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Messages - bigmap

#16
Quote from: Kaballah on May 15, 2016, 10:52:27 PM
This all looks great!  But you need predator sharks.
Yes, I also want to do, but I do not know how to let the sharks Swim around in the impassable sea water.
#17
Quote from: FlorenceTWA on May 15, 2016, 07:05:43 PM
Quote from: bigmap on May 15, 2016, 01:32:32 PM
Quote from: FlorenceTWA on May 15, 2016, 01:19:22 PM
非常感谢,如果你愿意帮忙那太好了,麻烦帮我翻译下,还有mod里的keyed和xml中的英文部分如果能帮我修改下更好了!

Ok,我的荣幸~ :) Mod文件里面的内容待我先详细看看,有不清楚的我再私信询问,都弄好之后再一起发给你验收看看质量~  :D
非常期待 :)
#18
Quote from: Poebe on May 15, 2016, 05:06:26 PM
You might want to nerf algae, its quite op since it regrow extremely fast, I havent felt the need to make a farm since I can just use nutrient paste as permanent food source
Yes, I will nerf algae regeneration speed. thanks.
#19
Quote from: FlorenceTWA on May 15, 2016, 01:19:22 PM
著名的国旗哥么这不是! :D 抱歉打扰啦,我是生人,以前没有在贴吧拜会过,贸然来搭话还请见谅。虽然不算是什么专业人士,不过,需不需要我给介绍部分润个色?毕竟机翻所限,意思都对,就是生硬些,有的词有点小疏漏,读着可能费点力。

--(Translation so that people know what I'm blahing about)--
Isn't this the famous Map dude?  :D Sorry for bugging you, I haven't posted anything back in Tieba forum so you don't know about me, so I apologise for this sudden suggestion. I'm not a professional, but do you need me to improve the mod description a bit? The meaning is clear, it's just a bit "off" here and there due to web translating limitation, and probably not very reading-friendly.
非常感谢,如果你愿意帮忙那太好了,麻烦帮我翻译下,还有mod里的keyed和xml中的英文部分如果能帮我修改下更好了!
#20
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.5)
May 15, 2016, 09:10:57 AM
Quote from: shirlierox on May 15, 2016, 05:52:06 AM
Ah brilliant I didn't realise you needed a hopper.  I was builiding it everywhere to try and get it to work haha.
No hopper can also be, as long as in the surrounding.
#22
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.5)
May 14, 2016, 08:31:23 PM
Quote from: IshOfTheWoods on May 14, 2016, 06:26:47 PM
This looks really cool. Do the tides work for coastal non-ocean-biome tiles?

Keep up the good work!
thanks,tides work only ocean-biome .
#23
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.5)
May 14, 2016, 08:29:27 PM
Quote from: MarineStardust on May 14, 2016, 05:35:54 PM
do you have to land on ocean or can you pick any biome and still use all the stuff from the mod
Current only land on ocean use all the stuff ,but Fertilizer production machine can use at any biome.
#24
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.5)
May 14, 2016, 08:23:52 PM
Quote from: shirlierox on May 14, 2016, 07:38:15 PM
I've been having a play of this today and enjoying it but.

How do you actually get the fertilizer production machine to build any fertilizer.

I've built it and it just says no resources available nearby.

I thought I'd need to add plants to it to make fertilizer but I don't seem to have a add bill option.

Similar to nutrient paste dispenser,Automatic production。
#25
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.5)
May 14, 2016, 06:53:13 AM
Quote from: Jakub k. on May 14, 2016, 06:46:07 AM
i feel like myspace when facebook was created

https://ludeon.com/forums/index.php?topic=18879.msg206284#msg206284

lol
My English is not good, something like.
#26
Ocean Biome Ecosystem




My English is not good.use machine translation language,sorry!!

Description:
Now the colonists could choose to land in the ocean and settle down on the island.


Terrain: Deep water (impassable), Shallow water, Sea water (impassable), Sand, Beach(after the ebb) and Pilings (built on sea water).

Plant: Giant palm, Coconut trees, Pincushion cactus, Algae (only in shallow water).

Animal:Tortoise, Capybara, Crab, Fish (only in shallow water).

