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by Dev-iL
Fri Oct 15, 2021 11:03 am
Forum: Translations
Topic: Georgian localization
Replies: 5
Views: 1804

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. :...
by Dev-iL
Fri Sep 24, 2021 6:38 am
Forum: Releases
Topic: Version 1.1.40
Replies: 38
Views: 15372

Re: Version 1.1.40

luc wrote:
Thu Sep 23, 2021 11:28 pm
Is it made clear to the user that they were banned by a decision of Wube's system and not merely by the individual servers, or how would one know to appeal?
This is the message a user sees:
You are banned in this game by authserver recommendation. To appeal contact support@factorio.com.
by Dev-iL
Sat Jul 24, 2021 9:17 am
Forum: Releases
Topic: Version 1.1.36
Replies: 6
Views: 17505

Re: Version 1.1.36

FactorioBot wrote:
Tue Jul 13, 2021 3:33 pm
Fixed ghost entities had reflections on water.
Literally unplayable! :o
by Dev-iL
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: 43621

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 ...
by Dev-iL
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: 471

[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...
by Dev-iL
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: 1950

Re: [1.1.9] Roboports in vehicles don't work properly

Klonan wrote:
Thu Jan 14, 2021 12:56 pm
Dev-iL wrote:
Thu Jan 14, 2021 12:51 pm
If so, this is probably "working as intended".
Ok if you say so, moving to not a bug
Didn't know I had that power... I think I'd like to move some "non-bugs" to "assigned"... :)
by Dev-iL
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: 1950

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".
by Dev-iL
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: 1495

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...
by Dev-iL
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: 640

Re: [1.1.5] Cannot place new tags on the map anymore

Rseding91 wrote:
Sun Dec 06, 2020 6:50 pm
Chart tags are now placed by clicking the add-tag button on the right side of the screen.
Is it possible to add a key binding for this action?
by Dev-iL
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: 386

[1.1.5] Inconsistent preview for tiles (graphic layers order)

Consider the following example:

Image

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).
by Dev-iL
Mon Dec 07, 2020 8:07 am
Forum: Minor issues
Topic: [1.1.5] Console text jumpy when mining
Replies: 1
Views: 581

[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:

Image

(I have 3 toolbars visible if that matters).
by Dev-iL
Mon Nov 23, 2020 9:18 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 50162

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...
by Dev-iL
Fri Nov 13, 2020 3:37 pm
Forum: Translations
Topic: Plurals in technology names
Replies: 6
Views: 2715

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.
by Dev-iL
Tue Oct 20, 2020 12:14 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 50162

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...
by Dev-iL
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: 2224

Re: [Wheybags] [0.18.3] [Minor] Indonesian doesn't have a language name in UI settings

wheybags wrote:
Tue Oct 13, 2020 12:47 pm
Thanks for pointing it out, it can be hard to get these things right when you're working with a bunch of languages you don't speak :p
Sure thing, happy to help! I assure you - I understand neither Indonesian nor Bulgarian, I just happen to be familiar with their writing systems. :)
by Dev-iL
Sun Sep 27, 2020 6:48 am
Forum: Translations
Topic: testing translations locally
Replies: 6
Views: 1980

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...
by Dev-iL
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: 14861

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.
by Dev-iL
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: 1003

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?
by Dev-iL
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: 1003

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...
by Dev-iL
Sun Aug 16, 2020 8:03 am
Forum: Translations
Topic: Removing RTL language translations
Replies: 16
Views: 11133

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...

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