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Topics - duduluu

Pages: [1] 2
1
Bugs / [0.18.1722] Missing translation key for melee dps detail.
« on: November 14, 2017, 09:08:22 AM »
Code: [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")));



2
Bugs / [0.18.1712] World Feature name display exception.
« on: 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]

3
Bugs / [0.18.1700] Invalid def
« on: October 24, 2017, 12:36:02 PM »
File: \\RimWorld\Mods\Core\Defs\PawnKindDefs_Humanlikes\PawnKinds_Mechanoid.xml
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.

4
Animal main tab's column headers missing translation labels. But the table cells is fine.




[attachment deleted by admin due to age]

5
Bugs / [0.17.1536] Sell and buy prisoner cause Prisoner ITab error
« on: May 13, 2017, 10:55:36 PM »
Sell a prisoner, then buy him back, when I click the Prisoner ITab, the rimworld throw an exception (and the ITab is empty.)

Code: [Select]
RimWorld 0.17.1536 rev1027
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)


Initializing new game with mods Core
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
Verse.Game:InitNewGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:269)
Verse.Root_Play:<Start>m__84F() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:43)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84B() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)


Exception filling tab RimWorld.ITab_Pawn_Prisoner: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnUtility.RecruitDifficulty (Verse.Pawn pawn, RimWorld.Faction recruiterFaction, Boolean withPopIntent) [0x00033] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\PawnUtility.cs:688
at RimWorld.ITab_Pawn_Visitor.FillTab () [0x00114] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\ITabs\ITab_Pawn_Guest.cs:53
at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey44D.<>m__65B () [0x00041] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectTabBase.cs:66
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
Verse.<DoTabGUI>c__AnonStorey44D:<>m__65B() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectTabBase.cs:70)
Verse.ImmediateWindow:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\ImmediateWindow.cs:29)
Verse.<WindowOnGUI>c__AnonStorey2C3:<>m__1B3(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)

6
General Discussion / What's the underwall terrain?
« on: May 13, 2017, 12:16:36 AM »
Is this terrain from Dwarf Fortress?

Core/Defs/Terrains/Terrain_Special.xml
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <TerrainDef>
    <defName>Underwall</defName>
    <label>underwall</label>
    <texturePath>Terrain/Surfaces/Underwall</texturePath>
    <EdgeType>Hard</EdgeType>
    <RenderPrecedence>0</RenderPrecedence>
    <Fertility>0</Fertility>
  </TerrainDef>

</Defs>

7
A bug of the date readout tip: seasons don't display as translation.

https://ludeon.com/forums/index.php?topic=32072.msg329408#msg329408

8
Translations / Tool: RimTrans, a GUI and Complete translation tool!
« on: March 06, 2017, 10:26:57 AM »
RimTrans

A GUI and Complete translation tool!

Open Source Code and Download: Github

How to use

Open RimTrans.
Click the 'Add Mod' button, select the Core or a mod and check languages which you need.
Click the 'Extract' button, so the language files will been genenrated and output to corresponding folder.
Open the languages folder and translate them!

Supports languages: All 26 languages.

You could also input custom output directory for generation.

RimTrans included English and Chinese interface languages. I hope that more translations from you, mates!








9


Adds manned machine gun turrets and different types of advanced turrets.

Author

Original Author: eatKenny
Current Maintainer: duduluu

Features

M2 Browning machine gun
A manned M2 browning machine gun. 
Make at machining table. 

Incendiary grenade launcher
Incendiary grenade launcher fires 4 incendiary grenades at target area with each volley. Fires over walll, need to be manned. 
Ammo: Incendiary grenades (Make at machining table.) 
Make at machining table. 

Anti-materiel turret
A turret mounted with a .50 Cal anti-materiel gun that automatically fires at enemies. 
Build Cost: Turret .50 cal anti-materiel gun (Make at machining table.) 

Rocket launcher
Rocket launcher fires 6 rockets at target area with each volley. Fires over wall, need to be manned. 
Ammo: 132mm rockets (Make at machining table.) 

Cannon turret
A turret mounted with a 120mm cannon gun on tanks. deals extra armor-piercing damage if the round has a direct hit. 
Ammo: 120mm cannon shell (Make at machining table.) 
Build Cost: 120mm cannon gun (Get via buying only.) 

Howitzer turret
A turret mounted with a 155mm howitzer. Fires over wall, need to be manned. 
Ammo: 155mm howitzer shell (Make at machining table.) 
Build Cost: 155mm howitzer (Get via buying only.) 

Chain gun turret
A turret mounted with a 25mm chain gun, deals extra armor-piercing damage if the round has a direct hit. Need to be manned.   
Build Cost: 25mm chain gun (Get via buying only.) 

40mm naval gun turret
An 40mm naval gun turret that rapidly fires at enemies, deals extra armor-piercing damage if the round has a direct hit. Need to be manned. 
Build Cost: 40mm naval gun (Get via buying only.) 

