Search found 74 matches

by Sephrat
Fri Jan 17, 2020 7:58 am
Forum: Translations
Topic: Error in french translation blocking arrival campaign
Replies: 1
Views: 1556

Re: Error in french translation blocking arrival campaign

It's actually my translation that is at fault, sorry for that. I've removed it.
You did the right thing by submitting your translation. I just approved it.
We'll have to wait for the next release for the translation to be included in the game, which unfortunately should not be anytime soon.
by Sephrat
Sun Aug 04, 2019 8:59 am
Forum: Translations
Topic: Localisation of values
Replies: 2
Views: 1823

Re: Localisation of values

I second that.
In French we would write it 1 000 000,2 => space is the thousand separator, comma the decimal separator.
This should be made into a setting of the GUI.
by Sephrat
Sun Aug 04, 2019 8:56 am
Forum: Translations
Topic: Separation of value and units
Replies: 3
Views: 2512

Re: Separation of value and units

I believe this should be addressed to the dev team as it is not related to translations but can be applied globally regardless of the language. As for the request you made, I think it is as it is so that the unit is always kept together with the value it refers to (if the line is too long the unit c...
by Sephrat
Thu Jul 04, 2019 3:06 pm
Forum: Translations
Topic: 0.17.53 campagne/tuto crash
Replies: 5
Views: 3203

Re: 0.17.53 campagne/tuto crash

Second part of bug report can be fixed: campaigns/npe/level-01/locale/fr/new-tut-map.cfg contains 15 instances of broken color tag: "[color =" (space inside). Global search shows only "fr" translation is affected Thanks, I found the same 15 phrases in Crowdin and fixed the trans...
by Sephrat
Mon Jun 10, 2019 4:51 pm
Forum: Translations
Topic: Mouse buttons locales question for translators
Replies: 2
Views: 1935

Re: Mouse buttons locales question for translators

In French the initial version is actually more natural than the different equivalents we have for the 2 alts you suggest. I guess we'll just keep the button name and we'll be good. [Open chest by] [Control +] [left clicking]. [Ouvrir le coffre avec] [Control +] [Clic gauche]. [Control +] [Left click...
by Sephrat
Wed May 15, 2019 2:23 pm
Forum: Translations
Topic: [0.17.38] First tutorial in french
Replies: 1
Views: 1963

Re: [0.17.38] First tutorial in french

* Not very "clean" information for the Z,Q,S,D keys (see Z_CONROL file) * Bad translation "roreuse" instead of "foreuse", and Coal/Wood (Charbon/Bois) not translated (see Foreuse file) * [color , [/color visible in every popup windows (see color file) I changed the tra...
by Sephrat
Sat Mar 02, 2019 11:57 am
Forum: Translations
Topic: [0.17.2] Alerts not showing up properly (pl)
Replies: 5
Views: 3259

Re: [0.17.2] Alerts not showing up properly (pl)

Zehir wrote: ↑
Fri Mar 01, 2019 9:34 pm
Which version ? I got this in 0.17.4
I guess the next one, the fix must have missed the release train by a few minutes.
by Sephrat
Fri Mar 01, 2019 5:47 pm
Forum: Translations
Topic: [0.17.2] Alerts not showing up properly (pl)
Replies: 5
Views: 3259

Re: [0.17.2] Alerts not showing up properly (pl)

Zehir wrote: ↑
Fri Mar 01, 2019 11:27 am
Hi,

Same for French translation
Thanks, should be fixed for next release.
by Sephrat
Thu Nov 01, 2018 11:04 am
Forum: Translations
Topic: "Unknown control sequence"
Replies: 4
Views: 3942

Re: "Unknown control sequence"

I fixed the translation in Crowdin.
https://crowdin.com/translate/factorio/ ... radar-info
See viewtopic.php?f=12&t=32964 if you want to help. :-)
by Sephrat
Fri Apr 06, 2018 4:18 pm
Forum: Translations
Topic: French translation errors with generic translations
Replies: 2
Views: 2261

