From 7a8a4c4f520cfbd1c6d4ed8df3017432d862e550 Mon Sep 17 00:00:00 2001 From: Lightwave Date: Sun, 22 Dec 2024 16:08:19 +0400 Subject: [PATCH 1/3] Fix xml parsing errors. --- .../HediffDef/HediffDefs_AnimalBodyParts.xml | 2 +- .../ChineseSimplified/Keyed/ModMenu.xml | 4 +- .../Languages/English/Keyed/ModMenu.xml | 4 +- .../Languages/Russian/Keyed/ModMenu.xml | 4 +- .../Storyteller/Incidents_Map_Disease_SK.xml | 2 +- .../Core_SK/Languages/English/Keyed/SkyAI.xml | 10 ++--- Mods/Core_SK/Languages/Korean/Keyed/SkyAI.xml | 8 ++-- .../Core_SK/Languages/Russian/Keyed/SkyAI.xml | 8 ++-- .../Core_SK/Languages/Spanish/Keyed/SkyAI.xml | 8 ++-- .../1.5/Languages/English/Keyed/All.xml | 2 +- .../1.5/Languages/Russian/Keyed/All.xml | 2 +- .../DefInjected/BodyDefs/Bodies_Drone.xml | 43 +++++++++++-------- .../ResearchProjectDefs_Cultivation.xml | 4 +- .../DefInjected/JobDefs/JobDefs_Drones.xml | 2 +- .../RecipeDefs/Recipes_ButcheryDrone.xml | 2 +- .../DefInjected/RecipeDefs/Recipes_Items.xml | 2 +- .../ResearchProjects_Common.xml | 19 +++----- 17 files changed, 62 insertions(+), 64 deletions(-) diff --git a/Mods/A Dog Said... Animal Prosthetics/1.5/Languages/Polish/DefInjected/HediffDef/HediffDefs_AnimalBodyParts.xml b/Mods/A Dog Said... Animal Prosthetics/1.5/Languages/Polish/DefInjected/HediffDef/HediffDefs_AnimalBodyParts.xml index 6ecbdecfd9..2a42db7b1f 100644 --- a/Mods/A Dog Said... Animal Prosthetics/1.5/Languages/Polish/DefInjected/HediffDef/HediffDefs_AnimalBodyParts.xml +++ b/Mods/A Dog Said... Animal Prosthetics/1.5/Languages/Polish/DefInjected/HediffDef/HediffDefs_AnimalBodyParts.xml @@ -9,7 +9,7 @@ Zwierzęca proteza ramiona - Zwierzęca Bioniczna ręka/BionicArmAnimal.label> + Zwierzęca Bioniczna ręka Zwierzęca proteza nosa diff --git a/Mods/CombatExtended/Languages/ChineseSimplified/Keyed/ModMenu.xml b/Mods/CombatExtended/Languages/ChineseSimplified/Keyed/ModMenu.xml index 3b04ef1868..28c45d7695 100644 --- a/Mods/CombatExtended/Languages/ChineseSimplified/Keyed/ModMenu.xml +++ b/Mods/CombatExtended/Languages/ChineseSimplified/Keyed/ModMenu.xml @@ -25,9 +25,9 @@ 武器开火会显示弹壳掉落的效果。禁用以提高性能。 - 启用弹壳污秽 + 启用弹壳污秽 - 在武器射击时会产生由抛壳产生的可清洗污渍。 + 在武器射击时会产生由抛壳产生的可清洗污渍。 显示战斗嘲讽 diff --git a/Mods/CombatExtended/Languages/English/Keyed/ModMenu.xml b/Mods/CombatExtended/Languages/English/Keyed/ModMenu.xml index 40b06ffba2..45c6aba049 100644 --- a/Mods/CombatExtended/Languages/English/Keyed/ModMenu.xml +++ b/Mods/CombatExtended/Languages/English/Keyed/ModMenu.xml @@ -17,8 +17,8 @@ Show shell casings Firing weapons will display a dropped casing effect. - Create shell casing filth - Firing weapons will create cleanable filth of dropped casings. + Create shell casing filth + Firing weapons will create cleanable filth of dropped casings. Show combat taunts Pawns will display text-based taunts during combat. diff --git a/Mods/CombatExtended/Languages/Russian/Keyed/ModMenu.xml b/Mods/CombatExtended/Languages/Russian/Keyed/ModMenu.xml index 1866fa8f62..02ee7a43d0 100644 --- a/Mods/CombatExtended/Languages/Russian/Keyed/ModMenu.xml +++ b/Mods/CombatExtended/Languages/Russian/Keyed/ModMenu.xml @@ -17,8 +17,8 @@ Показывать гильзы снарядов Показывать гильзы при стрельбе. Отключение повысит производительность. - Создавать гильзы на земле - Стрельба из оружия создаёт грязь в виде брошенных гильз. + Создавать гильзы на земле + Стрельба из оружия создаёт грязь в виде брошенных гильз. Показать боевые насмешки В ходе боя у пешек будут отображаться текстовые насмешки. diff --git a/Mods/Core_SK/Defs/Storyteller/Incidents_Map_Disease_SK.xml b/Mods/Core_SK/Defs/Storyteller/Incidents_Map_Disease_SK.xml index 4b1cbafa4b..4ed182106b 100644 --- a/Mods/Core_SK/Defs/Storyteller/Incidents_Map_Disease_SK.xml +++ b/Mods/Core_SK/Defs/Storyteller/Incidents_Map_Disease_SK.xml @@ -28,7 +28,7 @@
