Search found 39 matches

by 0n0w1c
Mon May 12, 2025 12:20 pm
Forum: Resolved Problems and Bugs
Topic: [Strangepan] [2.0.46] Magenta game window when using Metal
Replies: 9
Views: 1589

Re: [Strangepan] [2.0.46] Magenta game window when using Metal

With 2.0.48, switching to Metal backend, while making no other changes, works for me now without issue, thank you!
by 0n0w1c
Tue May 06, 2025 3:52 am
Forum: Technical Help
Topic: [2.0.46] Metal performace regression
Replies: 10
Views: 971

Re: [2.0.46] Metal performace regression

Yes, 128458 describes my experiences.

Using 2.0.43 w/ SA and default graphics settings, for the most part, the game runs at 60 fps.

With 2.0.47 w/ SA and default graphics settings: setting Graphics backend to Metal and texture compression to Low quality, no other adjustments required to run at 60 ...
by 0n0w1c
Tue Apr 29, 2025 10:48 pm
Forum: Technical Help
Topic: [2.0.46] Metal performace regression
Replies: 10
Views: 971

Re: [2.0.46] Metal performace regression

Are there recommended settings for the use of the Metal backend on a Mac Mini M1 8GB with the Space Age DLC?

Edit:
Through more trial and error, it seems:
Reset to Graphics to the default settings
Enable Metal
Reduce video memory usage to Medium

This seems to eliminate the audio and video glitches ...
by 0n0w1c
Tue Apr 29, 2025 6:14 pm
Forum: Technical Help
Topic: [2.0.46] Metal performace regression
Replies: 10
Views: 971

Re: [2.0.46] Metal performace regression

Sheesh, I had OpenGL active on the the initial reports.

This time, after making sure I have Metal enabled and a game restart, I get audio distortion on the initial load screen and a pink background at the menu.

Changing the sprite resolution from High to Medium resolves the audio and graphics ...
by 0n0w1c
Tue Apr 29, 2025 4:07 pm
Forum: Technical Help
Topic: [2.0.46] Metal performace regression
Replies: 10
Views: 971

Re: [2.0.46] Metal performace regression

Upon testing with 2.0.45 and the performance is the same.

Sorry, I should have tested more with 2.0.45, not a bug.
by 0n0w1c
Tue Apr 29, 2025 3:55 pm
Forum: Technical Help
Topic: [2.0.46] Metal performace regression
Replies: 10
Views: 971

Re: [2.0.46] Metal performace regression

Title updated and attached the factorio-current.log. Space Age is active.
by 0n0w1c
Tue Apr 29, 2025 3:18 pm
Forum: Technical Help
Topic: [2.0.46] Metal performace regression
Replies: 10
Views: 971

Re: Metal performace regression

Second attempt to post image:
by 0n0w1c
Tue Apr 29, 2025 3:13 pm
Forum: Technical Help
Topic: [2.0.46] Metal performace regression
Replies: 10
Views: 971

[2.0.46] Metal performace regression

I updated to the new release for Mac OS and performance has taken a step back. Attached are two screenshots (windowed and full screen) with F5 enabled showing the FPS/UPS. No 3rd party mods, Space Age, Elevated Rails and Quality only on a new map. A quick test with 2.0 only, performance was better ...
by 0n0w1c
Mon Apr 21, 2025 10:38 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 54213

Re: Version 2.0.45

Added Metal graphics backend for Apple devices.
I just want to say thank you very much for this!
by 0n0w1c
Fri Mar 28, 2025 4:51 am
Forum: Modding help
Topic: mod_gui without children
Replies: 2
Views: 350

Re: mod_gui without children

I have the same issue and also failed to find a good solution.

Edit: {Persistence}


for _, player in pairs(game.players) do
for _, root in pairs({ player.gui.top, player.gui.left }) do
local artifact = root.mod_gui_top_frame
if artifact and artifact.valid then
artifact.destroy()
end
end ...
by 0n0w1c
Sun Feb 02, 2025 11:02 pm
Forum: Not a bug
Topic: [2.0.33] casting-steel recipe incorrect?
Replies: 2
Views: 255

[2.0.33] casting-steel recipe incorrect?

Maybe this is set for balancing purposes, but currently the casting-steel recipe requires 30 molten-iron, I expected it would require 50.
It seems the conversion is 10 molten-iron equals 1 iron-plate.
by 0n0w1c
Mon Jan 06, 2025 12:44 pm
Forum: Implemented mod requests
Topic: Transmission only electric poles
Replies: 3
Views: 685

Re: Transmission only electric poles

Version 2.0.29 has resolved this issue.
by 0n0w1c
Sat Jan 04, 2025 2:34 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 3954

Re: Request: Move recycling recipe generation to data-final-fixes

In with testing on a custom entity without a defined recycling recipe, the recycling recipe is still auto generated when auto_recycle = false. Not what I expected,
the results become of 25% of the item rather than 25% of the ingredients.
by 0n0w1c
Sat Jan 04, 2025 1:19 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 3954

Re: Request: Move recycling recipe generation to data-final-fixes


I think you mean auto_recycle = false .


Actually, I think auto_recycle should not be changed, if (re)generating a recycling recipe. I believe the intent of the field is to not generate a recycling recipe.
I took that line from the quality mod's data-updates.lua script, but I think for my ...
by 0n0w1c
Fri Jan 03, 2025 3:54 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 3954

Re: Request: Move recycling recipe generation to data-final-fixes


I agree, however you can just put:

if mods["quality"] then require("__quality__.data-updates") end

In your own mods data-final-fixes (data, data-updates, or anywhere else after you've added or changed recipes)


As of the date of this reply, it is not a good idea to implement the above... at ...
by 0n0w1c
Fri Jan 03, 2025 3:07 pm
Forum: Modding help
Topic: Safe to run: __quality__.data-updates ?
Replies: 2
Views: 664

Re: Safe to run: __quality__.data-updates ?


local recipe = data.raw.recipe[recipe_name]

if mods["quality"] then
local recycling = require("__quality__/prototypes/recycling")

recycling.generate_recycling_recipe(recipe)
recipe.auto_recycle = nil
end


Maybe the proper way is to (re)-generate a specific recycling recipe?
by 0n0w1c
Fri Jan 03, 2025 1:02 pm
Forum: Modding help
Topic: Safe to run: __quality__.data-updates ?
Replies: 2
Views: 664

Safe to run: __quality__.data-updates ?

Is running __quality__.data-updates from data-updates.lua supposed to be safe?

When I call it, it changes the recycling recipe for nutrients from spoilage to biter eggs.
To me, this is an unexpected result. I am not sure if it is a bug or I should not be calling it.
by 0n0w1c
Sat Dec 28, 2024 2:41 am
Forum: Implemented mod requests
Topic: Hide fluid indicator arrow
Replies: 8
Views: 822

Re: Hide fluid indicator arrow

While the visualization is the same, this seems to be part of the player selected logic, the code that displays the entity's selection box.
The hide_connection_info does as it should, for the connections. I believe this represents the fluid flow, the direction of the pump.
by 0n0w1c
Fri Dec 27, 2024 10:59 pm
Forum: Implemented mod requests
Topic: Hide fluid indicator arrow
Replies: 8
Views: 822

Hide fluid indicator arrow

Similar to this request: https://forums.factorio.com/97809

When a compound entity consists of a pump that is selectable in game, the fluid direction indicator appears on mouse-over.
Screenshot 2024-12-27 at 4.44.13 PM.png

A flag similar to "hide-alt-info", alternate sprite, or scale it? While a ...

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