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Messages - duduluu

#46
Hey, eatKenny!
I'd like to maintain this mod!
And, could I post your High Caliber and Medieval Asian Weapons on Steam Workshop?
By the way, the 'mediveal' may only for Europe, not for Asian. 'Ancient' may better.
#47
Outdated / Re: [A15] Industrialisation (04-09-2016)
February 14, 2017, 05:38:31 AM
I done. https://ludeon.com/forums/index.php?topic=30547.0
I would update the water patch when I am free.
#48


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


#49
Outdated / Re: [A16] Colony Leadership and Teaching v1.2
February 04, 2017, 08:48:43 AM
Hi, Nandonalt!
I'd like to translate your mod, but because of the lack of method .Translate() some text cannot be translated.
Could you add this method to your mod's dll? If you could open the source code on github, that will be perfect.
You could see about how do I add method .Translate() at this mod: https://github.com/RimWorld-zh/IzzyHRC-Mind-Altering-Device
#50
Outdated / Re: [A15] Industrialisation (04-09-2016)
February 03, 2017, 06:26:46 PM
Yes, I got it. I'd like to open source on Github and use Creative Commons license (or MIT license?).
What do you think?
#51
Outdated / Re: [A15] Industrialisation (04-09-2016)
February 02, 2017, 05:39:44 PM
I'd like to maintain this mod. I know some C#. I work on translating so long so thar I'm familiar to Defs.
By the way, what about your other mods?
#52
Quote from: Neros on January 13, 2017, 12:08:12 PM
I went through the ThingDefs today cause I saw it had been updated some days ago, and I noticed no matter what I did to the "Blueprint" and "Frame" tags in the Buildings_Furniture.xml, nothing would change it from English to the Danish translation.

I later found out that what adds the "Blueprint" and "Building" tag to objects isn't in the ThingDefs folder (which it was updated to), but in the Keyed folder.

I even tried removing the "<xxxxx_Blueprint.label>xxxxx (blueprint)</xxxxx_Blueprint.label>" codes, and the translation still worked without it.

I am not that strong in coding really, but it seems like the code in the ThingDefs for blueprints and frames is just extra, empty code that does nothing?


RimWorld's building extra principle is:
The program will generate special blueprint and frame ThingDef after loaded the original ThingDef, and then it will load DefInjected data and inject them.
If there are blueprint and frame translation data, it will inject these text to blueprint and frame ThingDef.
This is the perfect method for translating blueprint and frame.
If there is not translation data, it will combine the original label of ThingDef and the keys(<BlueprintLabelExtra>, <FrameLabelExtra>) for display.
This method display fine when player single-select a blueprint, but get problem when multi-select.

I think you get a problem from the folder name.
DefInjected's subdirectory should not use plural style, just like "ThingDefs", maybe you should rename it to "ThingDef".
By the way, plural folder name is invalid before A14, Tynan just modified the code to support plural folder name after that.
It maybe has some minor bug.

#53
Welcome to China!
Hope to release the new version at Valentine's Day. :)
#54
Hello, Several!
I'd like to translate your mod to Chinese, but I got a problem.
Some strings for mod setting in you .dll file do not support Keyed flies port.
Could you add Keyed supporting to these string?


"Hookup Rate", "Changes the rate at which colonists attempt casual romantic encounters"
"Date Rate", "Changes the rate at which colonists in relationships go on chatty, romantic walks"
"Polled Sexuality Rates", "Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual"


Just replace them like these:

"RomanceDiversified.HookupRateLabel".Translate(), RomanceDiversified.HookupRateDecs".Translate()
"RomanceDiversified.DateRateLabel".Translate(), RomanceDiversified.DateRateDesc".Translate()
"RomanceDiversified.PolledSexualityRatesLabel".Translate(), RomanceDiversified.PolledSexualityRatesDesc".Translate()


And then build a .xml file like this:
RimWorld\Mods\Romance Diversified A16\Languages\English\Keyed\RomanceDiversifiedKeys.xml

<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <RomanceDiversified.HookupRateLabel>Hookup Rate</RomanceDiversified.HookupRateLabel>
  <RomanceDiversified.HookupRateDesc>Changes the rate at which colonists attempt casual romantic encounters</RomanceDiversified.HookupRateDesc>
  <RomanceDiversified.DateRateLabel>Date Rate</RomanceDiversified.DateRateLabel>
  <RomanceDiversified.DateRateDesc>Changes the rate at which colonists in relationships go on chatty, romantic walks</RomanceDiversified.DateRateDesc>
  <RomanceDiversified.PolledSexualityRatesLabel>Polled Sexuality Rates</RomanceDiversified.PolledSexualityRatesLabel>
  <RomanceDiversified.PolledSexualityRatesDesc>Base rates of sexuality traits on polling data from YouGov, with the rates of Kinsey 0 and 1 assigned Straight, Kinsey 5 and 6 assigned Gay, and in between assigned Bisexual</RomanceDiversified.PolledSexualityRatesDesc>

</LanguageData>


If you could kindly open source code on GitHub, it will be perfect.
Thanks!
#55
What is hookup meaning? one-night stand?
#56
Hey, Ykara!
We translated EPOE to Chinese, could you merge the translation files, please?
https://github.com/RimWorld-zh/Ykara-Mods-zh
#57
I think the translation should be true to original text.
That means you need to know what the word means that Tynan made.
#58
The description of art will be finalized at the moment when a sculpture finished, so this one will not change anymore.
Is there same problem for other sculptures?
#59
BTW, the steam cloud will sync you Core folder.
If you had change the Core before, you have to copy the file from other player, or you could search the DRM-Free version to get the intact files of Core.
#60
Lost file? You might have a look of this language data tamplate:
https://ludeon.com/forums/index.php?topic=27085.0
It update to A16 now, but You could get A15 version at Release page