边缘世界 RimWorld

边缘世界 RimWorld

Non-Destructive Gravlaunch
116 条留言
kegomatix 10 月 10 日 下午 7:15 
Ditto on the orbital base issue. I did find you can debug destroy them so it at least doesn't get stuck on your interface as one of your bases but the 'home' icon persists on the map. Unfortunately had to remove the mod.
Raider1 10 月 4 日 上午 5:38 
Same issue, can't abandon orbital bases.
SOMEBODY 9 月 25 日 上午 2:51 
can't abandon orbital baseses
xika 9 月 17 日 上午 2:00 
I have the same issue as DeadDragon:

Every time I visit an Asteroid I gain a permanent settlement and there is no way to abandon it. (Neither regularly nor in dev-mode.)
NumberHydra 9 月 14 日 下午 10:29 
every tile i launch my gravship leaves an abandoned settlement tile,any way to fix this?
DeadDragon 9 月 7 日 下午 3:56 
can't abandon orbital baseses
John Protagonist 9 月 4 日 上午 7:24 
A work-around for the QoL suggestions: you can destroy the map via "Destroy Map" in debug mode while viewing the map. Just save before so you don't lose your world.
Laquillare 9 月 3 日 上午 10:18 
I third the previous QoL suggestion comment.
Zaphiel 8 月 29 日 上午 10:40 
I second the previous QoL suggestion comment. Would be nice to have such popup.
Bast 8 月 27 日 上午 10:39 
Yes same, just to save time on constantly going back to abandon the maps you don't want
soeur 8 月 27 日 上午 7:51 
Hey, I have a QOL suggestion. When launching a spaceship to leave the map, a pop-up window can be displayed to ask the player whether to destroy the map. Because sometimes we want to delete the map, and sometimes we don't want to delete it.
The Ghost Minx 8 月 23 日 下午 6:19 
@Planetace Understood, will do that now. Thank you!
Planetace  [作者] 8 月 23 日 上午 7:27 
@TheGhostMinx Steam takes time to update mods, some users have gotten the update and others will not without forcing it - I dunno why Steam does this, just try and redownload the mod and see if it grabs the right version.
SirFalger 8 月 23 日 上午 6:04 
love you
The Ghost Minx 8 月 22 日 下午 8:19 
Sorry to bother you, but I have the same error as user moDe. Is this a thing I can fix by tweaking any settings, or something to just wait on until you update something?

Thank you for your hard work and for doing this for everyone!
The Ghost Minx 8 月 22 日 下午 8:18 
[Non-Destructive Gravlaunch] Has failed to intialise due to: Patching exception in method System.Void Verse.WorldComponent_GravshipController::TakeoffEnded()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
NonDestructiveGravlaunch.NonDestGrav_Misc:Error (string)
NonDestructiveGravlaunch.NonDestructiveGravlaunch:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Dr Six, corgi battlemaster 8 月 21 日 下午 2:33 
Thanks for making this
X3 8 月 20 日 下午 10:01 
Thank you Planetace.
moDe 8 月 20 日 下午 8:59 
Appreciate the quick work
JetLag. 8 月 19 日 下午 5:42 
Hooray!
Planetace  [作者] 8 月 19 日 下午 5:13 
Publishing Transpile Fix, terribly sorry for the wait and thank you all so much for your patience!
EvilNecroid 8 月 18 日 下午 12:30 
i got that error too
moDe 8 月 16 日 下午 11:58 
I have the same error. Did not mean to post it
moDe 8 月 16 日 下午 11:58 
[Non-Destructive Gravlaunch] Has failed to intialise due to: Patching exception in method System.Void Verse.WorldComponent_GravshipController::TakeoffEnded()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
NonDestructiveGravlaunch.NonDestGrav_Misc:Error (string)
NonDestructiveGravlaunch.NonDestructiveGravlaunch:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
plaerjilion_RUS 8 月 15 日 上午 4:42 
[Non-Destructive Gravlaunch] Has failed to intialise due to: Patching exception in method System.Void Verse.WorldComponent_GravshipController::TakeoffEnded()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
NonDestructiveGravlaunch.NonDestGrav_Misc:Error (string)
NonDestructiveGravlaunch.NonDestructiveGravlaunch:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
You all say about this error?
Slop 8 月 15 日 上午 1:18 
@Planetace Take your time man, love the mod
eSPiYa 8 月 15 日 上午 1:01 
I wish mods that are on public repo can be used instead of per-user upload. This could really help in maintaining mods like this without relying on a single person. Workshop is littered with lots of forks of the same projects because the original dev disappeared.
Planetace  [作者] 8 月 15 日 上午 12:38 
Going to have to extend the update a bit, few more real life stuff happened and will need a few days to sort things out. Thank you all for being so patient!
Amarth 8 月 14 日 上午 9:34 
@Bounty If you made a fork that solved the issue, would it be possible to upload it to the Steam workshop?
FotisP68n 8 月 9 日 下午 4:22 
This doesn't work? Is it because of the harmony patch the others are mentioning or is something on modlist broken?
Jellypowered 8 月 9 日 下午 12:16 
The ILcodes most likely changed. You could probably do something safer like:

