RimWorld

RimWorld

Land On Anything
86 Comments
WeskerMo 4 hours ago 
Could you make compatibility for save our ship 2?
Nepenthe  [author] 14 hours ago 
Version 1.0.3 uploaded with a fix for the "geyser stuck on ship" issue.
Nepenthe  [author] 27 Sep @ 1:23am 
@wofwofwofwofwofwofwof did you save the game mid-flight?

I did test that scenario with this mod some features didn't work but the game didn't crash or have any major issues. If that is the case: do you have the same issue if you load a game before taking off and redo the flight, and do you have the same issue if you disable this mod and then load the game?
wofwofwofwofwofwofwof 25 Sep @ 1:31am 
The gravship indicator vanishes instantly after being placed, error log says GravShipLandingMarker cannot be placed in null map
https://gist.github.com/HugsLibRecordKeeper/0b6f2013cf51aecf59056037b04e5168
COCKTRAKTOR_AVITO 24 Sep @ 1:47pm 
God bless your soul man!
My 7000 points ship is now able to continue its blood fueled path.
Nepenthe  [author] 20 Sep @ 12:10am 
@FotisP68n this mod doesn't affect which tiles you can choose as a destination, so it won't let you land on the same tile you take off from.
FotisP68n 18 Sep @ 2:18am 
Can I land on the same map with this mod? I'm basically looking to be able to relocate the gravship and rotating, if not how do I do it?
Nepenthe  [author] 15 Sep @ 8:45pm 
@Guardian Thanks, I see the issue now - the geyser removal is done in a loop that only runs when damage is enabled (since that was the original purpose of the code, before I discovered the need to have special anti-geyser code)

I'll have a fix uploaded shortly.
Guardian :D 15 Sep @ 6:20am 
Hello, Noticed that if I turn off the 'damage to ship' option, the steam geyser doesn’t disappear when landing.
Nepenthe  [author] 5 Sep @ 3:07am 
Adding mid-flight should cause the mod to not work for that landing, but shouldn't loop endlessly - I'll see if I can figure out why and add more safeguards. In the meantime, like RaarCDN suggests, add the mod **before** launching.
RadarCDN 4 Sep @ 11:10pm 
Tested the mod out. I would advise that you install the mod before you launch and try to land on a map. Saving during the landing sequence, installing the mod and then trying to land just leads to an endless landing. Reloading an earlier save (before map generation) fixed this.
Nepenthe  [author] 4 Sep @ 9:26pm 
@Anker I've had that issue in vanilla and fixed it by moving a grav extender a single tile. Something confuses the game regarding distance & max number of tiles, and moving the grav extender resets that,
Anker 4 Sep @ 1:28pm 
Actually, I notice substructure is considered 'disconnected' after installing it even though it isn't. Not good. I guess this isn't a mid-save sort of mod.
Anker 4 Sep @ 1:19pm 
Be careful landing on ocean tiles. You can land there, but substructure will be lost, so expect to lose some gravship pieces when you lift off again.
Nepenthe  [author] 26 Aug @ 5:58pm 
@oldmanwhistler can you enable debug in the mod options, land on a geyser, and upload the logs?

Also, which of the mod options do you have enabled.
oldmanwhistler 26 Aug @ 2:42pm 
I'm having issues with geysers becoming part of my ship floor when I land on them. Looks from the history someone else has something similar to I'll try to reproduce it.
freackyfreac 25 Aug @ 1:49pm 
so i modded my ship to 4k tiles size, playing on 250x250 maps. and installed the void mod and wanted to raid their base in a mountanious area. and guess what? no where space to land. looks like i have to squish myself into the mountain and dig my way out
Tarradax 25 Aug @ 5:58am 
Great mod. Any chance to have support for Orca Shuttle (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528001139) ?
Soldier Of Schwarzwind 24 Aug @ 11:02pm 
This is where the fun begins
Nepenthe  [author] 24 Aug @ 11:48am 
@milleniumnomaf this mod doesn't affect quest shuttles, just the gravship and passenger shuttle added in Odyssey. Technically you don't need Odyssey installed, but without Odyssey it won't actually do anything.
milleniumnomad 24 Aug @ 10:32am 
Is odyssey DLC must be installed?
I need this mod because quest shuttle landing spot is blocked with fleshmass walls and I have no idea where it's landing spot is.
I wish quest shuttles crash whatever under it and show up. -_-;;
Nepenthe  [author] 20 Aug @ 11:48pm 
@Zack Thanks. Too much time fixing typos in my code, not enough time fixing typos in the description!
Zack 20 Aug @ 2:41pm 
Cool as hell mod.

Just wanna point out "50% of it's max health." It's "Its max health", not "it's max health." Its is a possessive.
Chiffon 19 Aug @ 1:26pm 
Hello. I tried multiple times and failed to reproduce. Now it seems like a random mysterious runtime obscure occurrence. I'll keep an eye on this and do my best to provide a log should such thing happen again. Thank you for being so concerned, happy coding :P
愉悦z 19 Aug @ 1:32am 
This is amazing, it's unbeatable, buddy. Who can believe that the Star Destroyer of the Galactic Empire is blocked by a furry animal friend's small wooden frame.
Nepenthe  [author] 18 Aug @ 9:19pm 
@chiffon In my tests the geyser removal code is working fine. If you're having issues can you enable debug mode, land on a geyser, and let me know what is in the logs? Should look something like:

Land On Anything: PopulateDamageMap: geyser at (110,0,208) added to geysersToKill (x4)
Land On Anything: PopulateDamageMap: attempting to deleting a geyser...

