RimWorld

RimWorld

Crash Landing
623 Comments
Hirsuta 9 Jul, 2024 @ 3:00pm 
Thanks for all you've done, this mod was one of my favorites back in the day. Hope you're enjoying life o7
lilwhitemouse 7 Oct, 2023 @ 8:44pm 
Thank you so much; this has always been one of my favorite mods to play!
Donkringel 17 Nov, 2022 @ 3:51pm 
Thanks for all the work you have done Katavrik!
Katavrik  [author] 31 Oct, 2022 @ 7:24pm 
There is a new active modder, who take crash landing, fix some bugs and continue to maintain it.
https://gtm.steamproxy.vip/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 30 Oct, 2022 @ 1:07pm 
Oh this needs to be revived, such a great mod.
Neverian 15 Sep, 2022 @ 4:46am 
I am trying to build a modpack. Does the mod work? I see a lot of people complaining about bugs.
SlippyCheeze 25 Apr, 2022 @ 6:54am 
https://gtm.steamproxy.vip/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 21 Apr, 2022 @ 6:56am 
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 17 Apr, 2022 @ 4:26pm 
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 30 Mar, 2022 @ 10:01pm 
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 22 Mar, 2022 @ 8:43pm 
So does this only have a chance at happening at the beginning or can happen later in the play through
Falcon Grey 18 Mar, 2022 @ 1:05pm 
Hope this helps with fixing the issue!
Falcon Grey 18 Mar, 2022 @ 1:05pm 
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 2 Mar, 2022 @ 5:16am 
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 23 Feb, 2022 @ 6:38am 
Cause MP desync
Ģ◊иℤ◊⚡ℤ∀муpΛй 7 Feb, 2022 @ 4:58am 
Im getting a ton of errors from this disabling it for now.
Ickura 3 Feb, 2022 @ 7:00pm 
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 14 Jan, 2022 @ 4:07am 
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 28 Dec, 2021 @ 4:54pm 
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 26 Dec, 2021 @ 6:34pm 
I'm getting the same Config error
ProvoGo 24 Dec, 2021 @ 12:45pm 
dude, blame that on the mod that adds fucking beta poly as a material o.o
Legion 9 Dec, 2021 @ 9:29am 
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 28 Nov, 2021 @ 2:15pm 
@Luna, you could always do a work around of doing a fluid ideology, and removing funerals until after you reform later.
JAS 28 Nov, 2021 @ 2:14pm 
Do those errors mean those incidents are broken, or are they just harmless but annoying errors in the log?
Chris_ 18 Nov, 2021 @ 12:55pm 
@Talamar1 same here.
Talamar1 15 Nov, 2021 @ 11:28am 
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.
Blue 3 Nov, 2021 @ 8:18pm 
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  [author] 12 Oct, 2021 @ 7:50am 
Look at files in "mod foldier"\1.3\Defs\CrashTemplateDefs\
Some additional info inside files in this foldier.
Katavrik  [author] 12 Oct, 2021 @ 7:48am 
There are crash templates in the mod foldier, that can create a random template for small parts as a single event.
sir Evans 12 Oct, 2021 @ 1:13am 
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  [author] 11 Oct, 2021 @ 6:50pm 
@sir Evans dont use starting cryptosleep block. Its hardcoded for the game start. Use ordinary cryptosleep block instead.
sir Evans 11 Oct, 2021 @ 9:53am 
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 19 Sep, 2021 @ 12:38pm 
Can this also be a random event I feel like it would be perfect for a gound base with sos2
Isherwood 18 Sep, 2021 @ 7:34am 
Really really fun mod, absolutely love it!!!
Caek 14 Sep, 2021 @ 6:47am 
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  [author] 2 Sep, 2021 @ 9:21pm 
@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 2 Sep, 2021 @ 1:16pm 
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 9 Aug, 2021 @ 6:02am 
Oh ok, I didn't realize it was already reported. Thanks for letting me know!
Katavrik  [author] 8 Aug, 2021 @ 7:55pm 
@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 8 Aug, 2021 @ 12:27pm 
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  [author] 7 Aug, 2021 @ 7:40pm 
@Urs. No. Its a simple model that damages everything in a radius.
Urso 7 Aug, 2021 @ 11:14am 
Does building a sarcophagus around the reactor have any effect?
Mc_Dyno 4 Aug, 2021 @ 6:24pm 
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  [author] 3 Aug, 2021 @ 9:44pm 
If you still have a bug with log errors, and want to disable specific part, look fo 6 messages below.
Katavrik  [author] 3 Aug, 2021 @ 9:42pm 
Small update V14.01:
- Added some additional checks to prevent spawning wrong pawns.
- Should be savegame compatible.
๖polemos~ 1 Aug, 2021 @ 10:36am 
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 27 Jul, 2021 @ 8:26pm 
is there a way to turn off some of the rubble that falls, like the additional cryptosleepers?
why are we here? just to suffer? 26 Jul, 2021 @ 8:12pm 
k thx!
Katavrik  [author] 26 Jul, 2021 @ 8:07pm 
@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? 26 Jul, 2021 @ 8:47am 
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