Re: French translation errors with generic translations

Sadly there is no easy way to do it. Every language has its own grammar rules, the devs can't handle every specificity in their messages. I think the best way to do it would be to add quote marks around the 'variables' so that it looks less ugly. Remplir le baril de "__1__" would look inga...
by Sephrat
Mon Jul 03, 2017 8:17 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
Replies: 22
Views: 13272

Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)

the signs layout you did is not optimized. As i can see you missused the chains, and the stop sign too. The chains you used for the parking is no needed. The 3 which one of them the train stopped, all 3 of them are missused. The top of the SS you took have 2 stop signs there which it should'nt be a...
by Sephrat
Mon Jul 03, 2017 6:29 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
Replies: 22
Views: 13272

Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)

YES!! :-)
Thanks for the fix, I'm excited to build a mega-train network in my 0.15 game and see how it goes.
by Sephrat
Fri Jun 30, 2017 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
Replies: 22
Views: 23126

Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals

So I talked to the developers on IRC and apparently several videos and a dozen screenshots of the bug are not enough, they need a save just before it happens or they won't look into it. Can anyone provide one? I tried but without knowing what causes trains to repath (I asked the devs and they won't...
by Sephrat
Tue Jun 13, 2017 3:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.x] DVORAK keyboard, activates GUI during chat
Replies: 11
Views: 4502

Re: [0.15.x] DVORAK keyboard, activates GUI during chat

I have an AZERTY keyboard and it works just fine for me. I still hate the fact that I have to remap half of the predefined controls but it's not really a bug. With AZERTY WASD becomes ZQSD, but the controls remain WASD, so I have to map "move up" to "Z" instead of "W" f...
by Sephrat
Fri May 26, 2017 1:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.14] [Harkonnen] Speaker condition reset when changing instrument
Replies: 1
Views: 2584

[0.15.14] [Harkonnen] Speaker condition reset when changing instrument

When the speaker is set to trigger a sound when a circuit network condition is met, changing the instrument resets the condition to the one saved before the Gui was opened. Example: speaker.png The speaker is set to raise a sound when steam is below 6k Open the GUI and change 6k to 7k Change the ins...
by Sephrat
Mon May 22, 2017 6:11 pm
Forum: Not a bug
Topic: [0.15.12] Ghost rail planning tutorial suggested without train unlocked
Replies: 2
Views: 1494

Re: [0.15.12] Ghost rail planning tutorial suggested without train unlocked

Sorry wrong phrasing: I haven't researched rails either. I reported this issue because "Basic trains & rail building" isn't suggested but "Ghost rail planning" is. I think the two of them should have the same pre-requisite. Feel free to change your mind after this update. :-)
by Sephrat
Sun May 21, 2017 5:41 pm
Forum: Not a bug
Topic: [14.17] portable solar panel technology pre-requisites
Replies: 3
Views: 2053

Re: [14.17] portable solar panel technology pre-requisites

Was redirected from here . Sorry to bump this thread but please don't say "not a bug" to this. What's the point of pre-requisites if not this? Almost every technology pre-requisite is properly handled except for a few of them. Please make them consistent for the player's sake. It drives yo...
by Sephrat
Sun May 21, 2017 5:26 pm
Forum: Not a bug
Topic: [0.15.12] Ghost rail planning tutorial suggested without train unlocked
Replies: 2
Views: 1494

[0.15.12] Ghost rail planning tutorial suggested without train unlocked

I still haven't unlocked trains but I was suggested Ghost rail planning tutorial when I finished researching construction robots. I guess both technologies should be a condition to this suggestion.
by Sephrat
Sun May 21, 2017 5:18 pm
Forum: Duplicates
Topic: [0.15.12] Tank technology should have "explosives" as prerequisite
Replies: 1
Views: 1098

[0.15.12] Tank technology should have "explosives" as prerequisite

Tank technology unlocks cannon shells. One of the ingredients for Cannon shells is explosives. Explosives are not a prerequisite to tanks. Therefore I'm currently allowed to craft cannon shells but I can't craft one of its ingredients. I spent some time wondering why I couldn't find explosives in my...

Go to advanced search