Search found 360 matches

by Raiguard
Thu Jul 28, 2022 8:03 pm
Forum: Assigned
Topic: [posila] [1.1.59] Can not launch on Wayland compositor
Replies: 12
Views: 859

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: Assigned
Topic: [posila] [1.1.59] Can not launch on Wayland compositor
Replies: 12
Views: 859

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: 179

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: Bug Reports
Topic: hand_location is incorrect when holding a blueprint in a blueprint book
Replies: 2
Views: 312

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: Bug Reports
Topic: hand_location is incorrect when holding a blueprint in a blueprint book
Replies: 2
Views: 312

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: 307

[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...
by Raiguard
Sat Mar 19, 2022 6:56 pm
Forum: Modding interface requests
Topic: Handle quoted translations in locale files / follow the INI specification
Replies: 1
Views: 248

Handle quoted translations in locale files / follow the INI specification

Greetings, I've been using Crowdin to translate Krastorio 2, using Crowdin's GitHub action to do the synchronization. It's been working pretty well! However, in order for Crowdin to provide a good translation interface, the action renames the files to .ini. The problem is, Factorio does not follow t...
by Raiguard
Sat Feb 19, 2022 12:00 am
Forum: Minor issues
Topic: [1.1.53] Inserters will not take generator equipment burnt results
Replies: 1
Views: 520

[1.1.53] Inserters will not take generator equipment burnt results

Not sure if this is a bug, or just an unimplemented feature. Inserters can and will insert generator equipment fuel, but will not take the burnt result out of the generator. This makes it impossible to automate generator equipment that has fuel with a spent result. To reproduce: 1. Download and sync...
by Raiguard
Fri Feb 18, 2022 11:48 pm
Forum: Modding interface requests
Topic: Add relative_gui_position.side_panel
Replies: 1
Views: 297

Re: Add relative_gui_position.side_panel

There is all of that unused space in the actual entity GUI... the circuit and logistic conditions could easily fit in there instead. Then there would only be one column on the right to worry about.
by Raiguard
Fri Jan 28, 2022 1:12 am
Forum: Implemented mod requests
Topic: Add fluid system number read to LuaFluidBox
Replies: 6
Views: 1000

Re: Add fluid system number read to LuaFluidBox

I could like to request that this be made part of gamestate. It would SIGNIFICANTLY reduce the complexity of my Pipe Visualizer mod.
2022-01-27_18-12.png
2022-01-27_18-12.png (2.87 MiB) Viewed 667 times
by Raiguard
Sat Jan 08, 2022 8:56 pm
Forum: Modding interface requests
Topic: Add trigger_target_mask directly to land-mine
Replies: 7
Views: 937

Re: Add trigger_target_mask directly to land-mine

Thanks for looking into it. I'm still going to have to keep the land mines, because the turrets have edge cases that I cannot solve for. So I appreciate the improvements that you're making!
by Raiguard
Sat Jan 08, 2022 8:54 pm
Forum: Ideas and Suggestions
Topic: [1.1.50] Map editor inventory size will not change after the start of a game
Replies: 1
Views: 315

[1.1.50] Map editor inventory size will not change after the start of a game

If you change the inventory size in the editor controller prototype, the new inventory size will not take effect in existing games. You have to start a new game for it to work. To reproduce: - Create a new save - Enter the map editor - Save the game - Adjust the map editor's inventory slots in the e...
by Raiguard
Fri Jan 07, 2022 7:19 pm
Forum: Questions, reviews and ratings
Topic: K2 + SE changes
Replies: 5
Views: 2400

Re: K2 + SE changes

Ok, first off, that description on the mod portal is entirely a joke. I don't do whatever I want, I take great pains to align with Krastor and Linver's vision. I have immense respect for what they created, and I am honored to have been given the opportunity to maintain it. I will change the mod port...
by Raiguard
Thu Jan 06, 2022 5:05 pm
Forum: Modding interface requests
Topic: Add trigger_target_mask directly to land-mine
Replies: 7
Views: 937

Re: Add trigger_target_mask directly to land-mine

Using a proxy turret was the original solution I tried. However, it didn't work properly, because it would not wake up and fire upon locomotives. Charging locomotives is one of the primary usecases for the Tesla coil. Adding an EntityWithForce to keep the turrets from going to sleep caused massive U...
by Raiguard
Thu Jan 06, 2022 5:43 am
Forum: Modding interface requests
Topic: Add trigger_target_mask directly to land-mine
Replies: 7
Views: 937

Re: Add trigger_target_mask directly to land-mine

Update: The UPS drain gets worse as you add entities around the tesla coils. The mine has a radius of 20, so it triggering on absolutely every entity around it. Adding filtering directly to the land-mine would solve this issue as well.
by Raiguard
Thu Jan 06, 2022 5:38 am
Forum: Modding interface requests
Topic: Add trigger_target_mask directly to land-mine
Replies: 7
Views: 937

Add trigger_target_mask directly to land-mine

Greetings, I am (ab)using land mines for range detection on Krastorio 2's tesla coil. It's working wonderfully, but there is one small issue: The land mine is constantly exploding due to the fact that it is directly overlapping the tesla coil tower, and it's set to explode for allied forces. Its scr...
by Raiguard
Wed Dec 29, 2021 3:45 am
Forum: Technical Help
Topic: Walking or zooming makes my game Choppy/Stutter
Replies: 9
Views: 1199

Re: Walking or zooming makes my game Choppy/Stutter

I have discovered that Factorio is not the only game that is stuttering on my PC. Any game that is not in exclusive fullscreen has the stutter. This is likely a driver, compositor, or Xorg issue rather than a Factorio issue.
by Raiguard
Wed Dec 29, 2021 12:53 am
Forum: Technical Help
Topic: Walking or zooming makes my game Choppy/Stutter
Replies: 9
Views: 1199

Re: Walking or zooming makes my game Choppy/Stutter

Turning off Force Composition Pipeline fixes the stutter, but introduces enormous screen tearing … it does not show up on OBS I wonder if you have Wait for VSync enabled or not?: it looks like your FPS in the upper right never goes above 60, where when I play if it goes to 59.9 it always compensate...
by Raiguard
Mon Dec 27, 2021 5:12 am
Forum: Technical Help
Topic: [1.1.50] Factorio does not detect ZMK hold-tap modifiers
Replies: 0
Views: 291

[1.1.50] Factorio does not detect ZMK hold-tap modifiers

A bit of a niche issue here. I am using a custom mechanical keyboard running the ZMK keyboard firmware, which, among other things, allows remapping and multiple layers. The feature I am using is called hold-tap, which makes a key behave as one key when held, or another when pressed. In my case, I ha...
by Raiguard
Mon Dec 27, 2021 4:32 am
Forum: Technical Help
Topic: Walking or zooming makes my game Choppy/Stutter
Replies: 9
Views: 1199

Re: Walking or zooming makes my game Choppy/Stutter

Replying to this to avoid making a duplicate. Ever since I switched to Linux I have been dealing with constant microstuttering in Factorio. It is constant - and only happens with Factorio. Turning off Force Composition Pipeline fixes the stutter, but introduces enormous screen tearing that is even m...

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