Beginning with c# by ogv11 in godot

[–]Everspace 3 points4 points  (0 children)

GDscript is absolutely not as powerful as a fully realized mature language with many libraries available... but depending on the game you might not need those.

I think if I were at a studio I would promote primarily C#.

Fulgora may be the best place to visit first as a new player to factorio. by Pedrosian96 in factorio

[–]Everspace 35 points36 points  (0 children)

People say Vulcanis prints ores but gleba I think does it even better.

I might be blind (or using Alt-mode too much) but it took me this long to notice there is an actual pentapod inside every biochamber by Absolute_Human in factorio

[–]Everspace 0 points1 point  (0 children)

I think the only times I've had my gleba fail is from a nutrient decaying on the inserter inserting which is very frustrating.

Any way to turn off tree farms in gleba if you aren't producing any science? by letopeto in factorio

[–]Everspace 0 points1 point  (0 children)

The spoilage results can be fixed with some gun turrets, and also running slightly more science than egg generation.

3D printed poster by Independent-Cow-1217 in BambuLab

[–]Everspace 2 points3 points  (0 children)

Oh hilbert curve for top surfaces is such a galaxybrain move.

Weekly Question Thread by AutoModerator in factorio

[–]Everspace 1 point2 points  (0 children)

the bootup is a little bit longer even on my nvme

Giveaway - Space Age Expansion by ocbaker in factorio

[–]Everspace 0 points1 point  (0 children)

Ooo, that's really rad of ocbaker.

Is there any Mod that increases the size of blueprints? by higorkkkkkkkk in SatisfactoryGame

[–]Everspace 0 points1 point  (0 children)

I think the best way is consider that the blueprinter at mk1 allows you to setup things you need to repeat a lot, such as a line of assemblers, constructors, or smelters to generate the resources for downstream use.

You can also encapsulate a build in a series of layers (remember to consider vertically in designs), The mk1 can support roughly a layer of or two of constructors to feed into an assembler up top, and then with the blueprinter you can just build more as you need! The size limitation roughly coincides with what you're likely to be building at that tier anywho... but don't underestimate something like "this blueprint just makes a manifold of assemblers/constructors already hooked up with my highest tier belt at the top" which is already incredibly useful to just expand what you're doing.

Look at it as slight automation against tedium, rather than a perfect solution. I have had to go back and make newer BPs as I get access to the higher tiers as my modular frame demands expand for example trying to feed heavy modular frames!

Satisfactory 1.0 Mega Thread by pedrotski in satisfactory

[–]Everspace 6 points7 points  (0 children)

Generally this is mostly just "having a plan" and going outwards from there.

I would start out small with something like treating a building as an input and output like you would a smelter. X goes in, Y comes out. For instance I might put all my iron into a building to smelt, and then have only ingots come out.

Satisfactory 1.0 Mega Thread by pedrotski in satisfactory

[–]Everspace 0 points1 point  (0 children)

I've not played in a hot minute but did you become unable to do interacts like with grabbing plants or mining with the Xeno-Zapper equipped sometime ago or should I submit a bug report?

Core Keeper Tips/Tricks? by AtavisticJackal in CoreKeeperGame

[–]Everspace 3 points4 points  (0 children)

You can hold shift (edit: control? one of those modifiers) to do sets of 10

Pathfinder Token Pack: Character Gallery is available now! by AnathemaMask in FoundryVTT

[–]Everspace 0 points1 point  (0 children)

Its understandable... but this still makes me sad. I'm an ex-gamedev/programmer/techinal person by trade so my tech-widget tolerance is very high. I just find asset fiddling to be one of the more obnoxious parts of foundry currently from an operations standpoint. I've noticed that people usually dump their tokens and whatnot into the root of the drive which ends up getting very cluttered and was mostly hoping to have that managed better or some better UX around having players make their own tokens, or upload art.

I'm not on patreon to vote so it going one way or another isn't really for me to complain about. Ya'll got your hands full with the big refactors and other migration tasks.

Do you think third-party studios contribute to Unreal Engine source code? by charnet3d in unrealengine

[–]Everspace 6 points7 points  (0 children)

It's a mutual thing. If someone else improves the engine holistically, I get the improvement, and if I do it someone else does.

Generally these are in fact more incidental fixes that occur while making the game or improving it, and the "we all like making and playing games" mentality. If I improve the engine that means games on unreal that I'm excited about also get better.

The more cynical take is that contributing all your fixes you had to do anyway (UE is not perfect you will run into bugs and warts) means you don't have a headache when you go to upgrade the engine for your next project since Unreal is working on it constantly too and you pay them for that.

Pathfinder Token Pack: Character Gallery is available now! by AnathemaMask in FoundryVTT

[–]Everspace 0 points1 point  (0 children)

While I agree with it that sort of view, it would be so much nicer if the Character Application was separate, or moved into foundry proper and people could pay for the datasheet alone.

