RimWorld

RimWorld

Lost Forest English Translation
52 Comments
Lathrael 28 Apr @ 9:13pm 
Good riddance. No matter how you feel about how your mod is used, you CANNOT distribute malware.
⭕⃤ ‎ lMP0SSiBRUH 10 Sep, 2022 @ 6:27pm 
good riddance :Quiet:
half sleeping gamer 17 Mar, 2022 @ 4:40pm 
i am a player of rimjob world and not wven this mod makes me convert shame the original mod maker of lost forest wont support rjw
Palatino 17 Jan, 2021 @ 9:20pm 
I must have completely missed something somehow, but I had no idea Lost Forest got removed. And I was waiting for it to be reach version 1.2.
«Wyvern» 28 Nov, 2020 @ 10:54am 
I had planned to play rimworld back after 1 year of break. And my greatest and worst surprise was the removal of Lost forest mod ... It was a pillar of my modlist :(
My Rimworld experience will not be this enjoyable anymore without this mod... RIP :Demonsadness:

I suppose nobody will revive the mod because of the redistribution prohibition ?
ManOfGod413  [author] 11 Jul, 2020 @ 1:35pm 
@傲娇の哆啦
どうもありがとうございました!

Thank you, I hope you have a nice day!
傲娇の哆啦 7 Jul, 2020 @ 2:32am 
おもしろい:Asuna:
PeachySnail183444 26 Jun, 2020 @ 12:53am 
@ManOfGod413 yes they do, they even provide link to workshop page of the mod.
I understand too but i won´t demand anyone to not play the game the way i don´t want.
And i certainly won´t break their save for it. The guy was actively checking if they updated their patch for LF to to release new version with new code, so the best scenario is that he will have more time to work on the mod.
ManOfGod413  [author] 25 Jun, 2020 @ 3:46pm 
@Raith @palosimurda
Thank you for the messages. If IGNI's changes did in fact brick saves, then I can certainly understand the outrage; however, as an artist, I can also understand where IGNI is coming from. I hope the site you speak of still gives credit to IGNI for the base mod. I know each side is after the other, but IGNI put a lot of effort and talent into creating Lost Forest.
Cathu 25 Jun, 2020 @ 9:05am 
@palkosimurda If IGNI were to remove the bad code the mod would likely be reinstated. But any mod that breaks the Rimworld/workshop TOS/EULA will be taken down ASAP until the problem is fixed to avoid it breaking more peoples saves and ensure that people dont think they can get away with making game breaking mods on purpose. It has happened before and will likely happen again
PeachySnail183444 25 Jun, 2020 @ 4:08am 
they should have given him a warning that he has like a week to patch it or he goes out
and i was surprised that the guys from that "risque" mod gave me copy of the lost forest they were very helpful if you want to find it it´s somewere on their website
PeachySnail183444 25 Jun, 2020 @ 4:03am 
@ManOfGod413 thank you, i´ve looked into it and from what i understand if you had those 2 mods on it damaged the save without warning, i think that´s one of the reasons wy it got taken down, what a shame.
Raith 25 Jun, 2020 @ 1:01am 
@ManOfGod the lost forest mod. I think IGNI only did what he thought was necessary because people weren't initially playing with the Risque mod in question before. otherwise this stuff wouldn't have happened.
ManOfGod413  [author] 24 Jun, 2020 @ 5:10pm 
@palosimurda
That is a complicated issue. IGNI did not want their mod to interact with a certain risque mod; however, the measures they took drew the ire of that community. As far as I've heard, Lost Forest caused all pawns to fall asleep whenever the player tried to use the risque mod's functions on one of the beastkin. People are pointing out that this is potentially against the EULA. My ignorance on how these two mods interact prevents me from really saying more on that part of the issue.

As an author, I understand IGNI's desire to maintain the context of their creation; that said, the internet knows what it wants, and it is a nightmare to stand in its way.

All in all, this has not been a happy matter, and it pains me to see everything IGNI"s gone through.
PeachySnail183444 24 Jun, 2020 @ 2:15pm 
what happened with lost forest mod?
ManOfGod413  [author] 17 Apr, 2020 @ 11:02pm 
@Raith
I appreciate the compliment, but-to be honest-I don't know Japanese. My translation/localization process is a pinch of Google Translate and a hearty serving of research. I try to honor the time, intent, and love that creators put into their mods. Still, I'm happy to hear you enjoy my minor contribution to their art.