Updated Transpiler for Non Destructive Grav launch [gist.github.com]
Swordie 8 月 9 日 上午 2:28 
Rolling Harmony back does not fix the issue, most likely it was the actual rimworld update.
Planetace  [作者] 8 月 6 日 下午 10:50 
@Bounty I'm fine with it.
Bounty 8 月 6 日 上午 4:06 
@Planetace Is it cool if I do a temporary fork to update this?
Swordie 8 月 6 日 上午 2:09 
@Planetace sounds good to me, I think I can survive until then :P
Planetace  [作者] 8 月 6 日 上午 1:51 
That's unfortunate and to add some extra news, I won't be able to update the mod for a few days due to real life events. I'll get a patch up and running as soon as I can return however.
Bounty 8 月 6 日 上午 12:45 
It looks like the Harmony patch is broken because the if statement in the TakeoffEnded method of the "WorldComponent_GravshipController" class was updated. The condition "!map.listerThings.AnyThingWithDef(ThingDefOf.GravAnchor)" was changed to "mapHasGravAnchor"
Swordie 8 月 5 日 下午 10:11 
Just a note, I did not have this error yesterday, the game did update today.
Perhaps causing an issue??
Swordie 8 月 5 日 下午 8:44 
Getting a failed to initialise on startup. Just trying to work out what is causing it so I can fix it.

https://gist.github.com/HugsLibRecordKeeper/06c4e92166f2a17e4db5c0523fe87ac7
Gota 8 月 4 日 上午 8:01 
@sylentine The "I'm over here!" mod removes events from tiles that have nobody there
Gawdwin 8 月 3 日 上午 8:59 
@sylentline Abandon the colony and events will stop. Othewise events still happen because people still try to raid and steal your stuff whether you are there or not.
sylentline 8 月 2 日 下午 9:07 
the mech constantly raid my old map tile even im not there anymore. any solution for this?
hagnat 8 月 1 日 上午 7:27 
is this compatible with CE ? /joke
thanks for the mod :)
Shinobi 7 月 31 日 下午 1:49 
So, no bug report, and it seems the issue is known. But I noticed something, when leaving sites with the Gravship, the site remains, and you have to manually abandon the site. No big deal, at least there is no huge hole in the ground anymore, whole point of this mod.

Any ways, turns out if you leave something behind, for instance, I left a chem station that has to be placed outside. The site auto abandons, and you cant go back to get your shit. Gonna test it with just a campfire and see if the same thing happens.
Tendi 7 月 25 日 下午 9:53 
@planetace.

A question, I wonder if its possible to "Clear" a tile rather than keep it open. I'm not asking to change the mod, but I wonder if you could potentially cause the game to "reroll" or "Forget" the tile, so that it could be landed on again in future.

Do you think such a thing would be possible?
Smash Phil 7 月 21 日 下午 12:43 
@CW It has nothing to do with Odyssey, it's a caching bug related to map components that's just easier to reproduce with grav ships since they load / unload maps more frequently. This bug is also present in the 1.5 version.

It's fixed in the latest build.
stecph 7 月 21 日 上午 2:26 
You wrote you are not gonna add features to the mod, but I kindly ask if a minor (???) one is possible.
Please could there be a prompt asking if we wanna "abandon" the tile or keep it?
I mean the in-game "abandon" feature.
The mod works fine, but the tiles left behind are considered "bases", so i still get raids and events there.
I have to manually abandon the tile.
Biggest issue is that I am sure sooner or later an amazing event will happen in a random far away tile....and I will cry:-))
CW 7 月 20 日 下午 3:14 
wait, so VVF cant safely be played with odyssey?
Jaaruden 7 月 20 日 上午 8:16 
Informed. Thanks for the info!
Planetace  [作者] 7 月 20 日 上午 4:54 
@Jaaruden just tested it, Non-Destructive Gravlaunches is not at fault in any way - Vehicle Framework cannot handle orbital map abandonement, this means that VVF is fundamentally incompatible with the Odyssey DLC if you manually abandon an orbital settlement. The reason NDG is seemingly causing the issue is because it allows the bug to fire earlier with the mechhive map, I suggest going to the Vehicle Framework side and posting a bug report.