  • Lung
  • Nose
  • - Disease: Сommon cold + Disease: Common cold diff --git a/Mods/Core_SK/Languages/English/Keyed/SkyAI.xml b/Mods/Core_SK/Languages/English/Keyed/SkyAI.xml index bc061a5d4b..86a33f2fe7 100644 --- a/Mods/Core_SK/Languages/English/Keyed/SkyAI.xml +++ b/Mods/Core_SK/Languages/English/Keyed/SkyAI.xml @@ -105,11 +105,11 @@ Pawns, which perform a non-combat task, may switch to defense mode if threatened. The area in which allies will react The distance from which allied pawns will be able to react on damage for allies and engage. - Сombat enemy keep range - Base enemy detection distance. + Combat enemy keep range + Base enemy detection distance. Non-combat enemy activeThreat range The distance from which a pawn can determine that it has been targeted. - Enable enchanced reaction to threat + Enable enhanced reaction to threat Pawns in battle will be able to react much faster to the enemy threats, overriding the current work. Enable enemy with ranged weapon can break distance Sometimes pawns with ranged weapon may try to break the distance with an enemy. @@ -165,8 +165,8 @@ Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction. Enable laying on ground on self tend Pawn will try to lie down during treatment (tend job). - Enemy doctor will add consciousness buff - Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. + Enemy doctor will add consciousness buff + Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. Enemy doctor perform treatment (tend job) to downed allies Doctors will be able to perform treatment (tend job) for downed allies. Downed allies scan range diff --git a/Mods/Core_SK/Languages/Korean/Keyed/SkyAI.xml b/Mods/Core_SK/Languages/Korean/Keyed/SkyAI.xml index 4808a9ef79..37df0e2c8c 100644 --- a/Mods/Core_SK/Languages/Korean/Keyed/SkyAI.xml +++ b/Mods/Core_SK/Languages/Korean/Keyed/SkyAI.xml @@ -103,8 +103,8 @@ Pawns, which perform a non-combat task, may switch to defense mode if threatened. The area in which allies will react The distance from which allied pawns will be able to react on damage for allies and engage. - Сombat enemy keep range - Base enemy detection distance. + Сombat enemy keep range + Base enemy detection distance. Non-combat enemy activeThreat range The distance from which a pawn can determine that it has been targeted. Enable enchanced reaction to threat @@ -163,8 +163,8 @@ Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction. Enable laying on ground on self tend Pawn will try to lie down during treatment (tend job). - Enemy doctor will add consciousness buff - Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. + Enemy doctor will add consciousness buff + Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. Enemy doctor perform treatment (tend job) to downed allies Doctors will be able to perform treatment (tend job) for downed allies. Downed allies scan range diff --git a/Mods/Core_SK/Languages/Russian/Keyed/SkyAI.xml b/Mods/Core_SK/Languages/Russian/Keyed/SkyAI.xml index 6b37016fd0..519200d987 100644 --- a/Mods/Core_SK/Languages/Russian/Keyed/SkyAI.xml +++ b/Mods/Core_SK/Languages/Russian/Keyed/SkyAI.xml @@ -105,8 +105,8 @@ Pawns, which perform a non-combat task, may switch to defense mode if threatened. The area in which allies will react The distance from which allied pawns will be able to react on damage for allies and engage. - Сombat enemy keep range - Base enemy detection distance. + Сombat enemy keep range + Base enemy detection distance. Non-combat enemy activeThreat