[1.3] Crash Landing (v14.01) (04-08-2021)

Started by Katavrik, January 04, 2015, 12:53:47 AM

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Wonder Dog

Quote from: notfood on September 09, 2015, 04:12:35 PM
Still getting error:



This is a case problem.

Rename the texture Wastland.png to wasteland.png

or change in "CrashLanding\Defs\TerrainDefs\Terrain_Radiated.xml" line 7

<texturePath>wasteland</texturePath>

to

<texturePath>Wasteland</texturePath>

Katavrik

#241
Updated to V 5.02
V 5.02 (20.09.2015)
- Fixed incompatibility with Combat Realism:
  - Some filters added for weapon generation
  - Use vanila independent explosive bullets
- Fixed Capital letter of Wasteland
- New Option: rainTimeDelay - how long the rain will be disabled. (not properly tested)
Can not find an issue with medical container. But find incompatibility with combat realism and fix it.
If you can confirm, thet medical container bug still happen in V 5.02, please report.

Kolljak

https://ludeon.com/forums/index.php?topic=3612.0

Haplo's mode just added "Land Generation" and makes this mod incompatabile with it... Q.Q idk if anything can be done about it.

nguadien

#243
Within first 15 minutes of my game, it rains 30 parts from the sky, with 20+ colonists, 10 wounded, 5 attacking me, and 5 dead. The resources are everywhere, high end weapons dropped everywhere on the map, I can gather like 50 of them, but my 3 colonists are long dead because the 5 colonists attacking me wear power armor + triple rocket launcher...

WTF is this mod doing?

Katavrik

Quote from: Kolljak on September 21, 2015, 09:11:13 PM
https://ludeon.com/forums/index.php?topic=3612.0

Haplo's mode just added "Land Generation" and makes this mod incompatabile with it... Q.Q idk if anything can be done about it.
I need to check it, and see what can i do.

Quote from: nguadien on September 21, 2015, 11:07:47 PM
Within first 15 minutes of my game, it rains 30 parts from the sky, with 20+ colonists, 10 wounded, 5 attacking me, and 5 dead. The resources are everywhere, high end weapons dropped everywhere on the map, I can gather like 50 of them, but my 3 colonists are long dead because the 5 colonists attacking me wear power armor + triple rocket launcher...

WTF is this mod doing?
Something wrong with your situation: The maximum number of parts should be 21. New colonists should join your colony, rather than attack you. Only prisoners will attack, but they do not have rocket launchers. Total number of colonists should be less, but it is possible to have 20+ due to random. However, most of them dies.
Did the new colonists join your colony or become independent? What faction was the colonists attacking you? What other mods you play with?

nguadien

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>914</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>BackstoriesCore-12.0.0</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>MD2Base-12.0.1</li>
    <li>MD2Fortifications-12.0.0</li>
    <li>MD2Industry-12.0.0</li>
    <li>MD2Manufacturing-12.0.0</li>
    <li>MD2Power-12.0.0</li>
    <li>MD2Storage-12.0.0</li>
    <li>AdditionalLighting-AdditionalLighting1.2</li>
    <li>Clutter</li>
    <li>Glass&amp;Lights</li>
    <li>Crash Landing</li>
    <li>LED Lights 1.2</li>
    <li>ESM - DoNotDisturb</li>
    <li>ESM - MountainTemp</li>
    <li>ESM - SmoothWall</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Pawn State Icons</li>
    <li>BiomeSpawnTweak</li>
    <li>CaveworldFlora</li>
    <li>LessIncidentTrolling</li>
    <li>EdBInterface</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GlitterTech</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Teleport</li>
    <li>T-ConditionRed</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCrops</li>
    <li>T-MoreFloors</li>
    <li>T-MiscStuff</li>
    <li>ED-Core</li>
    <li>ED-AutoLoader</li>
    <li>ED-LaserDrill</li>
    <li>ED-PersonalNanoShields</li>
    <li>ED-Plants_24H</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-Shields</li>
    <li>ED-Vent</li>
    <li>Ish_MedievalArmor</li>
    <li>Ish_MedievalWeapons</li>
    <li>Ish_MedievalDefenses</li>
    <li>Ish_MedievalNobleHouse</li>
    <li>Turret Collection</li>
    <li>Turret Collection Anti-Tank Weapons</li>
    <li>Turret Collection Overkill</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>RimBeast</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. LaserFence</li>
    <li>M&amp;Co. AlertSpeaker</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>AdditionalJoyObjectsV2.40</li>
    <li>Apparello</li>
    <li>AstroTec v3.0</li>
    <li>AstroTec Trading 1.0</li>
    <li>RWAutoSell</li>
    <li>BeanTekBlastDoor</li>
    <li>BlastingCharges-BlastingCharges1.1</li>
    <li>DermalRegenerator-DermalRegenerator1.4</li>
    <li>ExtendedStorage-ExtendedStorage1.2</li>
    <li>Extreme Temperature Shields</li>
    <li>Fences</li>
    <li>FishIndustry</li>
    <li>FloorLights</li>
    <li>Hospitality</li>
    <li>LT_AnimalSurgery</li>
    <li>LT_ADogSaid</li>
    <li>LT_ASA</li>
    <li>LT_DoorMat</li>
    <li>LT_FixBone</li>
    <li>LT_RedistHeat</li>
    <li>LT_Soiling</li>
    <li>Mad Skills</li>
    <li>MAI</li>
    <li>MiniAMReactor</li>
    <li>MatterConverter</li>
    <li>Mending_SK</li>
    <li>Miscellaneous_HiRes</li>
    <li>More Vanilla Turrets</li>
    <li>Norbals</li>
    <li>Pirates!</li>
    <li>PowerSwitch</li>
    <li>TargetPractise</li>
    <li>ProjectDog-ProjectDog1.5</li>
    <li>Quorn</li>
    <li>RTFTJ</li>
    <li>RoofBomb-RoofBomb1.2</li>
    <li>RT Storage</li>
    <li>RT Fusebox</li>
    <li>Skynet_SK</li>
    <li>Soda Brewing V1.00</li>
    <li>Wall turret</li>
    <li>TilledSoil</li>
    <li>USCM</li>
    <li>Vegetable Garden v3.1a</li>
    <li>ZenGardenV0.13</li>
    <li>AutoEquip</li>
    <li>Darkness</li>
    <li>CombatRealism EPOE</li>
    <li>T-ExpandedCloth</li>
    <li>AnimalHideWorking</li>
    <li>RW_EnhancedTabs-12d.4g</li>
    <li>RW_MedicalInfo-A12d_1a</li>
    <li>RW_Cats-12d.9b</li>
    <li>VeinMiner</li>
    <li>RoofSupport</li>
    <li>Rimworld_Romance_Mod_A12_RevA</li>
    <li>LT_Infusion</li>
  </activeMods>
</ModsConfigData>


