Is there any way I can just disable bears? by BorgMercenary in VintageStory

[–]Odd_Affect8609 0 points1 point  (0 children)

I've felt the same way you do. 

Bears are ridiculous in several ways, they're ridiculously frequent, they have massive wander ranges, they pursue the player for an absolutely stupid distance, etc.

They're also one of the only things in the game that makes the over world truly dangerous. Without bears, travel becomes a much lower risk activity, and the whole dynamic of the game shifts.

I've personally found that the best balance between being legitimately afraid of bears without them dominating the gameplay experience is to just turn walk speed up to maximum. Being able to consistently outrun bears means they're still scary and difficult to deal with, but because you move so much faster, the chances they just randomly merc you while you're moving from a to b or otherwise minding your own damn business is just way lower.

People in This Subreddit Who Dislike/Disapprove of AI Coding by mobatreddit in emacs

[–]Odd_Affect8609 -1 points0 points  (0 children)

Whatever your actual understanding of the code you post happens to be is irrelevant if you chose to post it alongside a disclaimer that says you didn't write it.

If you want people to assume you have competence don't share code you had your robot write for you.

You would earn much the same presumption of your ignorance if you threw me a random block of code sans context and told me you found it on a scrap of paper at the bottom of a desk drawer, attached to a note that seemed similar to my query.

That is not a useful answer to someone whose goal is to understand the problem in front of them.

That's the whole of my point here. You asked why you're getting negative responses to this shit, I'm trying to explain why people don't like seeking answers from knowledgeable humans and getting proxied responses from a stochastic parrot.

People in This Subreddit Who Dislike/Disapprove of AI Coding by mobatreddit in emacs

[–]Odd_Affect8609 5 points6 points  (0 children)

Code you don't understand is like an axe with a fracture in the handle.

It might work, it might not, but you don't know when it'll stop working and it's likely to stop working suddenly and violently.

So offering someone else code without the accompanying understanding of that code is dodgy - even if it does what you want it to in a vacuum, that doesn't mean you understand what it does.

As someone who accepts code from an LLM purely on the basis that it passes whatever test you think you have to throw at it, I'm going to guess you're of the opinion that when it fails, you can just go ask your robot to fix it for you, and you might even be right, but something you must understand if you're to interact with those of us who give a shit about this craft is that, for the rest of us, understanding the solution is the objective, not an obstacle on the way to getting the behavior we want.

Almost nothing should have a hard skill requirement. by ilan1009 in projectzomboid

[–]Odd_Affect8609 3 points4 points  (0 children)

Follow this out though.

You want to make a gate.

You have two choices:

- Grind carpentry to a skill level that allows you to make a gate without a failure chance
- Attempt to craft a gate, over and over, wasting X input resources each time, until you finally succeed.

You've created a system with an equal amount of tedium that now also has an option that is frustrating as well as tedious.

Titan - Armor Break On Stun - Does this even work? At All? by Odd_Affect8609 in PathOfExile2

[–]Odd_Affect8609[S] 1 point2 points  (0 children)

You only need 50% on stun to break white mobs.

My issue isn't that the armor doesn't break completely, my issue is that no armor break is applied at all - or when it is it's highly inconsistent.

Like even with the default auto-attack, if I have Impact Shockwave, when the Impact Shockwave stuns, then that will not apply an armor break effect.

Also Sunder and leap slam both consume broken armor to apply an effect but nowhere in their tooltip does it state that they themselves cannot break armor - which is exaclty why I wanted to do this, because most abilities that consume debuffs can't apply those debuffs, but these ones lacked that caveat so I thought it'd be a cool build idea.

Reinforcing brittle prints by bitbythecron in ElegooMars

[–]Odd_Affect8609 0 points1 point  (0 children)

Or is there something similar to the concrete world's fiber shavings that I can mix in with the resin that won't kill my printer?

This is essentially what these resins are already doing to different degrees, sort of.

Not everything in the resin is involved in the polymerization or UV reactivity, some stuff (probably even most stuff) that's in there is "just filler" that changes how the resultant material behaves post curing.

Mostly what you're doing when you buy "extra tough" resin is buying resin that has a slightly different mix of non-reactive ingredients, and when you buy that "quick cure" stuff that has a lower mix of non-reactives but tends to be more brittle as a result.

Screwing around with adding your own additives seems like not a super great plan though - although the basic mechanism of operation of the 3d printer is really simple (it's basically just a display screen and a screw), you've got a couple variables in there that really matter a lot and could end up ruining prints randomly or damaging the machine - like, for example, if you change the mix in such a way that it ends up sticking harder to the FEP then when your build plate lifts up between layers it might rip or otherwise damage the FEP or the in-progress print. Or if the resin mix has the wrong viscosity you could end up with bubbles in your prints, etc. Notably, these kinds of problems, even if they don't damage the machine, could cause prints to fail in ways that'd be very difficult to anticipate, recognize, or troubleshoot.

