What is the purpose of this? I don't suppose one can save the string to a translated locale file so it can be shared with other players, so... huh?Added LuaPlayer::request_translation().
Search found 70 matches
- Thu Sep 19, 2019 3:43 pm
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 33331
Re: Version 0.17.69
- Fri Sep 06, 2019 4:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Emperor requests (mandatory offer system like Caesar III)
- Replies: 8
- Views: 3366
Re: Emperor requests (mandatory offer system like Caesar III)
Thanks for the plugslippycheeze wrote: βTue Aug 13, 2019 3:48 pmSounds like the Homeworld (reloaded) mod, only with a king instead of an entire planet.
- Thu Aug 22, 2019 7:25 pm
- Forum: Won't fix.
- Topic: [0.17.66] Research not starting after removing mod
- Replies: 1
- Views: 793
[0.17.66] Research not starting after removing mod
1. Have a mod that adds a technology 2. Start researching that technology 3. Also add another technology to the queue 4. Save game, remove the mod, and reload 5. Notice that the first technology is gone (ok) Problem: the second tech is still in the queue, but the GUI says 'Press T to start research'...
- Sat Aug 10, 2019 5:39 pm
- Forum: Questions, reviews and ratings
- Topic: Total robot count display
- Replies: 3
- Views: 1768
Re: Total robot count display
You can easily access this information by pressing L, and heading to the Members tab. No need to hover over individual roboports.
- Sat Jul 20, 2019 8:57 am
- Forum: Questions, reviews and ratings
- Topic: roboport without inventory
- Replies: 1
- Views: 1251
Re: roboport without inventory
Look into the modular roboports from Bob's Logistics. There are logistic zone extenders which effectively do what you are asking for.
- Wed Jul 10, 2019 9:00 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.53] Crash while updating to .54: "GlobalContext::clearResources"
- Replies: 4
- Views: 1901
Re: [Rseding91] [0.17.53] Crash while updating to .54: "GlobalContext::clearResources"
Same thing happened again when updating from .54 to .55
- Fri Jul 05, 2019 9:04 pm
- Forum: Duplicates
- Topic: [0.17.54] Crash after using auto-updater
- Replies: 2
- Views: 680
[0.17.54] Crash after using auto-updater
I used the in game updater to go from .53 to .54. Directly after updating, the game crashed with the attached log. I started it again, and then it was fine.
- Wed Jul 03, 2019 8:51 am
- Forum: 1 / 0 magic
- Topic: [0.17.52] Reset mod settings also resets other settings
- Replies: 2
- Views: 845
Re: [0.17.52] Reset mod settings also resets other settings
I'm thinking it may have been related to the auto update that happened around the same time. Maybe some file got corrupted. I'll let you know if it happens again.
- Wed Jul 03, 2019 8:20 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.53] Long tool description breaks GUI
- Replies: 1
- Views: 2700
[kovarex] [0.17.53] Long tool description breaks GUI
When a mod adds a shortcut with a way too long name, then you open the tool selection menu, the window goes off screen. Then you can only close it with escape, as the X button is not visible.
See attached screenshot.
See attached screenshot.
- Sun Jun 30, 2019 9:10 am
- Forum: 1 / 0 magic
- Topic: [0.17.52] Reset mod settings also resets other settings
- Replies: 2
- Views: 845
[0.17.52] Reset mod settings also resets other settings
I pressed the 'reset options to default' button on the mod settings page. That made the game restart on confirm. So far, so good. But when it restarted, all my other options were also reset: Sound, controls, the startup tips, everything. I haven't been able to reproduce it, though.
- Tue Jun 18, 2019 7:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Mod calling player.begin_crafting causes game crash
- Replies: 2
- Views: 1946
- Mon Jun 17, 2019 6:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Mod calling player.begin_crafting causes game crash
- Replies: 2
- Views: 1946
[0.17.50] Mod calling player.begin_crafting causes game crash
The following code in a mod will make the game crash if the recipe to be crafted requires more than one actual craft (for example a yellow belt if you don't have gear wheels in inventory) script.on_event(defines.events.on_player_crafted_item, function(event) local player = game.get_player(event.play...
- Sun Mar 18, 2018 9:31 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 326022
Re: [0.16.x] Bob's Mods: General Discussion
I just noticed that when using the Character classes mod, when I'm in a different body, only that body gets the extra quickbar when I research it. The unoccupied bodies don't get them. Is this intended, and if not can I fix it? This is a bug that I can't fix, reporting it in the main bug reports se...
- Sat Mar 17, 2018 11:28 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 326022
Re: [0.16.x] Bob's Mods: General Discussion
I just noticed that when using the Character classes mod, when I'm in a different body, only that body gets the extra quickbar when I research it. The unoccupied bodies don't get them. Is this intended, and if not can I fix it?
- Wed Mar 14, 2018 9:56 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 326022
Re: [0.16.x] Bob's Mods: General Discussion
So I started a new playthrough with the new Logistics and everything. My main experience is that the new low tier "basic" belt is just fine for the early game. Once you set up a dozen or two stone furnaces with tin and iron, it's easy enough to switch to yellow. The one thing I'd appreciat...
- Sun Mar 11, 2018 2:15 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 326022
Re: [0.16.x] Bob's Mods: General Discussion
Hi Bob, The migration seems to have failed for the splitter recipes. I no longer have the express, turbo, or ultimate splitter recipes unlocked, the research was done before migration. Okay, this, I have no idea why it would do that. all splitter unlocks are where they always have been., and nothin...
- Sun Mar 11, 2018 8:57 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 326022
Re: [0.16.x] Bob's Mods: General Discussion
After reading up on the logistics changes a bit, I think I like the new strategy of using less iron and more of the other metals. What I don't like is breaking existing saves by changing recipes, in a minor version no less. Would have been fine, if there was some sort of "don't upgrade existing...
- Sun Mar 11, 2018 8:42 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 326022
Re: [0.16.x] Bob's Mods: General Discussion
I just upgraded bob's logistics to 0.16.19. I had researched logistics 3 before. Now I have the blue belt and underground available, but the blue splitter isn't unlocked. And I can't fix it because the tech is already researched.
- Sat Mar 03, 2018 8:56 am
- Forum: News
- Topic: Friday Facts #232 - PAX, Bugs, Graphs
- Replies: 49
- Views: 23229
Re: Friday Facts #232 - PAX, Bugs, Graphs
Just curious, is the toolbar update from FFF #191 still on the radar? Because that sounded (and still does) like a great improvement.
- Sat Sep 17, 2016 4:48 pm
- Forum: Duplicates
- Topic: [0.14.7] Crash when adding station to train
- Replies: 1
- Views: 732
[0.14.7] Crash when adding station to train
Factorio 0.14.7, long list of mods but nothing train related. I had a train on automatic mode, with one station in the list. Train was stopped at the station. I added a station to the train stops using the (new in 0.13) train interface. As soon as I selected the wait condition (Inventory full), the ...