RimWorld

RimWorld

Gravship Launch Site Timeout
26 Comments
Freddy Fazbear 31 Oct @ 11:41pm 
this mod is simple, yet effective
Whisper 14 Sep @ 11:31pm 
I know nothing about modding, how likely is this to cause bug?
PriestOfVanedu 25 Aug @ 5:20am 
This should be a base game feature ngl.
V 19 Aug @ 8:12pm 
thank fuck, i love this mod. resets tiles after a long period of time is exactly what I want, thank you for this.
SlowVelcro 8 Aug @ 12:03pm 
Perfect mod, exactly what I wanted! And I mean EXACTLY. Even the default time is exactly what I had in mind!:steamhappy:
SporkFortuna 27 Jul @ 5:42pm 
@Ivan_Blitzkrieg it looks like it. I actually just accidentally found out--I just clicked an abandoned settlement and it said I left 1.2 years ago.
zamir_bezgoev 26 Jul @ 3:09pm 
Thank you! I was looking for this exact mod! Although I don't plan to return, the "finite" nature of the world was weighing on my mind)
Ivan_Blitzkrieg 25 Jul @ 9:28am 
Is it fixing already existing launch sites?
Riddley 25 Jul @ 8:50am 
Thank goodness. I was hoping I'd see this eventually.
恰似宛然一笑生花 22 Jul @ 10:19pm 
Hello OceanicOxen. That's an interesting mod.
So I created a mod " Gravship Launch Site Timeout_zh
 " that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Badger 22 Jul @ 8:35am 
I kind of want it to always leave a terraforming scar site wdyt >.>
OceanicOxen  [author] 22 Jul @ 4:10am 
@PAXMA looks like it was made at around the same time as this one.

i think they are probably about the same
PAXMA 21 Jul @ 4:57pm 
There is "Launch Sites Expire" which does the same thing. What's the difference?
OceanicOxen  [author] 21 Jul @ 1:29am 
I found a mod named "Directly Abandon Settlement" that seems to get rid of them but there does not appear to be a feature that allows you to have them timeout rather than just disappear.
Reprogrammed Automaton 21 Jul @ 1:28am 
After looking at it a bit more too, I think what is causing them is the maps where you have pocket maps.... the hackable stoage facilities and the like, at least all of the ones I got still remained on those.
OceanicOxen  [author] 21 Jul @ 1:26am 
@Reprogrammed Automaton, I got some of those too, I don't really know what causes them. I will look into it if I have time
Reprogrammed Automaton 20 Jul @ 8:42pm 
I seem to be getting abandoned settlements in addition to the grav-crater as of my last few launches, what causes those and can I make them time out too?
[FESA] Betten 19 Jul @ 11:27am 
Thank you i was looking for a mod like this.
Sharsharkan 18 Jul @ 12:15pm 
Exactly what i was looking for. I didn't want to outright turn that feature off, even though i don't agree with how it works in vanilla. This is the perfect solution.:steamthumbsup:
Giorgio Dibitonto 17 Jul @ 4:56am 
Hello, thank you for the mod, is the only one that make things balanced!

I wonder if when we use this in a worldtile with a landmark, than the world tile will keep his features and lanmakrs when the coooldown will stop.

If yes would be possible randomise the tilemutators when the coooldown ended?

If not thanks anyway for this amazing mod.
OceanicOxen  [author] 17 Jul @ 4:10am 
@TrashPanda117MC the intent is that existing ones would also get a timer, if they don't let me know.
The timer on existing ones start from when you load the save with the mod installed
TrashPanda117MC 16 Jul @ 8:54pm 
If there are already sites on the map, will they get a timer or do I have to find some way to delete them from the files?
GUleiduoDaze 16 Jul @ 8:04am 
This should be a configuration in vaniila game, great work!
Smiley Face Killer 16 Jul @ 1:26am 
I was hoping someone would do this
And yea definitely should have been vanilla
Turkwise 15 Jul @ 11:33pm 
This is how it should be in vanilla honestly
BlueHatCipher 15 Jul @ 11:22pm 
This seems like an excellent middle-ground between the baseline Odyssey method and removing the need for grav anchors entirely; it leaves them with a purpose but lets you forego them if you don't care about the tile you're on right now/are desperate enough. It also still restricts farming tiles for resources, at least by time-gating it; which is roughly similar in principle to deep-drilling. Definitely using for my next run!