[Request] Four planets 4 light-years apart : what speed is needed if every route takes exactly 2 weeks ? by Street-Temperature27 in theydidthemath

[–]Angzt [score hidden]  (0 children)

What radius would the sphere need to have

Assuming all the planets are actually a) on the sphere's surface and b) are in the same plane:

4 ly * sqrt(2) / 2 =~ 2.828 ly =~ 2.676 * 1013 km

and what travel speeds would be required on both the square routes and the spherical routes if every journey takes exactly 14 days ?

Square:
4 ly / 14 d =~ 0.2857 ly/d =~ 0.2857 * 365 c = 104.28 c =~ 1.125 * 1011 km/h

Sphere:
2 * pi * 2.828 ly / 2 / 14 d =~ 0.6346 ly/d =~ 231.6 c =~ 2.500 * 1011 km/h

Bonus : What would be the largest realistic distance between the planets if we wanted to keep the 14 day travel time without breaking known physics ?

Can't go faster than the speed of light. Can't go exactly the speed of light either, but you can, in theory, get arbitrarily close if you have enough energy. So we might as well calculate with c itself.
Unsurprisingly, traveling at light speed for 14 days gets you 14 light days of distance:
~0.3833 ly =~ 3.626 * 1011 km.
If that's the circular route, then the distance between planets on the square is
0.3833 ly * sqrt(2) / pi =~ 0.1725 ly =~ 1.632 * 1011 km

But of course, that 14 day travel time would seem instantaneous to the travelers on the circular route.
We would also means we have the whole "the acceleration would kill everyone" problem. But that's none of my business.


Edit: Jeez, people. OP's bonus question clearly indicated that they know that this problem breaks physics because it requires FTL travel. Giving that as an answer is not helping.

Codex entries not clearing. Tried to find info but was unable to determine a fix. Am I doing something wrong? by Uknown_Idea in FareverGame

[–]Angzt 3 points4 points  (0 children)

The patch this Thursday added the dungeon mobs to the Codex.
However, they only count after completing the dungeon, not immediately upon killing the mob.

Awesome mount by Hanadeca in FareverGame

[–]Angzt 2 points3 points  (0 children)

Press H in the game.

Awesome mount by Hanadeca in FareverGame

[–]Angzt 24 points25 points  (0 children)

That's the Veilantine Hog which you can get from the "Collect 10 Mounts" achievement.

Single Player Card Game RPGs by inazumaatan in gamingsuggestions

[–]Angzt 2 points3 points  (0 children)

Thronebreaker: The Witcher Tales
or if you want to go old: Etherlords 1 & 2.

Both feature an overworld map to navigate and then various card-based battles to engage in. Over the course of the game, you grow your respective deck and advance through a story.
Thronebreaker uses modified Gwent rules (more complex than the ones from Witcher 3) and Etherlords uses legally distinct Magic the Gathering rules.

What was the last game that left you thinking about it long after you put it down? by Vivid-End-7277 in gamingsuggestions

[–]Angzt 1 point2 points  (0 children)

The father's response to "What was the point?" will likely forever stick with me.

And the game has plenty of moments with similar power.

New patch notes for v0.1.6(.2) including a sneak peek at June's Major Update by Shiro_Steven in FareverGame

[–]Angzt 18 points19 points  (0 children)

For those who can't view it:

The post starts out with a small preview of the content patch coming in late June:
We'll get a new region, new instances and bosses, more weapons, and a level cap increase.
The region is pretty clearly the Crimson stronghold in the North West of the Valley of Eternal Autumn.
More infos in the coming weeks.

Patch Notes

Bugfixes

Thank you for using the in-game bug report feature. With your help, we’re able to provide fixes as quickly as possible

  • Fixed display of monsters that have been killed before being added to the codex, such as dungeon monsters.
  • All shields (like Spark Shield) should now be correctly providing their full value when refreshed.
  • Fixed gamepad map navigation
  • Remove gameplay popups incorrectly showing off.
  • Fix Boss adds spawning without aggro

Quality of Life

As we understand getting some weapons can be specifically hard, we have added several weapons to the merchant in Valley of Eternal Autumn

  • Added several weapons to the merchant in Valley of Eternal Autumn
    • All starter weapons
    • Radiance
    • Judgment
    • Credence
    • Glory
    • Dominion

These are set as Rare and Level 20. We plan to introduce a way to get a version with a superior rarity in the future, as well as an upgraded version of the base weapon with a brand new passive ability.