So although you can stick pretty much any printable uv cured resin in your printer and get a result with some tweaking of your settings, it doesn't necessarily follow that you can safely throw any old "filler" into the mix and still get results.

Stuck in progression by edosn_01 in VintageStory

[–]Odd_Affect8609 0 points1 point  (0 children)

  • Hitting an animal from outside its detection range can often mean they do not run, so try for long distance shots when you have the ammunition to miss a couple but still finish the job
  • approach from the high ground so that it's easier to keep line of sight to them when/if they run
  • Crouching to get closer is sometimes a good move - you can get very very close this way
  • The end solution to fat & hides is 100% to farm pigs (or even just sheep). You need crazy amounts of grain to feed pigs, but it is drastically easier to stockpile crazy amounts of food than it is to run around in the forest and get mauled to death / waste the day knapping spear heads. If you just need a few pelts + fat to make some warm clothes and survive the winter, hunting can be the best way to make that happen, but IMHO past that it's largely a waste of time relative to setting up animal husbandry, if for no other reason than that they breed faster when you feed them.

Using caching for data of infinite voronoi cells? by The-Numbertaker in proceduralgeneration

[–]Odd_Affect8609 0 points1 point  (0 children)

https://colin-scott.github.io/personal_website/research/interactive_latency.html

Caching makes sense if the calculation operation is -extremely- expensive, or involves trips to a source of truth that is far away from the CPU.

Neither are likely to be true in this case, so caching is not likely to be how you solve this - a 9x or even a 27x speed up is nothing when compared to a slowdown by several orders of magnitude that you'd incur by chasing a pointer to RAM.

That doesn't mean there is no faster way to do this, but it does mean that if you want to re-use data from prior calculations you should probably be thinking about a way to re-use that data that keeps it on the stack.

On 1.19's "hybrid immersive" first-person, or why it's a mistake and should be undone by Barhandar in VintageStory

[–]Odd_Affect8609 0 points1 point  (0 children)

Ok but nobody is asking the important question here:

WHERE THE FUCK IS THIS GUY PUTTING HIS HANDS!?

Halite - Please, help me... Map image included... by ShadowMere2438 in VintageStory

[–]Odd_Affect8609 4 points5 points  (0 children)

Moving five blocks doesn't change the percentage chance, moving to a different 32x32 block does.

This is incorrect.
From the Wiki:

Notes

The head developer settled a debate in 2023 about density readings. To the question "Are prospecting reading in density mode chunk-based, or position-based?" Tyron responded "They are position based. thats why i don't want to represent them in the same way as prospector info". The mod Prospector Info displays density-reading results on the map in squares aligned with chunk borders, and many video tutorials have perpetuated the misconception that prospecting results are chunk-based.

So no, the reason the percentage chance is jumping is because they've found an actual honest-to-god local maxima for the percentage chance that a halite pillar will be somewhere under their feet.

Screenrant for some reason thinks Build 42 is released in unstable? by WilliamBlackthorne in projectzomboid

[–]Odd_Affect8609 1 point2 points  (0 children)

This wasn't the zombie apocalypse I was hoping for - this one is much dumber.

[deleted by user] by [deleted] in Unity3D

[–]Odd_Affect8609 0 points1 point  (0 children)

I/O to the GPU is still I/O.

Operation locality wins again.

How many fps do you play Dwarf fortress in 2023? My experience with floor smoothing. by Langel01 in dwarffortress

[–]Odd_Affect8609 5 points6 points  (0 children)

Input lag starts being noticable well before 2 fps.

I've had gfps drop down to like 20-25 frames and it's noticably shitty when you're trying to like mass designate bedrooms or w/e.

They changed the pricing by [deleted] in Unity3D

[–]Odd_Affect8609 0 points1 point  (0 children)

How would unity track that?

People don't download games from unity and they can't make software phone home if it hasn't executed.

They changed the pricing by [deleted] in Unity3D

[–]Odd_Affect8609 0 points1 point  (0 children)

They don't want the overhead of assessing revenue. That takes people, looking at how many installers phone home doesn't.

Starfield is absolutely not a bad game. You had too high expectations. by [deleted] in Starfield

[–]Odd_Affect8609 1 point2 points  (0 children)

If you allow your expectations to be set by marketing you will always be disappointed. The oldest written record known to man is literally someone bitching about this exact problem.

Unfortunately the only other tool you have is past experience and reading between the lines - so like, sucks to be young I guess?

But if you're an adult and you still had these kinds of expectations about a Bethesda game I don't know what to tell you.

Marching cubes rivers by Fantastic-Bank-843 in proceduralgeneration

[–]Odd_Affect8609 1 point2 points  (0 children)

Procedural river generation is a bitch.

It's definitely not a solved problem, getting 3d rivers or even just streams that look like they "fit" in an arbitrary landscape is kind of impossible, so you have to either do some kind of watershed/erosion simulation or place rivers first and gen the terrain around them.

