Search found 454 matches

by raiguard
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...
by raiguard
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.
by raiguard
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.
by raiguard
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...
by raiguard
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.
by raiguard
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...
by raiguard
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...
by raiguard
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.
by raiguard
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.
by raiguard
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_...
by raiguard
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?
by raiguard
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?
by raiguard
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.
by raiguard
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...
by raiguard
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.
by raiguard
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...
by raiguard
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...
by raiguard
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.

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