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Messages - Katavrik

Small update V14.01:
- Added some additional checks to prevent spawning wrong pawns.
- Should be savegame compatible.
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)).
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:
Releases / Re: [1.2] Crash Landing (v13.10) (01-12-2020)
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.
Releases / Re: [1.1] Crash Landing (v13.00) (29-02-2020)
February 29, 2020, 10:46:40 AM
Found a little bug. Updated. Version still 13.00.
Releases / Re: [1.1] Crash Landing (v13.00) (29-02-2020)
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
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.
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.
Releases / Re: [1.0] Crash Landing (v12.01) (18-10-2018)
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.
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).
Releases / Re: [B19] Crash Landing (v12.00) (02-09-2018)
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?
Releases / Re: [1.0] Mod Announcements Thread
September 01, 2018, 02:13:23 PM
Crash Landing (Updated)
Add two scenarios where space ship really crashes at the start. With explosions, fire and wounded colonists.
Releases / Re: [B19] Crash Landing (v12.00) (02-09-2018)
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.
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.
Releases / Re: [B18] Crash Landing (v11.00) (21-11-2017)
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.