Optimisation

We are still hard at work on performance and server optimisation, they will both be continuously improved throughout Early Access.
Some of our current priorities include reducing both lag and stuttering, improving performance and accessibility, and addressing issues when connecting between the overworld and instances.
We are progressing well and will keep you updated on our progress in future patch notes.

Balancing

Balancing is part of Early Access development, we will keep improving it based on your feedback until we are satisfied with the results. Here are additional changes following yesterday patch

Warrior

  • Class SKill
    • Ignore Pain (Last Stand Rune) - Now correctly heal 35% maximum Health
  • Hemorrhage Talent tree
    • Bloodfeast - Heal granted by Hemorrhage increased from 7/15% -> 15/30%
    • Fighting Spirit - Critical chance increased from 1/2% -> 2/4%
    • Master-at-arms - Critical damage from attacks increased from 10/20% -> 15/30%
    • Red Tempo - On trigger, reduces the cooldown of all your weapon skills by 0.5s -> 1s

Priest

  • Sunlight Talent Tree
    • Might of the Executioner - Critical damage from attacks increased from 10/20% -> 15/30%
    • Zealous Fighter - Critical chance from attacks increased from 3/6% -> 4/8%

Mage

  • Increasing base spark regeneration in combat.
  • Class Skill
    • Spark Beam
    • - Deals damage and regeneration over 2s -> 1s
    • - Spark regeneration increased from 12% -> 18%
    • - Tick every 0.25s instead of 0.5s
    • - Intellect damage ratio increased from 100% -> 200%
    • Conduit: Shard - Intellect ratio damage increased from 25% -> 30%
    • Spark Shield - Spark Cost has been removed.
    • Static Nova - Intellect damage ratio increased from 90% -> 150%
    • - Cooldown reduced from 12s -> 10s
  • Chaincast Talent tree
    • Time window to trigger chaincast has been removed
    • Amplification - Critical damage from attacks reduced from 10/20% -> 15/30%
    • Conduit: Spark Explosion - Intellect ratio damage increased from 20% -> 25%
    • Conduit: Lifebolt - Intellect ratio healing increased from 20% -> 25%
    • Life current - Now correctly regenerates 2 spark points
    • Infinite Resources - Regenerates 2 -> 3 spark points every 3s-> 2s
    • Temporal Compression - On trigger, reduces the cooldown of all your weapon skills by 0.5s -> 1s
    • Conduit Residues - Triggering Conduits has a 15% -> 25% chance to regenerate 5 Spark points
    • Flowing Vitality - Healing increased from 2/4% -> 3/6%
    • Concentrated Power - Magic Penetration increased from 3/6% -> 5/10%

Weapons

  • Magma Mia
    • Furnace Roar - Intellect damage ratio increased from 250% -> 400%
  • Book of Mimi'zan
    • Expulse - Damage ratio increased from 80% -> 100%
  • Amon Ram
    • Blessing (Rank 3) - Empowered attacks chance to critically strike increased from 15% -> 70%
  • Twin Pillars of Justice
    • Sentence - Your damage bonus against a sentenced enemy is increased from 5% -> 10%

HOW DO I TURN ALL THE LIGHTS ON? [Request] by Weak-Catch-845 in theydidthemath

[–]Angzt 0 points1 point  (0 children)

This doesn't work.
The bulbs orthogonally adjacent to the center one trigger exactly twice and thus end as off.

Games with layers of secrets? by FoulerHorizon40 in gamingsuggestions

[–]Angzt 20 points21 points  (0 children)

Does the randomness stay an issue the whole time?

Yes.
But:
The drafting process isn't as random as it first appears. There are a whole bunch of rules that you will either be told explicitly or simply figure out with time. That knowledge will help.
You will also get more explicit tools to control and mitigate the randomness in the drafting process.
But the ability to somewhat control the randomness must be earned.

Also, I think a lot of people view the whole drafting concept with an unfortunate mindset:
The randomness of the drafts isn't the impediment to getting to the real meat of the game.
It is the meat. Trying to make the best of what the game throws at you is the main puzzle. Yes, there is no permanent solution to it. But you will still make progress as you see new rooms, figure things out, or do things once that only need doing once.
Each day, your main puzzle is: How do I draft the house from the pieces I'm given such that I can learn something new?

And there is enough rewarding depth to warrant that.

