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Messages - Joedox

#1
Help / Coding magnifying glass (🔍)
April 04, 2022, 02:27:42 PM
Hello,

Can we put the magnifying glass (🔍) as a symbol in the text of RimWorld?
"🔍" doesn't work and I think the game uses an image and not code to display it.

Why would I want to put the magnifying glass in, as the word "search" is larger in some languages and some mods limit the character space.

Thanks for your answers.

Joedox
#2
Hello Dismar,

I've created translation mods (in French) and textures (text in French) for each of your mods (except Garden Drinks because it's not yet under [SYR] Processor Framework).


Would it be possible to update the front page
steam link:
Vegetable Garden: https://steamcommunity.com/sharedfiles/filedetails/?id=2739367224
Gourmet Garden: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205694
Garden Canning: https://steamcommunity.com/sharedfiles/filedetails/?id=2735204704
Garden Medicine: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205979
Garden Fabrics: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205471
Garden Dyes: https://steamcommunity.com/sharedfiles/filedetails/?id=2735204948
Garden Dyes Expanded: https://steamcommunity.com/sharedfiles/filedetails/?id=2735205220
Garden Resources: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206246
Soylent Production: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206994
Garden Tools!: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206467
More Veggies!: https://steamcommunity.com/sharedfiles/filedetails/?id=2735206733
Three Sisters Plants: https://steamcommunity.com/sharedfiles/filedetails/?id=2735207285
Xtra Trees and Flowers!: https://steamcommunity.com/sharedfiles/filedetails/?id=2735207804

I will also update the DropBox link.


Thanks again for your mods and for maintaining them for a long time!

Joedox
#3
Help / Re: A quick tutorial of xpathing and patching
December 28, 2021, 04:46:57 PM
Hello,

I must not be far from the solution.

<li IfModActive="OskarPotocki.VanillaFactionsExpanded.SettlersModule">Vanilla/Vanilla Factions Expanded 2 - Settlers - 2052918119</li>
<li IfModActive="VanillaExpanded.VWE">Vanilla/Vanilla Weapons Expanded - 1814383360</li>
<li IfModActive="VanillaExpanded.VWEG">Vanilla/Vanilla Weapons Expanded - Grenades - 2194472657</li>


<!-- +++++ If the Vanilla Weapons Expanded - Grenades mod is present +++++ -->

<li IfModActive="VanillaExpanded.VWEG">
<li IfModActive="OskarPotocki.VanillaFactionsExpanded.SettlersModule">Mods/Vanilla Factions Expanded - Settlers</li>
</li>
<li IfModActive="VanillaExpanded.VWEG">
<li IfModActive="VanillaExpanded.VWENL">Mods/Vanilla Weapons Expanded - Non-Lethal</li>
</li>
<li IfModActive="VanillaExpanded.VWEG">
<li IfModActive="VanillaExpanded.VWE">Mods/Vanilla Weapons Expanded</li>
</li>


For my tests, the activated mods are :
Vanilla Factions Expanded – Settlers
Vanilla Weapons Expanded
My translation mod

The problem is that it still translates the Vanilla Weapons Expanded - Non-Lethal Mod but it is not present. This gives me errors in the Def-injected translations load errors report:
Found no Verse.ThingDef named VWE_Apparel_GrenadeTearGasBelt to match VWE_Apparel_GrenadeTearGasBelt.label

If anyone can think of an idea to modify the code so that the Vanilla Weapons Expanded - Non-Lethal Mod is not translated if it is not present.
#4
Help / Re: A quick tutorial of xpathing and patching
December 17, 2021, 05:40:21 AM
Hello,

If in the LoadFolders.xml, it is not possible to put an AND, then I have another idea, but I will have to call on people who know how to program.
I will take concrete cases:

If Vanilla Weapons Expanded - Grenades is present then load :
  - if present Vanilla Weapons Expanded - Frontier
  - if present Vanilla Weapons Expanded - Non-Lethal
  - if present Vanilla Factions Expanded - Settlers

I tested :

<li IfModActive=" Vanilla Expanded.VWEG">
  <li IfModActive=" Vanilla Expanded.VWEF">Mods/Frontier</li>
  <li IfModActive=" Vanilla Expanded.VWENL">Mods/Non-Lethal</li>
  <li IfModActive=" Vanilla Expanded.VFES">Mods/Settlers</li>
</li>

I am missing a condition if not present then do nothing.

Thank you for your answers.
#5
Help / Re: A quick tutorial of xpathing and patching
December 14, 2021, 03:53:33 PM
Hello,

Question a little more advanced, with the loadFolders can we do logic?

Let me explain:
<li IfModActive="Ludeon.RimWorld.Royalty, Ludeon.RimWorld.Ideology">Mods/DLC</li>
The loadFolders will check if Royalty OR Ideology is present, it will load the DLC folder if either is present.
My question is it possible to tell it, it needs Royalty AND Ideology to load the DLC folder?

Thank you for your answers.
#6
Help / Re: A quick tutorial of xpathing and patching
November 02, 2021, 01:51:47 PM
Hello Shinzy,

Thank you for your answer, I'm going to test this famous : LoadFolders.xml


Edit :
Wouhou ! Thanks for your help with the LoadFolders.xml file, the translations in the Patches folder are only injected when the Mod is present and I don't have any error Found no ...
Thanks a lot for your help !
#7
Help / Re: A quick tutorial of xpathing and patching
October 31, 2021, 06:40:33 AM
Hello Modders,
I have a question regarding the translation of xpaths. I would like to be able to display a translation only if the mod is present and without generating an error.

