Search found 769 matches
- 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...
- 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...
- Sun Mar 13, 2022 9:11 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 126485
Re: German localization discussion
Ich habe mir mal erlaubt die Änderung vorzuschlagen. Danke dir für den Hinweis!
- 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- Forum: Outdated/Not implemented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 ...
- 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...
- 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
- 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.
- 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 ...
- 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.
- 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...
- 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...
- 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.
- 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.
- 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.
- 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
- 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...
- 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...
- Sun Dec 05, 2021 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 11958
- 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.
- 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.