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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2564801665
Hope it helps anyone!
It's not just the materials, it's also the time and effort involved in creating the things.
-Reworked leather crates entirely to align with 1.0 release (some added leather some removed from the game)
-Removed Meat/Veggie Cans and their crate (Used the potential save break point to clean up a rather redundant and out of place feature for the mod, Processed meat remains as a way to generalize/cleanup various meat for crates though, but this mod will be more storage focused from here forward, plenty of mods to do things with food and maybe support for those in the future ;) )
-Disabled Freighters for now
~TODO:
Update Graphics for "all the things"
Double Check market values
Fix the Freighters
Sorry for the loooong delay, new job and study, and all that. Report any issues to steam comments plz, thx.
I did a 20 min test doing everything from blowing up the crates, settings things on fire, unpacking and packing various crates, ect. I plan to do a few more things before I can call it an official 1.0 release though. Tidy up the recipe list, change the graphics to match 1.0, ect. Sorry it took soooooo long to get finished.
Please comment any bugs found and I will fix and push back. With all the 1.0 changes I am sure I missed something. Likely a crate label or recipe label. If someone wants to go over the market values and note any changes would be awesome too. <3
Update: Progress is coming along, lots of choices to make and changes left to do on the XML side of things. Quite a lot has changed and stacked up changes I have wanted to do for the direction of the final 1.0 release of Rimworld combined. I may soon put up a test version on the Forum and Github for people to try to break. For the most part I am rather sure everything is solid just need to get the changes and decisions made and finalized, then onto possible new improved artwork...and going over the mess of a description.
Market value = $10.00
Mass = 0.35kg
I'm going to fix it locally and hope it doesn't ruin my save. I'm hoping this change was just something you were experimenting with and it slipped through. Please let us know?
I noticed this when I was trying to crate up smokeleaf and psychoid leaves and they were turning into processed meat crates.
It is good thing that I can canning all food as one, but I wonder why this canned food cannot use as ingredient of other recipes? Is it normal?
"To unpak your creats, go to the station and there ia "switch mode" botton, this will set the bench to "un-pack mode."
-Fixed Chemfuel Barrels to explode as they should (Thanks White Wizard from Steam comments for the report!)
-Pushed Russian Translation Update (Thanks to the awesome Bugo from github!)
-found and fixed gold crate changes and typo not sync'd to github (for some reason it did not push on those select changes to github)
Update incoming shortly to fix them up.
-Added Chemfuel Barrels (make sure to be careful with these)
-Adjusted Gold Crate to new ratios, now packs 250 instead of 500
@gwenc37: Chemfuel support will be added shortly (with a barrel instead of a crate)
I will be testing how interaction goes with a mod that unlocks the stack size (over 75), if crates will stack that high or not, maybe could do an alternate version for that not entirely sure yet. We shall see how it goes but I imagine it only works for vanilla things.