Search found 451 matches

by raiguard
Mon Mar 04, 2024 5:03 pm
Forum: Implemented for 2.0
Topic: Export currently held blueprint library object to item
Replies: 18
Views: 4153

Re: Export currently held blueprint library object to item

Hares wrote:
Mon Mar 04, 2024 3:56 pm
Will the currently held/opened/updated "my blueprint" item be writable? That's the most common use case currently (when you update an existing BP in the library).
I have not solved this issue yet but it is on my to-do for the 2.0 release, rest assured.
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: 272

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 Problems and Bugs
Topic: [raiguard][1.1.101] Crash when quitting game during non-blocking-saving
Replies: 2
Views: 773

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: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 19
Views: 3131

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: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 19
Views: 3131

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: 7
Views: 800

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: 7
Views: 800

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: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 19
Views: 3131

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: 4394

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: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 19
Views: 3131

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: 2056

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: 412

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: 11046

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: 11046

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: 11046

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: 11046

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: 627

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: 149
Views: 24649

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: 654

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.

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