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Messages - Katavrik

#106
Updated to V 1.24:
- Reduced fires during parts impact. The damage type of the majority of impacts replaced with Bomb type. Additionaly, a few small fires appear.
        Your colonists can easily extiguish such small fires, if you do it fast. Otherwise it become uncontrolled fire, like it was before.
        That mean, your descisions to beat the fire or to do something else, should have greater impact on result of crash landing.
- New puddle fuel burns much longer, and raises chance of resource burning in locations without plants.
- Fixed a bug with radiation damage does not kill colonists.
- Fixed a bug with non spawning weapon deck, when certain mods enabled.
- Various code refactoring
- Some minor bugs fixed
#107
Quote from: Fluffi on January 23, 2015, 09:24:48 AM
Huh, is it just me or does radiation not kill my colonists anymore? At first I thought some mods were causing this, but even with just CrashLanding active, they go over 200% of radiation with no problems... am I doing something wrong? :p

Thanks for report. That means, i have a bug in my new class CrashLanding.DamageType_AddGlobalInjury_CrashLanding. I've trying to make radiation damage to be healed slowly, but forget to test lethality.

Quote from: Fluffi on January 23, 2015, 09:02:23 PM
I see. There's another thing I've noticed though, however, this seems to be an incompatibility issue of some sort. Basically, the "Weapon cargo" crash doesn't spawn when I'm playing this with CyberneticStorm (I've tried it with various weaponpacks, such as Guns+, Rimfire, RimEffect, Liandri's Corp ect ect). As it worked fine before their 3.3 update, I'm assuming that it has something to do with their new weapons.

I will check it. Thanks for the log, it might be helpful.
#108
Updated my Crash Landing to be compatible with your Sceanrios 1.1.1. Scenario translation works fine. You've done a great job.
#109
Mod has been updated to V 1.22 (18.01.2014)
- Learned about ExposeData. Save/load game should now work correctly. I hope.
- Russian localization added. Except scenario description.
- Radiation damage now slowly heals (about 3% per 5 days), instead of sudden disappearing after half year.
- Fixed a bug with possible dublication of starting crash event.

EDIT: Updated to V 1.23 (19.01.2014)
- Updated to use EdBScenarios 1.1.1.
- Russian localization for scenario descriptions added.
#110
Help / Re: How to save bullets in savegame.
January 17, 2015, 09:32:20 PM
Quote from: EdB on January 17, 2015, 12:29:27 PM
You might be able to add something else to the map that can save and restore the positions of the falling ship parts.  I've had some success with this approach.

That was the reserved plan. I hoped there was a simple way to save bullets.

EDIT: I've made some experiments: Changed the category of ship parts to <category>Building</category>, and it works. My ship parts are saved and loaded normally. But i am afraid of some unpredicable bugs, that might happen due to wrong category.

EDIT2: Building category made a bug with several parts spawned in one cell. The only one part is correctly spawned. But <category>Ethereal</category> works fine.

Result: I've managed to save all ship parts correctly (at least for this moment) using Ethereal category instead of Projectile in their defs.
#111
Quote from: EdB on January 17, 2015, 11:05:56 AM
Quote from: Katavrik on January 17, 2015, 06:16:57 AM
I have a problem with localizing scenario descriptions.
Those ones, that located in scenarioDefs directory. By default it contains english language. To add another language for texts in defs directory i need to make a DefInjected dir and add corresponding files with localized texts. But it does not work for ScenarioDefs. The error message appear: "Error loading language from ...\CrashLanding\Languages\Russian: dir ScenarioDefs doesn't correspond to any def type. Skipping..."
I think that because of ScenarioDefs is not a standard defs.

Is there a way to make a translation with defInjected files?

There are two problems here.  One that you can fix, and one that I'll need to fix.

Because it's a non-standard definition type, you need to name the DefInjected directory using the full package name.  Instead of "DefInjected/ScenarioDef", it should be "DefInjected/EdB.Scenarios.ScenarioDef".  This will get fix the error message that you're seeing.

Once you've changed that, the translations will either work, or they won't.  It will depend on the mod loading order.  If the Scenarios mod is loaded before your Crash Landing mod, they should work just fine.  If it's loaded after, it will not work, and you'll see a bunch of warnings in the console.  I have a workaround for the mod loading order problem for the scenario definitions themselves but not for the translations.  I will fix this in the next version, which I plan to release either today or tomorrow.

EDIT: I changed something when I was testing this out before my initial reply, and my description was incorrect.  The first part is still right--you need the full package name for the directory.  The mod loading order does make a difference in what you'll see in the console.  You may see a bunch of warnings if your mod loads before the Scenarios mod, but your translations will not work regardless of mod loading order.  I need to fix this.

I understand. Thanks for reply. I will delay this translation for next update of my mod.
#112
I have a problem with localizing scenario descriptions.
Those ones, that located in scenarioDefs directory. By default it contains english language. To add another language for texts in defs directory i need to make a DefInjected dir and add corresponding files with localized texts. But it does not work for ScenarioDefs. The error message appear: "Error loading language from ...\CrashLanding\Languages\Russian: dir ScenarioDefs doesn't correspond to any def type. Skipping..."
I think that because of ScenarioDefs is not a standard defs.

