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RimWorld => Mods => Releases => Topic started by: Katavrik on January 04, 2015, 12:53:47 AM

Title: [1.3] Crash Landing (v14.01) (04-08-2021)
Post by: Katavrik on January 04, 2015, 12:53:47 AM
Crash Landing

Description:
This mod changes the game start. It adds a new event, that drop a different spaceship parts on the landing site from the sky. Pods with colonists, containers with resources, engines with flammable fuel, and other useful and dangerous things. This event triggers at the start of the game, so your arrival will be much more similar to the movie crash landing. With the fire, explosions, dead and wounded people.

You will need to organize the rescue of wounded colonists and supplies. The fire will be your main enemy. It will start as small fires on the impact tiles, but quickly grow in major fire. Beat the small fires or evacuate supplies. Watch out for other dangers.

This mod tries to add a new gameplay, when you need to choose between resources and wounded peoples. And may be between wounded and maimed.

There are two scenarios: Easy and Hard
    In Easy scenario, you start with 3 healthy colonists and standard equipment. While some more random colonists will be crash-landing hard with little chance of surviving the impact.
    In Hard scenario, your starting colonists and equipment will crash land and take severe damage. Then, some more random colonists will be crash-landing hard with little chance of surviving the impact.

You should start the new game only with one of the CrashLanding scenarios. Otherwise you will have no CrashLanding, only random ship crashes as minor events.

If you you make new scenario by editing CrashLanding scenarios, it will have crashlanding event at the start. That mean, you can add various scenario parts through in-game editor, without breaking CrashLanding.

Important uninstall issue:
Since you can create your own scenario by editing one of the crashlanding scenarios, you need to delete all such scenarios manually, before uninstalling the crashlanding. Otherwise the game fails to start any new game.

Latest updates: 1.3 Update and new container
- Updated for Rimworld 1.3
- Reduced the chance of valuable stuff for items. Except Art Gallery, that mean to be valuable.
- Added new rare container with neurotrainers and psytrainers.
- Buildings like statues and furniture will be placed as not owned buldings, and can burn.
- Added some additional checks to prevent spawning wrong things (ThingSetMakerUtility.CanGenerate(thingDef)).

Full update log

V 14.01 (04.08.2021)
- Added some additional checks to prevent spawning wrong pawns.

V 14.00 (23.07.2021)
- Updated for Rimworld 1.3
- Support Rimworld 1.1-1.2
- Reduced the chance of valuable stuff for items. Except Art Gallery, that mean to be valuable.
- Added new rare container with neurotrainers and psytrainers.
- Buildings like statues and furniture will be placed as not owned buldings, and can burn.
- Added some additional checks to prevent spawning wrong things (ThingSetMakerUtility.CanGenerate(thingDef)).

V 13.10 (01.12.2020)
- Updated for Rimworld 1.2
- Support Rimworld 1.1
- Reduced the chance of valuable prestige armor in apparel crash pod.
- Removed some old debug log warnings.

V 13.00 (29.02.2020)
- Updated for Rimworld 1.1
- Not savegame compatible
- Work with Royalty update
- Added a new option to disable random crash events. Checkbox in mods settings.
- Removed some old crap like prisoners faction, apparel and base overrides. Should be more compatible.
- Additional checks to prevent spawn null things.
- Ship parts can fall closer to map borders, if does not find spot in center.

V 12.01 (18.10.2018)
- Updated for Release
- Prisoner apparel storage fix.
- Balance: Reduced damage in crashes (settings defaults) - default pawns (50 -> 45), starting pawns (30 -> 25).

V 12.0 (02.09.2018)
- Updated for B19
- Added new option: fire multiplier. Can turn fire off. Except engine and shells.

V 11.0 (21.11.2017)
- Updated for B18
- Mod options moved to mod settings in the Rimworld options menu.

V 10.3 (04.06.2017)
- Recompiled for new version.

V 10.2 (27.05.2017)
- Disable Alien Nest in the starting event. Due to unbeatable bugs with new AI.

V 10.1 (26.05.2017)
- Fixed crash when migrating to new place.
- Set category for all incidents.

V 10.0 (26.05.2017)
- Updated for A17
- Crashed Battery no longer appear in build menu.

V 9.01 (10.01.2017)
- Add a null check in furniture container code.
- Weapon container can spawn stacks of items (like ammo from Combat Realism).
- Fixed the crashed ship parts deconstruction time.

V 9.00 (29.12.2016)
- Updated for A16
- Code refactoring: All crashlanding events, like single part crash, can be used in scenarios and can be launched from dev mode.
- Mod`s Fuel puddle behave like vanila fuel puddle. There are two custom fuel puddles now: an old one is used on swamps and water, a new one is more like vanila fuel puddle and is usen on land.
- Fix some bugs with reactors radiation.

V 8.00 (06.09.2016)
- Updated for A15c

- New content added:
-- Furniture cargo container.
-- Contraband cargo container. It hold drugs.
-- Alien pod. Hive and bugs.
-- High Tech module. Component assembler and high tech research bench. And components.

- Various tweaks:
-- Resource container quantity is now based on item cost. No longer tons of super valuable resources. But art can still be very valuable.
-- Domesticated animals pen can bring cows, chickens and other animals with wilderness <0.1.
-- Domesticated animals pen holds some kibble.
-- Survived spacers from random ship crash will leave the map.
-- Added animal products to the food container.
-- More components in some parts.
-- Simple ship part will leave ship chunks.
-- Crashed batteries can be uninstalled like vanilla batteries.
-- Weapon deck new contain mortars and turrets.
-- Rebalanced Big Ship parts probabilities.

V 7.01 (07.08.2016)
- Fixed wrong pawns faction after loading the saved game.
- Fix prisoners recruit chance value.
- Some typo fixes.
- Savegame compatibility with previous version (7.00).

V 7.00 (24.07.2016)
- Updated for A14d
- Scenarios added. You should start the new game with one of the CrashLanding scenarios. Modes are gone.
- Fix: Do full crash damage to Animals.
- Minor Refactoring: Remove easy and hard modes.

V 6.00 (25.04.2016)
- Updated for A13
- Rebalance for crashed ship parts deconstruct resources. Components added.
- Fixed a bug with Reactor causing exceptions.

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)

V 5.01 (09.09.2015)
- Fixed Medicine Container
- Fixed Capital letters

V 5.00 (08.09.2015)
- Updated for A12d
- New ship part: Domestic Animal Pens.

V 4.32 (23.07.2015)
- New option in OptionDefs: fillStartColonistsBlock - controls the number of colonists in starting cryptosleep block.
- Renamed Textures and Languages directory. First letter in uppercase.
- If there is no prisoners faction in the world (old saves and worlds), the prisoners should be generated for hostile spacer faction.

V 4.31 (06.07.2015)
- Recompiled for A11b.

V 4.30 (29.06.2015)
- Added new random crashes... It is not what you thinking about. It is a new event, that can happen during the game, when different small spaceships crashlands near your colony.
- Reworked parts generation algorithm.
- Created templates for crashlanding events. Templates are used for parts generation and located in CrashLanding\defs\CrashTemplateDefs\. You can now adjust, how parts are generated in starting event and random events, and even add your own templates for random crash events. See description in corresponding xml files.
- Added a new ship part: Trade goods container - it contains a mixed type of goods.
- New option in OptionDefs: partsTimeDelayMultiplier - controls the time delay between ship's parts falling.
- Old option is removed: dangeroustPartsChanceMultiplier - since there are crashTemplates, and this option is not needed anymore.
- Removed all vanila replacements except MapGeneration. This will lower the chances of mods incompatibility.
- Reduced the crash damage to starting colonists. You should now have a capable colonist at the game start, however it is still random. It is a necessary measure, because a new generation algorithm is truly random, and the next cryptosleep block can only fall at the end of crashlanding event.
- Prisoners and crashlanded pirates are now attack colony.
- Corpses apparel new get damaged by radiation, like on living pawn.
- Reworked drop from containers algorithm.
- Reduced hitpoints of ship engine and ammo container. Increased their explosion occurrence chance.
- Added some deconstruct descriptions for crashed ship parts.
- Added a picture to mod description.
- Some code refactoring.
- New screenshots.

V 4.21 (24.06.2015)
- Fixed wasteland appear speed. It was mistakenly increased in V4.20.

V 4.20 (24.06.2015)
- Ship parts now randomly rotated during fall and have a smoke trail.
- New ship part: Art gallery
- Additional options added to optionDef: dangeroustPartsChanceMultiplier, crashlandedPawnsDamage, crashlandedStartColonistsDamage, colonistPerBlockCount. See optionDef.xml for more description.
- Adjusted item generation and prisoners.
- Wasteland texture adjusted.
- Radiation state shows lethal percent.
- Radiation damages worn apparel.
- Various spell fixes.

V 4.10 (19.06.2015)
- Reactor has a button that creates an allow area outside of the danger zone.
- Apparel now protects from radiation:
   - Any apparel give some protection based on covered body parts. Torso +20%, legs +10%, head and ears +10%, eyes +10%, but full head gives you +50% total. That mean full power armor gives you 80%.
   - This system can work with any apparel mods, for example: gas mask from Apparello mod give you +50% since it cover full head, hazard suit from industrialization mod gives you 80%.
   - This system is not very realistic, but it works with any mod.
- Reactor's radiation now damages plants, certain equipment and terrain.
- New terrain type - wasteland. It is non fertile land, that is slowly generated by reactor.
- Added ammo container, that appear after weapon deck crash. While on fire it will constantly explode with the rain of shells in a large radius. It works as old custom shells, that were removed in V4.0.
- Added a missed russian localization.

V 4.01 (16.06.2015)
- Fixed a small bug that makes mod completely broken

V 4.00 (16.06.2015)
- Updated to Alpha 11.
- No new content. Just update A10 version to A11.
- Deleted shell modifications. They are become vanila.

V 3.00 (28.04.2015)
- Updated to Alpha 10.
- No new content. Just update A9 version to A10.
- Small fixes.

V 2.01 (23.02.2015)
- Hard mode is available without EdBScenarios. In a hard mode, your colonists fall in a cryptosleep block like all others, and have a low chances to survive. That mean you will play with random colonists from different blocks, that are lucky to survive.
- New Options def, where you can adjust the mod to your taste. It is located in CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. You can edit it. Right now it has only two options:
      <isHard> - difficulty or mode, true - means Hard mode, false - means easy mode.
      <disableRain> - set false if you dont want to force disable rain during the crash landing event. true - means that during the crashlanding event there will be no rain.
- Fixed bug with Weapon deck not working.

V 2.00 (21.02.2015)
- Updated to Alpha 9.
- No new content or fixes. Just update A8 version to A9.

V 1.25 (26.01.2015)
- Fixed a bug with spawning turret weapon in a weapon deck. Check (destroyOnDrop == false && canBeSpawningInventory == true) before spawn.
- Set canFreeIntercept flag to bullets from weapon deck explosion.

V 1.24 (25.01.2015)
- Reduced fires during parts impact. The damage type of the majority of impacts replaced with Bomb type. Additionally, a few small fires appear.
- 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

V 1.23 (19.01.2015)
- Updated to use EdBScenarios 1.1.1.
- Russian localization for scenario descriptions added.

V 1.22 (18.01.2015)
- 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 duplication of starting crash event.

V 1.21 (10.01.2015)
- Text fixes from JoeysLucky22
- Shell explosion chances adjusted. 50% nothing, 5% incendiary shell, 45% explosion shell for every item in stack.
- Crashed ship beam deconstruction time reduced.

V 1.20 (09.01.2015)
- 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 crafted 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 [url=https://ludeon.com/forums/index.php?action=profile;u=35066]JoeysLucky22[/url].
- Letters about crashed parts are now have different colors.
- Parts fall directions slightly random.
- Random ship crash land should happen not more than once a year.

V 1.10 (05.01.2015)
- This mod can now work as a scenarion for EdB scenario Mod (https://ludeon.com/forums/index.php?topic=9000.0). There are two scenarios:
   - Easy. Works as ordinary.
   - Hard. Starting with random colonists, that crashlanded like all others.
- This mod can work alone, as it was earlie. But no crashlanding for starting colonists.
- Reactor still very dangerous, but get a new feature: It produces power! You can connect crashed reactor to your power net and get free energy. Of course, for a price of safety.
Dont forget to remove home zone in the irradiated area. And be on guard, if your colonists decide to walk near reactor.
- Various balance tweaks
- Not more than one AI Core and one reactor in single event.
- Rain is now blocked only for starting Crashlanding Event, bun not for random one.


Contents
- Starting Crash Landing Event
- Start colonists crash landing
- Random small Crash Landing events
- Two scenarios. You can change them through in-game editor, and they still be CrashLanding scenarios.
- Settings, where you can adjust the mod to your taste.
      Disable Rain - set false if you dont want to force disable rain during the crash landing event. true - means that during the crashlanding event there will be no rain.
      Rain Delay - controls the time delay before the rain become possible.
      Multiplier for time delay between parts - controls the time delay between ship's parts falling.
      Damage to Pawns - controls the amount of damage dealt to the pawns during crashlanding.
      Damage to starting Pawns - controls the amount of damage dealt to the start colonists during crashlanding.
      Number of colonists in one block - controls the number of colonists in one criptosleep block.
      Fill the starting colonists block - controls the number of colonists in the starting criptosleep block.
- Templates for crashlanding events. Templates are used for parts generation and located in CrashLanding\defs\CrashTemplateDefs\. You can now adjust, how parts are generated in starting event and random events, and even add your own templates for random crash events. See description in corresponding xml files.
- Different ship parts falling from the sky:
  - Simple ship part
  - CryptoSleep Block
  - Different Cargo Containers
  - Ship Engine
  - Ship Reactor
  - Ship AI Core
  - Weapon Deck
  - Animal pens
  - Domestic animal pens
  - Prison block
  - Production module
  - High Tech module
  - Nutrient dispenser
  - Batteries module
- Not so simple radiation model
- Rain is disabled for the duration of the event. Your colonist should beat the fire on their own. Can be enabled in OptionDefs.
- Use of Vanilla graphics and its combination
- Fixed event texts. But still some texts with mistakes due to my bad English.
- Russian localisation.

Plans for the updates
The mod is considered completed. There are no plans for updates in near future. But some are still possible:
- Hot fixes.
- Updates to newer versions of rimworld.
- Steam Workshop version.
Some issues i don't manage to resolve:
- Make hard CrashLanding scenario work with EdB Prepare Carefully.

Compatibility
It should be compatible with everything with a few exceptions.
Sometimes new items from other mods could not properly appear in cargo containers.
EdB Prepare Carefully does not work with Hard CrashLanding scenario. But does work with easy one.

Screenshots
(http://i.imgur.com/En1sFn9l.jpg)
(http://i.imgur.com/0ohLAlvl.jpg)
(http://i.imgur.com/kuXpYH9l.jpg)

Author
Katavrik

Contributors
Mod compatibility support:
- EdB (https://ludeon.com/forums/index.php?action=profile;u=11058).

Scenario pictures and text spellcheck:
- JoeysLucky22 (https://ludeon.com/forums/index.php?action=profile;u=35066).

Download V 14.01
https://drive.google.com/file/d/1Fdqmg17Q-E6H0ryAFnotVZdLJV3YlFSE/view?usp=sharing

Source V 14.01
https://drive.google.com/file/d/13XoFbsw1lhYqMYig8gzLNuHnOavoImLJ/view?usp=sharing

As for NoDisableRain variant. It does not needed anymore. Because there are mod options that can enable or disable it (see contents).
As for EdB Prepare Carefully variant. It does not needed anymore. Easy crashlanding scenario is compatible with EdB Prepare Carefully.

Steam Workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=730384702

Older versions
https://drive.google.com/folderview?id=0BwQAwAFNaDy1RlJuNERXM0FUREU&usp=sharing

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Select scenario: CrashLanding Easy or CrashLanding Hard.

License:
- You can use CrashLanding mod in your modPacks. You can make a compatible patch if necessary.
- You can use source code of CrashLanding mod to create your own mods. Just add a reference to this mod.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Omega12 on January 04, 2015, 01:13:28 AM
The mod look sawesome! im gonna give it a try :D
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Asero on January 04, 2015, 01:36:32 AM
Looks pretty great.

Question: Will your original colonist selection be affected by the crash landing (will any of them turn up dead? >:() or are additional pawns spawned for the effect?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Katavrik on January 04, 2015, 01:40:00 AM
Quote from: Asero on January 04, 2015, 01:36:32 AM
Question: Will your original colonist selection be affected by the crash landing (will any of them turn up dead? >:() or are additional pawns spawned for the effect?

Starting colonists are unaffected. But im working on it. Now, a new colonists spawned in a crash landing parts.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: popster99 on January 04, 2015, 01:53:12 AM
i'm restarting my ultra modded world to play with this i'll say if i find incompatatbilitys
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: OmegaConstruct on January 04, 2015, 02:09:31 AM
Why did you decide to disable rain? Shouldn't that be part of the random natural story that develops?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Katavrik on January 04, 2015, 02:22:44 AM
Quote from: OmegaConstruct on January 04, 2015, 02:09:31 AM
Why did you decide to disable rain? Shouldn't that be part of the random natural story that develops?

Because i think that its not really random. Every time you have many fire things on a map, the rain starts. If i dont turn off the rain, it will certainly start after a couple of falled parts.

You may check, that after the crashLanding event ends, the rain starts during the next 24 hours.

I guess that made for stopping the fire from destroying entire map. So i force stop the rain, that force start due to major fire on the map.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Katavrik on January 04, 2015, 02:24:23 AM
But, may be you right. I should stop rain only for starting event, but not for random space ship crash.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Kubouch on January 04, 2015, 02:55:39 AM
I also don't like the idea of a force-stopped rain. Anyway, this mod is among the most favourite ideas I've seen lately! Can't wait to try it out.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Pathing on January 04, 2015, 03:24:37 AM
Quote from: Katavrik on January 04, 2015, 02:22:44 AM
Quote from: OmegaConstruct on January 04, 2015, 02:09:31 AM
Why did you decide to disable rain? Shouldn't that be part of the random natural story that develops?

Because i think that its not really random. Every time you have many fire things on a map, the rain starts. If i dont turn off the rain, it will certainly start after a couple of falled parts.

You may check, that after the crashLanding event ends, the rain starts during the next 24 hours.

I guess that made for stopping the fire from destroying entire map. So i force stop the rain, that force start due to major fire on the map.
I agree, the rain is not random at all. After the event was finished for a while, there would be rain.
10 days later, the forest will obviously heal itself.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: popster99 on January 04, 2015, 05:09:35 AM
i've found no compatibility issues so far
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Oxidus on January 04, 2015, 05:53:10 AM
This is actually simple and cool mod!I was always thinking about why my refugees fell without a scratch.But other refugees are spawned as wounded?And cargo is cool too.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: konst on January 04, 2015, 09:00:09 AM
Quote from: Katavrik on January 04, 2015, 02:22:44 AM
I guess that made for stopping the fire from destroying entire map. So i force stop the rain, that force start due to major fire on the map.

I really like the idea for the mod! Looks really cool :-) I have just some observations on rain after fire.

From my experience, too much fire makes the game drasticlly slower. I experienced that few times with TTM meteors, that when one eight of map was burining the game was almost dying on my computer. For me the rain always seemed to be a simple mechanism that permits playing the game on a wider range of machines. Without the rain starting in case of a too big fire, the game is pretty much killed for people who have not bought a more powerful machine aimed for gaming. It becomes too slow to do anything, including fighting with fire. Therefore, it seems to me that the rain after fire is a balance mechanism, that makes the game go smoothly on larger variety of computers.

So it all depends on for how long you have disabled the rain.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: xeonxifiaction on January 04, 2015, 09:48:21 AM
The idea for this mod seems awesome. I will defiantly be trying out this mod  :D
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: popster99 on January 04, 2015, 10:10:33 AM
i started with this and the ai party crashed down in a open space but no ai persona item spawned
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Katavrik on January 04, 2015, 11:13:51 AM
Quote from: popster99 on January 04, 2015, 10:10:33 AM
i started with this and the ai party crashed down in a open space but no ai persona item spawned

AI persona catches a fire after crash ant takes damage from explosion. If you dont rescue it, AI persona will be destroyed by fire. Are you sure that it does not appear right after crash? If yes, what place did it lands? Are there some objects?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: MuffaloBoy on January 04, 2015, 01:59:29 PM
Congrats Katavrik, cool mod. I used it and i could not handle it.. my native died because of radiation, and the rescued pawns fell after a while because of their wounds. Cathastrophic. Apocalyptical. Stressing. COOL.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: kenobi87 on January 04, 2015, 02:08:12 PM
Great mod it is compatible with EDB prepare carefully and Project Armory just a fyi I haven't had any errors or issues. Very interesting mod, I recommend people not starting with colonists incapable of "scary" (firefighting) lol..
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Pathing on January 04, 2015, 04:15:50 PM
Nice mod... I had 34 colonists at day 1, 1 of them died because of fire. There was 1 crushed reactor as well... oh my so many colonists.
http://s10.postimg.org/odfnfafg9/great.jpg
http://s3.postimg.org/c5ntp9ksj/simplehospital.jpg
too many patients, not enough doctors and medical supplies.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Oxidus on January 04, 2015, 04:30:45 PM
Ehm and how do you take care of reactor?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: pktongrimworld on January 04, 2015, 05:37:08 PM
actually, the current system makes sense.


your initial colonists were the ones that made to it the escape pod on time :P
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: pktongrimworld on January 04, 2015, 06:32:45 PM
Quote from: Pathing on January 04, 2015, 04:15:50 PM
Nice mod... I had 34 colonists at day 1, 1 of them died because of fire. There was 1 crushed reactor as well... oh my so many colonists.
http://s10.postimg.org/odfnfafg9/great.jpg
http://s3.postimg.org/c5ntp9ksj/simplehospital.jpg
too many patients, not enough doctors and medical supplies.


also, very lucky, I kept reloading and never got more than 3 or 4 survivors.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: HBKRKO619 on January 04, 2015, 07:05:48 PM
I can suggest you to talk to EDB to incorporate your mod in his EDBScenario mod because ........ it's exactly what this mod is about xDDD
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: EdB on January 04, 2015, 07:08:45 PM
Quote from: HBKRKO619 on January 04, 2015, 07:05:48 PM
I can suggest you to talk to EDB to incorporate your mod in his EDBScenario mod because ........ it's exactly what this mod is about xDDD

Yes, totally accidental that we were working on similar ideas at the same time.  I'll have to take a look at this one to compare.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Katavrik on January 04, 2015, 10:14:45 PM
Quote from: Oxidus on January 04, 2015, 04:30:45 PM
Ehm and how do you take care of reactor?

There are two ways to remove it:
- to destroy, but it really tough. And you need a long range weapon or mortar.
- to claim and then deconstruct. But you need a colonist with an excellent construction speed, othewise he will die before deconstruction. At this point i realised, that deconstruction cost is too high. Balancing needed.

As for radiation. It is not very realistic and too simple, but it do its job right. Radiation follows these rules:
- When a colonist is in radiated area, his radiation level increases.
- Radiation level of a colonist does not harm him, until it reaches 100%.
- When it reaches 100%, a colonist will die.
- Radiation level does not reduce with time, but eventually disappear after about half year.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Katavrik on January 04, 2015, 10:28:29 PM
Quote from: EdB on January 04, 2015, 07:08:45 PM
Quote from: HBKRKO619 on January 04, 2015, 07:05:48 PM
I can suggest you to talk to EDB to incorporate your mod in his EDBScenario mod because ........ it's exactly what this mod is about xDDD

Yes, totally accidental that we were working on similar ideas at the same time.  I'll have to take a look at this one to compare.

Diversion is good.

I will look at your EDBScenario, and find out if i can make my Crash Landing as a scenario. May be it can solve my main problem - How to crashland initial colonists. (I have a possible solution in my head, but it more like a hack, than a beautiful solution).
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Dragoon on January 05, 2015, 03:17:36 AM
cool  ;)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: popster99 on January 05, 2015, 03:36:16 AM
Quote from: Katavrik on January 04, 2015, 11:13:51 AM
Quote from: popster99 on January 04, 2015, 10:10:33 AM
i started with this and the ai party crashed down in a open space but no ai persona item spawned

AI persona catches a fire after crash ant takes damage from explosion. If you dont rescue it, AI persona will be destroyed by fire. Are you sure that it does not appear right after crash? If yes, what place did it lands? Are there some objects?
it said the ai party will crash down i saw it crash down pasued game after it crashed and the ai item wasn't there no fire either
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: popster99 on January 05, 2015, 03:38:39 AM
Quote from: Katavrik on January 04, 2015, 10:14:45 PM
Quote from: Oxidus on January 04, 2015, 04:30:45 PM
Ehm and how do you take care of reactor?

There are two ways to remove it:
- to destroy, but it really tough. And you need a long range weapon or mortar.
- to claim and then deconstruct. But you need a colonist with an excellent construction speed, othewise he will die before deconstruction. At this point i realised, that deconstruction cost is too high. Balancing needed.

As for radiation. It is not very realistic and too simple, but it do its job right. Radiation follows these rules:
- When a colonist is in radiated area, his radiation level increases.
- Radiation level of a colonist does not harm him, until it reaches 100%.
- When it reaches 100%, a colonist will die.
- Radiation level does not reduce with time, but eventually disappear after about half year.
i've radiation for over a year 73% on three colonists
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: Katavrik on January 05, 2015, 04:27:24 AM
Quote from: popster99 on January 05, 2015, 03:36:16 AM
it said the ai party will crash down i saw it crash down pasued game after it crashed and the ai item wasn't there no fire either
Thats bad. I dont know what cause the problem. My code is not very good, may be it cant select a proper spawn location.

Quote from: popster99 on January 05, 2015, 03:38:39 AM
i've radiation for over a year 73% on three colonists
It was tested only for small durations, and it works. But i never wait a 1500000 ticks (actual value) during testing. According to my calculations its about half year.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.00 (04-01-2015)
Post by: popster99 on January 05, 2015, 08:42:25 AM
katacirk I think the problem with the ai may have been that it landed inside of a giant cave in a mountian
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Katavrik on January 05, 2015, 10:03:53 AM
Update mod to V 1.10.
Recent changes:
- This mod can now work as a scenarion for EdB scenario Mod (https://ludeon.com/forums/index.php?topic=9000.0). There are two scenarios:
   - Easy. Works as ordinary.
   - Hard. Starting with random colonists, that crashlanded like all others.
- This mod can work alone, as it was earlie. But no crashlanding for starting colonists.
- Reactor still very dangerous, but get a new feature: It produces power! You can connect crashed reactor to your power net and get free energy. Of course, for a price of safety. Dont forget to remove home zone in the radiated area. And be on guard, if your colonists decide to walk near reactor.
- Various balance tweaks
- Not more than one AI Core and one reactor in single event.
- Rain is now blocked only for starting Crashlanding Event, bun not for random one.

