RimWorld

RimWorld

Directly Abandon Settlement
53 Comments
Kato 2 hours ago 
Quick note, just in case nobody has said anything yet:
The author of "Non-Destructive Gravlaunch" is directly referencing this mod as a suggestion to expand the functionality of their mod in the description (as this mod also removes the crater/settlement marker from grav launches when paired with their mod).

Might wanna add a reference to this description the other way, since it doesn't seem like it works for grav launches without it, as the grav launch craters don't count as settlements for the purposes of this mod otherwise :)

Awesome mod btw, loving it!
Risk 5 hours ago 
appreciate it love your mod !
Jellypowered  [author] 17 hours ago 
I can look into that at the very least. Might throw that into some mod settings in case people don't want to utilize that.
Risk 17 hours ago 
thx man. will this also work for the camp? since it blocks a tile for 30 days
Sharkish 21 hours ago 
it's probs fine as it is, yeah.
Jellypowered  [author] 22 hours ago 
Should we leave it as is then? I cant see either of these mods being performance impacting so it wouldn’t be a big deal to run them together. I skipped anomaly but I’ve kind of got the bug to play again, and naturally I’d have to get both the DLC’s I don’t have haha
Sharkish 22 hours ago 
Alright, so, i’ve done some testing:
This mod alone does not clear the “gravship launch” blocker. However, when used alongside the mod “Non-Destructive Gravlaunch”, which generates a colony site at the launch point, abandoning the launch tile works normally.
Jellypowered  [author] 13 Jul @ 12:18pm 
If I ever end up with the DLC i'll be happy to figure out how to take care of that!
Sharkish 13 Jul @ 10:52am 
Afaik the tile blocker is different, instead of being an abandoned settlement it’s the crater your ship leaves behind as it takes off.
Jellypowered  [author] 13 Jul @ 10:29am 
And also: Is the tile blocker left behind from a gravship launch the same as the vanilla tile blocker "abandoned settlement" ?
Jellypowered  [author] 13 Jul @ 10:27am 
Can Anyone with the Odyssey DLC confirm,

If you launch your gravship without an anchor while this mod is active, does the landmark/site regenerate as if you were never there?

Essentially I need someone to test if this scenario is possible:
The reason of this is that if abandoned settlements wouldn't be created, than a player could theoretically could:
- explore a rich landmark
- leaving that landmark going on a proximal world tile
- return immediately on the previous tile farming that landmark again without exploring new one.
Giorgio Dibitonto 13 Jul @ 2:57am 
The best solutions would be make so the abandoned settlement is created and removed after X time (for example 60 days), making so players don't farm that tile and explore others landmark, but eventually that tile and landmark would be again available for generation.

So i wonder if is possible have an option to change the "immediately remove it" with "remove it after 60 days" for balance ok odyssey.

I think an option would be better cause players that don't use odyssey want probably stay with "remove it immediately"
Giorgio Dibitonto 13 Jul @ 2:57am 
@Jellypowered
Thank you for the reply, will try to explain.
Actually Odyssey make so you can use your ship to fly to new world tile making possible a nomadic play style.

Everytime you go on a wordtile with ship it automatically settle on the tile. If we lift up form that tile and we go on others wordtile, the maps stay open (with anchor) but if you don't want have more maps at seame time than you must abandon that previous map.
This only creating a lot of abandoned settlements, dead wordtile.

The reason of this is that if abandoned settlements wouldn't be created, than a player could theoretically could:
- explore a rich landmark
- leaving that landmark going on a proximal world tile
- return immediately on the previous tile farming that landmark again without exploring new one.

So abandoned settlement solve this problem, but at same time a lot of players don't like have the world maps full of them.
Jellypowered  [author] 12 Jul @ 9:27pm 
Should be good to go for 1.6.

Coldwon? Cooldown?

I don't have Odyssey so... don't know about the tile blocker.
Giorgio Dibitonto 12 Jul @ 2:46pm 
Probably this would be a lot balanced if the abandoned settents would get a coldwons before be removed.

Especially for Odyssey this would help a lot
WillDigForFood 12 Jul @ 12:38pm 
Functioning w/o errors on 1.6 for me.

