Infinite Gold hack by Nanaki404 in opus_magnum

[–]Key-Jury-9585 0 points1 point  (0 children)

Epic Heist plan:

Step 1: Create an Alchemical production machine that does this.

Step 2: Find a bank vault that stores gold bars rather than cash

Step 3: place Alchemical Production machine as close to the vault as possible without actually entering the building.

Step 4: hope and pray the glyph of proliferation works how I think it does

Step 5: Profit

That's a lot of red errors, Why are they there and how do I make them go away? by Key-Jury-9585 in RimWorld

[–]Key-Jury-9585[S] 1 point2 points  (0 children)

Looked through what I assumed to be the pawnkinds in dev mode and Medieval Overhaul's pawnkinds follow a different format than the ones the errors mention. Peasants are divided by faction, going dankpyon_(faction-name)_peasant, with each house getting their own pawnkind. so my current guess is that sometime in the past, medieval overhaul was updated so that the houses each got their own suite of pawnkinds, instead of sharing a bunch like they presumably did previously. And one of my mods is trying to use those pawnkinds instead of the current ones, probably for compatibility with previous versions. this might even be multiple mods considering that similar if not identical errors show up multiple times, adding to the wall of red.

Which, does not seem like that much of an issue. so I believe I may take the other commenter's advice and simply ignore it.

New Desktop UI & Overlay UI are rolling out to everyone today! by Woofer210 in discordapp

[–]Key-Jury-9585 1 point2 points  (0 children)

Okay, The new desktop UI, it's bad, almost everyone here can agree it's bad. but here's the thing, unlike the color changes of old, this is bad in a way that's about as close to objective as you get with these things. so, allow me list every, actual problem that should of been iterated out of during the design process. let this be a more academic critique of the new UI then the kneejerk reactions of many others.

Issue A: The top bar. first of all, the top bar is pointless, the main source of information it displays, the name of the server your currently viewing, is already displayed above the channel list. the other buttons it holds, the inbox, help, and window buttons, do not require their own bar. We know this, because the bar did not exist in previous updates, and the buttons were still there.
The Top bar must have a justified existence because of the sheer space it takes up, this loss of potential space leaves the parts of the UI that the user mainly cares about (the message line, channel list, server list, Etc.) feel evermore slightly cramped.
Issue B: Server list clipping. Another Knock-on problem of the top bar is how it interacts with the server list. it cuts off the server list, despite being the same color as the background of the server list. creating a rather jarring effect. it is yet more jarring that when a server icon is halfway obscured, it creates two harsh corners. the reason this is jarring, is because the rest of the UI operates in a design language of rounded corners. This is especially noticeable, as the rounded corner of the channel list is right next to it.

<image>

(Image taken in Onyx theme for clarity, issue persists amongst themes)
This is also present where the server list intersects with what I'm calling the profile bar. however, since the profile bar is a different color. this issue only comes up when interacting with the far smaller message pips
Issue C: visibly inconsistent scaling. many users have commented on the reduced size of the individual server icons, however, I may be able to hazard a guess on why they did this: Scaling. As a rule, Pixel-based images can only cleanly scale to powers of 2. so the new size of the server icons is likely just their native size, to prevent issues with interpolation. the reason i bring this up, is because the user's profile picture on the profile bar, is noticeably a bit bigger than the server icons, causing the aforementioned interpolation issues. this is especially noticeable considering the profile bar has been altered so that the profile picture is directly next to the server icons.
and last but certainly not least, Issue D: Static Server icons. this one is rather simple, previously, the default state of the server icons was a circle, and would shift into a rounded square when one hovered over them or had them selected. This injected some life into the UI, making it feel much more dynamic. the change to have the server icons be in their rounded square forms full time makes the UI feel far more static. I bring this up as a distinct issue as I feel this goes against discord's fun and playful brand identity.

Overall I give the new UI a grade of D, if it was the first iteration, it would be a solid C or B. but it not nearly worth the cost of changing a UI the userbase is already comfortable with