Search found 454 matches
- Thu Jul 20, 2023 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.77] Wayland missing window decorations
- Replies: 9
- Views: 3234
Re: [raiguard][1.1.77] Wayland missing window decorations
A quick update on this: I found a solution several months ago by adding libdecor to the build process, but while it works fine on our CI servers, we are unable to compile libdecor on our production build server for various reasons. I am working on some alternative solutions but it's slow going. In a...
- Wed Jun 21, 2023 7:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.80] Mod updates even though base version is incompatible
- Replies: 3
- Views: 1516
Re: [raiguard][1.1.80] Mod updates even though base version is incompatible
Thanks for the report, this has been fixed for the next release.
- Fri Jun 16, 2023 5:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.83] defines.events.on_entity_color_changed is not raised
- Replies: 2
- Views: 1073
Re: [raiguard][1.1.83] defines.events.on_entity_color_changed is not raised
Thanks for the report, this has been fixed for the next release.
- Wed Jun 14, 2023 7:23 pm
- Forum: Modding discussion
- Topic: Controller modding guide / FAQ
- Replies: 8
- Views: 3005
Controller modding guide / FAQ
Factorio 1.1.83 has added support for game controllers to the PC version of the game. Naturally, this new control scheme may cause issues with mods, so this guide is intended to help ease the process of adapting mods to support controllers if needed. I'm a mod author, what does this mean for me? For...
- Mon May 22, 2023 3:10 pm
- Forum: Implemented mod requests
- Topic: Add pressed attribute to GuiElement
- Replies: 5
- Views: 1670
Re: Add pressed attribute to GuiElement
This has been implemented in 1.1.82.
- Mon May 22, 2023 2:21 pm
- Forum: Implemented mod requests
- Topic: on_cutscene_start and on_cutscene_end events
- Replies: 4
- Views: 1090
Re: on_cutscene_start and on_cutscene_end events
This was added in 1.1.82, but I forgot to put it in the changelog. Scripting: - Added on_cutscene_started, on_cutscene_finished on_cutscene_finished will only be raised if a cutscene ends naturally. If you need to detect whenever a cutscene ends at all, you need to hook both on_cutscene_finished and...
- Tue May 16, 2023 6:48 pm
- Forum: Implemented for 2.0
- Topic: on_gui_element_destroyed
- Replies: 7
- Views: 1249
Re: on_gui_element_destroyed
Looking at the code, I don't think adding this event will be feasible. The problem with adding events is that Lua scripts can break many guarantees that the base game code relies on, so wherever an event is added, we have to refactor away those guarantees and/or add a bunch of checks. Adding these c...
- Mon May 15, 2023 4:15 pm
- Forum: Won't implement
- Topic: Add removed LuaEquipment instance to events
- Replies: 1
- Views: 865
Re: Add removed LuaEquipment instance to events
The reason that these events don't have LuaEquipment instances is that by the time these events are raised, the equipments no longer exist in the game. So there is nothing to bind the LuaEquipment to.
- Mon May 15, 2023 3:10 pm
- Forum: Won't implement
- Topic: Increase reciepe limitation
- Replies: 3
- Views: 771
Re: Increase reciepe limitation
65,000 recipes should be more than enough for any reasonable mod. Even pyanodons alternative energy only gets to around 12,000.
What are you creating that many recipes for? There might be a better way to achieve what you're trying to do.
What are you creating that many recipes for? There might be a better way to achieve what you're trying to do.
- Fri May 12, 2023 9:11 pm
- Forum: Assigned
- Topic: [raiguard][1.1.49] Multi-line labels cause strange behavior with scroll panes and stretching
- Replies: 2
- Views: 1794
Re: [raiguard][1.1.49] Multi-line labels cause strange behavior with scroll panes and stretching
Simple reproduction of bug 1: local long_caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla in blandit sapien. Nulla suscipit hendrerit consectetur." --- @param e EventData.on_player_created local function on_player_created(e) local player = game.get_player(e.player_...