Most colonists join me immediately. Prisoners attacking me are 5, they use very high end weapons, 1 weapon is triple rocket launcher (my difficulty is highest)

rexx1888

#246
I have a suspicion that hot and cold biomes from marvinkosh seems to conflict with this mod actually triggering on game start, does that sound right?

(id assume its because it changes map gen in some way but i have no idea, just checking in)


Also, im really loving this btw. Its brutal as... though.. admittedly, its maybe a bit to unpredictable. Mainly because ive player three rounds now that all ended in about 5 minutes with no survivors from the crash.. at all. Maybe have the three starter dudes turn up in their escape pods and then rain the rest of the explodey death ship on them or something. Not that im complaining, its a riot. Just some feedback on the curve of the game :D

Katavrik

Quote from: rexx1888 on September 23, 2015, 08:15:11 AM
Also, im really loving this btw. Its brutal as... though.. admittedly, its maybe a bit to unpredictable. Mainly because ive player three rounds now that all ended in about 5 minutes with no survivors from the crash.. at all. Maybe have the three starter dudes turn up in their escape pods and then rain the rest of the explodey death ship on them or something. Not that im complaining, its a riot. Just some feedback on the curve of the game :D
There are two game modes, easy and hard. In easy mode, you starting colonists will land safely in escape pods. You can switch to easy mode in Options def. It is located in CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. You can edit it. <modeIsHard> - difficulty or mode, true - means Hard mode, false - means easy mode.

DroneKiller320


Katavrik

Quote from: DroneKiller320 on September 28, 2015, 07:25:05 AM
how do you change it between hard and easy?
From hard to easy:
Open CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. Find:

<modeIsHard>true</modeIsHard>

replace it with

<modeIsHard>false</modeIsHard>


From easy to hard is vice versa.

DroneKiller320

Quote from: Katavrik on September 29, 2015, 12:32:28 AM
Quote from: DroneKiller320 on September 28, 2015, 07:25:05 AM
how do you change it between hard and easy?
From hard to easy:
Open CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. Find:

<modeIsHard>true</modeIsHard>

replace it with

<modeIsHard>false</modeIsHard>


From easy to hard is vice versa.
When i do this it opens up a browser is it men't to do this as i can not change any of the coding.

Tekuromoto

Quote from: DroneKiller320 on September 29, 2015, 02:37:11 AM
When i do this it opens up a browser is it men't to do this as i can not change any of the coding.
Assuming you're on windows: right click, send to notepad. Or install notepad++ and set up .xml as a default file type.

SainnQ

Is there any way the frequency of ship detritus dropping out of the sky can be reduced? Or tweaked to some sort of percentage of likelihood combined with an RNG Oh shit it's raining hull?

I'm less then 2 minutes in and it looks like There was a fleet skirmish over the planet rather then a colony ship that broke up.

I even started with 4 members initially, now I've got roughly 30 dead corpses, 4 convicts trying to murder everyone and my 4 fellas trying to perform rescues on wounded while dodging hellfire.

It's a bit much.

Tekuromoto

#253
Quote from: SainnQ on October 11, 2015, 08:20:41 PM
Is there any way the frequency of ship detritus dropping out of the sky can be reduced?
I love the mod but I too found it a little over the top with the default settings. So I poked around a bit and found that you can tweak pretty much all aspects of what falls by editing CrashLanding\Defs\CrashTemplateDefs\StartingCrashTemplates.xml

The first half of the file is <guaranteedPartsList> and does what it says on the label: the parts below are guaranteed to fall in the specified quantities (though the order is random). The second half is <randomPartsList> and again does what you'd think.
<minimumNumberOfRandomParts>10</minimumNumberOfRandomParts> <!-- Minimum number of random parts generated. -->
<maximumNumberOfRandomParts>20</maximumNumberOfRandomParts> <!-- Maximum number of random parts generated. -->

is self-explanatory.

Each of the entries has a <partsCount>: 0 is none, > 0 is a fixed amount that is guaranteed to fall, and for the random ones -1 means (I think) unlimited (that is, you could get none or five or whatever, to your <maximumNumberOfRandomParts>)

The random parts also have a <partWeightCoefficient> and I'm not exactly sure how that works save to assume that bigger numbers equal a bigger chance of that item being what RNG throws at you.

You can also edit RandomCrashTemplates.xml in the same manner.

Hope that helps!

edit:
Quote
now I've got roughly 30 dead corpses
Make sure you bury/cremate the ones that don't burn up, since they're considered colonists and will make your guys upset if they're left to rot.

hwfanatic

I really like this mod. It adds a unique experience and chaos to the start of the game. Random ship crash incident needs to be toned down to <1 though.