Search found 236 matches
- Sat Jun 21, 2025 3:44 pm
- Forum: Won't fix.
- Topic: [StrangePan][2.0.47] Metal renderer overly saturated
- Replies: 6
- Views: 559
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 ...
- Sat Jun 21, 2025 11:02 am
- Forum: Won't fix.
- Topic: [StrangePan][2.0.47] Metal renderer overly saturated
- Replies: 6
- Views: 559
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 ...
- Thu Jun 19, 2025 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Strangepan][2.0.7] Undo doesn't undo flipping entities
- Replies: 2
- Views: 1601
Re: [Strangepan][2.0.7] Undo doesn't undo flipping entities
Hello, this is implemented in 2.0.56. Thanks!
- Thu Jun 19, 2025 12:20 pm
- Forum: Won't fix.
- Topic: [StrangePan][2.0.47] Metal renderer overly saturated
- Replies: 6
- Views: 559
Re: [StrangePan][2.0.47] Metal renderer overly saturated
Gonna mark this as "won't fix" since I can't reproduce the issue and haven't received additional information.
- Wed Jun 18, 2025 9:20 am
- Forum: Modding interface requests
- Topic: Making it easier to clean up changed LuaPlayer::zoom_limits
- Replies: 4
- Views: 357
Re: Making it easier to clean up changed LuaPlayer::zoom_limits
Implementation notes:
One challenge with this is that the engine doesn't actually remember all of the zoom limits for all of the different controller types a player can have. For example, if a player switches to the God controller, the character controller's zoom limits may be forgotten and vice ...
One challenge with this is that the engine doesn't actually remember all of the zoom limits for all of the different controller types a player can have. For example, if a player switches to the God controller, the character controller's zoom limits may be forgotten and vice ...
- Tue Jun 17, 2025 12:03 pm
- Forum: Modding interface requests
- Topic: Additions to enable an AI team mate
- Replies: 1
- Views: 505
Re: Additions to enable an AI team mate
Before I look into the feasibility of this request, I should inform you that development on Factorio 1.110 is stopped, and all future fixes, features, and modding API requests will be applied to Factorio 2.0.+. Thus, any mods seeking to use this feature will also need to be updated to run on ...
- Fri Jun 06, 2025 5:02 pm
- Forum: Not a bug
- Topic: [2.0.55] M2 Macbook Air UI Blurry
- Replies: 5
- Views: 573
Re: [2.0.55] M2 Macbook Air UI Blurry
Awesome, no problem!
- Fri Jun 06, 2025 10:52 am
- Forum: Not a bug
- Topic: [2.0.55] M2 Macbook Air UI Blurry
- Replies: 5
- Views: 573
Re: [2.0.55] M2 Macbook Air UI Blurry
Hello, I think I know what the problem is.
...
Bugfixes
...
Fixed possible memory management error when initializing GPU device counters with Metal. (https://forums.factorio.com/128505)
Fixed texture initialization on low-memory Macs with the Metal graphics backend. (https://forums ...
...
Bugfixes
...
Fixed possible memory management error when initializing GPU device counters with Metal. (https://forums.factorio.com/128505)
Fixed texture initialization on low-memory Macs with the Metal graphics backend. (https://forums ...
- Wed May 14, 2025 10:16 am
- Forum: Duplicates
- Topic: [2.0.43] Screen jumps when moving camera with mouse
- Replies: 3
- Views: 373
Re: [2.0.43] Screen jumps when moving camera with mouse
Hello! Thanks for the report, video, logs, and saves. I believe this is a duplicate of https://forums.factorio.com/122891, which should have been fixed in 2.0.44. However, if you're still experiencing this issue in a version >= 2.0.44, please let us know by updating this thread or opening a new bug ...
- Wed May 14, 2025 10:02 am
- Forum: Won't fix.
- Topic: [StrangePan][2.0.47] Metal renderer overly saturated
- Replies: 6
- Views: 559
Re: [2.0.47] Metal renderer overly saturated
Hello, can you share a screenshot (or two or three) and your game's log file, as per these instructions?
- Wed May 14, 2025 9:59 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.47] Unexpected map view offset
- Replies: 2
- Views: 1141
Re: [StrangePan][2.0.47] Unexpected map view offset
Thanks for the report and videos. I'm not sure exactly how your remote view ended up in this state, but I did find one method of reliably reproducing it, which will be fixed in 2.0.50. If it happens again on or after 2.0.50, please let us know by filing a new bug. Also, if it happens again, it ...
- Tue May 13, 2025 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.47] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
- Replies: 2
- Views: 1210
Re: [StrangePan][2.0.47] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
2.0.50 will fix another potential cause of failing demolisher consistency checks and will recover existing saves suffering from such failing checks.
- Tue May 13, 2025 11:50 am
- Forum: Resolved Problems and Bugs
- Topic: [strangepan] [2.0.44] Demolisher stationary until chunk visible/generated
- Replies: 2
- Views: 1468
Re: [strangepan] [2.0.44] Demolisher stationary until chunk visible/generated
Hello, thank you for the report and save files. This will be fixed in 2.0.50.
- Tue May 13, 2025 10:09 am
- Forum: Won't fix.
- Topic: [2.0.48] crash on startup with save
- Replies: 7
- Views: 598
Re: [2.0.48] crash on startup with save
Thank you for providing the save files and logs; I was able to reproduce the crash on startup with version 2.0.48 and have found the culprit to be some changes related to the modding API and solar panels, which is affecting the "Solar Array Wings" mod that you have installed. 2.0.49 will check mods ...
- Mon May 12, 2025 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.47] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
- Replies: 2
- Views: 1210
Re: [StrangePan][2.0.47] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Got another instance of the error with below save, Factorio 2.0.47.
[Split from https://forums.factorio.com/126642]
While I look into the cause of the consistency failure, here's a repaired version of your save.
Also, please share your log file containing the consistency failure; it will help ...
- Mon May 12, 2025 3:13 pm
- Forum: Won't fix.
- Topic: [2.0.48] crash on startup with save
- Replies: 7
- Views: 598
Re: [2.0.48] crash on startup with save
Hello, yes, please attach your log file and any affected save files so that we can reproduce the issue further, as per these instructions
- Mon May 12, 2025 12:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Strangepan] [2.0.46] Magenta game window when using Metal
- Replies: 9
- Views: 1933
Re: [Strangepan] [2.0.46] Magenta game window when using Metal
Awesome, thanks for letting me know! If something does crop up, feel free to create another bug report/technical support post or update this thread.0n0w1c wrote: Mon May 12, 2025 12:20 pm With 2.0.48, switching to Metal backend, while making no other changes, works for me now without issue, thank you!
- Mon May 12, 2025 12:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Strangepan] [2.0.41] Map blincking while moving
- Replies: 4
- Views: 361
Re: [Strangepan] [2.0.41] Map blincking while moving
Thanks for the report, video, and logs. I believe this is a duplicate of 122891, which should have been fixed in 2.0.44. However, if you're still experiencing this issue in a version >= 2.0.44, please let us know by updating this thread or opening a new bug report.
- Mon May 12, 2025 11:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.43] OSX only hang in mapgen code
- Replies: 6
- Views: 1669
Re: [Genhis] [2.0.43] OSX only hang in mapgen code
No problem! We were able to reproduce the issue with the new save you sent us.
- Fri May 09, 2025 2:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.43] OSX only hang in mapgen code
- Replies: 6
- Views: 1669
Re: [Strangepan] [2.0.43] OSX only hang in mapgen code
Hi, is this the correct save? It doesn't seem to have any of the mods that are listed in your log file.