Search found 290 matches
- Fri Oct 15, 2021 11:03 am
- Forum: Translations
- Topic: Georgian localization
- Replies: 5
- Views: 2672
Re: Georgian localization
Thanks for your answers, I wrote to the developers on the Crowdin page where they translate, but no one has contacted me for over a week. Maybe I wrote it wrong or the developers don't have time? :( Conversation.png Nevertheless, I have already translated more than half of the game into Georgian. :...
- Fri Sep 24, 2021 6:38 am
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 19278
Re: Version 1.1.40
This is the message a user sees:
You are banned in this game by authserver recommendation. To appeal contact support@factorio.com.
- Sat Jul 24, 2021 9:17 am
- Forum: Releases
- Topic: Version 1.1.36
- Replies: 6
- Views: 18775
Re: Version 1.1.36
Literally unplayable!

- Fri Jun 25, 2021 7:28 am
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 54684
Re: Friday Facts #366 - The only way to go fast, is to go well!
For this, I implemented a simple test dependency system. The tests are executed and listed in a way, that when you get to debug and check a test, you know that all of its dependencies are already working correctly. I tried to search if others use the dependencies as well, and how they do it, and I ...
- Wed Jan 27, 2021 7:26 am
- Forum: 1 / 0 magic
- Topic: [1.1.18] D3D crash when starting Factorio with RDP in foreground
- Replies: 0
- Views: 718
[1.1.18] D3D crash when starting Factorio with RDP in foreground
This crash report might be a false positive (that is, not really a fault of Factorio), so I'm submitting it more for archival purposes. This happened when starting Factorio and quickly switching to a full-screen remote desktop connection (mstsc). I have to say that this only ever happened to me once...
- Thu Jan 14, 2021 1:16 pm
- Forum: Not a bug
- Topic: [1.1.9] Roboports in vehicles don't work properly
- Replies: 16
- Views: 2806
- Thu Jan 14, 2021 12:51 pm
- Forum: Not a bug
- Topic: [1.1.9] Roboports in vehicles don't work properly
- Replies: 16
- Views: 2806
Re: [1.1.9] Roboports in vehicles don't work properly
How many robots are active in the map? What you're describing usually indicates that the logistic network's internal queue is very long (due to many robots). If so, this is probably "working as intended".
- Tue Dec 08, 2020 6:46 am
- Forum: Translations
- Topic: [1.1.5] [GUI] [Translate] Interface translation elements do not take into account the context of the movement direction
- Replies: 7
- Views: 2336
Re: [1.1.5] [GUI] [Translate] Interface translation elements do not take into account the context of the movement direct
Two suggestions (assuming the developers don't add any more strings): Change it to "левая сторона" and "правая сторона" ("left side" and "right side"). Change the filter string to some variation of "приоритетная сторона входа\выхода" and then the str...
- Tue Dec 08, 2020 6:41 am
- Forum: Not a bug
- Topic: [1.1.5] Cannot place new tags on the map anymore
- Replies: 3
- Views: 976
- Mon Dec 07, 2020 10:37 am
- Forum: Not a bug
- Topic: [1.1.5] Inconsistent preview for tiles (graphic layers order)
- Replies: 1
- Views: 564
[1.1.5] Inconsistent preview for tiles (graphic layers order)
Consider the following example:

You can see several issue:

You can see several issue:
- The floor preview covers belts (and items on them) but not the splitter and underground belts.
- The alt mode visualization obscures the player (see bottom chest).
- Mon Dec 07, 2020 8:07 am
- Forum: Minor issues
- Topic: [1.1.5] Console text jumpy when mining
- Replies: 1
- Views: 834
[1.1.5] Console text jumpy when mining
When some message in the console is visible and I perform an action such as picking up floor tiles, the following happens, which is quite annoying to watch:

(I have 3 toolbars visible if that matters).

