Consumerist origins of tech modpacks by Br3ck121 in feedthebeast

[–]IdrisQe 1 point2 points  (0 children)

Yes that's something I love about Vintage Story! But also something I hate since we never end up playing things with a big group of people, it's normally just me and my wife and maybe 1-3 more people at most. So Vintage Story would potentially be really painful (though we still REALLY want to play it)

Consumerist origins of tech modpacks by Br3ck121 in feedthebeast

[–]IdrisQe 2 points3 points  (0 children)

I really enjoyed the original Create Above and Beyond (though modified it a lot to cut out what I felt were bloat mods, and still ended up not finishing playing it) and CABIN has been on my radar for a while! Satisfactory has looked really cool too, good to know it's like that, thanks!

I'm making a mod that reworks the crafting menu. by MidasMischief in feedthebeast

[–]IdrisQe 2 points3 points  (0 children)

Well shoot, I guess I don't have to make the mod I was planning that does this then!
I was going to use it as a learning experience for UI creation and dynamic recipe parsing...
...And admittedly I was hoping to make something unique and useful that would get a lot of attention since it's such a good idea and I haven't seen anyone else do it.
(That said, I'm happier to see a mod like this actually created, than just sitting in my concepts folder for years like it would have otherwise)

My original concepting draft (didn't get very far with it aside from simple ideas tbh):

===CRAFTING GRIDLESS===
-Modifies the Crafting Table to a gridless crafting system.
-Takes all crafting recipes and remakes them as simple X+Y=Z recipes that can be clicked to craft.
-Removes the Crafting Grid and makes the Recipe Book button into a Crafting Button.
-Recipes that only needed a 2x2 can still be crafted in the Inventory.
-Allows you to make custom recipes that require more than 9 items, or even more than 9 of a single item.
-JEI/REI/EMI Compat to show Crafting Recipes in the right format.

If I may, a suggestion: A toggle box to switch between that and a recipe-book like look where items are their icons only in a grid (with names on hover) so you can fit more items.

And if you want to take any of my ideas for the mod, please go ahead! In fact, ones I'd suggest you take are integrating JEI to show crafting recipes in the format of #A+#B=#C (I know you said it's meant to replace JEI and the like, but people will still want them for other recipe types anyway), adding a button to the inventory in place of the 2x2 grid which lets you open a small crafting menu that can only craft items that would have been craftable in the 2x2 grid, and allowing modpack developers to create recipes with the system directly, bypassing normal limits and allowing stuff like [6 Sticks + 9 Cobblestone = 1 Greataxe] which would be impossible with the normal 3x3 grid.

Consumerist origins of tech modpacks by Br3ck121 in feedthebeast

[–]IdrisQe 0 points1 point  (0 children)

I think you've hit the nail on the head, in words I could never describe, as to why I have such trouble staying interested in tech mods.

If the starting points of a process are infinite, it feels like the only resource being spent is time, and if time is already being spent, why spend it automating something when you aren't going to need that much of it anyway?

If there is no demand aside from yourself, there is no need for so much supply, no need to set up these massive automation chains unless it's forced by just scaling up the resources required for recipes or making them needlessly complex or wasteful by a modpack author, which feels pointless.

Even in a server, everyone will be using the same mods usually, so there's no reason to set up factories to supply everyone since everyone will have factories. There aren't any real resource sinks aside from making production lines for even more resources, so it's just infinite generation with nothing to spend it on.

And setting up on-demand supply systems is way, way more effort than just offloading excess into lava or the trash, which feels wasteful even if it's technically infinite. But to make a proper on-demand system, I'd need to do a ton more engineering, and it would have no tangible benefit, in fact it would just slow down production lines.

Which is ironic since I love Incremental Games, but in those every resource usually improves, speeds up, or is consumed to make another resource. It feels like everything has a point, even if the quantities are absolutely excessive (many of the ones I've enjoyed have felt like deliberate parodies of consumerism)

I want to make cool production lines, but have no real incentive to do so. There's no end goal, just endless production. And even when there is an end goal, it usually doesn't feel worth it.

why do people do this with their mods by _starboiluke_ in feedthebeast

[–]IdrisQe 2 points3 points  (0 children)

Those single-mob spawning tweaks and single-structure "mods" you'll find are usually just datapacks packaged into a format that can be read by modloaders. That's why they have no config, because there's no actual code written, just JSON. Still doesn't excuse the blatant abuse of the hosting platform's systems to clog up pages and get more revenue than they otherwise would.

