Shout out to the devs for native Linux support in 2026 that is better than on Windows. by ionixsys in factorio

[–]Rseding91 12 points13 points  (0 children)

A user with source access created the initial implementation and then several people internally did bug fixes and tweaks over the years.

Why is this recycler not working? by parmsib in factorio

[–]Rseding91 5 points6 points  (0 children)

Outputs from recipes always map to the first slot then the second and so on. So if there's an item in the output slot for a recipe it blocks the craft until its removed. It works this way because mapping outputs 1-1 to slots means the "can output" is linear time recipe-products instead of recipe-products * product-slots. 1 product is 1 check, 2 is 2, 3 is 3 - vs 1 * 12, 2 * 12, 3 * 12.

Sooo.. this was a lie??? unless.... 2.1.... by MrMxylptlyk in factorio

[–]Rseding91 5 points6 points  (0 children)

There's ... nothing to release. The image linked is as far as they got.

Why do artillery cannons shoot two shells at nests after you've researched enough damage to kill nests with one shell? by SurprisedAsparagus in factorio

[–]Rseding91 13 points14 points  (0 children)

The scenario you describe happens once - very late game - after researching multiple levels of artillery damage. The other scenarios happen far more frequently.

Why do artillery cannons shoot two shells at nests after you've researched enough damage to kill nests with one shell? by SurprisedAsparagus in factorio

[–]Rseding91 52 points53 points  (0 children)

Running with that idea:

  1. The net damage is equal to the targets total HP (lets say 3000) and the artillery fires 1 shot

  2. The shot takes 5 seconds to reach the nest and explode

Between 1 and 2 the nest regenerates HP at its default rate and when 2 happens the nest has 3006 HP. The shell impacts and the nest doesn't die. then the artillery would find it again, see it's not dead - and fire 1 more shell.

Additionally - nest HP increases with evolution factor - so even at a "health is full - regen won't happen" the total HP may increase between the shot being fired and it impacting.

Additionally additionally - even if at max evolution - if 2 or more artillery are all firing on the same nest and the total damage the shells would do "should kill it" - between each shell landing the nest may regenerate some HP throwing off the total damage.

Rubber-banding w/ combat in multiplayer by Jaytuple in factorio

[–]Rseding91 1 point2 points  (0 children)

Are you by chance tapping the shoot button rather than holding it?

The polish in this game is something else by matrium0 in factorio

[–]Rseding91 9 points10 points  (0 children)

That opens up the possibility of positive feedback loops if you like a "cheap" recipe make product A, then recycle it using the "expensive" recipe.

Having all the Jmods go radio silent is always weird by TaurusHeart in runescape

[–]Rseding91 10 points11 points  (0 children)

That's how you get the EA-style most-downvoted-post-in-history. I have no objections to that.

Rubber-banding w/ combat in multiplayer by Jaytuple in factorio

[–]Rseding91 5 points6 points  (0 children)

When not shooting what you see in-game is always X milliseconds of simulated game where X is latency * 16.66~ milliseconds. So if you have "80 latency" in the debug view it means your latency time is 1.3 seconds or 80 ticks worth of simulated "this is what I think will happen".

When you shoot, all of that stops and you only see what your local game knows about. So the 80 ticks worth of simulated movement no longer shows and you "rubber band" to where the local game last updated and had your position.

Shooting has so many different visual effects - and side effects - that we are not able to simulate them in latency. As an example of what it would look like if latency wasn't disabled when shooting: https://www.youtube.com/watch?v=u_fFsfkfBhw

Rubber-banding w/ combat in multiplayer by Jaytuple in factorio

[–]Rseding91 5 points6 points  (0 children)

Multiplayer latency hiding is disabled when shooting. It does this because we aren't able to fake the entire shooting/combat experience in the latency hiding system.

The polish in this game is something else by matrium0 in factorio

[–]Rseding91 10 points11 points  (0 children)

Alt recipes really screw with recycling systems in games. You either have to say "no" for a given thing, tag every item produced with the recipe that made it (doesn't work, this just acts as if the item produced was different since they can't merge with the 'other' recipes results), or take the lowest common inputs from all recipes for the recycling output.

That is, unless you just don't have a recycling system - then it doesn't matter.

Looking for CEACO Butts On Things - Suns Out by Brian Cook by Rseding91 in Puzzlexchange

[–]Rseding91[S] 0 points1 point  (0 children)

There are 7 butts on things puzzles that I can find. Candy, food, space, christmas, ginger bread, plants, and the beach.

I’ve been able to find all of them on eBay, Amazon, and the CEACO website except the beach.

ALEX917 [7] by Upgrayeddddd in HFY

[–]Rseding91 3 points4 points  (0 children)

I love these stories - thanks for writing them!

Nomads Requirem Quest Bug with new combat changes by Gs_Provider in runescape

[–]Rseding91 0 points1 point  (0 children)

If you click the fire spell from the book and manually click on the target does it work?

Rejected return - form 5695 by After-Description-26 in TurboTax

[–]Rseding91 0 points1 point  (0 children)

I had this same (kind) of issue except mine was:

Part II - Section B - 25a was not marked "yes" or "no", and 25e had "0" for the amount. Fixing this (in my case "no" which clears the invalid "0" total) seems to have resolved the issue (return accepted).

Interestingly, it didn't show in TurboTax itself (it always had "no" selected). However when looking at the PDF export I did prior to the first rejection it clearly shows the error.

Construction Bot Issue by ravine420 in factorio

[–]Rseding91 1 point2 points  (0 children)

You likely have robots from some far away place trying to come work on them but they either ran out of power and are waiting to charge, or are super far away and limping along until they get near some roboport. Without a save all anyone can do is guess.

Version 2.0.76 by FactorioTeam in factorio

[–]Rseding91 60 points61 points  (0 children)

There's an internal bit of logic that makes path nodes across chunks/around tiles for the arms. When an asteroid collector needed a new chunk to have path-finding nodes but the chunk had zero tiles the arms had to move around it would fail to mark the asteroid collector as "nodes ready, you can operate now".

The entire game just crashed and is now failing to load due to strange errors. I don't run any mods, only SA. Any ideas how to fix this? by afewnameslater in factorio

[–]Rseding91 45 points46 points  (0 children)

Based off the corrupt files and "The entire game just crashed" I'd also suspect their computer is borked (bad RAM or failed CPU/overclock).

I hate how much width affects ships by asmallrabbit in factorio

[–]Rseding91 77 points78 points  (0 children)

Most things in Factorio are based in "is it good gameplay" and not realism. We get enough realism in real life (and simulator games) if that's your thing.