边缘世界 RimWorld

边缘世界 RimWorld

Violent Takeoff
73 条留言
domimomi 8 小时以前 
I have the same issue as Necirays
RandomEdits 10 月 10 日 下午 2:28 
Time to leave the invading mechanoids a little parting gift for their troubles.
MR. TETEREW  [作者] 10 月 6 日 下午 1:43 
@EV_SkyFall: could be. I tested it on small setups only, probably some lategame conditions are more prone to breaking. I soon be there in mu current playthorough and will test myself :)
@HazeyInDaHead: I tested with two colonies: one with anchor, one without, and it seemed to work fine. But it was with a minimal set of mods and in an early game setup. Maybe that's the cause.
MR. TETEREW  [作者] 10 月 6 日 下午 1:41 
@ Needtopractice: well, that's strange, it should not add anything to savegames, but probably it is some kind of a weird side effect. Worths checking.
@-Jimmy': I guess a conflict, I was making this mod with a minimal setup, so did not really check for any interferences.
@Necirays: this also happens without the mod. But it could trigger it as well in conjunction with other mods. One of reported cases was "lamp installed on door using specific mod to install anything anywhere", so it seems to be pretty random.
HazeyInDaHead 10 月 5 日 下午 5:48 
Seems to bug out if you have a grav anchor on your home colony, doesnt explode the map the ship is on and causes a game restarting freeze.
batatafritada 10 月 4 日 上午 10:52 
mod is awesome. But the pawns are leaving the gravship when it starts launching
EV_SkyFall 9 月 26 日 上午 7:42 
this mod is so sick
but it cause ship to disappear and all colonist to gone in some condition.

I don't know why, but it launched correctly 3 time, and then it bugged out.
Necirays 9 月 9 日 下午 4:57 
This mod seems to have been busted, maybe because of last patch.
Everytime I try to take off, my screen displays a infrared picture of the map, all colors let loose and then the game crashes
doctor who? 9 月 5 日 上午 9:01 
Look like great! But.... my FPS and TPS sad "Goodbye" and leaved....
GoofyGuy73 9 月 1 日 下午 4:09 
sick as hell
ChrisB 9 月 1 日 下午 2:57 
i didn't know i needed this mod but my god i needed it
Needtopractice 8 月 30 日 上午 6:17 
Cooooool when my enemies and everything blew up.But every save of mine can stand 3 or 4 takeoffs only and then i have to remove this mod to keep play my saves.:steamthumbsup:
-Jimmy' 8 月 30 日 上午 5:08 
I have a bug where I set my ship for launch and my colonists can still walk around (not stunned). The screen goes grey and it cuts to the world map - my ship is blown up and all colonists die.
Is this a known bug/conflict with other mods?
Oopy 8 月 27 日 上午 11:15 
I love how unnecessarily violent this mod is, thank you
Aramoro 8 月 27 日 上午 11:10 
The raid killer....

;D
NightLordJay 8 月 26 日 下午 8:39 
It reminds me of the sonic mines Jango used on the slave 1, well if the explosion was red/orange instead of blue. I like the mod. :steamthumbsup:
ChipsGray 8 月 26 日 下午 2:58 
It really struggles with big ships, love this mod though look forward to its progress!
MR. TETEREW  [作者] 8 月 26 日 下午 1:13 
@Omega13: I'm trying to be aligned with the base game at least. I mean, the base game destroys a cell too (in a less spectacular way, though), and it still does not cause reputation drop. I understand it from gameplay mechanics point of view: neuroquake is a powerful weapon and it comes with a price. You're free to decide whether or not you want to use it. And gamewise it's an instant raid defeater. With the ship you don't have a choice - you have to take off eventually (especially in mechanoid chase scenario), and you do not do it for loot or conquer. So it does not require massive penalties. But I would really like to read more lore on that, because I can't find any first-hand info from Tynan
MR. TETEREW  [作者] 8 月 26 日 下午 1:06 
@茶雨: I did not test it with larger ships, so it could be either some conflicting mod or an issue with base game (caused bu ship size or something else). But, unfortunately, there is no easy way to find incompatibility by just description. If you could share your save I could try to help
茶雨 8 月 26 日 上午 11:15 
抱歉,不知为何在飞船起飞后,我的飞船图标和底部UI都直接消失了,地图也完全生成错误。真的好想体验这个炫酷的动画呀!
Snake Chat The Lad 8 月 25 日 下午 9:32 
This gives me the Intro of Avatar 2 Vibe. Humanity comes back with better equipment, more manpower, and no morals to the Aliens. Landing while burning the entire ecosystem within 10 miles (mind you that they have tens of those things) is damn awesome!
Sixteen Tons 8 月 25 日 下午 7:10 
Honestly, Props.

I *Personally* hated how the map "Destruction" was implemented and made no visual sense.

Making it an *Actual* core feature is the opposite of what i thought of but not an unwelcome option.

