Search found 361 matches
- Fri Jul 03, 2015 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 16456
Re: Safe Rail Crossing
If you forego the gate and just look at the signal you can determine if a train is coming - if the signal is yellow then there is a train about to cross that part of track...
- Thu Jul 02, 2015 11:35 am
- Forum: Pending
- Topic: [0.11.22] Crash on my laptop (running with mods, even disabled, on a 32bit ZIP install)
- Replies: 3
- Views: 5679
[0.11.22] Crash on my laptop (running with mods, even disabled, on a 32bit ZIP install)
Sorry, @kovarex, the 0.11.22 crashes on my laptop, all the time. I'm not using any mods but my locale mod and it's just the core & base .cfg hebrew files with the hebrew text inverted, as per my posting about the matter (so not really relevant to this issue) ( edit - or so I thought ) The laptop...
- Tue Jun 30, 2015 9:46 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 37160
Re: [0.11.22] Right-To-Left languages are presented Left-To-Right in the menus
@MF- thank you for that - that's exactly the explanation I needed to understand the difference. I'm old enough to remember the original word processors in DOS days and the problems we had with integrated Hebrew-English mixed text... those where the days that brought the Hi-Tech revolution to Israel ...
- Mon Jun 29, 2015 9:11 pm
- Forum: Questions, reviews and ratings
- Topic: (New) mod categories!?!
- Replies: 35
- Views: 27114
Re: Mod categories in the forum?
That is an excellent idea !
I would start with "game changing mods" (Hardcorio), technology mods (Dytech), resource only mods (tree farm), mechanics mods (bob's mods).
I think I got it all right, the modders might correct me if I'm wrong
I would start with "game changing mods" (Hardcorio), technology mods (Dytech), resource only mods (tree farm), mechanics mods (bob's mods).
I think I got it all right, the modders might correct me if I'm wrong
- Mon Jun 29, 2015 8:27 pm
- Forum: Outdated/Not implemented
- Topic: Express or Fast train signals
- Replies: 4
- Views: 10799
Re: Express or Fast train signals
In my opinion fast tracks can be simply created with the coming circuit network: That enables you to pass in slow trains into the fast track only, if there is no fast train coming and so time enough to accelerate. I also think, that it is relatively easy to switch a signal to red with a modded circ...
- Mon Jun 29, 2015 11:11 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 37160
Re: [0.11.20] Right-To-Left languages are presented Left-To-Right in the menus
If I understand you correctly, then it's the other way around - the text in the locale files is visually ok - but the game re-arranges it logically and that messes up the visual... I thought factorio simply doesn't support RTL / BiDi. So a "logical" RTL format will appear allright in the ...
- Mon Jun 29, 2015 10:48 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 37160
Re: [0.11.22] Right-To-Left languages are presented Left-To-Right in the menus
Do you know if Allegro supports Unicode control characters? I really don't know how widespread the support for these is. Anyway, if the chosen method of support will indeed be deploy scripts, they can always use fribidi which does a good job even without such characters: http://fribidi.org/ (LGPL) ...
- Mon Jun 29, 2015 9:57 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65625
Re: [WIP] Alien walls [0.1.5]
sounds interesting - I might try it soon.
Will you continue to develop it in version 0.12 ?
Will you continue to develop it in version 0.12 ?
- Tue Jun 23, 2015 11:56 pm
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 37160
Re: [0.11.20] Right-To-Left languages are presented Left-To-Right in the menus
הסבר בעברית לאחר זה שבאנגלית Update on my progress in the matter - I'v been re-assured that there is discussion about this problem, how ever no promises where made and I understand why. Inverting the Hebrew translation files text strings using that site I mentioned before is progressing - I'v finish...
- Tue Jun 23, 2015 11:10 pm
- Forum: Pending
- Topic: [0.11.22] Memory Hog zooming out/moving in Map Editor
- Replies: 5
- Views: 6741
Re: [0.11.22] Memory Hog zooming out/moving in Map Editor
Typically, you'd be asked to provide the game log and map gen. settings or gen. string...