It should be capatible with old savegames.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: HBKRKO619 on January 05, 2015, 10:09:33 AM
Thank you to have "combine" your mod with EDB's one :)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: popster99 on January 05, 2015, 10:22:23 AM
yay updates
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: kenobi87 on January 05, 2015, 02:17:17 PM
I really enjoy the mod but is it possible to have a version that only has the initial landing event and not have it show up throughout the game randomly? The reason I ask is I like the initial landing because of the panic and trying to save what you can but the event popping up later can be easily handled which leads to hoards of good stuff every time the event pops up.

Also not sure but I imagined that after the initial crash that the random events would be like one part at a time but it repeated the entire sequence (like 4-6 ship parts of stuff) again and I got like hoards of food and power armor :[ which is the reason im posting here lol its nice and all but I like my games to go a little slower yknow?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Katavrik on January 05, 2015, 09:56:47 PM
Quote from: kenobi87 on January 05, 2015, 02:17:17 PM
I really enjoy the mod but is it possible to have a version that only has the initial landing event and not have it show up throughout the game randomly? The reason I ask is I like the initial landing because of the panic and trying to save what you can but the event popping up later can be easily handled which leads to hoards of good stuff every time the event pops up.

Also not sure but I imagined that after the initial crash that the random events would be like one part at a time but it repeated the entire sequence (like 4-6 ship parts of stuff) again and I got like hoards of food and power armor :[ which is the reason im posting here lol its nice and all but I like my games to go a little slower yknow?

You can disable it manually, its simple. Open mods folder and go to CrashLanding\Defs\IncidentDefs. Open Incidents_CrashLanding_Main.xml and set the chance to 0 (<chance>1</chance> -> <chance>0</chance>). It will not shown randomly any more, only at start.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: kenobi87 on January 05, 2015, 10:02:06 PM
Thank you!
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: eyj123 on January 06, 2015, 07:39:39 AM
Is there a way to enable rain during the first crash?  Thanks :)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Katavrik on January 06, 2015, 08:49:32 AM
Quote from: eyj123 on January 06, 2015, 07:39:39 AM
Is there a way to enable rain during the first crash?  Thanks :)

Oh that rain...
I've made a download link, on the first page, to the mod variant without rain blocking.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: eyj123 on January 06, 2015, 09:06:32 AM
Quote from: Katavrik on January 06, 2015, 08:49:32 AM
Quote from: eyj123 on January 06, 2015, 07:39:39 AM
Is there a way to enable rain during the first crash?  Thanks :)
Thank you very much sir!

Oh that rain...
I've made a download link, on the first page, to the mod variant without rain blocking.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Epyk on January 07, 2015, 05:32:50 AM
Love the mod!
I think I'd rather make it out with with no survivors or gear. Just the fantastic intro is enough for me.

I hope I'm not a bother, but can you teach me how to remove the radiation thing/event? I'm not a huge fan of it.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Epyk on January 07, 2015, 06:41:20 AM
Quote from: Epyk on January 07, 2015, 05:32:50 AM
Love the mod!
I think I'd rather make it out with with no gear and all survivors dead except a few so I don't end up with so many. Just the fantastic intro is enough for me.

I hope I'm not a bother, but can you teach me how to remove the radiation thing/event? I'm not a huge fan of it.

Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Katavrik on January 07, 2015, 10:31:08 AM
Quote from: Epyk on January 07, 2015, 05:32:50 AM
Love the mod!
I think I'd rather make it out with with no survivors or gear. Just the fantastic intro is enough for me.

I hope I'm not a bother, but can you teach me how to remove the radiation thing/event? I'm not a huge fan of it.

You can change it in xml. Go to mods foldier, then CrashLanding\Defs\ThingDefs\. Open buildings_shipParts.xml it contains reactor ThingDef.
If you raplace

    <thingClass>CrashLanding.Building_CrashedShipReactor</thingClass>

with

    <thingClass>Building</thingClass>

the reactor will stop emiting radiation. But still produce power. You can remove power production by deleting

    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>-4000</basePowerConsumption>
        <transmitsPower>true</transmitsPower>
      </li>
    </comps>

So it become just building that do nothing.

You can also replace an event. Go to CrashLanding\Defs\IncidentDefs\Incidents_CrashParts.xml. Find <defName>ShipReactorCrashIncident</defName>. And replace a string below it

    <workerClass>CrashLanding.IncidentWorker_ShipReactorCrash</workerClass>

with (for example)

    <workerClass>CrashLanding.IncidentWorker_ShipEngineCrash</workerClass>

It will make the ship engine crash instead of ship reactor.
I think this examples will be enough for you, to start experiments with building parameters and events.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Romi on January 07, 2015, 11:33:22 AM
Any mod incopatibility?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: 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:


(Easy)
(http://i.imgur.com/J3WfOUH.png)
(Hard)
(http://i.imgur.com/wkSAkhl.png)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Epyk on January 07, 2015, 08:23:54 PM

QuoteYou can change it in xml. Go to mods foldier, then CrashLanding\Defs\ThingDefs\. Open buildings_shipParts.xml it contains reactor ThingDef.
If you replace

    <thingClass>CrashLanding.Building_CrashedShipReactor</thingClass>
...

Thank you very much for the help!

This is definitely in my top 3 personal favorite mods.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Katavrik on January 07, 2015, 10:24:53 PM
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.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: JoeysLucky22 on January 08, 2015, 12:11:00 AM
Quote from: Katavrik on January 07, 2015, 10:24:53 PMAnd i like your pictures. Can i use them for the mod with your credits?

Oh, absolutely!

Quote from: Katavrik on January 07, 2015, 10:24:53 PM
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.

I'm actually cool with the reactor's current radiation damage, I'm just not really a fan of them constantly raining down on my poor little plot of land   :P

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.

I can't wait for the next update! You did a fantastic job with this. Playing the vanilla colony start just feels way too easy now...
Title: Re: [MOD] (Alpha 8) Crash Landing v1.10 (05-01-2015)
Post by: Katavrik on January 08, 2015, 01:25:23 AM
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.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.20 (09-01-2015)
Post by: Katavrik on January 09, 2015, 07:56:40 AM
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 (https://ludeon.com/forums/index.php?action=profile;u=35066).
- 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.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.20 (09-01-2015)
Post by: Epyk on January 09, 2015, 08:12:51 AM
Quote from: Katavrik on January 09, 2015, 07:56:40 AM
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 (https://ludeon.com/forums/index.php?action=profile;u=35066).
- 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.
Excellent! Trying now.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.20 (09-01-2015)
Post by: 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)

\Mods\CrashLanding\languages\english\Keyed\CrashLandingEnglish.xml

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
  <CryptoSleepBlockCrash>A cryptosleep block of the ship is crashing nearby.\n\nAll of its inhabitants will likely be severely injured or killed upon impact.</CryptoSleepBlockCrash>
  <SimpleShipPartCrash>A large chunk of the ship is crashing nearby.</SimpleShipPartCrash>
  <FoodCargoContainerCrash>A cargo container with food is crashing nearby.\n\nThere is a high probability, that all this food will be consumed by the fire after impact.</FoodCargoContainerCrash>
  <ResourcesCargoContainerCrash>A cargo container with various resources is crashing nearby.</ResourcesCargoContainerCrash>
  <MedicineCargoContainerCrash>A cargo container with medicine is crashing nearby.</MedicineCargoContainerCrash>
  <ArtCargoContainerCrash>An art gallery ship block is crashing nearby.</ArtCargoContainerCrash>
  <ApparelCargoContainerCrash>A cargo container with various apparel is crashing nearby.</ApparelCargoContainerCrash>
  <WeaponSafeCrash>A weapon deck with various weapons and ammo is crashing nearby.\n\nBe careful, unexploded ordnance can be very dangerous.</WeaponSafeCrash>
  <ShipEngineCrash>One of the ship's engines is crashing nearby.\n\nWatch out for debris!</ShipEngineCrash>
  <ShipReactorCrash>One of the ship's reactors is crashing nearby. Stay as far away as possible from the crash site!\n\nDamaged reactors are extremely dangerous due to radiation leaks.</ShipReactorCrash>
  <ShipAICoreCrash>The main ship computer core is crashing nearby.\n\nThis is a very valuable ship part but not for those who need food, medicine or more doctors.</ShipAICoreCrash>
  <AnimalPensCrash>A pod containing various animals is crashing nearby.\n\nUnfortunately, most of them will die upon impact.</AnimalPensCrash>
  <PrisonBlockCrash>A prison block with angry prisoners is crashing nearby.\n\nSome of these prisoners managed to obtain weapons during the accident. Hopefully not all of them will survive the impact.</PrisonBlockCrash>
  <ProductionModuleCrash>A production module is crashing nearby.\n\nIt contains a lot of steel.</ProductionModuleCrash>
  <NutrientDispenserCrash>A Nutrient dispenser is crashing nearby.\n\nIt contains a lot of valuable nutrient paste.</NutrientDispenserCrash>
  <BatteriesModuleCrash>A Batteries module is crashing nearby.\n\nAny functional batteries remaining will store energy.</BatteriesModuleCrash>

  <Main_BigShipCrash>The remains of a large space ship are crashing nearby. Beware the direct impact sites of falling parts but be ready to collect resources, rescue survivors and beat the fire.\n\nThis event will center on a presumed falling location. The ship parts will be falling from north.</Main_BigShipCrash>
  <Main_BigShipCrash_Ends>The last part of the ship has fallen to the ground.</Main_BigShipCrash_Ends>
</LanguageData>
Title: Re: [MOD] (Alpha 8) Crash Landing v1.20 (09-01-2015)
Post by: Epyk on January 09, 2015, 12:11:04 PM
Just finished a new colony with the mod and WOW.
I don't know how this mod can get any better. Kudos.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.20 (09-01-2015)
Post by: Katavrik on January 09, 2015, 12:22:30 PM
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.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.20 (09-01-2015)
Post by: JoeysLucky22 on January 09, 2015, 12:32:51 PM
Quote from: Katavrik on January 09, 2015, 12:22:30 PMThanks for the text fixes. I will implement them tomorow.

Absolutely man, thank you for this amazing mod! Seriously, this has ruined the original starting scenario for me. It's waaay too easy now!

Some other language fixes:

Mods\CrashLanding\Defs\ScenarioDefs\CrashLanding_EdBScenario.xml

Hard starting scenario:

<startText>Your colonists awake in their cryptosleep sarcophagi to the sound of blaring sirens and ripping metal. Nobody is able to reach the escape pods before the ship is torn apart.\n\nAll of your colonists will crash-land hard on this unknown rimworld.\n\nThere is a chance that all of your colonists will land incapacitated or dead. You'll need to accept the fate of your crew.\n\nNot all crash landings have a happy ending.</startText>


Easy starting scenario:

<startText>Your colonists awake in their cryptosleep sarcophagi to the sound of blaring sirens and ripping metal. Luckily, your crew manages to reach the escape pods before the ship is torn apart.\n\nSome time later, they land on this unknown rimworld.\n\nThe other colonists from on board the ship will be crash-landing hard with little chance of surviving the impact.</startText>


Title: Re: [MOD] (Alpha 8) Crash Landing v1.20 (09-01-2015)
Post by: Katavrik on January 09, 2015, 11:57:27 PM
A little update to V1.21. Added JoeysLucky22 (https://ludeon.com/forums/index.php?action=profile;u=35066) 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
Title: Re: [MOD] (Alpha 8) Crash Landing v1.21 (10-01-2015)
Post by: 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 :)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.21 (10-01-2015)
Post by: Katavrik on January 11, 2015, 09:19:32 PM
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?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.21 (10-01-2015)
Post by: 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
Title: Re: [MOD] (Alpha 8) Crash Landing v1.21 (10-01-2015)
Post by: Katavrik on January 12, 2015, 06:29:49 AM
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?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.21 (10-01-2015)
Post by: noahdaorkyboy on January 12, 2015, 07:00:58 AM
i think you should add radiation medicine. if been playing my game for 30 days and if they havent died, then the people who got radiation still wont heal.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.21 (10-01-2015)
Post by: Baguette on January 17, 2015, 12:05:01 PM
I'd get this mod but i'd be forever dreading the day that a spaceship part falls on my living quaters and kills all my colonists in their sleep
Title: Re: [MOD] (Alpha 8) Crash Landing v1.22 (18-01-2015)
Post by: Katavrik on January 18, 2015, 04:39:58 AM
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.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.23 (19-01-2015)
Post by: LittleMikey on January 19, 2015, 12:17:09 AM
(http://www.quickmeme.com/img/cb/cbc6363da484265866da434844d84cb721501b57f829b197858e9014e285fe3d.jpg)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.23 (19-01-2015)
Post by: Pathing on January 21, 2015, 11:40:48 PM
That (Hard) is not hard. It is impossible  :o
Most of times I got only incapacitated colonists, still, nice opening.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.23 (19-01-2015)
Post by: 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
Title: Re: [MOD] (Alpha 8) Crash Landing v1.23 (19-01-2015)
Post by: Rikiki on January 23, 2015, 09:40:07 AM
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

Congratulations! You are a fresh member of the "Childrens of the Atom"! ;D
Title: Re: [MOD] (Alpha 8) Crash Landing v1.23 (19-01-2015)
Post by: Kadian on January 23, 2015, 02:38:17 PM
Quote from: Rikiki on January 23, 2015, 09:40:07 AM
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

Congratulations! You are a fresh member of the "Childrens of the Atom"! ;D

Give your bodies to Atom, my friends. Release yourself to his power, feel his Glow and be Divided. Come forth and drink the waters of the Glow, for this ship's reactor is our salvation, it is the very symbol of Atom's glory! Your suffering shall exist no longer; it shall be washed away in Atom's Glow, burned from you in the fire of his brilliance, and each of us shall give birth to a billion stars formed from the mass of our wretched and filthy bodies.

*cough cough*
I did find the problem though ; The RadiationDamageTypes.xml apparently had a small...problem? The Code in there pointed the Radiation to a workerClass, which apparently is either non-existent or faulty. I'm by no means an expert, but deleting said workerClass will do the trick, people will die from radiation at a 100% again.

Quote<?xml version="1.0" encoding="utf-8" ?>

<!--
   If healthDiffSkin or healthDiffSolid is not specified, then healthDiff is used.
-->

<DamageTypes>

  <!-- Local injuries -->

  <DamageTypeDef Name="GlobalInjuryBase" Abstract="True">
    <workerClass>DamageType_AddGlobalInjury</workerClass>
    <interruptJobs>false</interruptJobs>
    <hasForcefulImpact>false</hasForcefulImpact>
    <makesBlood>false</makesBlood>
  </DamageTypeDef>

  <DamageTypeDef ParentName="GlobalInjuryBase">
    <workerClass>CrashLanding.DamageType_AddGlobalInjury_CrashLanding</workerClass>
    <defName>Radiation</defName>
    <label>radiation</label>
    <externalViolence>false</externalViolence>
    <deathMessage>{0} has died from radiation.</deathMessage>
    <healthDiff>Rad</healthDiff>
<!--    <makesBlood>false</makesBlood>
    <incapChanceMultiplier>0.5</incapChanceMultiplier>
    <interruptJobs>false</interruptJobs>
    <healthDiff>Rad</healthDiff>
    <healthDiffSkin>Rad</healthDiffSkin>
    <healthDiffSolid>Rad</healthDiffSolid>
    <harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
    <armorCategory>Electric</armorCategory> -->
  </DamageTypeDef>

</DamageTypes>

The thing in red has to go. Like I said, I'm definitely not a coder, so I can't guarantee that this change won't cause long-term bugs or something similar, i just compared radiation to blood loss, starvation and other non-local injuries and this did the trick.
For all I know, this workerClass could introduce long-term ailments or mutations to the radiated pawns, but I got my peopl to..i think over 700% radiation and they did fine - in fact, they started to starve to death while i waited for any visible effects of the radiation.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.23 (19-01-2015)
Post by: 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. Here's a shot of the error: (http://i.imgur.com/MnD48pA.png) or here as a link http://prntscr.com/5wa9iw

So anyone a guess on this? While it's no big deal as the event is simply skipped (I still get the message that a weaponsdeck is crashing down, but nothing happens), it still would be nice to have those random weapons~
Title: Re: [MOD] (Alpha 8) Crash Landing v1.23 (19-01-2015)
Post by: Katavrik on January 23, 2015, 10:40:42 PM
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.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.24 (25-01-2015)
Post by: Katavrik on January 25, 2015, 04:32:55 AM
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
Title: Re: [MOD] (Alpha 8) Crash Landing v1.24 (25-01-2015)
Post by: Latta on January 25, 2015, 12:11:06 PM
Hehe, great fireworks there. Does building a wall prevents radiation from killing my colonists?
Also, there are some turret weapons spawning when weapon safes crash land. Maybe there should be some kind of filter which filters weapons by there tag IMO.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.24 (25-01-2015)
Post by: Katavrik on January 25, 2015, 09:49:32 PM
Quote from: urty5656 on January 25, 2015, 12:11:06 PM
Hehe, great fireworks there. Does building a wall prevents radiation from killing my colonists?
Also, there are some turret weapons spawning when weapon safes crash land. Maybe there should be some kind of filter which filters weapons by there tag IMO.

Building walls does not prevent radiation. Radiation has a very simple code. It just a radius, without any obstacles calculations.

As for turret spawning. Is it a vanila turret that spawn in a weapon deck, Or a modded one? I realized, that i cant make a filter, that works perfect with any mod. Because some mods has its own weapon tags, and i cant predict them.
I've made a changes to weapon generation, and it should work without filtres. Because, such filtres cause a bug with some mods. May be i need to check it again.

Thanks for report.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.24 (25-01-2015)
Post by: Latta on January 26, 2015, 02:44:35 AM
Quote from: Katavrik on January 25, 2015, 09:49:32 PM
Building walls does not prevent radiation. Radiation has a very simple code. It just a radius, without any obstacles calculations.

As for turret spawning. Is it a vanila turret that spawn in a weapon deck, Or a modded one? I realized, that i cant make a filter, that works perfect with any mod. Because some mods has its own weapon tags, and i cant predict them.
I've made a changes to weapon generation, and it should work without filtres. Because, such filtres cause a bug with some mods. May be i need to check it again.

Thanks for report.
I thought that the actual damage is done by Gamma Bullet. I should have mistaken, then.
For the turrets, it was modded ones, but not sure, my last colony used this scenario has destroyed by mechnoids. Will check it once more.

One more thing though, I got a mechanoid heavy charge blaster by drop along with turret weapons. But as it is defined like
<destroyOnDrop>True</destroyOnDrop>
this, when one of my colonist hauled it, it disappeared. This will happen too with turret weapons, I think. No, forget this.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.24 (25-01-2015)
Post by: Katavrik on January 26, 2015, 08:22:38 AM
Fix it again. Hopefully it will work correct this time.
V1.25
- Fixed a bug with spawning turret weapon in a weapon deck. Check (destroyOnDrop == false && canBeSpawningInventory == true) before spawn.
- Set canFreeIntercept flag to bullets from weapon deck explosion.


Quote from: urty5656 on January 26, 2015, 02:44:35 AM
I thought that the actual damage is done by Gamma Bullet. I should have mistaken, then.
That was my first idea, but the probability of random gamma particle to hit pawn was very low. That mean i should spawn a lot of particles. I mean a LOT!
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: rdz1122 on February 02, 2015, 01:22:55 PM
Is anyone still having trouble saving/loading from Main Event?  I have EdB Scenarios, and I have never been able to save/load Crash Landing Main Event saves.  It starts fine, but I load to a black screen (sounds still play though...)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Etherdreamer on February 03, 2015, 01:38:47 AM
Totally unfair and need balance, the constant stuff than falls from the ship, make this thing unplayable, not to say the long radiation radius than covers the stuff, if your medicines get fire or got grabbed inside the radiation area, is pretty much GG.

This the 10 time I basically can not survive the map in any way the fire goes wild in all map, and the radiation blocks most of the stuff.

Edit: Wow shells from the weapon pod make and huge explosion and instakill all my main colonist. >:c
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Dragoon on February 03, 2015, 01:45:07 AM
Quote from: Etherdreamer on February 03, 2015, 01:38:47 AM
Totally unfair and need balance, the constant stuff than falls from the ship, make this thing unplayable, not to say the long radiation radius than covers the stuff, if your medicines get fire or got grabbed inside the radiation area, is pretty much GG.

This the 10 time I basically can not survive the map in any way the fire goes wild in all map, and the radiation blocks most of the stuff.

It's hard but not impossible I have won a game on this (before the rain was turned on) all you have to do is protect the core of the ship first then let the rest burn. :/
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Etherdreamer on February 03, 2015, 01:52:30 AM
Jesus... again this time I get wiped by the shrapnels from the weapon pod bruh..
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: SilverDragon on February 03, 2015, 04:41:50 AM
I love it! :D I think it's really fun. Crashing down on a spaceship isn't no kiddyride in the park, better hold onto your butts and pray to the RNG-jebus that you can salvage atleast something.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Katavrik on February 03, 2015, 07:00:37 AM
Quote from: rdz1122 on February 02, 2015, 01:22:55 PM
Is anyone still having trouble saving/loading from Main Event?  I have EdB Scenarios, and I have never been able to save/load Crash Landing Main Event saves.  It starts fine, but I load to a black screen (sounds still play though...)
Have checked it now, and its worked for me.

Black screen with sounds happend to me when i save a game with some mods, and then load without one. Even if this game does not have any objects from a mod.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Katavrik on February 03, 2015, 07:05:08 AM
Quote from: Etherdreamer on February 03, 2015, 01:52:30 AM
Jesus... again this time I get wiped by the shrapnels from the weapon pod bruh..
This mod is really hard. Especially on a hard scenario. Sorry if the description does not say anything about it.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: rdz1122 on February 03, 2015, 01:30:14 PM
I have another odd issue with the "Crash Landing - Hard" scenario; I start fine, get a notice that stuff is going to fall, then nothing.  No falling stuff, no colonists, nothing.  Very first revision of this mod I got it to work, and not again since.  CL-Easy works fine though.


Quote from: Katavrik on February 03, 2015, 07:00:37 AM
Quote from: rdz1122 on February 02, 2015, 01:22:55 PM
Is anyone still having trouble saving/loading from Main Event?  I have EdB Scenarios, and I have never been able to save/load Crash Landing Main Event saves.  It starts fine, but I load to a black screen (sounds still play though...)
Have checked it now, and its worked for me.

Black screen with sounds happend to me when i save a game with some mods, and then load without one. Even if this game does not have any objects from a mod.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Etherdreamer on February 03, 2015, 08:58:19 PM
Quote from: Katavrik on February 03, 2015, 07:05:08 AM
Quote from: Etherdreamer on February 03, 2015, 01:52:30 AM
Jesus... again this time I get wiped by the shrapnels from the weapon pod bruh..
This mod is really hard. Especially on a hard scenario. Sorry if the description does not say anything about it.

I played a lot Dwarf Fortress, I know about "unfair hard" starts when you simple spend some time "preparing carefully" them proceed to go into the map, and an random spider just wreck all your dwarves. But just an simply "unlucky" falling explosion is possible in an scenario like this one, but no exactly balanced.

I suggest, the actually events could exist, but not "luckily" get an reactor upon your colonists (or just too close them, or even any of those falling debris).

Even if you get weirdly terrible lucky, happened to me yesterday 11 times in a row was just "too unlucky" meh. Any of those events could happen not just at start? like for example, some ship parts are in orbit and will fall later?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Katavrik on February 04, 2015, 08:53:24 AM
Quote from: rdz1122 on February 03, 2015, 01:30:14 PM
I have another odd issue with the "Crash Landing - Hard" scenario; I start fine, get a notice that stuff is going to fall, then nothing.  No falling stuff, no colonists, nothing.  Very first revision of this mod I got it to work, and not again since.  CL-Easy works fine though.

Did you use another mods? I had a issue with one mod in the past. Where i had a bad filter for an item generation. The last changes repairs it, but may be there is another problems.

Quote from: Etherdreamer on February 03, 2015, 08:58:19 PM
Quote from: Katavrik on February 03, 2015, 07:05:08 AM
Quote from: Etherdreamer on February 03, 2015, 01:52:30 AM
Jesus... again this time I get wiped by the shrapnels from the weapon pod bruh..
This mod is really hard. Especially on a hard scenario. Sorry if the description does not say anything about it.

I played a lot Dwarf Fortress, I know about "unfair hard" starts when you simple spend some time "preparing carefully" them proceed to go into the map, and an random spider just wreck all your dwarves. But just an simply "unlucky" falling explosion is possible in an scenario like this one, but no exactly balanced.

I suggest, the actually events could exist, but not "luckily" get an reactor upon your colonists (or just too close them, or even any of those falling debris).

Even if you get weirdly terrible lucky, happened to me yesterday 11 times in a row was just "too unlucky" meh. Any of those events could happen not just at start? like for example, some ship parts are in orbit and will fall later?

I need to make parts generation more complex. Right now its simple: its random. You may have only 2 cryptosleep blocks with two survivors, and only one of them can be medic. Next time, you can have 6 cryptosleep blocks, with 8 capable colonists, medicine stuff and no reactors.
But i dont want to make it less random, because i like randomness. In ideal situation, i should make an option window at the start of the game. Like EdB Prepare Carefully, where the player can adjust number of parts and other paremeters. But it needs more coding.
Right now, i dont have much time for modding, and only prepare myself to A9 update.

Modding is not hard, so you can take the source files and make some changes. Aks me, if you need to find where any specific parameters located.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Der Failer on February 04, 2015, 02:48:37 PM
Quote from: Katavrik on January 04, 2015, 12:53:47 AM
- Shell explosion chances adjusted. 50% nothing, 5% incendiary shell, 45% explosion shell for every item in stack.
Katavrik you're so evil and I like it!
I just was totally confused by the fact that my haulers randomly die by explosion out of nowhere (at least I thought it was rnd). I was already suspecting some kind bug, and started searching for it, luckily I stumbled across this in the changelog...

But I've to say that I really enjoy playing with this mod. It makes the early game MUCH more interesting.
Keep up the good work!
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: TracerFox on February 11, 2015, 02:17:56 PM
Quote from: Katavrik on February 04, 2015, 08:53:24 AM
I need to make parts generation more complex. Right now its simple: its random. You may have only 2 cryptosleep blocks with two survivors, and only one of them can be medic. Next time, you can have 6 cryptosleep blocks, with 8 capable colonists, medicine stuff and no reactors.
But i dont want to make it less random, because i like randomness. In ideal situation, i should make an option window at the start of the game. Like EdB Prepare Carefully, where the player can adjust number of parts and other paremeters. But it needs more coding.
Right now, i dont have much time for modding, and only prepare myself to A9 update.

Modding is not hard, so you can take the source files and make some changes. Aks me, if you need to find where any specific parameters located.

