I tested a ridiculously large blueprint (an entire megabase with 44k rails), and it behaved identically on X11 and Wayland. The game hanging is just the game taking a while to place stuff.
I have fixed the clipboard issues for the next release.
Search found 449 matches
- Wed Mar 08, 2023 8:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Wayland crash
- Replies: 12
- Views: 2970
- Wed Mar 08, 2023 12:27 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.77] Wayland crash
- Replies: 12
- Views: 2970
Re: [1.1.77] Wayland crash
Thanks for the report, I have fixed the crash on reconnecting displays for the next version.
As for the clipboard, what desktop environment do you use? Could you also link a blueprint string that consistently reproduces the issue?
As for the clipboard, what desktop environment do you use? Could you also link a blueprint string that consistently reproduces the issue?
- Tue Mar 07, 2023 1:00 am
- Forum: Modding interface requests
- Topic: Ability to read an event of entity force change or place entities into the construction queue
- Replies: 1
- Views: 502
Re: Ability to read an event of entity force change or place entities into the construction queue
In this case, I feel that a custom event is the best solution. This is a pretty niche interaction, and a custom event completely resolves the problem.
- Sat Feb 11, 2023 4:17 am
- Forum: Mod portal Discussion
- Topic: Email based workflow for the mod portal
- Replies: 2
- Views: 1564
Re: Email based workflow for the mod portal
Sorry to gravedig, but I would also like this feature. I have been using a mailing list for support on my mods, but people have a hard time sending plaintext emails in this modern world's html-by-default email clients. The email workflow works so well for me that I would really like not to abandon i...
- Sat Feb 04, 2023 6:59 am
- Forum: Not a bug
- Topic: [1.1.76] Checking for mod updates makes multiple redundant portal requests
- Replies: 1
- Views: 523
[1.1.76] Checking for mod updates makes multiple redundant portal requests
When the game checks for mod updates, it downloads the full mod list multiple times. The number of times it downloads it is proportional to the number of mods - with 5000 mods, it made 100 requests. You can see the URL that it is fetching in the log file: 85.659 Info HttpSharedState.cpp:54: Download...
- Sat Dec 03, 2022 10:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
- Replies: 2
- Views: 2464
Re: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
The dialog is unable to be turned off by design. If it was disable-able then most players would turn it off and if something broke (like it did here), they would not have all of the information to file a proper bug report. You can destroy the GUI window using a console command, but I can't guarantee...
- Fri Dec 02, 2022 7:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
- Replies: 3
- Views: 1868
[Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
If you create a GUI element, then later change its caption or tooltip, locale fallback groups are not parsed. They only work when setting the caption or tooltip on initial creation of the GUI element. To reproduce: Run this command: /c game.player.gui.top.add{type = "button", caption = {&q...
- Thu Dec 01, 2022 11:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
- Replies: 2
- Views: 2464
[Genhis] [1.1.73] LuaPlayer::request_translation does not work with fallback groups
LuaPlayer::request_translation does not handle the new fallback groups format, and fails the translation if you attempt to use it. To reproduce: 1. Copy the below code into a mod control.lua 2. Start a new game 3. Observe that the frame in the top-left correctly shows ice-cream 4. Observe the chat m...
- Sat Sep 17, 2022 4:50 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 81790
Re: Small documentation improvement requests
LuaEntity::set_filter()'s second argument can be set to nil to clear the filter, but this is not explained in the documentation at all, and the type is just string. LuaEntity::set_infinity_pipe_filter()'s argument can also be nil to clear it. This is stated in the documentation, but the intellisens...
- Thu Jul 28, 2022 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.59] Can not launch on Wayland compositor
- Replies: 14
- Views: 4491
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...
- Thu Jul 28, 2022 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.59] Can not launch on Wayland compositor
- Replies: 14
- Views: 4491
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...
- 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: 886
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...
- Thu Jun 23, 2022 2:11 am
- Forum: Duplicates
- Topic: hand_location is incorrect when holding a blueprint in a blueprint book
- Replies: 2
- Views: 1042
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.
I hope that I can get a different answer, because I can't think of a sane way to work around this issue.
- Wed Jun 22, 2022 5:12 am
- Forum: Duplicates
- Topic: hand_location is incorrect when holding a blueprint in a blueprint book
- Replies: 2
- Views: 1042
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...
- Sat Jun 11, 2022 9:57 pm
- Forum: Pending
- Topic: [Rseding91] Insta-undo in the map editor raises no events
- Replies: 2
- Views: 1055
[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...
- Sat Mar 19, 2022 6:56 pm
- Forum: Won't implement
- Topic: Handle quoted translations in locale files / follow the INI specification
- Replies: 1
- Views: 828
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...
- 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: 1258
[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...
- Fri Feb 18, 2022 11:48 pm
- Forum: Modding interface requests
- Topic: Add relative_gui_position.side_panel
- Replies: 1
- Views: 910
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.
- Fri Jan 28, 2022 1:12 am
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 2351
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.
- Sat Jan 08, 2022 8:56 pm
- Forum: Modding interface requests
- Topic: Add trigger_target_mask directly to land-mine
- Replies: 7
- Views: 2197
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!