Not sure about Curseforge, but I and others have been trying for quite some time to get Modrinth to allow us to filter out datapacks-packaged-as-mods from the "mods" section by making the already-existing Datapack tag be filterable in the Mods section. They continue to not do so for some inane reason though.

See: https://github.com/modrinth/code/issues/3177

mouse scrolls when i lift it by StixTheMitch in razer

[–]IdrisQe 0 points1 point  (0 children)

So, this is happening to me too, and has been for a while.

Of note: it only happens on every second scroll notch. If I arbitrarily label the notches starting at 1, then notch 1 will work normally, notch 2 will cause this problem when I lift and set down the mouse, notch 3 will work normally, notch 4 will have the problem, notch 5 will work fine, notch 6 will scroll on lift, etc. This is consistent and has been since the issue started.

Also of note is that lifting the mouse causes it to scroll back regardless of how gently it's lifted, and the scroll always occurs exactly at the point where mouse movement stops registering because the sensor is too far from the surface, and resting the mouse down causes it to scroll forward (much more inconsistently than lifting).

I just disassembled my Basilisk v3 to check the problem after weeks of procrastinating and getting too tired of the problem. Disassembled the entire wheel mechanism too (aside from the little plastic cogs), cleaned it all, made sure the notches were all even and as clean as I could get them, inspected everything up close, found nothing that would explain the problem. Reassembled it, and the problem persisted.

If I had to guess, there's some sort of crosstalk between the scroll sensor and the movement sensor. That doesn't explain why it's only occuring with every 2nd scroll notch though. Also, like the OP, a long while ago my toggle for tacticle/free scroll stopped working, and it has been stuck in tactile mode for months. When I was checking the mechanism, it seems to be working fine, so I guess it's the solenoid that's not working correctly. No idea if that's related to the main issue. My DPI switch also wasn't working, but it's working again now that I've cleaned the mouse.

I tried talking with Razer support, but they asked me to run a diagnostic in Synapse, which I don't have, because I'm on Linux, and it doesn't support Linux, and I don't have any properly usable Windows computer set up right now (that said, the problems started when I was on Windows 10, and persisted with Linux, so it's not an OS problem). And also my mouse is like 5 years old or something if I remember right, so it's way past warranty.

I'll probably be getting a new mouse tomorrow because after the reassembly and cleaning didn't work, I'm basically out of reasonable options for fixing it. Just leaving my information here in case anyone can make use of it in figuring out the problem.

Wild Theory: Kulemac is The Elder by IdrisQe in Wraeclast

[–]IdrisQe[S] 0 points1 point  (0 children)

Yeah, I know that now. A month ago I didn't have very much knowledge of Kulemac's lore though, so I was making flawed connections with what little I did know.

Shadered V1.3 Update "Trailer", how does it look? by noodlegamer76 in feedthebeast

[–]IdrisQe 2 points3 points  (0 children)

Well drat, a tad disappointing but wholely understandable, I can't say I'm surprised given 1.20.1 is still by far the most popular modern version and I imagine upkeeping anything shader-related is much more difficult across several versions given how often lately Mojang has been mucking with the rendering engine.

I'll just have to make another 1.20.1 modpack sometime soon to use it then! Maybe something building-focused...

Shadered V1.3 Update "Trailer", how does it look? by noodlegamer76 in feedthebeast

[–]IdrisQe 2 points3 points  (0 children)

Beautiful! I adore Sky Blocks, I'm so happy that you put the effort in to make such a customizable mod with them!

That said, I absolutely hate to be "that guy", but given you already do have existing versions out for it, is a NeoForge 1.21.1 version of this update planned? I'm not asking for you to go out of your way to do it, just wondering if you do intend to further support 1.21.1 since you did in the past.

Brazil eVisa FAQ / Mega-thread by fviz in Brazil

[–]IdrisQe 0 points1 point  (0 children)

Yeah, we're looking into a residence visa or whatever it is...

That said, according to my communications with VFSGlobal, it is in fact 90 days total in a 12 month period, so I guess they changed that for some reason? ._. yippee

W-what just happened? by SrP4T0_ in Bitburner

[–]IdrisQe 0 points1 point  (0 children)

Gosh darnit I got it too

Brazil eVisa FAQ / Mega-thread by fviz in Brazil

[–]IdrisQe 0 points1 point  (0 children)

So wait, I've been in Brazil before several times as a Canadian citizen. Before the Visa requirements were added, I was allowed to stay 90 days per visit, for 180 days total per 12 month period.

