RimWorld

RimWorld

No Gravship Launch Site World Map
48 Comments
InsideOutFace 7 Aug @ 9:18pm 
Clarification, please: does this mod allow re-landing on previously visited map tiles, or does it just remove the crater icon from the world map?
[AKASD]MR HEIZENBURGER 7 Aug @ 2:32pm 
Hell yeah
se05239 27 Jul @ 11:35pm 
@Sentinel Awesome. I don't mind the tile being reset with me leaving using the Gravship but I despise the map being littered by craters due to it.
Sentinel  [author] 27 Jul @ 11:32pm 
@se05239 yes
se05239 27 Jul @ 11:28pm 
So this mod just removes the crater from spawning after you leaving the map, and the tile itself (unless there's an anchor placed) gets reset?
Sentinel  [author] 24 Jul @ 1:56pm 
@DOGKING i've had the abandoned settlement spawn by leaving with the shuttle but not with the gravship, odd that you're getting this issue.
DOGKING 24 Jul @ 12:01pm 
I'd like to make a correction. I've noticed that whenever I complete a mission map related to Odyssey and leave, even though no meteor craters remain, the map grid still shows as an abandoned settlement. Is this correct
DOGKING 24 Jul @ 10:54am 
After exploring the ancient warehouse with the spacecraft, it flew away, leaving no crater behind, but instead becoming an abandoned settlement
iko 23 Jul @ 12:28am 
this is good i hate idea of kill every animal and nature and call me the hero ship
1416110036 22 Jul @ 12:21am 
However, I tried to use the developer to re-brush a relic and delete it at the location of the original relic after the ship flew away, and the ruin exploration mission can appear normally, so I guess this is the reason for this mod. This is just my speculation
PAXMA 21 Jul @ 5:28pm 
@RashoMcree, try "Launch Sites Expire" or "Gravship Launch Site Timeout".
Sentinel  [author] 21 Jul @ 12:01pm 
@1416110036 I doubt it's from this mod, that mod doesn't touch anything related to quests.

It just filters the list of what can spawn on the world map and prevents the gravship launch from appearing.
1416110036 21 Jul @ 8:11am 
maybe I find the problem,it says“Exception running QuestNode_Root_Loot_AncientComplex:System.ArgumentNullException:Value cannot be Null.Parameter name:typ”.Everytime the game try to create mission,it fall,and the red sentence will be there
Zundamon at Arms 19 Jul @ 11:26pm 
thanks!
Bearistotle 18 Jul @ 7:22am 
My only suggestion would be to add some sort of marker or indicator to show what locations you have been, just without leaving a crater
1416110036 17 Jul @ 4:08am 
This problem arose in the form that I drove to two ruin sites, one for the ancient mercenary and the other for the ancient fighter (I don't know if that translation is correct, but both are part of the ruins exploration mission of the large map). At that time, there was nothing wrong with completing the spaceship and driving away, but after a while, the problem arose when the large map ruins exploration mission appeared. Although the mission pops up, the corresponding location and icon do not appear, and the subsequent ruins exploration tasks will be like this, and there will be no mission location notified (excluding the inverse engine exploration mission, because I have turned off the module at this time, and the spaceship will delete the map normally).
Sentinel  [author] 16 Jul @ 5:20am 
@1416110036 Hello, i'll need more info to attempt to replicate the issue

You're having this problem after leaving a quest site? Which quest?
1416110036 15 Jul @ 10:21pm 
Hello author, I found a problem during the game. After using this mod, after exploring the two treasure ruins, even if my ship drove away from the surface of the explored ruins on the map and disappeared, the new ruins that came out of the map would not appear on the map, so I could not explore the new ruins (the map jump button for the mission also disappeared). I wonder if this is due to the fact that the landmark attribute of the previous ruin did not disappear and the subsequent ruins are not triggered, I really need to solve this problem( ´•̥̥̥ω•̥̥̥` )
To clarify, this mod does retain named landmarks for world features like lakes, oasis, etc. and allows repeat farming places like infested settlements. It just doesn't keep quest-generated structures and settlements.

Think of it as if you're reverting a tile back to how it was at world generation, plus any pollution changes.

