Comments (17)
These needed clarification:
- the
sensor.[...].name
lines appear in the settings interface (ignore the highlight in the image):
- the
sensor.player_locations.surface_fragment
is the "on nauvis" part of this:
It's broken apart from the rest because each part of that line (player index, coordinates, surface, direction) can be turned on or off individually.
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Aw, it didn't get auto-closed. Whatever. Thanks, Github.
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Actually, I think I just added some more work for you: I just did #19 and now there's another few lines of locale as per 8dc8ed5#diff-9bc0c6f72e984ae07c9fa22b62cfdb61. I don't intend to do a release of 0.4.2 yet, so there's time to bring the he
translation up to date, though I'd like to get those errors shifted out into locale.cfg
before that. I'll report back here when it's ready.
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Figure we keep this issue open and update it whenever I add/change locale bits. That should help us keep track of things, right?
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And with b1a68c0, I just made those errors localizable. You should be able to grab http://dev.narc.ro/factorio/mod-packages/EvoGUI_0.4.2.zip for the latest indev version with all the code in place to actually display the new locale bits.
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sounds right, I agree :)
On Monday, September 7, 2015 11:40 AM, narc0tiq <[email protected]> wrote:
Figure we keep this issue open and update it whenever I add/change locale bits. That should help us keep track of things, right?—
Reply to this email directly or view it on GitHub.
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And with #20 also finished, there's even more new locale, yay.
Those are two separate labels on the left and right of the update frequency text entry. I named them _left and _right so you can know which is which. I'm hoping that'll help.
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goes to show just how much experience you have in programing and how you think about things like RTL when brought to your attention ! thank you.
I think you should join Factorio dev team and help them develop this game better !
now, please excuse me, I have some translation work to do...
P.s. I've got the IRC open
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So I decided to swap the sides of the "update... ticks" line (so it will be true RTL) and this is what I got:
yes I didn't translate ticks, because I don't have a word for it, but I did translate seconds - and it doesn't show... I don't know if you can make the text box dynamic in length
FYI - the info.json file doesn't have "mod name" & "version" info set - don't know if that's on purpose or not
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I did translate seconds - and it doesn't show...
At a guess, it doesn't like the =
sign in the translated string for some reason -- notice that's gone missing, too. Let's try a phrasing more like "60 ticks is 1 second".
Also, I think the best possible translation for 'ticks' is "game updates".
the info.json file doesn't have "mod name" & "version" info set
Sure it does, it's just relying on the Makefile (https://github.com/narc0tiq/factorio-mod-makefile) to fill them in when one makes a build. That's why I recommended using the build from http://dev.narc.ro/factorio/mod-packages/.
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Isn't "ticks" a time unit in that regard ?
Let's try a phrasing more like "60 ticks is 1 second"
I will try that and see how it looks
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Sure, it's a time unit. At game.speed = 1
, Factorio (tries to) run 60 updates per second. Usually it succeeds, and if it doesn't, we need to slow down with it.
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It's starting to make sense to me now, all the talk about those fps/ups numbers...
Thanks for clearing that information for me.
Can I assume "sensor.player.locations.offline_fragment" value is displayed next to the name of an offline player ?
FYI - very good job with the MP player information. I can't wait to start using it ! Do want to know if all players have to have the mod installed ?
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Thanks for clearing that information for me.
You're very welcome! 👍
Can I assume "sensor.player.locations.offline_fragment" value is displayed next to the name of an offline player ?
Yes, exactly. It's also done in a way that if Factorio knew how to do that, it could join the fragments right-to-left, so it'll hopefully be forward-compatible with that mythical future Hebrew-supporting Factorio.
Do want to know if all players have to have the mod installed ?
Yes, and that's true for all mods, actually. It's not currently possible to make a Factorio mod that can be installed only on one peer. Scenarios can kind of do it -- they only need to exist on the computer that creates the world -- but they, of course, can't be updated after the world is created.
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I just added some new commits with more new locale, as seen at 303860...70d5188#diff-9bc0c6f72e984ae07c9fa22b62cfdb61.
The kill count format has the order such that __1__
is biter kills, __2__
is spawner kills, and __3__
the other kills. These are the picked from the fragments below, depending on whether you have exactly 1 of either, or 0 or [2..inf].
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Just to update this issue, as you suggested - I've translated the kill counter fragments as per your last post.
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As noted in 5690e13, PR #39 added some new locale bits. They're just error messages, so they can stay unlocalized for a fair while, I think; this is just a heads-up.
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Related Issues (20)
- Remove mod name from remote sensor display names on the settings screen.
- Fix example of remote calls (too many quotes)
- Remote sensors on by default HOT 1
- Player location value sensor is off by one for negative positions. HOT 1
- How to determine if (remote) sensor is visible? HOT 4
- Remote sensor per-sensor settings HOT 2
- Have sensor mods use events for updates? HOT 16
- Attempt to index field 'evoGUI' (a nil value) HOT 6
- 0.15.22 error HOT 3
- Error since most recent Factorio 15 update HOT 3
- Fairly consistent desyncs in multiplayer HOT 1
- Mod Settings HOT 3
- Unify sensor API: no special access for built-in sensors
- "Aliens remaining on map" counter [For limited mapsizes only]
- Always visible and visible in popup doubles sensors
- dependency for Moweather_se HOT 1
- Change remote.call() inputs for sensor plugins multiplayer compatible
- Add a frame/background to the gui
- Surface time "days since landing" inaccurate when day length modded
- Play Time Clock Compatibility for Mod Global Tick Time Scale
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