The current screenshot command:
screenshot <x resolution> <y resolution> <zoom>
Compared with resolution, I think zoom is a more popular parameter, and it is easier to be input.
Therefore, I suggestion to change <zoom> as the first optional parameter.
In this way, players can simply specify the ...
Search found 30 matches
- Thu Apr 26, 2018 3:59 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: reorder the parameters of the screenshot command
- Replies: 0
- Views: 802
- Tue Apr 24, 2018 10:39 am
- Forum: Releases
- Topic: Version 0.16.37
- Replies: 10
- Views: 14747
Re: Version 0.16.37
A suggestion for the screenshot command
----------------------
screenshot <x resolution> <y resolution> <zoom>
----------------------
Compared with resolution, I think zoom is a more popular parameter.
Therefore, I suggestion to change <zoom> as the first optional parameter.
In this way, players ...
----------------------
screenshot <x resolution> <y resolution> <zoom>
----------------------
Compared with resolution, I think zoom is a more popular parameter.
Therefore, I suggestion to change <zoom> as the first optional parameter.
In this way, players ...
- Sat Mar 10, 2018 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][for 0.17][0.16.28] Japanese (CJK?) text is slightly off center [...]
- Replies: 3
- Views: 1836
Re: [0.16.28] Japanese (CJK?) text is slightly off center [...]
Each language has different fallbacks which indicates the sequence of the fonts used in game.
You can find them at /factorio/data/core/locale/.../info.json
Therefore, different starting locale has different default CJK font.
For now, the default CJK font for most of languages is only for zh-CN ...
You can find them at /factorio/data/core/locale/.../info.json
Therefore, different starting locale has different default CJK font.
For now, the default CJK font for most of languages is only for zh-CN ...
- Thu Aug 10, 2017 2:28 am
- Forum: Releases
- Topic: Version 0.15.33
- Replies: 19
- Views: 24476
Re: Version 0.15.33
Amazing! I thought my suggestion has been drowned by plenty of other suggestions!
I can imagine how hard the developers do when reading the suggestion flood:)
I can imagine how hard the developers do when reading the suggestion flood:)
- Wed Jul 19, 2017 1:56 pm
- Forum: Implemented Suggestions
- Topic: Require the display of mods' untranslated names
- Replies: 1
- Views: 4217
Require the display of mods' untranslated names
TL;DR
Please add a new column to the list box in the mods gui for displaying each mod's untranslated name (not title).
What ?
It is possible to translate each mods' title and description, since the groups of "mod-name" & "mod-description" are added to *.cfg .
It is really useful for non ...
Please add a new column to the list box in the mods gui for displaying each mod's untranslated name (not title).
What ?
It is possible to translate each mods' title and description, since the groups of "mod-name" & "mod-description" are added to *.cfg .
It is really useful for non ...
- Tue Jun 20, 2017 1:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.21] PvP setting error
- Replies: 3
- Views: 3113
Re: [0.15.21] PvP setting error
Click the "Disable items" button will cause error if the frame already exists.
Thanks for the report, this is fixed in the next release
Besides, once the 7th team is added, a faulty layout of the teams occurs.
I don't know what you mean by this, could you provide a screenshot showing the ...
Thanks for the report, this is fixed in the next release
Besides, once the 7th team is added, a faulty layout of the teams occurs.
I don't know what you mean by this, could you provide a screenshot showing the ...
- Sat Jun 17, 2017 11:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.21] PvP setting error
- Replies: 3
- Views: 3113
[0.15.21] PvP setting error
Click the "Disable items" button will cause error if the frame already exists.
5175.199 Error MainLoop.cpp:943: Exception at tick 236: Error while running event level::on_gui_click (ID 1)
Gui element with name disable_items_frame already present in the parent element.
stack traceback:
...mapps ...
5175.199 Error MainLoop.cpp:943: Exception at tick 236: Error while running event level::on_gui_click (ID 1)
Gui element with name disable_items_frame already present in the parent element.
stack traceback:
...mapps ...
- Mon Jul 25, 2016 2:52 pm
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 65193
Re: [MOD 0.13.X] EfficienSee : optimise your factory !
Hi Jos, I see what you mean, and it should be feasible, even if it's a huge work to take everything into account, considering the huge variety of settings, influencers, but also some tweaking mods and their underlying subtilities.
So you would like on each machine a rough estimation of its local ...
So you would like on each machine a rough estimation of its local ...
- Mon Jul 25, 2016 1:38 pm
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 65193
Re: [MOD 0.13.X] EfficienSee : optimise your factory !
Hi Jos,
thx for your return and appreciation, it's always welcome :-)
I corrected the locale typo, thx. New version published.
For your suggestion, the problem is that factorio API does not provide any production information per machine. So I cannot compute the production of a subset of machines ...
thx for your return and appreciation, it's always welcome :-)
I corrected the locale typo, thx. New version published.
For your suggestion, the problem is that factorio API does not provide any production information per machine. So I cannot compute the production of a subset of machines ...
- Sun Jul 24, 2016 12:39 pm
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 65193
Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !
First, I'll report a simple bug of locale text. The 2 invalid lines in en.cfg should be rewrite as:
effic_hotkey_on_map = EfficienSee machines stats on/off
1.png
Second, I have a suggestion about the removed main list for other use.
