Search found 74 matches
- 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!
- 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.
Sorry, not a very exciting bug to fix.
- 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...
- 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).
FYI you can also report and correct such mistakes directly in Crowdin (more details here).
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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.
I hope with 0.15 we'll be able to put intermediate signals to improve the throughput of this setup without breaking anything.