Well, you did say to ask, so I will.
I would like to be able to disable both the reactor and weapon bay parts from triggering.  Yes I know that would just make things easier.  Too many false starts with reactors dropping right in the middle of my rescue camp; plus I seem to have an issue with the weapon pod cratering half the map.  For some reason each explosion spawns several new bomb projectiles, so I get chained explosions that cover as much as fifty tiles out from impact point!
Other than these two nitpicks, I'm loving the mod!
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: JAVAgamer on February 11, 2015, 03:17:19 PM
This mod is AWESOME!
At one moment you think you have everything under control and the other a gun container lands ontop of your colonists and slaughters them like animals.
11/10 woulddoitagain
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: skullywag on February 11, 2015, 03:21:22 PM
Katavrik, add a smoke mote to the drawpos on the incomingobjects tick, see my revamped meteorite mod for example, itll add to the general look i feel.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Katavrik on February 11, 2015, 09:16:09 PM
Quote from: TracerFox on February 11, 2015, 02:17:56 PM
Well, you did say to ask, so I will.
I would like to be able to disable both the reactor and weapon bay parts from triggering.  Yes I know that would just make things easier.  Too many false starts with reactors dropping right in the middle of my rescue camp; plus I seem to have an issue with the weapon pod cratering half the map.  For some reason each explosion spawns several new bomb projectiles, so I get chained explosions that cover as much as fifty tiles out from impact point!

This is located in the code. Open BigRandomEvent.cs and find "public class Ticker_MTcounter". Inside it find "public float incidentWeights(IncidentDef curInc)". You can find a weight coefficients for parts generation there. If the weight coefficient is equal zero, that part will never spawn is generation. So you need to find:

} else if (curInc == IncidentDef.Named ("WeaponSafeCrashIncident")) {
return 50f;

and replace it with

} else if (curInc == IncidentDef.Named ("WeaponSafeCrashIncident")) {
return 0f;

that will disable weapon pod. The same for reactor. Reactor has two values, because i want no more than one reactor. And after the first reactor falls, its weight coefiicient become 0. You need to replace non zero coeff:

} else if (curInc == IncidentDef.Named ("ShipReactorCrashIncident")) {
if (!spawnReactor) {
return 100f;
} else {
return 0f;
}

with

} else if (curInc == IncidentDef.Named ("ShipReactorCrashIncident")) {
if (!spawnReactor) {
return 0f;
} else {
return 0f;
}

and no more reactor.

Quote from: skullywag on February 11, 2015, 03:21:22 PM
Katavrik, add a smoke mote to the drawpos on the incomingobjects tick, see my revamped meteorite mod for example, itll add to the general look i feel.
I will check it. Thanks for advice.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Zandor on February 12, 2015, 07:04:40 AM
I cant get this to run, I have the epyk pack and tried both this and EdB Scenarios mod and both black screen load.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Dragoon on February 12, 2015, 02:03:53 PM
Quote from: Zandor on February 12, 2015, 07:04:40 AM
I cant get this to run, I have the epyk pack and tried both this and EdB Scenarios mod and both black screen load.

Have you tried running them both at the same time and,  by black screen do you mean it's not loading or it crashes? Also is that all you dos you have the pack and those 2? (it could be conflict from another mod if you have others)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: skullywag on February 12, 2015, 02:21:15 PM
I didnt think edb scenarios worked with this, i swear i read that in this thread, didnt i?
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Dragoon on February 12, 2015, 03:48:32 PM
Quote from: skullywag on February 12, 2015, 02:21:15 PM
I didnt think edb scenarios worked with this, i swear i read that in this thread, didnt i?

Contents
- Starting Main Event and Random Event
- Starting colonists crash landing
- Incorporated with EdBScenarios
- Replaced Space refugee event, with a crash landed space refugee


um....>> it works fine for me and i'm using both.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: skullywag on February 12, 2015, 05:39:28 PM
Sorry I meant it doesnt work with the Epyk pack not necessarily this.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Mechanoid Hivemind on February 14, 2015, 01:22:59 AM
Is it suppose to happen even with out the scenario  mod from EBd? Because if i make a new colony with out the scenario start nothing falls its normal?  HALP please
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: JAVAgamer on February 17, 2015, 01:07:40 PM
(http://i.imgur.com/TD31QeC.jpg)
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Katavrik on February 18, 2015, 09:41:03 PM
Alpha 9 released. I've plan to update crashlanding to A9 on this weekend.
Title: Re: [MOD] (Alpha 8) Crash Landing v1.25 (26-01-2015)
Post by: Epyk on February 20, 2015, 12:52:25 PM
Quote from: Katavrik on February 18, 2015, 09:41:03 PM
Alpha 9 released. I've plan to update crashlanding to A9 on this weekend.

Great! Looking forward to it!
Title: Re: [MOD] (Alpha 9) Crash Landing v2.00 (21-02-2015)
Post by: Katavrik on February 21, 2015, 01:25:55 AM
Updated to Alpha 9. Its just update old A8 version to A9, without adding new content or fixes.
I hope, i will make a newer version fast (today or tomorow). I will try to implement tales system and hard CrashLanding without EdB scenarios.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.00 (21-02-2015)
Post by: TimTumm on February 21, 2015, 05:12:48 PM
I love this mode.  I do agree with the poster above me that the number of amputees is way too high. :)
On the buy-report front, I am using the "no rain disable" version with A9.  I have not had rain yet (many days).  60% of the map is on fire or burnt barren.  All my food is burnt, and I have to restart.  I am not using any weather related mods.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.00 (21-02-2015)
Post by: Derringer97 on February 22, 2015, 01:14:19 PM
Now im not sure why but, the weapons deck pod does not appear. The message pops up saying its coming but it doesnt show. I am running rimworld with lessincidenttrolling, Prison Improvements, Prepare Carefully, Horrors, Meteorite, Razorrain, EdB interface, mods. Not sure what could be causing the problem. And when it comes to the horrors mod it helps to have more weapons.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.00 (21-02-2015)
Post by: Katavrik on February 22, 2015, 09:17:08 PM
Quote from: Derringer97 on February 22, 2015, 01:14:19 PM
Now im not sure why but, the weapons deck pod does not appear. The message pops up saying its coming but it doesnt show. I am running rimworld with lessincidenttrolling, Prison Improvements, Prepare Carefully, Horrors, Meteorite, Razorrain, EdB interface, mods. Not sure what could be causing the problem. And when it comes to the horrors mod it helps to have more weapons.

I know about this bug. But i try to solve another problem before update. It appears that my mod is not compatible with EdBPrepareCarefully, and thats really bad.
Even if i dont resolve this incompatibles, i will release update soon (give me 12 hours). There will be fixes, hard mode and some options. Still no tales, because i dont even play A9 yet.

EDIT:
Updated it right now to 2.01:
- Hard mode is available without EdBScenarios. In a hard mode, your colonists fall in a cryptosleep block like all others, and have a low chances to survive. That mean you will play with random colonists from different blocks, that are lucky to survive.
- New Options def, where you can adjust the mod to your taste. It is located in CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. You can edit it. Right now it has only two options:
      <isHard> - difficulty or mode, true - means Hard mode, false - means easy mode.
      <disableRain> - set false if you dont want to force disable rain during the crash landing event. true - means that during the crashlanding event there will be no rain.
        - I plan to expand options. What options would you like to see: Crash damage, ship parts number and probability, ...
- Fixed bug with Weapon deck not working.
- Not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Nice save on February 27, 2015, 05:36:06 PM
Hey Katavrik, I'd like to thank you for inspiring me to get stuck in to some source code for the first time. I've been having fun tweaking the code to my liking and seeing the effects in game.

On that note, I don't see a link to the source for the EdB Prepare Carefully version. Can you tell me what to change in the source to add the compatibility?

I have to say I love the mod - it's incredible how exciting the start of the game becomes with it installed. During my latest game, the first container down was full of animals, most of which actually survived the initial impact. However, the next three impacts were all in the same place, killing more of them each time. Then the first container of medicine dropped directly on my doctor when she went to haul one of the animal corpses. Good times.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Katavrik on February 27, 2015, 11:43:13 PM
Quote from: Nice save on February 27, 2015, 05:36:06 PM
On that note, I don't see a link to the source for the EdB Prepare Carefully version. Can you tell me what to change in the source to add the compatibility?
Not really much. You should delete MapGeneratorDefs directory, or move it somewhere. And uncomment the entire MapComponent_CrashLandingStart in the StartingEvent.cs. It has an alternative code to start the main event, but cant do anything with starting colonists. The MapGenerator is the conflicting component with the EdB Prepare Carefully.

Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Nice save on February 28, 2015, 04:13:39 AM
Awesome, thanks.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: gunner123 on March 01, 2015, 07:14:43 PM
the download link does not work
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: tresflores on March 01, 2015, 10:44:15 PM
how am i supposed too go about treating radiation i have this character with 10% raddiation and it wont let me treat im the normal way and was wondering what exactly will happen will it just go away or what
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Katavrik on March 02, 2015, 05:46:52 AM
Quote from: gunner123 on March 01, 2015, 07:14:43 PM
the download link does not work
I've checked it and its working. Can you discribe more detailed what happen?

Quote from: tresflores on March 01, 2015, 10:44:15 PM
how am i supposed too go about treating radiation i have this character with 10% raddiation and it wont let me treat im the normal way and was wondering what exactly will happen will it just go away or what
Radiation damage cant be treated normally. Instead it will degrade very slowly over time. About 5 days per 3% (3% is a minimal unit of radiation damage).
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: AUSGrizzly on March 02, 2015, 11:22:22 AM
Ugh, If its not a Ship Reactor crashing near my survivors and the wounded, its Engines spraying out death every few seconds. I have yet to have anyone survive more then 5 days cause of this, sure maybe 1 guy, but now he is infected with something.... T_T

I feel that firespread just makes it impossible to save anything. It moves just too fast that any food/medicine/weapon pod that lands is in flames within seconds of its landing. No chance of scavenging anything at all...

EDIT:: Yep there goes another attempt due to reactor crashing right next to the buggers...

EDIT:: And the next falls due to something just falling from the sky and pelting area with shards of something, shreading everyone at once. Is that artillery shells doing that???
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: gunner123 on March 02, 2015, 06:36:22 PM
Quote from: Katavrik on March 02, 2015, 05:46:52 AM
Quote from: gunner123 on March 01, 2015, 07:14:43 PM
the download link does not work
I've checked it and its working. Can you discribe more detailed what happen?

this is what it looks like:

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: tresflores on March 02, 2015, 07:22:23 PM
Quote from: AUSGrizzly on March 02, 2015, 11:22:22 AM
Ugh, If its not a Ship Reactor crashing near my survivors and the wounded, its Engines spraying out death every few seconds. I have yet to have anyone survive more then 5 days cause of this, sure maybe 1 guy, but now he is infected with something.... T_T

I feel that firespread just makes it impossible to save anything. It moves just too fast that any food/medicine/weapon pod that lands is in flames within seconds of its landing. No chance of scavenging anything at all...

EDIT:: Yep there goes another attempt due to reactor crashing right next to the buggers...

EDIT:: And the next falls due to something just falling from the sky and pelting area with shards of something, shreading everyone at once. Is that artillery shells doing that???

i don't know most of the time i have he opisite problem too many people and supplies it not hard enough it dosnt help that the prison and weapon drops don't work
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Katavrik on March 02, 2015, 09:01:29 PM
Quote from: gunner123 on March 02, 2015, 06:36:22 PM
Quote from: Katavrik on March 02, 2015, 05:46:52 AM
Quote from: gunner123 on March 01, 2015, 07:14:43 PM
the download link does not work
I've checked it and its working. Can you discribe more detailed what happen?

this is what it looks like:

I dont know what happend. Try to use this attach.

Quote from: tresflores on March 02, 2015, 07:22:23 PM
Quote from: AUSGrizzly on March 02, 2015, 11:22:22 AM
Ugh, If its not a Ship Reactor crashing near my survivors and the wounded, its Engines spraying out death every few seconds. I have yet to have anyone survive more then 5 days cause of this, sure maybe 1 guy, but now he is infected with something.... T_T

I feel that firespread just makes it impossible to save anything. It moves just too fast that any food/medicine/weapon pod that lands is in flames within seconds of its landing. No chance of scavenging anything at all...

EDIT:: Yep there goes another attempt due to reactor crashing right next to the buggers...

EDIT:: And the next falls due to something just falling from the sky and pelting area with shards of something, shreading everyone at once. Is that artillery shells doing that???

i don't know most of the time i have he opisite problem too many people and supplies it not hard enough it dosnt help that the prison and weapon drops don't work

The mod is very random. Sometimes all of the colonists die. Or maybe there too many of them. And that can happen several times in a row. Thats the mod i am making.
As for artillery shells, they explode with some projectiles flying in random directions in a large radius. Something like in reality.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Vascar on March 03, 2015, 04:41:01 PM
Hey love the mod but is there a way you could rework it so EdB Prepare Carefully will work with it again.
It was working with it back in A8.

I am playing with hard disabled.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Katavrik on March 03, 2015, 09:01:01 PM
Quote from: Vascar on March 03, 2015, 04:41:01 PM
Hey love the mod but is there a way you could rework it so EdB Prepare Carefully will work with it again.
It was working with it back in A8.

I am playing with hard disabled.
There is a special link for non-hard mode compatible with EdB Prepare carefully. Just below the main link and source link. It still has IsHard option, but it does not used there.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Vascar on March 04, 2015, 08:24:55 PM
Quote from: Katavrik on March 03, 2015, 09:01:01 PM
Quote from: Vascar on March 03, 2015, 04:41:01 PM
Hey love the mod but is there a way you could rework it so EdB Prepare Carefully will work with it again.
It was working with it back in A8.

I am playing with hard disabled.
There is a special link for non-hard mode compatible with EdB Prepare carefully. Just below the main link and source link. It still has IsHard option, but it does not used there.

Ops I must have missed it the first time. Thanks anyway.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: BetaSpectre on March 12, 2015, 01:36:04 AM
I can't seem to find how to disable hard mode. My colonists keep ALL dying before I can do squat.

Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Katavrik on March 12, 2015, 07:50:35 AM
Quote from: BetaSpectre on March 12, 2015, 01:36:04 AM
I can't seem to find how to disable hard mode. My colonists keep ALL dying before I can do squat.
Can you find CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml in your mods foldier?
There you should replace <isHard>true</isHard> to <isHard>false</isHard>.
Or you do this and it does not work?

Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: BetaSpectre on March 12, 2015, 09:35:10 AM
Quote from: Katavrik on March 12, 2015, 07:50:35 AM
Quote from: BetaSpectre on March 12, 2015, 01:36:04 AM
I can't seem to find how to disable hard mode. My colonists keep ALL dying before I can do squat.
Can you find CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml in your mods foldier?
There you should replace <isHard>true</isHard> to <isHard>false</isHard>.
Or you do this and it does not work?
Thanks for the reply I didn't think that the latest updates would have that info. IMO I think even hard mode should have at least one colonist that can't be killed unless the player wants a good laugh that everyone just died from the crash xD,
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: thenightgaunt on March 12, 2015, 10:12:41 AM
Quote from: Katavrik on March 12, 2015, 07:50:35 AM
Quote from: BetaSpectre on March 12, 2015, 01:36:04 AM
I can't seem to find how to disable hard mode. My colonists keep ALL dying before I can do squat.
Can you find CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml in your mods foldier?
There you should replace <isHard>true</isHard> to <isHard>false</isHard>.
Or you do this and it does not work?

Thanks as well. I was having the same issue. Perhaps isHard should be set for off by default? I started 4 games with 100% of the colony dying during the crash before I gave up on it. This'll hopefully give me a reason to try to mod some more.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Katavrik on March 12, 2015, 10:21:01 AM
Quote from: BetaSpectre on March 12, 2015, 09:35:10 AM
Quote from: Katavrik on March 12, 2015, 07:50:35 AM
Quote from: BetaSpectre on March 12, 2015, 01:36:04 AM
I can't seem to find how to disable hard mode. My colonists keep ALL dying before I can do squat.
Can you find CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml in your mods foldier?
There you should replace <isHard>true</isHard> to <isHard>false</isHard>.
Or you do this and it does not work?
Thanks for the reply I didn't think that the latest updates would have that info. IMO I think even hard mode should have at least one colonist that can't be killed unless the player wants a good laugh that everyone just died from the crash xD,

Even one colonist did not guarantee survival. From my expirience there should be at least two or three colonists. That is more look like easy mode, when you get three healthy colonists.
I think EdB Prepare Carefully and easy mode version of crashLanding copatible with it can give you tools to set the perfect game start. For example you can set only one colonist in Prepare carefully and use easy mode.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: hyperpeople on March 13, 2015, 12:58:13 PM
I really like your mod and the idea, but I think it is a bit unbalanced since nearly all goods will be destroyed by the fire and the half map is on fire. I think it would be better if you dont set fire after every crash landing, maybe only after the ones without goods spawned from or the shipparts. Also I assume that not letting a ship reactor spawn, because the radiation is extremly overpowered. A colonist who only gets in his radiation range to deconstruct it was at >70% Radiation. Rather let a crypto spawn, maybe with things in it like normal on the map.

BTW, I think it came from you mod, my save data was all f*cked up, but im not sure ;) (http://img4.fotos-hochladen.net/thumbnail/screenshot85ox43fmuiy_thumb.jpg) (http://www.fotos-hochladen.net/view/screenshot85ox43fmuiy.png)
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Fox on March 15, 2015, 07:25:41 AM
(https://pp.vk.me/c622625/v622625615/1f24f/HLkNs_1JtVw.jpg)
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: BetaSpectre on March 15, 2015, 07:59:05 AM
IMO easy mode should be more or less the default with possible rain.
Because even in easy mode ALL of your colonists could still possibly die. With a few crashed ships here or some radiation there.

If players prefer hard mode they should set it like how I set easy mode. If there's a poll then you can see if some people prefer one over the other.

Its a nice mod, and as long as its updated I think I'll keep using it. I'd use hardmode...but its too random. Infections there, bleeding here. ETC.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: tresflores on March 20, 2015, 04:11:29 PM
hey on my rimworld game the bad engine block and prison due not actually spawn when i get the event am i missing something
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Javis on March 24, 2015, 06:57:31 PM
You know what I think would be really cool?  Make a radsuit that's researchable, takes a lot of research, maybe uses up a good number of resources, or is available for trade for a rare chance.  The suit itself could block maybe 50% radiation- going into the radius is still dangerous, but it can give your colonists an edge.

Just an idea :)

Edit:  Also, it occurred to me that plants (and grass) should realistically die within the radius of the reactor as well.  And perhaps items that sit too long in the radius should deteriorate faster?
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Fansibubbles on April 02, 2015, 03:33:41 AM
Just had my first crash with the Superior Crafting Mod! Five pawns survived initially, but two died from infection because I didn't have any medical supplies. The only Crafter is missing an arm and the only supplies we salvaged is a sniper rifle, assault rifle and a few bits of armour. There were a few explosions later on when I forgot to store some of the Shells that had landed but thankfully no one was hurt and while everyone had to live on potatoes and raw meat for a while, they didn't die.

A real rough start and a few mental breaks until we could bury all the dead but I've just about recovered and am hoping I can survive long enough to make some medicine. Great mod! Gives a real intense start to the game.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: drakulux on April 02, 2015, 07:21:48 AM
I play with quite a decent modset, over 100 mods, and I run this on easy mode with rain disabled. SOme times you have to think of it this way, Your colonists have to fight some fires . This way you get to save just the right amount of supplies, and the late rains allow enough challenge. Simply add home zones to areas you want to be able to fight the fire to try and save resources.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Fansibubbles on April 02, 2015, 09:13:09 AM
Way I see it you get a lot of free stuff rained on you, it's up to you how many people you want to spare from the first aid station to quickly snatch equipment out of the fire as fighting it all simply isn't reasonable.

I set up stockpiles near the dropped medicine or food packages and micro a pawn to nab it before it all burns.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: drakulux on April 02, 2015, 06:30:03 PM
If you do not fight some of the fires before they spread then you can only blame yourselves when it gets our of control. I play on easy mode with rain turned off,I build my main team of three and in the end i save around 3-5 colonists most of the time, I also usually save the batteries, quite abit of food,supplies, enough for about a few days to a week, enough to set up some small production chains.

Dont try to fight all the fire, add areas smartly and send colonists to firefight these areas while some haul other valuables to the stockile.Always take meicine first as it is very well needed. set up some mats to rescue colonists to.
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: NaSpioard on April 21, 2015, 05:13:16 PM
Any chance in an A10 update to this mod? I had it going in A9 with EDb Prepare Carefully and I must say this mod really made me look forward to the first night of a new colony!
Title: Re: [MOD] (Alpha 9) Crash Landing v2.01 (23-02-2015)
Post by: Katavrik on April 21, 2015, 10:42:20 PM
Quote from: NaSpioard on April 21, 2015, 05:13:16 PM
Any chance in an A10 update to this mod? I had it going in A9 with EDb Prepare Carefully and I must say this mod really made me look forward to the first night of a new colony!
I will return to work on this mod at the start of the next weekend. A10 update will be released near the 28 april.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on April 28, 2015, 03:54:24 AM
Version 3.00 released:
- Updated to Alpha 10.
- Reworked radiation damage. It become a staged injury.
- Still not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: NihilRex on April 28, 2015, 01:15:04 PM
Quote from: Katavrik on April 28, 2015, 03:54:24 AM
Version 3.00 released:
- Updated to Alpha 10.
- Reworked radiation damage. It become a staged injury.
- Still not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.

On linux, I get graphics issues and the crash notification textboxes have weird names.

Video linked.

https://youtu.be/Gbdxek_uvNc
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: f0xh0und696 on April 28, 2015, 08:04:49 PM
is this compatibe with superior cafting, if not is there a way to make it so, it would make for a perfect match with this mod.
PLZ
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on April 28, 2015, 10:07:24 PM
Quote from: NihilRex on April 28, 2015, 01:15:04 PM
Quote from: Katavrik on April 28, 2015, 03:54:24 AM
Version 3.00 released:
- Updated to Alpha 10.
- Reworked radiation damage. It become a staged injury.
- Still not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.

On linux, I get graphics issues and the crash notification textboxes have weird names.

Video linked.

https://youtu.be/Gbdxek_uvNc

Sorry, but the video does not show gameplay. It freezes soon after the start.
I can hear sounds and see video from personal camera in the top right corner, but no gameplay video.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on April 28, 2015, 10:26:39 PM
Quote from: f0xh0und696 on April 28, 2015, 08:04:49 PM
is this compatibe with superior cafting, if not is there a way to make it so, it would make for a perfect match with this mod.
PLZ
It should be compatible. Except for artillery shell, because it appears in both mods. But, as i can see, Superior Crafting does not change this item. So you can load Crash Landing after the Superior Crafting and it should work.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: darkrage000 on April 29, 2015, 06:52:05 PM
Thanks Katavrik, been waiting for this mod :)
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: NihilRex on April 29, 2015, 08:33:35 PM
Quote from: Katavrik on April 28, 2015, 10:07:24 PM
Quote from: NihilRex on April 28, 2015, 01:15:04 PM
Quote from: Katavrik on April 28, 2015, 03:54:24 AM
Version 3.00 released:
- Updated to Alpha 10.
- Reworked radiation damage. It become a staged injury.
- Still not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.

On linux, I get graphics issues and the crash notification textboxes have weird names.

Video linked.

https://youtu.be/Gbdxek_uvNc

Sorry, but the video does not show gameplay. It freezes soon after the start.
I can hear sounds and see video from personal camera in the top right corner, but no gameplay video.

Yep, sorry.  What I get for trusting the encoder to work after only viewing the first 30 seconds or so.

Basically, most of the crashlanding parts are boxes with a red X, and the dropdown message boxes are something like "EventName_SmallShipPartCrashing."  Not a huge issue, but might be symptomatic of something else.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on April 29, 2015, 09:53:07 PM
Quote from: NihilRex on April 29, 2015, 08:33:35 PM
Quote from: Katavrik on April 28, 2015, 10:07:24 PM
Quote from: NihilRex on April 28, 2015, 01:15:04 PM
Quote from: Katavrik on April 28, 2015, 03:54:24 AM
Version 3.00 released:
- Updated to Alpha 10.
- Reworked radiation damage. It become a staged injury.
- Still not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.

On linux, I get graphics issues and the crash notification textboxes have weird names.

Video linked.

https://youtu.be/Gbdxek_uvNc

Sorry, but the video does not show gameplay. It freezes soon after the start.
I can hear sounds and see video from personal camera in the top right corner, but no gameplay video.

Yep, sorry.  What I get for trusting the encoder to work after only viewing the first 30 seconds or so.

Basically, most of the crashlanding parts are boxes with a red X, and the dropdown message boxes are something like "EventName_SmallShipPartCrashing."  Not a huge issue, but might be symptomatic of something else.
Can you remember crashlanding parts that are not boxes with red X. If they are: Ship Engine, Ship Reactor, Nutrient dispenser - parts with vanila graphics, that means the problem in mod textures.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Homozygote on April 29, 2015, 10:43:15 PM
Is there a way to disable the radiation damage? Currently, without some 'forbidden' zoning mechanic or another solution, it's impossible to prevent colonists from wandering through the radiation zone of a reactor. I constantly have to deal with colonists with minor to severe radiation damage because they're too stupid to stay away. This is a little silly IMO.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: NihilRex on April 29, 2015, 11:01:21 PM
Quote from: Katavrik on April 29, 2015, 09:53:07 PM
Quote from: NihilRex on April 29, 2015, 08:33:35 PM
Quote from: Katavrik on April 28, 2015, 10:07:24 PM
Quote from: NihilRex on April 28, 2015, 01:15:04 PM
Quote from: Katavrik on April 28, 2015, 03:54:24 AM
Version 3.00 released:
- Updated to Alpha 10.
- Reworked radiation damage. It become a staged injury.
- Still not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.

On linux, I get graphics issues and the crash notification textboxes have weird names.

Video linked.

https://youtu.be/Gbdxek_uvNc

Sorry, but the video does not show gameplay. It freezes soon after the start.
I can hear sounds and see video from personal camera in the top right corner, but no gameplay video.

Yep, sorry.  What I get for trusting the encoder to work after only viewing the first 30 seconds or so.

Basically, most of the crashlanding parts are boxes with a red X, and the dropdown message boxes are something like "EventName_SmallShipPartCrashing."  Not a huge issue, but might be symptomatic of something else.
Can you remember crashlanding parts that are not boxes with red X. If they are: Ship Engine, Ship Reactor, Nutrient dispenser - parts with vanila graphics, that means the problem in mod textures.

The only part without a box that I am sure of was the structural member, but the seconday ones it sent out that sometimes become members were Xd out as well.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Ninefinger on April 30, 2015, 07:42:18 AM
Quote from: Canute on April 30, 2015, 07:30:41 AM
I don't got any problems with the grafic, all looks fine.
But shouldn't crash serveral different parts ?
Previousy version i got a reactor, i didn't got any reactor just an engine and many cargo ones.