28cm naval gun turret
The ancient German 28cm naval gun was a 283 mm caliber gun designed in 1934 used on the Scharnhorst class battleships. It fires HE shells at long distance, deals devastating damage in large area. Fires over wall, need to be manned. 
Ammo: 28cm naval gun shell (Make at machining table.) 
Build Cost: 28cm naval gun (Get via buying only.) 

Tesla turret
The tesla turret is a short range defense turret, it uses a combination of electricity generation and atmosphere ionization to hurl artificial lightning bolts at hostile attackers. 
Build Cost: Tesla coil (Make at machining table.) 

Smart mine
A smart anti-personnel mine, launch itself to the enemy within a small radius and explode. 
Make at machining table. 

Orbital arms dealer


-= Safe to existing saves =-


Download and Subscribe

Steam Workshop
Github Release
Baidu Cloud Disk


Source Code

Github


License

Source code: MIT License
Artwork: Creative Commons License Attribution-ShareAlike 4.0 International








10
Translations / A translation issue about alphabeavers?
« on: February 14, 2017, 09:07:58 AM »
Hi, Tynan.
I know 'alpha' often means 'big' to animal.
But in the 'alphabeavers', 'alpha' seems to mean 'test animal'.
How should I translate this 'alpha'? 'big' or 'test?

11


Adds some heavy industries to the game.

Author

Original Author: eatKenny
Current Maintainer: duduluu

Compatible with existing save and other mods, enjoy it.

Features

How to build a deep mine:
 1. Buy a 'skydriller callmaker'
 2. Install and active it
 3. Wait for the plasma beam to make a 'mine hole'
 4. Build a 'deep mine' on the mine hole

New stuff
 - concrete
 - high-grade steel
 - copper
 - aluminium

New bench
 - concrete mixer
 - electric arc furnace
 - deep mine

New power building
 - industrial cable
 - industrial battery
 - neclear power plant (20kW power output)

New trader ship
 - deep space mining ship


Download and Subscribe

Steam Workshop
Github Release
Baidu Cloud Disk


Source Code

Github


License

Source code: MIT License
Artwork: Creative Commons License Attribution-ShareAlike 4.0 International



12
Translations / [Original Text] Standard Language Data Template - A18
« on: October 26, 2016, 06:05:08 AM »
RimWorld-English




This is the original text of RimWorld, as well as the standard language data template for translation.

The DefInjected is generated by tool RimTrans.

View on GitHub: RimWorld-English


13
Outdated / [A15] Isekawa’s Moe Gears - Dash and Mech!
« on: October 12, 2016, 07:31:56 PM »
Isekawa’s Moe Gears
Dash and Mech!


Welcome to Isekawa’s Moe Gears mod!

This mod contains various contents, not limited to what its name suggests: ranging from combat gears, controllable mech (every colony should have one!), to powerful foes that randomly drop on your colony.




Valkyrie Armor suit:

A highly mobile combat suit with 2 additional skills: dash and switch weapon. This suit is for combat only and it will greatly hamper its wearer’s working efficiency. You can dash 6 grids every 6 sec, recommended for hit-and-run tactic.

You can acquire this suit of random quality with Alter of Sacrifice (buildable in Misc), by sacrificing enough animals, enemies, prisoners or your colonists.









Thrud Mech:

A formidable Mech, also with 2 skills: siege mode and fortitude shield. Siege mode anchors a Thrud to ground, but allows it to use Thrud Siege Gun, a long range bombardment weapon. Fortitude shield makes a Thrud invulnerable for 30 sec, at the cost of huge power consumption.

A Thrud must recharge on a recharge station. If body parts of a Thrud is ripped off, you can repair it using Cyborg Part Forger.









Boss - Psionic Fox:

a notorious thief as well as a very very dangerous beast. But if you have enough fire power, you can retake what is stolen from you.






Boss - Pallbearers:

this boss examines your overall use of tactic, micros, and the knowledge of this game. It grows stronger as you stay longer on this world (measure by years). It can single handedly destroy hundreds of enemies, as well as your colony. Yet there are various ways to kill this boss and claim your trophy: Qiling’s Amulet. This accessory stops time on its wearer, and cure all his/her diseases.

pallbearers can summon powerful lightning storms to strike their foes. They also have a decent probability to absorb incoming damage by fortitude shieldsdz, which is suspected to have the same origin with the Thruds. On taking damage, they can heal themselves overtime.









If you like challenges, you can summon bosses with Trans-atmospheric Flare Cannon, it has 0.2 chance to summon a Psionic Fox and 0.1 chance to summon a Pallbearer.




Author

    Isekawa: the original maker of this mod, developer
    UAllJilao: developer
    duduluu: nearly all textures of this mod come from her, forum release

Special Thanks to:

    Rooki1: owner of the textures of Valkyrie armor suit, who kindly granted me the right to use his textures
    Haplo: I stole part of his code to build my mech
    Rikiki: I borrowed his idea to make helmet luminous
    Blizzard:: Stole a lot of icons from SCII lol

Note:
    I(@UAllJilao) am not releasing this mod on steam myself.
    Whoever is doing it is apparently not keeping track with the latest version of this mod.
    I recommend that for those who are interested in this mod, please download the newest version from this thread.
    First, I would like to give thanks to all that helped in the make of this mod.

