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I didn't test all of them, but if I just copy the xml patch files from the 1.4 folder to the 1.5 folder, at least the "easier casting", "flagstone", and "solar pinhole burnout time" start working then. However, e.g. the "meditation types on throne selection" and "penoxycyline default to every 5 days" do not work.
FYI: the current LoadFolders.xml config makes the game in v1.5 ignore all other 1.x folders than 1.5.
* Fixed misspelled word "prompt" - Wedding prompts now properly display
* Made way to test dialog options
* Broke long prompts into two lines...
....
* spelled champagne correctly (according to daz_ian, anyway, which is close enough for me)
And yes, there f---ing is supposed to be a description there :/
This was the one thing I couldn't easily test before pushing out, so of course it breaks
The sparkling wine is spelled "champagne", not "champaign", and was there supposed to be a longer description?
Easier casting and better pinholes are great for cold terrain.
Pollution color overlay and more info from pollution pumps is nice in polluted terrain.
Spell occasional correctly
You may now change the styles of any building blueprint. If you want morbid-style lamps in your mausoleum, now you can!
More things working. Sort of.
But I wanted to share with y'all :)
I'll continue working on it!
...the only one I have implemented is a rare occurrence when colonists are performing a specific activity that most players probably never see. I think the XML has text describing it (or the GitHub does), if you simply must know :)
Most functionality is now working in 1.4. I still haven't gotten "spots" working right yet, but I thought I would go ahead and release what I have now :)
(I am so glad to get these options back :) )
Also cycle through people of a given faction.
There's a mod that makes hunting more sensible - I haven't looked at it, but it may meet what you what.
I'm not sure about re-selecting a colonist; that would probably irritate me. I have thought about making sure the old ITab opened when you select one after accidentally selecting an object.
Let me know if anything doesn't work. Spots may not work perfectly with "impassable plants" - whatever those are?
I'm not particularly worried about absolute accuracy :)
With heater, I totally agree that the blacksmith's place seems to be a best place to stay on ice sheet, and I don't see why not to put a smelter in your bed room for the heat. So ya, like I said I am fine with this design as well. It really gives more flavor to the game. However, imo the power consumed ratio compare to heater shouldn't be the standard of considering how much heat the building should give off though. It's a game after all, so gameplay balance wise is more important than math ratios sometime
Re: heat: Yeah, I'm kind of torn. On the one hand it's a ridiculous amount of heat. On the other hand, 700W. I suppose that's only 4 times the heat given off by the heater. ... I'm only giving off twice that when idle? I can certainly say that if I was out in the frozen wastes, the blacksmith's would be a fantastic place to be....and the smeltery would still probably be super hot ><
Personally, I really wish bunker spot can be placed under stuff though. It is kind of the main reason I was so excited for the feature. :p
Prayer spot from the Prayer Spot Mod can be placed under stuff as intended, but the graphic of the prayer spot doesn't got covered by the furniture on top of it.
Bunker Spot from the Run and Hide mod cannot be placed under stuff. Maybe it has to do with some coding to preventing player to put them under unstandable furniture.
Also, in my personal opinion, smelter (and potentially computer) gives off too much heat. While this can be challenging for most of the map for computer and smelter room, it makes ice sheet/sea ice super easy. I was overheating a 5x9 space room on sea ice with a smelter and AC(heat side point into my room, cooling side point into my freezer, set to -59 C) being in my room while outside was -20 C. I used the mod to make workbenchs only using 1 power when it is not used as well, so the smelter was only using 1 power most of the time. And I was able to heat the room to 50 C with just those stuff with THE DOOR BEINTG HELD OPEN. xD Seems a bit op.
You should update the description, because I got the impression you made that change only for blueprints.
I see "Stronger Penoxycyline (1.0)" on the steam workshop - is that what you mean? If I have the exact name of the mod, it's fairly easy to add that in.