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My Rimworld experience will not be this enjoyable anymore without this mod... RIP
I suppose nobody will revive the mod because of the redistribution prohibition ?
どうもありがとうございました!
Thank you, I hope you have a nice day!
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.
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.
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
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.
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.
I am doing well, thank you for asking! How are you? This whole pandemic situation has affected us all on some level.
If anyone runs into any errors, then please report them. Also, thank you everyone for your patience! Have fun exploring 1.1!
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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%.
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.
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.
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.
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.
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.
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.