Search found 254 matches

by StrangePan
Tue Sep 23, 2025 7:37 pm
Forum: Technical Help
Topic: [2.0.68] Crash on Mac
Replies: 6
Views: 192

Re: [2.0.68] Crash on Mac

It’s difficult to say if this is the cause, but 2.0.68 switched away from OpenGL to Metal for graphics rendering. There’s a chance that the problem lies in there.

There is a hidden setting to force OpenGL. CTRL + ALT + Click on settings > The rest > force-opengl.

If you are willing to test this ...
by StrangePan
Tue Sep 23, 2025 5:59 pm
Forum: Releases
Topic: Version 2.0.68
Replies: 3
Views: 1654

Re: Version 2.0.68




[*]Removed Graphics backend user setting.


IMHO, such settings should stay (at least as hidden) for debugging purpouses.


Conversely, I support removing the setting because we have had issues with Windows players reporting poor GPU performance, and it turned out that they enabled the ...
by StrangePan
Mon Sep 22, 2025 8:50 am
Forum: Technical Help
Topic: [2.0.60] MacOS Metal Graphics backend 48.0 FPS
Replies: 13
Views: 1761

Re: [2.0.60] MacOS Metal Graphics backend 48.0 FPS

To fix this between game versions of 2.0.60 and 2.0.66, do ONE of the following:
Switch to a different Factorio version
Switch back to the OpenGL backend (Settings > Graphics > Graphics backend: OpenGL) (temporarily 🙏🏻)
Disable vsync
Configure your monitor to use 60 HZ or 120 HZ

Edit: the ...
by StrangePan
Sun Sep 21, 2025 8:33 am
Forum: Technical Help
Topic: [2.0.60] MacOS Metal Graphics backend 48.0 FPS
Replies: 13
Views: 1761

Re: [StrangePan][2.0.60] MacOS Metal Graphics backend 48.0 FPS

Ah. I know what’s going on. Thanks for all the reports and logs. This fix will get prioritized. Thanks for testing the Metal backend!
by StrangePan
Wed Sep 17, 2025 2:16 pm
Forum: Assigned
Topic: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
Replies: 6
Views: 655

Re: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.

hasanniz wrote: Wed Sep 17, 2025 12:25 pm I just experienced the same screen tearing on macOS Tahoe and looked up to find this post.
Which type of Mac do you have?
by StrangePan
Wed Sep 17, 2025 5:25 am
Forum: Assigned
Topic: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
Replies: 6
Views: 655

Re: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.

Glad that fixes it!


Will opengl be fixed?


Will we try to fix it? Certainly. However, we’re planning to replace OpenGL with Metal on Macs soon, so this may only accelerate that decision.

Apple deprecated OpenGL several years ago, so the fact that it works at all is about the best we can expect ...
by StrangePan
Tue Sep 16, 2025 8:07 pm
Forum: Assigned
Topic: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
Replies: 6
Views: 655

Re: [2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.

Sorry you’re having issues on the new version of macOS! I didn’t see this problem on beta 4, but something might have changed since then. Can you try enabling the Metal graphics backend in settings and see if that fixes it? Settings > Graphics > Graphics Backend > Metal (experimental)
by StrangePan
Tue Sep 09, 2025 10:15 am
Forum: Resolved Problems and Bugs
Topic: [Strangepan] [2.0.66] All text in UI misaligned after update
Replies: 9
Views: 1100

Re: [Strangepan] [2.0.66] All text in UI misaligned after update

This issue should be fixed in 2.0.67. If you encounter it again on or after 2.0.67, please update this thread or create another!
by StrangePan
Wed Jul 23, 2025 3:13 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change
Replies: 4
Views: 1246

Re: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change

Discovered to be a bug with SDL. When the display resolution changes to or away from a "Retina" resolution, the OS resizes all windows, including minimized and hidden windows. For some reason though, SDL always sends a "window restored" even when resizing, even if it's not been restored. The fix is ...
by StrangePan
Tue Jul 22, 2025 3:16 pm
Forum: Modding interface requests
Topic: create a demolisher entity with quality
Replies: 1
Views: 646

Re: create a demolisher entity with quality

Quickly checked that it is indeed possible to create demolishers with varying levels of qualities, both in the editor and via LuaSurface::create_entity. Now in 2.0.61, there is a full API for reading and controlling demolishers and their territories.
by StrangePan
Tue Jul 22, 2025 3:06 pm
Forum: Implemented mod requests
Topic: [2.0.12] Demolisher API (territories & spawning?)
Replies: 4
Views: 1202

Re: [2.0.12] Demolisher API (territories & spawning?)

This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
by StrangePan
Tue Jul 22, 2025 3:05 pm
Forum: Implemented mod requests
Topic: Segmented Unit entity relationship
Replies: 6
Views: 812

Re: Segmented Unit entity relationship

This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
by StrangePan
Tue Jul 22, 2025 3:03 pm
Forum: Implemented mod requests
Topic: More control over the demolisher simulation mechanic
Replies: 4
Views: 766

Re: More control over the demolisher simulation mechanic

This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
by StrangePan
Tue Jul 22, 2025 3:00 pm
Forum: Implemented mod requests
Topic: Making it easier to clean up changed LuaPlayer::zoom_limits
Replies: 5
Views: 1099

Re: Making it easier to clean up changed LuaPlayer::zoom_limits

LuaPlayer::set_zoom_limits() will be added to 2.0.61, which takes controller type so that you can set (or reset) the zoom limits for any controller type.
by StrangePan
Fri Jul 18, 2025 3:50 pm
Forum: Implemented mod requests
Topic: Allow setting if a SpiderLegPrototype rotates with its connected body or not
Replies: 3
Views: 1165

Re: Allow setting if a SpiderLegPrototype rotates with its connected body or not

Ok, this is implemented in 2.0.61. Rotation is defined by the SpiderVehiclePrototype's SpiderTorsoGraphicsSet::base_animation number of rotations. In other words, if a SpiderVehicle's torso has a base sprite with NO rotation frames, then the legs will not rotate either. If the base sprite has 64 ...
by StrangePan
Fri Jul 18, 2025 8:11 am
Forum: Implemented mod requests
Topic: Additions to enable an AI team mate
Replies: 4
Views: 1447

Re: Additions to enable an AI team mate

In 2.0.61,

Code: Select all

LuaPlayer::can_place_entity
will be moved to

Code: Select all

LuaControl::can_place_entity
and made to work with character entities as well as players. Good luck!
by StrangePan
Sat Jun 21, 2025 3:44 pm
Forum: Won't fix.
Topic: [StrangePan][2.0.47] Metal renderer overly saturated
Replies: 9
Views: 1688

Re: [StrangePan][2.0.47] Metal renderer overly saturated


A MacBook Pro with an XDR display would probably suffice, someone's probably got one if there's active development on macOS. The game would look normal with the OpenGL renderer because of certain technologies they've implemented with their own displays, in typical fashion, but you should still be ...
by StrangePan
Sat Jun 21, 2025 11:02 am
Forum: Won't fix.
Topic: [StrangePan][2.0.47] Metal renderer overly saturated
Replies: 9
Views: 1688

Re: [StrangePan][2.0.47] Metal renderer overly saturated


TLDR -- I am able to reproduce the phenomenon described by OP, but I disagree on its classification as a bug. It is due to differences in how the two graphics APIs handle HDR content and displays. I prefer the appearance of the Metal implementation when in HDR mode. If this is ever scheduled to ...

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