RimWorld

RimWorld

Exotic's Better Crashed Ship Parts
56 Comments
Angrysquirrel 9 May @ 6:41pm 
Thanks dude!
ExoticButts  [author] 5 May @ 4:31pm 
@Angrysquirrel Mayhaps :meephappy:
Angrysquirrel 3 May @ 12:21pm 
1.5 update?
HeavyD 3 Jan, 2023 @ 5:07pm 
@ExoticButts Much appreciated! =D
ExoticButts  [author] 14 Nov, 2022 @ 10:15pm 
@HeavyD Why yes, yes it will ;)
HeavyD 14 Nov, 2022 @ 8:18am 
Will this be getting a 1.4 update?
Dumping Obese Loads 31 Oct, 2022 @ 8:21pm 
:steamthumbsup:
ExoticButts  [author] 3 Apr, 2022 @ 5:12pm 
Updated for all you lovely subs, mostly to make sure she's still in working order! May be looking at adding more to this mod eventually; stay tuned :winter2019happyyul:
Paul Muad'Dib 27 Jul, 2021 @ 6:33am 
woot! :steamthumbsup:
Jegon Chéserex 27 Jul, 2021 @ 5:48am 
:DragonHopeful::nekoheart:
ExoticButts  [author] 26 Jul, 2021 @ 9:46pm 
@Jegon <3
Jegon Chéserex 26 Jul, 2021 @ 7:35am 
gosh that was fast XD
ExoticButts  [author] 25 Jul, 2021 @ 10:40pm 
Updated to 1.3.
ExoticButts  [author] 25 Jul, 2021 @ 10:10pm 
@Jegon Yes, eventually, although I am juggling a ton of IRL stuff at present. I'll update when I get the chance (and can work out how to keep my 1.2 modlist intact whilst testing...)
Jegon Chéserex 25 Jul, 2021 @ 5:41am 
is patching to 1.3 planned?
pgames-food 14 Nov, 2020 @ 11:22pm 
ah ok cool, many thanks :)
ExoticButts  [author] 14 Nov, 2020 @ 11:13pm 
@pgames-food Yes, using xpath patching you can check for this mod and your rimside recycling mod, and create a new definition for a new ship part if both are present :)
pgames-food 14 Nov, 2020 @ 10:28pm 
thanks for 1.2 :)

do you know if it is possible for me to somehow add a patch so that if playing with this mod, and my rimside recycling mod, that an extra type of ship part could crash, containing something form my mod?
ExoticButts  [author] 13 Aug, 2020 @ 11:57pm 
1.2 update is now up, only 1.0 version will still utilise its builtin version of ModCheck as the game's backend doesn't allow for builtins of that variety since 1.1. Enjoy :D
Dynamic 7 Apr, 2020 @ 7:23pm 
Ah, ok. I'll let the mod author know. Thanks!
ExoticButts  [author] 7 Apr, 2020 @ 7:11pm 
@Dynamic Something else is injecting its own <killedLeavings> XML node into that ship part's definition in the game's backend code, specifically a Psychic Engram. I'm not familiar with a mod that adds such an item, but whichever mod it is has implemented their XPath automatic patching system incorrectly, causing a duplicate.

From what I know it shouldn't cause any issues, although any fix would need to come from the mod author of whichever mod adds Psychic Engrams :)
Dynamic 7 Apr, 2020 @ 6:24pm 
https://gist.github.com/bc2ba48d9ea5fba421e25161804d92d0

Any Idea why it's casting that error, and is it bad?
ExoticButts  [author] 26 Feb, 2020 @ 4:19am 
@RustyHams tyvm :D
RustyHams 25 Feb, 2020 @ 8:27pm 
You're the best Mr. Butts!
ExoticButts  [author] 25 Feb, 2020 @ 6:50am 
Updated to 1.1, backwards compatible to 1.0 :D
whiskyjack 3 Jun, 2019 @ 3:29am 
No problem, thanks for keeping the mod up to date.
ExoticButts  [author] 1 Jun, 2019 @ 5:19am 
Ty for the heads up Whiskyjack, will get on that once I'm home from work.
whiskyjack 1 Jun, 2019 @ 4:34am 
ModCheck.dll needs to be updated since the lastest RimWorld update (1.0.2282).
ExoticButts  [author] 9 Feb, 2019 @ 1:38pm 
@Natalo77 Not that I'm aware of.
Natalo77 9 Feb, 2019 @ 8:18am 
Any hard incompatibilities?
ExoticButts  [author] 25 Nov, 2018 @ 1:18pm 
imfrank I... wouldn't know, tbh. I don't use Crash Landing, something about it is offputting to me.