To your question, I will reach out to the mod author and see what he would like.
Raith 17 Apr, 2020 @ 3:40pm 
Was wondering if you'd help the guy translating the rice cultivation mod again, since you seem to be just fantastic at translating Japanese to english
ManOfGod413  [author] 16 Apr, 2020 @ 5:14pm 
@Raith
I am doing well, thank you for asking! How are you? This whole pandemic situation has affected us all on some level.
Raith 13 Apr, 2020 @ 4:14pm 
Hope you've not fallen I'll fam
ManOfGod413  [author] 15 Mar, 2020 @ 8:59pm 
Alright! The mod should work fine with 1.1 now. Honestly, all I had to do was insert a couple of lines into the About.xml. I tested it to make sure the translations were loading properly; please remember to place this above Lost Forest in your load orders.

If anyone runs into any errors, then please report them. Also, thank you everyone for your patience! Have fun exploring 1.1!
ManOfGod413  [author] 12 Mar, 2020 @ 8:49pm 
I'm currently in the process of moving, so it will be a while longer. (Plus I was waiting on Yokai Village before moving to 1.1.) I will -God willing-update the mod by next week.

I doubt there will be any major issues, and you can probably use the Manual Installation method lined out above in the meantime. Thanks for the comments!
Dr@g0n 12 Mar, 2020 @ 2:54pm 
this is a great mod, it will be nice to have the translation
make_eye 25 Feb, 2020 @ 5:55am 
will this mod still work with the update?
ManOfGod413  [author] 21 Dec, 2019 @ 2:35am 
@The Great and Terrible Waifu
No you do not . Just place this mod above Lost Forest and you should be good to go. The manual installation is just there for people who don't want to add another mod to their load order.

I hope this answers your question; but, if you have any more, then don't fret to ask.
The Great and Terrible Waifu 20 Dec, 2019 @ 12:39pm 
Do I have to use a manual install when subscribed?
Kraehe 30 Nov, 2019 @ 7:07am 
@ManOfGod413
Ah, i see. I had one of this blank talking screen yesterday (after writing my comment). Now i have downloaded your Mod. Again, thank you for this mod and your answer.
ManOfGod413  [author] 29 Nov, 2019 @ 11:07pm 
@Mino
The base mod uses a mix of my previous translations and IGNI's writing. This mod translates everything in the current Lost Forest release, refines the old translations, and uses in-depth descriptions to reinforce and expand the themes already present in the mod.

Case in point, this mod adds a complete translation of the Dragonia quest, encounter, and recruitment. Without it you will have several blank screens when talking with the Dragonia (if you are running on English).

Any creative additions are rooted in several factors: the original translation, the other objects/creatures/structures in the mod, and the function/utility of whatever is being described. The latter point is reinforced by my habit of playtesting whatever mod I'm translating. Machine translation can easily misrepresent what an item is/how it is supposed to act; playtesting allows me to verify that "the contents match the tin," as they say.

I hope this answer helps, and thank you for your kind words.
Kraehe 29 Nov, 2019 @ 12:00pm 
The Lost Woods Mod game is english as far that i can see. What does this mod do?

If your translation is used in the original Mod, thank you for that. I love the Mod and i'm very happy that it has a english translation.
Reianor 6 Nov, 2019 @ 11:26pm 
Just to be sure you know - It's the same in the original, those skills don't have descriptions.

And as someone who's doing a translation you should at least TRY to pay more attention to the meanings of words. There's a huge difference between naming and describing. “txt_adrenaline_rush” doesn't tell me a thing about how exactly that adrenaline rush works. How long does it last?, what exactly does it improve?, does it have side effects?, how often can it be re-used?, does it have a cost to use? and so on and so forth. If you want to see skills actually described go look at how RWOM does it – it doesn't always have exhaustive descriptions but it does have descriptions.

