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Would be nice to have some choice in construction material.
Should probably allow Vanilla Expanded's Vitals Center to affect it.
Thanks very much for your work.
Also, been wonderign for a while.. Why have the colonists/beds upside down? Makes me think they're bats :)
Can do this after I'll roll out 1.3 update for this mod
I like how the beds need to be connected to main power rather than by small wires. It's a nice constraint.
This is the Chinese translation file I shared on Dropbox [www.dropbox.com]
Hello! Thank you for your contribution!
I don't have a github project for this mod or any experience in git yet, so I'll try to add the translation manually when I'll release a 1.3 update (currently working on it).
Feel free to write me on discord if you're okay with sending localization directly (without git hosting) -> svdfold#0642
Also, I guess it's ok for you to roll out the Chinese version of this mod after I'll finish 1.3 update and DLC compatibility patches. This option should work out well at least until next vanilla major update.
I made a Chinese translation for the mod, how do I submit it and is there a github project?
Thank you for the reply, I'll keep an eye on this.
Hey! Apologies for replying lately. I need to figure out how to integrate this mod with Ideology DLC. These beds need to be counted as sleep accelerators, and I have no idea how to do this yet. I could have updated this mod, but it wouldn't work properly with Ideology.
And I have another bug unresolved for Royalty. So this mod doesn't properly work with both DLCs
Recently I've purchased both DLCs, so I'll try to roll out an update next week , but can't guarantee that I'll have any success with patching this mod to 1.3
Thank you for your patience!
I'm just wondering if the beds will be updated to 1.3?
Anyways, thank you very much for your effort.
Hey there!
However I have one idea why this message could happen. Try loading this version >>>
https://drive.google.com/file/d/1j99u4D6XmWvHeW7BFUaeRjo58TB0zvFs/view?usp=sharing
Please tell me on Discord svdfold#0642 (or at my profile) if it works or not -
Yeah, that's what I did. Glad you enjoy it!
Also, this is not my mod. I've just updated it to latest versions and added a few more beds.
Tremeloe is the original creator of this work!
Did you increase <BedRestEffectiveness> inside TB_Buildings_TankBed.xml file?
I just tested it. Working perfectly, 1 hour of sleep from 0->100% rest rate multiplier seems pretty balance for the game time like I want it, anything lower would look like pawns did not sleep at all.
Thank you very much. Hope you have other great ideas for mods.
I can't find you as well on Discord... Seems like a database or server issue. I'll share the link to the patched mod here.
https://drive.google.com/file/d/1IoRrtCS3F5wm-fYicpbBAwzCFCmcAxra/view?usp=sharing
Download it, uncompress and then move it to the MODS folder, which is inside the game folder
This is an example of folder path >>> C:\Games\Steam\steamapps\common\RimWorld\Mods
By the way I have buffed the prototype bed, but it doesn't have the same resting time as other beds in this mod. If you're unsatisfied with it's balancing give me a shout so I can tell you how to adjust it's characteristics. Or I can adjust these stats by myself! It's not a big deal for me.
Feel free to write me if you'd like to have 10-minute version as well!
Hey there! I did the patching for colonists to sleep 1 hour, but it works only for non-exhausted colonists who go to sleep with a bit of extra energy at 22h. It takes 1,33 hours to fully rest from zero energy, but I can change that if you'd like to.
Text me in Discord please because I won't upload this patch here for obvious reasons ->
svdfold#0642
Cheers!
Hello! Description says that these beds do not require special research tabs, all you have to do to unlock them is to research Multi-Analyzer and several other requirements for an Auto-Doc. If it doesn't work this way, something seems to be bugged.
@Mostbrilliant1
Hi! It seems that I forgot to remove photoshop project file from the mod folder lol. Apologies. I'll try to roll out an update to get rid of this. Sorry for inconvenience!
Hello, I keep getting this error-
Tried to load duplicate UnityEngine.Texture2D with path: FilesystemFile [C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2020858426\Textures\Things\Building\TB_TankBedDouble_east.psd], Length 134186 and internal path: Things/Building/TB_TankBedDouble_east
Verse.Log:Warning(String, Boolean)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:ReloadContentInt()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()
This mod seems to work fine with 1.2
I failed badly when I tried to update this mod with a 1.2 ver. within a single subscription. I've reverted this mod to original release because I've duplicated 1.1 version a few times for unknown reason. I hope I didn't messed up your saves...
Will try again later to update this mod properly. Please let me know if something isn't working
My thought was that the beds should use power. Maybe Tremeloe never got around to implementing it, but for what the tanks are doing it would be very reasonable cost.
1 – Hi! I didn't change grid connection when I updated this mod, and honeslty, I have no Idea why Tremeloe (original author) left this connection in XML config...
2 – I'll try to patch later furniture from VFE, I'm very sorry I can't do this right now, I don't have enough time at the moment. If someone would like to contribute, or just generally know how to create patches – contact me anytime.
3 – Also, -70 comfort is intended and was implemented in the original version by Tremeloe. Please read the description of these beds.
I temporarily removed room impressiveness modificator, will add one soon enough when I'll figure out how to implement room impressiveness for 1.1 version mods