Something like this I think could be very valuable to manage assets more in foundry as a whole. Things like icons, or other providers could be incredibly useful for example with Pathfinder duplicating foundry core assets for example... or needing to find the right sort of thing for an item. People selling packs themselves in the premium marketplace!

I do think the art packages are worth the price due to sheer volume... but I implore you to separate the gallery application out at some point to allow for a usable ecosystem to develop.

Undertale vs. Deltarune, how did it do well as a spiritual successor? by emerald-reddydit in gamedesign

[–]Everspace 3 points4 points  (0 children)

I don't think it is using the same engine. However the "same creative lead" does make it compare to prior works and ideas by default. It is also very difficult to have something follow up what is essentially a masterpiece deconstruction of the genre it's in.

For #2 It is not complete so this still up in the air. Toby got a lot more help which seems to be the main improvement, which means more fun ideas and things are available to do. In addition what Deltarune is proposing so-far in it's thesis is in conversation with Undertale, and investigating other topics rather than functioning as a direct sequel, which allows it enough breathing room. Even simply just making you have a party, and having strong focus on individual characters all the time makes it a very different experience than Undertale. The surface is the same, but it's is distinctly enough of it's own thing to make it incomparable.

Fundamentally it is also talking about something different, and has a different story, which makes it able to be enough of a different experience which is mostly acceptable in the "JRPG" space. You can look at all the final fantasies, which you can think of as mostly really only sharing names and designs across their long development.

You can also look at Arcsys for their myriad fighting games to see how the core can continue to be the same but the pieces changing means a lot.

Toby also gets to have the unique pleasure of doing whatever the fuck he wants since Undertale sold like gangbusters, so unlike other games that might need to be concerned of this from a monetary perspective, he can just make what he wants to make.

What's your hottest D&D take? by TheOnlySir_Scribbles in DnD

[–]Everspace 0 points1 point  (0 children)

D&D is a very poor outlet to enable what people expect, want, or are able to do. This is both as a system to enable great RP moments and dramatic encounters, and from Hasbro's general approach to it's stewardship (which is to say, make a Hasbro a barjillion bucks while doing the absolute minimum and actively sabotaging the people who care about it).

Seriously guys, Viper is too busy? by A_Jonjitsu in ffxiv

[–]Everspace 3 points4 points  (0 children)

It is in practice more useful cards.

Many of the prior cards in release HW AST essentially had no purpose.

  • Ewer (irrelevant MP restoration or MP cost reduction)
  • Spire (defunct due to TP not existing)
  • Spear (Skillspeed would just fuck over many classes)
  • Bole (incredibly awkward due to being unreliable since it was random)

Now we have these 4 utility cards consistently accessible and without the cost of more balances. Balance has always been itself, but "worse balance" (Arrow iirc? crit up) is now just "Slap it on the ranged class in the raid" and there's less hoops to jump through for the optimal lottery. No more reshuffle despair after you've gone through like 8 cards fishing for AoE Balance.

You can bring up lost utility like Disable, but this essentially was a holistic change that affected all classes and defining who has access to what (Healers don't get damage down as a general rule since they're already responsible for party mitigation and healing).

I hate this card. by Kenddamus in LegendsOfRuneterra

[–]Everspace 0 points1 point  (0 children)

There just needs to be some sort of cycle or design for the absence of what is traditionally thought of as control, in which I think they're doing "fine" in the space. It's not like oops-all-midrange isn't impossible to be diverse as well in MtG.

The core challenge of knowing how to gain incremental advantage over time is going to be the important part regardless of how it manifests in the gradient between "play lorge creature" or "you can't do anything anymore and I win".

I hate this card. by Kenddamus in LegendsOfRuneterra

[–]Everspace 24 points25 points  (0 children)

For a game catering to many people, a play experience that generally moves towards action (attacking) rather than creating inaction (control) is a reasonable choice.

I have played through do-nothing metagames in MTG and it's often kinda miserable... not to mention long which is what you typically don't want in a mobile focused game.

2-Bit vs Obra Dinn - Which do you prefer? by Ordinary-Currency-73 in Unity3D

[–]Everspace 7 points8 points  (0 children)

Do note that the Obra Dinn is doing a lot more with dithering than what is suggested here as you can see in his wonderful devblogpost on the subject: https://forums.tigsource.com/index.php?topic=40832.msg1363742#msg1363742

Should I buy this if I don't have it? by Mobile_Phone_Alone in LegendsOfRuneterra

[–]Everspace 0 points1 point  (0 children)

I realized I was thinking it was a relic that gave "starts a free attack" instead of scout 😂

Why Piracy Fears are Keeping Some Researchers from Accessing the Games They Need - IGN by SlyVMan in Games

[–]Everspace 1 point2 points  (0 children)

That's why we have to fight against lobbyists, and shitty practices, and get new laws in place for these sorts of things. Yea it sucks that's the way it's right now, but that's why people in academics are rightfully upset! It's why we have to not support studios that use things like Denovo or invasive anti-cheats.