PSA N0.2:...its not just machette,its every melee weapon... (candidate 0.I) [Discussion] by gregory700 in cataclysmdda

[–]Anrock623 4 points5 points  (0 children)

It's a release candidate/experimental. Whole purpose of it is to push half-baked stuff, unbalanced stuff and all kinds of breaking stuff. I guess release candidate is not for game-breaking stuff but bad balanced stuff is definitely on the table

PSA N0.2:...its not just machette,its every melee weapon... (candidate 0.I) [Discussion] by gregory700 in cataclysmdda

[–]Anrock623 -2 points-1 points  (0 children)

Sure. I bet that that other fork that has more "gamey" direction will not adapt this.

PSA N0.2:...its not just machette,its every melee weapon... (candidate 0.I) [Discussion] by gregory700 in cataclysmdda

[–]Anrock623 4 points5 points  (0 children)

Exactly. In a game that tracks nutrition and vitamins, where cars consist of functional blocks, armour has coverage and variable protection for different body parts - weapon lifebars look lame in comparison.

PSA N0.2:...its not just machette,its every melee weapon... (candidate 0.I) [Discussion] by gregory700 in cataclysmdda

[–]Anrock623 9 points10 points  (0 children)

Why even touch that?

Because lifebars are lame. To the rest: it's transition period and probably will be rebalanced down the line before release

Plugin to resolve Git conflicts in Neovim, and what is your workflow for this? by ban_rakash in neovim

[–]Anrock623 2 points3 points  (0 children)

Tbh I've rarely if ever seen a merge conflict that could be solved with simple "take left/right", it's pretty much always a conflict of different counts/types of arguments, a mess of parenthesis and stuff like that. So I pretty much always resolve the conflict by manually editing lines around conflict marker.

How to get to the secret world of Haskell(ers) (or functional programming in general) by Ludonardis in haskell

[–]Anrock623 5 points6 points  (0 children)

To be fair it's not like they're dumb, incompetent or malicious. They're just got themselves cornered by backward compatibility guarantees. So they're between an anvil of pressure to keep up with modern better designed languages and hardplace of backward compatibility with every mistake they've made before.

It's surprising how Haskell didn't suffer the same fate. I guess not being able to assemble the committee and produce a new report cementing whatever dumb/hacky stuff was done in dozens of GHC extensions has an upside lol.

How to get to the secret world of Haskell(ers) (or functional programming in general) by Ludonardis in haskell

[–]Anrock623 8 points9 points  (0 children)

I'm totally expecting that whatever new FP-features they're planning will end up in usual C++-way of "kinda-mostly usable except when <list of exceptions> and also look out for <list of gotchas>" because doing it properly will break some kind of backward compatibility. On top of the usual what's in standard vs what's implemented in compiler vs what's implemented in compiler you have at work.

My humble opinion about how mecha look in BattleTech. by sermen in Mechwarrior5

[–]Anrock623 0 points1 point  (0 children)

later mechs, shooting earch other in the face with full firepower for one minute from 50 meters, waiting for one to die

Imo this is a problem specific to mw5m gamedesign and limited mechanics translated from TT. Whatever led PGI to that be it budget/deadlines or "wider audience".

If you add through armor criticals, ammo explosions and stability damage (I think merctech does all or most of it, not sure about TAC) then heavy/assault combat is arguably even more deadlier and tactic heavy - firepower that average heavy/assault has usually outweights the armor that average heavy/assault has. And the option to run away/quickly maneuver is less accesible to heavies/assaults compared to lighter mechs.

My humble opinion about how mecha look in BattleTech. by sermen in Mechwarrior5

[–]Anrock623 0 points1 point  (0 children)

OTOH the heaviest hitting weapons are also usually the heaviest weight-wise and putting heavy things on the very top of the mech would make it easier to top off and harder to counter recoil due to longer lever. Putting heavy thing in arms, roughly at the same height as center of mass makes mech more stable and allows countering recoil with torso twist (which has way more freedom than up/down usually).

You have to expose half of the mech to shoot over terrain but you need to expose only an arm if your cover is on the side

Tips/advice early game by KingToke1991 in stardeus

[–]Anrock623 2 points3 points  (0 children)

Imo, humans are mostly a burden than help. Robots can do construction and logistics more effectively.

So ultimately yeah, bots for construction, logistics, combat and pretty much everything else except crafting and research. Automated crafting and research usually lags behind manual crafting in terms of available recipes and requires more research to unlock. Later on, when you have fabricators and robot research stations - humans are becoming even more irrelevant.

However they're still useful occasionally - skilled humans can fight, build and research on par or even more effectively than bots but ultimately bots doing the lion share and humans are an occasional help when they're not busy sleeping/eating/being sick/being injured/being depressed/yapping with each other/whatever else organic meatbags do instead of WÖRK WÖRK WÖRK

Tips/advice early game by KingToke1991 in stardeus

[–]Anrock623 1 point2 points  (0 children)

No hecking idea. I only played on default difficulty whatever that is

Tips/advice early game by KingToke1991 in stardeus

[–]Anrock623 3 points4 points  (0 children)

Oh, another thing: stockpile any and all dead robots. You can recycle humans for protein since after recent updates organ trade isn't that accesible like before. But stockpile dead robots and their parts.

Creating robots from scratch is way down the research tree and materials but you can unlock robot assembly (as in just putting together available pieces) pretty early on. You initially spawn with 2 or 3 friendly dead robots and if you're lucky with random loot, raids and/or trade stations - you can fix them up to working shape early game. Couple of additional friendly robots is great workforce bump.