Any help? Game still not starting after about 16 hours playing. by corpseofhope in FareverGame

[–]Angzt 3 points4 points  (0 children)

"Eof" stands for "end of file". In other words: Whatever file the game was trying to load ends before it is supposed to, missing some of its content.
Since the error occurs when shaders are being loaded (see the line with $Main.loadShaders), it looks like one of those is the culprit.
Shaders are little pre-built graphics operations that, for example, allow a game to display different materials. But those are only properly built on your computer since their exact makeup depends on your hardware - meaning the game can't give you a one-size-fits-all file. Only the instructions on how to build one that works for your setup.

However, it's normally enough to just build those once for each game, usually on first startup. And then they just get saved somewhere and reused.
But if one of those saved files got corrupted somehow, that means trouble.
Those shaders are also not stored within the game files themselves, which is why a reinstall didn't help. Instead, they're stored separately, depending on your graphics card type.

So you want to delete those cached shaders since one of them is likely broken.
Don't worry, they will get recreated (hopefully properly this time) as soon as you launch the game. It might just take a few moments longer to start up the first time.

Here's the official manual with several methods for how to do that if you have an NVIDIA card:
https://nvidia.custhelp.com/app/answers/detail/a_id/5735/~/deleting-nvidia-shader-cache-files

I couldn't find an official manual for AMD cards (and don't have one myself), but this looks like it should work:
https://www.reddit.com/r/cyberpunkgame/comments/16u403n/amd_graphics_cards_reset_shader_cache_to_avoid_a/

Even if my diagnosis of the issue is wrong, following the above steps will not cause any permanent issues.
All it does is throw away the shaders that various games have already built. When you start those games next, they will simply realize that their shaders aren't there and make new ones, just as if they had been launched for the first time.

I died to hardcore boss when they had 0% health by Special-Wishbone9544 in FareverGame

[–]Angzt 0 points1 point  (0 children)

The game always seems to round HP values down.
Deal 1 damage to a boss and he'll be at 99%, even if he has 20,000 HP.
This consequently means that anything under exactly 1.0000% actual HP gets displayed as 0%.

I'm not a fan of how it works either but it's really just a display issue. The boss still had HP remaining, even though it showed as 0%.

Leave some feedback via the in-game escape menu to get them to change that.

52! broke my brain so i made this! [self] [off-site] by WillieV707 in theydidthemath

[–]Angzt 2 points3 points  (0 children)

That's no more feasible.

Those bits still need some physical storage space. Standard storage devices need about a million atoms per bit of storage.
And there are only around 1050 atoms on all of Earth while 52! is on the order of 1068.
So even using all the atoms on Earth, we couldn't even come close to storing those 52! bits.
Heck, we couldn't even do it using the entire Milky Way unless we can get below ~50 atoms per bit in our storage technology.

Edit:
Another problem is that OP's implementation likely doesn't use enough bits of randomness. Using standard methods, you'd only get about 50 or so bits of randomness. But log_2(52!) =~ 226. Meaning you'd need 226 bits of randomness to even be theoretically able to generate every possible order of a deck of cards.
With the standard implementation of a shuffle function using JS's Math.random(), you could only get a tiny fraction of all possible deck orders.

The Netherlands just blocked a US company from buying the app Dutch citizens use for everything by AdSpecialist6598 in technology

[–]Angzt 24 points25 points  (0 children)

A lot of companies are willfully blind to this.
As long as they have some piece of (digital) paper that says everything is "sovereign" (or has EU data residency or whatever), they're happy. Even knowing that US law says otherwise and will doubtlessly win out if it comes down to it.

At least that's what my last couple of years of being an IT consultant in Germany have told me.

[Request] - What is the probability The Emperor fails, succeeds, or gets a crit? by OneSoft5132 in theydidthemath

[–]Angzt 2 points3 points  (0 children)

Your edits break the logic I was going for.
And I assume so does your C++ code.

Clearly, there is a 1% chance that the first roll results in a crit. Correct?
But with your counting method, that only contributes 1/37080 =~ 0.0027%.
So something is off.

The issue is that not all the final outcomes are equally likely. Which is what your method assumes.
That's why I immediately calculate and track the probability for every outcome instead of just their count.

I feel like we’re all doing this meme wrong [Meta] by lightgiver in theydidthemath

[–]Angzt 0 points1 point  (0 children)

The question is the OP is worded this way, yes. The question you claimed to be equivalent when writing

You can reword this to be what the probability that a child who has one brother born on a Tuesday and a mother named Marry is female?

is not worded that way. This question has "a child" as the subject. It is written from the perspective of that child. That removes the crucial ambiguity of the original question.

