RimWorld

RimWorld

Crash Landing
457 Comments
Rex705 2 Sep @ 8:34am 
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 1 Sep @ 12:29pm 
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 30 Aug @ 5:43am 
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 18 Aug @ 7:01am 
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 17 Aug @ 9:05am 
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 27 Jul @ 10:02am 
@GwinnBleidd
Thanks very much for the update!
doom587 20 Jul @ 5:43pm 
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 17 Jul @ 4:27pm 
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 16 Jul @ 6:58pm 
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 16 Jul @ 9:45am 
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
тетеря, блин 16 Jul @ 5:20am 
hell yeah, I encourage everyone drop some reward points for those who updates the mods so the community could thrive on.
GwinnBleidd  [author] 16 Jul @ 3:43am 
Updated to 1.6.
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
PetLoverSpy 16 Jul @ 3:43am 
YESSSS thank you for the update! I adore this mod, it is genuinely my favorite way to start a new colony
Warden 11 Jul @ 4:01pm 
Mod hasnt been updated in a year. If someone wants to update it, just go for it.
Vex 11 Jul @ 1:16pm 
same. best way to start a game. hope someone updates to 1.6. plz and ty.
тетеря, блин 11 Jul @ 10:32am 
my favourite way to start. 1.6? 🙏
rhyndo 4 Jul @ 4:10pm 
@star yes
star 2 Jul @ 10:52pm 
Is it compatible with Multiplayer?
doom587 30 May @ 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 24 May @ 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 20 May @ 9:48pm 
Neurotrainer crash spawn none of them
Alex 5 Apr @ 8:00pm 
just run away from the reactor and use the built in button to create an exclusion zone...
PHCGamer 29 Mar @ 5:18pm 
I'd like to play the game, not watch 5 people die of radiation poisoning within minutes of starting.
PHCGamer 29 Mar @ 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 28 Mar @ 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 25 Mar @ 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 17 Mar @ 12:53pm 
How does this mod function with the Archonexus quest? Like when you accept to build a new colony?
Stubkan 25 Feb @ 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 20 Feb @ 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 - 25 Jan @ 9:10am 
@Saturn character editor
Saturn 25 Jan @ 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 15 Jan @ 10:40am 
Why are you still using Prepare Carefully, its an actively harmful and broken mod.
creep_ 6 Jan @ 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 30 Dec, 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 29 Sep, 2024 @ 4:47pm 
Neutrotrainer ship crash never generates loot. Just the crashed metal scraps.
GwinnBleidd  [author] 14 Sep, 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 14 Sep, 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 19 Aug, 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] 19 Aug, 2024 @ 7:09am 
@Askesis. That's odd, it worked for me last time i tried it.
Will try again a bit later
Askesis 19 Aug, 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.
WimRorld 15 Jul, 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] 14 Jul, 2024 @ 1:09pm 
@Scrolla von Wolfenchan this is a new one... Sorry to hear that. Sounds like some mod conflict
WimRorld 14 Jul, 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] 3 Jul, 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 3 Jul, 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 28 Jun, 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] 26 Jun, 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 26 Jun, 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] 8 Jun, 2024 @ 6:09am 
it does indeed :)
Katavrik 7 Jun, 2024 @ 8:00pm 
Glad to see that Crashlanding lives.