Definite improvement over vanilla.
Omega13 8 月 25 日 下午 12:50 
@MR. TETEREW - You're embracing the idea that you're punching permanent holes in the planet. People should hate you. Look at Neuroquake - that gives universal bad rep and all that does is stun a bunch of dudes and give people nearby headaches.
Omega13 8 月 25 日 下午 12:46 
@MR. TETEREW - You're embracing the idea that you're punching permanent, unlivable holes in the planet. People should hate you. Look at Neuroquake - that gives universal bad rep and all that does is stun a bunch of dudes and give people nearby headaches.
NEWBISHdragon 8 月 25 日 上午 9:58 
@June
You need to manage your zones to not allow them off the ship during takeoff
MR. TETEREW  [作者] 8 月 25 日 上午 8:43 
@June: My mod stuns everyone on the ship for 10 seconds to ensure nobody moves during the cutscene. Could it be the case that you have something that can prevent stunning like specific gear or other mods?
June 8 月 25 日 上午 5:44 
my pawns wander off the ship during takeoff with this mod and get left behind...
MR. TETEREW  [作者] 8 月 25 日 上午 12:15 
@Xacrooth: in theory - yes. Do not see any possible incompatibilities. But I did not test myself.
@Omega13, @loklan: you already get hostile reaction if you land on other's settlement and you have reputation decrease if you settle nearby. Since all effects are contained strictly within one world map tile (both in my mod and original game/lore), I don't think there should be additional penalty for that. After all, how is it different from setting the whole map on fire and abandoning it afterwards?
@Poose: I understand why vanilla game does not have it: it seems impossible to make it run smooth, and while low fps is fine for the mod (which is intended for those who value destruction above higher fps), such feature definitely won't fit a game for an average user.
loklan 8 月 24 日 下午 11:39 
@Omega I agree, a reputation hit from the nearest faction would be very fitting.
Omega13 8 月 24 日 下午 10:45 
I hope you also made it so every time you launch you take a reputation hit from everyone living nearby.
Poose 8 月 24 日 下午 10:03 
I was thinking the same thing with vanilla launches being underwhelming! Great mod
Xacrooth 8 月 24 日 下午 1:28 
is this compatible with gravship launches expire?
MR. TETEREW  [作者] 8 月 24 日 下午 12:07 
@Yurician1: Is it a mod which allow you to land and not settle? Or is it like visiting a quest with gravship (is it possible at all?)

@H2O: Beauty knows no pain :D
Rogue Knight 8 月 24 日 上午 10:30 
Casually nukes the tile and my FPS lol
Yurician1 8 月 24 日 上午 10:03 
There seams to be a probleam when you take off from an non settled tile. it goes black and white and then I lose the gravship and everyone on it
Aramoro 8 月 24 日 上午 7:46 
Terraform like a boss...
C0lin2000 8 月 24 日 上午 6:21 
game goes balck idk why but i can load my savegame savely
H2O 8 月 24 日 上午 5:23 
low fps&tps lol
Lemon caro 8 月 24 日 上午 4:51 
finally
lore accurate grav ships
Unwittingrabbit 8 月 23 日 下午 11:41 
I need a warhead that does this
matteb 8 月 23 日 下午 12:54 
Awesome idea but I really would not recommend taking off out of Scarlands with this mod on, it broke my game due to the amount of destruction to process lmao
RandomEdits 8 月 23 日 上午 6:18 
OH FUCK YES!!!!!
MR. TETEREW  [作者] 8 月 23 日 上午 1:39 
@crockett: my mod unpauses the game during takeoff which does not affect base game, but if any other mod has a critical dependency on that, it could cause problems. Anyway, I can't just guess what is wrong by a short description, but you're welcome to send your savegame so I can at least try to identify failure reason (especially if it is repeatable and not an one time problem)
crockett 8 月 22 日 下午 5:33 
This is crashing causing the failed launch bug where you lose all your pawns and ship. Everything turns red, blue a greens with no viable textured then the whole ship 7 crew disappear and no more ship on world view.
Monkeyboypick 8 月 22 日 下午 12:17 
I'd love to see a patch between this and Land on Anything... I find it a touch weird how, with one of the settings active, everything within 2 tiles of the Gravship just instantly disappears. Otherwise, love the idea!
C0lin2000 8 月 22 日 上午 11:17 
It needs some time and polishing but the core idea is great and makes sense I mean in the core it's just an big if gate there is always space for improvement
Kuya Cola Original 8 月 22 日 上午 11:15 
i love you MR. TETEREW!!! you don't have many mods but each of them is just too good:steamhappy:
MR. TETEREW  [作者] 8 月 22 日 上午 9:55 
@Eclair: that mod is one big experimental feature to be honest. But if you believe there were something broken in the mod itself (like it killed your pawns inside your ship or it ignored gravanchor, or it wiped wrong map or something) - please post details, I'll try to take a look.
@부산국밥홍보대사: If the issue is persistent within your savegame, you can try to send it to me and I'll check what could be wrong. It could have very unpredictable conflicts with other mods, so trying to guess blindly is pointless
Eclair 8 月 22 日 上午 5:17 
@MR. TETEREW Well if so, I suggest that the unstable feature should be treated as an experimental feature or so in the settings instead...?
MR. TETEREW  [作者] 8 月 22 日 上午 5:07 
@Eclair: I did not specifically check for extended compatibility or for heavily modified game (I play with just 10-20 mods myself). But there is a setting for that! If you go to mod settings and tick "Visuals only" it won't affect any cells or pawns or whatever. Also, it's a calculation heavy mod, so if you're running a slower pc configuration, then, guess what, there is also a setting for that :)