat 16 Jul @ 5:18am 
This is the feature I wanted. Good job. :steamthumbsup: