Search found 779 matches
- Mon Mar 23, 2026 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.7] Importing large strings is broken on Linux
- Replies: 20
- Views: 7102
Re: [raiguard][2.0.7] Importing large strings is broken on Linux
I just switched to Linux last week and was having this problem but I managed to find a workaround.
1. Copy whatever blueprint string you want
2. Paste into your preferred text editor (I had to use VS Code in this case, KWrite literally crashed, lol)
3. Save the file as some text file
4. Drag and ...
- Wed Mar 18, 2026 9:28 pm
- Forum: Not a bug
- Topic: [2.0.73] max_pipeline_extent not respected for input or output machine fluid_boxes
- Replies: 2
- Views: 239
Re: [2.0.73] max_pipeline_extent not respected for input or output machine fluid_boxes
Thanks for the report, but this is working as intended. A "pipeline" is a set of fluid boxes that are joined into one buffer, i.e. pipes, pipe-to-grounds, and storage tanks (and, as you mentioned, EM plants). Directional connections split pipelines, and if an entity has exclusively directional ...
- Wed Jan 28, 2026 8:21 pm
- Forum: Fixed for 2.1
- Topic: [raiguard][2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
- Replies: 2
- Views: 435
Re: [raiguard][2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
Thanks for the report. The fluid voiding has been fixed for version 2.1.0.
- Mon Jan 19, 2026 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.72] Wall of error text when trying to build in blocked area
- Replies: 2
- Views: 1422
Re: [raiguard][2.0.72] Wall of error text when trying to build in blocked area
Thanks for the report, this has been fixed for the next release.
- Tue Dec 16, 2025 5:27 am
- Forum: Assigned
- Topic: [raiguard] [2.0.14] IPv6 binding fails when using bind address ::
- Replies: 8
- Views: 2854
Re: [raiguard] [2.0.14] IPv6 binding fails when using bind address ::
Adding full IPv6 support is on my list for 2.1.
- Mon Nov 10, 2025 7:15 pm
- Forum: Pending
- Topic: [2.0.69][linux] game hangs on exit
- Replies: 1
- Views: 611
Re: [2.0.69][linux] game hangs on exit
Does this still happen if you run the game through Xwayland?
- Wed Oct 29, 2025 5:53 pm
- Forum: Technical Help
- Topic: Crash on startup, Linux Ubuntu on iMac
- Replies: 3
- Views: 595
Re: Crash on startup, Linux Ubuntu on iMac
Mint is a solid choice, but can be somewhat problematic due to it still using X11 instead of Wayland. If this becomes an issue for you, then I'd recommend Fedora. Most of us at Wube use Fedora and it's pretty good.
- Mon Oct 27, 2025 5:18 pm
- Forum: Fixed for 2.1
- Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
- Replies: 3
- Views: 1134
Re: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
Thanks for the report, this has been fixed for version 2.1.0.
This bug has actually existed for many years, even before the fluids rewrite, but nobody noticed it until now!
This bug has actually existed for many years, even before the fluids rewrite, but nobody noticed it until now!
- Mon Oct 27, 2025 3:25 pm
- Forum: Technical Help
- Topic: Crash on startup, Linux Ubuntu on iMac
- Replies: 3
- Views: 595
Re: Crash on startup, Linux Ubuntu on iMac
Thanks for the report. Unfortunately, the crash appears to be within OpenGL itself, so there isn't really much I can do to help you. I suspect that Linux doesn't properly support your hardware.
- Thu Oct 23, 2025 3:41 pm
- Forum: Not a bug
- Topic: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
- Replies: 3
- Views: 805
Re: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
The problem in my mod had to do with item health. For some reason, LuaInventory::can_insert is not taking item health into account and so is returning true even though the items cannot actually be inserted. I added a failsafe to work around this, but the API should also be fixed to account for all ...
- Thu Oct 16, 2025 10:53 pm
- Forum: Won't fix.
- Topic: [raiguard][2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
- Replies: 13
- Views: 2374
Re: [2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
It seems like this is happening on rolling-release distros, which makes me think it is going to become an issue for point-release distros in the near future.
I will look at it more in-depth next week.
I will look at it more in-depth next week.
- Wed Oct 15, 2025 9:18 pm
- Forum: Won't fix.
- Topic: [raiguard][2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
- Replies: 13
- Views: 2374
Re: [2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
Unfortunately, I don't really know how else to help you. Steam must be doing something strange and I can't reproduce this.
- Wed Oct 15, 2025 7:27 pm
- Forum: Won't fix.
- Topic: [raiguard][2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
- Replies: 13
- Views: 2374
Re: [2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
Your system installation of SDL2 won't make a difference because Factorio statically links SDL.
You can try doing SDL_DYNAMIC_API=/usr/path/to/sdl2-compat.so bin/x64/factorio to force it to use your system installation and see if that makes a difference.
You can try doing SDL_DYNAMIC_API=/usr/path/to/sdl2-compat.so bin/x64/factorio to force it to use your system installation and see if that makes a difference.
- Wed Oct 15, 2025 7:20 pm
- Forum: Won't fix.
- Topic: [raiguard][2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
- Replies: 13
- Views: 2374
Re: [2.0.69] Crash on Steam with wayland "SDL_Error: Failed to create XKB context"
What distro are you running?
- Mon Sep 29, 2025 4:30 pm
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 16461
Re: Version 2.0.69
Nice
- Fri Sep 26, 2025 3:59 pm
- Forum: Not a bug
- Topic: [raiguard][2.0.66] partial frozen Pipe to ground can pass fluid
- Replies: 1
- Views: 588
Re: [raiguard][2.0.66] partial frozen Pipe to ground can pass fluid
Thanks for the report, but I don't consider this to be a bug. When you remove an entity it runs some logic to push its fluid contents into neighboring entities so that you don't lose the fluid contents. Since this only happens when removing entities, I don't think it's important to prevent this when ...
- Thu Sep 25, 2025 4:03 pm
- Forum: Fixed for 2.1
- Topic: [raiguard][2.0.60] factorio has wrong icon in alt tab menu
- Replies: 2
- Views: 1395
Re: [raiguard][2.0.60] factorio has wrong icon in alt tab menu
This is fixed in 2.1 by way of SDL3.
- Tue Sep 23, 2025 4:42 pm
- Forum: Releases
- Topic: Version 2.0.68
- Replies: 7
- Views: 11316
Re: Version 2.0.68
[*]Removed Graphics backend user setting.
IMHO, such settings should stay (at least as hidden) for debugging purpouses.
Conversely, I support removing the setting because we have had issues with Windows players reporting poor GPU performance, and it turned out that they enabled the hidden ...
- Mon Sep 22, 2025 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.67] Crash loading save "FluidBox.cpp:384: !this->segmentIntermediateFluid was not true"
- Replies: 5
- Views: 2821
Re: [raiguard][2.0.67] Crash loading save "FluidBox.cpp:384: !this->segmentIntermediateFluid was not true"
Thanks for the report, this has been fixed for 2.0.68.
Days since I broke production: 0.
Days since I broke production: 0.
- Sun Sep 21, 2025 3:04 pm
- Forum: Fixed for 2.1
- Topic: [raiguard][2.0.55] Fusion Reactor not sending Plasma to some of its Generators
- Replies: 2
- Views: 1949
Re: [raiguard][2.0.55] Fusion Reactor not sending Plasma to some of its Generators
For 2.1 I have prevented fusion generators from outputting plasma into fusion reactors, which fixes this issue.