RimWorld
397 valoraciones
Launch Sites Expire
4
3
2
   
Premiar
Favoritos
Favorito
Quitar
Mod, 1.6
Tamaño
Publicado el
Actualizado el
82.266 KB
14 JUL a las 5:24
17 JUL a las 23:47
3 notas sobre cambios ( ver )
Necesitas contenido descargable para poder utilizar este artículo.

Suscríbete para descargar
Launch Sites Expire

Descripción
Description
A small mod that allows gravship launch sites to expire after a time, preventing them from cluttering the map forever.

By default functions in the same way as abandoned camps, only removing sites that aren't located on a landmark. This can be configured, as well as the number of days launch sites persist for.
*Settings do not apply retroactively to old launch sites!

v1.1.0 - Additionally adds these settings to abandoned camps, allowing them to be configured in the same way.

Performance
- Patches a single function that only runs when a settlement is abandoned. Should have no meaningful impact.

Existing saves
Adding
- Safe
- Pre-existing launch sites will not despawn

Removing
- Probably fine?
- Landmark launch sites will disappear with a one-time red error. Remove them in dev mode first if you want to be safe.

Known Issues
- Launching from certain quest sites creates both an abandoned settlement and a launch site. This seems to be a vanilla issue, but I may implement a fix for it in the future.



I'm a fairly inexperienced modder, so there may be glaring issues I haven't caught. If you find one, please report it (with a log!) here or on GitHub.
Source[github.com]
56 comentarios
inpenetrablegash 28 NOV a las 10:04 
Brilliant, how is this not how it works in vanilla? This is objectively better. The old system is so dumb, the entire planet just turns into one giant crater. LMAO
Cat Princess 9 OCT a las 14:43 
my gawd this is core game
JoeOwnage 6 SEP a las 7:48 
Does this make it possible to revisit colony sites that you've launched from?
LB-TN-CNZVW-R82 30 AGO a las 23:50 
This should've been in vanilla
bean 29 AGO a las 21:10 
@Fish Cultist Anyway, if you want a lore reason, there's that. Now typically this is a long process (this revitalization takes places over hundreds of years) but Rimworld works on a very clearly different time scale so probably configure them in a way that makes sense to you in regards to how long.

I wrote more but Steam kept getting angry at me and I don't want to flood the comments .u.;;
bean 29 AGO a las 21:10 
@Fish Cultist just imagine the land retaking the crater over naturally - after any natural disaster or man-made disaster, eventually mosses and lichens (which make way for shrubbery, then bushes, then finally trees) will "take over" the remains and allow other plants to build off of them once they die, providing nutrients.
Fish Psycaster 29 AGO a las 13:13 
wish this was the way it worked in lore
Seroth0 23 AGO a las 17:26 
Sorry, looks like something else was the culprit. I must have changed more than I thought. Switched this back in and it works.
cass  [autor] 22 AGO a las 20:35 
I'm not seeing anything in the logs that directly relates to this mod's patches. What exactly is happening when you get these errors? Are there any launch sites or abandoned camps on the world map? It's possible there's some kind of incompatibility, do these errors still happen with fewer / no other mods?
Seroth0 22 AGO a las 16:01 
Hi, started getting game braking errors this morning. Went through my mods and they go away when this one is removed. Logs below. Thanks for any help


https://gist.github.com/HugsLibRecordKeeper/193fb030a58f5d96c1fb69e3ea7e958a