- Mon May 08, 2023 8:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.81 Linux] keyboard shortcuts with key combinations or mouse-click fail to set
- Replies: 13
- Views: 2824
Re: [1.1.81 Linux] keyboard shortcuts with key combinations or mouse-click fail to set
I'm not able to reproduce this either, on very similar i3 and xorg-xinput versions. Which distribution are you running?
- Mon May 01, 2023 8:30 pm
- Forum: Assigned
- Topic: [raiguard][1.1.80] Layout bug with nested frames and stretching
- Replies: 1
- Views: 768
Re: [1.1.80] Layout bug with nested frames and stretching
Might be related to 100896.
- Mon May 01, 2023 12:09 am
- Forum: Pending
- Topic: [1.1.80] Crash related to wayland
- Replies: 1
- Views: 766
Re: [1.1.80] Crash related to wayland
Thanks for the report. In 1.1.81 we upgraded SDL, which brought with it a bunch of Wayland-related bugfixes. Could you please try updating to 1.1.81 and see if this issue still occurs?
- Wed Apr 19, 2023 6:33 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
- Replies: 4
- Views: 2533
Re: [raiguard][1.1.80] Cannot import very large blueprint book string
Thanks for the report, this has been fixed for the next release.
- Sat Apr 08, 2023 5:25 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale
- Replies: 3
- Views: 1059
Re: [1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale
1.1.77.png This was fixed in 1.1.77 experimental. @Amarula Your issue is not related to this one. That is happening because your UI scale is simply too large for that resolution. GUIs will always break if you make the scale extremely large. Feel free to open a separate bug report if you wish, but I...
- Sat Apr 08, 2023 2:44 am
- Forum: Not a bug
- Topic: [raiguard][not a bug] 1.1.80 (build 60618, linux64, full): crash in libc memory management
- Replies: 3
- Views: 1122
Re: [raiguard] 1.1.80 (build 60618, linux64, full): crash in libc memory management
Thanks for the report. Seeing as several Rust programs are also crashing, I think it's safe to say that this isn't a bug in Factorio. I will keep an eye on the bugzilla thread.
- Mon Mar 20, 2023 5:45 pm
- Forum: Assigned
- Topic: [raiguard][1.1.49] Multi-line labels cause strange behavior with scroll panes and stretching
- Replies: 2
- Views: 1794
Re: [raiguard][1.1.49] Multi-line labels cause strange behavior with scroll panes and stretching
Bug 2 was inadvertantly fixed by 102254! Bug 1 is still present though.
- Thu Mar 16, 2023 6:25 am
- Forum: Assigned
- Topic: [raiguard][1.1.77] Crash when using paint bucket tool in editor
- Replies: 17
- Views: 3811
Re: [raiguard][1.1.77] Crash when using paint bucket tool in editor
I built and installed the merge request, but it did nothing. After looking into it even more, it appears that the connection buffer size is completely controlled by the display server - clients can't "request" a larger one. So unfortunately, this is completely out of my hands, and the beha...
- Wed Mar 15, 2023 3:47 pm
- Forum: Assigned
- Topic: [raiguard][1.1.77] Crash when using paint bucket tool in editor
- Replies: 17
- Views: 3811
Re: [raiguard][1.1.77] Crash when using paint bucket tool in editor
well, it might be that Xwayland is never getting used, even if the wayland support is disabled. A way to know with 100% certainty is to check in the log. If you're on xwayland, it will show two XWAYLAND displays in place of your actual displays. For example, on my machine, it looks like this: 0.021...
- Wed Mar 15, 2023 2:04 pm
- Forum: Pending
- Topic: [1.1.36] Occasionally freezes on ubuntu
- Replies: 2
- Views: 1291
Re: [1.1.36] Occasionally freezes on ubuntu
Thanks for the report. Do you still get these freezes? If so, could you try with a standalone copy of the game? There are a lot of steam-related errors in the gdb log.