And the rain start to come to early too i think, but on the desert map i don't got so much trouble with fire then on a forest one.

i tested this mod temporarily using the one that is compatible with prepare carefully and using prepare carefully and everything works fine no graphic errors, however there are several dropping instances, one for the ship with the colonists then two others, one im not entirely sure what it dropped, the other was a whack of steel ore.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on April 30, 2015, 11:09:53 AM
Quote from: Homozygote on April 29, 2015, 10:43:15 PM
Is there a way to disable the radiation damage? Currently, without some 'forbidden' zoning mechanic or another solution, it's impossible to prevent colonists from wandering through the radiation zone of a reactor. I constantly have to deal with colonists with minor to severe radiation damage because they're too stupid to stay away. This is a little silly IMO.
Removing the radiation damage will make reactor not interesting.  In this case reactor part should be removed completly. May be i add an option to disable the most dangerous parts in the future.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on April 30, 2015, 11:15:12 AM
Quote from: Canute on April 30, 2015, 07:30:41 AM
I don't got any problems with the grafic, all looks fine.
But shouldn't crash serveral different parts ?
Previousy version i got a reactor, i didn't got any reactor just an engine and many cargo ones.

And the rain start to come to early too i think, but on the desert map i don't got so much trouble with fire then on a forest one.
The reactor is a random part. It can drop in one game and does not drop in another one. There is a restriction for only one reactor per event.
The rain is disabled until the message of last part fallen appear, then it can start at any time. From my expirience, it starts randomly from 2 to 8 hours.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: f0xh0und696 on April 30, 2015, 08:16:41 PM
ok, thank you for the info.
also one of my fave mods.
thnx ;D
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Homozygote on May 01, 2015, 06:12:08 AM
Quote from: Katavrik on April 30, 2015, 11:09:53 AM
Removing the radiation damage will make reactor not interesting.  In this case reactor part should be removed completly. May be i add an option to disable the most dangerous parts in the future.

You're right, I guess it shouldn't be removed. It's a good mechanic anyway, I changed my mind about it. Maybe reducing the radius a bit would make colonists less likely to wander into it? or making it spawn closer to the edge of the map. I don't know, I just didn't like that every now and then one of my colonists would randomly have sever radiation poisoning because they wandered into the danger zone to pick up a slab of limestone.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: arigon2001 on May 02, 2015, 01:52:25 AM
Overall I really enjoy this mod. With that being said I do have one request / comment. Since I use the careful planning and the compatible version of your mod with it, is it possible to simply allow my colonists to land normally (vanilla style) and then continue other parts of the ship / other potentials to fall as intended in your mod? I say this because I've started 3 different games, of which the 1st one, everyone dies. The 2nd one, I had one survivor but none of my main players, thus it gave me the option to end the game or continue on (which made the game basically over again).
The 3rd time, I had the same thing happen. It's just way to much to start a game like that with next to zero survivors, let alone any of your starting colonists. lol

Just wanted to know if there was any room for side updates / changes to help out a little more. Ultimately, I just deactivated your mod upon landing to force the vanilla style and then reactivated your mod after the landing with the hopes it will still fire off from time to time. Thanks again for a really cool mod and cheers!
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on May 02, 2015, 06:13:20 AM
Quote from: arigon2001 on May 02, 2015, 01:52:25 AM
Overall I really enjoy this mod. With that being said I do have one request / comment. Since I use the careful planning and the compatible version of your mod with it, is it possible to simply allow my colonists to land normally (vanilla style) and then continue other parts of the ship / other potentials to fall as intended in your mod? I say this because I've started 3 different games, of which the 1st one, everyone dies. The 2nd one, I had one survivor but none of my main players, thus it gave me the option to end the game or continue on (which made the game basically over again).
The 3rd time, I had the same thing happen. It's just way to much to start a game like that with next to zero survivors, let alone any of your starting colonists. lol

Just wanted to know if there was any room for side updates / changes to help out a little more. Ultimately, I just deactivated your mod upon landing to force the vanilla style and then reactivated your mod after the landing with the hopes it will still fire off from time to time. Thanks again for a really cool mod and cheers!
There is optionDef directory in the mod dir. The xml file there contains some mod options. The option <isHard> controls excactly what you want. You need to change it to:
     <isHard>false</isHard>
and launch the game. Your starting colonists will arrive safely, while other will crash land.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Mechanoid Hivemind on May 02, 2015, 10:35:40 PM
Quote from: Katavrik on May 02, 2015, 06:13:20 AM
Quote from: arigon2001 on May 02, 2015, 01:52:25 AM
Overall I really enjoy this mod. With that being said I do have one request / comment. Since I use the careful planning and the compatible version of your mod with it, is it possible to simply allow my colonists to land normally (vanilla style) and then continue other parts of the ship / other potentials to fall as intended in your mod? I say this because I've started 3 different games, of which the 1st one, everyone dies. The 2nd one, I had one survivor but none of my main players, thus it gave me the option to end the game or continue on (which made the game basically over again).
The 3rd time, I had the same thing happen. It's just way to much to start a game like that with next to zero survivors, let alone any of your starting colonists. lol

Just wanted to know if there was any room for side updates / changes to help out a little more. Ultimately, I just deactivated your mod upon landing to force the vanilla style and then reactivated your mod after the landing with the hopes it will still fire off from time to time. Thanks again for a really cool mod and cheers!
There is optionDef directory in the mod dir. The xml file there contains some mod options. The option <isHard> controls excactly what you want. You need to change it to:
     <isHard>false</isHard>
and launch the game. Your starting colonists will arrive safely, while other will crash land.
Would it be possible to put a hard version down because i dont know how to save it once i changed it. I must not have the right tools for that kinda editing
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on May 03, 2015, 10:51:19 AM
Quote from: Zerg HiveMind on May 02, 2015, 10:35:40 PM
Quote from: Katavrik on May 02, 2015, 06:13:20 AM
Quote from: arigon2001 on May 02, 2015, 01:52:25 AM
Overall I really enjoy this mod. With that being said I do have one request / comment. Since I use the careful planning and the compatible version of your mod with it, is it possible to simply allow my colonists to land normally (vanilla style) and then continue other parts of the ship / other potentials to fall as intended in your mod? I say this because I've started 3 different games, of which the 1st one, everyone dies. The 2nd one, I had one survivor but none of my main players, thus it gave me the option to end the game or continue on (which made the game basically over again).
The 3rd time, I had the same thing happen. It's just way to much to start a game like that with next to zero survivors, let alone any of your starting colonists. lol

Just wanted to know if there was any room for side updates / changes to help out a little more. Ultimately, I just deactivated your mod upon landing to force the vanilla style and then reactivated your mod after the landing with the hopes it will still fire off from time to time. Thanks again for a really cool mod and cheers!
There is optionDef directory in the mod dir. The xml file there contains some mod options. The option <isHard> controls excactly what you want. You need to change it to:
     <isHard>false</isHard>
and launch the game. Your starting colonists will arrive safely, while other will crash land.
Would it be possible to put a hard version down because i dont know how to save it once i changed it. I must not have the right tools for that kinda editing
Try this file (see attachment). Just replace the old one.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Ihatetheinternet on May 06, 2015, 10:03:01 PM
I dont like that 90% of my people die at the start
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Mechanoid Hivemind on May 07, 2015, 11:59:36 PM
Well this may have been addressed else where but is it possible to make the ship crashing even happen randomly?
Like an event note saying
A local distress call from a near by trade ship has been detected it has lost all power and is coming down on top of us. Be at the ready to pick up supplies and personnel from the incoming ship

Or maybe like in the mimini's mod
~~~~~~help~~~~~~lost power~~~~~~~gravity stabilizers failing~~~~~~~~ need help~~~~~~crashing iminent~~~~~

etc etc etc.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on May 08, 2015, 10:34:07 PM
Quote from: Zerg HiveMind on May 07, 2015, 11:59:36 PM
Well this may have been addressed else where but is it possible to make the ship crashing even happen randomly?
Like an event note saying
A local distress call from a near by trade ship has been detected it has lost all power and is coming down on top of us. Be at the ready to pick up supplies and personnel from the incoming ship

Or maybe like in the mimini's mod
~~~~~~help~~~~~~lost power~~~~~~~gravity stabilizers failing~~~~~~~~ need help~~~~~~crashing iminent~~~~~

etc etc etc.

It is easy enough: Go to mod foldier, then find defs\incidentDefs\Incidents_CrashLanding_Main.xml
And replace it with attached file.
This event is disabled in current version due to the bug, that i does not fix yet. Starting event does not write to the events history, and the random ship crash may occur right after the starting ship crash inspite of minimal event delay.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: serveral on May 12, 2015, 03:31:23 PM
Is there a way to change the interval at which pirate/enemy raids and animals going crazy happen? I know that the prepare carefully version is for easy mode only but I don't really care if they keep attacking me with shoddy weapons or sticks and daggers but i'd really like for the raids to happen more often, instead of just once a year or something like that now that my colony pretty much at the late game stage
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: mastercluff on May 17, 2015, 04:54:14 PM
i have a quick question. will the irradiated zone ever dissappear? (i have not tested yet, just curious)
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: pajok on June 01, 2015, 12:52:51 AM
Hi!

I tested with  "Hardcore SK Global modpack 1.4" and have to say ,this mod is AMAZING!!!
Hard choices ,random beginning ,huge immersion.
Sometimes left 3 people (2 with extreme rad poisoned) sometime 8 with 2 legless.
I played with one colonist and i had:
-Falling wreck kill
-Radiation kill
-saving another survivor and bleed out both
-raging colonist
-insane animal attack
Liked the radiated ship reactor (falling in the middle of the map)
I readed, not everybody like, but please keep the reactor (hardcore version or....something)

Nice work!  Thank you!
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Adamiks on June 01, 2015, 08:05:45 AM
I would like to see patch for Industrialisation, because for now hazmat suit doesn't work for radiation heddiff in this mod.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: dokidoki on June 01, 2015, 11:53:40 AM
so will not be compatible with some mod like sc mod that have the shells for defence?
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on June 02, 2015, 12:13:25 AM
Quote from: Adamiks on June 01, 2015, 08:05:45 AM
I would like to see patch for Industrialisation, because for now hazmat suit doesn't work for radiation heddiff in this mod.
Request accepted. But you neet to wait some time until i implement them. It is easy enough, but i am very lazy.

Quote from: dokidoki on June 01, 2015, 11:53:40 AM
so will not be compatible with some mod like sc mod that have the shells for defence?
There is a possibility of a conflict. But if you load sc after crashlanding (using mod Order for example), then sc will work fine, and crashLanding will only lose feature of its exploding shells.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Adamiks on June 02, 2015, 07:48:40 AM
You can have main (https://www.dropbox.com/s/f25wsts20789an8/CrashLanding.zip?dl=0) "patch".

But it's very "raw", i used system from Industralisation (damage-like, not infection-like radiation).

EDIT:
I forgot about hazmat suit in this zip (because i have hazmat suit from Industralisation), so you will need copy it by yourself, sorry :D
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: dokidoki on June 02, 2015, 11:15:23 AM
for my mod order...sc is before the crashlanding, and still working. i get shake by first time using this mod. its awsome. but after look like the space refugee still like the old time, not crash landed space refugee. i have a question about, crash landing is only the begin or when doing the game still will have crash from the sky?
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on June 04, 2015, 04:54:33 AM
Quote from: dokidoki on June 02, 2015, 11:15:23 AM
for my mod order...sc is before the crashlanding, and still working. i get shake by first time using this mod. its awsome. but after look like the space refugee still like the old time, not crash landed space refugee. i have a question about, crash landing is only the begin or when doing the game still will have crash from the sky?

Not sure that i understand your question, but i will answer. Random event of a ship crash, similar to the starting one, is disabled for now. Because it has a small bug, and i dont research Rimworld enough to fix it.
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Kulko on June 12, 2015, 12:34:54 PM
Update coming for Alpha 11? Is the old version compatible? I hate starting over without Crash Landing, makes the game seem boring
Title: Re: [MOD] (Alpha 10) Crash Landing v3.00 (28-04-2015)
Post by: Katavrik on June 12, 2015, 09:51:29 PM
Quote from: Kulko on June 12, 2015, 12:34:54 PM
Update coming for Alpha 11? Is the old version compatible? I hate starting over without Crash Landing, makes the game seem boring
I will update crash landing to alpha 11 during this monday or tuesday.
Title: Re: [MOD] (Alpha 10) Crash Landing v4.00 (16-06-2015)
Post by: Katavrik on June 16, 2015, 03:52:39 AM
Updated to Version 4.00
- Updated to Alpha 11.
- No new content. Just update A10 version to A11.
- Deleted shell modifications. They are become vanila.

---- Edit
Some mistakes were made. Fixed download links. If you download V4.00 before this edit, please redownload it from a new link on the title post.

---- Edit 2
Updated to Version 4.01
- Fix a small bug that makes mod completly brocken.
- Lets hope i am not confuse with anything else.
Title: Re: [MOD] (Alpha 11) Crash Landing v4.01 (16-06-2015)
Post by: thefinn on June 16, 2015, 01:01:28 PM
Interesting mod, for me it spawns way too many people though.

Like I just started and got 9 colonists... that's not even including the ones I could probably save that are laying on the ground.
Title: Re: [MOD] (Alpha 11) Crash Landing v4.01 (16-06-2015)
Post by: Grynnreaper on June 16, 2015, 01:43:04 PM
Wonderful if you like things exploding and falling out of the sky at you, then there is the damaged reactor that landed right where all my peeps were and gave us all toenail cancer.
I hate it, but I can't seem to stop using it... its exciting
Title: Re: [MOD] (Alpha 11) Crash Landing v4.01 (16-06-2015)
Post by: Pathing on June 16, 2015, 04:23:03 PM
Great! It is just what I am looking for!
It is time for Crash mod + hard now + toxic + volcano + cold snap on flat terrain.
I am going to try it out now  ;D
Title: Re: [MOD] (Alpha 11) Crash Landing v4.01 (16-06-2015)
Post by: Grynnreaper on June 17, 2015, 05:44:19 AM
Quote from: Pathing on June 16, 2015, 04:23:03 PM
Great! It is just what I am looking for!
It is time for Crash mod + hard now + toxic + volcano + cold snap on flat terrain.
I am going to try it out now  ;D

Good god you mad bastard! You'll destroy us all!
Title: Re: [A11] Crash Landing (v4.10) (19-06-2015) Radiation update
Post by: Katavrik on June 19, 2015, 02:26:22 AM
Updated to version 4.10.
Radiation update:
- Reactor has a button that creates an allow area outside of the danger zone.
- Apparel now protects from radiation:
   - Any apparel give some protection based on covered body parts. Torso +20%, legs +10%, head and ears +10%, eyes +10%, but full head gives you +50% total. That mean full power armor gives you 80%.
   - This system can work with any apparel mods, for example: gas mask from Apparello mod give you +50% since it cover full head, hazard suit from industrialization mod gives you 80%.
   - This system is not very realistic, but it works with any mod.
- Reactor's radiation now damages plants, certain equipment and terrain.
- New terrain type - wasteland. It is non fertile land, that is slowly generated by reactor.
- Added ammo container, that appear after weapon deck crash. While on fire it will constantly explode with the rain of shells in a large radius. It works as old custom shells, that were removed in V4.0.
Title: Re: [A11] Crash Landing (v4.20) (24-06-2015)
Post by: Katavrik on June 24, 2015, 02:39:50 AM
Updated to version 4.20:
- Ship parts now randomly rotated during fall and have a smoke trail.
- New ship part: Art gallery
- Additional options added to optionDef: dangeroustPartsChanceMultiplier, crashlandedPawnsDamage, crashlandedStartColonistsDamage, colonistPerBlockCount. See optionDef.xml for more description.
- Adjusted item generation and prisoners.
- Wasteland texture adjusted.
- Radiation state shows lethal percent.
- Radiation damages worn apparel.

EDIT: V4.21:
- Wasteland appear speed was increased in the previous update. Not it is returned to normal.
Title: Re: [A11] Crash Landing (v4.21) (24-06-2015)
Post by: Headshotkill on June 28, 2015, 04:15:47 AM
I have only one thing to say:


HOLY SHIT THIS MOD IS FLIPPING AWESOME!



Besides that I think with the easy and hard mode a medium mode could be introduced, in this mode the 3 starting colonists would crash down in a special emergency shuttle that has better armor than a cryptosleep casket and thus they would have more chance of surviving the initial crash. The only thing is that I don't even know wether I'd play it on medium cause hard is really fun already!

And also maybe make some parts fall out of the sky at the same time instead of a string of debris crashing down, may create some more chaos but I don't know anything of modding and don't even know wether it's possible.
Title: Re: [A11] Crash Landing (v4.21) (24-06-2015)
Post by: akiceabear on June 28, 2015, 06:07:55 AM
I can't believe I missed this earlier. Just played my first start with this and immediately had to replay it because it was so amazing. It's hard to imagine going back to the sissy escape pod approach :)

Extremely happy with this mod - it's perfect as is, but if you can make it better that would be epic!
Title: Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
Post by: Katavrik on June 29, 2015, 04:54:55 AM
Updated to version 4.30. This version makes mod complated. I.e. there will be no major updated in near futere. Of course there will be fixes and updated to the newer version of rimworld. Current changes:
- Added new random crashes... It is not what you thinking about. It is a new event, that can happen during the game, when different small spaceships crashlands near your colony.
- Reworked parts generation algorithm.
- Created templates for crashlanding events. Templates are used for parts generation and located in CrashLanding\defs\CrashTemplateDefs\. You can now adjust, how parts are generated in starting event and random events, and even add your own templates for random crash events. See description in corresponding xml files.
- Added a new ship part: Trade goods container - it contains a mixed type of goods.
- New option in OptionDefs: partsTimeDelayMultiplier - controls the time delay between ship's parts falling.
- Old option is removed: dangeroustPartsChanceMultiplier - since there are crashTemplates, and this option is not needed anymore.
- Removed all vanila replacements except MapGeneration. This will lower the chances of mods incompatibility.
- Reduced the crash damage to starting colonists. You should now have a capable colonist at the game start, however it is still random. It is a necessary measure, because a new generation algorithm is truly random, and the next cryptosleep block can only fall at the end of crashlanding event.
- Prisoners and crashlanded pirates are now attack colony.
- Various minor adjustments. See full update log for details.

Quote from: Headshotkill on June 28, 2015, 04:15:47 AM
And also maybe make some parts fall out of the sky at the same time instead of a string of debris crashing down, may create some more chaos but I don't know anything of modding and don't even know wether it's possible.
I have added special option in \CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml that controls the time delay between parts falling. Look at this file for more info.
Title: Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
Post by: Headshotkill on June 29, 2015, 07:24:02 AM
Thx, this is just awesome.
Title: Re: [A11] Crash Landing (v4.21) (24-06-2015)
Post by: picollo on June 29, 2015, 08:12:21 AM
Quote from: Headshotkill on June 28, 2015, 04:15:47 AM

Besides that I think with the easy and hard mode a medium mode could be introduced, in this mode the 3 starting colonists would crash down in a special emergency shuttle that has better armor than a cryptosleep casket and thus they would have more chance of surviving the initial crash. The only thing is that I don't even know wether I'd play it on medium cause hard is really fun already!

And also maybe make some parts fall out of the sky at the same time instead of a string of debris crashing down, may create some more chaos but I don't know anything of modding and don't even know wether it's possible.

You can configure this "medium mode" by yourself. In fact I've did it for myself. You have parameters to set dmg applied to your starting colonists, and to every other colonist that may crashland. If I remember correctly, it was set to something like 50 in both cases. I've changed starting colonists damage to 25, and it makes starting crash challenging, but colonists have chances of survving.
Title: Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
Post by: Kyos on July 01, 2015, 10:20:42 AM
I kinda want to see whole ship segments, with rooms and power-lines and interior lamps, (though in obvious broken states (and evenmoreso when they come to a dead stop)) come smashing into the colony, so I can set up camp inside the burnt out hulk of a cargo freighter's hold. :D
Title: Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
Post by: ahsifs on July 03, 2015, 05:33:36 AM
Hey All, im having a problem when trying to craft my cook stove! For the life of me i cant figure out how to get Plastic OR Rubber?! can some one please tell me where im supposed to craft Plastic and Rubber?!
THANKS!
Title: Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
Post by: skyarkhangel on July 03, 2015, 10:31:09 AM
Quote from: Katavrik on June 29, 2015, 04:54:55 AM

Awesome update. Thank you  ::)
Title: Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
Post by: AshbornK9 on July 04, 2015, 11:24:51 PM
Im running this mod with the Hardcore SK modpack, which contains Prepare Carefully (though modified, not sure how though) and I have the version meant for Prepare Carefully, and have it set to easy mode. When I start a colony, the only thing that comes down (rather than the pods with my colonists) is a single pod with some potato seeds, and no colonists. Is there any way to fix this, because I really enjoy this mod. (As a sidenote: it was working fine earlier, but stopped for some reason)
Title: Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
Post by: falcongrey on July 05, 2015, 10:30:54 PM
Quote from: AshbornK9 on July 04, 2015, 11:24:51 PM
Im running this mod with the Hardcore SK modpack, which contains Prepare Carefully (though modified, not sure how though) and I have the version meant for Prepare Carefully, and have it set to easy mode. When I start a colony, the only thing that comes down (rather than the pods with my colonists) is a single pod with some potato seeds, and no colonists. Is there any way to fix this, because I really enjoy this mod. (As a sidenote: it was working fine earlier, but stopped for some reason)

If you are running 11b this mod hasn't been recompiled against it yet so will bug out.
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Katavrik on July 06, 2015, 12:06:58 AM
V 4.31 - Recompiled for A11b
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Kaballah on July 06, 2015, 02:43:04 AM
Gonna have to give this a try finally :)
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: falcongrey on July 06, 2015, 06:09:41 AM
Quote from: Katavrik on July 06, 2015, 12:06:58 AM
V 4.31 - Recompiled for A11b

yay! It's no longer raining Cryosleep Caskets! xD!!

This mod adds so much to the game. Even if it was just the initial 'crash' with parts of the ship crashing down in pieces with only the use of 'deconstruction' for materials available (example; no additional resources, people, weapons, or what not. Just a reactor that hinders with radiation until it either destabilizes from exposure and blows up or is deconstructed, ship hull parts and broke equipment, and dead bodies in broken cryosleep beds / destroyed cargo.)

Come to think of it, may be fun to have this as a possible 'hard core' mode in the future or even possibly have Tynan add this as part of the game being it wouldn't really deviate from the actual vanilla game being it isn't adding anything into it other than making it slightly harder.
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: MarcTheMerc on July 09, 2015, 06:42:02 AM
Is there a way to treat radiation poisoning?

I have like five colonist vomiting everywhere, Its not good.
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Katavrik on July 09, 2015, 11:47:54 PM
Quote from: MarcTheMerc on July 09, 2015, 06:42:02 AM
Is there a way to treat radiation poisoning?

I have like five colonist vomiting everywhere, Its not good.
There is no special radiation treatment. The radiation degrade on its own, a little less than 1% per game day. Excactly 100% per year.
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: MarcTheMerc on July 10, 2015, 10:07:26 AM
Thank you
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Ninefinger on July 13, 2015, 11:43:07 AM
While using the Prepare Carefully version of Crash Landing i get this error that continuously repeats, after the fire has been burning for a little while.

Creating fancy things...

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Tried to maintain ended sustainer: FireBurning

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Tried to maintain ended sustainer: FireBurning

Also would it be possible to make it so that the colonists you choose are the ones who come down in the crashed ship part with 2 other randoms?
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Katavrik on July 14, 2015, 12:52:53 AM
Quote from: Ninefinger on July 13, 2015, 11:43:07 AM
While using the Prepare Carefully version of Crash Landing i get this error that continuously repeats, after the fire has been burning for a little while.

Creating fancy things...

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Tried to maintain ended sustainer: FireBurning

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Tried to maintain ended sustainer: FireBurning

Also would it be possible to make it so that the colonists you choose are the ones who come down in the crashed ship part with 2 other randoms?
I cant reproduce this. I only get a single "Creating fancy things..." message.
"Creating fancy things..." - it is just a debug message, not an error. Does this message also repeat, or only "(Filename ... FireBurning" messages?

As for random colonists: yes, i can do it. Lets find out more about this bug, and i will make an update.
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Le707Warrior on July 20, 2015, 09:26:35 PM
How does one switch it from Easy/Hard mode? I'm sure I'm just missing something..
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Katavrik on July 20, 2015, 11:32:34 PM
Quote from: Le707Warrior on July 20, 2015, 09:26:35 PM
How does one switch it from Easy/Hard mode? I'm sure I'm just missing something..
It is located in option def file. You need to edit it.
- Options def, where you can adjust the mod to your taste. 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.
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Vee on July 22, 2015, 07:22:21 AM
Running this on Linux and I have a little Bug report:
Linux is case sensitive for file names, so the textures directory actually needs to be named Textures to be found by unity. Probably the same for languages, but I didn't get any error messages about that one. Running in English though.

Renaming (or in my case a symbolic link) fixes the error message not loading textures. (And horrible pink boxes in the game itself)
Title: Re: [A11b] Crash Landing (v4.31) (06-07-2015) Completed
Post by: Mechanoid Hivemind on July 22, 2015, 08:40:34 AM
QUESTION!!!!!
Is it save compatible?????????????? :D I hope so cause i wanted the random falling ships for a LONG LONG TIME
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Katavrik on July 23, 2015, 12:10:21 AM
Updated to V 4.32 (23.07.2015). This is a minor update, it only add a new option and fix some bugs.
- New option in OptionDefs: fillStartColonistsBlock - controls the number of colonists in starting cryptosleep block.
- Renamed Textures and Languages directory. First letter in uppercase.
- If there is no prisoners faction in the world (old saves and worlds), the prisoners should be generated for hostile spacer faction.

Quote from: Vee on July 22, 2015, 07:22:21 AM
Running this on Linux and I have a little Bug report:
Linux is case sensitive for file names, so the textures directory actually needs to be named Textures to be found by unity. Probably the same for languages, but I didn't get any error messages about that one. Running in English though.

Renaming (or in my case a symbolic link) fixes the error message not loading textures. (And horrible pink boxes in the game itself)
Thanks for the report. Updated.