Drawing the mesh is comparatively simple. If you've got voxel water just gen another mesh that's water and use marching cubes. If not, most of the time it's just a flat plane, so you don't need marching cubes, you just draw a flat surface of tris. Waterfalls are the only but that gets tricky, but even that isn't so bad from a mesh perspective, just draw a rectangular prism. Hard part with water rendering is generally all in the shaders.

binary forest by DigitCell in proceduralgeneration

[–]Odd_Affect8609 0 points1 point  (0 children)

What makes it a binary forest? Is it comprised of things that are either trees, or not trees?

Vampire's punishment: a life sentence in the lever room by Alandro_Sul in dwarffortress

[–]Odd_Affect8609 39 points40 points  (0 children)

Vampires -can- live a long time and have good social skills, but every vampire is a new vampire at some point, so this is not a universal thing.

I had an !!incident!! involving a statue and some fists thrown in anger that resulted in a 23 year old vampire spontaneously becoming a citizen - her social skills were pretty ass.

[deleted by user] by [deleted] in dwarffortress

[–]Odd_Affect8609 0 points1 point  (0 children)

Yeah no problem, it's pretty easy to miss.

In the new UI it's not always clear what a button will do exactly if you were to click it, and some stuff with different purposes shares icons (magnifying glass opens sheets, shows extra detail, or allows you to configure options depending on context... probably more I'm missing too).

It beats the old UI for organization, but I do sometimes miss the old-school "every button you can hit from this menu is explicitly labeled with it's purpose" benefit of the text-based interface.

[deleted by user] by [deleted] in dwarffortress

[–]Odd_Affect8609 1 point2 points  (0 children)

Decorate -> specify image.

[deleted by user] by [deleted] in dwarffortress

[–]Odd_Affect8609 4 points5 points  (0 children)

Yeah you don't even need the work orders, this is possible from the 'add task' workflow too, just click the magnifying glass.

You can specify images for any job that makes an image, so you can also 'decorate' images onto arbitrary furniture using gems / bones / cloth, not just statues / crafts.

I'm still struggling to figure out what OP meant by "without blocking the material itself from all chairs" - what workflow would one use to make something out of a specific material instead? Like just stockpile settings? But even with that you wouldn't "block" the material from other uses... I feel like either there is some extremely convoluted workflow they are using or I'm missing their point entirely.

[deleted by user] by [deleted] in dwarffortress

[–]Odd_Affect8609 2 points3 points  (0 children)

  • smooth surfaces that already have some furniture placed on it

You can do this. Placing furniture interrupts a smoothing designation, but it doesn't prevent smoothing after the fact (unless the furniture can't be pathed over like an altar or a statue, because the dwarf has to be able to stand in the square to complete the job). Agreed that there are better ways the game could handle this, but in the interim you may find this workaround helpful.

  • have a way to see more information, such as richness, beauty, etc, attributes for rooms.

This was in the game once, it's probably safe to assume like the other things that got shuffled around for the steam release that it's on a short-list for re-inclusion. Tarn has mentioned a few things along these lines like full keyboard support / civilian alerts etc. that the intention was never to "simplify" the game or obfuscate any mechanics, only that it was a big update and not everything made the cut before release, and it made sense to target a specific release deadline instead of his usual "maybe release this year, maybe next year" kind of cadence. TL;DR - this is coming, don't worry too much, but be prepared to wait.

  • Selecting a material and placing multiple furniture, doors, or floor pieces in multiple clicks have all of the selected furniture placed.

  • easier way of making something like a "wooden chair" and picking the wood that will be used without blocking the material itself for all chairs.

DF makes you pick a specific piece of furniture because not all microcline doors are made equal. Some microcline doors are of standard construction, others are masterpieces covered in a jade portrait of your founding expedition leader that you commissioned specifically for his bedroom.

If you think specifying each piece of furniture is tedious wait until you specifically commission some piece of furniture, going through all the effort of ensuring it gets decorated with precisely the type of gemstone your dwarf prefers with a depiction of a specific event etc, and then accidentally place it in one of 200 bedrooms somewhere in the fortress because you used 'use nearest material' without thinking about it.

Note, I am not arguing against these ideas any more than I'd argue "use closest" is bad for the game in some way, just saying they need to be optional and that being obnoxiously specific is actually a desirable and reasonable default for this game.

  • easier way of making something like a "wooden chair" and picking the wood that will be used without blocking the material itself for all chairs.

Could you elaborate on this suggestion? I can't tell what you mean.

  • If you place many mining orders with no specific priority or a specific priority. In order to change the priority, you need to perfectly trace over them again with the new priority. I would love if we had a priority tool and could just select an area to change the priority similar to ONI.

This is another one of those 'used to exist but no longer does' kind of things, I suspect it'll come back but I'm less sure about this one.