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报告翻译问题
Like what this mod does for example (Open Designators) https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3322575544
The thing is it's just a bit tedius when you have to open a whole bunch of seed bundles at once.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3536424131
Due to biome restrictions, I can't see if I already have a plant or not if it's not something I can plant at home when buying random veggies just for seed packing purposes.
-ferny [author]
nice typo
why exactly? used both mods at the same tiem for quite a wile and i noticed no bugs actually.
Thx!
GetInspectString exception on Growing zone 1:
System.NullReferenceException: Object reference not set to an instance of an object
at TD_Enhancement_Pack.ZoneGrowingSizeCount.AppendFertileCount (System.String baseString, RimWorld.Zone_Growing zone) [0x0003a] in <d7ca852ede2f451eacebb024d03d6faf>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.Zone_Growing.GetInspectString_Patch2(RimWorld.Zone_Growing)
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable sel, UnityEngine.Rect rect) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
Also reported to TD Enhancement Pack, given I have no idea on what side (if any) the incompatibility lies.
1. Balance. In vanilla, tree sowing costs you 1000 research points. With this mod, it only costs you 10-20 wood. It trivializes a progression milestone.
2. It doesn't add anything. As long as you have access to wood, you can decide to unlock whatever trees you want, so there's no reason you wouldn't do things exactly the same as in vanilla. And if you don't have access to wood, you just wait for a trader who sells wood.
3. It clutters traders, quests, and bills with seeds that you'll never use because they can't be planted in your biome.
1 and 2 could alternatively be solved by removing the bundling recipes for trees, so that the seeds can only be obtained from traders and quests. But that could get very frustrating because of the biome restriction. Ultimately, I think seeds just don't work that well for plants that are already constrained by biome.
- fixed 1.5 version
Thanks Mielo
I'm still getting a RG_MushroomCultivation error (Could not resolve cross-reference to Verse.ResearchProjectDef named RG_MushroomCultivation) , which looks to be a ReGrowth2.
Otherwise, this is one of my top mods and so glad I subscribed when I could read the full details. Thank you for your amazing work, and looking towards your future projects.
https://gist.github.com/HugsLibRecordKeeper/3990bf86ecf2daaaf89db6eed00f2224
for you @Pavlentine of course it is decorative stuff not big deal to you but some it is
After all @Pavlentine every playthrough is different with different societal style to each colonies of choice to every user using the story generator either luxuriant, simple, something dark, or other styles out there and I've have still yet to discover about to this rimworld modding community.
@CaspianLowenherz, this too me a while to realise too, flower seeds are often sold by traders, found as loot or given as quest rewards. So far, every plant has been available, even those from mods.
Because I've notice to my playthrough of mine some of the flowers like for example roses can't be planted either on soil or pots because no actual seeds to some other plant matter.
What you describe is exactly the point of the removal. To point out where that research is currently needed, so it can be individually patched later. The brute force is to wave red flags wherever an authorial touch would be needed. Removing the research projects is absolutely essential to the mod's foundation, and the errors it can throw are a tool we can use as contributors to author solid cohesion with mods.
<Operation Class="PatchOperationRemove">
<success>Always</success>
<xpath>Defs/ResearchProjectDef[defName="TreeSowing"]</xpath>
</Operation>
That's the most destructive and least individualized approach that could be used - those research defs are gone. They can't be used in any way by any other mod.
The removal of sowing pre-reqs isn't taking an individual approach, either. You blanket remove all sowing pre-reqs, for all researches (including modded ones you don't touch), from all plants (modded or otherwise) except for plants requiring SOS2 ArchotechPlants research.
So why take the brute force approach of nuking all sowing pre-reqs, but then not take a relatively more targeted approach on other types of pre-reqs that targets only things and recipes that have already been broken by the removal of the research defs?