[0.17.48] Ability to programmatically set locale for autoplace controls

This subforum contains all the issues which we already resolved.
leighzer
Burner Inserter
Burner Inserter
Posts: 12
Joined: Thu Nov 23, 2017 2:12 am
Contact:

[0.17.48] Ability to programmatically set locale for autoplace controls

Post by leighzer »

Hello, I have encountered an issue. It appears that the localised_name field does not get used to set the display names of autoplace controls in the new game menu.

I would request that much like how other prototypes can have in game language updated programmatically, that autplace controls can be as well.

Below is some example code:
data:extend(
{
{
type = "autoplace-control",
name = "resource",
richness = true,
order = 1,
category="resource",
localised_name = {"autoplace-control-names.generic-autoplace", "anything"}
},
{
type = "noise-layer",
name = "resource",
},
})

Locale file
[autoplace-control-names]
generic-autoplace=__1__

It appears that this locale entry still exists in game, it just isn't being used for the new game menu. Here is a command that can be run in game to show.
/c game.print{"autoplace-control-names.generic-autoplace", "anything"}

This would help decouple prototype names used under the hood from affecting the in game display text used (my motivation for submitting this request).

Thank you for your time.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14595
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [0.17.48] Ability to programmatically set locale for autoplace controls

Post by Rseding91 »

This was fixed in 0.17.49.
If you want to get ahold of me I'm almost always on Discord.
Post Reply

Return to “Resolved Problems and Bugs”