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Could you please update this to A17?
appreciate it
Might have been over a year, but tend to not forget people who send me private messages and are polite while doing so ;)
@Stage
I know right? Those pyromancers... one of the reasons I wanted this :p
On the Flickable issue, I know -_- been requested so many time already...
But like some people have mentioned, use a switch for now. The poor switches already don't have a lot of usage, the poor things!
#SwitchLivesMatter
On a serious note, I might add that next alpha I guess.
One small request: please make the MAD flickable and/or minifyable. I prefer high power costs when in use, not when idle :)
Hey you! =)
Yesh, I tend to forget that feature ever since I added it for you...
Ill take a look at your changes when I have the time and include them!
... Gratz on understanding my garbage spaghetti code!
Hope I didnt give you a headache! :p
I modify the source code, make the "Swithc Process" button supporting Keyed translation.
Look at this:
https://github.com/RimWorld-zh/IzzyHRC-Mind-Altering-Device
And I added Chinese translation to MAD.
Could you merge these files changed to your MAD?
@Ollum
Thx for the list, I'll try to recreate it once I'm abit better.
@63e Adderall
Wait, I tought addictions wore off eventually.
Been a while that I've played the game but that would be weird if thats the case.
If so, sounds like a "simple" mod to make.
Misc Robots
Misc MAI
Misc Robots++
Craftable Robots base robots
Craftable Robots
Misc Training
Misc Incidents
Misc Objects
MBS Spotlights
More Vanilla Turrets
Right tool for the Job
LT- DoorMat
[T]MoreFloors
More Furniture
RT Fuse
Animal Hide Working
ED-ShieldsBasics
[sd] advanced powergeneration
Industrialisation
RedistHeat
MiningCo. LaserFence
GHXX Tech Advancing
PetFollow
QualityBuilder
CPHaulage
AnimalsTab
Aparello2
Facial Stuff 2
FashionRIMsta
Realistic Darkness 1.2
Mending
Medival Times
EdB
Mind Altering Device
Increased Forest Density
Vegetable Garden
[T]eExpanded Crops
FishIndustry
Mood Adjustments
MiningCo.ForceField
Hospitality
Traiding Spot
EPOE
A Dog said
Improved Surgery
Patches for EPOE A Dog said and Improved Surgery
Miniaturisation
Faction Discovery A15
Colony Manager
Blueprints
Mad Skills
Yes it is even more fun when they dont want to be changed XD
I haven't been able to reproduce it :s So it could be due to another mod.
(Could you list the mods used perhaps?)
However I'm aware of the fact that my code (compared to izzyssentials) is a complete mess and in needs an overhaul pretty badly. So it could be a bug.
But I'm glad torturing... erm... altering your prisoners works find though! =)
@General Desimatorg
What you're suggesting goes against what the mod is about. I like the idea, don't get me wrong, but it sounds OP is hell. The MAD is not really for min-maxing your colonists. But to give you a chance to alter some bad apples in your group. Personally I find the MAD already borderline OP.
Don't want to make it cross the line.
The random nature also fits pretty well in the game as a whole.
Just like the storyteller, it can help or screw you over.
Could it be a bug or an interfence with another mod?
Sorry for the late reply!
Turns out (I had to test it) getting new traits do not decrease of increase your skill lvl.
Changing your backstory does however do this.
The exp to next lvl stays the same in both cases.
I'm glad you pointed this out to be honest, don't know if I'll leave it this way now....
@GodHatesYou! (EOA)
I'm glad the vid 'almost' made you piss yourself ;p
What I do have planned though is something to lessen the bad mood/health effects the MAD gives. Meaning you get more tries before you have to take a break.
Meaning I'll have to manually decide the values for 55 traits(this list grows/changes with every new alpha). Now I could do that but the very moment you download a mod that adds even more traits it will be the same problem.
Out of the 21 SingularTraits I can consider 12 to be bad, only 3 good, and 6 to be completely subjective. Subjective as in possibly good for you but bad for someone else.
(example: TooSmart, Brawler, Cannibal,...)
The SpectrumTraits are a bit better with 14 to be bad, 2 normal and 11 good. But still 7 subjective ones.
All in all you always have more chance for a bad combination. Just like when you create your colonist at the start.
(My randomization is a bit more radical though. It can pair up more good ones or bad ones together then the vanilla code, meaning it'll will go into both extremes. Perhaps it's this you notice?)
(Also @ WiseManNero you're absolutly right! <3 )
@luis.mendez6 what you describe sounds like a whole other mod to be honest. Don't think I'll be adding that. Not to the MAD at least.
Also... I am trying to update to A15 and it's nearly done. Although my medical condition is getting worser now that I'm back at work. So... yeah, trying! Hopefully I can get it done by tomorrow :(