Search found 454 matches

by raiguard
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.
by raiguard
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.
by raiguard
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...
by raiguard
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!
by raiguard
Wed Mar 08, 2023 8:52 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.77] Wayland crash
Replies: 12
Views: 3200

Re: [1.1.77] Wayland crash

ptx0 wrote:
Wed Mar 08, 2023 4:26 am
hmm, well, i just got the "window closed" message even when the game was functioning normally :(
What do you mean by "window closed message", and do you have a consistent way to reproduce it?
by raiguard
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.
by raiguard
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?
by raiguard
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.
by raiguard
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...
by raiguard
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...
by raiguard
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...
by raiguard
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...
by raiguard
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...
by raiguard
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...
by raiguard
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...
by raiguard
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...
by raiguard
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...
by raiguard
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.
by raiguard
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...
by raiguard
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...

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