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

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

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Zandor

I cant get this to run, I have the epyk pack and tried both this and EdB Scenarios mod and both black screen load.

Dragoon

Quote from: Zandor on February 12, 2015, 07:04:40 AM
I cant get this to run, I have the epyk pack and tried both this and EdB Scenarios mod and both black screen load.

Have you tried running them both at the same time and,  by black screen do you mean it's not loading or it crashes? Also is that all you dos you have the pack and those 2? (it could be conflict from another mod if you have others)
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

skullywag

I didnt think edb scenarios worked with this, i swear i read that in this thread, didnt i?
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Dragoon

Quote from: skullywag on February 12, 2015, 02:21:15 PM
I didnt think edb scenarios worked with this, i swear i read that in this thread, didnt i?

Contents
- Starting Main Event and Random Event
- Starting colonists crash landing
- Incorporated with EdBScenarios
- Replaced Space refugee event, with a crash landed space refugee


um....>> it works fine for me and i'm using both.
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

skullywag

Sorry I meant it doesnt work with the Epyk pack not necessarily this.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Mechanoid Hivemind

Is it suppose to happen even with out the scenario  mod from EBd? Because if i make a new colony with out the scenario start nothing falls its normal?  HALP please
The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.


Katavrik

Alpha 9 released. I've plan to update crashlanding to A9 on this weekend.

Epyk

Quote from: Katavrik on February 18, 2015, 09:41:03 PM
Alpha 9 released. I've plan to update crashlanding to A9 on this weekend.

Great! Looking forward to it!
Click picture for Epyk Pack!
Try Epokalypse!

Katavrik

Updated to Alpha 9. Its just update old A8 version to A9, without adding new content or fixes.
I hope, i will make a newer version fast (today or tomorow). I will try to implement tales system and hard CrashLanding without EdB scenarios.

TimTumm

I love this mode.  I do agree with the poster above me that the number of amputees is way too high. :)
On the buy-report front, I am using the "no rain disable" version with A9.  I have not had rain yet (many days).  60% of the map is on fire or burnt barren.  All my food is burnt, and I have to restart.  I am not using any weather related mods.

Derringer97

Now im not sure why but, the weapons deck pod does not appear. The message pops up saying its coming but it doesnt show. I am running rimworld with lessincidenttrolling, Prison Improvements, Prepare Carefully, Horrors, Meteorite, Razorrain, EdB interface, mods. Not sure what could be causing the problem. And when it comes to the horrors mod it helps to have more weapons.

Katavrik

#102
Quote from: Derringer97 on February 22, 2015, 01:14:19 PM
Now im not sure why but, the weapons deck pod does not appear. The message pops up saying its coming but it doesnt show. I am running rimworld with lessincidenttrolling, Prison Improvements, Prepare Carefully, Horrors, Meteorite, Razorrain, EdB interface, mods. Not sure what could be causing the problem. And when it comes to the horrors mod it helps to have more weapons.

I know about this bug. But i try to solve another problem before update. It appears that my mod is not compatible with EdBPrepareCarefully, and thats really bad.
Even if i dont resolve this incompatibles, i will release update soon (give me 12 hours). There will be fixes, hard mode and some options. Still no tales, because i dont even play A9 yet.

EDIT:
Updated it right now to 2.01:
- Hard mode is available without EdBScenarios. In a hard mode, your colonists fall in a cryptosleep block like all others, and have a low chances to survive. That mean you will play with random colonists from different blocks, that are lucky to survive.
- New Options def, where you can adjust the mod to your taste. It is located in CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. You can edit it. Right now it has only two options:
      <isHard> - difficulty or mode, true - means Hard mode, false - means easy mode.
      <disableRain> - set false if you dont want to force disable rain during the crash landing event. true - means that during the crashlanding event there will be no rain.
        - I plan to expand options. What options would you like to see: Crash damage, ship parts number and probability, ...
- Fixed bug with Weapon deck not working.
- Not compatible with EdB Prepare Carefully :(. There is a special link, to a compatible version, but only for easy mode.

Nice save

Hey Katavrik, I'd like to thank you for inspiring me to get stuck in to some source code for the first time. I've been having fun tweaking the code to my liking and seeing the effects in game.

On that note, I don't see a link to the source for the EdB Prepare Carefully version. Can you tell me what to change in the source to add the compatibility?

I have to say I love the mod - it's incredible how exciting the start of the game becomes with it installed. During my latest game, the first container down was full of animals, most of which actually survived the initial impact. However, the next three impacts were all in the same place, killing more of them each time. Then the first container of medicine dropped directly on my doctor when she went to haul one of the animal corpses. Good times.

Katavrik

Quote from: Nice save on February 27, 2015, 05:36:06 PM
On that note, I don't see a link to the source for the EdB Prepare Carefully version. Can you tell me what to change in the source to add the compatibility?
Not really much. You should delete MapGeneratorDefs directory, or move it somewhere. And uncomment the entire MapComponent_CrashLandingStart in the StartingEvent.cs. It has an alternative code to start the main event, but cant do anything with starting colonists. The MapGenerator is the conflicting component with the EdB Prepare Carefully.