Forum release is managed by Feng’s Qiling, since I myself do not use online community very often (don’t even have an active steam account); I may not be able to give timely response to any questions or bugs raised on forum or on Steam. Please do not hesitate to contact Qiling(who is posting this thread) if you have any problem or suggestions with the mod; she is an experienced modder as well.





Download on Dropbox Click here!

Files:
    - Isekawa_MoeGears_0.14.r16.zip - for RimWorld A14
    - Isekawa_MoeGears_0.15.r17.zip - for RimWorld A15
    - Isekawa_EPOEpatch_for_A14A15.zip - patch for Compatible with EPOE Mod (Expanded Prosthetics and Organ Engineering)

How to install:
    - Unzip the contents and place them in your RimWorld/Mods folder.
    - Activate the mod in the mod menu in the game.
    - If you has EPOE, activate the Isekawa_EPOE patch after the two mod.

Friendly to existing colony. :-)



14
Bugs / [A15c] Def-linked translation error
« on: October 01, 2016, 12:30:55 PM »
I am one of Chinese Translator.
I want to translate the <useLabel> of the 4 kind of Artifacts, but I failed.

I do it like this:
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <PsychicInsanityLance.label>精神错乱枪</PsychicInsanityLance.label>
  <PsychicInsanityLance.description>一次性人工制品,能使一个生物进入疯狂状态,没有距离限制——甚至能穿过墙壁。</PsychicInsanityLance.description>
  <PsychicInsanityLance.comps.3.useLabel>激活</PsychicInsanityLance.comps.3.useLabel>

  <PsychicShockLance.label>心灵冲击枪</PsychicShockLance.label>
  <PsychicShockLance.description>一次性人工制品,能使一个生物受到心灵冲击,使其进入心灵冲击状态一段时间。有很大几率导致大脑损伤。</PsychicShockLance.description>
  <PsychicShockLance.comps.4.useLabel>激活</PsychicShockLance.comps.4.useLabel>

  <PsychicAnimalPulser.label>通灵动物脉冲发生器</PsychicAnimalPulser.label>
  <PsychicAnimalPulser.description>一次性人工制品,使当前地区的所有动物进入“猎杀人类”的状态。</PsychicAnimalPulser.description>
  <PsychicAnimalPulser.comps.3.useLabel>激活</PsychicAnimalPulser.comps.3.useLabel>

  <PsychicSoothePulser.label>心灵抚慰脉冲发生器</PsychicSoothePulser.label>
  <PsychicSoothePulser.description>一次性人工制品,能给当前区域所有人带来暂时的情绪提升。</PsychicSoothePulser.description>
  <PsychicSoothePulser.comps.2.useLabel>激活</PsychicSoothePulser.comps.2.useLabel>


</LanguageData>

this is the debug log:
Code: [Select]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Def-linked translation error: Exception getting field at path PsychicInsanityLance.comps.3.useLabel in Verse.ThingDef: System.InvalidOperationException: Field useLabel does not exist.
  at Verse.DefInjectionPackage.SetDefFieldAtPath (System.Type defType, System.String path, System.String value) [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Def-linked translation error: Exception getting field at path PsychicShockLance.comps.4.useLabel in Verse.ThingDef: System.InvalidOperationException: Field useLabel does not exist.
  at Verse.DefInjectionPackage.SetDefFieldAtPath (System.Type defType, System.String path, System.String value) [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Def-linked translation error: Exception getting field at path PsychicAnimalPulser.comps.3.useLabel in Verse.ThingDef: System.InvalidOperationException: Field useLabel does not exist.
  at Verse.DefInjectionPackage.SetDefFieldAtPath (System.Type defType, System.String path, System.String value) [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Def-linked translation error: Exception getting field at path PsychicSoothePulser.comps.2.useLabel in Verse.ThingDef: System.InvalidOperationException: Field useLabel does not exist.
  at Verse.DefInjectionPackage.SetDefFieldAtPath (System.Type defType, System.String path, System.String value) [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Def-linked translation error: Exception getting field at path Neurotrainer.comps.0.useLabel in Verse.ThingDef: System.InvalidOperationException: Field useLabel does not exist.
  at Verse.DefInjectionPackage.SetDefFieldAtPath (System.Type defType, System.String path, System.String value) [0x00000] in <filename unknown>:0

There are 5 error, 4 are Artifacts, 1 is Neurotrainer.
How can I translate these? Or, it even can not translate?

A screenshot attach.

[attachment deleted by admin - too old]

15
there is only 'Hidden' and 'Friend-only'.
how do i change it to 'public'?


[attachment deleted by admin - too old]

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