range The distance from which a pawn can determine that it has been targeted. Enable enchanced reaction to threat @@ -163,8 +163,8 @@ Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction. Enable laying on ground on self tend Pawn will try to lie down during treatment (tend job). - Enemy doctor will add consciousness buff - Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. + Enemy doctor will add consciousness buff + Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. Enemy doctor perform treatment (tend job) to downed allies Doctors will be able to perform treatment (tend job) for downed allies. Downed allies scan range diff --git a/Mods/Core_SK/Languages/Spanish/Keyed/SkyAI.xml b/Mods/Core_SK/Languages/Spanish/Keyed/SkyAI.xml index 4808a9ef79..37df0e2c8c 100644 --- a/Mods/Core_SK/Languages/Spanish/Keyed/SkyAI.xml +++ b/Mods/Core_SK/Languages/Spanish/Keyed/SkyAI.xml @@ -103,8 +103,8 @@ Pawns, which perform a non-combat task, may switch to defense mode if threatened. The area in which allies will react The distance from which allied pawns will be able to react on damage for allies and engage. - Сombat enemy keep range - Base enemy detection distance. + Сombat enemy keep range + Base enemy detection distance. Non-combat enemy activeThreat range The distance from which a pawn can determine that it has been targeted. Enable enchanced reaction to threat @@ -163,8 +163,8 @@ Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction. Enable laying on ground on self tend Pawn will try to lie down during treatment (tend job). - Enemy doctor will add consciousness buff - Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. + Enemy doctor will add consciousness buff + Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech. Enemy doctor perform treatment (tend job) to downed allies Doctors will be able to perform treatment (tend job) for downed allies. Downed allies scan range diff --git a/Mods/Glitterpedia/1.5/Languages/English/Keyed/All.xml b/Mods/Glitterpedia/1.5/Languages/English/Keyed/All.xml index e2fc06baaa..140f61e735 100644 --- a/Mods/Glitterpedia/1.5/Languages/English/Keyed/All.xml +++ b/Mods/Glitterpedia/1.5/Languages/English/Keyed/All.xml @@ -101,7 +101,7 @@ Hidden Auto flee Can siege - Can stage attack + Can stage attack Rescuees can join Parameters: diff --git a/Mods/Glitterpedia/1.5/Languages/Russian/Keyed/All.xml b/Mods/Glitterpedia/1.5/Languages/Russian/Keyed/All.xml index c6702c68ab..b41a174728 100644 --- a/Mods/Glitterpedia/1.5/Languages/Russian/Keyed/All.xml +++ b/Mods/Glitterpedia/1.5/Languages/Russian/Keyed/All.xml @@ -101,7 +101,7 @@ Скрыта Бегство из боя Способность к осаде - Атака после осады + Атака после осады Спасенные присоединяются Параметры: diff --git a/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/BodyDefs/Bodies_Drone.xml b/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/BodyDefs/Bodies_Drone.xml index 3a1b94e91a..a14b4ddb78 100644 --- a/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/BodyDefs/Bodies_Drone.xml +++ b/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/BodyDefs/Bodies_Drone.xml @@ -1,23 +1,28 @@ -無人機 -   -  左視圖傳感器 -  右視傳感器 -  左聽力傳感器 -  右耳傳感器 -  -  左肩 -  左手 -  左爪 -   -  右肩 -  右手 -  右爪 -   -  左螺旋槳 -  左螺旋槳葉片 -  右螺旋槳 -  右螺旋槳葉片 + 無人機 + + + 左視圖傳感器 + 右視傳感器 + 左聽力傳感器 + 右耳傳感器 + + + 左肩 + 左手 + 左爪 + + + 右肩 + 右手 + 右爪 + + + 左螺旋槳 + 左螺旋槳葉片 + 右螺旋槳 + 右螺旋槳葉片 + diff --git a/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/ResearchProjectDefs_Cultivation.xml b/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/ResearchProjectDefs_Cultivation.xml index b42749bd76..176a1a5046 100644 --- a/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/ResearchProjectDefs_Cultivation.xml +++ b/Mods/Industrial Rollers_Rimfactory/Languages/ChineseTraditional/DefInjected/ResearchProjectDef/ResearchProjectDefs_Cultivation.xml @@ -4,8 +4,8 @@ PRF:灑水器 學習如何製作灑水器,幫助植物更快(輕微的)生長。 - PRF:自動化農場 - 學習如何建造耕作機用於維護中等大小的農田。 + PRF:自動化農場 + 學習如何建造耕作機用於維護中等大小的農田。 diff --git a/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/JobDefs/JobDefs_Drones.xml b/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/JobDefs/JobDefs_Drones.xml index 586b73017b..17d84b16df 100644 --- a/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/JobDefs/JobDefs_Drones.xml +++ b/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/JobDefs/JobDefs_Drones.xml @@ -1,5 +1,5 @@ 스테이션으로 귀환 중. - 자폭 중.(self-terminating.) + 자폭 중.(self-terminating.) \ No newline at end of file diff --git a/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/RecipeDefs/Recipes_ButcheryDrone.xml b/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/RecipeDefs/Recipes_ButcheryDrone.xml index d0b1c88ce7..33cd2d0022 100644 --- a/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/RecipeDefs/Recipes_ButcheryDrone.xml +++ b/Mods/Industrial Rollers_Rimfactory/Languages/Korean/DefInjected/RecipeDefs/Recipes_ButcheryDrone.xml @@ -3,4 +3,4 @@ 드론 잔해 분해 망가진 드론에서 자원을 회수합니다. 드론 잔해 분해 중. - \ No newline at end of file + \ No newline at end of file diff --git a/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/RecipeDefs/Recipes_Items.xml b/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/RecipeDefs/Recipes_Items.xml index a6a3e6bce2..b409872664 100644 --- a/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/RecipeDefs/Recipes_Items.xml +++ b/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/RecipeDefs/Recipes_Items.xml @@ -5,7 +5,7 @@ Fazendo disco de dados. fazer braço robótico - Faça braço robótico + Faça braço robótico Fazendo braço robótico fazer chip AI fraco diff --git a/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDefs/ResearchProjects_Common.xml b/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDefs/ResearchProjects_Common.xml index 87d6df78ef..ddc168cd03 100644 --- a/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDefs/ResearchProjects_Common.xml +++ b/Mods/Industrial Rollers_Rimfactory/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDefs/ResearchProjects_Common.xml @@ -6,29 +6,22 @@ Bem-vindo ao Projeto RimFactory Beta!\n\nConvidamos você em uma viagem pela automação, começando com fundições movidas a madeira e carvão e avançando por meio de montadoras de auto-aperfeiçoamento controladas por IA.\n\nUso geral: armazene os materiais na área de entrada de designação branca para a máquina consumir. Depois de um pouco de trabalho, a máquina colocará o produto acabado em seu ladrilho de saída amarelo.\n\nA máquina mecânica mais antiga conhecida é o mecanismo de Antikythera, encontrado em 1901 em um naufrágio datado de 50 aC e de origem grega. Uma série de 30 engrenagens foi usada para prever eclipses e outros fenômenos astronômicos, bem como a passagem dos anos. Mecanismos de relógio avançados alcançaram novos patamares na Europa durante os anos 1800, e ainda hoje a automação sem computadores é usada na indústria.\n\nCódigo por: spdskatr, Nobo, Abnerchen, Ratinho branco, Madara Uchiha, Sn1p3rr3c0n.\nArt por: ShotgunFrenzy, Chicken Plucker, Xen, Scythe, totoBrother, "Unknown Alien", Argon, spdskatr, Thornsworth.\nTestado por Malkav, Extrien, Daemon976, AerosAtar e os voluntários obrigatórios do Steam.\nTranslated by: Natsu_Zirok, 十里小飞, AbnerChen, Lucas559-noob\nAgradecimentos especiais Thornsworth e Nobo, que não estão mais conosco.