Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
https://sp.zhabite.com/sharedfiles/filedetails/?id=3225843229
Thanks for the effort, Jamaican Castle! o7
Did you actually find a recipe that *consumes* ash? I don't seem to find it. I thought it would be at the butcher table, but maybe there's another workbench? The compost recipe doesn't have ash as an ingredient.
What do I do with the Ash?
However, it's missing a line:
dictionary[item.designatorDropdown].Order = item.uiOrder;
This results in all dropdown designators having a UI Order of 0 and appearing at the start of the architect menu regardless of the XML defined uiOrders of the buildings.
Open install path
\Program files\Steam\steamapps\common\RimWorld\Mods\__LocalCopy_Fertile Fields [1.1]_-4-12\Defs
Open ResearchProjects_RFF in Notepad++
Just change <techLevel>Industrial</techLevel> to Medieval
Probably really easy, as well. Have you considered making that change yourself, in your local copy of the mod?
You mean the building tile? Nothing is wrong, they can be built if forced. It's just that pawns almost never do it by themselves. I found some similar jobs in growing, but setting them to 1 doesn't change anything either.