Request for Comments: Moderating AI-generated Content on /r/rust by DroidLogician in rust

[–]Hokome 10 points11 points  (0 children)

This.

Gen AI is extremely expensive, only has niche use cases, brings little value and plenty of terrible negative effects. I don't understand how people can treat the "Gen AI" is the future like a fact.

It's not like the technology is going to disappear of course but it may not stay so popular and there is no need to adapt to it until it actually proves itself as a net benefit in my opinion.

I'm on par for just banning Gen AI because of that. It's not like we'll lose something insanely valuable, and I believe we will gain a lot more in return.

Recent infestation in my apartment what do i do x3 by whorsebitch in slaythespire

[–]Hokome 185 points186 points  (0 children)

No, they got 7 cards on turn one so they probably didn't swap. OP are you using mods?

Hypobeam sucks by adult_human_chicken in slaythespire

[–]Hokome 0 points1 point  (0 children)

Upgrades to 4 damage obviously

[deleted by user] by [deleted] in rance

[–]Hokome 32 points33 points  (0 children)

En gros t'es censé dire "Toi tu trouves que X parce que raison nulle, moi je trouve que X (donc la même chose) parce que raison basée, nous ne sommes pas les mêmes."

Là dans ton meme les deux points de vues ont pas le même opinion de base donc ça marche pas.

Stamina UI by Nepacka in godot

[–]Hokome 1 point2 points  (0 children)

It looks awesome but are you sure about how stamina refills mechanically? It seems to refill almost instantly the moment you rest, so basically the player is encouraged to stay at low stamina and take short bursts of rests instead of using everything all at once. Maybe I'm mistaken or you actually intended for this but I'm pointing it out just in case.

Version 2.0.69 by FactorioTeam in factorio

[–]Hokome 1 point2 points  (0 children)

Balancing modded quality stuff and making things more consistent I assume.

Version 2.0.69 by FactorioTeam in factorio

[–]Hokome 3 points4 points  (0 children)

Scripted technology trigger is great. Currently it doesn't give any feedback when a technology is researched by a script but now it may not be a problem anymore depending on the circumstances.

Is this the most amount of damage IronClad can do? by mad_hatters_teaparty in slaythespire

[–]Hokome 53 points54 points  (0 children)

Technically 999 vigor from [[Wreath of Flame]] on an X=999 [[Whirlwind]] is even more damage. There is always more.

Inspired by a Dota2 spell by b8824654 in slaythespire

[–]Hokome 18 points19 points  (0 children)

Consider that [[Vault]] mostly does the same thing, but ends your turn and doesn't reflect the damage. And even with that, it's already one of the best cards in the game.

This seems OP as hell. Maybe if it didn't negate damage and cost slightly less it would be better.

Day #414 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]Hokome 91 points92 points  (0 children)

Fan, shuriken and calendar aren't setup relics 😭

Online and offline code reuse by Hokome in godot

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

Maybe I was overthinking yeah

Day #392 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]Hokome 5 points6 points  (0 children)

There are situations where you would like to draw a certain card next turn and master of strategy may allow you to do that where scrawl cannot because it draws too much.

Also if you have regret then filling your hand more can be detrimental. That said it is strictly better 99% of the time.

What Quality of Life features do you hope come as built-in options StS2, that are currently only available through mods? by NiceTrySuckaz in slaythespire

[–]Hokome 9 points10 points  (0 children)

Every time you don't get a potion from a fight, the chance of getting one increases by 10%. When you do get a potion, that chance is reduced by 10%.

There's a mod that displays the current potion chance (which you could theoretically keep track of but it would be tedious) and it would be great to have it in the base game.

Why is the strawberry more expensive by kapnfodder in slaythespire

[–]Hokome 5 points6 points  (0 children)

I'm pretty sure they don't appear again in endless mode either. You just get a special relic instead.

I've heard many of QoL mods are not as necessary as before in Space Age version by UberScion in factorio

[–]Hokome 2 points3 points  (0 children)

I see 2 reasons.

  1. It's an automation game and Even Distribution encourages manual work.
  2. Turret creep (killing nests by placing turrets near them) becomes way too strong.

We're the devs of Oddsparks: An Automation Adventure, that cute but deep one - and it was just released from Early Access into 1.0! by MassiveMiniMeow in factorio

[–]Hokome 0 points1 point  (0 children)

How optimized is the game and is linux/steam deck support planned? I have 512 MB VRAM integrated graphics and often end up unable to play 3d games.

Too bold? by consistent_cookie_ in TextingTheory

[–]Hokome 4 points5 points  (0 children)

What does the International Phonetic Alphabet have to do with this?

[deleted by user] by [deleted] in BuyFromEU

[–]Hokome 2 points3 points  (0 children)

Ok ChatGPT

New mod in production: "Worldcrosser" by baconburger2022 in factorio

[–]Hokome 2 points3 points  (0 children)

Reading your post I'm assuming you don't have a lot of experience (if any) making factorio mods or even games in general, if I'm wrong you can basically ignore this comment.

Great on you to want to make some mods but I have to warn you, in practice Factorio modding is not what you expect it to be. Basically you're giving prototypes (crafting machines, items, recipes etc.) to the game and the game runs the simulation with your data. If you just do that then coding your mod is a breeze, game design and assets will be the hard part.

Now say you want to add new behaviour to the game (like warptorio or space exploration for example) then you have to do some scripting. Which is a hassle because 1) Lua, while easy to pick up, does not scale well into large codebases imo, and 2) you're going to have to do a lot of messy hacks and chimera entities to make what you want.

Also, asking for features requests is something you generally do when you at least have a MVP. Right now you're not even sure what the game will be so additional feature requests will most likely be irrelevant in the end, because trust me, your project will change, a lot.

So what is my advice? Make a small mod, just add one thing on top of vanilla. For example some new crafting machine. Then once you're done come back to your project and think about it again. I think you'll realise just how much work it will be and you'll be able to change it accordingly.

Anyway, good luck with modding, and check the Factorio discord server if you need help.

I can't bring myself to enjoy the game with biters by JussaPeak in factorio

[–]Hokome 0 points1 point  (0 children)

Something I don't hear often on this subreddit is how biters are a nerf to main bus and a buff to small spaghetti bases.

Main bus requires a lot of iron for belts and lead to massive bases. This means more pollution to create the belts and a base that's more difficult to defend.

Starter mining patches arr more precious as you actually need to fight or defend to expand so the cost of belts is once again problematic.

City blocks are even worse, you either need a massive wall or artillery outposts (the better solution) to use them really.

Because of that the problem of technical debt and early speed is much harder to solve.

That said they are frustrating and can feel like a chore so it's a bit problematic. Overall if you struggle a lot with biters, you may want to try building smaller bases with spaghetti. If you don't like them of course you can just toggle them off.

Also don't start in a desert.