\nDescanse na produtividade. Identidade de Euler - "π é pi, a razão entre a circunferência de um círculo e seu diâmetro." Aprenda os conceitos básicos de automação e mecanismos, a porta de entrada para uma colônia industrializada. - \nDesenvolver os modelos matemáticos necessários para automatizar ainda mais processos simples com eletricidade, como lapidação e cozimento. + "π é pi, a razão entre a circunferência de um círculo e seu diâmetro." Aprenda os conceitos básicos de automação e mecanismos, a porta de entrada para uma colônia industrializada.\nDesenvolver os modelos matemáticos necessários para automatizar ainda mais processos simples com eletricidade, como lapidação e cozimento. A verdadeira automação começa Leonard Euler desenvolveu sistemas matemáticos para interações entre física, geometria e álgebra.\nCom essas fórmulas, a produção automatizada de materiais básicos, como tijolos de pedra e arte simples, é possível.\nColoque os itens dentro da designação branca para as contas consumirem, eles serão saída para o bloco verde ajustável Maquinário Moritz - Uma máquina que pode prever resultados resolverá muitas das falhas de design que temos enfrentado. Imagine uma máquina que poderia melhorar a si mesma ... - \nPrecisamos de uma bancada de pesquisa de IA para ir mais longe. + Uma máquina que pode prever resultados resolverá muitas das falhas de design que temos enfrentado. Imagine uma máquina que poderia melhorar a si mesma ...\nPrecisamos de uma bancada de pesquisa de IA para ir mais longe. Sobre: ​​Tier 2 Fabricação Desbloqueada - Os modelos matemáticos desenvolvidos nos anos 1700 deram início a uma revolução industrial em todo o mundo, séries de engrenagens e pressurização permitiram o processamento em massa de materiais básicos com carvão e eletricidade. - \nMoritz von Jacobi conseguiu impulsionar um barco com um motor elétrico em 1845, mas foi somente em 1837, quando Thomas e Emily Dacenport patentearam o primeiro motor nos Estados Unidos, que a promessa da maquinaria eletromecânica foi vista como o próximo grande salto frente - \nA programação rudimentar permite armazenar uma fatura em um banco de dados de receitas e importá-la para um montador. - \n-A região azul em torno dos montadores e bancos de dados de receita indica a área de transferência de dados + Os modelos matemáticos desenvolvidos nos anos 1700 deram início a uma revolução industrial em todo o mundo, séries de engrenagens e pressurização permitiram o processamento em massa de materiais básicos com carvão e eletricidade.\nMoritz von Jacobi conseguiu impulsionar um barco com um motor elétrico em 1845, mas foi somente em 1837, quando Thomas e Emily Dacenport patentearam o primeiro motor nos Estados Unidos, que a promessa da maquinaria eletromecânica foi vista como o próximo grande salto frente\nA programação rudimentar permite armazenar uma fatura em um banco de dados de receitas e importá-la para um montador.\n-A região azul em torno dos montadores e bancos de dados de receita indica a área de transferência de dados Implementação de Turing Qualquer coisa pode ser descrita como uma série de 1s e 0s, desde que haja 1s e 0s suficientes Sobre: ​​Tier 3 Fabricação Desbloqueada - Refinamentos no maquinário permitem que máquinas sofisticadas, como as que se autocorrigem (ficam mais rápidas quanto mais tempo realizam um trabalho), brocas com reconhecimento de objetos para extrair apenas o que se deseja e as primeiras tecnologias de enxame mecanizado. - \n-máquinas mecanizadas interagem com alguns blocos aleatórios na área a cada segundo. + Refinamentos no maquinário permitem que máquinas sofisticadas, como as que se autocorrigem (ficam mais rápidas quanto mais tempo realizam um trabalho), brocas com reconhecimento de objetos para extrair apenas o que se deseja e as primeiras tecnologias de enxame mecanizado.