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I've found 1, 4 & 5 and added them as translation keys.
I believe 2 is the label found in 1.6/Defs/Building_Crates.xml
The names/labels (3) of the traders are in 1.6/Patches/Settings_OrbitalTraderPatch.xml
1.The prefixes "brand-new" and "hijacked" are not translated in the settings menu and trade interface.
2.The names of the two mechanoid containers:
"mechanoid crate"
"empty mechanoid crate"
3.The names of orbital traders:
"mechanoid factory"
"smuggler"
4.The info panel for the mechanoid container has an untranslated word, probably "Contains" (I'm not entirely sure of the exact word, but it's something along those lines).
5.The Gizmo button used to open the mechanoid container is missing its label (sorry I forgot the exact word, but it's the button that opens the crate).
Hope this helps with improving the localization!
I've added it for the settings and also found a few other missing translation keys. Hit me up If anything is still missing.
Both orbital traders have a low chance to sell one high subcore. You could also buy a mech and disassemble them for their subcores (hijacked mechs might not like it though).
A bit generalised: When exactly does the crash occur? When booting up the game, when loading a save or when starting a new game?
I'll also need the player.log file (after the game crashed) for even the chance to find the problem.
You can find the player.log under Users\YourUsername\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
If it doesn't crash for me, there's not much I can do without a log.
Still works for me. But Ludeon made an oopsie around the time you wrote the comment.
Maybe that is related?
"The unstable branch is being rolled back to 1.6.4514 rev831 due to a critical bug. To protect your save files, please do not attempt to save your game on build 1.6.4515 rev1026."
That why its called unstable^^
It works fine for me. Try to verify your rimworld files :)
Buildings are a bit special, traders can only sell minified buildungs.
Mech chargers and most biotech buildings are not minifyable without mods that specificly just do that.
Best I could do is to put them in the inventory list if they are minifiable.
I'll add that on my todo list :)
If you mean the spots from [AV] Mechanoid spots, they are in the list of options that the traders could sell, although not guaranteed. So it depends on your luck if they sell it or not.
This mod does not touch combat in any way.
@Sh2d0wm2n
This is one of the [AV] Mechtech items where I need to rework the description to make it clearer.
The failsafe lance can only delete “old connection data”, which the mech only gets if you bought a “safe” hijacked mech. “Old connection data” is a second stage of the hijacked process.
Which hijacked mech is safe is randomly determined when you purchase it.
If you have a hijacked mech that becomes hostile, this item will not save the mech.
Although I should probably add that.
we're different
No.
The drones from VFE mechanoids are not considered real mechanoids for the biotech mechanitor system by the game, as they use their own mechanics entirely (from a time when biotech and mechanitors weren't a thing yet).
They will also never be supported by this mod, as I would probably have to create a dependency and rewrite the whole mod for that.
Gonna put that exception into the steam description, so people don't get confused :)
Yes, it supports ALL mechanoid adding mods. Check the mod settings :)
Update is out, enjoy!
I've made the groundwork for that, but it can currently only be changed by creating the tradeoptions in xml.
I'll try to bring it into the mod settings with the next update, gonna update this mod in the comming weeks anyway :)
Toggling on/off individual mechs in the settings and droping them in boxes is ready :)
what the hell. Anything in the log?
Got you, just wanted to hear someone else’s thoughts on this—like I said, it’s more of a question than an actual issue.
>Check out the comment from ‘a quality meme’ if you want to spoil an example to yourself.
Oh yeah, I actually did the same thing, which resulted is some quality cinema.
Termites are quite tanky for their bandwidth requierement and can deal with cover or mech cluster buildings pretty well, so I never considered them useless to the player.
However, they are more on the ‘worse’ side of the drop event as they have a higher chance of triggering hijacked beheivior.
Check out the comment from ‘a quality meme’ if you want to spoil an example to yourself.
But in general the plan is to make every mech toggleable, I just haven't been able to achieve it yet without Rimworld throwing a tantrum.
It’s not a big deal, but I just got a termite crashing in a transport pod; termites can’t be created in Biotech by default, because they’re rather useless for a player (at least that’s my understanding of it). Thoughts on removing termites from the pool or maybe making them toggleable?
@Velxra
I've got a few mechs, items and buildings in the making but they are not tied to SOS2.
Making stuff for SOS2 is something I'm leaving to other modders, even though I have a few ideas, just doing the quality control would take forever, when a normal SOS2 run takes months to complete.
Would you ever do a SoS2 expansion for more mech items or even mech ships?
I liked this idea. Since I already had a system to create custom mechlink implants, there is now a mod for a tribal mechlink. It just took me a while to make it more modular. But I have no idea if it works with mechlink removing mods.
Also the mod options menu is AMAZING. You absolutely know how to make one. Being able to fine tune everything is great.
now if only we had a way to make a medieval mechanitor (most tech limiting will remove mechlinks from the game, rimedieval even makes the mechanitors undraftable , sadly)
I might add that, if I can find a way to control the textures independently.
Currently all tradeable scythers will use the scyther texture, so if it is droped on the ground it will just look like a scyther and not likle the crate.
If I change it to look like a crate it will show up in the trade window as a crate as well and NOT as a scyther...
I would love to have that, but I already failed to bring it into the ingame settings without cousing a lot of errors when mods which add mechs get removed.
Might try it again in the future.
@Nullblaster I second this. We just found how much is added just from having a more dynamic way to obtain mechanoids, so adding a xenogerm quest reward would be very cool to work alongside that. Whether it's limited to existing xenotypes or fully custom xenogerms are possible for that, it'd still be very engaging to have a way to genetically modify colonists without having to dive deep into xenogerm research.