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报告翻译问题
ive asked another friend today if they can help me as i got stuck.
the plan has always been to finish more themed recycling crates, and then to do a mod-compatibility / interoperability patches, especially the flommel mod, but soon as i can play test all the VRE mods i can add it to the list.
btw, just imagine how cool it would be, if all your bags shown here, were full of disco trashbags :)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2862364545
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Anyone waiting for mods to be adapted to 1.6 will probably not add new mods for 1.5 if they haven't already been adapted for 1.6
I'm still playing 1.5 because I'm still waiting for certain mods. Maybe they've all been updated by now, but I'm still finishing the current run.
I have to go back to the originals for certain mods, as some 1.5 had forked versions, and now the ones from 1.0 to 1.4 have a version for 1.6, so I need alternative mods for 1.5 with the same functionality.
ah hi dragonetteXXI, i got stuck trying to update this for 1.5 and it wouldnt work, but i ask some friends to help me so theres always hope :)
(mainly tested and added support for 1.4 (with 1.0, 1.1, 1.2, and 1.3 still inside) - including a compressed backup of previous version just in case needed temporarily). if the 1.4 version is not showing up, you might need to try closing rimworld and then a "verify game files" in steam and fingers crossed it should be ok)
at the moment this mod can mostly only recycle the items found within the mod (but basic bows can be broken down).
you might want to try "simple recycling" if you have lots of clothing to break down, though in my mod you can often find spare cloth-like materials from buying boxes or bags of a Travelling Tribal Tailor from traders :)
the gfx i can change or add to in future too if needed, as the mod expands, but right now im not sure what is best to do.... should i add it in, so that all researched & unlocked recycling recipes from this whole RimSide Recycling mod, can be found within it, (with all future recycling recipes getting added here too)?
Should i make multiple special buildings (kind of 1 special per Research Area / Themed Crate) which would mean a player can build a few special recycling buildings, (with different gfx each) but all recipes from this mod could also be found within these few, to make it easier to always know which buildings can do this mods recipes..
(i'd still add base recipes logically for default vanilla buildings, in case a player hasnt got enough materials to build these special ones, but wasnt sure if its easier to have just 1 big one, or a few... i can always start with 1 and expand if needed later too :)
(i often keep stuff if i think it could have a use later, like bits of scrap wood, could make a nice door stop wedge etc) :)
if there is a way to do with recipes i can see if it can be made to happen, though in the meantime, there is a dedicated table (machine) which im hoping will be ready in the next update(s) which is going to be 1 big machine (1x2 or 2x2), which will have all recipes for this mod, all in the 1 building. (the existing recipes will still exist, just all will also be listed here too) and the machine will be able to automate things and be more efficient, productive, and quicker too :)
ive still got lots more planned for the mod but i try to release a whole new themed box at a time, (so that hopefully each is a self contained set of new items and recipes to work with, and then i can revise the earlier boxes and add more things that can combo with different boxes too - but it all takes time.) :)
NEW in v1.2:
- new Themed box for the "Travelling Tribal Tailor"...he forgot his backpack full of tailoring goodies (via the "Crashlanded Recyclers" Scenario or from traders) :o)
- you can go Treasure Hunting, to find treasure maps from "Long Sean Silver", and stitch them together to locate "Rimple Stilt Skin" (he helps you to make gold) :o)
- new preview picture showing the high-level items contained in the new Tailor theme and what they mainly lead to (plus a few extras to discover).
Includes about 35 new things for the Tailor theme + a few crossovers with the other themed boxes:
2 new Research techs, 20 items, and 13 new possible recipes (to help cater for different possible things you might need at the time)
(but just in case, ive included a copy of the previous version as a compressed file, so that players can quickly revert back if needed before i can address it, though you might need to do that with steam offline).
[img] https://steamuserimages-a.akamaihd.net/ugc/1679240172979741934/E620C8CF783454DEDDCCE69F11ADA5BA3E3075A7/ [/img]
(thanks also to friends for supporting encouragement to update, and bearhiderug for Clingrim request :o) + the Real (long) sean (silver), and for a floor code amendment/help from mackfly and fluffy).
and soon, wish you a Happy Halloween :o)
im just in the process of updating locally with the next themed box (which will include visible 1.2 support, but the current 1.1 does work ok) :)
ive been working on the next Themed Crate (which has something cool inside), but will try and add a couple more recipes for it with "ClingRim" for you
(the product you can make after recycling them can be sold or consumed for buffs too) :)
i also tried to include a picture in the images at the top of this page, to show where things can be processed, but if you get stuck feel free to ask :)
side note: i did some testing with the upcoming v1.2 and so far so good, just more to test :)