RimWorld

RimWorld

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Crash Landing
2
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2
2
   
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Mod, 1.2, 1.3, 1.4, 1.5
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1.643 MB
16 nov, 2020 @ 16:14
7 jun, 2024 @ 16:26
26 ändringsnotiser ( visa )

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Crash Landing

Beskrivning
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)

440 kommentarer
doom587 30 maj @ 1:16 
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 24 maj @ 22:31 
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 20 maj @ 21:48 
Neurotrainer crash spawn none of them
lobotomized larry 14 maj @ 10:17 
water bucket release
Alex 5 apr @ 20:00 
just run away from the reactor and use the built in button to create an exclusion zone...
PHCGamer 29 mar @ 17:18 
I'd like to play the game, not watch 5 people die of radiation poisoning within minutes of starting.
PHCGamer 29 mar @ 17:17 
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 28 mar @ 14:27 
Any chance of adding alternate crashing ship parts if SOS2 is installed? Feels strange to see vanilla ship parts still show up.
Alex 25 mar @ 5:25 
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 17 mar @ 12:53 
How does this mod function with the Archonexus quest? Like when you accept to build a new colony?