Thank you for making this mod. A variant of this mod that makes the launch sites decay over time instead would be nice too, though.
RashoMcree 14 Jul @ 7:57pm 
Hey , if better you add a cool down of 60 days / 1 years after you can go back to that site ? that could be balance , that make a endless game but dont remove the tile zones
Xacrooth 14 Jul @ 1:07am 
Alr ty @Sentinel, if that's the case this mod is a better option than the most famous one, bc u still need an anchor for buildings thanks for making this
melelconquistador 13 Jul @ 11:28pm 
Does this retain the special features like mountain hot spring, oasis, river, pond, etc?
Proper Skux 13 Jul @ 8:25pm 
Thank you for this, I found it a little ridiculous that for just the 50 minimum chemfuel needed for a jump that you could render a tile as inhospitable as if you had fired a Rimatomics ICBM at it.
Sentinel  [author] 13 Jul @ 3:21pm 
@Xacrooth your question made me believe you were asking if this mod allowed you to repeat loot farm stuff, this isn't the case with landmarks but i'm not sure with ancient dangers, haven't tried
Xacrooth 13 Jul @ 3:10pm 
Sorry if im being a bit annoying but i still dont understand, it refills minerals and deletes buildings (if no anchor ofc) but wdym with repeating landmarks
Sentinel  [author] 13 Jul @ 1:00pm 
@Xacrooth Yeah, the game doesn't save map progress, though if you're thinking about repeating landmarks this isn't possible in the game
Xacrooth 13 Jul @ 12:25pm 
will it refill minerals and loot/enemies inside buildings?
Sentinel  [author] 13 Jul @ 11:31am 
@Xacrooth you can return to the tile that you left as if you entered it for the first time, it keeps the same generation for that tile.

Basically if you went to map X and then went to map Y then you can return to map X
Xacrooth 13 Jul @ 11:22am 
What does this mod do? Isn't clear for me, you can return to the tile but it generates again or?
Farbott 13 Jul @ 7:38am 
Hm, I saw a compromise someone had before which I liked but dont know how possible it would be, attaching a timer to these craters before they naturally despawn?
Evill01 13 Jul @ 7:26am 
Honestly the only feature I hate about the DLC, thank you.
Fynjor 13 Jul @ 6:20am 
It was only a matter of time until this was made by someone, absolutely idiotic design. Obviously our colony is unique in that we jump around a lot with a grav shit since it's mechtech, but my colony alone is already devastating landmarks to apocalyptic degrees. Get like, a hypothetical five factions doing that and it turns from idiotic to laughable.
Royalty quests tell us that they need land owners' permission to cause fog for a few days, but we can annihilate whole stretches of land and nobody cares?
DisgracedDairy 13 Jul @ 5:02am 
Dear Sentinel~

thanks

Sincerely, Me
KINGOAL 12 Jul @ 6:50pm 
Necessary mod for the dlc, not sure why they design like this shit. Your gravship will leave a bunch of ugly craters on map if you want to move in long range because gravship travel range can not allow you to stay orbital. A very unsustainable design.
-=GoW=-Dennis 12 Jul @ 3:06pm 
Right what I looked for, thanks!
Sentinel  [author] 12 Jul @ 2:45pm 
@-=GoW=-Dennis yes
-=GoW=-Dennis 12 Jul @ 2:44pm 
So with this could the same tile be revisited later?
Sentinel  [author] 12 Jul @ 12:41pm 
@The Creature existing craters won't be deleted, you'll have to dev mode these out
The Creature 12 Jul @ 12:40pm 
ah whatever ill just use it and see
The Creature 12 Jul @ 12:40pm 
no but will it remove old craters or should i just dev mode those out
Sentinel  [author] 12 Jul @ 12:30pm 
@The Creature Yes, it will prevent new craters from being made
The Creature 12 Jul @ 12:25pm 
is it possible to add this mid game?
FelipeGames2000 12 Jul @ 8:31am 
ᵒʰ

ᴵ ᵗʰᶦⁿᵏ ᴵ ᵍᵉᵗ ᶦᵗ ⁿᵒʷ

ˢʳʳʸ
Sentinel  [author] 12 Jul @ 8:28am 
@FelipeGames2000 No crater is made at all, so the map isn't locked.
NitroHydroRay 11 Jul @ 10:26pm 
Would love a version of this that left a temporary site that reopens later, like the current camps, so you can't just immediately resettle the tile you left
Sentinel  [author] 11 Jul @ 1:33pm 
@Enrico Correct, the map gets closed but it doesn't leave a site behind on the world map.
Enrico 11 Jul @ 1:32pm 
So the map does get destroyed, but you get to re-settle there, do I understand correctly?
Scout Gaming 11 Jul @ 5:52am 
Peak