Not Mine- Unclaim Structures
Allows depossession of structures
Screenshots 4 screenshots
About this mod Machine translation
Allows depossession of structures
If there is an error in the Chinese version or you just want to reply to Shui Jinyuan, please go to——>
This MOD is not my original creation. It was reprinted from the Steam Creative Workshop. The original author: Neon1028 has been completely localized into Simplified Chinese.
The MOD is not originally created by me. It is reproduced in Steam Creative Workshop. The original author is Neon1028 and I only added Simplified Chinese.If the original author feels uncomfortable about this, please contact me by steam or other ways and I will deal with it as soon as possible.
Original address:
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Introduction:
Warning! (It’s too long and I don’t want to translate it manually)
Unclaimed buildings and structures resulted in enemies not attacking these buildings and colonists not repairing them.
If you're like me, then you love digging yourself into the side of a mountain, building the perfect corridor of death, and then accidentally digging up a tile you didn't want. Now your perfect way to kill is ruined by a little corner that a bastard with a sniper rifle is going to use for cover. You could fill it up with a wall, but now all the raiders are hanging up and punching holes in that little steel wall. No more good!
This mod adds a new command under the commands tab that allows you to undeclare structures. When a building is unclaimed, it is (mostly) considered a ruin, colonists won't repair or use it, and enemies are less likely to attack it. It will no longer count towards your colony's wealth and can be reclaimed anytime you want. Unclaimed turrets and defenses will be considered hostile, so be careful.
WARNING: Be careful with this mod**
It works with existing saves and doesn't cause any bugs or errors that I've seen, but I feel like there's a few things that need explaining and I really recommend reading the next section.
How it works:
Rimworld's code does not allow any faction to go "unclaimed". Once an object has its faction set, the game will not allow it to go back to having no faction. To solve this problem this mod doesn't actually allow you to cancel anything. Instead, when used on a structure, it sets that structure's branches to insects. Yeah, apparently those jelly-eating assholes have their own camp.
Faction reaction:
Your colonists and allies: treat it like it doesn't exist. Like the ruins on the map when you were born.
Hostile Factions: Can attack it, but the priority is so low they'll basically attack anything else. If it was the only/quickest route, they would dig into the wall just like they would with stone.
Insects: Don't react to it. They will not be drawn to unclaimed buildings, nor will they become hostile if the building is attacked, destroyed, or repossessed.
The building itself: technically hostile. Since the insects are a hostile faction, anything unclaimed will side with them. So if you want to take back ownership of the turret, then you just give the bug a gun and they tell it to shoot you.
Balance question:
I made this model with the intention of using it only on walls where I had to build patches to my otherwise natural stone defenses. However, after playing with it I discovered that if abused, this mod can be used to seriously manipulate enemy AI. With the right setup, you can get to the point where most raids linger before giving up and leaving. I guess my point is: use less or you'll end up with a very boring game
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Unclaim structures and buildings causing enemies to not target those structures and colonist to not repair them.
If you’re like me then you like digging yourself into the side of a mountain, setting up the perfect hallway of death, then ac …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.