Okay, thanks for the info!posila wrote:Locale change would invalidate translations of these strings with little time for translators or us to fix it before 0.15 is stable.Bilka wrote:Oh and may I ask why for 0.16? Isn't that just a locale change?
Search found 3214 matches
- Wed Jul 26, 2017 9:22 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
- Replies: 6
- Views: 2829
Re: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
- Wed Jul 26, 2017 9:09 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
- Replies: 6
- Views: 2829
Re: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
Some more, it should be "Select for cancel deconstruction" instead of "Select for cancel Deconstruction" and "Select for blueprint" instead of "Select for Blueprint". Oh and may I ask why for 0.16? Isn't that just a locale change?
- Wed Jul 26, 2017 8:35 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
- Replies: 6
- Views: 2829
[posila][for 0.16][0.15.31]Minor: "Pipette Tool" instead of "Pipette tool"
In the controls menu the pipette tool is named "Pipette Tool" instead of "Pipette tool", same goes for the blueprint library, it's named "Blueprint Library" instead of "Blueprint library". Please make them consistent to all other control names.
- Tue Jul 25, 2017 7:56 pm
- Forum: Modding help
- Topic: [Solved] Blue print / Terrain Tile Issue
- Replies: 10
- Views: 2652
Re: Blue print / Terrain Tile Issue
Here is the 0.15.31 data.raw. Searching for "can_be_part_of_blueprint": false gives me grass as the first result. Here is the grass alone. Edit: Even searching in the one linked on the wiki that was dumped directly from the game using a short mod has the grass as the first result when sea...
- Sun Jul 23, 2017 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
- Replies: 9
- Views: 5438
Re: [0.15.30] Radar getting too weak on megabase
Do the radars have enough power?
- Sun Jul 23, 2017 12:58 pm
- Forum: Wiki Talk
- Topic: Which version is the wiki supposed to be about
- Replies: 18
- Views: 10671
Re: Which version is the wiki supposed to be about
There is a ton of outdated information on the wiki, especially in the prototypes section. If I am not misinterpreting the API, then prototypes like https://wiki.factorio.com/Prototype/EntityWithHealth don't even exist anymore. I would suggest to redirect to the API documentation because keeping all...
- Sun Jul 23, 2017 10:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.30] Trash items don't get spilled on tech reset
- Replies: 1
- Views: 2078
[0.15.30] Trash items don't get spilled on tech reset
When the player has a full main inventory and items in the trash slots and the technologies are reset the items in the autotrash slots disappear. I expected that they would be spilled on the ground because that happens when the players tool bar is full (and the main inventory is full) and the techno...
- Sat Jul 22, 2017 6:41 pm
- Forum: Modding help
- Topic: Where in data i can find events?
- Replies: 6
- Views: 1586
Re: Where in data i can find events?
Those things aren't coded in lua. They can only be seen in the source code of the game, which only the devs have access to.
- Sat Jul 22, 2017 2:22 pm
- Forum: Duplicates
- Topic: [0.15.30] Red/green circuit wires not consumed by bots
- Replies: 2
- Views: 1277
Re: [0.15.30] Red/green circuit wires not consumed by bots
NaB, intended mechanic. They are also not listed in the ingredients of the blueprint, which is also intended. Kinda balances out that you don't get wires back when mining entities.
- Fri Jul 21, 2017 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.15.30] Inconsistency: clicking on buildings with capsules
- Replies: 1
- Views: 2168
[Twinsen][0.15.30] Inconsistency: clicking on buildings with capsules
When clicking on a building that can be opened (such as assembling machines, chests, combinators etc) while holding a capsule, the capsule effect triggers and the GUI opens (tested with defender capsule and locomotive/reactor). Expected behaviour: GUI doesn't open because that's the behaviour when c...
- Fri Jul 21, 2017 12:36 pm
- Forum: Not a bug
- Topic: [0.15.30] Lamp not taking correct color
- Replies: 2
- Views: 1077
Re: [0.15.30] Lamp not taking correct color
NaB, as the cookbook says
Green is before yellow, so the lamp lights up green no matter if yellow is present or not.The lamp will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.
- Thu Jul 20, 2017 9:12 pm
- Forum: Resolved Problems and Bugs
- Topic: Sound doesn't work (On Windows)
- Replies: 6
- Views: 3222
Re: Sound doesn't work (On Windows)
Instructions on how to find that folder can be found on the wiki: https://wiki.factorio.com/Application_directorymarvtobi wrote:You can find the log file in the folder where you installed the game, its named factorio-current.log
- Thu Jul 20, 2017 6:49 am
- Forum: Resolved Problems and Bugs
- Topic: Sound doesn't work (On Windows)
- Replies: 6
- Views: 3222
Re: Sound doesn't work (On Windows)
Attach a current log file please.
- Wed Jul 19, 2017 7:43 pm
- Forum: Wiki Talk
- Topic: Many broken icon links
- Replies: 4
- Views: 3533
Re: Many broken icon links
You say on the day we made a mass move and edit and nothing was broken for more than the hour it took the software to process the job queue :P But yeah, that is a good idea if we do mass changes in the future, though that is very unlikely as we now have cleaned up most of the oddities behind the wiki.
- Wed Jul 19, 2017 1:31 pm
- Forum: Resolved Requests
- Topic: Factorio API searchbar
- Replies: 4
- Views: 1660
Re: Factorio API searchbar
While you wait for that you can also just use a search engine and limit the search to only the site using "site:http://lua-api.factorio.com/latest/" (this works with at least google and duck duck go) or search the files that come with the game using grep/find in files etc.
- Tue Jul 18, 2017 7:33 pm
- Forum: Modding help
- Topic: "can_place_entity" question
- Replies: 4
- Views: 1258
Re: "can_place_entity" question
Does the thing that you try to spawn have the "water_tile" collision mask?
- Wed Jul 12, 2017 6:36 am
- Forum: Modding help
- Topic: general questions about modding
- Replies: 10
- Views: 3147
Re: general questions about modding
Uhm... No. Please look up what collision means, then try to find something that collides with water; not one of the few things that doesn't collide with it.meems wrote:@bilka
thanks. The only thing I've seen collide with water is the fishes. So I guess only fishes have collision masks with water.
- Tue Jul 11, 2017 9:33 pm
- Forum: Modding help
- Topic: general questions about modding
- Replies: 10
- Views: 3147
Re: general questions about modding
It's not a mask. It determines what entities collide with. Things with water-layer in their collision mask collide with the water tiles, things without it don't. Entities that share a collsion mask collide with each other.
- Sun Jul 09, 2017 12:27 pm
- Forum: Celebration Party
- Topic: Pub Quiz - Questions and Answers
- Replies: 3
- Views: 5934
Re: Pub Quiz - Questions and Answers
The achievements like "no solar" etc can be completed with the rocket launch. After that you can get the "solaris" achievement without invalidating the no solar one. You can see it in action here: https://www.speedrun.com/Factorio#100
- Sat Jul 08, 2017 8:04 pm
- Forum: Won't fix.
- Topic: [0.15.28] Rail engine/car location decals don't display
- Replies: 4
- Views: 2499
Re: [0.15.28] Rail engine/car location decals don't display
There is a station right before the cruve, and its five wagons should extend behind the place the cursor is at, so it should show the outlines.