(I have 3 toolbars visible if that matters).
- Mon Nov 23, 2020 9:18 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 62997
Re: Friday Facts #361 - Train stop limit, Tips and tricks
If you want a rough estimate, you can try to extrapolate it! 1.0 was released on 2020-08-14 and the FFF was posted on 2020-10-09 -> which means 56 days. If they were ~50% done at the time of the FFF and assuming they're working with the same rate, it means an additional 56 days, which brings us rou...
- Fri Nov 13, 2020 3:37 pm
- Forum: Translations
- Topic: Plurals in technology names
- Replies: 6
- Views: 3402
Re: Plurals in technology names
Almost two years later, this has finally been acted upon (see FFF #363), though in the opposite direction...! No matter, as long as it's resolved
Mods - feel free to move to implemented suggestions.

Mods - feel free to move to implemented suggestions.
- Tue Oct 20, 2020 12:14 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 62997
Re: Friday Facts #361 - Train stop limit, Tips and tricks
If you want a rough estimate, you can try to extrapolate it! 1.0 was released on 2020-08-14 and the FFF was posted on 2020-10-09 -> which means 56 days. If they were ~50% done at the time of the FFF and assuming they're working with the same rate, it means an additional 56 days, which brings us roug...
- Wed Oct 14, 2020 7:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Wheybags] [0.18.3] [Minor] Indonesian doesn't have a language name in UI settings
- Replies: 4
- Views: 2869
Re: [Wheybags] [0.18.3] [Minor] Indonesian doesn't have a language name in UI settings
Sure thing, happy to help! I assure you - I understand neither Indonesian nor Bulgarian, I just happen to be familiar with their writing systems.

- Sun Sep 27, 2020 6:48 am
- Forum: Translations
- Topic: testing translations locally
- Replies: 6
- Views: 2918
Re: testing translations locally
Whenever I wanted to test translations in the past, I would simply modify the .cfg files directly (and reload the game). Of course this is not very useful when you want to modify a large number of strings, but very convenient otherwise. Another alternative, for those who don't want to edit the origi...
- Mon Aug 17, 2020 10:48 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Spidertron legs stretched by belts (1000+ tiles)
- Replies: 5
- Views: 17733
Re: [1.0.0] Spidertron legs stretched by belts (1000+ tiles)
BTW, this behavior is mentioned in the Spidertron Wiki page:
Factorio Wiki wrote: Spidertrons legs can be moved by belts which can be prevent by inserting belt immunity equipment into its equipment grid.
- Sun Aug 16, 2020 2:01 pm
- Forum: Not a bug
- Topic: [1.0.0] Spidertron does not always use rockets in launcher slots
- Replies: 5
- Views: 2022
Re: [1.0.0] Spidertron does not always use rockets in launcher slots
Ah, thanks for the clarification; not sure how I missed that. So basically, if the logic was: "cycle -> shoot" instead of "shoot -> cycle" it'd work with partially empty ammos slots too... Is this something that can be modded in?
- Sun Aug 16, 2020 12:12 pm
- Forum: Not a bug
- Topic: [1.0.0] Spidertron does not always use rockets in launcher slots
- Replies: 5
- Views: 2022
Re: [1.0.0] Spidertron does not always use rockets in launcher slots
If the spiders weapon is on a slot with no ammo, then it does not shoot. This is consistent with other vehicles and the character. When it shoots, it cycles to the next loaded weapon slot. Nothing here I would consider a bug, just different expectations of what 'auto-target' should do Are you sayin...
- Sun Aug 16, 2020 8:03 am
- Forum: Translations
- Topic: Removing RTL language translations
- Replies: 16
- Views: 13161
Re: Removing RTL language translations
it doesn't make sense to list all the numbers from 11-99 (ends in 11,ends in 12 ..., ends in 99) every time I translate plurals. Wow, I hadn't realized what a nightmare this was in Arabic. Honestly, I'm very doubtful that other languages go through the trouble of encoding every possibility correctl...