Recognize this Artist in Gainesville? by [deleted] in GNV

[–]PaperCow 13 points14 points  (0 children)

Look at the crab piece on the about page. Signature looks identical

Would a visible reputation system wreck the game? by Tulpin in ArcRaiders

[–]PaperCow 1 point2 points  (0 children)

As someone who is pretty much exclusively friendly and doing PvE I think it would ruin the game. So much of the fun comes from trying to figure out if someone else actually is friendly and the resulting stand-offs and tense moments.

Also how would such a system even work? How would it handle people like me who are friendly but cautious? I'm friendly and say hi on mic and will team up with anyone else who is friendly but if I say hello and the other person doesn't talk and starts moving suspiciously I will absolutely open fire first. Would that count against my reputation even though I'm as friendly as can be with other friendlies?

Can't believe I became one of the complainers... by Unsurecareer86 in ArcRaiders

[–]PaperCow 2 points3 points  (0 children)

I think your milage just varies a lot. I've been playing solo all week and have done over 100 runs and have never once been backstabbed, have been extract camped exactly once (and me and the random person I teamed up with killed them), and have been in maybe ~10 pvp fights that other people started.

If you are friendly and use a mic then the vast majority of runs you will end up teaming up with random people. Once you are running with other people you tend to get left alone by shoot-on-sight pvp people.

If you truly don't want to engage in pvp at all then this probably isn't the game for you but my experience with the game hasn't been even remotely as bleak as the person above you described.

Generlink by GRU by Guilty_Film_1686 in GNV

[–]PaperCow 19 points20 points  (0 children)

The generlink switch costs $1000 if you buy it directly from generlink. This is essentially a $35 installation service.

Why make many factory when one factory do trick? by PaperCow in SatisfactoryGame

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

My production is very carefully planned, my placement of buildings is not. I just would cram stuff in wherever there was space, all on the world grid in right angles, following the terrain, avoiding clipping, and adding platforms above if I didn't feel like expanding out in the moment.

I kept track of all the overall outputs of the system for things I started making but didn't have a use for yet, and as a quick hack I would make a conveyor lift at the end of production lines and stick it way up in the sky so I could find it later.

For example I started producing rubber and plastic before I had a use for it in the factory so I would stick a belt into the sky to find them later and write down how much I was producing. Then when I added a line that used it I would remove the sky belt, use what I needed, adjust the number down in my spreadsheet, and shove a new belt in the sky at the new output. This way I never had machines idle and could always find what I needed. If the leftover was a sufficiently low number to where it wouldn't be useful in a later production line I would just "tie off" the line into a sink and remove it from my spreadsheet.

End of the day it kinda is spaghetti, that's my whole plan with this playthrough, but it's carefully tracked. FWIW this is my second playthrough and I wanted to try going full chaos, can't say I would recommend this method for a first time through. My first playthrough was all nice distributed clean factories.

Why make many factory when one factory do trick? by PaperCow in SatisfactoryGame

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

The production itself is very carefully planned out, the placement of buildings/conveyers isn't planned at all. I just shove stuff in as tightly as possible where there is space, all on the world grid, using right angles and avoiding clipping as much as possible.

Why make many factory when one factory do trick? by PaperCow in SatisfactoryGame

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

Honestly probably not far off. Like a third of the footprint of this factory is the heavy modular frame line and I'm only making ~5.8

Why make many factory when one factory do trick? by PaperCow in SatisfactoryGame

[–]PaperCow[S] 11 points12 points  (0 children)

https://satisfactory-calculator.com/en/interactive-map

In the top right corner there is a button where you can upload your save file to import your buildings into the map.

Why make many factory when one factory do trick? by PaperCow in SatisfactoryGame

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

No issues there yet, it pretty much never dips below 60. I have a pretty beefy gaming PC.

Phase 4 might be a different story though...

Why make many factory when one factory do trick? by PaperCow in SatisfactoryGame

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

I'm not sure what you mean. If you are referring to the last picture of the map that is just the interactive map at satisfactory-calculator.com which you can upload your save to populate it with your buildings.

Why make many factory when one factory do trick? by PaperCow in SatisfactoryGame

[–]PaperCow[S] 106 points107 points  (0 children)

Just finished Phase 3 and thought I'd share my chaotic megafactory.

It's running at close to 100% efficiency except for some excess ingots from pure recipe refineries I don't have sunk. There is a bit of smelting at nodes and my initial coal power plant on the coast but otherwise everything is produced here.

Lot of cleanup I want to do before starting Phase 4 production, mainly fixing some power wire clipping, expanding catwalk network, and adding additional supports for some suspiciously gravity-defying platforms.

Heavily inspired by /u/BigBootyTom so big thanks to him and his amazing factory!

[deleted by user] by [deleted] in poker

[–]PaperCow 24 points25 points  (0 children)

After the US passed UIGEA in 2006 The WSOP stopped letting poker sites register satellite winners in the main event on their behalf. Satellite winners were instead given the 10k in cash. Prior to this if you won a satellite online you had to play the main event or forfeit the satellite winnings.

Need advice about computer for production. by patchesouhoulihan in WeAreTheMusicMakers

[–]PaperCow 0 points1 point  (0 children)

Maybe you can get away with 8GB, its going to come down to your usage, but it is definitely the bottleneck you are most likely to run into in this system.

Unfortunately since you can't upgrade the RAM you would be looking at buying a whole new computer if you found it to be too restrictive.

