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I wrote more but Steam kept getting angry at me and I don't want to flood the comments .u.;;
https://gist.github.com/HugsLibRecordKeeper/193fb030a58f5d96c1fb69e3ea7e958a
It won't apply retroactively though, so you'll have to remove any pre-existing launches without a timer via dev mode.
Just wondering if you think is possible add an option to add randomly new features or landmarks to the tile, when the camp or launch site is removed.
If not thanks anyway for this mod!
1. Launch-site will not be inaccessible (advanced grave-ship drive and or upgrade),
2, Some scanner that (for a resource) you can recover sites (perhaps extending the reach and visibility of the drive.
3, Gravship weapons? Derelict sites for ships (that you can salvage and board).
4, Pirate ship raids with ships (that you can salvage or build in). I know I play a lot of spacegames like stardeus, but anyways :D you know what I'm talking about.
Thanks for your mod Cass. its awsome
I hope someone expands on this concept with a "launchsite" Terrain feature that shows the carnage of what a grav ship launch does and lets you actually visit and even live there.
Wait, abandoned campsites do not expire if they're placed in landmakrs?
I've been waiting for two whole quadrums to be allowed to return to the campsite in the abandoned city I had to leave because of hunger, when it turns out they are gone forever?
GOD DANGIT!
The mod mimics this behaviour by default, but if you turn on the expire on landmark settings it will only ever spawn the temporary variant of camps / launch sites, allowing you to revisit landmarks in the future.
@Mayeth I'll probably add settings for abandoned player settlements at some point. Destroyed npc settlements are less likely since I'd have to catch the different ways that mods spawn them.
I believe this feature will be desired by many a people!!! :D
...
Never thought I'd see myself typing that and read myself in Dean's (Supernatural) voice. xD