[center][size=20pt]Crash Landing[/size][/center]

[color=orange][size=18pt]Description:[/size][/color]
This mod changes the game start. It adds a new event, that drop a 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 in major fire. Beat the small fires or evacuate supplies. Watch out for other dangers.

This mod tries to add a new gameplay, when you need to choose between resources and wounded peoples. And may be between wounded and maimed.

There are two scenarios: Easy and Hard
    In Easy scenario, you start with 3 healthy colonists and standard equipment. 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.

[color=orange][size=18pt]Latest updates: Complete[/size][/color]
- Updated for A14d
- New ship part: Domestic Animal Pens
- New Option: rainTimeDelay - how long the rain will be disabled.
- More Bug Fixes

[color=orange][b]Full update log[/b][/color]
[code]
V 5.02 (20.09.2015)
- Fixed Incompatibility with Combat Realism:
  - Some filters added for weapon generation
  - Use vanila independent explosive bullets
- Fixed Capital letter of Wasteland

V 5.01 (09.09.2015)
- Fixed Medicine Container
- Fixed Capital letters

V 5.00 (08.09.2015)
- Updated for A12d
- New ship part: Domestic Animal Pens.

V 4.32 (23.07.2015)
- New option in OptionDefs: fillStartColonistsBlock - controls the number of colonists in starting cryptosleep block.
- Renamed Textures and Languages directory. First letter in uppercase.
- If there is no prisoners faction in the world (old saves and worlds), the prisoners should be generated for hostile spacer faction.

V 4.31 (06.07.2015)
- Recompiled for A11b.

V 4.30 (29.06.2015)
- Added new random crashes... It is not what you thinking about. It is a new event, that can happen during the game, when different small spaceships crashlands near your colony.
- Reworked parts generation algorithm.
- Created templates for crashlanding events. Templates are used for parts generation and located in CrashLanding\defs\CrashTemplateDefs\. You can now adjust, how parts are generated in starting event and random events, and even add your own templates for random crash events. See description in corresponding xml files.
- Added a new ship part: Trade goods container - it contains a mixed type of goods.
- New option in OptionDefs: partsTimeDelayMultiplier - controls the time delay between ship's parts falling.
- Old option is removed: dangeroustPartsChanceMultiplier - since there are crashTemplates, and this option is not needed anymore.
- Removed all vanila replacements except MapGeneration. This will lower the chances of mods incompatibility.
- Reduced the crash damage to starting colonists. You should now have a capable colonist at the game start, however it is still random. It is a necessary measure, because a new generation algorithm is truly random, and the next cryptosleep block can only fall at the end of crashlanding event.
- Prisoners and crashlanded pirates are now attack colony.
- Corpses apparel new get damaged by radiation, like on living pawn.
- Reworked drop from containers algorithm.
- Reduced hitpoints of ship engine and ammo container. Increased their explosion occurrence chance.
- Added some deconstruct descriptions for crashed ship parts.
- Added a picture to mod description.
- Some code refactoring.
- New screenshots.

V 4.21 (24.06.2015)
- Fixed wasteland appear speed. It was mistakenly increased in V4.20.

V 4.20 (24.06.2015)
- Ship parts now randomly rotated during fall and have a smoke trail.
- New ship part: Art gallery
- Additional options added to optionDef: dangeroustPartsChanceMultiplier, crashlandedPawnsDamage, crashlandedStartColonistsDamage, colonistPerBlockCount. See optionDef.xml for more description.
- Adjusted item generation and prisoners.
- Wasteland texture adjusted.
- Radiation state shows lethal percent.
- Radiation damages worn apparel.
- Various spell fixes.

V 4.10 (19.06.2015)
- Reactor has a button that creates an allow area outside of the danger zone.
- Apparel now protects from radiation:
   - Any apparel give some protection based on covered body parts. Torso +20%, legs +10%, head and ears +10%, eyes +10%, but full head gives you +50% total. That mean full power armor gives you 80%.
   - This system can work with any apparel mods, for example: gas mask from Apparello mod give you +50% since it cover full head, hazard suit from industrialization mod gives you 80%.
   - This system is not very realistic, but it works with any mod. 
- Reactor's radiation now damages plants, certain equipment and terrain.
- New terrain type - wasteland. It is non fertile land, that is slowly generated by reactor.
- Added ammo container, that appear after weapon deck crash. While on fire it will constantly explode with the rain of shells in a large radius. It works as old custom shells, that were removed in V4.0.
- Added a missed russian localization.

