Search found 719 matches
- Wed Apr 09, 2025 4:35 pm
- Forum: Resolved for the next release
- Topic: [raiguard][2.0.11][windows] Black text leaving yellow highlight boxes on mod update screen
- Replies: 4
- Views: 609
Re: [raiguard][2.0.11][windows] Black text leaving yellow highlight boxes on mod update screen
Thanks for the report, this has been fixed for 2.0.45.
- Wed Apr 09, 2025 12:56 am
- Forum: Duplicates
- Topic: [raiguard] [2.0.23] Fusion Power Inconsistant Behaviour
- Replies: 3
- Views: 446
- Wed Apr 09, 2025 12:55 am
- Forum: Resolved for the next release
- Topic: [raiguard][2.0.11][windows] Black text leaving yellow highlight boxes on mod update screen
- Replies: 4
- Views: 609
- Wed Apr 09, 2025 12:54 am
- Forum: Duplicates
- Topic: [raiguard] Black text on mod page
- Replies: 4
- Views: 369
- Tue Apr 08, 2025 10:51 pm
- Forum: Won't fix.
- Topic: [2.0.43] fusion generator entity update order bug redux
- Replies: 1
- Views: 126
Re: [2.0.43] fusion generator entity update order bug redux
Unfortunately, there is never going to be a 100% foolproof solution to this. The new system is a lot more resilient to update-order-dependence than the old system was, but it still isn't perfect because it remains as a one-pass system.
In this case, you can fix the issue by temporarily removing the ...
In this case, you can fix the issue by temporarily removing the ...
- Tue Apr 08, 2025 5:18 pm
- Forum: Not a bug
- Topic: [2.0.43] Incorrect default lamp color
- Replies: 6
- Views: 306
Re: [2.0.43] Incorrect default lamp color
Forgive my confusing statements, I was wrong. Here is what happened:
In 1.1.0, the default lamp color was changed to {1, 1, 0.75}. However, this wasn't actually being applied to lamps due to an engine bug that went unnoticed for years. A modder finally noticed this bug in 2.0, and it was fixed by ...
In 1.1.0, the default lamp color was changed to {1, 1, 0.75}. However, this wasn't actually being applied to lamps due to an engine bug that went unnoticed for years. A modder finally noticed this bug in 2.0, and it was fixed by ...
- Mon Apr 07, 2025 6:50 pm
- Forum: Resolved for the next release
- Topic: [Pard][2.0.43] Factoriopedia does not respect order strings as expected
- Replies: 2
- Views: 282
Re: [Pard][2.0.43] Factoriopedia does not respect order strings as expected
Thanks for the report, this has been fixed for 2.0.45.
- Mon Apr 07, 2025 5:16 pm
- Forum: Not a bug
- Topic: [2.0.43] Incorrect default lamp color
- Replies: 6
- Views: 306
Re: [2.0.43] Incorrect default lamp color
Ah, my bad, I was misinformed.
This has actually been the default color since 1.1 - it did not change in 2.0.
This has actually been the default color since 1.1 - it did not change in 2.0.
- Mon Apr 07, 2025 5:04 pm
- Forum: Not a bug
- Topic: [2.0.43] Incorrect default lamp color
- Replies: 6
- Views: 306
Re: [2.0.43] Incorrect default lamp color
Are you playing with pyanodons? It changes the default color to be exactly this.
- Mon Apr 07, 2025 2:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][2.0.12] Underground belts not getting placed when manually dragging belts over blueprint (MR)
- Replies: 9
- Views: 7522
Re: [kovarex][2.0.12] Underground belts not getting placed when manually dragging belts over blueprint (MR)
Thanks for the report, and sorry for the delay. This has been fixed for 2.0.44.
- Sat Apr 05, 2025 7:02 pm
- Forum: Pending
- Topic: [2.0.43-3] Editor deletes inventory items
- Replies: 2
- Views: 128
Re: [2.0.43-3] Editor deletes inventory items
My Editor Extensions mod adds inventory sync, so they might be playing with that.
