RimWorld

RimWorld

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Crash Landing
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.588 MB
16 Nov, 2020 @ 4:14pm
16 Jul @ 3:40am
27 Change Notes ( view )

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Crash Landing

Description
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)

453 Comments
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.