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- Support for RimWorld 1.6.
I basically want to see structures that I built decay after I abandon them, but it's tedious to have to constantly fix walls within my base.
* Added option for applying the damage in larger chunks.
1. empty ancient danger
2. move into the ancient danger without claiming walls, thus not decaying the walls
3. ???
4. profit.
Sorry, looks like I spoke too soon. I thought for sure that my error spam was from Decaying Structures, but it looks like I spoke too soon. It's something else. Sorry. :(
Hi, great mod. Lots of great mods actually. Think I caught a bug. I get this when abandoning a settlement:
Actual Error [docs.google.com]
Here's the hugs log, for what it's worth:
Hugs Log [docs.google.com]
The settlement abandons itself correctly, but then later on, presumably when the game checks to see what should decay, it starts throwing up a red error every few seconds while the game is unpaused.
Also of note, I get a similar sort of error about the collection being modified and the enumeration operation not executing when I try to change the mod setting for decay only affecting player-owned buildings.
Thanks.
That is a good idea, I'll probably make a mod like that.
Well, that seems pretty niche to me, but if more people ask for it, I will add it anyway. :D
I've added an option to exclude ancient dangers from the decay. Default is now that they do not decay.
Presumably it has some effect, but it shouldn't be noticeable. The more buildings, the more impact of course, but each building is considered every 600 ticks, so I'd not expect it to be noticeable even if you covered the map in buildings.
I updated the description so people do not have to go searching in the comments for that anymore.
That is probably a good ide to add a separate option for. For now, if you enable the option "Only player-controlled", then the ancient danger won't break down.
I could add another option for that. I'll look into it.
@Trim
It turns out I already included a random variance, but because to was rolled separately for each little damage step (~0.2 damage per step at max speed), it quickly averaged out. I have reworked it to be more impactful and added an option to set how much to vary it.
Oh, I see - that is a good idea.
I do not quite understand what you mean for "ranged slider"? There is currently a setting for choosing how fast things should decay - is this something different?
now, charming aside ;) would it ever be possible to add an option that makes it so only things outside of the home area would be affected?
That, and I feel that having a ranged slider for the decay amount would help add a variety for how fast/slow things decay. would feel neat
but I'm just some dude with ideas, you're the beautiful one here ;)
I expanded the description a bit.
I think I was tired when I put it up - probably couldn't think of anything better to write. :P