V 4.01 (16.06.2015)
- Fixed a small bug that makes mod completely broken

V 4.00 (16.06.2015)
- Updated to Alpha 11.
- No new content. Just update A10 version to A11.
- Deleted shell modifications. They are become vanila.

V 3.00 (28.04.2015)
- Updated to Alpha 10.
- No new content. Just update A9 version to A10.
- Small fixes.

V 2.01 (23.02.2015)
- Hard mode is available without EdBScenarios. In a hard mode, your colonists fall in a cryptosleep block like all others, and have a low chances to survive. That mean you will play with random colonists from different blocks, that are lucky to survive.
- New Options def, where you can adjust the mod to your taste. It is located in CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. You can edit it. Right now it has only two options:
      <isHard> - difficulty or mode, true - means Hard mode, false - means easy mode.
      <disableRain> - set false if you dont want to force disable rain during the crash landing event. true - means that during the crashlanding event there will be no rain.
- Fixed bug with Weapon deck not working.

V 2.00 (21.02.2015)
- Updated to Alpha 9.
- No new content or fixes. Just update A8 version to A9.

V 1.25 (26.01.2015)
- Fixed a bug with spawning turret weapon in a weapon deck. Check (destroyOnDrop == false && canBeSpawningInventory == true) before spawn.
- Set canFreeIntercept flag to bullets from weapon deck explosion.

V 1.24 (25.01.2015)
- Reduced fires during parts impact. The damage type of the majority of impacts replaced with Bomb type. Additionally, a few small fires appear.
- New puddle fuel burns much longer, and raises chance of resource burning in locations without plants.
- Fixed a bug with radiation damage does not kill colonists.
- Fixed a bug with non spawning weapon deck, when certain mods enabled.
- Various code refactoring
- Some minor bugs fixed

V 1.23 (19.01.2015)
- Updated to use EdBScenarios 1.1.1.
- Russian localization for scenario descriptions added.

V 1.22 (18.01.2015)
- Learned about ExposeData. Save/load game should now work correctly. I hope.
- Russian localization added. Except scenario description.
- Radiation damage now slowly heals (about 3% per 5 days), instead of sudden disappearing after half year.
- Fixed a bug with possible duplication of starting crash event.

V 1.21 (10.01.2015)
 - Text fixes from JoeysLucky22
 - Shell explosion chances adjusted. 50% nothing, 5% incendiary shell, 45% explosion shell for every item in stack.
 - Crashed ship beam deconstruction time reduced.

V 1.20 (09.01.2015)
- New crashed ship parts:
   - Animal pens
   - Prison block
   - Production module
   - Nutrient dispenser
   - Batteries module
- Chain explosions. Ship parts can now break apart on impact and fly some more to have another impact.
	Some parts can cause explosions while on a land.
- Various balance tweaks.
- Stuff crafted in EdB Prepare Carefully now also crashlanded in Hard scenario (EdB Scenarios needed).
- You can now adjust starting colonists and stuff in a hard scenario, but you cant be sure that they survive crashland.
- New pictures added to the scenarios. Thanks to [url=https://ludeon.com/forums/index.php?action=profile;u=35066]JoeysLucky22[/url].
- Letters about crashed parts are now have different colors.
- Parts fall directions slightly random.
- Random ship crash land should happen not more than once a year.