Quote from: Mechanoid Hivemind on July 22, 2015, 08:40:34 AM
QUESTION!!!!!
Is it save compatible?????????????? :D I hope so cause i wanted the random falling ships for a LONG LONG TIME
It should be compatible, but i cant guarantee anything. I add a fix for the worlds that does not have a Prisoner faction. It is a mod faction for prisoners, and the old saves may not contain it.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: mokonasakura on July 23, 2015, 05:54:04 PM
Played on hard mode, 10 seconds in, there where no survivors. This game suck I want my money back@ That said having a small delay letting you know where the ship is going to fall before it actually begins would be nice. Lose a lot of people just because you cant respond in time right now.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Iwillbenicetou on July 23, 2015, 10:36:04 PM
Quote from: mokonasakura on July 23, 2015, 05:54:04 PM
Played on hard mode, 10 seconds in, there were* no survivors. This game sucks* I want my money back@ That said having a small delay letting you know where the ship is going to fall before it actually begins would be nice. Lose a lot of people just because you can't* respond in time right now.
Why can't you pause the game, and repeatedly pause and play to get the survivors out of the crash zone? And also this mod doesn't cost money, and if you want your money back for Rimworld, email Tynan or find it on ludeon.com (http://ludeon.com)
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Mechanoid Hivemind on July 25, 2015, 04:24:41 AM
LARGE lag spikes when zooming out all the way. Like no playing kinda lag :( How do i fix this?
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Katavrik on July 26, 2015, 11:34:51 PM
Quote from: Mechanoid Hivemind on July 25, 2015, 04:24:41 AM
LARGE lag spikes when zooming out all the way. Like no playing kinda lag :( How do i fix this?
It might happen, when majority of the map is on fire. Too many fires can cause lags. Original game trying to prevent such situations, but this mod do opposite.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Mechanoid Hivemind on July 27, 2015, 10:02:34 AM
Quote from: Katavrik on July 26, 2015, 11:34:51 PM
Quote from: Mechanoid Hivemind on July 25, 2015, 04:24:41 AM
LARGE lag spikes when zooming out all the way. Like no playing kinda lag :( How do i fix this?
It might happen, when majority of the map is on fire. Too many fires can cause lags. Original game trying to prevent such situations, but this mod do opposite.
This is before you land the ships crash down and there is a load of lag if you zoom out even if its paused. No fire nothing
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Katavrik on July 27, 2015, 11:22:40 PM
Quote from: Mechanoid Hivemind on July 27, 2015, 10:02:34 AM
Quote from: Katavrik on July 26, 2015, 11:34:51 PM
Quote from: Mechanoid Hivemind on July 25, 2015, 04:24:41 AM
LARGE lag spikes when zooming out all the way. Like no playing kinda lag :( How do i fix this?
It might happen, when majority of the map is on fire. Too many fires can cause lags. Original game trying to prevent such situations, but this mod do opposite.
This is before you land the ships crash down and there is a load of lag if you zoom out even if its paused. No fire nothing
Unfortunately, i dont know what might cause your lags. Sorry.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Goinbout99 on August 02, 2015, 03:07:15 AM
I love the mod, it adds a lot more detail to the game let alone the beginning, however, I can't get past the beginning of the game because my people die of infection(s), I'm sure if you were to get lucky enough you could get a medical bay with some medicine, but I think it would be really cool if your people started out with some medicine. Anyways, great mod! I love it, fun to play with. :)
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Katavrik on August 03, 2015, 12:01:48 AM
Quote from: Goinbout99 on August 02, 2015, 03:07:15 AM
I love the mod, it adds a lot more detail to the game let alone the beginning, however, I can't get past the beginning of the game because my people die of infection(s), I'm sure if you were to get lucky enough you could get a medical bay with some medicine, but I think it would be really cool if your people started out with some medicine. Anyways, great mod! I love it, fun to play with. :)
I dont want to change entire mod, but there is a xml files that you can edit by yourself.
For example you can add a guaranteed medical bay in parts generation in the
   CrashLanding\Defs\CrashTemplateDefs\StartingCrashTemplates.xml
find:

<li>
<partEventDef>MedicineCargoContainerCrashIncident</partEventDef>
<partsCount>0</partsCount>
</li>

and repalce it with:

<li>
<partEventDef>MedicineCargoContainerCrashIncident</partEventDef>
<partsCount>1</partsCount>
</li>

You will now always have at least 1 medicine container part during your crash landing.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: FunGamer on August 05, 2015, 11:47:47 AM
how do u set it to easy instead of hard
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: SilverTitch on August 05, 2015, 10:10:14 PM
Quote from: FunGamer on August 05, 2015, 11:47:47 AM
how do u set it to easy instead of hard

I struggled with this so i'll step by step as best i can.
1. open rimworld folder
2. open mods folder
3. open crash land folder
4. open defs folder
5. open optiondef folder
6. open crashlanding_options notepad
7. 6 lines down you'll see "<!-- <modeIsHard> blah blah blah. (this is section you need)
8. 3 more lines you'll see "<modeIsHard>true</modeIsHard>
9. replace "true" with "false"

GL mate, and may Rimworld drive you as crazy as it drives the rest of us!

remember to close and re-open game to make sure changes have taken effect. you might need to create new world and colony am not sure.

><
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: FunGamer on August 06, 2015, 06:17:22 PM
Quote from: SilverTitch on August 05, 2015, 10:10:14 PM
Quote from: FunGamer on August 05, 2015, 11:47:47 AM
how do u set it to easy instead of hard

I struggled with this so i'll step by step as best i can.
1. open rimworld folder
2. open mods folder
3. open crash land folder
4. open defs folder
5. open optiondef folder
6. open crashlanding_options notepad
7. 6 lines down you'll see "<!-- <modeIsHard> blah blah blah. (this is section you need)
8. 3 more lines you'll see "<modeIsHard>true</modeIsHard>
9. replace "true" with "false"

GL mate, and may Rimworld drive you as crazy as it drives the rest of us!

remember to close and re-open game to make sure changes have taken effect. you might need to create new world and colony am not sure.

><

thank you
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: zenfur on August 07, 2015, 06:15:05 PM
Can I somewhere adjust this event's frequency to prevent ship raining? I'd like to make it as rare as volcanic winter or toxic fallout.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Mr.Cross on August 07, 2015, 06:29:00 PM
Quote from: zenfur on August 07, 2015, 06:15:05 PM-Snippets of this guys sentance-

Correct me if I'm wrong but this takes place of all the crash landing supplies. I'm unsure how you can make the entire thing rare, but I do know how you can make certain things rarer than other things. I think...
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: foopex on August 09, 2015, 02:03:20 PM
Love this mod, makes the start feel intense.  Makes me think of the Lost tv show pilot.  Added to the ultimate pack and removed prepare carefully so I could use hard mode.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Katavrik on August 09, 2015, 11:34:02 PM
Quote from: zenfur on August 07, 2015, 06:15:05 PM
Can I somewhere adjust this event's frequency to prevent ship raining? I'd like to make it as rare as volcanic winter or toxic fallout.
You need to change the event chance in the
CrashLanding\Defs\IncidentDefs\Incidents_CrashLanding_Main.xml
Find

  <IncidentDef>
    <defName>RandomShipCrashIncident</defName>
    <workerClass>CrashLanding.IncidentWorker_EventRandomShipCrash</workerClass>
    <chance>5.0</chance>
    <minRefireDays>30</minRefireDays>
  </IncidentDef>

and adjust <chance> value.
For example, if you want random crashes to appear twice rarer than before, reduce this value by half:

  <IncidentDef>
    <defName>RandomShipCrashIncident</defName>
    <workerClass>CrashLanding.IncidentWorker_EventRandomShipCrash</workerClass>
    <chance>2.5</chance>
    <minRefireDays>30</minRefireDays>
  </IncidentDef>

Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Le Pancake on August 15, 2015, 02:13:09 PM
How do i change the hard mode to easy mode? i just started to play and i don't think i'm ready to play on hard and i can't change it
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: zenfur on August 16, 2015, 05:23:00 PM
Mods\CrashLanding\Defs\OptionDefs

<modeIsHard>true</modeIsHard> -> <modeIsHard>false</modeIsHard>

Btw, thanks Katavrik :)
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: SasquatchM on August 24, 2015, 07:03:27 PM
This is definitely one of my most used mods.  Can we expect an A12 update?
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Katavrik on August 24, 2015, 11:22:28 PM
Quote from: SasquatchM on August 24, 2015, 07:03:27 PM
This is definitely one of my most used mods.  Can we expect an A12 update?
Of course you can, but not in this week. Sorry.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: darkrage000 on August 26, 2015, 09:40:52 AM
Quote from: Katavrik on August 24, 2015, 11:22:28 PM
Quote from: SasquatchM on August 24, 2015, 07:03:27 PM
This is definitely one of my most used mods.  Can we expect an A12 update?
Of course you can, but not in this week. Sorry.

Katavrik,
We all know how it can be when the Game keeps updating (which is in itself a good thing) and the mods all have to be redone to be compatible with new APIs and new 'features'.
And after you get it updated.... Look! Here's version 12b to be released!
Update to that and..  12c!
Take your time and enjoy life. we will still be here to take advantage enjoy your free hard work and time in our game :)
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: SasquatchM on August 27, 2015, 09:17:29 PM
Well, there are definitely more important things to spend your time on! I'm just happy that an update is in the works.
Title: Re: [A11b] Crash Landing (v4.32) (23-07-2015) Completed
Post by: Maffeo on September 06, 2015, 08:04:08 AM
Any progress in update to A12 ?

Ps.
Thanks Katavrik for create awesome mod !
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: Katavrik on September 08, 2015, 01:23:56 PM
Initializing update process.
Updating ...
Updating ...
Updating ...
Update completed:
V 5.00
- Updated for A12d
- New ship part: Domestic Animal Pens.
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: RoboticManiac on September 08, 2015, 02:34:32 PM
Hi Katavrik,

I was wondering if you could point to where one could disable the automatic rain for all fires (Not just the ship crash)? Personally, I much prefer fire to be a real problem, rather than an annoyance.

Also, out of curiosity, how violent are the non-colony/ starting ship crashes? And do the new 'minor' crash events work with save games?
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: notfood on September 08, 2015, 02:35:56 PM
Yes! Updated! Thank you!
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: Vascar on September 08, 2015, 11:29:10 PM
I found  two bugs one causes a crap ton of lag the other may just be a bad inter action:
the bad one: an entire universe worth of medical cargo pod land in the lower left hand corner of the map.
the other one: none of the med pods from above produce body parts/bionics I do have EPOE installed but it worked in past Alphas soooo, yea.

debug log pics are attached. The screen shot was to big to attach.

[attachment deleted due to age]
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: Helixien on September 09, 2015, 04:45:48 AM
I also have EPOCH and the medical cargo problem, only for me, it tries to spawn millions of them and never stops spawning so the game crashs after 2 mins.
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: RoboticManiac on September 09, 2015, 06:15:27 AM
Quote from: iWilliBlecha on September 09, 2015, 04:45:48 AM
I also have EPOCH and the medical cargo problem, only for me, it tries to spawn millions of them and never stops spawning so the game crashs after 2 mins.
Got the same thing- Though the game didn't crash for me- After a few seconds they will stop. Though you'll have to spend the next five minutes clearing away the messages. Only one piece will spawn to.

I don't think it crashed for me either because I have a good rig- or more likely because I paused/ started a few times during the spam, allowing everything to catch it's breath.

Edit: A ship reactor just crashed in the middle of my base. Ughhh. Guess I have to build even deeper into the mountain. This is all your fault, Kata  >:(
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: Helixien on September 09, 2015, 07:03:53 AM
Quote from: RoboticManiac on September 09, 2015, 06:15:27 AM
Quote from: iWilliBlecha on September 09, 2015, 04:45:48 AM
I also have EPOCH and the medical cargo problem, only for me, it tries to spawn millions of them and never stops spawning so the game crashs after 2 mins.
Got the same thing- Though the game didn't crash for me- After a few seconds they will stop. Though you'll have to spend the next five minutes clearing away the messages. Only one piece will spawn to.

I don't think it crashed for me either because I have a good rig- or more likely because I paused/ started a few times during the spam, allowing everything to catch it's breath.

Most likely the second thing, I rig is pretty much high end too^^

I moved EPOCH after this mod now and so far I had no more problems.
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: RDA10 on September 09, 2015, 10:33:29 AM

When ever the 'medicine container' drops it has thousands of alerts and is really game braking

hope i'm the only one who has had this issue

RDA10
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: notfood on September 09, 2015, 10:39:39 AM
Hello, I'm getting this:

(http://i.imgur.com/lagQtQM.png)
(http://i.imgur.com/ecLCi0M.png)

Could it be a Linux only issue?
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: Nalca on September 09, 2015, 12:35:47 PM
Yeah, got the same error.
Renaming folders so they start with a capital letter fixed it.
Title: Re: [A12d] Crash Landing (v5.00) (08-09-2015) Completed
Post by: Katavrik on September 09, 2015, 12:37:31 PM
Something changed with bodyParts, and i dont replace it. And capital letters that affect linux.
Working on fix. Thank you for reports.

EDIT:
The BodyParts Def was renamed to BodyPartsAndImplants in A12, and i did not notice that.
Updated to V 5.01 (09.09.2015)
- Fixed Medicine Container
- Fixed Capital letters
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: notfood on September 09, 2015, 04:12:35 PM
Still getting error:

(http://i.imgur.com/EO4wn6n.png)
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Tekuromoto on September 09, 2015, 08:14:41 PM
Quote from: notfood on September 09, 2015, 04:12:35 PM
Still getting error:
I was just going to report this myself. The problem is a case mismatch in CrashLanding\Defs\TerrainDefs\Terrain_Radiated.xml - wasteland is lowercase, whereas the file in \textures\ is upper case. Making them the same (editing the xml or the filename) fixes the problem.

Awesome mod, btw! I love how I can tweak the settings - I'm going to make it so the reactor core always comes down, for instance. And probably fewer art objects in the art pod crash.
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: N3v on September 12, 2015, 10:58:26 AM
im running into a bug where i cant plant Xerium with the mod enabled
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Tekuromoto on September 12, 2015, 04:53:06 PM
Quote from: N3v on September 12, 2015, 10:58:26 AM
im running into a bug where i cant plant Xerium with the mod enabled
It may not be this mod: I had a xerigium planting issue after installing CCL (https://ludeon.com/forums/index.php?topic=12934.msg169586#msg169586).

I'm running into something I think is happening because I'm using Crash Landing though: in the initial crash a few colonists (from a cryptochamber module) died and their bodies were burned to ash. However, months later all of my colonists are still suffering a -10 mood penalty from there being an unburied colonist. There's no one on the map to bury to solve the problem though.

I'm not sure if the solution would be to change the ThoughtDef to expire after a month or something or if there's some other way to deal with it.
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: rdz1122 on September 13, 2015, 12:38:28 PM
I love this mod!

I am having a small problem during incidents; if a "medicine" drop occurs, I get spammed with "A medicine container crash" messages (several hundred), and not sure why.  Any thoughts?

[attachment deleted due to age]
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Katavrik on September 14, 2015, 11:43:10 PM
Oh no. More bugs.
I will look at them today or tomorrow.
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Match on September 14, 2015, 11:46:49 PM
Quote from: Katavrik on September 14, 2015, 11:43:10 PM
Oh no. More bugs.
I will look at them today or tomorrow.

you know what they say, fix one bug, create 15!
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Pokk720 on September 15, 2015, 02:04:08 AM
Quote from: N3v on September 12, 2015, 10:58:26 AM
im running into a bug where i cant plant Xerium with the mod enabled

It is CCL that causes this but its actually intentional. You have to research hospital beds before you can plant xerigum.
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Katavrik on September 15, 2015, 11:04:47 AM
Quote from: rdz1122 on September 13, 2015, 12:38:28 PM
I love this mod!

I am having a small problem during incidents; if a "medicine" drop occurs, I get spammed with "A medicine container crash" messages (several hundred), and not sure why.  Any thoughts?
I cant reproduce this bug. I want to ask you:
What other mods did you use?
Does this happen with every medicine container?
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: akiceabear on September 15, 2015, 11:14:31 AM
The medicine spam issue also happens to me. Mods include:

CCL
CCL Vanilla Tweaks
Combat Realism
Rimfire for CR
Combat Realism Defense
EdB mods
Autosell
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Tekuromoto on September 15, 2015, 12:30:09 PM
Quote from: akiceabear on September 15, 2015, 11:14:31 AM
The medicine spam issue also happens to me. Mods include:

CCL
CCL Vanilla Tweaks
Combat Realism
Rimfire for CR
Combat Realism Defense
EdB mods
Autosell

Just piping up to say I don't get medicine pod spam. I'm using:
Core
Community Core Library
Community Core Library - Vanilla Tweaks
EdBModOrder
EdBInterface
EdBPrepareCarefully
AnimalHideWorking
Armor Crafting 1.21
BackstoriesCore-12.0.0
BionicReplacementsCrafting 1.2
CaveworldFlora
Craftable Medicines
CrashLanding
Embrasures 1.5
EnhancedTabs
ESM - MineVein
ExpandedProsthetics&amp;OrganEngineering
Fences
FishIndustry
FlameWeapons-FlameWeapons1.4
GaussWeapons-GaussWeapons1.4
Glass&amp;Lights
Hospitality
LaserWeapons-LaserWeapons1.4
LessIncidentTrolling
LT_ASA
LT_ADogSaid
LT_DoorMat
LT_ExpHistory
LT_Infusion
LT_RimEffect
Mad Skills
Mannable Turrents 1.2.6
Modular Tables
MorePlanning
More Vanilla Turrets
Pawn State Icons
PlasmaWeapons-PlasmaWeapons1.4
PowerSwitch
ReplacementOrganCrafting 1.2
RTFTJ
RT Fusebox
T-ExpandedCloth
T-MoreBedsVanilla
T-MoreFloors
TilledSoil
ToolsForHaul
Vegetable Garden v3.1a
GourmetGarden
Weapon Crafting 1.41
LT_RedistHeat


One request I'd like to make is to keep it from raining for a day or two after the last ship piece lands. Almost every time I've started in temperate or boreal forest (which was quite a few times last night, trying to find a map my daughter liked ::)) it starts raining almost immediately after the "crashing ends" message comes up. Kinda takes the frantic edge off of things.

All round great mod though.
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Purble1234 on September 18, 2015, 04:53:15 PM
The download page won't load, please help?
Title: Re: [A12d] Crash Landing (v5.01) (09-09-2015) Completed
Post by: Wonder Dog on September 19, 2015, 03:15:43 AM
Quote from: notfood on September 09, 2015, 04:12:35 PM
Still getting error:

(http://i.imgur.com/EO4wn6n.png)

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>
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Katavrik on September 20, 2015, 02:03:48 AM
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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: 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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: 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?
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Katavrik on September 21, 2015, 11:51:34 PM
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?
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: nguadien on September 22, 2015, 10:31:58 AM
<?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)
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: rexx1888 on September 23, 2015, 08:15:11 AM
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
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Katavrik on September 24, 2015, 12:17:38 AM
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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: DroneKiller320 on September 28, 2015, 07:25:05 AM
how do you change it between hard and easy?
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: 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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: DroneKiller320 on September 29, 2015, 02:37:11 AM
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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Tekuromoto on September 29, 2015, 11:13:41 AM
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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: 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? 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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Tekuromoto on October 12, 2015, 12:18:47 AM
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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: hwfanatic on November 07, 2015, 04:00:54 AM
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.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: TheNewTeddy on December 12, 2015, 02:23:28 PM
Thank you for making a version compatible with prepare carefully!
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Darthvegan on December 13, 2015, 10:57:41 PM
I am super excited to try this out in my next game!  Looks super exciting!
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: toric on January 04, 2016, 04:27:56 PM
could you name the prepare carefully variant differently so we can tell it apart in the mod folder? or is it safe to rename it ourselves?
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: skullywag on January 05, 2016, 06:52:35 AM
foldernames make no difference. you can also change the name in the about.xml to tell it apart on the mod list in game.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: thenightgaunt on January 05, 2016, 01:59:16 PM
Quote from: TheNewTeddy on December 12, 2015, 02:23:28 PM
Thank you for making a version compatible with prepare carefully!

How did you get the two to work together?

I downloaded the compatible version of Crash Landing, and Prepare Carefully. Made sure that Crash Landing was set for easy mode. Then made a world, then a colony on "rough", and then I created a team of 3 colonists with Prepare Carefully. I saved the preset, started the colony and then when the colonists appeared they were the 3 default colonists from before I made my custom team. Then the colony ship parts started to fall.

I checked my version so I'm wondering what I might have done wrong.

EDIT: I fixed it. Deleted my old folder, got a fresh copy of the 12d game, added the mods and everything worked just fine.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: toric on January 05, 2016, 05:15:09 PM
Quote from: skullywag on January 05, 2016, 06:52:35 AM
foldernames make no difference. you can also change the name in the about.xml to tell it apart on the mod list in game.

thanks for clarifying. didn't want to mess up a path name somewhere.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Andy_Dandy on January 17, 2016, 05:17:59 PM
I'm really not sure how to pick hard mode?
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Katavrik on January 18, 2016, 12:56:52 AM
Quote from: Andy_Dandy on January 17, 2016, 05:17:59 PM
I'm really not sure how to pick hard mode?
Open "your mods folder"\CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml, find <modeIsHard> tag and set it to <modeIsHard>true</modeIsHard>.
Hard mode is default, when you download base variant of this mod V 5.02 rom the main page.
Hard mode does not work with EdB Prepare carefully.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: hasu on February 06, 2016, 08:23:28 AM
Why its not working with EdB Prepare Carefuly on hard  :'(
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: knives49 on February 22, 2016, 08:29:24 AM
hello, I try to start a colony with EDB prepare Carefuly, Crashlanding and Miscellaneous w MAI+Robots.

But crashlanding and Miscellaneous have conflict, so Haplo made a patch but it works only for the crashlanding hard mod...
the patch reload the mapgenerator of crashlanding after Miscellaneous and Crashlanding.
the crashlanding for EDB have no mapgenerator, so i'm blocked....

someone can help ? :)
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Katavrik on February 23, 2016, 03:26:43 AM
Quote from: knives49 on February 22, 2016, 08:29:24 AM
hello, I try to start a colony with EDB prepare Carefuly, Crashlanding and Miscellaneous w MAI+Robots.

But crashlanding and Miscellaneous have conflict, so Haplo made a patch but it works only for the crashlanding hard mod...
the patch reload the mapgenerator of crashlanding after Miscellaneous and Crashlanding.
the crashlanding for EDB have no mapgenerator, so i'm blocked....

someone can help ? :)
Did you try to start all mods without Haplo`s patch? Crashlanding for EdB have different start mechanism, that can work with any other mapgenerator. Actually it does not modify game start at all, but just start crashlanding event right after the game start.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: knives49 on February 23, 2016, 06:36:52 AM
yes, i try without patch, load crashlanding after miscellaneous or before.
Crashlanding never start. I have my colonist with EDB and miscellaneous but no crashlanding.
If I load the patch, I have miscellaneous and crashlanding but I have random colonist.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Katavrik on February 24, 2016, 12:51:17 AM
Quote from: knives49 on February 23, 2016, 06:36:52 AM
yes, i try without patch, load crashlanding after miscellaneous or before.
Crashlanding never start. I have my colonist with EDB and miscellaneous but no crashlanding.
If I load the patch, I have miscellaneous and crashlanding but I have random colonist.
I just try Crashlanding fo EdB, EdB Prepare carefully and miscellaneous without patch. And they worked fine. May be there is a problem somewhere else. Try to do following actions:
1. Remove the crashlanding completly, and install the latest version of crashlanding for EdB again. Crashlanding for EdB should not have mapGenerator foldier.
2. Try to start a game without miscellaneous, and look if the crashlanding works. If no, that means problem somewhere else.
3. What other mods do you use with crashlanding? I will look up for conflicts.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: knives49 on February 24, 2016, 01:53:48 PM
I delete all rimworld and all local data, it's work.
I don't know why it didn't work before...

thanks for the help
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Kolljak on April 09, 2016, 03:34:12 PM
Do you intend to update this to 13 this happens to be one of my favorites.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: ImpulsiveZombie on April 13, 2016, 01:18:34 PM
Quote from: Kolljak on April 09, 2016, 03:34:12 PM
Do you intend to update this to 13 this happens to be one of my favorites.
I second this, Rimworld just ain't Rimworld without so many deaths and explosions from the very start.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Kolljak on April 16, 2016, 06:26:38 PM
Guess this is dead.... no one willing to take it over?
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Katavrik on April 19, 2016, 02:52:38 AM
I'm sorry. I was away and miss A13 release.
But now, i've returned and have some time for mod. Hope, new Crash Landing update will be ready this week.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Viddles on April 19, 2016, 03:33:29 AM
Quote from: Katavrik on April 19, 2016, 02:52:38 AM
I'm sorry. I was away and miss A13 release.
But now, i've returned and have some time for mod. Hope, new Crash Landing update will be ready this week.

Awesome! Can't wait. This was one of my favorite mods a few Alphas ago. Ready and willing to test and provide feedback/bug reports.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: DarkTemplarlord on April 21, 2016, 08:40:30 AM
It woud be great to this mod come to alpha 13 i have loved to use this mod
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Kolljak on April 22, 2016, 05:44:43 PM
:D yay not dead cant wait.
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Syntria on April 22, 2016, 10:03:35 PM
Yaaaay! I was just looking for this mod. Glad to hear you will be updating it!
Title: Re: [A12d] Crash Landing (v5.02) (20-09-2015) Completed
Post by: Kolljak on April 24, 2016, 04:10:14 PM
Hows it going? havent heard anything in a while. coding being a B@$@?
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Katavrik on April 24, 2016, 11:20:31 PM
Updated to A13. No new features or new content.
- Updated for A13
- Rebalance for crashed ship parts deconstruct resources. Components added.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: jackarbiter on April 25, 2016, 12:48:53 AM
Quote from: Katavrik on April 24, 2016, 11:20:31 PM
Updated to A13. No new features or new content.
- Updated for A13
- Rebalance for crashed ship parts deconstruct resources. Components added.

:D
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Warforyou on April 25, 2016, 04:53:42 AM
hell yeah!
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: SpecialSnowflake on April 25, 2016, 09:19:26 AM
At the moment, I noticed that it does not work with the "beta" version of EdBPrepareCarefully for alpha 13. (Variant Version)
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: GrdMoffTarkin on April 25, 2016, 09:52:22 AM
Now I just need the fire extinguisher from the old superior crafting
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Korn.Mil on April 25, 2016, 01:07:18 PM
This mod is simply amazing! I just installed it and already tested. But with each crash event i getting errors, take a look at them
(http://www.part.lt/img/18d10cda5fa18c40107d5f5a8f807c09738.png) (http://www.part.lt/perziura/18d10cda5fa18c40107d5f5a8f807c09738.png)
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: notfood on April 25, 2016, 03:20:34 PM
Quote from: Katavrik on April 24, 2016, 11:20:31 PM
Updated to A13. No new features or new content.
- Updated for A13
- Rebalance for crashed ship parts deconstruct resources. Components added.

Linux user here.

I tried Crash Landing Compatible with EDB Prepare Carefully with no success.

If PC is loaded first CL doesn't do anything.
If PC is loaded after CL, the message of the crash appears but no crash happens. I waited a very long time.

Manually spawning the events doesn't work either, it says Unimplemented Incident CrashLanding.IncidentWorker_*.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Mathenaut on April 25, 2016, 03:24:03 PM
I liked this in prior alphas. Look forward to trying this in my next game.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: kosh401 on April 25, 2016, 06:03:24 PM
Quote from: notfood on April 25, 2016, 03:20:34 PM

Linux user here.

I tried Crash Landing Compatible with EDB Prepare Carefully with no success.

If PC is loaded first CL doesn't do anything.
If PC is loaded after CL, the message of the crash appears but no crash happens. I waited a very long time.

Manually spawning the events doesn't work either, it says Unimplemented Incident CrashLanding.IncidentWorker_*.

Thanks for updating for A13, but I can confirm this problem (not Linux here). Only difference is I'm not seeing the crash landing message regardless of whether CL is above or below PC in the mod order.