If there is an error when deleting the geyser it would show up after that.
Nepenthe  [author] 17 Aug @ 5:12pm 
@xXAntrexXx Ths mod does not affect which world tile you can land on; for that try Land Ship On Any Tile
Beats-With-BothHands 17 Aug @ 3:42pm 
woooo Dune crusher ship time!
xXAntrexXx 17 Aug @ 12:20pm 
Hi, does this enable you to land at tribal villages like you used to? I want to set up a meatgrinder with the infinite tribal waves.
Nepenthe  [author] 16 Aug @ 5:22pm 
@chiffon there's special code in place to get rid of geysers, so that should not be happening. I'll check to see what changed if they are not being removed properly.

To get rid of them use Dev mode and the destroy tool.
Chiffon 16 Aug @ 2:59pm 
Hello there, I discovered an interesting phenomenon that if one happens to land on thermal geysers, they will stuck on your ship and travel along with the ship to new maps. And there's no viable methods to remove them. Is this a bug or a feature? They are quite unsightly to be honest, like my ship has popped pimples. Please help dealing with these stowaway geysers.:steamfacepalm:
Molay 16 Aug @ 7:42am 
@Nepenthe I appreciate the effort of making a whole mod just to land the joke at the end of your FAQ. Now that's true dedication to comedy!
Spank Daddy 15 Aug @ 6:46pm 
Thanks for fixing landing with turrets and wall lights!
Gormac 15 Aug @ 5:45pm 
The options all using different synonyms is an absolutely brilliant touch, and the FAQ is hilarious. Also just a great idea for a mod
LeFire 15 Aug @ 6:36am 
After having my kilometer long, billion tonne space battlecruiser defeated by some ancient joker's badly placed wall, this is the most satisfying mod description I have ever seen.
Anto:-. 14 Aug @ 5:49pm 
This is the most interesting FAQ of MOD that I have ever come across.:powergem:
WolfGirls Inseminator 14 Aug @ 9:20am 
I see, well, glad its fixed, we reallu appreciate the hard labors you've put into it, truly

Thanks!
Nepenthe  [author] 14 Aug @ 8:04am 
@Agnes Smash Surrounds. The code that clears the tiles immediately next to the grav ship wasn't ignoring the lights/turrets, which technically are placed in the cells next to the wall and not on the wall's cell.
WolfGirls Inseminator 14 Aug @ 7:13am 
@Nepenthe do you have any bloody idea how many wall turrets your little mistake cost me? of course you dont, you little silly dev! lmao

Im jesting if thats not obvious, thanks for the patch, just to be sure, whats the toggleable option in the mod settings to avoid having wall atachments deleted?
DracoHoribilis 14 Aug @ 6:57am 
Hi... I added this one on a hunch and have been playing since yesterday and I just came in here to say THANK YOU! This is amazing, of all my mods the ability to crash into houses and terrain is epic, make the game such a delight. This is by far one of my favourite features and I feel so much more bad ass landing my cannons into enemy bases and fight for my life from the getgo instead of landing a million miles away
Nepenthe  [author] 13 Aug @ 8:07pm 
I just pushed 1.0.2 which fixes the issue with external wall-attached buildings being destroyed when Clear Surroundings is enabled.

I'd like to pretend this was a complicated multi-threaded timing issue that took great skill to resolve, but it was a stupid logic error in my mod. oops.
J_Gaming 13 Aug @ 3:52pm 
Boy I do love living in my 48x48 tile base in the middle of nowhere

*squimsh*
watertank 13 Aug @ 11:35am 
lmao, love the FAQ
Soulcast 13 Aug @ 11:05am 
so I wasn't *planning* on running raiders who really enjoy adding vehicular manslaughter to their list of crimes committed, but here we are
Urban 13 Aug @ 8:05am 
I agree with the other guy, this should definitly have William Dafoue meme photoshoped as the preview picture
Skyrunner 13 Aug @ 7:59am 
helm, ramming speed!
Nepenthe  [author] 13 Aug @ 7:46am 
@NightmareCorporation I'm a big fan of adding adjustable settings instead of trying to come up with fixed values that are balanced. I don't even know what "balanced" means in a sandbox game where paying with 300 mods is considered normal!
Nepenthe  [author] 13 Aug @ 7:43am 
@ 白金trigger you can toggle "smash surroundings" on or off.
NightmareCorporation 13 Aug @ 12:59am 
I love fun descriptions, and this one is quite funny. And allowing the player to tune the mod through settings is always a good choice. Props to you!
白金trigger 13 Aug @ 12:52am 
The spaceship will additionally destroy the outermost circle of buildings. That's not right, is it? Can you make the spaceship land and only destroy the buildings it covers?