Search found 454 matches
- Wed Mar 15, 2023 5:19 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.77] Wayland missing window decorations
- Replies: 9
- Views: 3243
Re: [raiguard][1.1.77] Wayland missing window decorations
Thanks for the report. It looks like Gnome doesn't support server-side window decorations on Wayland. This means that we'll have to provide our own. In the meantime, you can drag the window with super+drag, and super+right click to access the various titlebar options and resizing.
- Wed Mar 15, 2023 5:16 am
- Forum: Assigned
- Topic: [raiguard][1.1.77] Crash when using paint bucket tool in editor
- Replies: 17
- Views: 3813
Re: [raiguard][1.1.77] Crash when using paint bucket tool in editor
Are you 100% certain that it happens on xwayland too? I can't reproduce it through xwayland.
- Sun Mar 12, 2023 9:59 pm
- Forum: Assigned
- Topic: [raiguard][1.1.77] Crash when using paint bucket tool in editor
- Replies: 17
- Views: 3813
Re: [1.1.77] Crash when using paint bucket tool in editor
Thanks for the report. Unfortunately, this isn't something that can be easily fixed on Factorio's side. Essentially, when Factorio is frozen while placing a blueprint, input events will pile up in the Wayland connection buffer. This buffer is only 4096 bytes long, and when it fills up, the display s...
- Thu Mar 09, 2023 5:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Wayland crash
- Replies: 12
- Views: 3200
Re: [1.1.77] Wayland crash
I have been completely unable to reproduce the issue on Sway, so I also think it was something weird that Plasma was doing. In any case, if you manage to consistently reproduce it, please open a new thread. Thanks for the reports!
- Wed Mar 08, 2023 8:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Wayland crash
- Replies: 12
- Views: 3200
- Wed Mar 08, 2023 8:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Wayland crash
- Replies: 12
- Views: 3200
Re: [1.1.77] Wayland crash
I tested a ridiculously large blueprint (an entire megabase with 44k rails), and it behaved identically on X11 and Wayland. The game hanging is just the game taking a while to place stuff.
I have fixed the clipboard issues for the next release.
I have fixed the clipboard issues for the next release.
- Wed Mar 08, 2023 12:27 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Wayland crash
- Replies: 12
- Views: 3200
Re: [1.1.77] Wayland crash
Thanks for the report, I have fixed the crash on reconnecting displays for the next version.
As for the clipboard, what desktop environment do you use? Could you also link a blueprint string that consistently reproduces the issue?
As for the clipboard, what desktop environment do you use? Could you also link a blueprint string that consistently reproduces the issue?
- Tue Mar 07, 2023 1:00 am
- Forum: Modding interface requests
- Topic: Ability to read an event of entity force change or place entities into the construction queue
- Replies: 1
- Views: 552
Re: Ability to read an event of entity force change or place entities into the construction queue
In this case, I feel that a custom event is the best solution. This is a pretty niche interaction, and a custom event completely resolves the problem.
- Sat Feb 11, 2023 4:17 am
- Forum: Mod portal Discussion
- Topic: Email based workflow for the mod portal
- Replies: 2
- Views: 1650
Re: Email based workflow for the mod portal
Sorry to gravedig, but I would also like this feature. I have been using a mailing list for support on my mods, but people have a hard time sending plaintext emails in this modern world's html-by-default email clients. The email workflow works so well for me that I would really like not to abandon i...
- Sat Feb 04, 2023 6:59 am
- Forum: Not a bug
- Topic: [1.1.76] Checking for mod updates makes multiple redundant portal requests
- Replies: 1
- Views: 566
[1.1.76] Checking for mod updates makes multiple redundant portal requests
When the game checks for mod updates, it downloads the full mod list multiple times. The number of times it downloads it is proportional to the number of mods - with 5000 mods, it made 100 requests. You can see the URL that it is fetching in the log file: 85.659 Info HttpSharedState.cpp:54: Download...
- Sat Dec 03, 2022 10:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
- Replies: 2
- Views: 2556
Re: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
The dialog is unable to be turned off by design. If it was disable-able then most players would turn it off and if something broke (like it did here), they would not have all of the information to file a proper bug report. You can destroy the GUI window using a console command, but I can't guarantee...
