Kenshi
Grid Tool
Le Leon May 17, 2022 @ 11:12am
Translation upload permission request
Hi MARSH,

i made a quick german translation for your helper mod and want to ask for permission to upload it here on Steam. I also reorganized it with a name starting with 'Z' abcxyz. So helper tools are separated from normal building stuff.

Best regards,

Le Leon
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Showing 1-11 of 11 comments
MARH  [developer] May 18, 2022 @ 4:31am 
Thank you for the message.

Let me confirm one thing.
"Helper tool" in your message indicates a single mod, Grid Tool, am I right?
 
I happily allow you to upload the translation mod for Grid Tool, and I am OK that you reorganize the furniture names.
If you ever translate my other mods, please let me know :)
Le Leon May 18, 2022 @ 4:54am 
Originally posted by MARH:
Thank you for the message.

Let me confirm one thing.
"Helper tool" in your message indicates a single mod, Grid Tool, am I right?
 
I happily allow you to upload the translation mod for Grid Tool, and I am OK that you reorganize the furniture names.
If you ever translate my other mods, please let me know :)

Thanks for your fast response.

Yeah, i was refering Grid tool as a helper tool, as i know you have another one with the grids on ground in buildings, which i didn't used yet. The category is 'Z BAUHILFEN' what means 'Z BUILD HELPERS' in english.

With a general permission, i would add your other mods to my tranlation list. They seem not that complex to translate. I'm working on Genesis translation since some time, so your projects would light up my mood with completing something, while still knees deep in the Genesis abysm. ^^

Btw. your Grid Tool is very handy, a thing Kenshi really missed from the beginning. Especially the poles are awesome. No more 360 degree camera turnings and blueprint deletions needed, to place objects in line on slopes. Great idea, man.

I wonder why you didn't use a bright green grid design? Red & Blue for color blinds?

FYI https://steamcommunity.com/sharedfiles/filedetails/?id=2809609937
Last edited by Le Leon; May 18, 2022 @ 5:48am
MARH  [developer] May 18, 2022 @ 6:48am 
Thank you for your kind words.

I have respect for the people who make translation mods.
You will have my permission to upload the translation of all my mods.
I hope your Genesis translation will go well!

As for grid color, my priorities are simplicity and visibility.
Building blueprints are usually displayed bright green in building mode, and my "Floor Grid" mod turns floors into a blue-green grid. So using a bright green grid was not an option. Orange and purple were not bad, but I liked the simple blue-red contrast over other colors.
I think players are swapping grid textures to their favorite colors, because tastes differ :)
Le Leon May 18, 2022 @ 6:55am 
Originally posted by MARH:
Thank you for your kind words.

I have respect for the people who make translation mods.
You will have my permission to upload the translation of all my mods.
I hope your Genesis translation will go well!

As for grid color, my priorities are simplicity and visibility.
Building blueprints are usually displayed bright green in building mode, and my "Floor Grid" mod turns floors into a blue-green grid. So using a bright green grid was not an option. Orange and purple were not bad, but I liked the simple blue-red contrast over other colors.
I think players are swapping grid textures to their favorite colors, because tastes differ :)

Thank you.

About the colors, that makes sense. It should'nt become a colorful clown parade. I have used your grid at ingame night time (with darker nights mod), there blue and red are a bit hard to notice, so i directly thought -green!- . Maybe i should let my poor builders rest at night.
MARH  [developer] May 21, 2022 @ 4:38am 
In darker settings, this mod may be helpful.
https://steamcommunity.com/sharedfiles/filedetails/?id=2810722044

Also, I might have deleted your comment on Beak Thing Statue mod by mistake.
If you would not mind, please repost them.
Le Leon May 21, 2022 @ 5:06am 
Originally posted by MARH:
In darker settings, this mod may be helpful.
https://steamcommunity.com/sharedfiles/filedetails/?id=2810722044

Also, I might have deleted your comment on Beak Thing Statue mod by mistake.
If you would not mind, please repost them.

Will definetly check/ translate that new version. Thanks!

