Sometimes a pawn with trait tough still get 100% damage.
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#2
General Discussion / Re: RimWorld 1.1 available on unstable Steam branch
February 17, 2020, 07:48:48 AM
Awesome, my team is working at translating. How long will this test last probably?
#3
Bugs / [0.18.1722] Missing translation key for melee dps detail.
November 14, 2017, 09:08:22 AMCode Select
// StatWorker_MeleeAverageDPS.cs
stringBuilder.AppendLine(string.Format(" Tool: {0} ({1})", tool.Id, capacity.label));
stringBuilder.AppendLine(string.Format(" {0} damage", tool.AdjustedMeleeDamageAmount(req.Thing, maneuverDef.verb.meleeDamageDef).ToString("F1")));
stringBuilder.AppendLine(string.Format(" {0} seconds per attack", tool.AdjustedCooldown(req.Thing).ToString("F2")));
#4
Bugs / Re: [0.18.1712] World Feature name display exception.
November 07, 2017, 11:14:11 AM
I have an idea.
Do not render all of the characters, only render the text those appear at runtime.
Due to the world feature names won't be changed after generating a planet.
And for performance, storge all these text textures in a hashtable.
Do not render all of the characters, only render the text those appear at runtime.
Due to the world feature names won't be changed after generating a planet.
And for performance, storge all these text textures in a hashtable.
#5
Bugs / [0.18.1712] World Feature name display exception.
November 04, 2017, 09:49:43 AM
Those non-English strings can not be display.
Maybe this a bug about font?
[attachment deleted by admin: too old]
Maybe this a bug about font?
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#6
Bugs / Re: [0.18.1700] Invalid def
October 26, 2017, 10:38:01 AM
I know what does "abstract" attribute use for.
I mean that these two elements are in wrong location, so that them not matched to any fields of PawnKindDef class.
They do not cause any error, just useless elements.
Other PawnKindDef like this, bodyGraphicData and dessicatedBodyGraphicData is in lifeStage:
I mean that these two elements are in wrong location, so that them not matched to any fields of PawnKindDef class.
They do not cause any error, just useless elements.
Other PawnKindDef like this, bodyGraphicData and dessicatedBodyGraphicData is in lifeStage:
Code Select
<PawnKindDef Name="Muffalo" ParentName="AnimalKindBase">
<defName>Muffalo</defName>
<!-- ... -->
<lifeStages>
<li>
<label>muffalo calf</label>
<labelPlural>muffalo calves</labelPlural>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Muffalo/Muffalo</texPath>
<drawSize>1.5</drawSize>
<shadowData>
<volume>(0.4, 0.3, 0.3)</volume>
<offset>(0,0,-0.2)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
<drawSize>1.5</drawSize>
</dessicatedBodyGraphicData>
</li>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Muffalo/Muffalo</texPath>
<drawSize>2.25</drawSize>
<shadowData>
<volume>(0.6, 0.45, 0.45)</volume>
<offset>(0,0,-0.25)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
<drawSize>2.25</drawSize>
</dessicatedBodyGraphicData>
</li>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Muffalo/Muffalo</texPath>
<drawSize>3</drawSize>
<shadowData>
<volume>(0.8, 0.6, 0.6)</volume>
<offset>(0,0,-0.3)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
<drawSize>3</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
#7
Bugs / [0.18.1700] Invalid def
October 24, 2017, 12:36:02 PM
File: \\RimWorld\Mods\Core\Defs\PawnKindDefs_Humanlikes\PawnKinds_Mechanoid.xml
The two node <bodyGraphicData> and <dessicatedBodyGraphicData> have wrong location.
Code Select
<PawnKindDef Name="MechanoidBase" Abstract="True">
<bodyGraphicData>
<shaderType>Cutout</shaderType>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<shaderType>Cutout</shaderType>
</dessicatedBodyGraphicData>
</PawnKindDef>
The two node <bodyGraphicData> and <dessicatedBodyGraphicData> have wrong location.
#8
Translations / Re: [Original Text] Standard Language Data Template - 0.17.1529 [2017-05-05]
June 29, 2017, 08:09:33 AMQuote from: WentBerzerk on June 29, 2017, 06:38:49 AMWhich lanugage you need? You could ask for a new language in Tynan's thread: https://ludeon.com/forums/index.php?topic=2933.0
What would it take to add unofficial translation support for RimTrans?
#9
Outdated / Re: [A17] eatKenny's Turret Collection : Tesla Turret & Naval Gun! [2017-06-01]
June 16, 2017, 07:38:36 PMQuote from: Raf's on June 15, 2017, 12:18:37 PMThis bug has been fixed 10 days ago. Update your mod.
My guns have no animations when turning (the bigger one: 50 Cal, 155mm Howitzer etc) is somebody else having this problem?
#10
Releases / Re: [A17] GHXX's Tech Advancing (1.7)
June 11, 2017, 08:24:39 AM
Thanks! The translations have been sent to you via email.
#11
Releases / Re: [A17] GHXX's Tech Advancing (1.7)
June 10, 2017, 10:06:58 AM
Hi, GHXX!
My team has translated your mod into Chinese.
Is there a GitHub repo of your mod, so that we could sent the language files to you.
Thanks!
My team has translated your mod into Chinese.
Is there a GitHub repo of your mod, so that we could sent the language files to you.
Thanks!
#12
Outdated / Re: [A17] eatKenny's Industrialisation : Nuclear Power Plant & Sky Driller
June 06, 2017, 05:38:19 AM
Update to A17
#13
Outdated / Re: [A17] eatKenny's Turret Collection : Tesla Turret & Naval Gun! [2017-06-01]
June 05, 2017, 09:02:57 PMQuote from: Kalshion on June 05, 2017, 04:54:43 PMNo conflict, enjoy it.
Just curious if this would conflict with other turret mods, like the more vanilla one...
#14
Outdated / Re: [A17] eatKenny's Turret Collection : Tesla Turret & Naval Gun! [2017-06-01]
May 31, 2017, 11:38:54 PM
Updated to A17.
#15
Bugs / [0.17.1546]Animal main tab's column headers missing translation labels
May 23, 2017, 09:34:55 AM
Animal main tab's column headers missing translation labels. But the table cells is fine.
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