I'm not blaming you (or the author of the original mod) for the lack of description, but please don't call it description when it's merely a name.
ManOfGod413  [author] 3 Nov, 2019 @ 12:20am 
@wuffle
I was unable to find the root of the problem today. None of the files I found define a "Label," which is one of the few things that can be freely and safely changed in XML files. The "txt_something_something" still describes what the skill is, though yes, I agree the text looks a bit weird. I will investigate this issue further. Thank you for bringing it to my attention, and I hope it doesn't get in your way of enjoying the mod.
Momicchi 2 Nov, 2019 @ 10:55pm 
On the skills of the LF animals. The labels are weird. On the adrenaline burst and heal and retreat.
ManOfGod413  [author] 2 Nov, 2019 @ 6:13pm 
@wuffle
Can you be more specific? Is this error tied to a certain item or menu? I looked through the Architect Menu and didn't see any such error.
Momicchi 2 Nov, 2019 @ 9:45am 
The widget on the bottom are like "txt_something_something"
Mistletoe The Bard 30 Oct, 2019 @ 9:18pm 
@ManOfGod413 I didn't notice the beauty modifier of holy wood! Probably because I spawned most of the things in. After reading your comment, I felt like I probably have too much mod installed which pretty much has everything does better than anything LF provided. The biggest boost for holy wood sapling imo is preventing infestation... but I use Better Infestation mod anyway which prohibit the infestation happening near player's building.

I treated LF more of a animal mod, which lead to me adding too many other mods for convenient and makes LF lost its functions. Thanks for you spending your time explaining all these details to me. I will modified my mod list in the next playthrough to avoid other mods overpowered over LF, so I can enjoy the mods. Thanks for your time, sir! Really appreciated. These honestly should be explained on the original mod page.
ManOfGod413  [author] 30 Oct, 2019 @ 2:22pm 
@Mistletoe
The Holy Wood Sapling has various other benefits that set it apart from the Psychic Emanator, such as preventing non-drill based Infestation events in its effective area, as well as curing colonists of various parasitic infections.

If the beastkins' resources don't make them feel that useful, then I would suggest using one of the animal behavior mods (I use Hunt for Me and Kill for Me). This allows the unique combat effects of the beastkin to be seen more regularly. Most beastkin are capable of debuffing their opponents. This makes them exceedingly useful when trying to handle multi-front raids, manhunters, or pod crashers.
ManOfGod413  [author] 30 Oct, 2019 @ 2:14pm 
@Mistletoe
Okay, so let me go into a bit of detail. First, to reiterate my point about he Holy Wood Sapling: it requires something from all the beastkin. I pointed to it as a goal, an endgame objective in the current context of the mod's available content. The Foxia, Wolvern, and Lefca are also very good at producing wool that carries several benefits, including a medical tend offset; moreover, the consumable items they produce (the Tsujiura, Wolvern's Gift, and Lefca's Wreath) provide medical benefits that help early/mid-game colonies fight off diseases.

Ancient Holy Wood is not only a component of the eponymous sapling, but also acts as another building materials for most of the game's structures. It has a 500% Beauty modifier, making it great for statues, walls, and furniture; it has an even greater medical tend offset/immunity gain speed than the previous mentioned wools; and has a Flammability of 0%.
Mistletoe The Bard 29 Oct, 2019 @ 11:07pm 
However, I haven't played that much with LF yet, so maybe there are a lot more into the "other buildings" you mentioned which I might totally missed them while looking through the mod. Also, Do you know what makes holy wood so good? They seems to be very expensive, but all I can tell is they can build holy tree. (I honestly don't feel like the trouble of getting holy tree is worth the price. I can probably combine with a few grand statue, a cleaning pawn/modded animal, and just buy a psychic emanator or do quest, and that seems to be much easier. Depends on the quest of course, I only play on extreme biomes recently, food for Beastkin doens't come easily.)
Mistletoe The Bard 29 Oct, 2019 @ 11:07pm 
And that's kind of my main complain for the mod, where there is only 1 race that's really essensialy important while the rest feel somewhat lack luster. And only 1 building seems to really has a huge impact on the gameplay, but I also feel like my colony probably won't care that much about the mood boost and cleaness boost by the time they would be able to collect that many ingredient for the holy tree.
Mistletoe The Bard 29 Oct, 2019 @ 11:01pm 
@ManOfGod413 I am glad to hear something like that from someone else here. Most of the people and modders doesn't seems to be very talktive and not that open or even act passive aggressive toward opinions, and lots of them seems to be very bad at advertising their mod description... or this might be my stereotype toward coders. Great to know that someone else in the community also believe in discussion and flexibility will give life to mods and Rimworld.

