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Messages - Katavrik

#121
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.
#122
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.
#123
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.
#124
Help / Re: Crash landing for starting colonists
January 05, 2015, 10:34:36 AM
EdB, Thank you again. The problem is solved with you Scenario mod. Now i am your modder ).

I've look at the Wreckage scenario, where you already swap starting drop pods with ordinary spawn, and use it like template.
I did not understand how the colonists initializes, so i used initData from your dll. And its worked, but only with your EdbScenarios.dll as a reference dll.
#125
Thank you for this mod and your help.
I've just upgraded my mod (Crash Landing: https://ludeon.com/forums/index.php?topic=8967.0), and now it can work with EdB Scenarios as a scenario.
It was easier for me to make a scenario with crashlanded starting colonists within your mod, than to decompile and write the code from the blank. And thats why your mod is great.
#126
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.
#127
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.
#128
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).
#129
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.
#130
Help / Re: Crash landing for starting colonists
January 04, 2015, 09:56:57 PM
Thank you. I will try this.

Another question: What tool did you recommend for decompilation?
#131
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?
#132
Help / Re: Crash landing for starting colonists
January 04, 2015, 02:30:14 AM
I've already know how to spawn new colonist for the colony. But i dont have access to the event, that launces first colonists. I guess, i need modify it. But i dont know where to search.
#133
But, may be you right. I should stop rain only for starting event, but not for random space ship crash.
#134
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.
#135
Help / Crash landing for starting colonists
January 04, 2015, 02:10:39 AM
I've created a mod about crash landings: https://ludeon.com/forums/index.php?topic=8967.0

There are new crashPods that fall with explosion and damage. But i cant modify starting colonists drop pods, or place them in my new CrashPods.

How can i place starting colonists in a custom DropPod?