- Fri Dec 02, 2022 7:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
- Replies: 3
- Views: 1976
[Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
If you create a GUI element, then later change its caption or tooltip, locale fallback groups are not parsed. They only work when setting the caption or tooltip on initial creation of the GUI element. To reproduce: Run this command: /c game.player.gui.top.add{type = "button", caption = {&q...
- Thu Dec 01, 2022 11:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
- Replies: 2
- Views: 2556
[Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
LuaPlayer::request_translation does not handle the new fallback groups format, and fails the translation if you attempt to use it. To reproduce: 1. Copy the below code into a mod control.lua 2. Start a new game 3. Observe that the frame in the top-left correctly shows ice-cream 4. Observe the chat m...
- Sat Sep 17, 2022 4:50 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 85325
Re: Small documentation improvement requests
LuaEntity::set_filter()'s second argument can be set to nil to clear the filter, but this is not explained in the documentation at all, and the type is just string. LuaEntity::set_infinity_pipe_filter()'s argument can also be nil to clear it. This is stated in the documentation, but the intellisens...
- Thu Jul 28, 2022 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.59] Can not launch on Wayland compositor
- Replies: 14
- Views: 4753
Re: [posila] [1.1.59] Can not launch on Wayland compositor
You mean launching Factorio with environment variable SDL_VIDEODRIVER=wayland? Correct. The log looks identical even when that environment variable is set. We have only Direct3D and OpenGL backends (we don't use SDL for rendering, only for application window, OpenGL initialization and input event h...
- Thu Jul 28, 2022 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.59] Can not launch on Wayland compositor
- Replies: 14
- Views: 4753
Re: [posila] [1.1.59] Can not launch on Wayland compositor
Thank you for working on Wayland support! I haven't been vocal about it, but I've been patiently waiting for support as well. Unfortunately, Factorio is still running on xwayland for me. I am using the Sway window manager. Here are the relevant lines from the log: 0.000 2022-07-28 11:42:44; Factorio...
- Sat Jul 09, 2022 12:12 am
- Forum: Modding interface requests
- Topic: Show specific level of infinite technology on choose-elem-button
- Replies: 1
- Views: 943
Show specific level of infinite technology on choose-elem-button
I am using choose-elem-buttons in my research queue mod so that I can use the built-in tooltips. However, there isn't a way to specify a specific level of infinite technology so far as I can tell, so the button always shows the base level. This means that I can't use the vanilla tooltips and will ne...
- Thu Jun 23, 2022 2:11 am
- Forum: Duplicates
- Topic: hand_location is incorrect when holding a blueprint in a blueprint book
- Replies: 2
- Views: 1088
Re: hand_location is incorrect when holding a blueprint in a blueprint book
Ah frick, I searched before posting but apparently didn't search hard enough.
I hope that I can get a different answer, because I can't think of a sane way to work around this issue.
I hope that I can get a different answer, because I can't think of a sane way to work around this issue.
- Wed Jun 22, 2022 5:12 am
- Forum: Duplicates
- Topic: hand_location is incorrect when holding a blueprint in a blueprint book
- Replies: 2
- Views: 1088
hand_location is incorrect when holding a blueprint in a blueprint book
Steps to reproduce: - Start a new game - Put a blueprint book in your inventory, and put a blueprint inside of the book - Pick up the blueprint in the book - /c game.print(serpent.block(game.player.hand_location)) - Observe that the hand_location says the hand is in the main inventory, even though i...
- Sat Jun 11, 2022 9:57 pm
- Forum: Pending
- Topic: [Rseding91] Insta-undo in the map editor raises no events
- Replies: 2
- Views: 1083
[Rseding91] Insta-undo in the map editor raises no events
When using the map editor's instant undo feature, no events are fired for the destruction of the entities. This breaks several of my mods. Insta-deconstruction with the deconstruction planner raises script_raised_destroy, so that might make sense, but as long as it fires something, I'll be happy. St...