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Messages - Katavrik

Releases / Re: [A17] Crash Landing (v10.03) (04-06-2017)
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.
V 10.03 Recompiled for new game version. Nothing changes.
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.**.
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
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.
Updated for A17:
- No new content or features.
- Crashed Battery no longer appear in build menu.
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.
Releases / Re: [A16] Crash Landing (v9.01) (10-01-2017)
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.
Releases / Re: [A16] Crash Landing (v9.01) (10-01-2017)
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.
Releases / Re: [A16] Crash Landing (v9.01) (10-01-2017)
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.
Releases / Re: [A16] Crash Landing (v9.00) (29-12-2016)
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

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.
Releases / Re: [A16] Crash Landing (v9.00) (29-12-2016)
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.
Releases / Re: [A16] Crash Landing (v9.00) (29-12-2016)
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.
The mod will be updated during THIS year. Cant say anything more certain.
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.