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Hello, apologies for late reply.
I've looked at "Category -> C_Economy -> E_Supply Demand.lua" but have no idea what that character is, doesn't seem to be there?
Could it be an encoding artifact from a text editor?
Lua files have used cp1250 encoding, which does not cover Cyrillic.
( My mistake for not using UTF )
The "%2%%3%%4%%5%%6%%7%%1%" name is something I've seen, but have no idea why and where is that name coming from.
As for tags in rarity field. Tags won't work as filters without # special characters. Not sure if those should be translated at all?
Mixing numeric values and texts, that is auto generated from data.
To be fair, I've never done localization support, so there's probably a lot of work to be done to fix this.
I'm not modding anymore, so most likely wont have time to fix this.
Please correct these errors and exclude special characters in the texts.
I also ask you to separate the text fields from the values, if possible, because if you add a numeric value to the text field, then for localization it is necessary to specify the entire text and value as the msgid.
Hi, I'm from Russia and decided to fix and expand the localization of the mod, because not everything was done to the end.
I found two bugs and problems in the text inside the mods.
Mod "Xavorion: eXtended Scripting Framework" -> data -> scripts -> Encyclopedia -> Category -> C_Economy -> E_Supply Demand.lua
line 15 and 19 have the characters "�", which are not displayed in the game, and thus do not allow localization of these lines
There are similar references elsewhere in the encyclopedia.
I don't know which specific mod and file the bug is in, but some weapons have a normal name instead. "%2%%3%%4%%5%%6%%7%%1%", and in the rarity field there is a part of its name, for example, "Reconstruction Beam".
And similarly to the above, it happens that in the "rarities" field of the enhancement module, its tags are written, for example, "#GYRO" or "#ENERGY #BATTERY".
Thanks :) Still, took longer than I expected.
Hope there are no new bugs this time.
One thing I see already that I'll probably use, but might have to adapt on my end a bit, is your Plugin system (e.g. XAIComponent). It's amusing to be once again approaching an entity logic plugin system in a space game, when I did the same thing 8 years ago for Space Engineers - https://github.com/zrisher/SEGarden/blob/master/Logic/UpdateManager.cs .
This is a much better game, and a better modding environment, so I'm excited.
Thanks again!
I'll make a separate mod after Class Upgrades gets released, to allow randomized shops with restock mod. It will be added to "Optional Tweaks" collection at main mod page - as all other XT series tweaks.
There were others asking for that too, so It's probably best for me to do it.
I have 2 questions
First one.
Can you tell me the exact meaning of replace _EntityiIDString with shop seed string?
local _EntityIDString = Entity().id.string
local _SeedString = _EntityIDString .. "CargoUpgrades"
I replaced the _EntityIDString in these two lines with the shop seed string, but the tab for that item in the shop disappeared.
Do I need to find and enter the value of the shop seed string instead of just typing "shop seed string"?
If so, how do I get that value?
I looked in [shop.lua] in [\Avorion\data\scripts\lib] but couldn't find anything relevant.
Secondly.
If I replace it with shop seed string, will the shop items become 'completely random' by any chance?
I'm a big fan of the segmentation of equipment for sale by station, like mining related equipment at the materials station and repair equipment at the repair station.
However, it would be a bit disappointing if this resulted in completely different equipment.
Extended shops have station-uniqe selection of items, it's not random. Rift shops are unchanged and should work.
It can be modded, but requires modification of all extended shop files:
Xavorion-SectorGenerator/data/scripts/Merchant/*
in function .shop:addItems()
there a stable random init:
local _EntityIDString = Entity().id.string
local _X, _Y = Sector():getCoordinates()
local _SeedString = _EntityIDString .. "CargoUpgrades"
local _Seed = IGalaxy.GetSectorSeedForProperty( _X, _Y, _SeedString )
-- Stable random - make all shops offer same wares, always
local _Generator = UpgradeGenerator( _Seed )
local _RNG = IGalaxy.GetSectorSeededRNG( _X, _Y, _SeedString )
All you need to do is replace _EntityiIDString with shop seed string ( which is rolled by Shop Restock mod if I remember correctly ).
New Class Upgrades module will modify ALL of those shops really soon btw.