Search found 55 matches

by FlyHigh
Thu Apr 27, 2017 12:01 am
Forum: Translations
Topic: Portuguese Translation (PT-PT)
Replies: 12
Views: 18521

Re: Portuguese Translation (PT-PT)

I've done some translations in the past and sometimes you can't do literal translations word-per-word running the risk of making no sense. Also "mineração" is not a proper word nor does it reflect the intent. At best it could be brazilian. In portuguese you extract ore from veins: "extrair minério ...
by FlyHigh
Wed Apr 26, 2017 6:19 pm
Forum: Translations
Topic: Portuguese Translation (PT-PT)
Replies: 12
Views: 18521

Re: Portuguese Translation (PT-PT)

Ok so yesterday I've done or completed the translations of the following files:

base.ini
demo_level-03.ini
trains-advanced-signals.ini
trains-basic-signals.ini
trains-basics.ini
trains-ghost-rail-planner-1.ini

There are inconsistencies in terms and way of addressing the player so I've followed ...
by FlyHigh
Tue Apr 25, 2017 3:11 pm
Forum: Translations
Topic: Portuguese Translation (PT-PT)
Replies: 12
Views: 18521

Re: Portuguese Translation (PT-PT)

Just joined the translation team on crowdin. Are you guys still active?
by FlyHigh
Mon Mar 20, 2017 6:53 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 83061

Re: [MOD 0.12.x] SimpleTeleporters

Not sure if this consists of bumping the thread but I thought of post as to potentially help other like-minded people.

I've been running 0.12 for a while now (0.14.22 is the most recent version atm). However I've decided to upgrade. As this Teleporter Mod is not compatible with latest versions, a ...
by FlyHigh
Fri Dec 02, 2016 8:56 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 78976

Re: Friday Facts #167 - Reactors Operational

Finally a solution for the terrain that has been broken since the introduction of stone&concrete paving! I very much like that. I've been away from these recent versions of Factorio, still playing 0.12 mostly because I din't like the new polished aesthetics (mainly trains). This new terrain may very ...
by FlyHigh
Wed Aug 31, 2016 2:27 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 49452

Re: [0.14] Teleportation

I'm getting a 'no loader found for "sprite"' error. I'm using 0.12.35. Does anyone have any idea why?
by FlyHigh
Fri Aug 12, 2016 11:20 am
Forum: Modding help
Topic: set_filter implementation
Replies: 1
Views: 924

set_filter implementation

I'm trying to implement a rail wagon that is restricted to a certain type of ore but I'm a noob at lua.

I'm messing with the stainless steal wagon mod just as a base, and tried to insert the line close to the example on the Wiki .

wagon.set_filter(2, 'iron-ore') in the entities.lua script which ...
by FlyHigh
Sat Aug 06, 2016 2:06 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 46823

Re: Friday Facts #150 - New Terrain Experiments

Very interesting, the new terrain. However I feel there needs to be a mechanism to put decals back into the terrain once a tile is put and then lifted.
by FlyHigh
Sun Jul 24, 2016 1:35 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Honk!
Replies: 32
Views: 33107

Re: [MOD 0.12.x, 0.13.x] Honk!

Well, i'm getting an error "no loader found for ''custom-input" on 0.12

Image
by FlyHigh
Tue Jun 28, 2016 11:56 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 240031

Re: Version 0.13.0

I don't want to discredit all the hard work, there is a lot of awesome changes in here but....there isn't really a lot of new features or content. I think we just got new flame towers and fire right? Hopefully the next content patch brings a lot of new awesome content. My friends all want flying ...
by FlyHigh
Tue Jun 28, 2016 10:26 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 240031

Re: Version 0.13.0

I'm definitely reverting those new icons though. And possibly find a way to get the old locomotive back in ;)
Appart from that some cool features, many OPed.
The landfill makes no sense without a water maker. And forest fires should definitely generate more pollution... Anyway...
by FlyHigh
Sun Jun 26, 2016 2:53 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 67322

Re: Friday Facts #144 - The gfx report

Personally, I'd like to see some tundra and taiga biomes in Factorio. Lack of snow is somewhat disappointing.
Given the output of solar panels, I think the planet can be anywhere cool enough for ice to form naturally on surface :lol: But well this is a game about automation, not astrophysics, so ...
by FlyHigh
Sun Jun 26, 2016 1:02 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 67322

Re: Friday Facts #144 - The gfx report

Personally, I'd like to see some tundra and taiga biomes in Factorio. Lack of snow is somewhat disappointing.
Given the output of solar panels, I think the planet can be anywhere cool enough for ice to form naturally on surface :lol: But well this is a game about automation, not astrophysics, so ...
by FlyHigh
Fri Jun 24, 2016 3:52 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 67322

Re: Friday Facts #144 - The gfx report

As far as terrain goes, may there could be a fix for the 'lack of features' that happens when you remove a floor. That is a bug, correct?
by FlyHigh
Fri Jun 24, 2016 12:31 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 67322

Re: Friday Facts #144 - The gfx report

I was wondering how easy/hard will it be to mod trains since this sprite is now different from any other with the varying length. Does the game adjust a 'standard graphic' on it's own or does it use two sprites with different lengths? I would like to see a deeper explanation on how this particular ...
by FlyHigh
Tue Apr 26, 2016 1:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.30] [Pending] Crash on autosave
Replies: 8
Views: 2750

Re: [0.12.30] [Pending] Crash on autosave

Thank you for the quick answer. I'll report if the bug persists after .31
by FlyHigh
Mon Apr 25, 2016 2:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.30] [Pending] Crash on autosave
Replies: 8
Views: 2750

Re: [0.12.30] [Pending] Crash on autosave

Interesting.. Here's the autosave. I don't really have any other system I can try and open it in...
by FlyHigh
Mon Apr 25, 2016 1:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.30] [Pending] Crash on autosave
Replies: 8
Views: 2750

Re: [0.12.30] [Pending] Crash on autosave

The mods file is a too big to attach (207 MB compressed) so I uploaded both the save and the mod to wetransfer.
Let me know if you need anything else.

https://we.tl/UYemdVjPGo
by FlyHigh
Sun Apr 24, 2016 11:41 am
Forum: Resolved Problems and Bugs
Topic: [0.12.30] [Pending] Crash on autosave
Replies: 8
Views: 2750

[0.12.30] [Pending] Crash on autosave

Getting the obvious out of the way, I'm running a couple of mods and I'm pretty sure one of them is corrupting the auto-save.
In essence the game crashes, creates a bug report and the auto-save it created is corrupted.

I'd like to know if someone can help me find the reason in the bug report so I ...
by FlyHigh
Sat Apr 02, 2016 9:02 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 87038

Re: Friday Facts #132 - Side Project

April's fool :P Nice one!

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