- Fri Apr 04, 2025 9:51 pm
- Forum: Not a bug
- Topic: [2.0.43] inconsistencies between LuaRecord <-> LuaItemStack
- Replies: 4
- Views: 225
Re: [2.0.43] inconsistencies between LuaRecord <-> LuaItemStack
This is not a bug - these objects are very different internally and therefore their Lua APIs are also different.
It is a bit of a pain, but you will need to write your own wrappers if you want a consistent API between the two.
You can differentiate between the two with the object_name field, which ...
It is a bit of a pain, but you will need to write your own wrappers if you want a consistent API between the two.
You can differentiate between the two with the object_name field, which ...
- Tue Apr 01, 2025 8:30 pm
- Forum: Minor issues
- Topic: [2.0.42][linux] Severe memory leak after standby resume
- Replies: 5
- Views: 384
Re: [2.0.42][linux] Severe memory leak after standby resume
I will second the recommendation against Manjaro. Vanilla Arch is significantly more stable from my experience.
If I get access to a secondary PC in the future I will throw manjaro on it and see if I can reproduce. But for now, I'm moving this to minor issues.
If I get access to a secondary PC in the future I will throw manjaro on it and see if I can reproduce. But for now, I'm moving this to minor issues.
- Mon Mar 31, 2025 4:48 pm
- Forum: Minor issues
- Topic: [2.0.42][linux] Severe memory leak after standby resume
- Replies: 5
- Views: 384
Re: [2.0.42][linux] Severe memory leak after standby resume
Thanks for the report. Unfortunately, I have been unable to replicate this behavior on my machine.
Which distro are you running, and does the same thing happen if you run the game on Wayland?
Which distro are you running, and does the same thing happen if you run the game on Wayland?
- Mon Mar 31, 2025 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.7] Importing large strings is broken on Linux
- Replies: 18
- Views: 3001
Re: [raiguard][2.0.7] Importing large strings is broken on Linux
If the game is set to Wayland but is still tracking in xeyes, then that means it's still running on X11. Are you actually running a Wayland compositor?
In any case, drag and drop is the official workaround for the X11 clipboard issue. The clipboard issue will be resolved if we upgrade to SDL3.
In any case, drag and drop is the official workaround for the X11 clipboard issue. The clipboard issue will be resolved if we upgrade to SDL3.
- Sun Mar 30, 2025 3:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.32] Liquid voiding on automatic recipe change on chained units
- Replies: 5
- Views: 1417
- Sun Mar 30, 2025 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.7] Importing large strings is broken on Linux
- Replies: 18
- Views: 3001
Re: [raiguard][2.0.7] Importing large strings is broken on Linux
Hi raiguard, I'm having this issue now too (https://forums.factorio.com/viewtopic.php?p=667410#p667410), and switching to Wayland did not resolve it for me. Any other advice?
Can you verify that the game is actually running on Wayland? Ensure that you have selected wayland in the graphics ...
- Fri Mar 28, 2025 4:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.16] "Cannot build on Deadskin marsh" error not shown for underground items
- Replies: 3
- Views: 1404
Re: [raiguard][2.0.16] "Cannot build on Deadskin marsh" error not shown for underground items
My bad, I meant 2.0.44.
- Thu Mar 27, 2025 9:34 pm
- Forum: Won't fix.
- Topic: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
- Replies: 11
- Views: 1693
Re: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
Unfortunately, downgrading our version of glibc at this point has proven to be infeasible, so the game will remain on 2.30. However, we will commit to avoiding updating the glibc version again for as long as possible.
- Thu Mar 27, 2025 8:46 pm
- Forum: Minor issues
- Topic: [raiguard][2.0.20][linux] "SDL_Error: Could not get EGL display" on launch
- Replies: 2
- Views: 620
Re: [raiguard][2.0.20][linux] "SDL_Error: Could not get EGL display" on launch
Unfortunately, there is no way to "test" SLR 3.0 without moving absolutely everybody over to it at once.
Since you already found a workaround for your own use, I will move this to "minor issues".
Since you already found a workaround for your own use, I will move this to "minor issues".