It's actually my translation that is at fault, sorry for that. I've removed it.
You did the right thing by submitting your translation. I just approved it.
We'll have to wait for the next release for the translation to be included in the game, which unfortunately should not be anytime soon.
Search found 74 matches
- Fri Jan 17, 2020 7:58 am
- Forum: Translations
- Topic: Error in french translation blocking arrival campaign
- Replies: 1
- Views: 1614
- Sun Aug 04, 2019 8:59 am
- Forum: Translations
- Topic: Localisation of values
- Replies: 2
- Views: 1902
Re: Localisation of values
I second that.
In French we would write it 1 000 000,2 => space is the thousand separator, comma the decimal separator.
This should be made into a setting of the GUI.
In French we would write it 1 000 000,2 => space is the thousand separator, comma the decimal separator.
This should be made into a setting of the GUI.
- Sun Aug 04, 2019 8:56 am
- Forum: Translations
- Topic: Separation of value and units
- Replies: 3
- Views: 2578
Re: Separation of value and units
I believe this should be addressed to the dev team as it is not related to translations but can be applied globally regardless of the language. As for the request you made, I think it is as it is so that the unit is always kept together with the value it refers to (if the line is too long the unit c...
- Thu Jul 04, 2019 3:06 pm
- Forum: Translations
- Topic: 0.17.53 campagne/tuto crash
- Replies: 5
- Views: 3343
Re: 0.17.53 campagne/tuto crash
Second part of bug report can be fixed: campaigns/npe/level-01/locale/fr/new-tut-map.cfg contains 15 instances of broken color tag: "[color =" (space inside). Global search shows only "fr" translation is affected Thanks, I found the same 15 phrases in Crowdin and fixed the trans...
- Mon Jun 10, 2019 4:51 pm
- Forum: Translations
- Topic: Mouse buttons locales question for translators
- Replies: 2
- Views: 2006
Re: Mouse buttons locales question for translators
In French the initial version is actually more natural than the different equivalents we have for the 2 alts you suggest. I guess we'll just keep the button name and we'll be good. [Open chest by] [Control +] [left clicking]. [Ouvrir le coffre avec] [Control +] [Clic gauche]. [Control +] [Left click...
- Wed May 15, 2019 2:23 pm
- Forum: Translations
- Topic: [0.17.38] First tutorial in french
- Replies: 1
- Views: 2023
Re: [0.17.38] First tutorial in french
* Not very "clean" information for the Z,Q,S,D keys (see Z_CONROL file) * Bad translation "roreuse" instead of "foreuse", and Coal/Wood (Charbon/Bois) not translated (see Foreuse file) * [color , [/color visible in every popup windows (see color file) I changed the tra...
- Sat Mar 02, 2019 11:57 am
- Forum: Translations
- Topic: [0.17.2] Alerts not showing up properly (pl)
- Replies: 5
- Views: 3411
- Fri Mar 01, 2019 5:47 pm
- Forum: Translations
- Topic: [0.17.2] Alerts not showing up properly (pl)
- Replies: 5
- Views: 3411
- Thu Nov 01, 2018 11:04 am
- Forum: Translations
- Topic: "Unknown control sequence"
- Replies: 4
- Views: 4080
Re: "Unknown control sequence"
I fixed the translation in Crowdin.
https://crowdin.com/translate/factorio/ ... radar-info
See viewtopic.php?f=12&t=32964 if you want to help.
https://crowdin.com/translate/factorio/ ... radar-info
See viewtopic.php?f=12&t=32964 if you want to help.
- Fri Apr 06, 2018 4:18 pm
- Forum: Translations
- Topic: French translation errors with generic translations
- Replies: 2
- Views: 2438
Re: French translation errors with generic translations
Sadly there is no easy way to do it. Every language has its own grammar rules, the devs can't handle every specificity in their messages. I think the best way to do it would be to add quote marks around the 'variables' so that it looks less ugly. Remplir le baril de "__1__" would look inga...
