边缘世界 RimWorld

边缘世界 RimWorld

Crash Landing
623 条留言
Hirsuta 2024 年 7 月 9 日 下午 3:00 
Thanks for all you've done, this mod was one of my favorites back in the day. Hope you're enjoying life o7
lilwhitemouse 2023 年 10 月 7 日 下午 8:44 
Thank you so much; this has always been one of my favorite mods to play!
Donkringel 2022 年 11 月 17 日 下午 3:51 
Thanks for all the work you have done Katavrik!
Katavrik  [作者] 2022 年 10 月 31 日 下午 7:24 
There is a new active modder, who take crash landing, fix some bugs and continue to maintain it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2289694750&searchtext=crash+landing
You should use it instead this one. At last until i restore my interest to rimworld moddind, or something exceptional happen.
PGMP 2022 年 10 月 30 日 下午 1:07 
Oh this needs to be revived, such a great mod.
Neverian 2022 年 9 月 15 日 上午 4:46 
I am trying to build a modpack. Does the mod work? I see a lot of people complaining about bugs.
SlippyCheeze 2022 年 4 月 25 日 上午 6:54 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2289694750&searchtext=crash+landing is not being super-actively updated, but it does fix the majority of bugs. Works well enough for me to be happy, at least. :)
PHCGamer 2022 年 4 月 21 日 上午 6:56 
So nobody's working on this mod? Darn. I was going to ask if the chance of using the hostile ancients faction could be tweaked so it happens less often with cryptosleep blocks.
Legion 2022 年 4 月 17 日 下午 4:26 
Anyone's only real hope is to petition Mlie and his team to take over the mod. Maybe then it'll get some competent care.
gav_sobaken 2022 年 3 月 30 日 下午 10:01 
Still noone to resolve (or at least, answer on) the issue "Config error in RandomShipCrashIncident: label contains illegal character(s): "[]{}". This can cause issues during grammar resolution."?

Cmon, guys!
Can someone call Katavrik?
SparkArcticFox 2022 年 3 月 22 日 下午 8:43 
So does this only have a chance at happening at the beginning or can happen later in the play through
Falcon Grey 2022 年 3 月 18 日 下午 1:05 
Hope this helps with fixing the issue!
Falcon Grey 2022 年 3 月 18 日 下午 1:05 
Getting config errors about illegal character(s): "[ ] { }" in the Incidents_CrashParts.xml as well as Incidents_CrashLanding_Main.xml Files. One example of the errors are as such:

Config error in RandomShipCrashIncident: label contains illegal character(s): "[]{}". This can cause issues during grammar resolution. If this was intended, you can use the "ignoreIllegalLabelCharacterConfigError" flag.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

If you go to it and look at it:

<IncidentDef>
<defName>RandomShipCrashIncident</defName>
<label>random ship crash [CrashLanding mod]</label>
<category>ThreatSmall</category>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<workerClass>CrashLanding.IncidentWorker_EventRandomShipCrash</workerClass>
<baseChance>5.0</baseChance>
<minRefireDays>30</minRefireDays>
</IncidentDef>

You see [CrashLanding mod] surrounded by the 'illigal characters' it is talking about.
WhoCanItBeNow 2022 年 3 月 2 日 上午 5:16 
I love this mod, arguably one of my primary favorites, it's kinda buggy with Character Editor, where you remove one pawn, it just spawn the incident cryptosleep block crash, no large ship crash incident, I might be wrong with this bug though if there are any underlying problems around this mods
HA6 2022 年 2 月 23 日 上午 6:38 
Cause MP desync
Ģ◊иℤ◊⚡ℤ∀муpΛй 2022 年 2 月 7 日 上午 4:58 
Im getting a ton of errors from this disabling it for now.
Ickura 2022 年 2 月 3 日 下午 7:00 
I'm also getting the error:

Config error in Main_BigShipCrashIncident: label contains illegal character(s): "[]{}". This can cause issues during grammar resolution. If this was intended, you can use the "ignoreIllegalLabelCharacterConfigError" flag.
submeg 2022 年 1 月 14 日 上午 4:07 
hey @Katavrik, nice work on this! I was wondering if there could be some kind of "intermediate" level; instead of the easy version where your colonists might be injured, and the hard version where everyone is injured, could it be possible to make one where there's a 33% chance that one of the pawns dies on crashing?

I was going to look into this myself, but my coding experience is in different languages, and considering there's already a mod for this...would be great if this could be implemented!
Bartholomew Marmalade 2021 年 12 月 28 日 下午 4:54 
I kind of have to agree with Respected Gentleman. The events happen WAY too often. I'm playing as a neolithic tribe, and I already have charge rifles, power armor, and the likes. Where's the fun in using bows and arrows when there's a constant flood of high tech gear?
Lord Cameron 2021 年 12 月 26 日 下午 6:34 
I'm getting the same Config error
ProvoGo 2021 年 12 月 24 日 下午 12:45 
dude, blame that on the mod that adds fucking beta poly as a material o.o
Legion 2021 年 12 月 9 日 上午 9:29 
LOL, nothing respectable or gentlemanly about you, RG. The mod ain't shit, you are for not understanding that you can just caravan the shit outta your map.

