RimWorld

RimWorld

Crash Landing
440 Comments
doom587 May 30 @ 1:16am 
is it me or do crashes only seem to hit the top half of the map? I'm not sure if it's another mod messing with it but it seems like each time i try and test it, all crashes just happen at the top half, nearly always top middle or top left.
Riccars May 24 @ 10:31pm 
Is it a bug if the crashlanding hard is still happening on the start of the 3rd day? I've had 42 crash pieces before it ended Aprimay 3rd 8am
CTM BOTTOM TEXT May 20 @ 9:48pm 
Neurotrainer crash spawn none of them
lobotomized larry May 14 @ 10:17am 
water bucket release
Alex Apr 5 @ 8:00pm 
just run away from the reactor and use the built in button to create an exclusion zone...
PHCGamer Mar 29 @ 5:18pm 
I'd like to play the game, not watch 5 people die of radiation poisoning within minutes of starting.
PHCGamer Mar 29 @ 5:17pm 
Also would like the reactor's radioactivity when Rimatomics is involved to be decreased a bit. As is, my pawns can't manage to deconstruct it before getting a lethal dose. Even if it lands close by enough that everyone is in its area of effect .
PHCGamer Mar 28 @ 2:27pm 
Any chance of adding alternate crashing ship parts if SOS2 is installed? Feels strange to see vanilla ship parts still show up.
Alex Mar 25 @ 5:25am 
does this mod generate a "Wasteland (soil)" on the ground? I have one in a bad spot and I can't seem to figure out how to remove it... There used to be a patch to have it compatible woth fertile fields, but this spot doesnt seem to be.
lecljz Mar 17 @ 12:53pm 
How does this mod function with the Archonexus quest? Like when you accept to build a new colony?
Stubkan Feb 25 @ 3:18pm 
Tribal start is still impossible. Even with the damage dialed down - pretty much every tribal is downed or dies on start. I think it might be because of Yayo Combat / CE armour causing tribal armour or bare skin to take excessive damage? The other starts don't have this problem, assuming because their actual clothing provides enough protection.
GunthorNC Feb 20 @ 2:43pm 
I have a feature request:

I like to imagine a huuuuuge ship broke up on re-entry so I use dev mode and start my games with 50 crash landing's simultaneously (It's a slide show) but this results in me needing to manually close hundreds of letters (2300 letters at the time of me writing this, but I did 100 simultaneous crashes this time x.x, 50 is a better number I think.)

Would it be possible to add an option for "No letters" or something similar please?
- BusterZlista - Jan 25 @ 9:10am 
@Saturn character editor
Saturn Jan 25 @ 9:03am 
@Turkwise Oh i see ... I'm not very aware about which mod can be detrimental for others. Do you know a better alternative to Prepare Carefully which is compatible with all of Vanilla Expanded mods ?
Turkwise Jan 15 @ 10:40am 
Why are you still using Prepare Carefully, its an actively harmful and broken mod.
creep_ Jan 6 @ 4:45pm 
Love the idea, but after 2 attempts with tribal start I give up. No chance of survival in both cases, game over in minutes. Shame.
Saturn Dec 30, 2024 @ 5:45am 
Hello ! I have played this mod a little bit and i love the new style of the gameplay, so thanks for updating this mod :3
I just have a tricky issue ... I would like to have fun with a scenario I have just created with EdB (Prepare Carefully) by using my own crew, and right now the majority of the colonists in the crew are "left behind", so i would like to know if it's possible to have only pawns I have created in the CryptoSleepBlockCrash event and not random colonists created by Rimworld. Idk if I am understandable enough ? (I'm french, so i apologize for my English >.<)
Thanks for reading my post and have a nice day ! :D
Hellebus Sep 29, 2024 @ 4:47pm 
Neutrotrainer ship crash never generates loot. Just the crashed metal scraps.
GwinnBleidd  [author] Sep 14, 2024 @ 9:58am 
@crockett to the best of my recollection, both prisoners block and weapons deck block are still there. But when ship crashes, there's a list of guaranteed blocks, and a list of random blocks, and both prison and weapon deck are not on the guaranteed list, so they may not appear.
If you want them badly, you can find the "StartingCrashTemplates.xml" file and edit it to adjust the chances ("partWeightCoefficient") or add them to a guaranteed list
crockett Sep 14, 2024 @ 7:53am 
Question, I played this mod like a year ago and I crash landed and had weapons also a prisoner block crashed and you had to battle the prisoners.