\n-máquinas mecanizadas interagem com alguns blocos aleatórios na área a cada segundo. Tecnologia Quantum Bit Aproveitando a natureza quântica da própria realidade para resolver problemas computacionais exponencialmente mais exigentes. Computação Quantica: Tier 4 Fábricação Desbloqueada - A tecnologia Qubit tem tudo a ver com computação avançada, máquinas de ponta e tecnologia, isso pode até estar no jogo da insanidade? o que vem a seguir?! ¤%. - \nSolte-nos sugestões em nossa página do Workshop. - \n\nObrigado por jogar! + A tecnologia Qubit tem tudo a ver com computação avançada, máquinas de ponta e tecnologia, isso pode até estar no jogo da insanidade? o que vem a seguir?! ¤%.\nSolte-nos sugestões em nossa página do Workshop.\n\nObrigado por jogar! + \ No newline at end of file From c4714edf4399f80022d65d2de7a5fc1beba6e5d6 Mon Sep 17 00:00:00 2001 From: Lightwave Date: Sun, 22 Dec 2024 17:25:45 +0400 Subject: [PATCH 2/3] Fix typos. --- Mods/Core_SK/Defs/Drugs/ActivatedCarbon.xml | 2 +- Mods/Core_SK/Defs/ScenarioDefs/Scenarios_J_NuclearFallout.xml | 2 +- Mods/Core_SK/Defs/ThingDefs/Filth_Diseases.xml | 4 ++-- .../ThingDefs_Buildings/Buildings_Production_Hydroponics.xml | 2 +- Mods/Skynet_SK/Defs/ThingDefs/Races_Skynet.xml | 4 ++-- 5 files changed, 7 insertions(+), 7 deletions(-) diff --git a/Mods/Core_SK/Defs/Drugs/ActivatedCarbon.xml b/Mods/Core_SK/Defs/Drugs/ActivatedCarbon.xml index 070c141e79..bb1292c305 100644 --- a/Mods/Core_SK/Defs/Drugs/ActivatedCarbon.xml +++ b/Mods/Core_SK/Defs/Drugs/ActivatedCarbon.xml @@ -52,7 +52,7 @@ ActivatedCarbonConsumed - Activated сarbon consumed + Activated carbon consumed HediffWithComps (1,0,0.5) false diff --git a/Mods/Core_SK/Defs/ScenarioDefs/Scenarios_J_NuclearFallout.xml b/Mods/Core_SK/Defs/ScenarioDefs/Scenarios_J_NuclearFallout.xml index 5da6ec901a..165d5feade 100644 --- a/Mods/Core_SK/Defs/ScenarioDefs/Scenarios_J_NuclearFallout.xml +++ b/Mods/Core_SK/Defs/ScenarioDefs/Scenarios_J_NuclearFallout.xml @@ -4,7 +4,7 @@ Crashlanded_Nuclear_Fallout - The group of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. While flying towards the ground, you feel a huge explosion, shaking your pod. Some time later, you land on this unknown rimworld, a toxic wasteland. Luckily you managed to grab a Сhemical Protection Suit from one of the engineers. + The group of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. While flying towards the ground, you feel a huge explosion, shaking your pod. Some time later, you land on this unknown rimworld, a toxic wasteland. Luckily you managed to grab a Chemical Protection Suit from one of the engineers. Three crashlanded survivors - with nuclear fallout. diff --git a/Mods/Core_SK/Defs/ThingDefs/Filth_Diseases.xml b/Mods/Core_SK/Defs/ThingDefs/Filth_Diseases.xml index 75e037c085..058b2652b3 100644 --- a/Mods/Core_SK/Defs/ThingDefs/Filth_Diseases.xml +++ b/Mods/Core_SK/Defs/ThingDefs/Filth_Diseases.xml @@ -57,7 +57,7 @@ Filth_CoronavirusGerms - + Things/Filth/Grainy (91,75,65,000) @@ -71,7 +71,7 @@ Filth_MeaslesGerms - + Things/Filth/Grainy (91,75,65,000) diff --git a/Mods/Core_SK/Defs/ThingDefs_Buildings/Buildings_Production_Hydroponics.xml b/Mods/Core_SK/Defs/ThingDefs_Buildings/Buildings_Production_Hydroponics.xml index 76c73920e9..cd0c368c84 100644 --- a/Mods/Core_SK/Defs/ThingDefs_Buildings/Buildings_Production_Hydroponics.xml +++ b/Mods/Core_SK/Defs/ThingDefs_Buildings/Buildings_Production_Hydroponics.xml @@ -13,7 +13,7 @@ LowPlant false - Еnrichment soil. 80 fertility + Enrichment soil. 80 fertility (1,3)
