RimWorld

RimWorld

Allow Adjacent Settlements
41 Comments
whatamidoing  [author] 12 Feb @ 2:11pm 
I don't care for VE, if someone's willing to do the work and wants it in this mod instead of a separate one I can merge it, or if they want to do the correct thing and make it a separate mod, share the link and I'll add it to the description.
same,applying to Vanilla Outposts Expanded will be very helpful
SplashOfBlue 30 Jan @ 7:27pm 
any way to have this apply to Vanilla Outposts Expanded?
Darknote 25 Nov, 2024 @ 11:48am 
Thank you @whatamidoing!
@Ascythian I never tried it, was just looking for a solution to prevent malus opinion from new nearby settlements due to More Faction Interaction mod.
Ascythian 23 Nov, 2024 @ 3:44pm 
Oh my God, thanks @whatamidoing !
whatamidoing  [author] 23 Nov, 2024 @ 10:32am 
There, hopefully it works. I didn't test it much but it did let me pop a settlement down next to another so I assume it's fine. Yell at me if it's not.
whatamidoing  [author] 23 Nov, 2024 @ 9:55am 
Fine, I'll try updating it again after I get some lunch, maybe Steam will let me now.
Ascythian 23 Nov, 2024 @ 9:48am 
@Darknote Does Close Settlements work with your own settlements though? The description mentions other faction settlements, not your own.
Darknote 20 Nov, 2024 @ 12:46am 
Close Settlements works with 1.5 @Crimson, this one I tested and it doesn't work unfortunately.
Crimson 2 Sep, 2024 @ 9:20pm 
Does this work with 1.5?
soglasen666 20 Aug, 2024 @ 11:08am 
Disabling the relationship penalty from close settling is very useful with "My Little Planet". Thanks for a nice mod!
whatamidoing  [author] 31 Jul, 2024 @ 7:20am 
I can try when I get back from work, but when I tried updating another one Steam wouldn't accept it for whatever reason. The mod includes the project files, you could recompile it for 1.5 yourself.
MeTAL 31 Jul, 2024 @ 6:06am 
can you post an update? even though it is currently available
Lanz 14 May, 2024 @ 1:50pm 
Thanks! Stupid restriction! working for 1.5
LTS 3 Apr, 2024 @ 7:02am 
I doubt that'd make it harder to find. In fact, I recon it'd make it easier, as it'd immediately tell people that it exists and is accessible without them having to go and look for it.
whatamidoing  [author] 3 Apr, 2024 @ 6:47am 
I don't even remember what I wrote, but thanks. I was thinking I'll probably make a github (or, more likely, gitlab- rather avoid microsoft) account when I get around to 1.5, and separate the source out from the main upload here. I'd link it, of course, but do you think that might make it harder to find?
LTS 3 Apr, 2024 @ 5:49am 
Thank you for including your source code and it's comments, really helped me figure out how transpilers work. Have my points.
whatamidoing  [author] 15 Nov, 2022 @ 3:39am 
Probably possible, but anything the game does with tiles is not great to read, and the map tiles are hexagons while the play map is a square so there's inconsistency there.
Crimson 14 Nov, 2022 @ 9:01pm 
You're awesome, period.


Here is a wild thought, is it possible to make raids (spawning from screen sides) to avoid being spawned from a direction where an adjacent settlement exists in? (Say you have a base on the left side of your main base, it wouldn't make sense for raiders to spawn from there, type of thing) ... Just a random thought, not a request ^^

Otherwise, thanks for your work, love it
whatamidoing  [author] 29 Oct, 2022 @ 10:50am 
Knocked that out and it looks like it's working, let me know if there's any issues.
whatamidoing  [author] 29 Oct, 2022 @ 9:33am 
Harmony lets you do three different kinds of patches. Prefixes run code before the patched method and postfixes run code after the patched method, but transpilers let you modify the internal instructions of the patched method and are more complicated to make. I had no clue how they (or Harmony in general) worked when I made this, so I made a postfix that, when the result is that the tile is invalid, reruns all the checks except the one for a settlement being adjacent. Now, I'd like to basically remove the block of code that checks for a settlement being adjacent.
Narlindir 29 Oct, 2022 @ 8:59am 
I like your words magic man!
New patch sounds new good!


but whats a transpiler?
A reverse compiler?

it sounds like its a pretty humerous (not to say backwards) way of solving a problem.
So I state my written approval and exitement

You go man ^^
whatamidoing  [author] 29 Oct, 2022 @ 8:51am 
No clue. I don't think the method I patched is different, but I've been thinking of redoing my sloppy patch which basically runs the checks again on failure with a transpiler, so I'll see if I can get that done with a build made for 1.4.
Narlindir 29 Oct, 2022 @ 8:24am 
should still work with 1.4 right?
Ekibyoo 12 Sep, 2022 @ 3:50pm 
Nice
whatamidoing  [author] 17 Jul, 2022 @ 11:04am 
idk, probably
Pille 17 Jul, 2022 @ 10:33am 
Does this work in multiplayer?
Cubiz 18 Jun, 2022 @ 3:22pm 
"I have no idea what I'm doing but it seems to work."
Bro I love you :D
random roadblock 28 Sep, 2021 @ 1:42pm 
good and good:steamthumbsup:
Jew yb 26 Sep, 2021 @ 11:34am 
best mod ever
Ascythian 25 Sep, 2021 @ 4:55pm 
Was eventually going to try this myself if someone else didn't but since Im modding another game I likely wouldn't have time.

Now I can make mega-cities with some application!
lbmaian 23 Sep, 2021 @ 2:17pm 
Thanks
whatamidoing  [author] 23 Sep, 2021 @ 8:18am 
Yes, the setting and that mod accomplish the same thing. That mod works by adjusting the max distance which doesn't work with the touching settlements this mod allows, while the option I added completely bypasses the method that checks for the relationship penalty to begin with. Because the way I did it is a pretty blunt fix it may have the potential to cause issues, but it will probably be fine and any issue that may arise should be fixable by disabling the setting.
lbmaian 23 Sep, 2021 @ 7:53am 
So with that new setting, can this completely replace the Close Settlements mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2600837512 )?
RAS 22 Sep, 2021 @ 11:14am 
Thank you Mr whatamidoing
whatamidoing  [author] 22 Sep, 2021 @ 9:33am 
There's a mod that removes that relationship penalty, but it still doesn't like directly adjacent settlements, so I made my own (more aggressive) patch for it. Because it's more aggressive and I'm not 100% sure what I did was safe (although it should be fine) and because it's not something I'd personally want removed I wanted to make a settings file which sent me trying to work out a surprising amount of crap, but I think it works. Give it a try.
Hans 22 Sep, 2021 @ 5:31am 
Ahh okay :) Then it works xD
whatamidoing  [author] 22 Sep, 2021 @ 4:31am 
-10 relations penalty? I didn't remove the penalty for settling near another settlement.
Denneisk 22 Sep, 2021 @ 4:20am 
Wow, thank you.
Hans 21 Sep, 2021 @ 11:15pm 
got the minus 10
Hans 21 Sep, 2021 @ 11:15pm 
doesn't work for me :)