RimWorld

RimWorld

Non-Destructive Gravlaunch
119 Comments
Daenim 26 Nov @ 1:02am 
What I noticed with this mod (current version):
- If you visit any asteroid via shuttle first, then send in your gravship - it acts as "temporary object". But if you visit with gravship first - it creates permanent settlement automatically.
- Stations/satellites/wrecks don't create settlements automatically, no matter who gets in there first. They act as "temporary objects", unless you manually hit "settle" button.
- All temporary orbital objects persist as long as there are colonists or a grav anchor present.
- All permanent orbital settlements seem to be un-abandon-able. You can devmode "destroy map" to reduce perfomance hit, but the world marker/tile will remain. "Destroy site" seem to have no effect on them. You may edit save file though, at your own risk.

TLDR: when in doubt - send shuttle first. Unless you want asteroid settlement that can't be "map-destroyed" by accident or enemies.
ExoSmile 22 Nov @ 11:56pm 
For the 10 people left who play with sos2, I believe this has a small incompatibility where it removes wreckages left in the graveyard after you flee a ship battle
plaerjilion_RUS 21 Nov @ 10:25pm 
It is compatibility with Vanila gravship expanded ?
kegomatix 10 Oct @ 7:15pm 
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 4 Oct @ 5:38am 
Same issue, can't abandon orbital bases.
SOMEBODY 25 Sep @ 2:51am 
can't abandon orbital baseses
xika 17 Sep @ 2:00am 
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 14 Sep @ 10:29pm 
every tile i launch my gravship leaves an abandoned settlement tile,any way to fix this?
DeadDragon 7 Sep @ 3:56pm 
can't abandon orbital baseses
John Protagonist 4 Sep @ 7:24am 
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 3 Sep @ 10:18am 
I third the previous QoL suggestion comment.
Zaphiel 29 Aug @ 10:40am 
I second the previous QoL suggestion comment. Would be nice to have such popup.
Bast 27 Aug @ 10:39am 
Yes same, just to save time on constantly going back to abandon the maps you don't want
soeur 27 Aug @ 7:51am 
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 23 Aug @ 6:19pm 
@Planetace Understood, will do that now. Thank you!
Planetace  [author] 23 Aug @ 7:27am 
@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 23 Aug @ 6:04am 
love you
The Ghost Minx 22 Aug @ 8:19pm 
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 22 Aug @ 8:18pm 
[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 21 Aug @ 2:33pm 
Thanks for making this
X3 20 Aug @ 10:01pm 
Thank you Planetace.
moDe 20 Aug @ 8:59pm 
Appreciate the quick work
JetLag 19 Aug @ 5:42pm 
Hooray!
Planetace  [author] 19 Aug @ 5:13pm 
Publishing Transpile Fix, terribly sorry for the wait and thank you all so much for your patience!
EvilNecroid 18 Aug @ 12:30pm 
i got that error too
moDe 16 Aug @ 11:58pm 
I have the same error. Did not mean to post it
moDe 16 Aug @ 11:58pm 
[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 15 Aug @ 4:42am 
[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 15 Aug @ 1:18am 
@Planetace Take your time man, love the mod
eSPiYa 15 Aug @ 1:01am 
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  [author] 15 Aug @ 12:38am 
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 14 Aug @ 9:34am 
@Bounty If you made a fork that solved the issue, would it be possible to upload it to the Steam workshop?
VoidFP68n 9 Aug @ 4:22pm 
This doesn't work? Is it because of the harmony patch the others are mentioning or is something on modlist broken?
Jellypowered 9 Aug @ 12:16pm 
The ILcodes most likely changed. You could probably do something safer like:

Updated Transpiler for Non Destructive Grav launch [gist.github.com]
Swordie 9 Aug @ 2:28am 
Rolling Harmony back does not fix the issue, most likely it was the actual rimworld update.
Planetace  [author] 6 Aug @ 10:50pm 
@Bounty I'm fine with it.
Bounty 6 Aug @ 4:06am 
@Planetace Is it cool if I do a temporary fork to update this?
Swordie 6 Aug @ 2:09am 
@Planetace sounds good to me, I think I can survive until then :P
Planetace  [author] 6 Aug @ 1:51am 
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 6 Aug @ 12:45am 
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 5 Aug @ 10:11pm 
Just a note, I did not have this error yesterday, the game did update today.
Perhaps causing an issue??
Swordie 5 Aug @ 8:44pm 
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 4 Aug @ 8:01am 
@sylentine The "I'm over here!" mod removes events from tiles that have nobody there
Gawdwin 3 Aug @ 8:59am 
@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 2 Aug @ 9:07pm 
the mech constantly raid my old map tile even im not there anymore. any solution for this?
hagnat 1 Aug @ 7:27am 
is this compatible with CE ? /joke
thanks for the mod :)
Shinobi 31 Jul @ 1:49pm 
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 ♥♥♥♥. Gonna test it with just a campfire and see if the same thing happens.
Tendi 25 Jul @ 9:53pm 
@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 21 Jul @ 12:43pm 
@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 21 Jul @ 2:26am 
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:-))