边缘世界 RimWorld

边缘世界 RimWorld

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Crash Landing
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
1.588 MB
2020 年 11 月 16 日 下午 4:14
7 月 16 日 上午 3:40
27 项改动说明 ( 查看 )

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Crash Landing

描述
This is a reupload of the mod by Katavrik with some additions and fixes

Changes and fixes compared to the original version:
Added:
  • Rimworld 1.2-1.5 support
  • 3rd scenario for a tribal start.
  • you can clean up the radioactive wasteland generated by crashed reactor block (requested by the community). The designator for wasteland cleanup can be found under "Orders"
  • new functionality for crashed ship reactor: it's refuelable, radiation effects could be mitigated (1.4+ only, see change log for mod version 1.4.0.3 for details)
  • an option to reduce the amount of generated slag (requested by the community)
  • an option to have all pawns in the same crash event be of the same faction (requested by the community)
  • an option to prevent new pawns generated by crash-landing events from joining the colony (requested by the community)
  • an option to have pawns generated from all available factions or have them factionless (requested by the community)
  • an option to have a tribal start without any technologies.
  • an option to limit the items spawned during crashlanding events by their max and total values (requested by the community)
  • a better validator for finding eligible map cells to crash ship blocks into. Should prevent ship blocks from crashing into mountains and disappearing (credit goes to SlippyCheeze)

Changed:
  • rebalance of radiation damage and protection provided by clothes
  • some clothes provide better radiation protection. Visit the changelog to find out what clothes have advanced radiation protection (see the note for version 1.4.0.5)
  • mechanoids take only 10% of radiation damage (vs 100% in the original mod)
  • if Dubs Rimatomics installed, crashed reactor will emit radiation from Rimatomics mod

Fixed:
  • null-ref exception when used with Suppression mod and weapons deck crashes.
  • projectiles frozen in the air when the weapons deck crashes (at least in some cases).
  • bug causing way too much slag to be generated
  • inability to start another crashlanding scenario without restarting the game.
  • label contains illegal character(s): "[]{}" error fix
  • other minor updates and fixes (see "Change Notes" page for details)

[ko-fi.com]

Original description:
This mod changes the game start. It adds a new event, that drops different spaceship parts on the landing site from the sky. Pods with colonists, containers with resources, engines with flammable fuel, and other useful and dangerous things. This event triggers at the start of the game, so your arrival will be much more similar to the movie crash landing. With the fire, explosions, dead and wounded people.

You will need to organize the rescue of wounded colonists and supplies. The fire will be your main enemy. It will start as small fires on the impact tiles but quickly grow into a major fire. Beat the small fires or evacuate supplies. Watch out for other dangers.

This mod tries to add new gameplay, when you need to choose between resources and wounded people. And maybe between wounded and maimed.

There are two new scenarios: Easy and Hard
In Easy scenario, you start with 3 healthy colonists. While some more random colonists will be crash-landing hard with little chance of surviving the impact.
In Hard scenario, your starting colonists and equipment will crash land and take severe damage. Then, some more random colonists will be crash-landing hard with little chance of surviving the impact.

Known issues:
- There is an old bug that screws the spawning if multiple games started during the same session. So if you start a crashlanding scenario and nothing happens, try restarting the game (closing the game completely) (fixed by GwinnBleidd in version 1.2.5)
- There's a problem with the Suppression mod. Suppression mod has a patch to change bullet impact calculations and it doesn't check for null-ref in the patching method (It works fine with CE though) (fixed by GwinnBleidd)

457 条留言
Rex705 9 月 2 日 上午 8:34 
For some reason when I get to the cryopod dropping it bugs out and does an endless spam. Everything was working before but then I swapped a few mods out and started a new game and now it wont work.
Ixal 9 月 1 日 下午 12:29 
It highly depends on the map.
Crash on a map without a lot of burnable tiles and you have a huge store of goodies.
Crash on Grassland for example and a lot of the goodies will likely burn up.
Isherwood 8 月 30 日 上午 5:43 
I tried playing on hard mode. But the crashes just keep happening. The whole map is scattered with metal chunks, medicine, food and other goodies. Is it bugged or did you make it so easy on purpose?
Ronin 8 月 18 日 上午 7:01 
Am I ok to edit and reupload this scenario? It's perfect for a themed playthrough I have going and want to share with people.
Victor 8 月 17 日 上午 9:05 
Can you make it so the Cube Scultures from Anomaly are excluded from the Art Containers? They seem to be very common, and they are basically trash. Their defnames are DirtCubeSculpture StoneCubeSculpture SandCubeSculpture and ScrapCubeSculpture
Latex Santa 7 月 27 日 上午 10:02 
@GwinnBleidd
Thanks very much for the update!
doom587 7 月 20 日 下午 5:43 
interesting fact but i actually think i found a mod that has an incompatibility.
Not in an 'it will error' way but it functionally messes with things.
The mod is called Stray Bullets (Continued).
тетеря, блин 7 月 17 日 下午 4:27 
during crashlanding at the very beginning:

Exception ticking Bullet_CryptoSleepPod58970 (at (121, 0, 226)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B144930B]
at StrayBullets.HarmonyPatch.PostFix_CheckForFreeInterceptBetween (Verse.Projectile __instance, UnityEngine.V
...
https://gist.github.com/HugsLibRecordKeeper/12b7187a928999b1998628cfca7d9d3b
Ascension_X 7 月 16 日 下午 6:58 
I tested things for a while and everything seemed to be working fine! Thanks for the update! <3

One small exception: sometimes an error would pop up after a trade goods block crash, usually referencing Biotech reproductive items, like embryos. It didn't seem to have a major effect beyond the popup though!
тетеря, блин 7 月 16 日 上午 9:45 
Tried to spawn Ship_Beam_CrashLanded46052 out of bounds at (162, 0, 247) (out of bounds because size is (2, 6)).
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GenSpawn.Spawn_Patch1 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool,bool)
CrashLanding.Projectile_SimpleShipPart:Impact (Verse.Thing,bool)

https://gist.github.com/HugsLibRecordKeeper/d1bc35dee6795f2425d42dee8a850cc8