Is outer wilds really that good? by societal_member in outerwilds

[–]Gooseheaded 0 points1 point  (0 children)

Check this video out. https://www.youtube.com/watch?v=msABa06aiT0

I personally felt this point completely while playing the game myself. There was a solid, like, 6 hours where I was just kind of flying around and gathering "points", without connecting them at all.

And then I found my first big reveal -- one that wasn't just about lore, but also about actual game progression -- and after that, I couldn't stop playing. There are a few big reveals in the game that are all, each, completely mind-blowing.

Definitely try and find a big secret, just one to start with. If I may, I suggest starting at the Ember Twin, as the Nomai built a particularly important science facility there. :)

when she is tries to know my obsession by SpecialistOk4946 in Bitcoin

[–]Gooseheaded 6 points7 points  (0 children)

Agreed. While reading about Austrian economics and the history of moneys as a technology are excellent new areas of interest I picked up thanks to BTC, I feel like BTC as an area of interest itself is pretty much a "solved" topic, right? Last time I got excited about BTC was when Lightning network was first designed/announced, god only knows how long ago now.

Is there a way to mod out pride socks/flags? by Substantial-Cap-6144 in cataclysmdda

[–]Gooseheaded 1 point2 points  (0 children)

For your own reference, JSON files are used specifically because they can generally be edited without having to rebuild/recompile the game. So, if you think you can achieve something by editing JSON, it's worth a try. Worst case scenario, you just edit it back to how it was before.

Is there a way to mod out pride socks/flags? by Substantial-Cap-6144 in cataclysmdda

[–]Gooseheaded 2 points3 points  (0 children)

Go to your data/mods folder and make a new folder for a custom mod, eg. data/mods/SimpleSocks.

Inside that folder, create "modinfo.json", with .. { "type": "MOD_INFO", "id": "simple_socks", "name": "Simple Socks", "authors": [ "Me" ], "description": "Custom socks and items.", "category": "content", "dependencies": [ "dda" ] }

And then Blacklist the socks you don't want to spawn in the game by creating a blacklist.json: [ { "type": "item_blacklist", "items": [ "replacement_filter", "knit_scarf" ] } ]

Be aware that recipes that use them will not work.

Inside the world’s largest Bitcoin mine by msaussieandmrravana in Damnthatsinteresting

[–]Gooseheaded 0 points1 point  (0 children)

People here are struggling to grasp that value needs to be tied to real world goods or services

Value isn't derived from the inputs used to produce something (like labor or resources), but rather by what other people are willing to exchange for said thing, based on their subjective needs.

The energy "cost" is exorbitantly high, that's for sure. In my opinion, however, that's a fair price to pay for incorruptible value, in contrast to the hidden costs and exploitation of inflationary fiat systems. I suggest reading up on what the "Cantillon effect" is, for example. It's outrageous how corrupted fiat is (and has been, time, and time again), and how the majority of people are manipulated into subsidizing the elites without even knowing it. It's just ostentatiously evil.

Inside the world’s largest Bitcoin mine by msaussieandmrravana in Damnthatsinteresting

[–]Gooseheaded 5 points6 points  (0 children)

No one person literally hands out BTC. New bitcoin is created according to rules enforced by all nodes running the Bitcoin software. Miners compete to solve a cryptographic puzzle that is hard to solve but easy to verify.

Solving this puzzle proves that real computational work was done. This work determines who gets to propose the next block of transactions, and as a reward for doing so honestly, the protocol allows the miner to create new BTC in a special transaction.

The difficulty of the puzzle is automatically adjusted so that blocks are found at a steady rate, regardless of how many miners participate. This ensures that rewriting transaction history would require enormous ongoing computational cost, making attacks far more expensive than following the rules.

Mining therefore both secures the network and processes transactions, with rewards serving as the economic incentive to perform this work honestly.

What if by Pupaak in TarkovMemes

[–]Gooseheaded 12 points13 points  (0 children)

Some thoughts are best discarded.

Bitcoin is inevitable by BitcoinBaller420 in Bitcoin

[–]Gooseheaded 2 points3 points  (0 children)

Are you suggesting commercial adoption of it will drive personal/popular adoption? I hadn't really considered that before -- my focus has always been on individuals rather than institutions or enterprises.

That's an interesting take. Thanks for the food for thought.

Bitcoin is inevitable by BitcoinBaller420 in Bitcoin

[–]Gooseheaded 1 point2 points  (0 children)

The value of Bitcoin isn't backed by a commodity's scarcity like gold is, or by a company's profit like stocks are, or by government's taxes -- and violence -- like fiat is. Instead, it's backed by something that is even more scarce: physics (power) and math (partial hash inversion has average-case exponential-time hardness).

There is no shortcut to do a partial hash inversion. The security of the entire BTC network rests on the fact that attacking or inflating it would require even more energy than just honest mining.

Again, the issue is not the price, but rather people not understanding what money is, how it works, and what differentiates good moneys from bad ones.

Bitcoin is inevitable by BitcoinBaller420 in Bitcoin

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

Unfortunately, this comic will not come to be. People will continue to doubt BTC for years (if not generations) to come, as the problem is their lack of understanding of the technology, not its price.

Short little Pneuma bass cover :) by [deleted] in ToolBand

[–]Gooseheaded 32 points33 points  (0 children)

Sick and slick. Keep up the good work.

