LuaPlayer::active_locale

Coming soon!
Post Reply
User avatar
raiguard
Factorio Staff
Factorio Staff
Posts: 480
Joined: Wed Dec 13, 2017 8:29 pm
Contact:

LuaPlayer::active_locale

Post by raiguard »

A while back, Rseding mentioned on Discord that it would be "relatively easy" to add support for reading which locale a player was using directly. I would like to request this, it would be very useful!

Edit: to clarify, this would simply be reading which language each player has selected - English, German, Japanese, etc - not reading all of the locale directly.
Last edited by raiguard on Mon Aug 02, 2021 3:23 pm, edited 1 time in total.
Don't forget, you're here forever.

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: LuaPlayer::active_locale

Post by eradicator »

If it's easy I'd like this too. I could use it to hack an on-tick-polling workaround to my other request without causing network traffic.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

User avatar
raiguard
Factorio Staff
Factorio Staff
Posts: 480
Joined: Wed Dec 13, 2017 8:29 pm
Contact:

Re: LuaPlayer::active_locale

Post by raiguard »

This has been implemented for 2.0 as LuaPlayer::locale.
Don't forget, you're here forever.

Post Reply

Return to “Implemented for 2.0”