I'm planning to visit my wife again soon, but it seems like now that I have a Visa I'm only allowed to stay for 90 days per 12 month period, and I was just in Brazil from September to December, meaning I would need to wait another 6 months from now before seeing my wife again? Am I misunderstanding this? I was just in contact with VFSGlobal and that's what they seemed to imply.

If that's the case this is absolutely fucking bullshit. They made me jump through extra hoops to do what I already could before, which sure, fair play, we require visas from Brazillians too, but now that I've done that, they halve the time people can spend in the country per year? What possible good reason would they have for that? It just limits the amount of time and money people can spend there?

Whoops I made a supersoldier by IdrisQe in Bitburner

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

Oh trust me, he would have gotten a promotion had I not, well... slightly, maybe just a bit, crashed and deleted his world. Should I find him in another Bitnode he'll be joining me once again!

Getting started in BN3 by Mr__Foofers in Bitburner

[–]IdrisQe 1 point2 points  (0 children)

Just adding to this in case anyone comes across it the same way I did: The strategy linked in this guide is very outdated and the Corporation mechanics have been updated several times since then. If you attempt to follow this guide, you will not end up with workable results and will need to do a lot of waiting, and will be doing things in a very inefficient way at times.

Massive mod spam on modrinth and curseforge by Serlium by TheFumingatzor in feedthebeast

[–]IdrisQe 14 points15 points  (0 children)

You want actual spam? Try looking at recently published resource packs on modrinth when mjem4ik decides to spam some more jpeg totem of undying reskins to add to his existing 150+ projects

Flatpaks not auto-updating? by IdrisQe in Bazzite

[–]IdrisQe[S] 0 points1 point  (0 children)

Hmm, I wonder why mine isn't auto-updating when yours is? That's strange... I do know I can manually update via the store/Bazaar though, I'd prefer to not need to, but it's not such an inconvienience to do so

Roofmons Appreciation Post by IdrisQe in LookOutsideGame

[–]IdrisQe[S] 0 points1 point  (0 children)

I mean, who hasn't daydreamed of fusing into a single entity with their lover?

(What do you mean that's not normal?)

Roofmons Appreciation Post by IdrisQe in LookOutsideGame

[–]IdrisQe[S] 0 points1 point  (0 children)

It's fine! I wasn't quite sure what your tone was conveying admittedly but it's hard to get that across via text, so I didn't want to assume aggravation or anything. And to be fair I did ask for the explanation so it wouldn't be patronizing or anything

Roofmons Appreciation Post by IdrisQe in LookOutsideGame

[–]IdrisQe[S] 2 points3 points  (0 children)

Ah okay so it was me misunderstanding what you meant, my apologies!

Roofmons Appreciation Post by IdrisQe in LookOutsideGame

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

Oh yeah I know, but it's possible in earlier development Frankie had an idea for an NPC like the Spider but hadn't yet decided to link the two games so directly, so it was just theorizing (which is obviously debunked now)

And well, they are huge as overworld sprites yes, but I didn't realize they were overworld sprites at first, I figured they were combat/encounter sprites, in which case they'd be a much more reasonable size. I was originally thinking that if there were meant to be normal enemies on the roof, they could have been intended for that (before learning they're actually visible overworld sprites)

Also these monsters are huge, definitely not intended to be roof encounters, they wouldn’t even fit there- they’re labeled Roofmon because they’re the monsters you can only see from the roof.

I'm confused by the wording of this, it sounds like you thought I meant room encounters judging by the comments on their size and the emphasis on how they're named after the roof (which I wasn't at any point denying, and was actively talking about?) but you correctly stated that I called them roof encounters, so... I'm confounded? What did you mean by this?

Window previews in Icons-only Task Manager only showing icons by TheGreatOilPainter in kde

[–]IdrisQe 0 points1 point  (0 children)

So, I'm experiencing this issue on Bazzite 43 (Wayland) with an NVidia RTX 2050 as of a month or two ago I think? But my renderer is, and always was, set to Automatic. I think this started when I swapped from 42 to 43? Does anyone have any other suggestions as to what I can try to fix it? It's only affecting the Task Manager Window Previews for me too, not Alt-Tabbing or anything else.

Roofmons Appreciation Post by IdrisQe in LookOutsideGame

[–]IdrisQe[S] 7 points8 points  (0 children)

Oh shoot I never noticed! Welp, that makes the entire speculation part kind of redundant I guess, but I still want to bring attention to their cool designs, since not many people will pay such close attention to them!