It was me, who deleted it. :)
My message issue must have been a mod conflict/ import issue.
Couldn't place your exterior only statues and spotlights of your 'tilted spotlights' in my base, but also other items from Genesis. I will trail and error, if i can track a mod, who causes it or if it's a engine related issue. Engine sometimes forget to translate some custom items/ research objects, too. After reload or some playtime, they appear german again. Weird.

Actually i made a beak thing statue change mod with costs. Feels a bit more immersive. Raw stone/ build materials for statues (1-8 mats depends on size), iron plates for the torch posts. Your huge beak things cost now 450 raw stone (normal) / 450 build material (ancient).

Would release it, if that's okay. If you are planning to add costs yourself, i keep it till then for myself.
Last edited by Le Leon; May 21, 2022 @ 5:10am
MARH  [developer] May 21, 2022 @ 5:59pm 
Thank you for the clarification.
Interior/Exterior settings of the statues are as intended, but honestly, I don't have any idea about the "Too close to town" issue. If you find the causes, please let me know.

About building costs:
In Beak Thing Statue, Tilted Spotlight, and Blue Flame, I intentionally set the building costs to 0 for 3 reasons.

1. I wanted to build and dismantle these buildings easily until I get final layouts. They are mainly cosmetic and have no serious functions.
2. By setting the building cost 0, I can build it on unreachable terrain - unpassable bumps or steep clifftops. Because characters do not need to reach the building spot.
3. By setting the building cost 0, I am free from the scattering building materials (BMs) that are generated when dismantling a building.

3. is the most important reason for me. I could set the cost of the huge statue to 1,000 BMs. But when a player dismantles the huge statue has 1,000 cost, many BMs will be generated and scattered around. The instantaneous generation of numerous objects is a problem for PC. Besides, the scattering materials often enter unreachable places and cause the engineer character to stuck. I HATE IT.

I know using Editor Mode (Shift+F12) solves all those issues. But if you use Editor Mode, then it is better to set all costs to 0 from the beginning in my opinion.

I respect the immersion. However, I prioritizes the usability and stability over immersion.
If you change the building costs, please state that the changes were made by your mod.

Thank you!
Le Leon May 21, 2022 @ 6:16pm 
Originally posted by MARH:
3. is the most important reason for me. I could set the cost of the huge statue to 1,000 BMs. But when a player dismantles the huge statue has 1,000 cost, many BMs will be generated and scattered around. The instantaneous generation of numerous objects is a problem for PC. Besides, the scattering materials often enter unreachable places and cause the engineer character to stuck. I HATE IT.

I respect the immersion. However, I prioritizes the usability and stability over immersion.
If you change the building costs, please state that the changes were made by your mod.

Thank you!

Good reasons, especially #3. I'm with you about hating spawned items at unreachable terrains.

I will mention the massive instant item spawn when dismantle the huge monuments, i think.

The blue campfire has not the campfire function, so it was meant to be decoaration, right?
Last edited by Le Leon; May 21, 2022 @ 6:17pm
MARH  [developer] May 22, 2022 @ 4:07am 
Originally posted by Le Leon:
The blue campfire has not the campfire function, so it was meant to be decoaration, right?

Yes, Campfire (Blue) does not have "Campfire" function and has "Light" function instead.
Perhaps I add some new furniture to Blue Flame mod, they will have "Light" function too.
Le Leon May 22, 2022 @ 4:26am 
Originally posted by MARH:
Originally posted by Le Leon:
The blue campfire has not the campfire function, so it was meant to be decoaration, right?

Yes, Campfire (Blue) does not have "Campfire" function and has "Light" function instead.
Perhaps I add some new furniture to Blue Flame mod, they will have "Light" function too.

Good, i have to add it to a different category then. I sorted the items not in a global 'Gutter', i used to split them to their function. Works better with a huge mod collection like Genesis and tons of items.

FYI:
https://steamcommunity.com/sharedfiles/filedetails/?id=2810767993
Advices are welcome. If i should remove the preview picture or change it in a way, just inform me. I thought, it is great, so why not use it in a way for a child mod.
Last edited by Le Leon; May 22, 2022 @ 4:27am
MARH  [developer] May 22, 2022 @ 5:31am 
Thank you for caring. That "Four Beak Things" picture is my favorite :)
As long as my thumbnails (preview pictures) are used for the related mod's thumbnails, I don't mind.
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