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by ickputzdirwech
Wed Mar 23, 2022 5:19 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 126485

Re: German localization discussion

Nun, wir müssen uns bei der Übersetzung vor allem am Originaltext orientieren: Runs automated schedules and pulls rolling stock. Der Punkt wäre also drin :lol: Ein "kann" hinzufügen wäre noch akzeptabel würde ich sagen. Mein Gedanke wäre noch, dass an anderen Stellen "rolling stock&qu...
by ickputzdirwech
Sun Mar 13, 2022 11:26 am
Forum: Implemented in 2.0
Topic: Production statistics per surface
Replies: 18
Views: 5679

Re: Production statistics per surface

Yeah, didn’t consider Factorissimo. I was more thinking about SpaceExploration. So maybe a combination of both? On surface creation the modder is able to define whether the statistics should be added to another surface (for things like Factorissimo) and in the statistics GUI the player can group mul...
by ickputzdirwech
Sun Mar 13, 2022 9:11 am
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 126485

Re: German localization discussion

Usul wrote:
Sun Mar 13, 2022 8:30 am
Hallo Tertius! Danke für die Erläuterungen! Kannst du mir bitte den gefallen tun und in Crowdin den o.g. Schreibfehler korrigieren? Ich kenne mich da nicht aus. Das wäre nett, vielen Dank! 8-)
Ich habe mir mal erlaubt die Änderung vorzuschlagen. Danke dir für den Hinweis!
by ickputzdirwech
Sun Mar 13, 2022 9:03 am
Forum: Outdated/Not implemented
Topic: Performance: Multicore pathfinding for "low" GHz servers
Replies: 10
Views: 4391

Re: Performance: Multicore pathfinding for "low" GHz servers

in theory it could be possible to isolate separate rail networks as in most cases they are unable to interact with each other making it a candidate for a trains pathfinder You mean something like the transport lines but for rail networks? but then the update of trains themselves is also sequential ...
by ickputzdirwech
Sun Mar 13, 2022 8:45 am
Forum: Implemented in 2.0
Topic: Production statistics per surface
Replies: 18
Views: 5679

Re: Production statistics per surface

I'd probably make it opt-in. What? The surfaces? The statistics? That needs a bit more flesh :) I can think of two ways to approach this: 1. A parameter for surface creation so modders can tell the game whether they want a separate statistic or not. They could probably even take player input into a...
by ickputzdirwech
Sat Feb 19, 2022 9:12 am
Forum: Gameplay Help
Topic: [1.1.53] Mark for deconstruction not working
Replies: 8
Views: 3929

Re: [1.1.53] Mark for deconstruction not working

Maybe this thread helps you solve the problem: 101341
by ickputzdirwech
Mon Feb 14, 2022 9:01 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2588

Re: Bug? - Deconstruction Flag Removed

If you can reproduce it, I think it might be worth to make a bug report about it.
by ickputzdirwech
Mon Feb 07, 2022 7:25 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 139746

Re: Friday Facts #367 - Expansion news

I don’t understand the discussion about the price. They clearly state: The general goal is to make the expansion feel like as big an addition as the whole vanilla game. This is why we plan to price it at $30.00 The vanilla game costs $30, the expansion will cost another $30. There plan is to double ...
by ickputzdirwech
Sat Feb 05, 2022 1:50 pm
Forum: Ideas and Suggestions
Topic: Let me collapse the conditions for a train station in train GUI
Replies: 4
Views: 1500

Re: Let me collapse the conditions for a train station in train GUI

[ick] Merged two topics about collapsing train schedule conditions.
by ickputzdirwech
Thu Jan 27, 2022 11:38 am
Forum: Outdated/Not implemented
Topic: "Soft" mode for filtering splitters
Replies: 7
Views: 2724

Re: "Soft" mode for filtering splitters

You can do this already, this is how: Instead of filtering for steel, the first splitter should have an output priority to the right. Remove the second splitter and put the underground belt directly in front of the right side of the first splitter. Because the copper is blocked by the side of the un...
by ickputzdirwech
Mon Jan 10, 2022 7:37 pm
Forum: Won't fix.
Topic: Too long translations in controls settings
Replies: 13
Views: 4912

Re: Too long translations in controls settings

As this was brought up again here I'd like to "put my mustard to it" as we Germans say. :lol: My suggestions to at least try to mitigate this problem would be as follows: Use "Ziffernblock" instead of "Nummernblock". It's at least a bit shorter. Omit "taste" i...
by ickputzdirwech
Sun Jan 09, 2022 11:16 am
Forum: Modding help
Topic: Entity is not displayed.
Replies: 8
Views: 2319

Re: Entity is not displayed.

It’s most likely a bug from a mod or a conflict between mods. If you provide a save file I (or someone else) can take a look at it.
by ickputzdirwech
Sun Jan 02, 2022 11:44 am
Forum: Ideas and Suggestions
Topic: Add capital/tool/something like that to recipe.
Replies: 7
Views: 1799

Re: Add capital/tool/something like that to recipe.

Ah yes, thank you. Now it makes sense to me.
by ickputzdirwech
Sun Jan 02, 2022 11:02 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54506

Re: Industrial Revolution 2 discussion

Maybe it is even worth reporting it to the devs? I mean what you are describing doesn’t appear in vanilla, but I think it would be nearly impossible for Deadlock to fix the issue if he doesn’t change which recipes can use productivity modules and which can’t.
by ickputzdirwech
Sun Jan 02, 2022 10:56 am
Forum: Ideas and Suggestions
Topic: Add capital/tool/something like that to recipe.
Replies: 7
Views: 1799

Re: Add capital/tool/something like that to recipe.

To be honest I don’t understand your suggestion at all :?
by ickputzdirwech
Mon Dec 27, 2021 1:09 pm
Forum: Bob's mods
Topic: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop
Replies: 5
Views: 3074

Re: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop

For someone to be able to help you you should do the following: 1. Select the mods that led to the loop and restart the game 2. Take a screenshot of the error message you get 3. Go to C:\Users\<YOU_USERNAME>\AppData\Roaming\Factorio\mods. Make copies of the files mod-list.json and mod-settings.dat 4...
by ickputzdirwech
Thu Dec 23, 2021 11:51 am
Forum: Releases
Topic: Version 1.1.50
Replies: 30
Views: 29288

Re: Version 1.1.50

There is pretty much no reason to produce fish, let alone automatically. So I think it’s reasonable to classify it as a minor bug. (I am even surprised the devs even acknowledge it as a bug?) For now you just have to accept that producing it automatically is about 8.3 times more expensive than manua...
by ickputzdirwech
Sun Dec 05, 2021 12:10 pm
Forum: Ideas and Suggestions
Topic: Slight reduction of rocket launch animation time
Replies: 29
Views: 11958

Re: [1.1.x] Length of rocket launch sequence

Koub wrote:
Sun Dec 05, 2021 8:53 am
I'm sure there has been at least one thread about this somewhere, but this is one of those rare cases I can't get my hands on it XD.
It's in Balancing: 68841
by ickputzdirwech
Sun Dec 05, 2021 8:32 am
Forum: Ideas and Suggestions
Topic: Overlapping info boxes
Replies: 6
Views: 1819

Re: Overlapping info boxes

I decided against moving it to implemented, because the issue that the info box might be too long to be fully visible on screen still persists (see the picture in the first post). Even though they moved the weapons slots and the GUI changed a lot.
by ickputzdirwech
Sat Dec 04, 2021 12:52 pm
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 16081

Re: improve train block overlay: add directions

[ick] Merged with yet again another even older thread about showing directions when placing signals.

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