You can always test, and if it throws an error, let me know. I might deign to give CL a go and make an autopatch in this mod.
imfrank 24 Nov, 2018 @ 8:08pm 
compatible with crash landing? if not, is there a way to make them compatible? unless there's no reason for them to be compatible?
ExoticButts  [author] 16 Nov, 2018 @ 10:57am 
@Thundercraft silver will no longer drop from ship parts. I'd realised that when I updated to 1.0, I'd missed the changes to other drops Tynan had made, but those are reinstated PLUS the AI core drops and glitterworld meds now.
ExoticButts  [author] 2 Nov, 2018 @ 10:24am 
Who knows, might even feel creative and do something funny like make new ship parts that explode when destroyed, or others that do other interesting things. When I feel motivated to do more modding I'll throw more ideas around and do some testing.

Current priority for modding is a secret I'm working on, though. Should be fantastic when it's done.
ExoticButts  [author] 2 Nov, 2018 @ 10:21am 
@Thundercraft I have toyed with the idea of doing more with this mod, although there's a lot on my RimWorld modding to-do list, so to speak, as well as my actual to-do list. Couple that with the fact I recently got a new PC that expanded my list of games I can play a thousandfold and you can see why I haven't thought about it much.

I'll add a potential expansion of this mod to my "Mods to make" list, though, although it will probably sit alongside more prioritised expansive stuff, such as race mods and similar. Kudos for the idea :)
Thundercraft 2 Nov, 2018 @ 8:28am 
I am definitely glad to be able to obtain AI cores from psychic ships as it was before. And Gillterworld meds for fighting poison ship mechanoids sounds like a nice balance. But, have you considered making further changes to crashed ship parts?

I like the sound of the changes in Catalyst Plasteel Ships . However, it hasn't been updated since 2017. I like the idea of more plasteel from parts. And the idea of mechanoid ships giving silver - which is mostly money - seems rather silly. Instead of silver, obtaining more components seems like a fair trade-off.
ExoticButts  [author] 21 Oct, 2018 @ 2:43pm 
@dumbledoreisreallygay All g, and ty ;)
Latex Santa 20 Oct, 2018 @ 10:50am 
@ExoticButts Many thanks for updating! Also, that name doe O_O;;
ExoticButts  [author] 17 Oct, 2018 @ 9:57am 
1.0 update uploaded.
ExoticButts  [author] 26 Sep, 2018 @ 10:03am 
Mod is now updated to B19. Should no longer glitch out due to Glitterworld meds being changed to "MedicineUltratech" in the code (because Tynan makes weird decisions).
ExoticButts  [author] 4 Jun, 2018 @ 11:38am 
@CatCraftYT it should, as it requires nothing to do with the initialisation of a save.
CatCraftYT 4 Jun, 2018 @ 8:39am 
this works with saves, right?
ExoticButts  [author] 25 Apr, 2018 @ 7:49am 
@Armedwithpuns ;)
Armedwithpuns 25 Apr, 2018 @ 7:41am 
your name made my day
ExoticButts  [author] 18 Jan, 2018 @ 2:48am 
@Teneombre all good, and a good day to you too!
Teneombre 18 Jan, 2018 @ 2:47am 
Oh ! It's nice to learn it ! That will help for further modding from myself ! Thank you to take the time to answer and sorry for the wrong bug alert :) I with you a good day !
ExoticButts  [author] 18 Jan, 2018 @ 2:42am 
@Teneombre not at all! All mods themselves technically ask for more resources on gamestart, else they wouldn't work, but no, this mod doesn't ask for more beyond that as RimWorld stores all definitions for items/buildings/etc. dynamically each gamestart. You could quite literally name a file just about anything, and as long as the code is done properly (in this case, the definition names and such of crashed ship parts) it'll function :)
Teneombre 18 Jan, 2018 @ 2:40am 
yes but ask for more ressources to make the game starting no ?
ExoticButts  [author] 18 Jan, 2018 @ 2:39am 
@Teneombre it certainly works, as the filepath doesn't need to be super accurate, just requires the parent folder and correct code referencing, which this mod has :)
Teneombre 18 Jan, 2018 @ 1:54am 
Are you sure it works ? When looking at files, I found a mistake in the tiles path (.xml in Defs and not in Defs/ThingDefs_buildings
For some reason, I can't make a crashedship appear so I can't check (and I have no idea why I can't. I guess I will have a good evening testing and modding my gam ^^)