Example:
The mod Vanilla Factions Expanded - Mechanoids adds a new coffee factory if the mod Vanilla Brewing Expanded - Coffees and Teas is present.

If I simply translate the lines from the Patches folder and add those lines to DefInjected in the Vanilla Factions Expanded - Mechanoids mod it will give me errors if the Vanilla Brewing Expanded - Coffees and Teas mod is not present. The game will tell me that the coffee factory does not exist.
If I use PatchOperationReplace, I am unnecessarily doubling the modification and will generate a missing translation error.

Is it possible to use the xpath for the translation? So that it is only loaded if the mod is present and without error.

Thanks for your answers.
#8
Hello Dismar,

Would it be possible to add a menu in the barrels of fermentation to choose the type of alcohol (menu as for the walls (wood, iron, granite ...)).

Joedox
#9
Translations / Re: Official: Francais
February 12, 2018, 02:26:29 PM
Salut,

Oui j'ai fini de le traduire, j'ai même contacter le moddeur, il va l'ajouter lors de la prochaine m-à-j de son mod.
Si tu veux j'ai même modifié certaines textures pour avoir le texte en français sur celle-ci.

Le plus dur quand tu veux traduire un mod, c'est si tu n'as aucun dossier "languages". Tu dois partir de zéro est la c'est chiant.

J'ai égelement traduit :
- [KV] RimFridge - B18 (m-à-j)
- Buildable Terrain B18
- EdB Prepare Carefully
- Sheep (j'ai même fait le bélier, mais je n'arrive pas à modifier le mod pour ajouter la texture).

Je vais voir pour refaire ''Expanded Prosthetics and Organ Engineering''.

Sinon pour tes début prends un petit mod comme "[KV] Trading Spot - B18" qui ajoute un lieu pour la venu des visiteurs (afin qu'ils ne vont pas n'importe ou dans ta base, exemple les chambres ou tes colons dorment !).

Si tu as besoin d'aide existe pas.

@+ Joedox
#10
Releases / Re: [B18] Vegetable Garden Project [1/8/18]
February 07, 2018, 03:17:39 AM
Hello dismar,

I have translated all the mods of '' Vegetable Garden '' in French. Would it be possible to add a dropbox link on the homepage?
https://www.dropbox.com/sh/biuekkz0ewsv9n8/AABM9TBmc5u807syy7vIKw6ba?dl=0

Thank you in advance for your answer.

Joedox
#11
Translations / Re: Official: Francais
January 31, 2018, 03:53:25 AM
Pour Rimsenal v1.11 si tu as installer que ''Rimsenal'' tu peux prendre la traduction de lui seulement.

Pour VGP j'ai fait environ de 70% du core (1er dossier du mod).
Je vais crée un lien dropbox des que j'ai fini un dossier du mod, tu pourras regarder comment les traductions sont effectuées.

Pour la traduction, utilise Notepad++ (fait bien attention que l'encodage est en UTF-8 (sinon tu vas avoir des symboles au lieu des accents)).

Pour les erreurs (lignes rouge) je te conseil Hugslib pour exporter tous les erreurs dans un fichier (afin d'avoir plus d'info).

Edité :
Le lien Dropbox du 1er dossier de VGP ''Vegetable Garden'' traduit :
https://www.dropbox.com/s/p4clcstkxarri1a/Vegetable%20Garden.zip?dl=0
#12
Translations / Re: Official: Francais
January 30, 2018, 07:37:51 AM
La traduction n'est que optionnel, donc si tu veux tester le mod, je t'y encourage fortement !

Pour le problème rencontrer sur un mod, tu dois trouve le mod sur le forum et ajouter un post sur le problème rencontrer (en anglais).
#13
Translations / Re: Official: Francais
January 30, 2018, 05:44:43 AM
RimSenal v1.11 comprend les 7 mods suivant :
Rimsenal
Rimsenal - Enhanced Vanilla Pack
Rimsenal: Federation
Rimsenal: Feral
Hair pack
Storyteller pack
Rimsenal - Security pack

Pourquoi 7 mods differents ? C'est pour plus de flexibilité dans le mod (Ex. si tu ne veux pas les coiffures tu as juste à l'enlever du mods ou si tu trouves que le pack sécurité (les tourelles) est trop fort tu peux également l'enlever du mod)

Pourquoi ce mod ? Car je le trouve génial, niveau histoire, les textures sont sympa et il est plutôt bien équilibré.

Si jamais tu vois des incohérences ou faute dans la traduction Fr, n'hésite pas a me le faire savoir.
Je vais essayé de mettre à jour le dropbox ce soir (lien forum https://ludeon.com/forums/index.php?topic=11160.0 ou lien direct dropbox https://www.dropbox.com/sh/26v1apq120ollaj/AAC4y6yaZKK6FdHaKDhfVOtma?dl=0).

Pour la question subsidiaire je ne peux pas te répondre. Tu as un mod et tu veux le faire découvrir à d'autre personne ? ou tu veux proposer des idées pour la gestion de l'eau ?
#14
Translations / Re: Official: Francais
January 30, 2018, 04:24:51 AM
Bonjour à tous,

@VincentJ:
Pour le mod Vegetable garden, si tu veux j'avais fais une traduction fr pour l'A17 (avec même le changement des textures pour que les noms soient affichés en français).
Ou alors si tu attends un peu, je vais faire de nouveau la traduction pour la B18 (la pour le moment je termine le mod RimSenal v1.11).

@+
#15
Outdated / Re: [A16] ReinforcedConcreteWall
June 04, 2017, 02:09:08 PM
Hello,

Will this mod be updated for A17?

Bye