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Messages - Katavrik

#31
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.
#32
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.
#33
Outdated / Re: [A15] Mod Announcements Thread
September 07, 2016, 12:34:04 AM
Crash Landing
Forum: https://ludeon.com/forums/index.php?topic=8967.0
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=730384702
This mod changes the game start. It adds a new event, that drop a different spaceship parts on the landing site from the sky.
#34
General Discussion / Re: Awesome World Seeds
September 06, 2016, 11:35:23 AM
Found one very narrow place between mountains:
A15c, seed: "ferret". 200x150.
spot: 52.27 E  36.27 N (Debug: 98, 68), 250x250 auto.
Picture: https://drive.google.com/open?id=0BwQAwAFNaDy1eERrQld4bVJKQXM
#35
- 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.
#36
Quote from: milon on August 12, 2016, 04:15:01 PM
Is this issue fixed for you?

Personally, i dont have a problem with that issue, since i understand its origin. I wrote this, since there are some players (Crashlanding users), who fall in this trap and dont understand what happened and how to fix this. I cant fix it in my mod, so i post it here. I've already post warnings in my mod topics, both there and on steam.

#37
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.
#38
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.
#39
Quote from: milon on August 08, 2016, 11:09:57 AM
What happens if you restart RimWorld between steps 9 & 10?  Does it still cause the error?
Yes.
You can even delete scenario file in LocalLow\Ludeon Studios\RimWorld\Scenarios\ but it still fail to start, because the game restores scenario from steam somehow. You need to delete scenario through the game editor.
#40
This bug happens with my mod Crashlanding: https://ludeon.com/forums/index.php?topic=8967.0

The mod contains two new scenarios. If you edit one of them, preferably hard one, and save as a new scenario. Then uninstall the mod, and start a new game. There will be an error, and you still be in main menu. You cant start new game.

Exact steps:
1. Install Crashlanding mod
2. Start the game
3. Select this mod
4. Click "new colony"
5. Select "Crashlanding Hard" Scenario, and click Scenario Editor.
6. Add something (Start with: uranium 50).
7. Save scenario.
8. Return to main menu
9. Uncheck crahslanding mod
10. Click "new colony", And get an error.
11. You can click "new colony" many times, but cant start the game.

I think the problem is in custom scenParts Crashlanding has. They use a custon class and a code. When you create a new scenario, base on a crashlanding ones, it still has that scenParts. When the mod is disabled, and you are trying to start a new game, the game find these scenarios since they are not the part of crashlanding mod. I.e. mod`s original scenarios located in mod folder, and removed from game with the mod. But the new ones are located elsewhere, and still present while the mod is uninstalled. Game cant find corresponding scenParts and fail to start.

The major issue with this bug, is not in error message. But in the fact that you cant start the game until you install the mod and delete such scenarios manually.
I think it is related with this topic: https://ludeon.com/forums/index.php?topic=22702.0

output_log.txt in attachment

[attachment deleted by admin - too old]
#41
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).
#42
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.
#43
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.
#45
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.