I also tried forcing the events and got the attached error.

[attachment deleted by admin - too old]
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: notfood on April 25, 2016, 06:13:41 PM
The message is the one of the briefing, it changes the default when CL is below. The alerts never come.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Katavrik on April 26, 2016, 12:20:12 AM
I am sorry, but its my fault. I forgot to recompile dll for PC variant. The link to EdB Prepare Carefully compatible variant is updated. You need to redownload it. It is not a new version, i just put all components in right place.

As for Korn.Mil
Quote from: Korn.Mil on April 25, 2016, 01:07:18 PM
This mod is simply amazing! I just installed it and already tested. But with each crash event i getting errors, take a look at them
(image)
I dont know why is this happen. If you use Prepare Carefully compatible variant, try to redownload it. If not, or it does not help, I need to know the exact list of mods you use. So i will search for incompatibilities.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Korn.Mil on April 26, 2016, 04:15:17 AM
Quote from: Katavrik on April 26, 2016, 12:20:12 AM
I am sorry, but its my fault. I forgot to recompile dll for PC variant. The link to EdB Prepare Carefully compatible variant is updated. You need to redownload it. It is not a new version, i just put all components in right place.

As for Korn.Mil
Quote from: Korn.Mil on April 25, 2016, 01:07:18 PM
This mod is simply amazing! I just installed it and already tested. But with each crash event i getting errors, take a look at them
(image)
I dont know why is this happen. If you use Prepare Carefully compatible variant, try to redownload it. If not, or it does not help, I need to know the exact list of mods you use. So i will search for incompatibilities.

As i guess, this mod conflicts with mod Apparello, i just seen in error something about this. I am not sure, but in future there can be more errors with other mods... So there is my mod list for you
(http://www.part.lt/img/7ff1a74ee5572648cc251067b167e945744.png) (http://www.part.lt/perziura/7ff1a74ee5572648cc251067b167e945744.png)

I hope you will fix all possible errors, and keep this mod updated :) thank you for good work and good mod
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: kosh401 on April 26, 2016, 09:15:04 AM
Thanks Katavrik, it's working now :D

Korn, mods that change the map generation are likely conflicting. I had to remove EnviroSeeds to get Crash Landing to work, so maybe it's your Zen Garden or Misc Map Generator causing it (not very familiar with those ones). I have Apparello working fine with Crash Landing so it's not that at least. I'll attach a pic of my mods since we do have some overlap. Good luck!

[attachment deleted by admin - too old]
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Rock5 on April 26, 2016, 10:20:00 AM
I'm tempted to try this mod on my next game but I wouldn't play with rain disabled.

I realize you probably do it to make it harder but it's not realistic. I would expect to have to make the decision on whether to fight the fire or not. Is it a rain forest? Should I pray for rain and save my supplies first? If it's an arid biome maybe I should put the fire out first? If I wait for rain and it doesn't come, when should I give up waiting and try to fight the fire? Or if I go to fight the fire and then it starts to rain then I wasted my time and could have been collecting supplies.

If you know it's not going to rain then you can plan ahead accordingly. That's seems wrong to me.

Just an observation.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: kosh401 on April 26, 2016, 03:39:46 PM
It's really quick and easy to remove the rain stopper that's on by default for the first little bit during the crash sequence. It's just changing a "true" to "false" in the OptionDef file for the mod. It's formatted really well, easy to read and navigate (barely a full window of stuff in it anyway).

I like it on myself. I find a good trick is to just not beat out all fires but save the drops you like, knowing you can't save it all. Making a couple temporary stockpiles to get things out of the fire and to collect after can work well.

Anyway definitely give it a try, it's a great mod and adds a lot of flavour to the opening! What drops and what you choose to save (if you can) can really change how you begin your colony, rather than using same sort of build orders.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Korn.Mil on April 26, 2016, 05:47:29 PM
Quote from: kosh401 on April 26, 2016, 09:15:04 AM
Thanks Katavrik, it's working now :D

Korn, mods that change the map generation are likely conflicting. I had to remove EnviroSeeds to get Crash Landing to work, so maybe it's your Zen Garden or Misc Map Generator causing it (not very familiar with those ones). I have Apparello working fine with Crash Landing so it's not that at least. I'll attach a pic of my mods since we do have some overlap. Good luck!
damn... Its pretty weird then. I disabled apparello and everything ok now, no errors. And this mod who changes map generation really can conflict? Becouse i have no errors. And if it gonna conflict in future? Am i able to play or its not recommended? Maybe some few small errors not gonna make very big troubles :D becouse i love both mods very much
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Kajin on April 26, 2016, 08:51:02 PM
When is the crash supposed to happen? I installed this mod and have started two new games and nothing is happening. My colonists land, normal as always. I checked to make sure and the mod is indeed activated in the mods menu...
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: darkrage000 on April 26, 2016, 09:03:01 PM
Quote from: Kajin on April 26, 2016, 08:51:02 PM
When is the crash supposed to happen? I installed this mod and have started two new games and nothing is happening. My colonists land, normal as always. I checked to make sure and the mod is indeed activated in the mods menu...

make sure you downloaded the hotfix. (they have the same version number) the previous release had DLLs uncompiled which caused that issue
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Kajin on April 27, 2016, 02:27:37 AM
Nevermind, found the problem. When I went to unzip the file it somehow nested the files within a second folder inside the crash landing folder inside the mod folder. So it wasn't working because the game couldn't see the mod files >.<

Sorry to waste your time.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: AllenWL on April 27, 2016, 02:56:51 AM
Quote from: Rock5 on April 26, 2016, 10:20:00 AM
I'm tempted to try this mod on my next game but I wouldn't play with rain disabled.

I realize you probably do it to make it harder but it's not realistic. I would expect to have to make the decision on whether to fight the fire or not. Is it a rain forest? Should I pray for rain and save my supplies first? If it's an arid biome maybe I should put the fire out first? If I wait for rain and it doesn't come, when should I give up waiting and try to fight the fire? Or if I go to fight the fire and then it starts to rain then I wasted my time and could have been collecting supplies.

If you know it's not going to rain then you can plan ahead accordingly. That's seems wrong to me.

Just an observation.
But then again, when the game detects a large fire, it automatically starts a rain/snow and puts it out(because otherwise, it'd cause lag and possibly burn down everything on the map), so even if 'no rain' is disabled, you still can plan ahead accordingly because you know it'll rain when the fire gets big enough.

Just wondering, but is this compatible with combat realism?
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Rock5 on April 27, 2016, 04:33:17 AM
Quote from: AllenWL on April 27, 2016, 02:56:51 AM
But then again, when the game detects a large fire, it automatically starts a rain/snow and puts it out(because otherwise, it'd cause lag and possibly burn down everything on the map), so even if 'no rain' is disabled, you still can plan ahead accordingly because you know it'll rain when the fire gets big enough.
Hm... I've had fires burn half the map (or maybe a third) and only stopped because of mountains. In the end I just put out the fire trying to make it through the narrow pass.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: talar1408 on April 28, 2016, 01:57:34 AM
First, thanks for a great mod. It produces really interesting experience at start of game.

I might have simply had bad luck, but it seems that no pods contain components, which became so vital with A13. Sure, I can still get some from compacted machinery, so it doesn't make game unplayable  (but it involves a lot more walking and mining than would otherwise be necessary at start). But still, this really hurts early game.

Turned out fun though, since it made building power-line to reactor vital( as the only affordable power source). Kind of Chernobyl-style, with each colonist building only a few tiles of cable to avoid too much radiation exposure.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Goldenpotatoes on April 28, 2016, 09:55:47 AM
So, I popped an ancient room that was within radiation range of a reactor after awhile. All the mechanoids inside were dead from radiation poisoning.

Now, I'm no doctor, but I don't think radiation effects mechanical machines to the point of destroying it, let alone if at all.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: notfood on April 28, 2016, 01:22:24 PM
Radiation makes electronics fail. (http://news.discovery.com/tech/robotics/fukushima-robots-have-died-from-radiation-160311.htm)
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Goldenpotatoes on April 28, 2016, 01:25:35 PM
Quote from: notfood on April 28, 2016, 01:22:24 PM
Radiation makes electronics fail. (http://news.discovery.com/tech/robotics/fukushima-robots-have-died-from-radiation-160311.htm)

Did not know that, still seems weird that highly advanced (as far as most rimworld technology goes), self-sufficient mechanoids built as war machines broke down as quickly as they did.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: nakie on April 28, 2016, 01:26:17 PM
First time trying this mod and it's great! I had about 9 colonist during the event. However a gunbed module(or something) literally dropped in front of my recovering survivors, spraying bullets everywhere and slaughtering the lot of them. In the end I only got 1 extra colonist. It was intense :)
Quote from: talar1408 on April 28, 2016, 01:57:34 AM
I might have simply had bad luck, but it seems that no pods contain components, which became so vital with A13. Sure, I can still get some from compacted machinery, so it doesn't make game unplayable  (but it involves a lot more walking and mining than would otherwise be necessary at start). But still, this really hurts early game.
IIRC the ship beams contain components when deconstructed. Alot of them dropped for me. I had a small tragedy in the beginning where I assumed for some reason that components wouldn't be destroyed by fire like ores. I didn't bother to pick them up. Needless to say all my starting components burned. :( The deconstructed ship beams made up for the loss though.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: talar1408 on April 29, 2016, 07:00:11 AM
Quote from: nakie on April 28, 2016, 01:26:17 PM
IIRC the ship beams contain components when deconstructed. Alot of them dropped for me. I had a small tragedy in the beginning where I assumed for some reason that components wouldn't be destroyed by fire like ores. I didn't bother to pick them up. Needless to say all my starting components burned. :( The deconstructed ship beams made up for the loss though.

Riight, need to take a closer look at them next time (or just check if any survived fires in my current game). Was too busy saving obviously important stuff during the crash:)

On other note, on one of my starts I had rain during crash. Which made the rest trivial and boring, so I didn't continue this one.
Wasn't rain supposed to be disabled?
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Turner on April 29, 2016, 09:11:05 PM
On the buff given to the survivors of the crash it says "We just crashlanded here. I am survived!" Just something I noticed when looking at the buffs lol
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: AllenWL on April 30, 2016, 04:23:38 AM
Just tried it out. Pretty cool.
Got five people, three huskies, a warg and a cat.

Though, I think you might consider toning down the cargo for some drops. I currently salvaged around 30 glitterworld medicen, and about 20 normal medicen, and around 10 organs, implants, and prostheses. There is also a superior golden statue which I have not even touched for fear of increasing my wealth too much. We're currently armed with wooden clubs and short bows as no weapons landed.

I also got had two resource pods that gave me huge amounts of couger leather and thrumbo fur, respectively. No steel, wood, bricks, components, or anything of the sort landed, so I'll probably have to deconstruct a ship part later.

Also, I'm quite sure I did hard mode as one of my 'starting' colonists where incapacitated, and I had no starting gear, but when a cyropod module(?) Landed, the people where either lightly injured(just a few scratches), or dead.

I have a question though.
Does this event only happen when you start the game, or can it happen again later on?
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: kosh401 on April 30, 2016, 11:55:24 AM
Crash events will happen later on too, just only 1 'piece' (weapon deck etc) at a time unlike the beginning. You'll get the crashing starts/ends message for it too.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Syntria on April 30, 2016, 01:36:08 PM
Thank you so much for updating this! Absolutely my favorite mod by concept. You are the best. <3
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: SynsPlayground on April 30, 2016, 04:27:33 PM
Really enjoying this mod so far. However I did have to tweek alot of the settings to make it a little more to my liking and fixed a minor gramatical error. For instance, the starting crashes I decreased the time for them to fall it would make sense for the whole ship to come pretty quickly to me. Rather than having the chance of keeping extra colonists alive from crypto sleep containers falling I also set the damage to a point where almost every other colonist falling will die as most of these have traits i simply dont want and i refuse to feed a mouth that is useless to me or might berzerk easily, theres always like 1-2 every couple times one falls that survive and i just out right kill them when I can. I also dissabled the rain dissabled-er thing, tried several different delays but literaly half my map would be burned down before any rain would come to help me out so theres that.  I also decreased the frequency of some things falling at random because i noticed not even 2 weeks into my new colony I had at least 1 of every vanilla weapon and quite a few of some of my other mod's weapons. 

Also I was wondering.... is there a way to forbid a spot on the map from this space junk falling because often at the start of a new colony I end up having to start again because one of these modules decided to fall right on my starting location and kill everyone instantly

Just my 2 cents, Still love the mod <3 thanks 8)
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Grizzlyadamz on May 05, 2016, 01:13:42 AM
This is a pretty cool concept, but I think I'll have to tweak it before I'll enjoy using it- for all the same reasons already mentioned in this thread.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: kohaijimi on May 05, 2016, 07:03:30 PM
Hello i've been having a problem with this mod i remember when you have it on u will come out of a pod,
I've been having an issue that everytime i have it on my colonists will just crash with the ship and have a possibility to die.
Is there anyway to fix or mabye tweak this
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Katavrik on May 09, 2016, 01:04:14 AM
Quote from: kohaijimi on May 05, 2016, 07:03:30 PM
Hello i've been having a problem with this mod i remember when you have it on u will come out of a pod,
I've been having an issue that everytime i have it on my colonists will just crash with the ship and have a possibility to die.
Is there anyway to fix or mabye tweak this
It is the feature of this mod: Your colonists will crash land and probably die. But there is an easy mode of this mod, where the starting clonists land safely. To turn easy mod you need to find options file and edit it.
Find: (mods foldier)\CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml
In this file find string: <modeIsHard>true</modeIsHard>
And replace it with: <modeIsHard>false</modeIsHard>
Start the game again and you will have three of your starting colonists landing safely in a pod.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: slyfox357 on June 12, 2016, 03:24:12 PM
Okay, for some reason (for me anyways) the mod continues to load even though it is in not the mods folder and I don't have any mods active. I even disabled all of my mods to see if that would fix it, but it didn't work. I also have restarted Rimworld a couple of times to see if that would fix it. I don't know if I did something wrong for this to happen, it would be nice to get some help for this. (Also, EdB Prepare Carefully seems to not be working even though I am using the download for it.) Never mind this I figured out what was wrong with my mods and such and fixed it.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Elixiar on July 04, 2016, 01:24:04 PM
Been using this mod a while but only just realised that whenever I try this with EdB prepare carefully, nothing falls at the start of the game.

No colonists, pods, anything! Nothing falls?
Anyone got any possible solutions? Not sure what is causing this :/

(Also yes, trying this with the easy variety of the mod.)
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: TeflonJim on July 05, 2016, 02:24:20 PM
Quote from: Elixiar on July 04, 2016, 01:24:04 PM
Anyone got any possible solutions? Not sure what is causing this :/
Having the right version of Crash Landing is important, so ensure you have the Prepare Carefully variant from the main page.

Ensuring you have the right load order is important. Prepare Carefully must be higher in the load list than Crash Landing.

Finally, having any other mods which affect the MapGenerator will break this. For example, I had the Misc. MapGenerator (https://ludeon.com/forums/index.php?topic=3612.0) mod loaded and that caused exactly the problem you describe. Removing it brought Crash Landing to life.

Chris
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Fregrant on July 19, 2016, 03:45:32 AM
Update please?
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: ekfkr92 on July 19, 2016, 07:29:52 AM
Is it working in A14?
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: darkrage000 on July 19, 2016, 09:55:09 AM
Quote from: ekfkr92 on July 19, 2016, 07:29:52 AM
Is it working in A14?
Since the title of the topic starts with [A13] im going to take a guess and say no.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: TeflonJim on July 19, 2016, 10:37:37 AM
I've updated the source code and defs a bit. Not that it works yet so absolutely no one should get excited by that.

Katavrik, I'm more than happy share the modified source code, library and defs here with your consent. These changes are (roughly):


The ScenPart class


using RimWorld;

namespace CrashLanding
{
public class ScenPart_Crashlanding : ScenPart
{
public override void PostGameStart()
{
IncidentParms_CrashLand parms = new IncidentParms_CrashLand ();
parms.faction = Faction.OfPlayer;
parms.modeIsHard = false;
IncidentWorker_CrashLand wokr = IncidentDef.Named ("Main_BigShipCrashIncident").Worker as IncidentWorker_CrashLand;
wokr.TryExecute (parms);
}
}
}


Bug 1 (Critical)

Found no usable data when trying to get defs from file RandomCrashTemplates.xml

The error is repeated for StartingCrashTemplate.xml and CrashLanding_Options.xml. It seems like the way to load new defs might perhaps have changed.

Exhibits as this error:

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object

The stack trace varies slightly depending on the method I override in ScenPart, but everything points back to bad def file parsing.

Bug 2 (Unknown severity)

Could not resolve cross-reference: No Verse.ThingDef named Puddle_Fuel found to give to Verse.ProjectileProperties Verse.ProjectileProperties

May relate to the change in calls to DoExplosion (bad interpretation on my part perhaps). May relate to the change in def type of Puddle_Fuel (now Filth).

It's hot, I'm going to play RimWorld for a bit :)

Chris
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: TeflonJim on July 19, 2016, 05:31:50 PM
Going to attempt to pull the settings into CCL's mod configuration menu if I can. That should work around the problem of using Defs as a vehicle for passing in configuration.

When there's time...
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: notfood on July 19, 2016, 07:39:03 PM
Thank you for your efforts. This is one of my favorite mods.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: Katavrik on July 20, 2016, 12:02:53 AM
Quote from: Fregrant on July 19, 2016, 03:45:32 AM
Update please?
Yes, it will be updated. I plan to work on the update during next weekend. But i am not sure, if i can finish it before the next week.

Quote from: TeflonJim on July 19, 2016, 10:37:37 AM
I've updated the source code and defs a bit. Not that it works yet so absolutely no one should get excited by that.
I appreciate you effort, and gladly accept any help. However, i understand that updating existing mod should be done by myself, because i know the code and have a relevant expirience. Even though, i spent a lot of time to remember how it works, during every update.

If you really want to help, we can discuss this by private messages. Otherwise i will do update by myself, you just need to wait.

Quote from: TeflonJim on July 19, 2016, 10:37:37 AM

  • A new ScenPart class below (speculatively). Is there any reason this can or should not use a ScenPart to trigger the event?
  • A few changes to enum values (Faction and FactionDefOf have to be updated).
  • Thoughts.TryGainThought changed to Thoughts.CanGetThought (unsure if this is the right method, but TryGainThought is not there).
  • MapDataInit.colonists for Verse.Current.Game.InitData.startingPawns (MapDataInit is no longer available). This may be an appropriate value to use given that this is used to pad out the colonist count on a Cryo sleep block crash.
  • Changed the constructor for PawnGenerationRequest to use the new (I guess) named parameters.
  • Changed the static method call DoExplosion to use the new named parameters (Note: This may be the cause of Bug 2).
We cleary should use ScenPart. It is a long awaited addition, that i hope solve most of compatible problems with EdB mods and others.
My code related to DoExplosion has a lot of duct tapes, i need to fix it by myself.
Title: Re: [A13] Crash Landing (v6.00) (25-04-2016) A13 update
Post by: TeflonJim on July 20, 2016, 04:39:24 AM
Not a problem, I just really like your module :)

Chris
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: Katavrik on July 23, 2016, 01:47:49 PM
Updated to A14d:
- Scenarios added. You should start the new game with one of the CrashLanding scenarios. Modes are gone.
- If you you make new scenario by editing CrashLanding scenarios, it will have crashlanding event at the start. That mean, you can add various scenario parts through in-game editor, without breaking CrashLanding.
- The mod should be compatible with other mods changing MapGeneratorDefs, for example Miscellaneous mod.
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: notfood on July 23, 2016, 01:55:32 PM
yes! YES!

Thank you!
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: TeflonJim on July 23, 2016, 02:17:58 PM
Thank you!
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: luminisone on July 23, 2016, 06:44:40 PM
 :D Thank you for the update! I really love playing with this mod :)
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: schwarzrotes on July 23, 2016, 09:05:35 PM
love this mod
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: BlackSmokeDMax on July 23, 2016, 10:58:07 PM
Wonderful! The carnage returns!
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: Katavrik on July 24, 2016, 12:41:51 AM
Released at Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=730384702
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: notfood on July 24, 2016, 12:53:31 AM
Crashed reactor isn't giving radation sickness.

Or more like, it isn't visible. They just drop dead suddenly with Radiation(deadly) from being fine a tick ago.

Upon further inspection, the radious of deadlyness is just tiny around the reactor but it insta kills anyone that goes into it. Makes it really easy to destroy them with the starting rifle.
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: Katavrik on July 24, 2016, 01:41:09 AM
Quote from: notfood on July 24, 2016, 12:53:31 AM
Crashed reactor isn't giving radation sickness.

Or more like, it isn't visible. They just drop dead suddenly with Radiation(deadly) from being fine a tick ago.

Upon further inspection, the radious of deadlyness is just tiny around the reactor but it insta kills anyone that goes into it. Makes it really easy to destroy them with the starting rifle.
Tested it now. I cant reproduce a bug you describe. Radiation damage is shown normally at any range.
But it seems some times it do double severity.

Any mod except crashlanding?

Additional testing does not reveal any problems. I need more info about your issue.
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: notfood on July 24, 2016, 02:30:44 AM
Weird. My mod list:

    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>CrashLanding</li>
    <li>EdBPrepareCarefully</li>


Scenario: Crash Landing Hard
Prepared Carefully from 3 to 2 colonists.

Detail, possibly bug. Downed colonist permanently burning, even without clothes. Nobody can put the fire off. Even with the extinguisher bomb it won't be put off.

Waited for Ship Reactor to come down... This time the deadly radius is bigger. Any colonist that gets in the radious is instakilled.

Here is the reactor and the circle. You can tell where the instakilling radious start by the bodies.
(http://i.imgur.com/PKcpRSI.png)

A little closer for comparison for the next image.
(http://i.imgur.com/C9yJW1m.png)

They stand there and no harm happens to them. I restricted their home area to that area inside the reactor but outside the instakilling area. They were there unharmed. Nothing happened for a long time.
(http://i.imgur.com/uAR41x5.png)
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: notfood on July 24, 2016, 02:37:26 AM
Just tested with Crash Landing alone. No bug.

So, it's a conflict with CCL or Prepare Carefully.
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: Katavrik on July 24, 2016, 02:44:58 AM
Quote from: notfood on July 24, 2016, 02:37:26 AM
Just tested with Crash Landing alone. No bug.

So, it's a conflict with CCL or Prepare Carefully.
It is prepare carefully. CrashLanding Hard Scenario does not work with EdB Prepare carefully. I need to write more about it in description.
When both enabled, they cause very strange bugs. It seems that there are two copy of starting colonists on the map. And one copy is invisible, but can be affected by fire and radiation, and translate this effect on another copy.
In short: Hard scenario just dont work with EdB Prepare Carefully.
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: kaptain_kavern on July 24, 2016, 02:49:45 AM
w00t nice to see this one maling it to A14.

Thanks
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: notfood on July 24, 2016, 02:50:47 AM
Ah, I see. I'll avoid playing on hard crash then.
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: popster99 on July 24, 2016, 06:28:10 AM
I'm a person again yeah! also loved this mod back when it was first released good to see it again in a14
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: HankKits on July 31, 2016, 01:34:19 AM
How do I uninstall this mod, if I disable it (I was working with a scenario where crashing space ships would be unsuitable) but if I do I get an error when I try to start I new game.

I've deleted everything in the Rimworld folder but still I can't start a new game with this disabled, removed and even unsubscribed.

The mods pretty good but being unable to disable it or remove it is a major pain.
Title: Re: [A14d] Crash Landing (v7.00) (24-07-2016) Scenarios
Post by: TeflonJim on July 31, 2016, 03:21:12 AM
If you have any scenarios saved that use the mod (in any context) you will need to delete those first.

The location is dependent on your operating system. For Windows 10 it's:

%UserProfile%\AppData\LocalLow\Ludeon Studios\Scenarios

Chris
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Katavrik on August 07, 2016, 09:29:00 AM
Minor update V 7.01. Just some fixes:
- Fixed wrong pawns faction after loading the saved game.
- Fix prisoners recruit chance value.
- Some typo fixes.
- Savegame compatibility with previous version (7.00).
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: ruzackovich on August 08, 2016, 11:51:48 AM
is v 701 compatible with EdB Prepare Carefully.??
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Katavrik on August 08, 2016, 11:24:33 PM
Quote from: ruzackovich on August 08, 2016, 11:51:48 AM
is v 701 compatible with EdB Prepare Carefully.??

Nothing changes. Easy scenario is compatible, hard is not.
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Nanao-kun on August 10, 2016, 01:22:02 PM
Is it possible to have the unknown ship crashing event without having to go through your own crash at the very start? Or does it already do that on non-crash landing scenarios?
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Katavrik on August 10, 2016, 02:20:21 PM
Quote from: Nanao-kun on August 10, 2016, 01:22:02 PM
Is it possible to have the unknown ship crashing event without having to go through your own crash at the very start? Or does it already do that on non-crash landing scenarios?

non-crash landing scenarios should work this way.
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Nanao-kun on August 10, 2016, 02:45:12 PM
Quote from: Katavrik on August 10, 2016, 02:20:21 PM
non-crash landing scenarios should work this way.

Alright, thanks.
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Dekent59 on August 15, 2016, 11:50:07 PM
Wow this is awesome, I doubled the min and max ship parts that fall and had a great 'fun' time starting, I never want to start a new game without this again lol.  I hope you are able to get the hard version working with prepare carefully! 
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Vhaluus on August 17, 2016, 10:31:25 PM
love the idea of the mod.

The one issue I'm having though is that some of the stuff that drops is insanely valuable which causes the raids that occur even early on to be insanely huge.

to give you an example my current game I just started has:

2.5k gold
900 vandicium
1 vandicium sculpture worth $33k
1 vandicium sculpture worth $54k
1 gold structure worth $12k

my colony is showing as worth 481,554 on day 1 before I've even managed to build beds. This is just the stuff that doesn't burn in a fire, I shudder to think what it would be if I'd saved more.
Title: Re: [A14e] Crash Landing (v7.01) (07-08-2016) Scenarios
Post by: Fregrant on August 18, 2016, 01:39:37 AM
Make the treasure cache in the mountain and forbid it. Maybe that would to work  ;D
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Katavrik on September 06, 2016, 11:06:13 AM
- Updated for A15c

- New content added:
-- Furniture cargo container.
-- Contraband cargo container. It hold drugs.
-- Alien pod. Hive and bugs.
-- High Tech module. Component assembler and high tech research bench. And components.

- Various tweaks:
-- Resource container quantity is now based on item cost. No longer tons of super valuable resources. But art can still be very valuable.
-- Domesticated animals pen can bring cows, chickens and other animals with wilderness <0.1.
-- Domesticated animals pen holds some kibble.
-- Survived spacers from random ship crash will leave the map.
-- Added animal products to the food container.
-- More components in some parts.
-- Simple ship part will leave ship chunks.
-- Crashed batteries can be uninstalled like vanilla batteries.
-- Weapon deck new contain mortars and turrets.
-- Rebalanced Big Ship parts probabilities.

