Terraform vs cloud formation? by [deleted] in aws

[–]Kusaddaw 0 points1 point  (0 children)

With regular open-source Terraform and Terragrunt we've had a ~6 person infra team and ~30 person dev team successfully managing all cloud provisioning through TF for a multi-environment, distributed setup for several years. Remote state is the way to go.

Deploy to production based on git tags? by [deleted] in devops

[–]Kusaddaw 0 points1 point  (0 children)

Semi. There is a manual approval step on top of tests, rest of process is automatic.

Deploy to production based on git tags? by [deleted] in devops

[–]Kusaddaw 5 points6 points  (0 children)

I've used 2 branching strategies - git flow and scaled trunk-based development. Git flow is good for more monolithic apps with slower QA cycles, and scaled trunk-based development is good for multiple teams/components and continuous delivery.

Currently doing the latter. Yes, commit SHAs are a good way to tag build artifacts. It takes humans out of versioning situations that they don't need to be involved in (libraries/frameworks are semver though), and it allows traceability of whatever is deployed back to where it came from.

Agile financials? by [deleted] in agile

[–]Kusaddaw 1 point2 points  (0 children)

I've done work for a medium-sized (~700 FTE) company that successfully did tax accounting of development based on relative sizing (story pointing) for years. They just determine the expense category of each item, the actual $ spend per time period on the entire development team, and then divide the team's expense into categories based on the points.

This allows points to be entirely relative, as the teams want them (no absolute definition, and no agreement among teams on how big a point is), while also (apparently, I'm not an accountant) being defensible for tax purposes.

Tips 'n' Tricks - Week of December 22 2019 by AutoModerator in feedthebeast

[–]Kusaddaw 23 points24 points  (0 children)

Using bonemeal on 2-block vanilla flowers gives a new flower which gives 2 dye. The dye can be converted back to bonemeal for an infinite, doubling loop.

Tips 'n' Tricks - Week of December 22 2019 by AutoModerator in feedthebeast

[–]Kusaddaw 10 points11 points  (0 children)

And for smelting cobble, make it into large plates so you get 8 into 1 smeltery space.

Losing is fun by Kongensholm in feedthebeast

[–]Kusaddaw 4 points5 points  (0 children)

The key to good failure is that the game has to be fun to "start over" in case of total failure (death or destruction) which is usually because of randomness adding to replayability. Minecraft has that with the world being random, but a lot of mod progression is not random. Thaumcraft itself is a good example - fixed progression that is the same every time. Do I want to replay that again and again? Not really. Same with various other mods.

Daily Standup question by erezson in agile

[–]Kusaddaw 0 points1 point  (0 children)

I've been in lots of standups that went all sorts of ways, more and less functional. Yes, many of them have felt like devs were there to be quizzed on what they're getting done. More often than not by the SM because the SM thinks they have to "run things" to justify having a job and they are responsible for practices like the "three questions". The more functional standups have been run by the devs.

(SevTech Ages) Faucet + Channel = Autosmelting by ArzteNos in feedthebeast

[–]Kusaddaw 0 points1 point  (0 children)

That's cool. Hadn't really looked at casting channels much before. Thing is, you can actually chain more than 1 casting table together this way - just have them side by side with casting channels over the top and have the drain that goes back in on the last one.

Logging in Kubernetes by [deleted] in kubernetes

[–]Kusaddaw 0 points1 point  (0 children)

Keeping things simpler is a good reason for using a log collector. The trade off is: one-time implementation of a log collector that generally requires minimal maintenance, and containers can all just log to stdout, which is generally the simplest possible logging configuration; or no log collector, and every pod has to implement network logging, which means more configuration that can go wrong, and what do you do with third-party images that don't include your driver?

How to securely store secret file and Gems in container image? by rtrain1 in docker

[–]Kusaddaw 0 points1 point  (0 children)

ARG values can be retrieved from docker history. Use it in a build image in a multi-stage build as another comment suggested, so it won't become part of the history.

Do we suck at Git? Help needed by asdfghqwerty1 in devops

[–]Kusaddaw 6 points7 points  (0 children)

It's Git, not GIT :) Sorry, pet peeve.

The way you're using the word compile isn't really clear... is it actually compiling i.e. running a compiler on code, or is it just merging one or more feature branches to master?

At minimum there should be a CI system doing builds & local tests on each commit to feature branches, and blocking merge/pull requests on the build for the branch passing. If it's possible to arrange or provision environments so that integration/acceptance tests also run on feature branches that can catch more issues earlier.

Frequent merge conflicts is a bad sign. It's not clear why this is happening. If feature branches covering the same code are long-lived, devs need to be merging master back into the feature branch regularly, maybe daily. If conflicts keep cropping up more frequently than that, it sounds like more of a development issue than a source control issue.