I haven't go any luck on getting the dragonia event, but I do feel like and somehow discourage that when I saw every thing pretty much required a dragonia, while all the other beastkin doesn't seems to be very important to be honest.
ManOfGod413  [author] 29 Oct, 2019 @ 10:15pm 
@Mistletoe the Bard
The Holy Wood Sapling requires resources from each of the LF races. It is an incredible structure that provides passive buffs, much like the vanilla Psychic Emanator. Building towards a colony that has one ore more of these is quite the goal, as it requires one to maintain both the LF Beastkin and the resources they produce.

Personally, I also like acquiring as much Ancient Holy Wood as I can. This resource can be made at the basic crafting spot, but requires the rare Foxia Tear to make. Such tears are not produced by Foxia, and must instead be purchased from various sources. The most reliable source-from my own experience-is that of other colonies; thus it becomes a fun excuse to make a several day tour of the surrounding world map.

I hope this helps you and others.
ManOfGod413  [author] 29 Oct, 2019 @ 10:10pm 
@Mistletoe the Bard
I thank you for your kind words; and, moreover, thank you for your continued input: not only on the Lost Forest mod, but across the RimWorld community. Comments give life to a mod. They show that people care enough to start a discussion, seek an answer, or even complain. It is always easier to be silent, so thank you.

That said, I can indeed address your current question. The player progression in Lost Forest (LF) has 2 primary goals: finding and recruiting the Dragonia, and building a Holy Wood Sapling. The Dragonia requires finding all 3 Petite Servant Dragons via either the "Quest: Find the Survivor" or "Quest: Gait of the Ancient." Once recruiting she can provide your colony with 2 critical resources, those being Dragonia's Wisdom and Arcane Crystal. These resources allow you to create several powerful structures, while also being required for the Holy Wood Sapling.
Mistletoe The Bard 29 Oct, 2019 @ 10:43am 
May I ask for some tips for this mod? LIke where to start and what's cool to aim for. Atm, I feel like most of the things from this mod aren't really connected to each other and just scattered through out the gameplay. I don't even know if I've seen most of the stuff anyways, even with using god mode.
Mistletoe The Bard 29 Oct, 2019 @ 10:42am 
I feel like I actually understand more about this mod from your description compare to the original mod. lol I installed the original mod and never understand why I needed anything from that mod. Like I had 1 of those new animal who can only fight, and I read about it and thought "oh so she is basicly just an elephant retexture." Then I moved on. lol
Blue North Star 14 Oct, 2019 @ 9:38pm 
Ye. :>
ManOfGod413  [author] 14 Oct, 2019 @ 7:03pm 
@Eryxienne
RimWorld handles "Parsing" errors in much the same way. One such error will invalidate the entire document; that said, the game is very kind and will attempt to identify where the error is. I think it speaks to how well RimWorld was put together as a game.
Blue North Star 14 Oct, 2019 @ 3:55pm 
I personally know that problem... Was doing a big chained equation, made one small mistake of being 10 off the mark. Turned into hundreds of millions off the mark later down the chain.
ManOfGod413  [author] 14 Oct, 2019 @ 2:46pm 
@Zandalar
You hit the nail on the head. Formatting is one of my largest concerns when doing localizations, as a misplaced space, period, or other punctuation can cause massive errors. Thank you for the suggestion. I hope you are enjoying this mod.
Zell 13 Oct, 2019 @ 6:10pm 
Notepad++ has spellcheck built in as well and is WAY more friendly with programming format.
Blue North Star 11 Oct, 2019 @ 10:48pm 
It's just a suggestion. You can never be too prepared. :)
ManOfGod413  [author] 11 Oct, 2019 @ 7:11pm 
@Eryxienne
Thank you! I greatly appreciate the comment. As for your suggestion, I check all spelling and grammar in my entries, going so far as to read them aloud; yet, I will endeavor to be more thorough in the future.