Search found 231 matches

by Harkonnen
Sun Jun 28, 2026 2:01 am
Forum: Ideas and Suggestions
Topic: Auto-rotate fluid tanks when placed in a row
Replies: 2
Views: 99

Re: Auto-rotate fluid tanks when placed in a row

On part of accidental mixing - point taken :)
by Harkonnen
Sun Jun 28, 2026 12:39 am
Forum: Not a bug
Topic: [2.1.8] Loading music plays over title music
Replies: 2
Views: 103

Re: [2.1.8] Loading music plays over title music

This is not what sound engineers intended for user to hear, nor what a user expects to hear (hence the report), so this is a bug.

This is not a bug on purely technical part of the road (you tell engine to play a stream - it doesn't crash, and mixes it properly), but the whole path from the ...
by Harkonnen
Sun Jun 28, 2026 12:34 am
Forum: Outdated/Not implemented
Topic: Floating-point inaccuracies permeate the game.
Replies: 15
Views: 515

Re: Floating-point inaccuracies permeate the game.



working on rational numbers in p/q format, both p and q being integers


This is exactly how "fixed-point" works. The library linked is a "48.16" implementation, meaning 48 bits for p (including 1 for parity), and 16 for q.


I mean that initial values should map directly to that that kind of ...
by Harkonnen
Sat Jun 27, 2026 9:09 pm
Forum: Outdated/Not implemented
Topic: Floating-point inaccuracies permeate the game.
Replies: 15
Views: 515

Re: Floating-point inaccuracies permeate the game.

Simple fixed point wouldn't help much either, what would - working on rational numbers in p/q format, both p and q being integers, but it may quickly overflow int64 unless everything is rescaled to sort of base-60 representation so instead of seconds time things are represented in ticks.
by Harkonnen
Sat Jun 27, 2026 4:58 pm
Forum: Ideas and Suggestions
Topic: Auto-rotate fluid tanks when placed in a row
Replies: 2
Views: 99

Auto-rotate fluid tanks when placed in a row

As the subject says, similar to underground pipes behavior, so they automatically connect each other
06-27-2026, 19-57-43.png
06-27-2026, 19-57-43.png (412.88 KiB) Viewed 99 times
by Harkonnen
Thu Jun 25, 2026 8:44 pm
Forum: Implemented Suggestions
Topic: Highlight recipe ingredient inside inventory
Replies: 4
Views: 746

Re: Highlight recipe ingredient inside inventory



It gets especially tedious during "Lazy bastard" achievement when your inventory is clogged with all kind of stuff for temporary manual crafting via temporary assembler.


For quicker manual filling of machines, you can press the Inventory Transfer bind (Control + Left-click by default) on an ...
by Harkonnen
Thu Jun 25, 2026 7:35 pm
Forum: Not a bug
Topic: [2.0.43] Odd rounding effects in assembly machine crafting speed display
Replies: 5
Views: 830

Re: [2.0.43] Odd rounding effects in assembly machine crafting speed display

Rounding out of output precision is one thing, but accounting for floating point being base-2 and giving one bit off is another - just add 1e-8 prior to rounding down (or round to nearest by adding 0.5 or 0.005). E.g "(std::stringstream() << std::fixed << std::setprecision(4) << 1.234567).str ...
by Harkonnen
Thu Jun 25, 2026 7:45 am
Forum: Ideas and Suggestions
Topic: Pick armor first when recovering corpse
Replies: 3
Views: 181

Re: Pick armor first when recovering corpse

Well, in my case it didn't :) That was power armor MK2 with full inventory, and when I left-click the corpse, it's the last item on it
by Harkonnen
Thu Jun 25, 2026 6:51 am
Forum: Ideas and Suggestions
Topic: Pick armor first when recovering corpse
Replies: 3
Views: 181

Pick armor first when recovering corpse

Otherwise situation like this may happen due to inventory size bonus, and you don't have much time for clicking standing naked inside enemy territory. If there are several armors available, pick and dress the one with biggest inventory size bonus (or probably even remember in corpse entity what ...
by Harkonnen
Thu Jun 25, 2026 6:43 am
Forum: Ideas and Suggestions
Topic: Give factorio.exe a modern high-DPI icon
Replies: 7
Views: 797

Re: Give factorio.exe a modern high-DPI icon

.exe works as memory-mapped file during execution, so it won't affect performance or ram usage, just a bit of address space, but who cares in 64-bit era
by Harkonnen
Thu Jun 25, 2026 6:36 am
Forum: Ideas and Suggestions
Topic: Show total amount of items near cursor instead of stack size
Replies: 3
Views: 185

Show total amount of items near cursor instead of stack size

Same, and especially for ammo. When I build something (e.g. long railway to far away) I don't care about stack size, I care if I am running out of it, so I don't have to run back to base when I was almost there. Yes, these can be moved to quickbar, but it's miles away from the focus of vision. Cases ...
by Harkonnen
Thu Jun 25, 2026 6:29 am
Forum: Ideas and Suggestions
Topic: Option to prevent autosaving when in combat
Replies: 1
Views: 121

Option to prevent autosaving when in combat

It gets jaggy when it happens during dangerous situation, and may even overwrite useful old autosave with a near-death state, effectively invalidating it. Another thing to think about - not just out of combat, but also with full health.
by Harkonnen
Thu Jun 25, 2026 4:41 am
Forum: Gameplay Help
Topic: How to gain Lazy Bastard achievement?
Replies: 6
Views: 389

Re: How to gain Lazy Bastard achievement?

Thanks, didn't know that :) Also wiki says minimum is 101. I probably didn't use furnace to craft a boiler.
by Harkonnen
Thu Jun 25, 2026 4:39 am
Forum: Not a bug
Topic: [2.1.7] Numpad Enter is now regular Numpad in the key bindings
Replies: 2
Views: 224

Re: [2.1.7] Numpad Enter is now regular Numpad in the key bindings

Lol, this story never ends :) almost 10 years later 133992
by Harkonnen
Wed Jun 24, 2026 2:56 pm
Forum: Gameplay Help
Topic: How to gain Lazy Bastard achievement?
Replies: 6
Views: 389

Re: How to gain Lazy Bastard achievement?

Just did it yesterday :) 102 items and I believe it's theoretical minimum (would be 103 or 104 when refinery had to be crafted by hand).

As on your statement - that very thing... preventing manual crafting via "click again if that what you want" when that achievement is tracked, would save a ton of ...
by Harkonnen
Wed Jun 24, 2026 10:47 am
Forum: Tools
Topic: Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints
Replies: 5
Views: 778

Re: Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints

Make sure it doesn't desync on that one due to internal gaps
06-24-2026, 13-44-58.png
06-24-2026, 13-44-58.png (472.43 KiB) Viewed 104 times
by Harkonnen
Wed Jun 24, 2026 8:01 am
Forum: Tools
Topic: Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints
Replies: 5
Views: 778

Re: Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints

Great one! I've probably dumped more hours in FTL than in Factorio :)
by Harkonnen
Wed Jun 24, 2026 7:45 am
Forum: Ideas and Suggestions
Topic: Right-click to cancel deconstruction order
Replies: 0
Views: 79

Right-click to cancel deconstruction order

Just as the topic says. It's kinda logical if you treat deconstruction order as a ghost for a void. Also, shift-left-click might work same way even when Alt-D (deconstruction planner) is not active.

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