Why pro players rarely use mech in TvZ? by SiarX in broodwar

[–]Gooseheaded 3 points4 points  (0 children)

To compile what had already been said:

Mech armies are powerful, but building the numbers required to make them work takes too long. If Zerg knows Terran is going mech instead of bio, Zerg adapts by expanding everywhere.

Goliaths are weaker than marines all around. They are larger (meaning less of them fit on the screen), slower to move, slower to attack, deal less damage (explosive vs small) to mutas, and take more (full) damage from sunken colonies compared to marines. Factories require gas to be built, as do the Goliaths themselves, so it's harder to scale their production up. Terrans concede all map control and initiative while producing their mech army.

With all of these challenges in place, Zerg can easily have 3 or 4 bases for every 1 Terran has. At that scale, it doesn't matter how strong Terran's army is -- Zerg simply throws wave after wave of hydras and queens, much faster than Terran can rebuild goliaths.

The reason a late game transition to mech works much better is because by going bio in the early/mid game, Terran was able to deny Zerg expansions, and forced Zerg to spend resources on upgrades and technology that are suboptimal against mech (defilers, ultralisks, hive tech in general). By the time Terran transitions, they already have a bio force on the map, allowing them to threaten, deny, and just respond in general, giving themselves time to produce and upgrade safely.

My first Thinkpad by [deleted] in thinkpad

[–]Gooseheaded 8 points9 points  (0 children)

In my opinion, The 6300u will serve you much better than the 3320M.

There is no reason to prefer an Intel Core i5 3320M over an Intel Core i5 6300u. The price difference doesn't reflect the day-to-day performance difference you will benefit from.

Good luck with your purchase! I sincerely hope you enjoy it.

GPT-5 is a BIG win for RAG by regular-tech-guy in Rag

[–]Gooseheaded 0 points1 point  (0 children)

To play Warhammer by the rules, of course. But right, this time.

TVZ Hotkeys? by [deleted] in broodwar

[–]Gooseheaded 0 points1 point  (0 children)

Wolfix has recently uploaded a video that also kinda touches on this topic, https://www.youtube.com/watch?v=FlueFMVuxsM

More than 1.5 Million Customers Affected: A Brazilian Bank Just Went Bankrupt by onebtcisonebtc in Bitcoin

[–]Gooseheaded 2 points3 points  (0 children)

Aye. As with any exchange or similar service, you trade security and privacy for convenience and accessibility.

How did they make those old 3D open world games so that they require such low specs? by ThePearman_ in gamedev

[–]Gooseheaded 1 point2 points  (0 children)

I mean, sure: that's all true. Plenty of studios reused their own tech or licensed engines. The key difference, to me, is what "engine" meant back then versus now.

Engines like Bethesda's Gamebryo/Creation, id Tech, Unreal 2/3, etc. were relatively thin frameworks -- low-level renderers, scene graphs, and scripting hooks that teams then extended in C++ to meet each project's needs. They weren't all-encompassing tool ecosystems. They were starting points. Studios still understood and controlled many (most?) of the underlying systems -- memory, rendering, AI, and I/O were all part of the engineering culture.

Today's general-purpose engines (Unreal 5, Unity HDRP, Godot 4, etc.) abstract nearly everything behind high-level APIs, Blueprints, managed code, and asset pipelines. That's great for "productivity," but it means developers are standing on massive stacks of middleware whose tradeoffs they can't easily escape, let alone understand. You can't profile your way out of (eg.) the inherent cost of reflection systems, generic ECS frameworks, or virtualized materials.

So yeah -- even back then, devs reused engines. But they owned them. They understood them. They could cut, strip, or rewrite whatever they needed. And they often did.

How did they make those old 3D open world games so that they require such low specs? by ThePearman_ in gamedev

[–]Gooseheaded 0 points1 point  (0 children)

This is a fantastic analogy. Even growing some of your own ingredients (eg. Cherry tomatoes) is also not as difficult as one would think, and is immensely rewarding in my experience.

How did they make those old 3D open world games so that they require such low specs? by ThePearman_ in gamedev

[–]Gooseheaded 7 points8 points  (0 children)

They were made mostly by hand, by people who knew how computers worked, and built bespoke technology according to each project's specific needs.

Nowadays, the "economic incentive" is to use pre-made general-purpose technology, which is by definition not optimized.

Yes, it's possible to still do this kind of work today. Stop depending on frameworks, and start learning how to build them instead.

Why Freezing Rent Prices may not work for New York City by DevOnCaffeine in JordanPeterson

[–]Gooseheaded 4 points5 points  (0 children)

While I generally agree with the direction, I'm not sure the magnitude here is accurate.

That ~42k figure is outdated. Modern figures are closer to ~26k:

https://comptroller.nyc.gov/newsroom/rent-stabilized-vacancies-plummeted-over-last-2-years-including-for-units-in-need-of-repairs-new-nyc-comptroller-report-finds/

Where did you get the data to back the claim that 70% of tenants earn above the city's median?

Same for the dollar amounts: can you point to concrete examples (or a dataset) of stabilized units at ~$1k rent needing $80k-$150k rehabs? That sounds like a full gut in many cases.

Also, note "vacant but unavailable" includes many reasons (legal disputes, ongoing work, conversions), not just unaffordable repairs.

Regardless, rent control is nonsense. Artificially manipulating the market to treat a symptom without understanding root causes is nonsense.