- I deactivated all mods and restarted Factorio.
- Started a new game.
- In the map generator, I clicked on "Import map exchange string".
- Window opened; clicking into it, I can type any text. For testing, I tried to import the map with the (invalid) string "asdf" and got an error, as expected:
Code: Select all
88.821 Info MapGeneratorGui.cpp:1290: Invalid exchange string(Wrong quote characters)
- Closed window, clicked on "Import map exchange string" again.
- Switched to editor where I had saved a map exchange string exported from a previous game. Copied that string.
- Switched back to Factorio, clicked into import window.
- None of CTRL+V, SHIFT+INSERT, and clicking middle mouse button had any effect -- nothing happens, nothing shows up in the log file.
[Oxyd] [0.17.17] Can't import map exchange string
[Oxyd] [0.17.17] Can't import map exchange string
I first noticed this problem yesterday in 0.17.16, but it also happens in the current version:
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- factorio-previous.log
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A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: [0.17.17] Can't import map exchange string
Well that's bizzare. Needless to say, I can't reproduce that.
Did you have Factorio running in full-screen or windowed? How did you switch between Factorio and the editor? Which key combination, if any. After switching back, can you still type in the import window? I'm thinking that maybe Factorio got confused about what keys are being pressed.
Also which editor did you use? And what desktop environment, if any, do you use? Do you use any clipboard manager? X11 clipboard works by letting clients communicate directly with each other to transfer the clipboard contents, so the problem could be somewhere in that bit.
And just to be sure, did you actually Ctrl+C the text within the editor? Factorio doesn't currently support the traditional X11 select-and-middle-click protocol.
Did you have Factorio running in full-screen or windowed? How did you switch between Factorio and the editor? Which key combination, if any. After switching back, can you still type in the import window? I'm thinking that maybe Factorio got confused about what keys are being pressed.
Also which editor did you use? And what desktop environment, if any, do you use? Do you use any clipboard manager? X11 clipboard works by letting clients communicate directly with each other to transfer the clipboard contents, so the problem could be somewhere in that bit.
And just to be sure, did you actually Ctrl+C the text within the editor? Factorio doesn't currently support the traditional X11 select-and-middle-click protocol.
Re: [0.17.17] Can't import map exchange string
Factorio is running in full-screen mode. I used ALT+TAB to switch to the editor.Oxyd wrote: ↑Fri Mar 22, 2019 1:01 pm Well that's bizzare. Needless to say, I can't reproduce that.
Did you have Factorio running in full-screen or windowed? How did you switch between Factorio and the editor? Which key combination, if any. After switching back, can you still type in the import window? I'm thinking that maybe Factorio got confused about what keys are being pressed.
I'm on Debian/sid with the MATE desktop. From mate-terminal, I started the Midnight Commander, mc calls vim, and vim is linked to vim.gtk. I have Diodon running, which has "Use clipboard", "Keep clipboard content", and "Synchronize clipboards" active.Also which editor did you use? And what desktop environment, if any, do you use? Do you use any clipboard manager? X11 clipboard works by letting clients communicate directly with each other to transfer the clipboard contents, so the problem could be somewhere in that bit.
I marked the text, then right-clicked on it and used "Copy" from the menu. I also tried with marking the text and using the copy function from mate-terminals menu. It is mapped to SHIFT+CTRL+C, by the way, otherwise the shell would interpret any attempt to copy something as a kill signal.And just to be sure, did you actually Ctrl+C the text within the editor? Factorio doesn't currently support the traditional X11 select-and-middle-click protocol.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: [0.17.17] Can't import map exchange string
Well, I'll be … Seems it doesn't have to do with the map generator at all -- it's the same old, mysterious behavior that I already had in 0.16.51, where under Settings-->Controls I couldn't use CTRL, and only SHIFT+ALT, not ALT alone. It was gone with the first release of 0.17, but now it seems to have crept in again!
Is there anything that can be done about it? The CTRL-key is badly needed in the game: e.g. for fast-inserting -- but also for copying/pasting! I will try tomorrow to download past versions until I find the last one where it was still working. Real life is calling now, though.
Is there anything that can be done about it? The CTRL-key is badly needed in the game: e.g. for fast-inserting -- but also for copying/pasting! I will try tomorrow to download past versions until I find the last one where it was still working. Real life is calling now, though.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: [Oxyd] [0.17.17] Can't import map exchange string
I went back to 0.17.14. In that version, CTRL and ALT still work as expected. That changed with the update to 0.17.15. Looking at the changelog for 0.17.15, there are two bugfixes that might be responsible:
Could you look into this, please?Fixed that keys blocked by textfield didn't include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). (67047)
Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. (66402)
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: [Oxyd] [0.17.17] Can't import map exchange string
Sorry about the delay. This will be fixed in 0.17.44.
Re: [Oxyd] [0.17.17] Can't import map exchange string
Wouldn't you know it? There I've been waiting for a fix so desperately for such a long time -- and then I absolutely failed to see the announcement for two days! Sorry about that delay, and a big thank-you for getting it done!
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!