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now im trying a v1.6 game too, and was wondering if there is any way your mod can modify something in a right-click context menu?
for example, in the !Achtung mod, there is a force action menu, which shows the large action area as 1st column, followed by a small icon in the 2nd column. (but that icon can often be all the way to the right side of the context menu)
im trying to get that tiny column to be the 1st column :) (but the dev of that mod has disabled all comments so there's no easy way to ask him - and then i thought of you)
@zyzyhasl Try setting mtb roam chance to zero in the race properties.
@Vril and @vincent_renevot Iam winding down the development efforts so it's unlikely.
@킹니 I haven't had issues testing it on a new game on the world map. You can also add "remnant colony" to the forbidden patches(general settings). That will, after a restart, remove any code integration for that feature.
Currently, at Base Cost 20, tax 0.5, adding a positive trait set to cost 1 would cost (20+10=)30. But removing the trait refunds (-20+10=)-10 points. I might be able to figure out a setting that would get the ratio I'm looking for, but then I'm also going to need to figure out a different Base Cost that takes the tax into account to get the clean 1 = 20, and it won't work if the mod doesn't allow decimal values. And there's going to be rounding errors even if it does.
@ZzZombo Buildings can edit their refuellable properties.
@Joanne Do you mean the "radiusToBuildingForConnectionStrengthLoss" in the "TreeConnection" component. I haven't made it editable but that might be what you are looking for.
@Tinchek The syntax for searching based on label or mod name. If you wan't to see stuff from a mod you can type "#ModName" or if you want to filter both you can use "a#a" which searches for everything with "a" in their label from a mod with "a" in their name.
@SmellyFishNuggets Added properties to plants governing temperatures.
@Wolfette Added "Claimable" to "Buildings".
@NEXADUS911 If the categories in the mod settings are empty you probably have an error in your log that is raised either during startup or when opening a category for the first time. You can submit a hugslib log from after trying to edit something.
What if I play game translated to my language? Which language should I use for expressions?
@tanyfilina The tooltip on hidden letters covers it. You write regular expressions so that you can match text regardless of variable components like numbers or names. You can google regular expressions if you need help. It is widely used and supported with tools and examples.
@Necirays Goto the main buttons category in the mod settings.
@Protok Thanks for the logs. I presume they were made before the error? I see no errors in them and the order field on main buttons is a vanilla feature. If you see the HotkeyEditor error that's the character editor button. It's probably not added through the modding api and isn't in place when it should be so that changes cannot be applied to it during startup.
@吉田咲 Research mods that don't hide empty tabs aren't compatible with research modding.
@Tinda Pawn rendering has been changed in the previous rimworld version. You can now define a layer under "draw data" and reorder apparel that way. The old style no longer exists. There is also a debug function that allows editing the pawn render tree which can be helpful to get an understanding of the values. Certain tags determine if an item hides things like hair regardless of render position.
There used to be a "render shell as clothing" checkbox on apparel, that would ♥♥♥♥♥♥ the render order for the item if it lived in the shell layer.
What happened to that? Did it break in the update?
Might it be possible to get like a separate mod (maybe?) that just fixes the shell layer itself, and not just each item? As I understood your explanation for this when last I asked (years ago at this point), the shell is kind of special and made to always render on top, regardless of specified render order(?). I would really like the shell layer to be made "un-special".
@Necromenta Pawn kinds can have a "moveSpeedFactorByTerrainTag" and if the terrain has a matching tag those factors are apllied to the move speed. So if you see a floor or terrain that makes someone faster you can use those tags to make other floors or terrain behave the same way.