[1.3] Crash Landing (v14.01) (04-08-2021)

Started by Katavrik, January 04, 2015, 12:53:47 AM

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"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist


crash battery appear on power tab, how to remove/hide the battery from the menu?


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>.


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.



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.


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.


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.


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


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.


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]


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?


"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.


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.


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.


Just a heads-up folks:
I've added a compatibility patch to Map Reroll, so it should work nicely with Crash Landing from now on.
HugsLib - AllowTool - Remote Tech - Map Reroll - Defensive Positions: Github, Steam