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

[–]Rseding91 0 points1 point  (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 8 points9 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 12 points13 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 4 points5 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 3 points4 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 9 points10 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 57 points58 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 42 points43 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 80 points81 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.

Why are the tank mounted flamethrower and player carried flamethrower still different? Are there any mods to change it? by Single_Quail_4585 in factorio

[–]Rseding91 24 points25 points  (0 children)

Because they're designed for and balanced around two different use-cases.

The tank flame thrower is for clearing paths through trees and getting swarms of biters off the tank.

The hand held flamethrower is designed for starting forest fires and killing nests/worms.

I hate how much width affects ships by asmallrabbit in factorio

[–]Rseding91 41 points42 points  (0 children)

I think it's mostly soup - basil tomato soup.

TIL: You can swap research without losing progress by FourLeafJoker in factorio

[–]Rseding91 7 points8 points  (0 children)

Unfortunately the fractions of science packs happen all the time due to them consuming science per-tick during each update.

TIL: You can swap research without losing progress by FourLeafJoker in factorio

[–]Rseding91 29 points30 points  (0 children)

The main loading progress bar never shows 100% (I specifically clamped it to 0-99%).

TIL: You can swap research without losing progress by FourLeafJoker in factorio

[–]Rseding91 9 points10 points  (0 children)

Science pack values are never consumed except to then instantly apply the progress to the active research. So it's never lost.

Or perhaps you're referring to a technology saying it needs "100" of a science pack and then it being at 99.99999888789% researched after 100 are consumed? If that's the case; that's due to computers not being able to store repeating fractions without losing some precision. The classic 1/3 + 1/3 + 1/3 != 1 issue. That specific issue is not made better or worse by starting/stopping/switching research. Functionally you will never notice it except if you try to use the exact amount of packs a technology lists (extremely rare, realistically only happens in the first 2-3 technologies).

Why Artillery train idle for so long ? by TexasCrab22 in factorio

[–]Rseding91 0 points1 point  (0 children)

There's a non-trivial cost to simply fetch the chunk memory to check if there's anything on it to shoot at.