Search found 430 matches

by raiguard
Fri Feb 16, 2024 1:11 am
Forum: Not a bug
Topic: [1.1.101] (Linux) Map zoom doesn't show detailed view when using keyboard bindings
Replies: 3
Views: 168

Re: [1.1.101] (Linux) Map zoom doesn't show detailed view when using keyboard bindings

You need to bind your keyboard keys to both sets of zoom inputs. "Zoom in" and "Zoom into world" are separate entries in the controls list. Binding to both makes it behave properly.
by raiguard
Fri Feb 16, 2024 12:25 am
Forum: Resolved for the next release
Topic: [raiguard][1.1.101] Crash when quitting game during non-blocking-saving
Replies: 2
Views: 379

Re: [raiguard][1.1.101] Crash when quitting game during non-blocking-saving

Thanks for the report, this has been fixed for the next release.
by raiguard
Thu Feb 15, 2024 7:54 pm
Forum: Assigned
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 18
Views: 2536

Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Thanks for your findings, could you let me know what distro/wm/hardware etc you are running? I have never been able to reproduce the problem on my machine.

I'll keep looking for potential deadlocks in the code.
by raiguard
Mon Jan 29, 2024 8:40 pm
Forum: Assigned
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 18
Views: 2536

Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Moving this to pending until I get confirmation as to whether this has been fixed or not.
by raiguard
Thu Jan 25, 2024 10:26 pm
Forum: Assigned
Topic: [raiguard][1.1.103] Crash on startup under Wayland with fractional scaling
Replies: 4
Views: 447

Re: [raiguard][1.1.103] Crash on startup under Wayland with fractional scaling

Thank you, I was able to reproduce the crash. This looks to be an SDL bug that has been fixed in more recent versions. Unfortunately we will not be updating SDL in 1.1.x any more, but I will test this after we upgrade SDL on master and see if the problem is resolved there.
by raiguard
Mon Jan 22, 2024 4:30 pm
Forum: Assigned
Topic: [raiguard][1.1.103] Crash on startup under Wayland with fractional scaling
Replies: 4
Views: 447

Re: [raiguard][1.1.103] Crash on startup under Wayland with fractional scaling

Thanks for the report. What version of Sway are you running? Also, could you link me your Sway configuration file?

Initial investigation points to this being an SDL issue that I will have to report upstream.
by raiguard
Thu Jan 18, 2024 4:32 pm
Forum: Assigned
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 18
Views: 2536

Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Version 1.1.102 has released and includes the aforementioned changes. Please let me know if the issue happens again. If I don't hear anything for a few weeks I will move this to resolved.
by raiguard
Wed Jan 03, 2024 5:24 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Tutorial files are read-only copied
Replies: 8
Views: 4056

Re: [raiguard][1.1.57] Tutorial files are read-only copied

Thanks for the report, this has been fixed for the next release.
by raiguard
Wed Jan 03, 2024 5:20 am
Forum: Assigned
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 18
Views: 2536

Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Thanks for the files. I was unable to reproduce the issue on my PC, but I spent several hours studying the async saving code and found several flaws that I have fixed for the next release. One of them - not closing redundant pipe file descriptors on each process - is specifically touted as being the...
by raiguard
Tue Jan 02, 2024 10:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.76] Unexpected icon selector behavior when entering save name
Replies: 7
Views: 1861

Re: [1.1.76] Unexpected icon selector behavior when entering save name

Thanks for the report, this has been fixed for the next release.
by raiguard
Mon Jan 01, 2024 10:56 pm
Forum: Duplicates
Topic: Freeze while saving
Replies: 4
Views: 338

Re: Freeze while saving

Duplicate of this report.

If you find any more information regarding a reproduction, please respond there.
by raiguard
Sat Dec 30, 2023 7:46 am
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 9650

Re: Friday Facts #391 - 2023 recap

As someone who maintains a large Go codebase, the lack of sum types isn't as big of a deal, once you've learnt to "program around them". Sum types are - at least in imperative languages - a relatively new feature. Honestly, I didn't find the lack of generics frustrating either, but now th...
by raiguard
Sat Dec 30, 2023 6:58 am
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 9650

Re: Friday Facts #391 - 2023 recap

Glad to see mod management updates, good work. Speaking of 2.0 and mods, are there any plans closer to time of release to publish updates to the Lua APIs for mod authors to look at before launch? So they can work on updating their mods before Space Ages's release? Or having a demo version of the 2....
by raiguard
Sat Dec 30, 2023 6:55 am
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 9650

Re: Friday Facts #391 - 2023 recap

Quite interesting to see Golang getting some love at Wube. Was it only for prototyping, or is there now Golang in the tech stack? Go is Great! :D I'm also curious, since it should be a pretty good language for all the non-game server stuff. (It's garbage-collected, plus probably some other stuff I'...
by raiguard
Sat Dec 30, 2023 6:51 am
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 9650

Re: Friday Facts #391 - 2023 recap

@raiguard , would Factorio CLI also be improved? It would be nice to have FactorioModManager functionality bundled, as well as have options to check/download/install Factorio updates from CLI. It is on my laundry list to make the mod management logic available via CLI. It probably won't make it int...
by raiguard
Thu Dec 14, 2023 5:44 pm
Forum: Implemented for 2.0
Topic: LuaEntity::custom_state_string
Replies: 3
Views: 530

Re: LuaEntity::custom_state_string

Implemented for 2.0 as LuaEntity::custom_status read/write. You can specify both the diode color and the label text.

LuaEntity::status read and working visualisations will remain unchanged - the custom status will only show in GUIs.
by raiguard
Mon Dec 11, 2023 4:10 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 148
Views: 21560

Re: Friday Facts #388 - Smaller things for 2.0

Love the FFF and this one does not disappoint. Read through the suggestions that this one sparked and I love most of those too! As a fan of Factorio and of Lua, I was very slightly sad to see that they aren't upgrading to 5.4. I'm pretty sure there isn't much in 5.4 that would have a direct impact ...
by raiguard
Mon Dec 04, 2023 3:43 pm
Forum: Modding interface requests
Topic: Read/write access to Game Blueprints
Replies: 1
Views: 590

Re: Read/write access to Game Blueprints

First part is implemented for 2.0 with a new LuaRecord API. I will look into the possibility of adding events, but no promises one way or the other quite yet.
by raiguard
Mon Dec 04, 2023 2:55 pm
Forum: Modding interface requests
Topic: Allow event for a cliff being destroyed
Replies: 2
Views: 683

Re: Allow event for a cliff being destroyed

You can use script.register_on_entity_destroyed to detect this for now. I'll look into a more proper solution for 2.0.

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