Search found 39 matches
- 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!
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Sorry, I should have tested more with 2.0.45, not a bug.
- 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.
- 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:
- 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 ...
- Mon Apr 21, 2025 10:38 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 54213
Re: Version 2.0.45
I just want to say thank you very much for this!Added Metal graphics backend for Apple devices.
- 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 ...
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 ...
- 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.
It seems the conversion is 10 molten-iron equals 1 iron-plate.
- 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.
- Mon Jan 06, 2025 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
- Replies: 5
- Views: 1623
Re: [Rseding91] [2.0.28] Missing supply area visualization for quality electric poles?
The change seems to be working properly, thank you very much!
- 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.
the results become of 25% of the item rather than 25% of the ingredients.
- 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 ...
- 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 ...
- 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?
- 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.
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.
- 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.
The hide_connection_info does as it should, for the connections. I believe this represents the fluid flow, the direction of the pump.
- 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 ...
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 ...