  • Woody
  • diff --git a/Mods/Skynet_SK/Defs/ThingDefs/Races_Skynet.xml b/Mods/Skynet_SK/Defs/ThingDefs/Races_Skynet.xml index ffd8557b41..4a3e80c40e 100644 --- a/Mods/Skynet_SK/Defs/ThingDefs/Races_Skynet.xml +++ b/Mods/Skynet_SK/Defs/ThingDefs/Races_Skynet.xml @@ -238,7 +238,7 @@ SkynetInfiltrator - The Terminator is an infiltration unit that is part-man and part-machine. The interior is composed of a hyperalloy combat chassis that is microprocessor-controlled. The exterior is living human tissue. The endoskeleton is assisted by a powerful network of hydraulic servomechanisms. This makes Terminators superhumanly strong. \n\nMain features:\n ++Great armor\n ++Great durability\n --No regeneration abilities\n -- No restore lost limbs\n -Can't change appearance\n --Can't transform arms in melee battle\n -No colony socialization\n --Weak working opportunities\n +Сan't get overheating. + The Terminator is an infiltration unit that is part-man and part-machine. The interior is composed of a hyperalloy combat chassis that is microprocessor-controlled. The exterior is living human tissue. The endoskeleton is assisted by a powerful network of hydraulic servomechanisms. This makes Terminators superhumanly strong. \n\nMain features:\n ++Great armor\n ++Great durability\n --No regeneration abilities\n -- No restore lost limbs\n -Can't change appearance\n --Can't transform arms in melee battle\n -No colony socialization\n --Weak working opportunities\n +Can't get overheating. Skynet.SkynetInfiltrator 4.6 @@ -547,7 +547,7 @@ SkynetPrototypeTX - The T-X model also known as Terminatrix. It is a composite of the T-800 and T-1000, a solid sophisticated human sized frame endoskeleton covered with a nanorobotic liquid metal "mimetic polyalloy", capable of changing shape, color and temperature in order to mimic living creatures and recover from damage.\n\nMain features:\n +Average armor\n ++Good durability\n ++Strong regeneration abilities\n ++Restore lost limbs, except reactor core and brain\n +Can change appearance\n ++Can transform arms in melee battle\n -No colony socialization\n --Weak working opportunities\n +Сan't get overheating. + The T-X model also known as Terminatrix. It is a composite of the T-800 and T-1000, a solid sophisticated human sized frame endoskeleton covered with a nanorobotic liquid metal "mimetic polyalloy", capable of changing shape, color and temperature in order to mimic living creatures and recover from damage.\n\nMain features:\n +Average armor\n ++Good durability\n ++Strong regeneration abilities\n ++Restore lost limbs, except reactor core and brain\n +Can change appearance\n ++Can transform arms in melee battle\n -No colony socialization\n --Weak working opportunities\n +Can't get overheating. Skynet.SkynetAgent 10 From 363000deea2c3494d09c593696decb880893aca2 Mon Sep 17 00:00:00 2001 From: Lightwave Date: Sun, 22 Dec 2024 18:33:22 +0400 Subject: [PATCH 3/3] Fix typo in RedWoodFloorF description. --- Mods/Core_SK/Defs/TerrainDefs/Terrain_FloorWood.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Mods/Core_SK/Defs/TerrainDefs/Terrain_FloorWood.xml b/Mods/Core_SK/Defs/TerrainDefs/Terrain_FloorWood.xml index 10ebcb59db..bdf78582f7 100644 --- a/Mods/Core_SK/Defs/TerrainDefs/Terrain_FloorWood.xml +++ b/Mods/Core_SK/Defs/TerrainDefs/Terrain_FloorWood.xml @@ -363,7 +363,7 @@ RedWoodFloorF 245 - Pale, beautiful сhequerwise parquet made from neatly crafted mahogany planks. + Pale, beautiful chequerwise parquet made from neatly crafted mahogany planks. Terrain/Surfaces/redwood_floor_b3 Terrain/Surfaces/redwood_floor_b3i