Some tips: If you have a very valuable things, and you fear a tough raid will appear, place such thing on the probable path of the raiders. Sometimes they see valuables and decide to grab them and end the raid.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: notfood on September 06, 2016, 12:45:54 PM
Thank you for the update.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Makko on September 06, 2016, 03:54:37 PM
In the version with Hardcore SK A14 the craters left by the parts are extremely intrusive, since they can't really be covered over or smoothed out. That means you'll have really ugly terrain inside your buildings and it makes it hard to see items on the ground sometimes, is there a way to increase the rate at  which the craters disappear?

They seem to vanish after a long time normally.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: okiri on September 06, 2016, 10:30:14 PM
A few questions:

Does this change all the scenarios? Or can I start a normal scenario?
Would normal scenarios be affected in some way?
Can I add this mod to my existing save? I know the crash landing won't happen, but, does the other events happen?
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Katavrik on September 07, 2016, 12:42:06 AM
Quote from: Makko on September 06, 2016, 03:54:37 PM
In the version with Hardcore SK A14 the craters left by the parts are extremely intrusive, since they can't really be covered over or smoothed out. That means you'll have really ugly terrain inside your buildings and it makes it hard to see items on the ground sometimes, is there a way to increase the rate at  which the craters disappear?

They seem to vanish after a long time normally.
I dont know, what craters are you talking about. May be hardcore SK add some new mechanics. This mod only contains fuel puddle that prevents building, but lasts for 24 hours.

Quote from: okiri on September 06, 2016, 10:30:14 PM
A few questions:

Does this change all the scenarios? Or can I start a normal scenario?
Would normal scenarios be affected in some way?
Can I add this mod to my existing save? I know the crash landing won't happen, but, does the other events happen?
1. It does not chance normal scenarios. You can start normal scenario and will have a normal start.
2. With normal scenario, this mod adds only random events, when small ships crashlanded near your base.
3. Yes you can. Everything should be working. And other random events will happen.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Treason5240 on September 07, 2016, 02:49:50 AM
Love the crash landing mod!  Thank you for keeping it up.

I do have something odd I've run into.  During the hard mode scenario, once my pawns are exposed to fire in any form, the will continually and spontaneously start to combust from that point forward even after being completely extinguished.

Makes it impossible to have any sort of start in this version.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Katavrik on September 07, 2016, 04:17:44 AM
Quote from: Treason5240 on September 07, 2016, 02:49:50 AM
Love the crash landing mod!  Thank you for keeping it up.

I do have something odd I've run into.  During the hard mode scenario, once my pawns are exposed to fire in any form, the will continually and spontaneously start to combust from that point forward even after being completely extinguished.

Makes it impossible to have any sort of start in this version.

Such things happen, when you trying to use Hard Scenario with EdB Prepare Carefully. They are not compatible.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Treason5240 on September 07, 2016, 08:48:07 AM
Thanks for the swift reply!  I do, indeed, have EdB's Prepare Carefully in use.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: blazenclaw on September 07, 2016, 09:16:33 PM
Quote from: Katavrik on September 06, 2016, 11:06:13 AM
- Updated for A15c
...
-- Alien pod. Hive and bugs.
...

While this is a cool idea, I wonder if it'd be possible to make this drop either not at the very start, or at least after a weapons supply dropped. I just installed the mod, and got wrecked by aliens landing on my face before any weapons did... was fun, but zero way to counter xD
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: drakemasta on September 09, 2016, 04:55:17 PM
i would like to see a bit of variety in the secondary crashes that occur after the main crash has finished

crash incidents

wreakage search (away from colony)
a ship is breaking up in re-entry and drops parts of it near your colony send some people to check the debris for usefull items. ->
rewards -> componets, animals, colonist or two, faction boost for rescue survivors.
hazards -> other debris looters follow you back, ship contained insect hive and they follow you back, mechs defend their crashed ship and kill one or multiple of the looters

would also like to see the different parts of the origional crash (animal pod, cryo pod, prisoner pod, etc.) be added to the trade goods pod occasional drop incident list.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Katavrik on September 09, 2016, 11:03:06 PM
Quote from: drakemasta on September 09, 2016, 04:55:17 PM
i would like to see a bit of variety in the secondary crashes that occur after the main crash has finished

crash incidents

wreakage search (away from colony)
a ship is breaking up in re-entry and drops parts of it near your colony send some people to check the debris for usefull items. ->
rewards -> componets, animals, colonist or two, faction boost for rescue survivors.
hazards -> other debris looters follow you back, ship contained insect hive and they follow you back, mechs defend their crashed ship and kill one or multiple of the looters

would also like to see the different parts of the origional crash (animal pod, cryo pod, prisoner pod, etc.) be added to the trade goods pod occasional drop incident list.

The crash incident you suggest is complex enough to be a separate mod.

As for yor last sentence, about different parts in random incidents. I've already create xml templates in my mod, where any player can modify variety of crashing parts for any incident. They located in
"(Game foldier)\Mods\CrashLanding\Defs\CrashTemplateDefs\RandomCrashTemplates.xml"
Read the comments in this file for more info. There is also StartingCrashTemplate for the starting incident.

You can also look at
"(Game foldier)\Mods\CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml"
for more mod customization.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: MagicItalian on November 18, 2016, 10:45:15 PM
I am copying an issue a balance issue created by EPOE and Crashlanding here. I am sorry if there is a different place I should be posting this, but at least it is a start to hopefully changing what I be describing.

I have been using EPOE and Crashlanding on my Modded colonies, and over time I have seen  that Crashlanding occasionally spawns art galleries, which usually have sculptures made of vancidium. These sculptures can be deconstructed to yield a very large amount of vancidium (due to the x20 required for sculptures). This results what I assume is greatly unbalanced gameplay, as the vancidium is plundered for free and your colony wealth goes through the roof.

Unfortunately I do not have any proposition to stop this, except maybe allowing fewer vancidium sculptures to spawn. Thank you for your time!
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Fafn1r on November 19, 2016, 02:12:51 PM
Quote from: MagicItalian2o2 on November 18, 2016, 10:45:15 PM
I am copying an issue a balance issue created by EPOE and Crashlanding here. I am sorry if there is a different place I should be posting this, but at least it is a start to hopefully changing what I be describing.

I have been using EPOE and Crashlanding on my Modded colonies, and over time I have seen  that Crashlanding occasionally spawns art galleries, which usually have sculptures made of vancidium. These sculptures can be deconstructed to yield a very large amount of vancidium (due to the x20 required for sculptures). This results what I assume is greatly unbalanced gameplay, as the vancidium is plundered for free and your colony wealth goes through the roof.

Unfortunately I do not have any proposition to stop this, except maybe allowing fewer vancidium sculptures to spawn. Thank you for your time!

This is not unbalanced. If your colony wealth goes through the roof, you will get attacked by more and better armed raiders. Sometimes it's better to drop a super expensive item outside your base, raiders will take it and leave. And pray you will not get attacked by infestation or mechanoids.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: MagicItalian on November 19, 2016, 07:31:57 PM
I guess you are right. I just kinda wish there was a way of disabling the sculptures from spawning though, as it seems to happen with many art gallery crashes. Guess I better start building up my defenses then...
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Headshotkill on December 20, 2016, 03:21:21 PM
I hope this gets updated soon, one of my favorites...
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: 1 Kiwi on December 20, 2016, 07:37:07 PM
Yeah same, I wonder how well it will work out what with the new maps and traveling.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: rdz1122 on December 21, 2016, 11:12:14 AM
+1
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Headshotkill on December 21, 2016, 02:58:00 PM
Who knows you will be able to investigate other crash sites near your own crashsite for more survivors/loot?
Would be cool to search one of those pocket maps littered with debris and deciding what to take.

Survivors of other crash sites might think you're raiders and attack you?
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Katavrik on December 23, 2016, 11:31:39 PM
The mod will be updated during THIS year. Cant say anything more certain.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: 1 Kiwi on December 23, 2016, 11:45:35 PM
You have a week. I want to see this on my desk(top) no later.


Crazy to think that the year will be over in just 7 days though.
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: SandyDorf on December 24, 2016, 01:13:17 AM
Thank you very much for this mod. I has felt weird landing gently in alpha 16 with no hives or mechanoids or wildfires out to kill me before my people even stop vomiting!
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: Didact04 on December 24, 2016, 02:00:25 PM
Quote from: SandyDorf on December 24, 2016, 01:13:17 AM
Thank you very much for this mod. I has felt weird landing gently in alpha 16 with no hives or mechanoids or wildfires out to kill me before my people even stop vomiting!

Seconded. Landing quietly with a handful of gear just doesn't feel right. Crash Landing has become vital to my Rimworld gaming experience. Waiting with baited breath for that update!
Title: Re: [A15c] Crash Landing (v8.00) (06-09-2016) New content
Post by: notfood on December 24, 2016, 03:31:42 PM
My favorite mod. It's one of those I must always install. I'll be waiting patiently for A16 release.
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: Katavrik on December 29, 2016, 09:49:49 AM
Update mod for A16. There are no new content or features, just update. Some tweaks:
- All crashlanding events, like single part crash, can be used in scenarios and can be launched from dev mode.
- Mod`s Fuel puddle behave like vanila fuel puddle.
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: Headshotkill on December 29, 2016, 09:52:14 AM
I screamed when I saw this.
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: vlad_1492 on December 29, 2016, 08:16:31 PM
Jumping up and down 

Jumping up and down

Jumping up and down

So excited.

Uh-oh, that is odd.  On my first play through the scenario was brutal and tragic as expected, but in the next three trials only the initial cryosleep container lands... then nothing else.  Of course one of those was extra FUN. One colonist was DOA, the other two incapacitated.  So I can do exactly nothing but watch the flames get closer... my kind of game right there.

Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: Katavrik on December 29, 2016, 10:42:51 PM
Quote from: vlad_1492 on December 29, 2016, 08:16:31 PM
Uh-oh, that is odd.  On my first play through the scenario was brutal and tragic as expected, but in the next three trials only the initial cryosleep container lands... then nothing else.  Of course one of those was extra FUN. One colonist was DOA, the other two incapacitated.  So I can do exactly nothing but watch the flames get closer... my kind of game right there.

There is a strange bug with the Crashlanding event did not started, when you begin new game second time in one session. Just restart the game. I did not manage to find a reason yet.
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: AUSGrizzly on December 30, 2016, 02:42:07 AM
Quote from: Katavrik on December 29, 2016, 10:42:51 PM
There is a strange bug with the Crashlanding event did not started, when you begin new game second time in one session. Just restart the game. I did not manage to find a reason yet.

This is bug isn't making me angry. Cause its not working for me at all. Had one time when the stuff actually happened and the initial pods crashed into mountains, no survivors and then no other cyropods crashed leaving me with nothing...
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: Fafn1r on December 30, 2016, 04:55:44 AM
Try putting Crash Landing at the bottom of your load order. It worked for me.
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: notfood on January 06, 2017, 04:11:35 PM
This has been happening to me sometimes:
(http://i.imgur.com/VzMw8qz.png)

Exception ticking CrashLanding_MTcounter47678: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenStuff.RandomStuffFor (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at CrashLanding.IncidentWorker_FurnitureCargoContainerCrash.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at CrashLanding.Ticker_MTcounter.DoSpawn (Int32 tickAmt) [0x00000] in <filename unknown>:0
  at CrashLanding.Ticker_MTcounter.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


It's just random.
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: Katavrik on January 07, 2017, 12:10:30 AM
Quote from: notfood on January 06, 2017, 04:11:35 PM
This has been happening to me sometimes:
Exception ticking CrashLanding_MTcounter47678: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenStuff.RandomStuffFor (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at CrashLanding.IncidentWorker_FurnitureCargoContainerCrash.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at CrashLanding.Ticker_MTcounter.DoSpawn (Int32 tickAmt) [0x00000] in <filename unknown>:0
  at CrashLanding.Ticker_MTcounter.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


It's just random.

Probably connected with mods incompatibility. When crashlanding trying to make a furniture or its stuff from something, that should not be used in that way. As a cheap solution, you can put furniture container probability to 0 in template files (...\RimWorld\Mods\CrashLanding\Defs\CrashTemplateDefs\).
If you give me a full list of mods, you are playing with, i will try to find the problem and fix it in the next update.
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: notfood on January 07, 2017, 12:39:42 AM
I'm playing with HardcoreSK (https://ludeon.com/forums/index.php?topic=12996.0).

If it happens, I just edit the save and remove the event and crash continues.

perhaps add a null check before GenStuff.RandomStuffFor  ?
Title: Re: [A16] Crash Landing (v9.00) (29-12-2016)
Post by: notfood on January 08, 2017, 03:44:34 PM
I notice that all Crash Landing buildings can be dissasembled under 1 tick. It trivialises a lot of explosive or radiactive buildings by just getting near and instantly dissasembling it.

Seems you are using WorkToMake instead of WorkToBuild in the building defs. Changing it fixes it..

<WorkToMake>2000</WorkToMake>

should be

<WorkToBuild>2000</WorkToBuild>
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Katavrik on January 10, 2017, 12:09:16 AM
Small Fix, savegame compatible:
- Add a null check in furniture container code.
- Weapon container can spawn stacks of items (like ammo from Combat Realism).
- Fixed the crashed ship parts deconstruction time.

Thanks to everyone, and especially to notfood, for reports.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: notfood on January 10, 2017, 01:58:32 PM
Thanks for the update!
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: BlackGyver on January 16, 2017, 04:07:17 AM
So, I have a bit of an issue with the random crashes events throughout the game; they'll often crash in solid rock, and nothing appears as a result. Is that intended?
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Katavrik on January 16, 2017, 10:33:29 PM
Quote from: BlackGyver on January 16, 2017, 04:07:17 AM
So, I have a bit of an issue with the random crashes events throughout the game; they'll often crash in solid rock, and nothing appears as a result. Is that intended?
Not intended, but accepted.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: BlackGyver on January 17, 2017, 11:11:06 AM
Would you look into changing that behavior? On one hand, from a "realistic" standpoint, you can't expect random ship crashes to always land in an open area, but on the other hand, and from the same "realistic" standpoint, you would be able to climb rock to salvage what's left of it. In the end, it doesn't make much sense for these events to appear at all if they're going to be simply nullified!
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: BlackSmokeDMax on January 17, 2017, 12:53:27 PM
Quote from: BlackGyver on January 17, 2017, 11:11:06 AM
Would you look into changing that behavior? On one hand, from a "realistic" standpoint, you can't expect random ship crashes to always land in an open area, but on the other hand, and from the same "realistic" standpoint, you would be able to climb rock to salvage what's left of it. In the end, it doesn't make much sense for these events to appear at all if they're going to be simply nullified!

Could always consider it a bit of a balance to choosing the somewhat (subjectively) easier mountainous biomes.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Katavrik on January 18, 2017, 12:13:50 AM
Quote from: BlackGyver on January 17, 2017, 11:11:06 AM
Would you look into changing that behavior? On one hand, from a "realistic" standpoint, you can't expect random ship crashes to always land in an open area, but on the other hand, and from the same "realistic" standpoint, you would be able to climb rock to salvage what's left of it. In the end, it doesn't make much sense for these events to appear at all if they're going to be simply nullified!
It is a matter of time and work. Additional research, code and testing. The current behavior is there, because its very simple to make.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Elixiar on January 18, 2017, 09:47:02 AM
This is my favourite mod of all time.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: minakurafto on January 19, 2017, 03:21:41 AM
crash battery appear on power tab, how to remove/hide the battery from the menu?
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Fafn1r on January 19, 2017, 05:54:39 AM
Quote from: minakurafto on January 19, 2017, 03:21:41 AM
crash battery appear on power tab, how to remove/hide the battery from the menu?

1. Open CrashLanding/Defs/ThingDefs/buildings_shipParts.xml.
2. Find def Battery_CrashLanded.
3. Remove lines with <designationCategory>.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Regar on January 30, 2017, 04:53:43 AM
I just wanted to give my first impressions of your mod, but first i kinda like the idea & the execution is also pretty good.

My first try on easy mode :
i made a slate ruin near the center my first room as the debri started to crash down ...
batterys for everyone ... ok why not
weapons ... medicine ... nice but the fire starts to spread.
ok get 2 good weapons in my room and fuck the batteries.

at that point i was a litle concerned but still hopefull
sadly all 4 colonists in the cryostasis compartment didnt made it alive to the surface.
then the engines droped around my litle saferoom, both of them!

at that point depression sets in
3 survivors setting up sleepong spots on the ground and startet to treat each others partially burned limbs.
The room itself is pretty empty just 10 meals and 2 Weapons sitting in the corner.
The walls startet to radiate a comforting warmth because everything arond this litle haven was ON FIREEEEE!!!

If we make it trough the night, it will rain tomorrow for sure!
But none of them saw the next sunrise, because none noticed the much bigger danger.
The ships energy reactor also droped near them. it was fire proof but on the other hand slowly emiting lethal X-rays.

TL DR : FIRE AND DEATH THE SIMULATION
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Rei-No on January 30, 2017, 09:36:34 PM
So I tried you mod of Crashlanding. Now I've found a few bugs and issues with it. the bug is, I have to close the complete game and reload it, to make it run again.  If I don't do that, I can pick your starts and I get a start with nothing and that includes no crashes either.  Secondly.  you need to list a map this runs on decently, if you run it in a mountianous enviroment you get about zilch out of using it, because everthing crashes on the other of the other side of you. Thrid your aliens need to be put on a leash one pod is enough to  kill anyone, that has no weapons. I had 5 alien pods in my last crash, and there wasn't thing I could do but die. because no weapons had come down, not that I could get to them, your fire is flat over the top, its way to much for whats going on. This is simply a dead end. unless you leash in the aliens and the fires. I figured them out just fine but when 10 things land all around you, your basically dead meat.  The most important thing is the type of fire you have, its not anything connected to ships that fly in space, but its more like a fuel tanker crashlanded. its very unrealistic. the fuel they use in those ships is highly corrousive, while it burns it required huge amounts of oxygen under pressure to feed it. So far in two playthrus I had one for learning and one that flat handed me my rear, you just don't have a chance at all. because you start with nothing.  and when the big events come first your out of luck. I don't really like playing that way. easy should be easy.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Darkmark8910 on January 31, 2017, 10:10:23 AM
Hilarious bug: You know how, sometimes, you play on a mountain map and sometimes, the "huge mountain" turns out to have a flat, grass-filled landmass behind it? Another map edge, another area to plant crops in, receive raiders from, & run power through. In other words, you can't see it yet, like fog of war.

Well, if a cryosleep block lands -just- right, a colonist can survive and end up in that blackness. And it stays black. So right now I have a colonist who I can draft and walk around with in blackness, but can't reach everybody else. XD Hilariously, it even tells me where I can and can't walk, so I can tell where the mountain is and where the "mountain" is.

Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Rei-No on February 02, 2017, 01:55:57 PM
Well I removed your mod, its an interesting take. but in the last game,  I have a full bar all the way across the top of  colonist.  Do you have any idea how many that is.  I had no Aliens this time. just two colonist area's for evey one of something else, I had food crash that was instantly burnt to cinder I started for it as soon as it crashed, it went boom and was fully engrossed in fire, wespons did the same thing, can't even reach them before they are destroyed,  every thing was like that but all the colonists, and the meds, the ones that died did so in impact all the rest were running around bewildered,  I can't even feed them all.. and as to the bodies, I'd be burying them until xmas.. comes again, its not really fun at all. so I removed it today.. now there are many factors as to why I removed it. like playing my own sceniro and what your mod shows up about 3 hours into play? I know why that is happening but I don't want to restart the game constantly. To me this mod is grossly out of balance and breaks the true spirit of the game play. it contstantly rewards you with huge amounts of supplies, an people. and it totally ruins the game.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Tannius on March 24, 2017, 06:53:57 AM
I was hoping someone might be able to parse this error message for me. I'm assuming there's a conflict between this mod and alien races, since it gives me an infinite notification of cryptosleeep crashes yet nothing ever crashes (except the game) and the game slowly lags until it dies.
------
Exception ticking CrashLanding_MTcounter582903: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PawnGenerationRequest.EnsureNonNullFaction () [0x00000] in <filename unknown>:0
  at AlienRace.AlienPawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at AlienRace.AlienPawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at CrashLanding.IncidentWorker_CryptoSleepBlockCrash.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at CrashLanding.Ticker_MTcounter.DoSpawn (Int32 tickAmt) [0x00000] in <filename unknown>:0
  at CrashLanding.Ticker_MTcounter.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Katavrik on March 24, 2017, 09:47:46 PM
Quote from: Tannius on March 24, 2017, 06:53:57 AM
I was hoping someone might be able to parse this error message for me. I'm assuming there's a conflict between this mod and alien races, since it gives me an infinite notification of cryptosleeep crashes yet nothing ever crashes (except the game) and the game slowly lags until it dies.
You are right. Its trying to generate new pawns, and going to generate aliens. Then it crashes. Sorry, but this is a mod incompatibility.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Kiame on April 03, 2017, 05:58:11 PM
Mod fails to create cargo containers if it cannot find a valid location.

See attached for stack traces.

Maybe if it fails, base the location off one of the pawns?

Best way to reproduce this is using the mod Impassable Map Maker - http://steamcommunity.com/sharedfiles/filedetails/?id=893071910&tscn=1491244357
Select an impassable location and start the colony there. Then execute a MedicineCargoCrashIncident

[attachment deleted by admin due to age]
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Tgr on April 04, 2017, 01:58:10 AM
Quote from: Kiame on April 03, 2017, 05:58:11 PM
Maybe if it fails, base the location off one of the pawns?

wouldn't that ... send the crash directly into the pawn's fat head?
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Kiame on April 04, 2017, 05:06:45 PM
"Based off" meaning randomize a few cells away. Even if it falls on the pawn it wouldn't kill them.

I looked at the code and it looks like it searches for where pawns can walk to and can be built on that's not covered. In the case of Impassable Map Maker, if the middle location has not been found there's no area that's uncovered that allows building. The mod just needs a try/catch around the code that searches for where to land. In the catch have the pods either fall near a pawn or anywhere else on the map. If all else fails, don't perform an action - currently it either says a pod drops (not actually) or it goes into an infinite loop of trying to land a pod.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Xybb on April 07, 2017, 11:42:26 AM
Is the major event supposed to always start right when the game starts? In my first game it was like that, but in the other 2 saves the major event is still missing.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Modo44 on April 16, 2017, 03:45:20 PM
The events from this mod seem to break when they hit undiscovered terrain, which is way more likely on mountainous terrain. This is not visible later in a game, but very obvious when your crash-landed colonists end up with zero stuff. I've even had one crash start hit in such a way that no colonists became visible, at all. Hopefully it can be fixed, because this mod plays great when it works.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: UnlimitedHugs on May 18, 2017, 07:30:28 AM
Just a heads-up folks:
I've added a compatibility patch to Map Reroll (https://ludeon.com/forums/index.php?topic=18073.0), so it should work nicely with Crash Landing from now on.
Title: Re: [A16] Crash Landing (v9.01) (10-01-2017)
Post by: Fregrant on May 20, 2017, 11:39:20 AM
Not sure how to fix, but I have now two buildable batteries. "Battery" and "Crashed battery".
Title: Re: [A17] Crash Landing (v10.00) (26-05-2017)
Post by: Katavrik on May 25, 2017, 11:51:40 PM
Updated for A17:
- No new content or features.
- Crashed Battery no longer appear in build menu.
Title: Re: [A17] Crash Landing (v10.00) (26-05-2017)
Post by: notfood on May 26, 2017, 01:17:24 AM
My favorite mod from many alphas! Thank you for the speedy update!

Rimworld feels too easy without the randomess that comes with a true crash landing, no starting items game.
Title: Re: [A17] Crash Landing (v10.00) (26-05-2017)
Post by: Katavrik on May 26, 2017, 02:03:37 AM
Found a bug: Game crashes when you migrate to new location. Its a CrashLanding bug.

I need more time to find out how to fix it.
Title: Re: [A17] Crash Landing (v10.00) (26-05-2017)
Post by: notfood on May 26, 2017, 02:08:33 AM
By the way, I'm getting these in my logs:

Config error in RandomShipCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CryptoSleepBlockCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in SimpleShipPartCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in FoodCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ResourcesCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in MedicineCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ContrabandCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ArtCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in FurnitureCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ApparelCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in MixedCargoContainerCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in WeaponSafeCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ShipEngineCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ShipReactorCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ShipAICoreIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in AnimalPensCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in AnimalPensDomesticCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in AlienNestCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in PrisonBlockCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in ProductionModuleCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in HighTechModuleCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in NutrientDispenserCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in BatteriesModuleCrashIncident: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CryptoSleepBlockCrashIncident_Starting: category is undefined.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


Seems the incident category is missing.
Title: Re: [A17] Crash Landing (v10.00) (26-05-2017)
Post by: Katavrik on May 26, 2017, 02:35:50 AM
Quote from: Katavrik on May 26, 2017, 02:03:37 AM
Found a bug: Game crashes when you migrate to new location. Its a CrashLanding bug.

Fixed V 10.01.
Savegame compatible with V 10.00
Title: Re: [A17] Crash Landing (v10.01) (26-05-2017)
Post by: notfood on May 26, 2017, 07:53:29 PM
With the new AI, if an infestated pod falls it's game over, their pods burn and they will chase everyone in the map. You can't avoid them and leave them on their own anymore.
Title: Re: [A17] Crash Landing (v10.01) (26-05-2017)
Post by: Katavrik on May 26, 2017, 11:41:43 PM
Quote from: notfood on May 26, 2017, 07:53:29 PM
With the new AI, if an infestated pod falls it's game over, their pods burn and they will chase everyone in the map. You can't avoid them and leave them on their own anymore.

Thanks for info. I made new update, where this part has been disabled.
You can still use Alien nest crash from Developers tools or in Templates, but it is no more Alien Nest in the starting event by default.

Savegame compatible with V 10.**.
Title: Re: [A17] Crash Landing (v10.02) (27-05-2017)
Post by: Modo44 on June 03, 2017, 01:14:41 PM
I think the fires everywhere are a bit too much. It's OK to have a challenge, but too many early drops become completely unusable because it just becomes a wall of fire.

In a similar vain, the reactor crash will basically kill a colony if it falls too close to a sensible base location. It's not fun when colonists drop like flies in a large radius. This would be especially deadly on the standard map size.
Title: Re: [A17] Crash Landing (v10.02) (27-05-2017)
Post by: notfood on June 03, 2017, 07:20:55 PM
You are crashing on jungle or somewhere with lots of trees. It's about saving what you can from the fires. Pack a fire extinguisher if you feel unable to fight fire.

