Search found 172 matches
- Tue Nov 19, 2024 10:00 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 10550
Re: Friday Facts #436 - Lost in Translation
I dont get why developers are putting effort in translation issues, if you cant understand basic English you should not even game in the first place. Focus should be on game performance and network optimalization. Whenever someone argues not to work on problem X because there is also a problem Y, I...
- Sun Nov 10, 2024 2:13 am
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 10550
Re: Friday Facts #436 - Lost in Translation
Seconded. Revisiting localization is a great opportunity to bring back Right-to-Left support.Dev-iL wrote: ↑Fri Nov 08, 2024 12:32 pm I suspect the unsupported RTL support can be greatly improved if you update the python-bidi library to a more recent version. Please consider doing that!
- Sun Nov 10, 2024 1:21 am
- Forum: Ideas and Suggestions
- Topic: Disable alerts for damaged walls
- Replies: 2
- Views: 307
Re: Disable alerts for damaged walls
I've done a bit more testing. It seems there is no difference at all between walls, other military entities, and civilian entities. When any of them is damaged, you get a red notification without a sound; when any is destroyed, you get a sound. So, insofar as I wanted a distinction between walls and...
- Tue Oct 29, 2024 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Disable alerts for damaged walls
- Replies: 2
- Views: 307
Disable alerts for damaged walls
tl;dr: Alerts for a damaged entity are useless when it's a wall, so in this case it should be disabled or demoted to a yellow notification. What: Currently, whenever any kind of entity is damaged or destroyed, a red alert triggers. A red alert shouldn't trigger when a wall is damaged, at the most i...
- Fri Mar 29, 2019 3:28 pm
- Forum: Translations
- Topic: Removing RTL language translations
- Replies: 17
- Views: 18029
Re: Removing RTL language translations
Wi Are there any Operating Systems and Programming Languages that are designed out of the box to work Right-To-Left, rather than Left-To-Right ? (And would have similar issues when trying to deal with Left-To-Right text...) Windows supports Right-to-Left, which means that it works without problem wi...
- Fri Mar 29, 2019 1:06 am
- Forum: Ideas and Suggestions
- Topic: Orange color for research which is 1 tech away from availability
- Replies: 0
- Views: 929
Orange color for research which is 1 tech away from availability
Currently, the tech tree screen uses green for already research tech, yellow for tech currently available for research, and red if you need to research more techs before you can research this one. I think it will be very handy if there is another color designation (e.g. orange) for techs which are n...
- Fri Mar 29, 2019 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Pollution stats confusion
- Replies: 10
- Views: 8819
Re: Pollution stats confusion
FWIW, I noticed the same thing, came here to report, and found this post. For reference: The entity details windows, as well as some out-of-game materials such as the wiki, reports amounts as per second (e.g. 10/s for electric mining drill). The production window shows 10 per minute for drill, etc. ...
- Fri Mar 29, 2019 12:47 am
- Forum: Translations
- Topic: Removing RTL language translations
- Replies: 17
- Views: 18029
Re: Removing RTL language translations
Disappointing. Sort of. Personally I've never used a localization, never will and I can't quite understand why anyone would want to. But it was satisfying to know that a Hebrew localization was readily available, a sort of national pride if you will (and no, it doesn't count if you have to mess with...
- Sat May 27, 2017 6:00 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168707
Re: Friday Facts #191 - Gui improvements
A thousand times yes! I've been waiting for this for a while.Twinsen wrote:The basic idea is to change the quickbar from a separate inventory to simply a shortcut bar to the player's main inventory.
- Mon Apr 24, 2017 8:23 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Original Music, in "HD"
- Replies: 11
- Views: 25103
Re: [MOD 0.12.X] Original Music, in "HD"
Is it possible to have the original music *replace* the new one? I, for one, think that the new music is bad and its composer should feel bad. I'd much rather remove it completely and play only the original (or its remake). But when I try the obvious approach of moving the built-in music files out o...
- Mon Aug 08, 2016 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Make night brightness moddable
- Replies: 2
- Views: 2346
Make night brightness moddable
The night is too bright (on some monitors anyway) and it's very easy to see everything that's going on. So there's no real need for lamps, night vision, etc. I want to make the night darker so that the game is more interesting. I'm not even talking about changing it in vanilla, I just want to be abl...
- Mon Apr 04, 2016 7:34 pm
- Forum: Implemented Suggestions
- Topic: Disable alerts for mundane combat
- Replies: 8
- Views: 6027
Re: Disable alerts for mundane combat
It's kind of a heavy handed 'fix' but you can add alert_when_damaged = false to any damageable entity to completely prevent being alerted when that entity type is damaged or destroyed . This would have been more effective before spitters. So you'd disable notification for walls and keep it for turr...
- Sat Apr 02, 2016 5:47 pm
- Forum: News
- Topic: Friday Facts #132 - Side Project
- Replies: 118
- Views: 71004
Re: Friday Facts #132 - Side Project
Here's me reading the post: we have been "secretly" playing with porting the game to the mobile devices! Good for you. The simulation will run constantly, most of the time in the background. Hm, weird but interesting... so you have time to get away from the meeting at work or pull over wit...
- Thu Nov 26, 2015 4:34 pm
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 47601
Re: Friday Facts #112 - Better noise
Can you clarify what you mean by "complete noise"? How is it obtained from the original hash function?
- Fri Oct 16, 2015 1:20 pm
- Forum: News
- Topic: Friday Facts #107 - The Wedding
- Replies: 36
- Views: 39595
Re: Friday Facts #107 - The Wedding
Best wishes Kovarex. You deserve some happiness.
- Wed Sep 16, 2015 10:08 am
- Forum: General discussion
- Topic: Remember when...?
- Replies: 11
- Views: 18632
Re: Remember when...?
Remember when logistic robots could roam around freely, without energy consumption or being tethered to a roboport?Gouada wrote:Remember when logistic robots and construction bots exploded when they ran out of energy?
Those were the days of frantic roboport placing lol!
- Tue Sep 15, 2015 10:19 pm
- Forum: General discussion
- Topic: Remember when...?
- Replies: 11
- Views: 18632
Remember when...?
In this thread, we reminisce about the ways Factorio used to be much different from what it is today. I'll start us off. Remember when aliens would only attack a small set of specific buildings? You could basically leave your whole base undefended (including but not limited to your mining outposts),...
- Mon Aug 31, 2015 10:18 am
- Forum: Implemented Suggestions
- Topic: New inserter
- Replies: 8
- Views: 15315
Re: New inserter
It was implemented in 0.7.ssilk wrote:This was implemented with 0.11 I think.
- Sat Aug 01, 2015 9:33 pm
- Forum: General discussion
- Topic: Let's discuss the new soundtrack
- Replies: 18
- Views: 23780
Re: Let's discuss the new soundtrack
I'm sorry, but I hate it. The old music was much much better. The new one makes me sleepy, doesn't go well with the theme of building a factory, and in general is just not all that good. I'll probably just delete the whole folder and put the original back in.
- Fri May 22, 2015 4:02 pm
- Forum: Implemented Suggestions
- Topic: Disable alerts for mundane combat
- Replies: 8
- Views: 6027
Re: Disable alerts for mundane combat
This kind of proves my point, you don't get any information from these, but you do get an annoying alarm sound...bobingabout wrote:I don't even bother going to investigate these things untill I get a "something was destroyed" alert.