I've not had this problem yet on ether my 32bit laptop or 64bit desktop - both windows 7
I've not had this problem yet on ether my 32bit laptop or 64bit desktop - both windows 7
- Mon Jun 22, 2015 9:08 am
- Forum: Gameplay Help
- Topic: "you need a better tool to mine this"
- Replies: 4
- Views: 4455
Re: "you need a better tool to mine this"
I've only seen it in modded games. The Dytech mod has ores (e.g. Crystal Formation) that have a higher "Mining hardness" than the vanilla ores and if you try to mine them by hand, this message is shown. You also can only place mining drills there that have a mining power that is higher th...
- Sun Jun 21, 2015 12:54 pm
- Forum: Gameplay Help
- Topic: "you need a better tool to mine this"
- Replies: 4
- Views: 4455
"you need a better tool to mine this"
When do we get a massage like this: "you need a better tool to mine this "
- Sat Jun 20, 2015 11:20 am
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50948
Re: Friday Facts #91 - Being the evil guy
It's more that without at least the basic sensors/switches the combinators will face rather limited usability because what exactly will you use them on that you can't do currently? So if it would take 3-4 more weeks to get at least the basic sensors/switches into the game I'm fine with that if it m...
- Sat Jun 20, 2015 10:14 am
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50948
Re: Friday Facts #91 - Being the evil guy
Some forget, that we already have that sensors: https://forums.factorio.com/forum/viewtopic.php?f=14&t=6272 Smart Circuit Systems It can be awaited, that this mod will work with 0.12 without much changes (or any). While I haven't forgotten that this mod exists it would be the first time, at lea...
- Sat Jun 20, 2015 10:02 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 37160
Re: [0.11.20] Right-To-Left languages are presented Left-To-Right in the menus
side note: You are forgetting there is one more place where the text could be inverted. It's the deploying scripts. Meaning the text would be in "logical" ordering in the visible translation files / during translation, but the deploy scripts would re-arrange it to "visual" when ...
- Sat Jun 20, 2015 6:32 am
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50948
Re: Friday Facts #91 - Being the evil guy
:arrow: The combinators will be present, but no other sensors, switches or machines related to the circuit networks will make it to 0.12. We will have to wait for 0.13 with this. :arrow: Better train controls, like train connection to circuit network, wait for full/empty etc. will have to wait for ...
- Sat Jun 20, 2015 6:18 am
- Forum: Mods
- Topic: [0.11.x]Science pack prerequisites 0.0.1
- Replies: 5
- Views: 8009
Re: [0.11.x]Science pack prerequisites 0.0.1
This mod sounds like a good idea for new players to try :idea: Well sometimes on a new map i found my self asking... blue since how the heck was the recipe. Makse it a bit easier to remember i think ;) I also agree with you - i think a better solution would have been a tree-map gui with interactive ...
- Sat Jun 20, 2015 5:55 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 37160
Re: [0.11.20] Right-To-Left languages are presented Left-To-Right in the menus
But since I can't mod, this option is not one I have. you're doing it already by editing the language files. All you need to do is put them in a mod folder, with a mod json file, and the locale folder with subfolder of your locale. Look at another mod to see how they've done it, and for a JSON temp...
- Fri Jun 12, 2015 4:01 pm
- Forum: General discussion
- Topic: Tree removal?
- Replies: 10
- Views: 10953
Re: Tree removal?
Are you sure? In my last game I use wood in all my trains, cars, tanks... I have enough stocks of wood for two more games. Although my entire base is powered by solar panels and accumulators. Boilers and fuel forges consume wood faster. Although I very disappointing to lose the wood when forests ar...
- Fri Jun 12, 2015 3:57 pm
- Forum: Gameplay Help
- Topic: Scenarios
- Replies: 3
- Views: 3452
Re: Scenarios
Right I forgot about that... oopsFishSandwich wrote:Hi, you can convert a save to a scenario by following the steps in this post: https://forums.factorio.com/forum/vie ... 916#p20919