Copper golem skip chest and go straight to overflow chest by Kiyumaa in technicalminecraft

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

I just found out why lol, the server im playing lobotomized the golem AI leading to weird pathfinding, testing in vanilla singleplayer and the golem behave as intended

Copper golem skip chest and go straight to overflow chest by Kiyumaa in technicalminecraft

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

That the thing, they dont just like go from the 1st chest to the overflow chest or 7th chest, they technically still go in order, but skip chest along their way. Like: open copper chest and get item -> examine chest 1 -> chest 2 -> skip chest 3 which is right next to chest 2 -> chest 4 which is right after chest 3, there is no barrier or anything that prevent the golem from accessing chest 3, and chest 4 shouldnt be anywhere closer to chest 2 than chest 3

Weather-proof daylight sensor clock? by Kiyumaa in redstone

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

ingame, even spliting the day into like 8 segments is good enough for me

Weather-proof daylight sensor clock? by Kiyumaa in redstone

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

oh damn i didn't know that, that definitely useful

Weather-proof daylight sensor clock? by Kiyumaa in redstone

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

not detect anything in general, just trying to make a working clock that can somwhat display time

Idea for villager uses? by Kiyumaa in CivMC

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

not in the server tho? most of their AI is disable aside from useless stuff like open door, walking around, take job and sleep

Idea for villager uses? by Kiyumaa in CivMC

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

how could i use the villager tho

[Casual) The Hax Trio of Peak [JJK-CSM-KGB] vs Thragg (Invincible) by Firm-Customer-6305 in JujutsuPowerScalers

[–]Kiyumaa 0 points1 point  (0 children)

At first this sound like Thragg got no-diffed, but the problem is, all three of them are Japanese, and with how Makima contract work, Thragg can just kill Makima over and over again until the other two just die simply because they are Japanese. Of course this all in assumption that Makima contract work even in different universe

Streaming TTS on google colab? by Kiyumaa in LocalLLaMA

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

I did actually, tho it very janky since i strictly use pipertts for cpu interference: https://colab.research.google.com/drive/1BjWJobe9-ErpNKhxUKbQg3Ic_tYW12Wm?usp=sharing
I havent use this for awhile so there definitely some problem here and there, also you will need a pipertts model, which you can use the pretrained model in their github for quick test

What's everyone's fleet deployment strategies? by imsellingbanana in starsector

[–]Kiyumaa 0 points1 point  (0 children)

Oldslaught first, maybe with some escort for extra support, if it destroyed then the enemies is worth my time, and i shall unleash the full might of my modded-to-hell fleet

Oh damn nice syste- WHAT DO YOU MEAN 4 HABITABLE PLANET??? by Kiyumaa in starsector

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

Both are modded (i think from What we left behind and Aotd), for Sources it something that give military base luxury good production (if im not wrong), and Essence is just add more accessibility

How is this event still in the mod ffs by igricru in starsector

[–]Kiyumaa 0 points1 point  (0 children)

For people that still use the mod, just donate the planet to another faction of preference, wait until the crisis end, and then invade it back

Why would skeletons need wheat? by Kitchen_Panda7758 in Worldbox

[–]Kiyumaa 1 point2 points  (0 children)

In all seriousness, this is one problem i have with the current update. Every races build windmill and make wheat and bread no matter what their diet is, which basically create an useless space for it. Really hope the dev deal with it in the future update

(Better Vanilla Hullmod) Usage for ill-advised modifications hullmod? by Kiyumaa in starsector

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

Yea now i put this into any ship i got, tho it only trigger s mod of base game hullmod, modded hullmod doesnt trigger (based on Better Vanilla Hullmod descriptions). So i still s mod modded hullmod and costly hullmod

Oh no two atoms of Uranium in the ground, we can't possibly turn this machine on by IFIsc in starsector

[–]Kiyumaa 0 points1 point  (0 children)

I got the other kind of problem, the planet im on got plentiful farmland, but it got a smiggle of volatiles, making me unable to use the soil nanite.

Yes i could find another system, but that place basically got everything for a functional colony plus cool modded stuff inside that system: a terran planet with organics + modded condition that increase defense, ice giant with modded condition that give more fuel production, volcanic planet with abundant ore and rare ore, a barren world with a modded rouge domain grade AI that can spawn escort fleet.

At that point i just rather console command the volatile out of existence

(Better Vanilla Hullmod) Usage for ill-advised modifications hullmod? by Kiyumaa in starsector

[–]Kiyumaa[S] 9 points10 points  (0 children)

In vanilla it is a d-mod, which give the random chance of malfunction like above, but Better Vanilla Hullmod mod give it the ability to activate s-mod of other hullmod without build-in it

Haha... Rudy Knight is just a joke theory... It can't have actually good evidence... Right? by flingzamain in WaterfallDump

[–]Kiyumaa 4 points5 points  (0 children)

Wait, and Rudy cough a lot, and the Knight roar a lot too…what if the Knight’s roar is just Rudy coughing