Resources: Coconut (coconut tree harvest), Slgae (Harvest algae), Sand (sand collector), Fertilizer (fertilizer generator).

Pillar:
  Can be built in sea water. Cannot be removed once built, please plan a good route in advance. Made from stone blocks with stonecutter's table.

Sea Sand Pump:
  Can only be built in sea water or on pilings. Will create a 5*5 sand area around itself. Requires research to unlock.

Sea Sand collector:
  Placed in sea water regions and automatically collect sea sand. Sea sand can be put into electric smelter and fired into sandstone blocks. Requires research to unlock.

Tidal Generator:
  It is necessary to research  to unlock.

Fertilizer Production Machine:
  Use plants to produce fertilizer. Fertilizer can change sand terrain into soil.

Research:
  Ocean Engineering (Requires Stonecutting), BO-Sea sand pump, BO-Sea Sand Collector, BO-Tide Generator and BO-Fertilizer Production.

Events:
  Tidal events: 2 days after the beginning of the game, the first ebb tide event will happen. All sea water area will turn into passable beach. Ebb time continues for 4 days. A tide cycle is 40 days long.
  After the tide has fallen, resources like plasteel, steel, and gold may be found on the beach.

How to change the tidal parameters:
  Open the Configuration.xml  in RimWorld1135Win\Mods\Biome-Ocean\Defs\ConfigurationDefs directory.
You can manually modify the parameters to create your own tidal event settings – activate/deactivate the tidal events, change the tide cycle, quantity of the resources found on the beach, and whether creatures can be drowned in the rising tide.
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Need to build a new world and a new colony.

Compatibility:
  If you have "Vegetable Garden" mod installed, make sure this mod is activated after the Vegetable Garden to prevent possible issues.

Thanks to:
  Topp2000, Feng's QiLing(风之起灵) provided textures for the mod. 你们都是基佬吧 provided technical support. FlorenceTWA provided English support.

Changelog:

(Version v2.6.3)
-Sea Sand Pump : Increase efficiency,can minify.
-Pillar : Reduce material consumption, increase product.

(Version v2.6.2)
-BugFix some bug.

(Version v2.6.1)
-Revise English vocabulary,Thanks for FlorenceTWA's help.
-Adjustment of algae maturity.

(Version v2.6)
-BugFix : The tide will not destroy the Blueprint and Frame.
-Adjustment : The first tide after 2 days、The duration of the tide is 40 days、The duration of the ebb is 4 days.


Download:
Caution: To use the new functions the start of a new colony is eventually required.
Dropbox:  https://www.dropbox.com/sh/5onaseixdiz3rpq/AAC6YJxcC0rPPxCYGsp-8RYia?dl=0
BaiduYun:  http://pan.baidu.com/s/1dE0BDrN

[attachment deleted by admin - too old]
#27
Outdated / Re: [A13] Xeva's Hair (07.05.16)
May 07, 2016, 09:31:06 AM
nice
#28
ExpandedProsthetics&OrganEngineering\Defs\ThingDefs_Buildings
Buildings_BasicProstheticWorkbench.xml

   <ThingDef ParentName="BuildingBase">
      <DefName>TableBasicProsthetic</DefName>

Modify as

<ThingDef ParentName="BenchBase">
      <DefName>TableBasicProsthetic</DefName>

#29
Quote from: Ykara on April 20, 2016, 08:40:43 AM
Quote from: bigmap on April 20, 2016, 08:30:25 AM
Compatible patch:
Community Core Library 0.13.0
ExpandedProsthetics&OrganEngineering 1.62

Enable "Pacth(CCL+EPOE)"  after "Community Core Library" and "ExpandedProsthetics&OrganEngineering".
Well, I still don't know what the problem with CCL is, but thanks for making this patch anyway! I'll test it an add it to the original post if you allow it!

I have already fixed all the other reported bugs an will release v1.63 soon! Thank you all for reporting!

Very much looking forward to, thank you!
#30
Compatible patch:
Community Core Library 0.13.0
ExpandedProsthetics&OrganEngineering 1.62

Enable "Pacth(CCL+EPOE)"  after "Community Core Library" and "ExpandedProsthetics&OrganEngineering".



Sorry, this patch does not seem to function, required to modify the original MOD in order to remove the error.