Search found 74 matches

by Sephrat
Fri May 19, 2017 5:51 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150501

Re: Friday Facts #191 - Gui improvements

Yesss this is the GUI overhaul we needed! As many said before, we all got used to the way it works now, but now that you point out what could be enhanced I can't wait to get these upgrades!
by Sephrat
Wed May 17, 2017 8:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.11] Untranslatable string in Crowdin
Replies: 2
Views: 2407

[0.15.11] Untranslatable string in Crowdin

The string "Blueprint string" in the popup window title is not localizable.

Sorry, not a very exciting bug to fix. :D
by Sephrat
Wed Apr 26, 2017 5:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.2] Untranslatable strings in Crowdin
Replies: 1
Views: 675

[0.15.2] Untranslatable strings in Crowdin

Hello, If I'm not mistaken, the following texts seem to be hardcoded as I can't find them in Crowdin: The popup that comes up the first time you launch the game telling you the configuration has been reset (can't remember the exact text) "combined yield" in the minimap tooltip In the map g...
by Sephrat
Tue Apr 25, 2017 3:43 pm
Forum: Translations
Topic: French translation typo
Replies: 1
Views: 2097

Re: French translation typo

Thanks for the report, it will be corrected in the next release.
FYI you can also report and correct such mistakes directly in Crowdin (more details here).
by Sephrat
Wed Mar 01, 2017 4:56 pm
Forum: Translations
Topic: FAQ - How to contribute to Factorio's translation project
Replies: 5
Views: 8860

Re: FAQ - How to contribute to Factorio's translation project

hello! just finished Italian translation. Now, the translation needs to be approved. how do I proceed? Good question :-) I've updated the FAQ: Q: What's the difference between "translated" and "approved" (or validated)? A: Anyone can join the project and suggest translations. Th...
by Sephrat
Wed Feb 22, 2017 8:28 am
Forum: Duplicates
Topic: [14.22] Train doesn't enter the station
Replies: 1
Views: 777

Re: [14.22] Train doesn't enter the station

I feel like I've seen this one before... Yes :) See here: Duplicate Train Stations: Behavior Change? Basically your train is stubborn and only wants to go to the first train station. Chances are that both stations were occupied when this train arrived and got stuck at this red light. Trains only tr...
by Sephrat
Fri Feb 17, 2017 1:12 pm
Forum: Off topic
Topic: Algorithm Puzzle
Replies: 11
Views: 3373

Re: Algorithm Puzzle

This is quite a headache :) We gave it a thought at the office. n=1 is very easy to solve but starting from n=2 it's hard to be sure of anything. We couldn't find any strategy for Barry to guess it, Albert always found a way to trick him. We strongly believe it is impossible for Albert to win but we...
by Sephrat
Tue Feb 07, 2017 8:28 am
Forum: Not a bug
Topic: [0.14.22] Closed signal is weird signal
Replies: 2
Views: 894

Re: [0.14.22] Closed signal is weird signal

I think the tooltip says that the signal won't output the "red signal" when this red signal is triggered by a signal. Man, terminology is confusing in this game... :D The "red (circuit) signal" won't output if the train signal is red because of a circuit condition. I guess this ...
by Sephrat
Wed Feb 01, 2017 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.21] French achievement
Replies: 3
Views: 1273

Re: [0.14.21] French achievement

This only happens in Steam, not in game. The trouble is that Steam doesn't support multi-line achievements label, whereas the game GUI does. In French the text is too long so we split it over 2 lines. I will remove the "\n" for the next version and see how it goes in the game GUI. Hopefull...
by Sephrat
Thu Dec 22, 2016 10:25 am
Forum: Gameplay Help
Topic: Train station design questions: waiting bay
Replies: 18
Views: 15967

Re: Train station design questions: waiting bay

I've read a few times (Sadly don't remember where exactly) that trains choose which station they travel to only when they leave a station and then only recalculate the path to said fixed station and designed my railroads accordingly. Has this been debunked? This is not true, I just had the case whi...
by Sephrat
Thu Dec 22, 2016 9:57 am
Forum: Gameplay Help
Topic: Train station design questions: waiting bay
Replies: 18
Views: 15967

Re: Train station design questions: waiting bay

In your case you had signals between each of your exits, which messed with the trains pathing calculations. You want the train to pass the same number of signals regardless of which waiting bay it passes through. This is standard practice for waiting bays and should be followed regardless of what s...
by Sephrat
Thu Dec 22, 2016 9:19 am
Forum: Gameplay Help
Topic: Train station design questions: waiting bay
Replies: 18
Views: 15967

Re: Train station design questions: waiting bay

I never got the entire re-pathing thing... So how does it work? After every signal the trains look if the path they want to go down is still free and if not they try another one? Does that include picking another train station too, given it has the same name and is free? I didn't do any thorough se...
by Sephrat
Tue Dec 13, 2016 4:46 pm
Forum: Gameplay Help
Topic: Train station design questions: waiting bay
Replies: 18
Views: 15967

Re: Train station design questions: waiting bay

I had a similar issue that I exposed in this topic . I assume the initial problem is that all unloading stations were occupied at some point. Some emptied over time, but not the one this train had decided to go to. And it won't repath because trains only repath when passing a signal. A slight enhanc...
by Sephrat
Tue Nov 29, 2016 4:02 pm
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 153641

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

Funny thing i had the other day. I use rotary junctions a lot - easy to build and allows trains to switch directions ( useful if you drive around manually!). My normal train setup is 1 engine with 4 wagons. What happend once and ONLY ONCE!: One train entered a roundabout coming from west with the i...
by Sephrat
Tue Nov 22, 2016 9:51 pm
Forum: This Forum
Topic: Default forum theme is difficult to read
Replies: 9
Views: 4071

Re: Default forum theme is difficult to read

See also what has been discussed on this matter here.
by Sephrat
Mon Nov 21, 2016 10:09 pm
Forum: General discussion
Topic: "Not a bug" discussions
Replies: 23
Views: 5869

Re: "Not a bug" discussions

First of all, replying to suggestions made on this topic: I think adding more categories (subforums) to the bug section won't give any more clarity but will only look like a way for the devs to "protect" themselves. That's playing with words, it will only build a fence between the users an...
by Sephrat
Fri Nov 18, 2016 8:51 am
Forum: Gameplay Help
Topic: Duplicate Train Stations: Behavior Change?
Replies: 20
Views: 9846

Re: Duplicate Train Stations: Behavior Change?

This issue isn't directly related to yours, but its explanation can apply to your case. You must consider for now that trains won't reroute to the available station if they are waiting at a signal. It appears trains only reroute when they pass a signal. If your train is stopped, it won't reroute an...
by Sephrat
Thu Oct 20, 2016 2:33 pm
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Re: Train waiting bays unused

the only way this would impact throughput is if it takes longer for a train to drive the length of the bays than it does for a train to enter the station, unload, and leave the station (assuming you also have a signal directly after it). That's actually the case in my current setup (I have several ...
by Sephrat
Thu Oct 20, 2016 1:15 pm
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Re: Train waiting bays unused

By throughput I mean that in a simple case when my base is starving, only one train can enter the loooong path through the waiting bays at a time. My waiting bays are not only a buffer but also a way to stack my trains close to each other without having a looong straight path with hundreds of signal...
by Sephrat
Thu Oct 20, 2016 11:38 am
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Re: Train waiting bays unused

Nice diagram, this is quite what I was looking for. :-) Thanks.
I hope with 0.15 we'll be able to put intermediate signals to improve the throughput of this setup without breaking anything.

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