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While the source code only has the first 3 arguments, when decompiled, it seems it was compiled using 1.5 method and thats what it recognises it as. So in 1.4 it errors.
ive switched to your older version on the github and the issue does not persist. perhaps its the steam version specifically that has the issue.
For example,
https://pastebin.com/wj2VZi9X
I'm looking for options that would allow me to not outright disable the Regrowth weathers (in the settings of that mod), but disable them instead per biome and season.
Would 0 as commonality disable a weather in the biome for that season ?
Also, do both weather systems (this mod's and Regrowth's mods) work together (merging) or do they conflict ?
Thank you for the detailed report and those kind words!
Mlie - You are one of the main reasons I can still play and enjoy RimWorld today. Thanks your efforts, I can come back YEARS after getting almost 1K hours in RimWorld and start all over again. Seriously, you have given me HUNDREDS of hours of entertainment with your mod updates, and I literally cannot thank you enough. All modders are incredible, and you absolutely are too, and then some.
Seriously - THANK YOU. Please pat yourself on the back for all your work; you deserve that and so much more.
Just like in the original mod (of which I posted the fix there too years back), the AmbientSounds lines of Weathers.xml are written incorrectly. They're written as AmbientWind_Storm, AmbientWind_Clear and AmbientWind_Fog, when they need to be Ambient_Wind_Storm, Ambient_Wind_Clear and Ambient_Wind_Fog. A simple Find and Replace works easily for this for anyone needing an immediate fix.
Without this fix, once the game loads up a custom weather from this mod, all the environmental sounds go 100% silent, destroying immersion when no music is playing.
I'd also suggest changing the AmbientSounds for Windy and FogSnow to something other than Ambient_Wind_Storm (maybe Ambient_Wind_Clear for Windy and Ambient_Wind_Fog for FogSnow) or you get a CONSTANT noisy wind sound that gets incredibly irritating after 10 mins.
Thanks for this mod, I have a question about the load order here, in relation to this :
https://static.wikia.nocookie.net/rwom/images/e/ea/Mod_order_example_image.png/revision/latest?cb=20200424172331
Do I need to place this mod like 5 - Map Gen ?
ther is a hediff "sandintheeyes" could it be applied to pawns outdoor in this weather conditions like dust / duststorm if no headwear is worn that covers the eyes?
Hediffs_Local_TerrainAttacks.xml
from core
" <HediffDef>
<defName>SandInEyes</defName>
<label>sand</label>
<labelNoun>sand</labelNoun>
<description>Sand in the eyes. It impairs vision, but can be cleared within a few moments.</description>
<hediffClass>HediffWithComps</hediffClass>
<battleStateLabel>blind</battleStateLabel>
<maxSeverity>1</maxSeverity>
<stages>
<li>
<partEfficiencyOffset>-0.5</partEfficiencyOffset>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_SelfHeal">
<healAmount>0.02</healAmount>
</li>
</comps>
</HediffDef>"
ther is a hediff "sandintheeyes" could it be applied to pawns outdoor in this weather conditions like dust / duststorm if no headwear is worn that covers the eyes?