The reactor crash is challenging, if you got a pawn with construction above 5 you can deconstruct fast enough to save everyone. Alternatively, shoot at it with everyone. I feel it's just right. Any smaller and it'll get ignored or can be shot easily without any danger. It's not that big area. Sometimes if it's out of the way I just ignore it.
Title: Re: [A17] Crash Landing (v10.02) (27-05-2017)
Post by: Modo44 on June 04, 2017, 03:35:14 AM
My point is, it's not realistic for literally every crashed item to burn. You watched too many meteor movies.
Title: Re: [A17] Crash Landing (v10.03) (04-06-2017)
Post by: Katavrik on June 04, 2017, 09:53:17 AM
V 10.03 Recompiled for new game version. Nothing changes.
Title: Re: [A17] Crash Landing (v10.02) (27-05-2017)
Post by: AUSGrizzly on June 15, 2017, 05:18:25 AM
Quote from: Modo44 on June 04, 2017, 03:35:14 AM
My point is, it's not realistic for literally every crashed item to burn. You watched too many meteor movies.
I agree with this point, and even movies crashes don't result in EVERY INCH of the surrounding area going up in flames.

Its hard to beat back a fire when all you have is 2 Pawns that are able to move around and he is too busy making sure that no one is bleeding to death or heaven forbid, get an infection.

I myself am turning back on the rain on heavy fires, but gonna play around with the time delay of both the rain and the dropping of the parts. See if that changes anything.
Title: Re: [A17] Crash Landing (v10.03) (04-06-2017)
Post by: RetPaladinlol on August 09, 2017, 12:53:50 AM
This adds a whole new level of challenge to rimworld and the event is really well done. I love it!!
Title: Re: [A17] Crash Landing (v10.02) (27-05-2017)
Post by: Headshotkill on August 09, 2017, 05:32:59 AM
Quote from: Modo44 on June 04, 2017, 03:35:14 AM
My point is, it's not realistic for literally every crashed item to burn. You watched too many meteor movies.

Meh, depends on what you mean, it's true cars don't explode when they crash in a ravine contrary to hollywood, but watching airplane crashes they almost always go up in a firebal unless fuel is dumped before.

The unrealistic thing is the flamability of a forest in rimworld, forest only burn that much if they're very dry like in summer spain or something.
Title: Re: [A17] Crash Landing (v10.03) (04-06-2017)
Post by: general2231 on October 26, 2017, 05:00:37 PM
Will this mod be updated to Alpha 18? Its an absolute classic and must have!
Title: Re: [A17] Crash Landing (v10.03) (04-06-2017)
Post by: PGMP1979 on October 26, 2017, 08:25:39 PM
Thank you for your amazing mod.
Its a must have this days for my games. I will wait patiently for the A18 version.
Best regards!
;)
Title: Re: [A17] Crash Landing (v10.03) (04-06-2017)
Post by: Kastuk on November 10, 2017, 02:12:43 PM
This is great tactical start with multiply BANG! Every second every decision have big impact!
Title: Re: [A17] Crash Landing (v10.03) (04-06-2017)
Post by: Katavrik on November 18, 2017, 09:21:59 PM
I'm aware of Rimworld B18. And going to make Crashlanding update. It can take from couple of days to one week.
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Katavrik on November 21, 2017, 09:58:02 AM
Updated for B18:
- Mod options moved to mod settings in the Rimworld options menu. Crash Templates still in xml located in defs.
- If you experience a red log message at the game start, saying something about OptionsDef, you should completely delete old version of this mod and install a new one.
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: notfood on November 21, 2017, 11:37:52 AM
Nice! Thanks for the update!
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: kaptain_kavern on November 21, 2017, 11:43:09 AM
Magnificent! Lithobraking ahead!

Thank you
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: linfaelis on December 02, 2017, 10:44:28 AM
Hi, small bug with the prisoner apparel. Neither the pants or the shirt have a <thingCategories> section, thus they do not appear in the Apparel section of filters of stockpile zones, outfits or cremation bills. Thus they cannot be hauled, cremated or worn automatically (only forced).

And since you're adding those items, could you make them inherit ApparelMakeableBase rather than ApparelBase so we can tailor them ? I mean they're just orange pants and shirts so that'd make sense.

Thank you for this excellent mod and have a nice day  :D
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Shotgunfrenzy on February 06, 2018, 12:51:20 AM
Hey man, amazing mod

I'm one of the guys bugtesting for the Biomes! Mod

Because the map has so much overhead mountain, most of the ship crashes fail to fall in the unroofed areas. So if its possible can you please alter the code so they have a much higher chance to land in unfroofed zones please.

Or if landing area = overhead mountain, target the closest unroofed area to land

Kind regards, Shotgunfrenzy
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Kori on February 06, 2018, 04:48:02 AM
Will add this for my next colony!
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Harry_Dicks on February 06, 2018, 08:44:43 AM
Quote from: Shotgunfrenzy on February 06, 2018, 12:51:20 AM
Hey man, amazing mod

I'm one of the guys bugtesting for the Biomes! Mod

Because the map has so much overhead mountain, most of the ship crashes fail to fall in the unroofed areas. So if its possible can you please alter the code so they have a much higher chance to land in unfroofed zones please.

Or if landing area = overhead mountain, target the closest unroofed area to land

Kind regards, Shotgunfrenzy

That was actually a question I had posted in a thread I started a couple days ago asking about being able to turn on/off events/incidents in one map but not another. Because I was trying to set up a fake "dungeon" 50x50 permanent camp with portals that I will pretend is under my base. I was curious if drop pods and stuff could still come through, because I will be using the Expanded Roofing mod to build thick overhead roofs over the whole map.
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Modo44 on February 11, 2018, 03:53:32 PM
So instead of waiting for an option to remove crash fires, I set the flammability of all the flammable bits to nearly zero in the XMLs. So it will still burn, but not instantly create an inferno. This way you can sometimes choose what you take instead of relying on pure luck.
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Warforyou on February 28, 2018, 05:04:30 PM
Maybe a request for a tiny patch for your mod to use all the different ship chunk types from Various ship chunk mod if it's active?
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Katavrik on August 28, 2018, 09:21:38 AM
Rimworld has been updated. I've placed a bill to update my mod to my "modCoding bench" and go to recreation and sleep.

Mod will be updated in couple of days.
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Sukesa on August 31, 2018, 01:44:09 PM
Quote from: Katavrik on August 28, 2018, 09:21:38 AM
Rimworld has been updated. I've placed a bill to update my mod to my "modCoding bench" and go to recreation and sleep.

Mod will be updated in couple of days.

please do  :D
Title: Re: [B18] Crash Landing (v11.00) (21-11-2017)
Post by: Kirby23590 on August 31, 2018, 09:50:33 PM
Looking forward into it.

I can't play the game without an actual crashlanding or in other scenarios when playing as a tribe with space ship parts crashing into my colony.
Very awesome mod for it's premise! ;D
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Katavrik on September 01, 2018, 01:51:26 PM
Updated for B19:
- Added new option: fire multiplier. Can turn fire off. Except engine and shells.
- There are still some minor bugs and red messages. But it should work.
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: notfood on September 01, 2018, 04:13:48 PM
Yes! Thank you for the update!

Always my favorite starting scenario.
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 03, 2018, 12:14:33 AM
the prisoner block crash event has an infinite loop, atleast thats what it looks like, the event keeps happens several times a second and spammed up the right sid eof the screen where events fire and the debug logs, the debug log is on the attachment since its too long for the reply.

[attachment deleted due to age]
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Katavrik on September 03, 2018, 10:23:01 PM
Quote from: Anastasia on September 03, 2018, 12:14:33 AM
the prisoner block crash event has an infinite loop, atleast thats what it looks like, the event keeps happens several times a second and spammed up the right sid eof the screen where events fire and the debug logs, the debug log is on the attachment since its too long for the reply.

Thanks for report. Does it error happens every time, or just eventually?
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 03, 2018, 10:43:09 PM
Quote from: Anastasia on September 03, 2018, 12:14:33 AM
the prisoner block crash event has an infinite loop, atleast thats what it looks like, the event keeps happens several times a second and spammed up the right sid eof the screen where events fire and the debug logs, the debug log is on the attachment since its too long for the reply.
Do you have any mod added factions?
I could be wrong but I think it has an issue with trying to generate a backstory and I know some mods have issues with backstories

This also makes me wanna try this mod out again.  It caused me a ton of hassle in 18 tho so I didnt use it as intended.  Moved the event to 2 days after my landing so I could least do something aside from put out fires on everything.
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 04, 2018, 12:17:26 AM
Quote from: Katavrik on September 03, 2018, 10:23:01 PM
Quote from: Anastasia on September 03, 2018, 12:14:33 AM
the prisoner block crash event has an infinite loop, atleast thats what it looks like, the event keeps happens several times a second and spammed up the right sid eof the screen where events fire and the debug logs, the debug log is on the attachment since its too long for the reply.

Thanks for report. Does it error happens every time, or just eventually?
it happens when ever the prisoner block event fires.
i dont have any faction mods, i have psychology and a bunch of others like change dresser and some more, infact heres my mod list in a screen shot https://gyazo.com/b8fb02d21d34bbee34e1a0d4f2f4ceac
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 04, 2018, 12:26:47 AM
Could you provide an output log just after the event fires?
Theres likly relevent information in that which will help the author address the problem.  I might even be able to spot somthing strange in the load order lol
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 04, 2018, 12:34:14 AM
Quote from: rawrfisher on September 04, 2018, 12:26:47 AM
Could you provide an output log just after the event fires?
Theres likly relevent information in that which will help the author address the problem.  I might even be able to spot somthing strange in the load order lol
i did....
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 04, 2018, 12:50:47 AM
Quote from: Anastasia on September 04, 2018, 12:34:14 AM
i did....

https://git.io/fA4g6
This is an output log. 
What you provided was a bunch of snipets showing a repeating error.
I'm not trying to be mean but I got lectured about this not even 2 weeks ago -_-
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 04, 2018, 12:58:32 AM
Quote from: rawrfisher on September 04, 2018, 12:50:47 AM
Quote from: Anastasia on September 04, 2018, 12:34:14 AM
i did....

https://git.io/fA4g6
This is an output log. 
What you provided was a bunch of snipets showing a repeating error.
I'm not trying to be mean but I got lectured about this not even 2 weeks ago -_-
how/where do you get that?
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 04, 2018, 01:07:52 AM
[quote author=Anastasia link=topic=8967.msg430147#msg430147 date=1536037112]
-snip-
how/where do you get that?
[/quote]

In the console there is a button labled share logs.
Click it to get a link to your output log.  Just copy that link and post it here with the error you want looked at

When posting a snipet use formating to make it look nicer and save time  [cod.e]
is the tags used for that formating.  Alternativly you can look at the tags used for quoteing and just change quote to code
The forums troll me almost as bad as I troll some mod authors when it comes to formatting

I will have to look it over after I get up in the morning its late.  Maybe the author will beat me to it
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: notfood on September 04, 2018, 04:38:05 PM
I see no error in that output log. After you load the map.
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 04, 2018, 04:42:12 PM
Quote from: notfood on September 04, 2018, 04:38:05 PM
I see no error in that output log. After you load the map.

The output log I posted was ment as an example for ana
Should mention that ana quoted my post and asked me how/where to get em which I awnsered
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 04, 2018, 04:43:24 PM
Quote from: rawrfisher on September 04, 2018, 01:07:52 AM
[quote author=Anastasia link=topic=8967.msg430147#msg430147 date=1536037112]
-snip-
how/where do you get that?
[/quote]

In the console there is a button labled share logs.
Click it to get a link to your output log.  Just copy that link and post it here with the error you want looked at

When posting a snipet use formating to make it look nicer and save time  [cod.e]
is the tags used for that formating.  Alternativly you can look at the tags used for quoteing and just change quote to code
The forums troll me almost as bad as I troll some mod authors when it comes to formatting

I will have to look it over after I get up in the morning its late.  Maybe the author will beat me to it
this the the log when i start up the game at the menu
https://git.io/fAB5C
and this is the log after the prisoner event fires and fires and fires and fires into infinity......
https://git.io/fABd9

hope this helps
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 04, 2018, 04:49:52 PM
Quote from: Anastasia on September 04, 2018, 04:43:24 PM
-Snip-
this the the log when i start up the game at the menu
https://git.io/fAB5C
and this is the log after the prisoner event fires and fires and fires and fires into infinity......
https://git.io/fABd9

hope this helps
Config error in Prisoners_Crashlanding: Prisoners_Crashlanding is humanlikeFaction but has no backstory category.
This sticks out to me
Ok so what I'm seeing is related to backstories.  Lot of references to it in the second log.

I would like somone with knowlage of modding to actually look over those tho I'm just guessing
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 04, 2018, 04:54:50 PM

Quote
Config error in Prisoners_Crashlanding: Prisoners_Crashlanding is humanlikeFaction but has no backstory category.
This sticks out to me
Ok so what I'm seeing is related to backstories.  Lot of references to it in the second log.
yeah, but i dont know what mod would effect that besides psychology, should i retry but load crashlanding first instead of last in the load order?
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 04, 2018, 06:14:18 PM
You can try it.
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 04, 2018, 06:25:20 PM
Quote from: rawrfisher on September 04, 2018, 06:14:18 PM
You can try it.
ive just updated to 19.2009 and re ordered my load order, let's see how this goes now
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: rawrfisher on September 04, 2018, 06:46:23 PM
Quote from: Anastasia on September 04, 2018, 06:25:20 PM
Quote from: rawrfisher on September 04, 2018, 06:14:18 PM
You can try it.
ive just updated to 19.2009 and re ordered my load order, let's see how this goes now
You shoulda updated past 1996 a while ago lol.  Already on stable
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Anastasia on September 04, 2018, 07:31:48 PM
Quote from: rawrfisher on September 04, 2018, 06:46:23 PM
Quote from: Anastasia on September 04, 2018, 06:25:20 PM
Quote from: rawrfisher on September 04, 2018, 06:14:18 PM
You can try it.
yeah bit im kinda bad at remembering that kinda stuff until it becomes a problem
You shoulda updated past 1996 a while ago lol.  Already on stable
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: DangitRandy on September 15, 2018, 05:33:43 PM
Just another fanmail. Crash Landing is awesome! When the scenario editor came out, the first thing I did was attempt to make a (lame version of a) crashed starship scenario. So thank you for making this! Saved me a lot of time, and you did a much better job too.
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: scarface2cz on September 16, 2018, 10:20:30 PM
Would be lit if you could modify probability of various ship parts falling down. say, making scenario of prison ship crashing, and you being security thats supposed to rescue and keep prisoners alive. or removing weapon ship parts. ive got 4 end game weapons in the begining, effectively being able to wipe out all nearby pirate outposts, take tons of prisoners and loot and having overall massive head start.

anyway, i really enjoy this mod. starts were always boring for me, and the hectic nature of true crash landing makes things pretty neat.
Title: Re: [B19] Crash Landing (v12.00) (02-09-2018)
Post by: Kirby23590 on September 17, 2018, 03:56:08 AM
Even without playing the scenario of this mod.

I do enjoy the small ship crashlanding events that can happen if you were playing as tribals or as a another faction or with the rich explorer.

I enjoy them because they give you either alot of medicine or some surviving but heavily wounded space colonists or some good weapons or if randy thinks it's funny just lots of explosions & fires or not useful stuff & a armory dropped in, full of mortar shells creating Michael bay explosions around.

Very amazing mod!
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: Katavrik on October 18, 2018, 02:15:34 AM
Updated for Release version
- Should be savegame compatible.
- Prisoner apparel storage fix.
- Balance: Reduced damage in crashes (settings defaults) - default pawns (50 -> 45), starting pawns (30 -> 25).
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: sdp0et on November 03, 2018, 03:59:03 PM
I added Cryptosleep Block Crash incident to my starting scenario and it's raining ship parts. Hundreds.  This is repeating in the log:
System.NullReferenceException: Object reference not set to an instance of an object
  at CrashLanding.IncidentWorker_CryptoSleepBlockCrash_Starting.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.ScenPart_CreateIncident.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Scenario.TickScenario () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


I checked the saved scenario.  I had set the time to occur to .01 so it happened right after start.  In the scenario file that is set as the interval.  "Interval" implies repeating, but I went back to the scenario editor to check and it is not set to repeat.  Maybe the above error makes the game think the even failed so keeps trying?

I've let it run for a few minutes and it isn't slowing down.


edit: I finally noticed that it was the STARTING crytosleep incident.  I guess that probably is meant to be a one time thing and runs special code or something.


[attachment deleted due to age]
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: Morbo513 on November 03, 2018, 06:13:57 PM
I really like the mod and its concept, particularly the new start-mode it adds.
One thing I'll say though, it frustrates me with how often random crashes land in the centre of the map, cause that's usually where the player's base is - both being a massive annoyance through busting down roofs, damaging furniture and leaving a sea of slag to clean up, but also trivialising the act of rescuing the valuables/pawns that drop with it.
I think the nature of those valuables is a bit too far on the generous side too. My last game, inside the first in-game week I'd got a charge rifle and a couple equally powerful weapons from Rimsenal from trade good debris

I've also had several pawns in cryptosleep pods land fine, or at least healthy enough to walk themselves off the map. It'd be better imo if we could ensure those ones just died instead.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: sdp0et on November 03, 2018, 08:47:09 PM
Quote from: Morbo513 on November 03, 2018, 06:13:57 PM
I've also had several pawns in cryptosleep pods land fine, or at least healthy enough to walk themselves off the map. It'd be better imo if we could ensure those ones just died instead.

For me they cryptosleep secrions usually crash in water and everyone drowns immediately.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: GileIG on December 08, 2018, 03:40:38 AM
Sorry Google translate
It seems to me that the mod settings (of Start Screen) do not work.
I changed Multiplier for time delay between parts to 0, but the parts kept falling with a delay, I also assigned Damage to starting Pawns to 0, but pawns landed with serious wounds e.c. These parameters are saved, but it does not seem to be passed to the program code.
Of course, if you edit the files in the Defs, then everything OK :)
Also if you create your script by editing, in the list of events create incident instead of Ship engine crush is written Ship endine crush.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: ambivalence on December 21, 2018, 12:58:26 PM
Is it possible to create a «Crashlanded: Prisoners» version, where the only your pawn (1) crashlanded with many hostile to each other prisoners, but at some point when most of them died/killed each other a part of them joins your colony (with a so-so loyalty? or maybe having a hardcoded timer to betray you) and the other part is going away to build a base from random blueprint. Yeah, I know, seems crazy, but it would be pretty interesting way to start. Blueprints could be taken either from Real Ruins (https://steamcommunity.com/sharedfiles/filedetails/?id=1552146295) mod (seems like it collect users bases by default) or from Haplo's Misc. MapGen FactionBase (https://steamcommunity.com/sharedfiles/filedetails/?id=821655202) (which suggests users to upload their blueprints – made with Fluffy's mod – to github). So, the setting is going to remind TV series in some way: two hostile (or neutral?) colonies with some guys living out there, having the same origin, the same situation).
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: makute on February 27, 2019, 11:30:21 AM
Hello everyone,

I've tried to edit out the reactor crash event and tweak a bit the others, to no avail. Did anyone have better luck? Could I have a simple rundown on how to modify the mod settings? Other than the obvious mod settings option I mean.

Thanks a lot.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: Katavrik on February 28, 2019, 09:43:43 PM
Did you try to edit crash templates?
They located in mod folder\defs\CrashTemplateDefs\
There are two files - for starting event and for random ones. More info inside these files.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: makute on March 01, 2019, 06:15:39 AM
Thanks for dropping by Katavrik :)

At first I just commented all instances of <partEventDef>ShipReactorCrashIncident</partEventDef> and its related lines with a double dash, but it glitched the script and got weird results, like a dozen simultaneous weapon cache crashes :P

I gave it a second glance later, and think that I understand what every part of the script does, I but still need some help: What the number in <partsCountLimit>-1</partsCountLimit> stands for? My guess is "0" to toggle it off, "-1" for "unlimited", and any other number (1, 2, etc.) for the maximun quantity generated against the limit?
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: Katavrik on March 01, 2019, 11:09:57 PM
Quote from: makute on March 01, 2019, 06:15:39 AM
<partsCountLimit>-1</partsCountLimit> stands for? My guess is "0" to toggle it off, "-1" for "unlimited", and any other number (1, 2, etc.) for the maximun quantity generated against the limit?
Yes, you are right. This is the maximum the number of this type of parts that could be generated. -1 for no limits.

If you want to disable any part, just put <partWeightCoefficient> to 0. And check that this part in guaranteed list has also set to 0.

Do not delete or comment any line. Set items to 0 if you want disable them. You can look in randomCrashTemplates to see how small crashes templates are look like. For example "SmallTransportCrashTemplate" have all parts except containers disabled.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: makute on March 02, 2019, 05:55:52 AM
Thank you for your answers, you've been very helpful. I have a couple questions more:

Do the <partsCountLimit>-1</partsCountLimit> quantity in guaranteed and random lists sum? Like, if I set both entries to "1", will I get only one or one plus the chance of another from the random list?

Would be too hard to add aditional parts lists from external mods? Like a seed container from Seed Please.

Also, prisioners guns have no ammo, is that a limitation or a design choice? In its current state they doesn't pose much of a threat. Maybe they should carry hand weapons instead.

Thanks again for your time.

Edit: BTW, I noticed that if I set the guaranteed quantity of weapon containers to "1" (it doesn't matter what number I set on random) they glitch on spawn and generates several containers at once, which brutally lags the game.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: Katavrik on March 02, 2019, 11:31:03 PM
Quote from: makute on March 02, 2019, 05:55:52 AM
Do the <partsCountLimit>-1</partsCountLimit> quantity in guaranteed and random lists sum? Like, if I set both entries to "1", will I get only one or one plus the chance of another from the random list?
As far as i remember, you will get one guaranteed plus a chance to gent another one from random list.

Quote from: makute on March 02, 2019, 05:55:52 AM
Do the [Would be too hard to add aditional parts lists from external mods? Like a seed container from Seed Please.
Its a fair work, that should be done to add such feature. Nothing really hard, but someone (me, of course) should add some code, to respect another mod.
Right now, i don`t have any time to update the mod. Sorry.

Quote from: makute on March 02, 2019, 05:55:52 AM
Also, prisioners guns have no ammo, is that a limitation or a design choice? In its current state they doesn't pose much of a threat. Maybe they should carry hand weapons instead.

Thanks again for your time.

Edit: BTW, I noticed that if I set the guaranteed quantity of weapon containers to "1" (it doesn't matter what number I set on random) they glitch on spawn and generates several containers at once, which brutally lags the game.

It seems you use Combat Extended mod or similar. They add a lot of things, and change gun mechanics (ammo). Crash Landing does not know about it, and do not add an ammo. Since vanila does not use ammo.
Sometimes it tries to spawn another mod things that should not spawn directly, and get some critical errors. I`ve tested Crash Landing with Combat Extended on release: Except empty ammo, there was no critical errors. But that was a long ago, may be they do some changes.

Solution is the same as previous. Testing and adding mods respect in the code. Separate work for each mod.
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: makute on March 04, 2019, 10:57:41 AM
Thank you for your detailed answer. I'll run some tests, and try different settings to see the outcomes.

Yes, I use CE, but your mod spawns ammo in the weapons cache normally, so I assumed that prisioners guns coming unloaded was some kind of bug or oversight. In the meantime, I'm giving them hand to hand weapons instead.

Again, thanks a lot for your time. I look forward to a future update :)
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: PhantomFav on May 02, 2019, 09:35:56 AM
I'm sorry if this was already asked but I have a question:
is it possibile to stop the random events of crash landing during the play? when something crashes near my base is always something overpowered like power armors or charge blasters. this happens often during the early game and completely shut off all the challenges that the game offers :(
(In any case the mod is great!)
Title: Re: [1.0] Crash Landing (v12.01) (18-10-2018)
Post by: MechanoidHater on May 19, 2019, 05:23:04 AM
I have an issue. When starting the crashlanding scenario the event dosen't begin. However when I quickstart the crashlanded map it works. I keep getting this error when my pawns exit the escape pods:

System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StoryWatcher_Adaptation.get_TotalThreatPointsFactor () <0x00040>
at RimWorld.StorytellerUtility.DefaultThreatPointsNow (RimWorld.IIncidentTarget) <0x00529>
at RimWorld.HistoryAutoRecorderWorker_ThreatPoints.PullRecord () <0x0004e>
at RimWorld.HistoryAutoRecorder.Tick () <0x00090>
at RimWorld.HistoryAutoRecorderGroup.Tick () <0x00048>
at RimWorld.History.HistoryTick () <0x00048>
at (wrapper dynamic-method) Verse.TickManager.DoSingleTick_Patch1 (object) <0x00905>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate_Patch2(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


[attachment deleted due to age]
Title: Re: [1.1] Crash Landing (v13.00) (29-02-2020)
Post by: Katavrik on February 29, 2020, 10:34:18 AM
Updated for Rimworld 1.1:
- Added a new option to disable random crash events. Checkbox in mods settings.
- Removed some old crap like prisoners faction and apparel. Should be more compatible.
- Not savegame compatible
- Work with Royalty update
Title: Re: [1.1] Crash Landing (v13.00) (29-02-2020)
Post by: Katavrik on February 29, 2020, 10:46:40 AM
Found a little bug. Updated. Version still 13.00.
Title: Re: [1.1] Crash Landing (v13.00) (29-02-2020)
Post by: ksaturn on July 07, 2020, 09:03:07 PM
I really enjoy this mod.

I've noticed with the Rimworld Royalty content added in, the apparel modules are now crazy valuable and cram packed with eltex, crowns and prestige cataphract armor, with very little clothing. In the past I recall getting a single suit of marine armor on occasion, so this seems like an unintended side effect.
Title: Re: [1.2] Crash Landing (v13.10) (01-12-2020)
Post by: Katavrik on November 30, 2020, 10:14:08 PM
V 13.10 (01.12.2020)
- Updated for Rimworld 1.2
- Support Rimworld 1.1
- Reduced the chance of valuable prestige armor in apparel crash pod.
- Removed some old debug log warnings.
Title: Re: [1.2] Crash Landing (v13.10) (01-12-2020)
Post by: Katavrik on March 04, 2021, 10:28:50 PM
Some Ad in the thread.
We finaly released our first own game - The Life and Suffering of Sir Brante. I am one of the disigners of this game. Its not a rimworld like, but if you like a narrative text RGP, you should try it.
Link to a Steam:
https://store.steampowered.com/app/1272160/The_Life_and_Suffering_of_Sir_Brante/
Title: Re: [1.3] Crash Landing (v14.00) (23-07-2021)
Post by: Katavrik on July 23, 2021, 04:05:45 AM
V 14.00 (23.07.2021)
- Updated for Rimworld 1.3
- Support Rimworld 1.1-1.2
- Reduced the chance of valuable stuff for items. Except Art Gallery, that mean to be valuable.
- Added new rare container with neurotrainers and psytrainers.
- Buildings like statues and furniture will be placed as not owned buldings, and can burn.
- Added some additional checks to prevent spawning wrong things (ThingSetMakerUtility.CanGenerate(thingDef)).
Title: Re: [1.3] Crash Landing (v14.01) (04-08-2021)
Post by: Katavrik on August 04, 2021, 12:36:29 AM
Small update V14.01:
- Added some additional checks to prevent spawning wrong pawns.
- Should be savegame compatible.