Search found 8 matches

by thebrick448
Tue Mar 18, 2025 4:51 am
Forum: Pending
Topic: [2.0.9] Undo can add extra wires to buildings moved w/ cut
Replies: 5
Views: 578

Re: [2.0.9] Undo can add extra wires to buildings moved w/ cut

That makes sense from a technical perspective, however as an end user, this results in undesirable behavior. When I undo a deletion or cut, I expect the deleted entities to be restored in the same state they were in when deleted - wires included.

While this simplified example isn't much of a ...
by thebrick448
Sat Mar 15, 2025 11:49 pm
Forum: Pending
Topic: [2.0.9] Undo can add extra wires to buildings moved w/ cut
Replies: 5
Views: 578

Re: [2.0.9] Undo can add extra wires to buildings moved w/ cut

Thanks for the investigation! I took a look at the linked thread and while that issue may have the same root cause, the expected behavior is different. In this case, I'm undoing the deletion of some entities, and within that set of entities, new connections are being made.

I spent a few minutes ...
by thebrick448
Tue Oct 29, 2024 3:33 am
Forum: Pending
Topic: [2.0.9] Undo can add extra wires to buildings moved w/ cut
Replies: 5
Views: 578

Re: [kovarex] [2.0.9] Undo can add extra wires to buildings moved w/ cut

I forgot to mention in my initial post - To reproduce this, you need to use ghosts, or be in editor mode.
by thebrick448
Wed Oct 23, 2024 9:07 pm
Forum: Pending
Topic: [2.0.9] Undo can add extra wires to buildings moved w/ cut
Replies: 5
Views: 578

[2.0.9] Undo can add extra wires to buildings moved w/ cut

Under the right conditions, deleting a power pole (or other wire connected building) then using undo can restore wires (Copper, red, or green) from an earlier state, or even create new wire connections which never existed.

Steps to reproduce:
1. Build 3 medium power poles close together - close ...
by thebrick448
Wed Oct 23, 2024 9:25 am
Forum: Assigned
Topic: [Lou][2.0.8] Inconsistent Behavior w/ Super Force Build
Replies: 1
Views: 472

[Lou][2.0.8] Inconsistent Behavior w/ Super Force Build

While in the editor, attempting to super force build a blueprint which involves an invalid offshore pump displays no message when placed on landfill, but shows the message "An auto-included Landfill is inconsistent with buildability rules of some Offshore pump." when placed on water. Additionally ...
by thebrick448
Tue Oct 22, 2024 3:00 am
Forum: Won't fix.
Topic: [pard] [2.0.8] Error viewing "Quality factoriopedia" tips and tricks entry
Replies: 2
Views: 599

[pard] [2.0.8] Error viewing "Quality factoriopedia" tips and tricks entry

Whenever I view the "Quality factoriopedia" tips & tricks menu, the scenario which plays as a demonstration crashes if the "Open factoriopedia" keybinding is shared with another function.

1. Set the Open factoriopedia hotkey to the default (alt + left click)
2. Bind "Ping a map location" to the ...
by thebrick448
Fri May 17, 2024 5:39 pm
Forum: 1 / 0 magic
Topic: [raiguard][1.1.107][Linux] Opening internet links fail silently on Arch Linux (KDE Wayland)
Replies: 1
Views: 750

Re: [raiguard][1.1.107][Linux] Opening internet links fail silently on Arch Linux (KDE Wayland)

Quick update: I did some additional testing with a few different systems, and found the following:

Running sway on the same system, opening links works just fine - Firefox will open behind Factorio if its not already running, but otherwise its bug free.

On my steam deck, with the stock Steam OS ...
by thebrick448
Mon May 06, 2024 10:21 am
Forum: 1 / 0 magic
Topic: [raiguard][1.1.107][Linux] Opening internet links fail silently on Arch Linux (KDE Wayland)
Replies: 1
Views: 750

[raiguard][1.1.107][Linux] Opening internet links fail silently on Arch Linux (KDE Wayland)

I am running Arch Linux with KDE Plasma (Wayland) and opening links within Factorio fail silently. In my systemd log (And Factorio log) I see the following entries when clicking any link:

May 06 02:37:35 harold kwin_wayland_wrapper[100864]: 85.921 Info SystemUtil.cpp:878: Started /usr/bin/xdg-open ...

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