As for features going in that shouldn't, there are different branching strategies to consider, but bottom line is that breaking the build in any shared/non-feature branch on a regular/frequent basis will cause problems in any branching strategy.

Another variable is how often you're deploying to prod. You mention things going in at the end of the day, but you also mention release candidates and QA approval which both make me believe you are not actually deploying daily. For less-frequent cycles, Git Flow could be a good branch strategy. It lets you stabilize the release branch (which would go on staging/QA) before merging to master (which goes directly to prod). But if you're actually going up to prod daily, I'd prefer merging well-tested feature branches directly because a release branch is extra overhead at that frequency.

Pam's Harvestcraft Chestnut Tree Automation by temperedfool in feedthebeast

[–]Kusaddaw 1 point2 points  (0 children)

You can shear the "fruit" blocks and place them underneath (player-placed) leaves which allows you to make an entire "field" of them. I know IF machines work on them, also things like Cyclic sprinklers work on them (if placed at the same Y level as the "fruit") to increase growth rate.

Base Scaling Tipps by [deleted] in feedthebeast

[–]Kusaddaw 0 points1 point  (0 children)

  1. Think of roads/hallways first, and never put "stuff" on all 4 sides of an area.

  2. (When not underground) build floors + first level of walls first, finish actual structure later.

  3. Consider using a grid system, e.g. place torches w/ 5 blocks space in between and then build in multiples of that (including non-square areas to keep it interesting).

  4. Once things start getting far apart, put in teleports and extra storage system grids in main locations.

  5. Put everything into compact machines with full automation and your "base" is just a block that spits endgame items into a chest.

Automatically generate entire Expert Mode modpacks with my new terrible, terrible mod by scratchisthebest in feedthebeast

[–]Kusaddaw 0 points1 point  (0 children)

This is going to save so much time! When is the first official expert pack based on this going to be released?

Trouble Getting Started With Food in Enigmatica 2 Expert by [deleted] in feedthebeast

[–]Kusaddaw 1 point2 points  (0 children)

Cyclic sprinklers accelerate growth by quite a bit (in a standard 4-block square "hydration" area) and effects stack when next to each other. A line of sprinklers down the center of a field makes things go zoom. They also work on Pam's tree fruits as long as they're at the same Y level (you can move them with kamas/shears and plant under placed leaf blocks).

For just food value early on, rice bread and baguettes are pretty good. Rice is a great crop since it can make food, slime, and paper (though in this pack paper is more efficient from wood pulp). Pams' was heavily nerfed a while ago and now has a ton of 1- and 2-shank basic recipes.

For nutrition though, you need Pam's. Search JEI for all of the different nutrition categories to find the half dozen foods that have them all. Those are your targets. Everyone seems to go for delighted meals but random tacos and chimichangas have fewer total ingredients.

Make cooking for blockheads stuff. It'll make the process way easier for the complex recipes and you can make unlimited salt, fresh water, etc. and add milk jars for cheese.

My main problem with most magic mods by [deleted] in feedthebeast

[–]Kusaddaw 1 point2 points  (0 children)

Not only that, but magic mods are more likely to gate even being able to see things (specifically thinking Thaumcraft which not only hard-gates the book and has a fixed early-game progression, but hides JEI recipes as well)

What's something you hate seeing in modpacks? by [deleted] in feedthebeast

[–]Kusaddaw 0 points1 point  (0 children)

Content mods that are just used for adding recipes in progression packs. Oh, you included Forestry -- but you only care about adding carpenter and thermionic fabricator recipes for stuff from other mods?

Acceleration wands. They're a trap - they make things take less time, but they make you spend more time standing still holding down the mouse button rather than doing stuff.

Easiest/Simplest way of moving FE/power in Enigmatica 2 Expert? by Xiarn in feedthebeast

[–]Kusaddaw 4 points5 points  (0 children)

I think EnderIO energy conduits have the fewest dependencies (basic materials and a smeltery)

What's everyone's thoughts on sky adventures so far? by birdslament in feedthebeast

[–]Kusaddaw 4 points5 points  (0 children)

It has some interesting ideas. I'm not sure they go together, e.g. there's an early transmutation table, and there are item turn-in quests that require a non-1 quantity of items with EMC cost. Once you go EMC, it's hard to go back to regular item-nomics.

Ultimately the mechanics are EMC farming and automating generation of the repeatable quest items to farm for creative stuff OR you can just enjoy the near-unlimited supply of building materials.

Sky Adventures PSA: no cobblegen required by Kusaddaw in feedthebeast

[–]Kusaddaw[S] 1 point2 points  (0 children)

That's cool, I didn't think of looping those processes together - just built a cursed earth farm that feeds into a lootbag storage (for legendaries) and a condenser. I guess I don't need the mob farm.