That petulant juvenile aside, I'm now getting the same errors as Talamar1.
JAS 2021 年 11 月 28 日 下午 2:15 
@Luna, you could always do a work around of doing a fluid ideology, and removing funerals until after you reform later.
JAS 2021 年 11 月 28 日 下午 2:14 
Do those errors mean those incidents are broken, or are they just harmless but annoying errors in the log?
Chris_ 2021 年 11 月 18 日 下午 12:55 
@Talamar1 same here.
Talamar1 2021 年 11 月 15 日 上午 11:28 
Getting several of these errors: Config error in Main_BigShipCrashIncident: label contains illegal character(s): "[]{}". This can cause issues during grammar resolution. If this was intended, you can use the "ignoreIllegalLabelCharacterConfigError" flag.
Maltese Morgan 2021 年 11 月 3 日 下午 8:18 
I love this mod but hate how much Ideology breaks it, trying to do a crashlanding scenario is near impossible when half of the colonists die and you get both the "colonist left unburied" and "X funeral expected" debuffs
Katavrik  [作者] 2021 年 10 月 12 日 上午 7:50 
Look at files in "mod foldier"\1.3\Defs\CrashTemplateDefs\
Some additional info inside files in this foldier.
Katavrik  [作者] 2021 年 10 月 12 日 上午 7:48 
There are crash templates in the mod foldier, that can create a random template for small parts as a single event.
sir Evans 2021 年 10 月 12 日 上午 1:13 
mkay, thanks for the info :)

Btw, this is kind of cool, you know? You could create such an event - debris rain, that would randomly drop 10-50 small ship parts across the map to raind death and destruction, as some very rare, very difficult incident type :)
Katavrik  [作者] 2021 年 10 月 11 日 下午 6:50 
@sir Evans dont use starting cryptosleep block. Its hardcoded for the game start. Use ordinary cryptosleep block instead.
sir Evans 2021 年 10 月 11 日 上午 9:53 
Dear author,

I have added 'Create incident' to my scenario.
First was 'Big Ship Crash'
Second was 'Starting Cryptosleep block crash', two days later.

I think this later even is debug, or something, because crypto blocks started raining all over my map, destroying everything in it.
sitechaos 2021 年 9 月 19 日 下午 12:38 
Can this also be a random event I feel like it would be perfect for a gound base with sos2
Isherwood 2021 年 9 月 18 日 上午 7:34 
Really really fun mod, absolutely love it!!!
Caek 2021 年 9 月 14 日 上午 6:47 
Quick info for people who've got the bug where the ship doesn't crash after the cryo: if you turn on dev mode, you can go to the debug actions screen and then the "do incidents (map)" tab where you'll find a little option called Main_BigShipCrashIncident. As far as I can tell, that's the event at game start, so fire that and you'll cause the crash to happen like usual.
Katavrik  [作者] 2021 年 9 月 2 日 下午 9:21 
@Karolus40k. Look in mod's settings: There is a multiplier for delay between crash parts. You can raise it up to x10.
If that is not enough, you can also increase the number of ship parts. Look how to do that somewhere on previous page in this chat.
Karolus40k 2021 年 9 月 2 日 下午 1:16 
Ive got an idea, would it be possible to extend the crash sequence for multiple days to simulate a giant ship crashing down? I love the scenario but would like to have a longer time of trying to manage the crash
HanktheTank 2021 年 8 月 9 日 上午 6:02 
Oh ok, I didn't realize it was already reported. Thanks for letting me know!
Katavrik  [作者] 2021 年 8 月 8 日 下午 7:55 
@HanktheTank. Its a known bug, that need a game restart if you want to restart scenario. I dont know what it cause. Sorry about that.
HanktheTank 2021 年 8 月 8 日 下午 12:27 
I'm having an issue where the majority of the time the initial crashing does not continue. I'm doing the hard crash with unaltered starting settings, but about 80% of the time the first cryoblock falls and nothing else. Any suggestions?
Katavrik  [作者] 2021 年 8 月 7 日 下午 7:40 
@Urs. No. Its a simple model that damages everything in a radius.
Urso 2021 年 8 月 7 日 上午 11:14 
Does building a sarcophagus around the reactor have any effect?
Mc_Dyno 2021 年 8 月 4 日 下午 6:24 
Suggestion, I don't like how everyone who falls out of the cryptosleep caskets are apart of your colony. They should be recruited, because I don't like the message spam of a dozen or so dead colonists. Its ridiculous.
Katavrik  [作者] 2021 年 8 月 3 日 下午 9:44 
If you still have a bug with log errors, and want to disable specific part, look fo 6 messages below.
Katavrik  [作者] 2021 年 8 月 3 日 下午 9:42 
Small update V14.01:
- Added some additional checks to prevent spawning wrong pawns.
- Should be savegame compatible.
๖polemos~ 2021 年 8 月 1 日 上午 10:36 
Could you make options that disable specific things from falling for example the cryptosleep caskets? It seems to cause an error where it spams the messages and I am not fond of having to revert to an older save or disable later-on crashes. Being able to disable that one specific event would probably make this mod a lot more fun to mess around with.

I'm aware it has something to do with other races (?) from what I've read but I don't feel like removing those mods just so this one doesn't break my game randomly.
gnar 2021 年 7 月 27 日 下午 8:26 
is there a way to turn off some of the rubble that falls, like the additional cryptosleepers?
why are we here? just to suffer? 2021 年 7 月 26 日 下午 8:12 
k thx!
Katavrik  [作者] 2021 年 7 月 26 日 下午 8:07 
@76561198151966731
You can do it manually in xml files inside the mod.
Go to mod foldier\1.3\Defs\CrashTemplateDefs\StartingCrashTemplates.xml
There two parts: Guaranteed and random.
In both parts find CryptosleepBlockCrashIncident. Or PrisonerBlock..., or another blocks.
In Guranteed set partsCount to 0. In random set partsCountLimit to 0.
why are we here? just to suffer? 2021 年 7 月 26 日 上午 8:47 
hey, can you please add option to disable or hard limit survivor/prisoner crash event because im getting the "alot of notifications horror spam" bug. this option would allow us to get atleast items but not break our game