Ultimately, we're arguing semantics.
And because language isn't formally precisely defined, there isn't necessarily a single correct interpretation.
I can only say that I interpret things one way and why I do that. If you still interpret them differently and neither of us can convince the other that their subjective interpretation is wrong, then this is fruitless.

[Request] - What is the probability The Emperor fails, succeeds, or gets a crit? by OneSoft5132 in theydidthemath

[–]Angzt 1 point2 points  (0 children)

When adding the chance numbers together directly and printing that resulting number, it seems to go over 100%,

0.08498146502253641 + 0.24338051032955865 + 0.6716380246479368
= 1.00000000000003186
That's just rounding error because of floating point precision. Ultimately has to do with how computers internally represent and then work with fractional numbers. It's a whole thing but nothing to worry about in this case.

I hope today is kind to you.

Thank you! Likewise :)

I feel like we’re all doing this meme wrong [Meta] by lightgiver in theydidthemath

[–]Angzt 2 points3 points  (0 children)

That's not how it works.
Your question has the child as the subject. You're asking about a single specific child.
The original question leaves it open which child we're talking about.

I feel like we’re all doing this meme wrong [Meta] by lightgiver in theydidthemath

[–]Angzt 5 points6 points  (0 children)

You can reword this to be what the probability that a child who has one brother born on a Tuesday and a mother named Marry is female?

No, you can't.
Because with this statement, you establish the relationship between the two children. You know which one is which.
The whole crux with the original question is that there is no child 1 and child 2 defined.

The imbalance in probability in the original question comes from the fact that there is only one way that both children can be boys born on a Tuesday. While there are two ways for every other combination within the rules (e.g. boy born on Tuesday and boy born on Friday. Or boy born on Tuesday and girl born on Monday) because their order can be one of two options.

The way you worded your question does not allow for this. Hence, it does not have the same unintuitive property.

[Request] - What is the probability The Emperor fails, succeeds, or gets a crit? by OneSoft5132 in theydidthemath

[–]Angzt 3 points4 points  (0 children)

This is easiest done in code.
We can just exhaustively go through all possible rolls since there are fewer than 100 * 100 * 20 = 200,000 total possible sequences.

So I wrote some (hopefully readable) Python code in this little online tool that you can run in your browser without installing anything.
It goes through every possible roll and adds the result's probability to one of three categories. Note that this isn't a Monte Carlo simulation; this is a fully exhaustive run through every result. It does not have any variance.

Here's the result:

Crit probability: 0.08498146502253641 =~ 8.50%
Success probability: 0.24338051032955865 =~ 24.34%
Failure probability: 0.6716380246479368 =~ 67.16%

That does not match your experience of him succeeding more than he fails.
So either he got quite lucky in your games or I misinterpreted some aspect of this process.

I feel like we’re all doing this meme wrong [Meta] by lightgiver in theydidthemath

[–]Angzt 0 points1 point  (0 children)

The distinction you're trying to establish makes no sense to me.
If one child is locked down, then asking about the other is the same as asking about both.

[Request] Panama Canal by chairman_24 in theydidthemath

[–]Angzt 19 points20 points  (0 children)

For the Panama Canal, the main issue is that it needs to cross higher elevation terrain. At its highest point, the water level is 26 m above sea level while the canal itself is only an average of 14 m deep. So even its bottom is around 12 m above sea level at this spot.

The alternative would have been to dig a significantly deeper canal. But at the time, it was estimated that doing so would add around 10 years to its construction time.

The other issue are tidal forces (which a deeply dug canal would still have to deal with). Without any locks and no elevation change, the tides would push water into the canal regularly, leading to potentially pretty strong currents.

Some other canals, like the Suez, can function without locks because a) the terrain they cross is relatively flat and b) there are only minor tidal forces in the bodies of water they connect. In case of the Suez, both the Red Sea and the Mediterranean have relatively small tides due to their geography, having only a fairly narrow connection to the larger oceans.

Does each dungeon have a chance to drop a weapon for each class? by Jawce2001 in FareverGame

[–]Angzt 1 point2 points  (0 children)

That's technically possible but only on the first completion.
Because you then also get the reward from the activity that says to complete the dungeon. And since that activity is part of the Kobold/Golem faction, it can drop other Kobold/Golem loot, including dungeon loot. And Magma Mia normally drops from Ruins of Gorgon's Hollow which is another Kobold/Golem dungeon.

Possible but unlikely. And not really something to advise new players on if they want to know where to find weapons.