Gravship launches still leave a tile blocker behind, but that's unsurprising.
OrO 6 Jul @ 4:10am 
Very necessary for 1.6. Please Please
Jay Ryou 23 Jun @ 12:30pm 
pls 1.6... T_T
Maty the Fluff :3 21 Nov, 2024 @ 9:51am 
Thank you for the mod, it sure is making life more comfortable :D
pikuPixel 13 Apr, 2024 @ 9:11pm 
thank you for maintaining the mod!! i hope you've been enjoying anomaly!
T_GabiUel 13 Apr, 2024 @ 6:17am 
Thank you for the update. :steamhappy:
Shard 13 Apr, 2024 @ 3:03am 
Thank you
SJD 12 Apr, 2024 @ 11:23pm 
thank you. You are a wonderful person.
SJD 12 Apr, 2024 @ 12:39am 
1,5 plz:steamthumbsup:
Shard 11 Apr, 2024 @ 7:21pm 
1.5?
Caramel 11 Mar, 2024 @ 8:19am 
If you want to temporarily abandon your settlement, you can use Faction Manager to unload it
Dr Jimothy 28 Apr, 2023 @ 11:59am 
I think I've found a soft incompatability between this and RimCities. When you leave a city it gets deleted, I think cos it's classed as abandoning it.
Lûte the Goblin 15 Feb, 2023 @ 10:49am 
Can this be added retroactively, after having already abandoned a settlement?
AlexIlTabaccaio 31 Oct, 2022 @ 6:35am 
@Yoann +1
Jellypowered  [author] 25 Oct, 2022 @ 6:44pm 
1.4 update.
Spyglass 24 Oct, 2022 @ 11:57pm 
1.4?
Farbott 8 Sep, 2022 @ 2:59am 
Is it a button I click on an abandoned settlement or is it when I abandon one? Currently I have one on the map and hope it works like I think it does.
Yoann 15 May, 2022 @ 5:24am 
Your mod seems missing from the workshop research, I finally found it via the original mod.

Can you think about a feature like in Set Up Camp please?
"Abandoned settlement duration - how long the abandoned settlement will block the tile after leaving, set to zero to disable"
Jesus of Nazareth 17 Apr, 2022 @ 4:17am 
Underappreciated mod. 10/10
Jellypowered  [author] 23 Nov, 2021 @ 4:09pm 
No probs, thanks for reminding me, I honestly forgot lol
Daeharde Trihardt 23 Nov, 2021 @ 9:29am 
You rock, Jelly!
Jellypowered  [author] 22 Nov, 2021 @ 4:00pm 
Just pushed a change for that.
Daeharde Trihardt 21 Nov, 2021 @ 9:50pm 
Any updates on what is causing that devmode error?
alphalzrdragon 13 Oct, 2021 @ 4:28am 
any way to add a confirmation before deleting your base?
why are we here? just to suffer? 22 Jul, 2021 @ 8:03pm 
thx!!!!1
Jellypowered  [author] 22 Jul, 2021 @ 5:29pm 
Basic update for 1.3, there will be a devmode error if you play with dev mode enabled but it functions as intended. I'll dig into fixing it later, life is rather busy right now.
why are we here? just to suffer? 22 Jul, 2021 @ 6:15am 
1.3 plssss
ASMR gaming 8 Jul, 2021 @ 2:59am 
is there a 1.3 updat expected ?
Holgast 30 Jun, 2021 @ 4:42am 
awesome! can you do this with already abandoned settlements too?
BlackWaterAquifer 7 Jan, 2021 @ 3:04pm 
thank you OP! where should this go in load order?
Jellypowered  [author] 6 Jan, 2021 @ 5:41pm 
Should be :)
BlackWaterAquifer 4 Jan, 2021 @ 8:40am 
Hey OP, is the square settle able after it is erased ?
Viper 23 Sep, 2020 @ 3:16pm 
ah, thanks, i had written this mod off for dead, glad i found your update fork! Much appreciated!
AlexIlTabaccaio 23 Sep, 2020 @ 9:54am 
I've been waiting a long time for a mod like this!
In my opinion it could be even more immersive if the abandoned settlement did not disappear immediately but only reset after two or three seasons.
What do you think about that?
Uncertainty 24 May, 2020 @ 7:05pm 
Thamk you