Hi, Russian proofreader here.
The english source for "Ж/д светофор" is "Rail signal" and I think it's good to keep translated string simple as that, keep somewhat in sync with simplicity of the source.
As for the "Маршрутный светофор", sounds interesting, will look into it, thanks.
Search found 14 matches
- Mon Oct 23, 2023 6:04 pm
- Forum: Translations
- Topic: Rail signals in Russian
- Replies: 1
- Views: 991
- Sat May 23, 2020 10:20 am
- Forum: Translations
- Topic: 0.18.26 Second level of "training" translate mistake
- Replies: 2
- Views: 1818
Re: 0.18.26 Second level of "training" translate mistake
Ok, checked that one, and yeah, now it's "постройте". Is it ok? Hope it will be more clear. Feel free to make suggestion though.
By the way thanks for point it out.
By the way thanks for point it out.

- Mon Jun 10, 2019 3:03 pm
- Forum: Translations
- Topic: Mouse buttons locales question for translators
- Replies: 2
- Views: 2390
Re: Mouse buttons locales question for translators
Looking good, this system will come in handy. Don't see any problems for ru locale (yet). 

- Fri Apr 12, 2019 6:21 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1647773
Re: Bugs & FAQ
I have another one
The given sprite rectangle (left_top=0x0, right_bottom=64x64) is outside the actual sprite size (left_top=0x0, right_bottom=32x32).
Sprite name: __angelssmelting__/graphics/icons/plate-glass.png.
If this is being used as an icon you may need to define the icon_size property ...
The given sprite rectangle (left_top=0x0, right_bottom=64x64) is outside the actual sprite size (left_top=0x0, right_bottom=32x32).
Sprite name: __angelssmelting__/graphics/icons/plate-glass.png.
If this is being used as an icon you may need to define the icon_size property ...
- Wed Mar 14, 2018 9:43 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 378890
Re: MOD [ 0.16.x] Bio-Industries 2.1.8
Yep, that works. And biofarm looks so solid now!TheSAguy wrote:Please give V2.1.9 a go and let me know if it fixes the issue.YSX wrote:Got error in last version, in previous version of Bio Industries all was ok.image

- Tue Mar 13, 2018 7:25 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 378890
Re: MOD [ 0.16.x] Bio-Industries 2.1.8
Got error in last version, in previous version of Bio Industries all was ok.
image
- Thu May 11, 2017 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.9] Sync mods with save - Back button does not work
- Replies: 3
- Views: 3095
Re: [0.15.9] Sync mods with save - Back button does not work
+
Same issue. After sync tool downloads all mods, pushing buttons "Accept" and "Back" does nothing. Only if I press Esc, go to Main Menu -> Mods - then game restarts, but after that looks like nothing changes in Mod menu, no new mods downloaded or enabled.
Same issue. After sync tool downloads all mods, pushing buttons "Accept" and "Back" does nothing. Only if I press Esc, go to Main Menu -> Mods - then game restarts, but after that looks like nothing changes in Mod menu, no new mods downloaded or enabled.
- Thu Jun 30, 2016 10:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] PowerSwitch logic crash
- Replies: 5
- Views: 2464
Re: [0.13.0] PowerSwitch logic crash
Same problem, occurs in 0.13.1 too.
It happens then I try connect power switch to logic or logistic network. Or sometimes it connects, but then network conditions changes, and crash happens.
It happens then I try connect power switch to logic or logistic network. Or sometimes it connects, but then network conditions changes, and crash happens.
- Thu Jun 16, 2016 7:29 pm
- Forum: Translations
- Topic: "Pulse" and "Hold"
- Replies: 6
- Views: 10206
Re: "Pulse" and "Hold"
Doesn't clear to me, what you want to achieve?
Multiple signal names, two for belts and two for inserters?

- Wed Aug 05, 2015 10:31 am
- Forum: Mods
- Topic: [MOD 0.12.32][v0.3.2] Logic Belts (and more)
- Replies: 21
- Views: 40254
Re: [MOD 0.12.x][v0.2.2] Logic Belts
Is it possible to make a logic splitter according to logic belt functionality? Something like if on the logic belt N items, then splitter move item to the left else to the right or even turn off.
If you wish I can try to implement this for myself, want to learn some modding stuff.
If you wish I can try to implement this for myself, want to learn some modding stuff.
- Tue Feb 17, 2015 4:28 am
- Forum: Mods
- Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
- Replies: 45
- Views: 63277
Re: [0.11.x - TreeFarm - Addon] AlienPlant
Ok, after trying a while i can't get this to work. I Have AlienPlant_0.1.2 along with Treefarm-Lite_0.1.2 and the Farm just doesn't plant the Alien plans seeds. Am i doing it wrong somehow? I just put the seeds into a mk2 farm, even added fertilizer, but the farm doesn't plant. (The farm seems to ...
- Mon Dec 08, 2014 2:44 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 92533
Re: [MOD 0.10.2] Automatic Rail Laying Machine
Nope, doesn't work. Trying to host saved game, error pops up, here it is:_Nevar_ wrote: If some one play in MP not only 1 player please write is it work.
Code: Select all
Error while running the event handler: __rail-layer__\control.lua:170: Map doesn't contain 1 player, this function can't be used
- Fri Nov 28, 2014 5:35 am
- Forum: Resolved Problems and Bugs
- Topic: No Room for Enemy Expansion
- Replies: 4
- Views: 2235
Re: No Room for Enemy Expansion
"Enemy expansion" bug thing happened for me also several times. Running on win 8.1 for me and win 7,8 for my friends, 64x version of the game.
- Fri Nov 28, 2014 5:29 am
- Forum: Resolved Problems and Bugs
- Topic: mp desync found bug
- Replies: 3
- Views: 1750
Re: mp desync found bug
Yeah, found that bug too. But only for construction robots, spawn logistic robots on the ground is ok for me I think. Btw this bug can easily be circumvented by placing robots directly in roboports.