V 1.10 (05.01.2015)
- This mod can now work as a scenarion for EdB scenario Mod (https://ludeon.com/forums/index.php?topic=9000.0). There are two scenarios:
   - Easy. Works as ordinary.
   - Hard. Starting with random colonists, that crashlanded like all others.
- This mod can work alone, as it was earlie. But no crashlanding for starting colonists.
- Reactor still very dangerous, but get a new feature: It produces power! You can connect crashed reactor to your power net and get free energy. Of course, for a price of safety.
	Dont forget to remove home zone in the irradiated area. And be on guard, if your colonists decide to walk near reactor.
- Various balance tweaks
- Not more than one AI Core and one reactor in single event.
- Rain is now blocked only for starting Crashlanding Event, bun not for random one.
[/code]

[color=orange][b]Contents[/b][/color]
- Starting Crash Landing Event
- Start colonists crash landing
- Random small Crash Landing events
- Options def, where you can adjust the mod to your taste. It is located in CrashLanding\Defs\OptionDefs\CrashLanding_Options.xml. You can edit it.
      <modeIsHard> - difficulty or mode, true - means Hard mode, false - means easy mode.
      <disableRain> - set false if you dont want to force disable rain during the crash landing event. true - means that during the crashlanding event there will be no rain.
      <rainTimeDelay> - controls the time delay before the rain become possible.
      <partsTimeDelayMultiplier> - controls the time delay between ship's parts falling.
      <crashlandedPawnsDamage> - controls the amount of damage dealt to the pawns during crashlanding.
      <crashlandedStartColonistsDamage> - controls the amount of damage dealt to the start colonists during crashlanding.
      <colonistPerBlockCount> - controls the number of colonists in one criptosleep block.
      <fillStartColonistsBlock> - controls the number of colonists in the starting criptosleep block.
- Different ship parts falling from the sky:
  - Simple ship part
  - CryptoSleep Block
  - Different Cargo Containers
  - Ship Engine
  - Ship Reactor
  - Ship AI Core
  - Weapon Deck
  - Animal pens
  - Domestic animal pens
  - Prison block
  - Production module
  - Nutrient dispenser
  - Batteries module
- Not so simple radiation model
- Rain is disabled for the duration of the event. Your colonist should beat the fire on their own. Can be enabled in OptionDefs.
- Use of Vanila graphics and its combination
- Fixed event texts. But still some texts with mistakes due to my bad english.
- Russian localisation.

[color=orange][b]Plans for the updates[/b][/color]
The mod is considered completed. There are no plans for updates in near future. But some are still possible:
- Hot fixes
- Updates to newer versions of rimworld.
Some issues i don't manage to resolve:
- Make hard CrashLanding work with EdB Prepare Carefully.

[color=orange][b]Compatibility[/b][/color]
It should be compatible with everything except mods that change Map Generation Def.
Sometimes new items in other mods could not properly appear in cargo containers.
It is not compatible with EdB Prepare Carefuly, but there is a special download link to a compatible version, but only for easy mode.

[color=orange][b]Screenshots[/b][/color]
[img]http://i.imgur.com/En1sFn9l.jpg[/img]
[img]http://i.imgur.com/0ohLAlvl.jpg[/img]
[img]http://i.imgur.com/kuXpYH9l.jpg[/img]

[color=orange][size=18pt]Author[/size][/color]
Katavrik

[color=orange][size=18pt]Contributors[/size][/color]
Mod compatibility support:
 - [url=https://ludeon.com/forums/index.php?action=profile;u=11058]EdB[/url].

Scenario pictures and text spellcheck:
 - [url=https://ludeon.com/forums/index.php?action=profile;u=35066]JoeysLucky22[/url].

[color=orange][size=18pt]Download V 5.02[/size][/color]
https://drive.google.com/open?id=0BwQAwAFNaDy1MFhGcTd2anNtdTQ

[color=orange][size=18pt]Source V 5.02[/size][/color]
https://drive.google.com/open?id=0BwQAwAFNaDy1NzdCZ3p1MW50Znc

[color=orange][size=18pt]Variant V 5.02 works with EdB Prepare carefully[/size][/color]
https://drive.google.com/open?id=0BwQAwAFNaDy1dHFKdWYyRVdzR1k
In this variant mod is compatible with EdB Prepare Carefully, but only in easy mode.

As for NoDisableRain variant. It does not needed anymore. Because there are mod options that can enable or disable it (see contents).

[color=orange][size=18pt]Older versions[/size][/color]
https://drive.google.com/folderview?id=0BwQAwAFNaDy1RlJuNERXM0FUREU&usp=sharing

[color=orange][size=18pt]How to install:[/size][/color]
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.