I just did a test run yesterday because I haven't used the mod in a while and I didn't get any weapon drops at all. I had some Waster pawns who were supposed to come with tea & flake but none of it was at their crash site.

Also noticed there wasn't a prisoner block, just multiple crashes of neutral pawns.

Is it just random what crashes or did the weapons & prisoners get taken out?
Askesis Aug 19, 2024 @ 1:58pm 
@GwinnBleidd
I should have said 'doesn't seem to work for me' XD I have hundreds of mods, but I can't think of any that would alter that specifically, it seems very specific to this mod. In saying that mod interactions can be very very weird sometimes!
GwinnBleidd  [author] Aug 19, 2024 @ 7:09am 
@Askesis. That's odd, it worked for me last time i tried it.
Will try again a bit later
Askesis Aug 19, 2024 @ 5:06am 
The "Fill the starting colonists block" option doesn't seem to work. Set the number of colonists in one block to 8, checked this option, still only get 5. Tried 3 or 4 times now.
[ ] Jul 15, 2024 @ 2:03pm 
I did some testing with dev mode to see what was causing the problem. It doesn't seem to be a mod conflict. I've seen that there are two cryptoblock crash incidents in the Incident Tab of dev mode. One of them generates a blue message about the crash and spawns the injured Pawns normally. The other one is a brown message and doesn't spawn anyone.
GwinnBleidd  [author] Jul 14, 2024 @ 1:09pm 
@Scrolla von Wolfenchan this is a new one... Sorry to hear that. Sounds like some mod conflict
[ ] Jul 14, 2024 @ 12:35pm 
Not sore what might be causing it. Cryptocaskett blocks are crashing but not spawning any Pawns upon impact. I've got no errors or problems. I've tried reloading several times and still no one is spawning from the crash. The other ship parts like food containers are working fine though.
GwinnBleidd  [author] Jul 3, 2024 @ 6:51pm 
@Sona play around with mod setting, depending on mod setting pawns in other sleeping blocks may or may not belong to your colony. Particularly, make sure that "All pawns on the ship will be of the same faction" checkbox is set
Sona Jul 3, 2024 @ 2:59pm 
Confirming that during Hard Crash Landing, crypto sleep containers falling during the main starting event are filled with "Space refugees of the ancients" and not colony members.
Thels Jun 28, 2024 @ 9:49pm 
Congratulations (or perhaps Condoleances?) for becoming a parent!

Thanks for clarifying that it was 1.4+.

No rush on the age thing, it's just a minor inconvenience once aware of the problem.
GwinnBleidd  [author] Jun 26, 2024 @ 7:30pm 
@Thels the reactor is refuelable from version 1.4 onwards. It was first implemented for version 1.4, but I guess I didn't update the mod description.
As for the incompatibility, I'll try looking into it when I have time (which I don't have much currently due to the birth of my son recently)
Thels Jun 26, 2024 @ 2:32am 
The "Crashlanding of Tribal Slaves" scenario breaks if you have a mod installed that removes all starting technology, such as FrozenSnowFox Tweaks. (I've tested it with just Crashlanding + FSF Tweaks + Dependencies.)

Disabling the option in FSF Tweaks makes everything run properly, but that's a bit annoying when I want to do a non-Crashlanding playthrough and have to enable it again.

Also, according to the description, the crashed ship reactor is refuelable only for 1.4. Is there a reason it's no longer available in 1.5?