- Mon Jul 03, 2017 8:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
- Replies: 22
- Views: 13649
Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
the signs layout you did is not optimized. As i can see you missused the chains, and the stop sign too. The chains you used for the parking is no needed. The 3 which one of them the train stopped, all 3 of them are missused. The top of the SS you took have 2 stop signs there which it should'nt be a...
- Mon Jul 03, 2017 6:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
- Replies: 22
- Views: 23592
Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
I'm pretty sure this can be moved to "resolved" like viewtopic.php?f=11&t=34844&p=293975
- Mon Jul 03, 2017 6:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
- Replies: 22
- Views: 13649
Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
YES!!
Thanks for the fix, I'm excited to build a mega-train network in my 0.15 game and see how it goes.
Thanks for the fix, I'm excited to build a mega-train network in my 0.15 game and see how it goes.
- Fri Jun 30, 2017 7:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
- Replies: 22
- Views: 23592
Re: [0.12.35] [Hanziq] Trains sometimes change path after chain signals
So I talked to the developers on IRC and apparently several videos and a dozen screenshots of the bug are not enough, they need a save just before it happens or they won't look into it. Can anyone provide one? I tried but without knowing what causes trains to repath (I asked the devs and they won't...
- Tue Jun 13, 2017 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] DVORAK keyboard, activates GUI during chat
- Replies: 11
- Views: 4632
Re: [0.15.x] DVORAK keyboard, activates GUI during chat
I have an AZERTY keyboard and it works just fine for me. I still hate the fact that I have to remap half of the predefined controls but it's not really a bug. With AZERTY WASD becomes ZQSD, but the controls remain WASD, so I have to map "move up" to "Z" instead of "W" f...
- Fri May 26, 2017 1:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.14] [Harkonnen] Speaker condition reset when changing instrument
- Replies: 1
- Views: 2676
[0.15.14] [Harkonnen] Speaker condition reset when changing instrument
When the speaker is set to trigger a sound when a circuit network condition is met, changing the instrument resets the condition to the one saved before the Gui was opened. Example: speaker.png The speaker is set to raise a sound when steam is below 6k Open the GUI and change 6k to 7k Change the ins...
- Mon May 22, 2017 6:11 pm
- Forum: Not a bug
- Topic: [0.15.12] Ghost rail planning tutorial suggested without train unlocked
- Replies: 2
- Views: 1562
Re: [0.15.12] Ghost rail planning tutorial suggested without train unlocked
Sorry wrong phrasing: I haven't researched rails either. I reported this issue because "Basic trains & rail building" isn't suggested but "Ghost rail planning" is. I think the two of them should have the same pre-requisite. Feel free to change your mind after this update. :-)
- Sun May 21, 2017 5:41 pm
- Forum: Not a bug
- Topic: [14.17] portable solar panel technology pre-requisites
- Replies: 3
- Views: 2111
Re: [14.17] portable solar panel technology pre-requisites
Was redirected from here . Sorry to bump this thread but please don't say "not a bug" to this. What's the point of pre-requisites if not this? Almost every technology pre-requisite is properly handled except for a few of them. Please make them consistent for the player's sake. It drives yo...
- Sun May 21, 2017 5:26 pm
- Forum: Not a bug
- Topic: [0.15.12] Ghost rail planning tutorial suggested without train unlocked
- Replies: 2
- Views: 1562
[0.15.12] Ghost rail planning tutorial suggested without train unlocked
I still haven't unlocked trains but I was suggested Ghost rail planning tutorial when I finished researching construction robots. I guess both technologies should be a condition to this suggestion.
- Sun May 21, 2017 5:18 pm
- Forum: Duplicates
- Topic: [0.15.12] Tank technology should have "explosives" as prerequisite
- Replies: 1
- Views: 1139
[0.15.12] Tank technology should have "explosives" as prerequisite
Tank technology unlocks cannon shells. One of the ingredients for Cannon shells is explosives. Explosives are not a prerequisite to tanks. Therefore I'm currently allowed to craft cannon shells but I can't craft one of its ingredients. I spent some time wondering why I couldn't find explosives in my...