Is there a way to make a translation with defInjected files?
#113
Help / How to save bullets in savegame.
January 17, 2015, 05:53:17 AM
I have a mod - Crash Landing. The ship parts crash lands on the map.
I use a bullet class as a base to my falling ship parts. If i save a game, while my ship part is falling, it will disappear after game load. I did not find any records about that falling part in savegame. That mean, it does not saved. Moreover, standart bullets does not saved either.

Is anybody know, why bullets does not saved?
How can i add my ship part to the savegame?
#114
Quote from: hesoyam on January 11, 2015, 11:01:17 PM
Standalone and saving ingame daily reloading maybe ingame monthly. Also running bunch of mods but non of them mess with events or Randy challenge

Thats bad, because i dont know what can cause this bug. There are some bugs with save game and switching EdB Scenario on/off, but not this time.
Are you sure, this happen in version 1.20 or later?
#115
Quote from: hesoyam on January 11, 2015, 01:46:31 AM
Is it just Randy messing with me or are you supposed to have four big ship crashes in the first month? I'm at fifteen colonists armed to the teeth and mostly in power armor but it's getting harder to dodge all the molten crap even without those three reactors :)

Its a bug. But i am not experiencing it during my play.
Do you playing with EdB Scenarios, or without it? How often you save and load game?
#116
A little update to V1.21. Added JoeysLucky22 text fixes and some tweaks:
- Shell explosion chances adjusted. 50% nothing, 5% incendiary shell, 45% explosion shell for every item in stack.
- Crashed ship beam deconstruction time reduced
#117
Quote from: JoeysLucky22 on January 09, 2015, 11:36:38 AM
Quote from: Katavrik on January 09, 2015, 07:56:40 AMUpdated mod to V 1.20.

Katavrik you're doing a FANTASTIC job with this mod! I LOVE the new crashes! I love how some ship parts will create unpowered buildings, how they come in angled and break apart in random directions, how the engine part now stays and shoots out random explosions, the new prisoner blocks, the different colored envelopes. Love it!

The english and spelling is a wee bit broken on some of the dialogues so I fixed those for you: (also, I don't think the "event will center on a presumed falling location" is necessary on every single alert. Just having it on the initial "Main_BigShipCrash" incident should be enough)


Thanks for the text fixes. I will implement them tomorow.
#118
Updated mod to V 1.20.
Recent changes:
- New crashed ship parts:
   - Animal pens
   - Prison block
   - Production module
   - Nutrient dispenser
   - Batteries module
- Chain explosions. Ship parts can now break apart on impact and fly some more to have another impact.
   Some parts can cause explosions while on a land.
- Various balance tweaks.
- Stuff crated in EdB Prepare Carefully now also crashlanded in Hard scenario (EdB Scenarios needed).
- You can now adjust starting colonists and stuff in a hard scenario, but you cant be sure that they survive crashland.
- New pictures added to the scenarios. Thanks to JoeysLucky22.
- Letters about crashed parts anre now have different colors.
- Parts fall directions slightly random.
- Random ship crash land should happen not more than once a year.
#119
Quote from: JoeysLucky22 on January 08, 2015, 12:11:00 AM
Could there be an another mode where the cinematic crash only happen at the intro?
- Initial crash with chosen crew
- X number of cargo + cryptosleep crashes
- A guaranteed reactor crash (Do you know how to make this a red envelope and not a yellow?)

So after the initial crash, there wouldn't be any other epic crashes. You could probably throw in 1 or 2 cryptosleep / cargo crashes at a time but never another reactor.

Some things will be added in the next update. For now, you can only enable colonist selection. Open CrashLanding\Defs\ScenarioDefs\CrashLanding_EdBScenario.xml and find

<li Class="EdB.Scenarios.SetupStep_Equipment">
<equipment />
</li>

in a hard scenario, and add

<li Class="EdB.Scenarios.SetupStep_Page">
<page Class="EdB.Scenarios.Page_CharMaker" />
</li>

just below it. This will enable colonists and stuff selection. But in this version, only colonists matter, stuff will be ignored.

As for random crash variations. I have a grand plans for a distant future to add different ships (different size and parts) that randomly crash near your colony. But not in the next update.
#120
Quote from: JoeysLucky22 on January 07, 2015, 06:20:42 PM
This mod is AMAZING! I do have to agree with one gripe though.

As Katavrik said, having multiple "intro crashes" kind of ruins the survival experience.
I survived about 30 days after the initial impact and was shocked to see another crazy amount of impacts coming in. Having two crashed reactors on a small map really sucks too.

I made some really quick images for the EdB Scenarios Mod (put in \Mods\CrashLanding\textures) if anyone else is interested:

I will think about random crash event and reactor balancing. The xml modding allow us to set mimimal time delay between same events, so maybe i should set this time to a year.
As for reactor. I dont wat to raise its deconstruction time (calculated from work amount), because its already too high. But if i reduce radiation damage, the reactor can be simply deconstructed right after it crashes. And that mean no real danger.

And i like your pictures. Can i use them for the mod with your credits?

I am preparing next update, that will include new ship parts. When it ready, i wiil do some balance changes.