Thanks for keeping this awesome mod alive! :D
GwinnBleidd  [author] Jun 8, 2024 @ 6:09am 
it does indeed :)
Katavrik Jun 7, 2024 @ 8:00pm 
Glad to see that Crashlanding lives.
RoboGerbil May 26, 2024 @ 7:32am 
can we get a new event for those with 'sometimes raids go wrong' to have an event like the meteor shower, but with crashing ship parts?
GwinnBleidd  [author] May 4, 2024 @ 7:00am 
@Gray Sanddragon Thank you for the log.
I'm not promising a quick fix. I've heard of the issue previously, but haven't seen it myself even once.
I'm about >95% certain it's some mod conflict, but hard to pinpoint which one. I'll start collecting log files to see what they have in common
Gray Sanddragon May 4, 2024 @ 5:30am 
i have a few videos of it
Gray Sanddragon May 4, 2024 @ 5:30am 
its a sea ice map with no mountains
htt ps:/ /gist.github.c om/HugsLibRecor dKeeper/b16b 0914391d8e8b87b4d 40e7b9fc746
sunshine.noxfer May 2, 2024 @ 2:58am 
If you don't want burning map, and dont want toch mod options for rain - choose start location desert.
8 tribal colonists on start, only 1 died from random projectile explosion.
Great!
Rosen Ritter May 1, 2024 @ 10:53am 
Righto, thought I was going nuts. Appreciated. Wonder if reunion'd help there.
GwinnBleidd  [author] May 1, 2024 @ 10:49am 
@Rosen Ritter 8 is the maximum number of colonists possible per cryoblock.You get (and likely will) get more than 1 sleeping block by the end of crashlanding, but you can not choose those pawns, they are random
Rosen Ritter Apr 30, 2024 @ 9:53pm 
So am I dumb or is there a max of 8 colonists to spawn at the start? I tried 13 and nada.
GwinnBleidd  [author] Apr 15, 2024 @ 7:04am 
@Gray Sanddragon is there anything in the logs?
How does your map look like? does it have a lot of mountains or other inaccessible terrain?
It would help greatly if you could somehow archive and share your game save file (steam won't let share so other means of sharing are needed)
I've heard of this issue many times now, but never seen it myself, so still trying to find a common denominator
Gray Sanddragon Apr 15, 2024 @ 12:23am 
@Seanbeag yep same
Seanbeag Mar 18, 2024 @ 2:52am 
Having an issue with the later map incident. Everything keeps crashing at the very north of the map. The jump to arrow goes to a random place but everything crashes somewhere along the north border.
Thels Feb 20, 2024 @ 1:08pm 
Well, after giving it another try, I managed to get two of my colonists not downed, so they could rescue the other three. Prison blocks are dangerous, as you have no weapons to deal with them yet, and most of your pawns are downed. I did get some other colonists,

If all pawns on the ships are of the same faction, the other cryptosleep blocks will have your faction and ideology, but they're not tribals, and do not share your xenotypes. For the tribal scenario, it would make sense if they were tribals, too (fellow slaves to be sold), and if all your pawns belong to the same xenotyoe, it would be nice if they belonged to the same xenotype, as well.
tilarium Feb 20, 2024 @ 10:00am 
I’d love a softer option for tribals too. I’ve tried it and will set there and constantly reload because everyone is incaped and/or get the bleed out in 1-3 hours. Barely have time to save anyone.

One map, the block was set to crash just above a lake. Would always result in at least 1 dead on impact. Had one hit where all 5 died on impact because if they hit the water, they died is my guess.
Thels Feb 20, 2024 @ 9:48am 
(Changing the damage and then reloading doesn't seem to do anything, though I haven't tried starting a completely new game with that, yet.)
Thels Feb 20, 2024 @ 9:47am 
I like the idea of a Tribal Slave Crashlanding start. However, increasing the pawns to 5 (from 3), and trying 3 different runs, every time my pawns are all incapacitated, making me rely on the Man in Black. Could there be a softer option for Tribals where it's more likely that some of them aren't instantly downed?
PHCGamer Feb 4, 2024 @ 5:23pm 
That probably explains it then.
GwinnBleidd  [author] Feb 4, 2024 @ 11:03am 
The list of all modules-to-be-crashed- is generated at a single time, yes.