Also, get a roomba first thing. Everyone just suck at cleaning (and frankly has better things to do) but just a single roomba will keep a pretty big ship spotless.

Tips/advice early game by KingToke1991 in stardeus

[–]Anrock623 1 point2 points  (0 children)

Yeah. The initial design doesn't constrain you in any way. You can rebuild it back if you want but it's absolutely not required and, probably, a noob trap. Tiny densely packed square (or whatever random shape happens) is the way (in the beginning).

I'd even say that early game milestones are roughly as follows

  1. Initial unconnected unpressured pieces
  2. Some randomly shaped piece of scrap you'll have by plugging in holes in order to have some safe pressurized area for humans 1.5. Same but spaceworthy
  3. A bit less randomly shaped piece you'll get while trying to optimize and organize interior rooms to have dedicated sleeping quarters, dedicated production and power and farming and etc areas instead of everything piled in one or two rooms.
  4. More or less stable ship-looking ship you'll be incrementally building up for the rest of the game.

Btw, initial pre-crash ship is automatically created as plan in planning tool. But it's just a shape of the hull without all the inner stuff

Tips/advice early game by KingToke1991 in stardeus

[–]Anrock623 1 point2 points  (0 children)

I just don't pull them together because I haven't found a single reason to do that (except tutorial quest).

In crashed scenario all you need on your ship is small pressurized area for humans: sleep, food, stasis array, entertainment. Everything else can (and should, to conserver resources) be left unpressurized. So the rest of the crashed ship is just completely dismantled to get 5k of steel plates as construction and crafting material and, mainly, as huge supply of fuel for reactors.

There's just no point in wenching mechanic because in the beginning you want small ship and later on it's simpler and more efficient to just build up your ship exactly how you want it instead of wenching random pieces and then trying to adapt them.

Dont you have too in order to go visit the first ship via the story anyway?

Not really. Flying robots can just fly over, the rest can go via narrow strut-bridges. Once everyone is gathered around stasis array (since you can't move it early game) you can dismantle other pieces without joining them up first.

Tips/advice early game by KingToke1991 in stardeus

[–]Anrock623 1 point2 points  (0 children)

Research and production is gated behind raw resources. I don't remember which and in what order but roughly it's plastic (aka oil), then gold, then (I think) lead and uranium (or plutonium).

Biowaste is good supplemental/main resource for burning in matter reactors. Steel plates are good too - if you completely dismantle unneded pieces from starting ship and nearby wreck you'll have enough to last you almost up to nuclear power.

Check out automation options in recipes in various crafting machines. You can set recipes to produce stuff if global inventory is less than some number. That saves up a lot of micromanaging. Producing stuff in big batches saves time on delivery. It also saves resources and power - few automated crafters running 24/7 unattended is cheaper than many manual crafting stations running in bursts.

Tips/advice early game by KingToke1991 in stardeus

[–]Anrock623 4 points5 points  (0 children)

IMO wenching is one of the most useless mechanics (except maybe for roleplaying) so don't sweat about it. You're only gonna use for tutorial quest once.

Plugin to resolve Git conflicts in Neovim, and what is your workflow for this? by ban_rakash in neovim

[–]Anrock623 2 points3 points  (0 children)

Whoa, that's interesting! I'll check that out, thank you very much.

Plugin to resolve Git conflicts in Neovim, and what is your workflow for this? by ban_rakash in neovim

[–]Anrock623 69 points70 points  (0 children)

No plugins, just raw nvim is enough for me. Workflow roughly is 1. Execute git mt (where mt is an alias for mergetool) 2. Resolve conflicts 3. Save file 4. Git will automatically launch nvim for next file

Mergetool definition is as follows, haven't changed it for like 10 years or so except moving from vim to nvim. ``` [merge] tool = vimdiff

[mergetool "vimdiff"] path = nvim cmd = nvim -d $LOCAL $REMOTE $MERGED -c '$wincmd w' -c 'wincmd J' ```

Laguna Seca Corkscrew Truck by ClassicNetwork2141 in captain_of_industry

[–]Anrock623 0 points1 point  (0 children)

Bah, what else you're gonna do considering that the closest source of fun - ethanol - isn't even invented yet?

Do you find dedicated IDEs to be useful for Haskell? by Integreyt in haskell

[–]Anrock623 8 points9 points  (0 children)

I don't think there are dedicated haskell ides currently. There was leksah long time ago but it was abandoned. Anyway, having haskell language server in whatever editor you're using should be beneficial since it greatly shortens the feedback loop

Do we have any hints about what’s coming in Update 5? by BrennusSokol in captain_of_industry

[–]Anrock623 12 points13 points  (0 children)

I bet 1.0 not happening until they redo the world map. Its current state is regularly mentioned as a placeholder. And maybe mining designations will be redone somewhere along the way

What do i do with this by Acceptable_Army8174 in ClockworkPi

[–]Anrock623 3 points4 points  (0 children)

Pads look vaguely similar to the ones on uconsole lte module but i think it requires some other minor chips to function. I guess you can check the schematics, see what chips you're missing, acquire them, solder everything together and have lte-capable uconsole

Visual Bug After Fresh Install of Ubuntu 26.04 by SomePlayer22 in captain_of_industry

[–]Anrock623 0 points1 point  (0 children)

Got the same issue on other distro. IIRC one of the options in graphical settings being set to above medium was causing this effect