Obviously, the main list is useless for the whole production ...
effic_hotkey_on_map = EfficienSee machines stats on/off
1.png
Second, I have a suggestion about the removed main list for other use.
Obviously, the main list is useless for the whole production ...
- Sat Jun 25, 2016 12:04 pm
- Forum: Translations
- Topic: modular armor and power armor
- Replies: 1
- Views: 1823
- Mon Mar 21, 2016 1:44 am
- Forum: Not a bug
- Topic: [-0.12.X] Key-pressing failure because of input method
- Replies: 2
- Views: 1422
[-0.12.X] Key-pressing failure because of input method
It is a simple problem for a long time until the Steam-launching when it becomes an awful player experience.
For those players from non-English speaking regions, if their default input method is not English, like Simplified Chinese, any keys input by keyboard in Factorio will be invalid.
Experienced ...
For those players from non-English speaking regions, if their default input method is not English, like Simplified Chinese, any keys input by keyboard in Factorio will be invalid.
Experienced ...
- Sat Mar 19, 2016 5:08 am
- Forum: Translations
- Topic: [Suggest] Add translation of the descriptions in Steam
- Replies: 1
- Views: 1840
[Suggest] Add translation of the descriptions in Steam
I have a suggest about translation of the descriptions in Steam.
Build a CrowdIn project, and manifest the local language in Steam. I believe it will increase the sales of Factorio more or less.
Build a CrowdIn project, and manifest the local language in Steam. I believe it will increase the sales of Factorio more or less.
- Mon Feb 29, 2016 6:04 am
- Forum: Translations
- Topic: Trailer
- Replies: 11
- Views: 16758
Re: Trailer
Thanks a lot!daniel34 wrote:I have attached the .srt files for the languages currently available on YouTube.Jos wrote:I need the srt files for copying the new trailter to a video website in China.
But the factorio-trailer project in CrowdIn doesn't support downloading the translation files right now.
- Fri Feb 26, 2016 2:34 pm
- Forum: Translations
- Topic: Trailer
- Replies: 11
- Views: 16758
Re: Trailer
I need the srt files for copying the new trailter to a video website in China.
But the factorio-trailer project in CrowdIn doesn't support downloading the translation files right now.
Please alter the option in CrowdIn about downloading. Thanks a lot!
But the factorio-trailer project in CrowdIn doesn't support downloading the translation files right now.
Please alter the option in CrowdIn about downloading. Thanks a lot!
- Fri Sep 04, 2015 11:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.5] [kovarex] Graphics error
- Replies: 1
- Views: 2503
[0.12.5] [kovarex] Graphics error
A new bug is found after the last fixing: https://forums.factorio.com/forum/vie ... 11&t=15139

The items close to the right boundary have this graphics error.
Thanks a lot!

The items close to the right boundary have this graphics error.
Thanks a lot!
- Sat Aug 22, 2015 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.X][Twinsen] Entity description can't auto-linefeed.
- Replies: 1
- Views: 3065
[0.12.X][Twinsen] Entity description can't auto-linefeed.
As a translator of Factorio, I usually add some more details which are not mentioned in the origin English text.
Therefore, my translated text may be much longer sometimes.
In the translation of zh-CN, I find this:
http://i.imgur.com/tEU5TEC.jpg
The frame is too wide because of long entity ...
Therefore, my translated text may be much longer sometimes.
In the translation of zh-CN, I find this:
http://i.imgur.com/tEU5TEC.jpg
The frame is too wide because of long entity ...
- Wed Mar 25, 2015 12:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] Bots don't autorepair red/green wires
- Replies: 6
- Views: 6883
Re: [0.11.19] Bots don't autorepair red/green wires
What's more, when using bots to construct a blueprint containing red/green wires, no red/green wire is needed.
- Sat Mar 14, 2015 2:10 am
- Forum: Mods
- Topic: [MOD 0.11.14+] Blueprint String
- Replies: 35
- Views: 78388
Re: [0.11.14] Blueprint String
Thank you for your excellent work again! :D
This is my translation text for zh-CN:
main-button=蓝图代码
save-all=蓝图->代码
load-string=代码->蓝图
textbox-caption=代码:
blueprints-saved=已保存__1__个蓝图的代码至 'script-output/blueprint-string'
blueprints-not-saved=未找到可保存的蓝图.
no-empty-blueprint=没有空蓝图, 无法加载代码.
unknown ...
This is my translation text for zh-CN:
main-button=蓝图代码
save-all=蓝图->代码
load-string=代码->蓝图
textbox-caption=代码:
blueprints-saved=已保存__1__个蓝图的代码至 'script-output/blueprint-string'
blueprints-not-saved=未找到可保存的蓝图.
no-empty-blueprint=没有空蓝图, 无法加载代码.
unknown ...
- Sat Mar 07, 2015 3:39 am
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 124003
Re: [MOD 0.11.x] TimeButtons v0.2.1
Since they removed mouse position detection, it is not possible to access the configuration menu
True, and i really want the config D:
Since I use a lot of mods that are natively not compatibles, I've made my way to modify some of them to fit my needs, TimeButtons is one of them ... for now the ...
True, and i really want the config D:
Since I use a lot of mods that are natively not compatibles, I've made my way to modify some of them to fit my needs, TimeButtons is one of them ... for now the ...