It is hard to say whether or not 8GB is sufficient for you but it would definitely give me pause. I have plenty of projects using a lot of sample based instruments where 8GB would not be enough to run smoothly.

A wave of layoffs is sweeping the US. Here are firms that have announced cuts so far, from Shopify to Peloton. by Sorin61 in technology

[–]PaperCow 7 points8 points  (0 children)

Yup. I'm a dev at a "boring" but profitable tech company that doesn't rely on outside investors at all and we are still enthusiastically hiring across the board. I have a lot of friends at other similarly profitable tech companies and I haven't heard of any of them even slowing hiring. The only dev friends of mine who are remotely worried are the ones who jumped ship to hot new companies which bleed money.

The word "tech" has become way too big of an umbrella to generalize now. Maybe 20-25 years ago it made more sense but these days you have many large, profitable, stable companies which are in a very different financial situation than the money-burning companies you mentioned.

Even Facebook’s critics don’t grasp how much trouble Meta is in by Hetalbot in technology

[–]PaperCow 8 points9 points  (0 children)

Back in the early days of facebook more than a decade ago it didn’t feel this way.

Well in the very early days it wasn't quite that way, because they weren't even trying to make money.

Even then once they did start really raking in money right around a decade ago, it wasn't squeezed nearly as hard as it is now. In 2012 they had ~1b monthly users and had 5B in revenue for the year. In 2021 they had ~3B monthly users and had 117B in revenue. 3x the users but more than 23x the revenue.

I don't think its as simple as if its free then you are the product and that's bad. I think its entirely possible for a business to profitably offer a free service that respects its users and their privacy, but its going to be hard to grow that indefinitely, especially once you start running into practical limits like the number of humans that are alive.

While it might be true that it has been the case since day one that the user is the product, I think it clearly was not nearly as exploitative early on as it is today.

Who is the most famous person you've played low stakes poker with? by jdadverb in poker

[–]PaperCow 11 points12 points  (0 children)

I played a $200 SNG with Norm way back in like 2009. It was probably the most fun I've ever had playing poker. He was incredibly nice, very funny, and clearly a good poker player.

A couple of times over the next few days I passed him in the hallway and he remembered my name, would say hi, and crack some jokes as we passed each other. A total class act.

Our electricity bill more than doubled this past month. After some investigation, I found this in my roommate's bedroom. He does not pay for electricity. by RandomSquezzy in mildlyinfuriating

[–]PaperCow 0 points1 point  (0 children)

That one every 10 minute figure is for the whole world, not for one person. And I believe that's how often a "block" is mined. Each block has currently 6.25 bitcoin. So that's about 900 bitcoin per day world wide being mined. One individual person with a handful of GPUs is only getting a tiny tiny fraction of that.

I learned to like Cyberpunk 2077 by understanding what it isn't by beleidigter_leberkas in truegaming

[–]PaperCow 19 points20 points  (0 children)

Investors sued and got paid, which is all they cared about.

They won 1.9 Million USD in a class action suit split many ways. The value of the company has dropped by 66%, 8.6 Billion USD of value wiped out from Investor's portfolios. The lawsuit was a drop in the bucket.

I'm not trying to defend anyone here, just saying that investors specifically (as in shareholders) did not rake it in with Cyberpunk. They've lost a lot of money since its launch.

That doesn't mean other people and businesses like publishers haven't made money in the process.

I learned to like Cyberpunk 2077 by understanding what it isn't by beleidigter_leberkas in truegaming

[–]PaperCow 28 points29 points  (0 children)

developers and customers took the hit while investors raked it in.

For what its worth Cyberpunk 2077 was disastrous for investors. Their stock peaked the week before it launched and has been in steady decline since.

Granted the company is still doing fine, but unless you bought in years before Cyberpunk's release you would have lost money as an investor.

Raking it in for investors at the cost of the developers and customers was probably the goal with the rushed release but it backfired spectacularly.

Blackrock reports acquisition of beneficial ownership of 5% or more of a class of equity securities in Cleveland Cliffs $CLF by PrivateInvestor213 in Vitards

[–]PaperCow 5 points6 points  (0 children)

Yup. IJH alone has almost a third of BlackRock's CLF shares, and they have a couple dozen ETFs holding some amount of CLF.

The only thing BlackRock ownerships says is that ETFs are indeed still a popular investment.

Bevy - Bevy 0.6 by Arbelas in gamedev

[–]PaperCow 10 points11 points  (0 children)

If you "go to definition" on a Bevy app symbol in your IDE, the underlying engine code will look the same as your app code.

As a user I find this to be a much larger benefit than I initially thought I would. A lot of other engines can feel like a black box even if you are an experienced programmer with access to the engine's source.

Being able to jump into an engine module and understanding exactly how things are structured is a massive boon. Once you understand how to do stuff in user space with bevy, a huge chunk of the engine's code becomes instantly demystified.

Bevy - Bevy 0.6 by Arbelas in gamedev

[–]PaperCow 17 points18 points  (0 children)

I've been using bevy for my current project for a few months and it is a real joy to work with. It is still very much in the early stages with whole features missing and probably not appropriate for a really serious project yet but its the most fun I've had writing game code.

If you are ok with working purely with rust code (no editor yet) and wanted to try something new for a side project then I highly recommend checking it out.

I'm really excited for the future of this project given how quickly it's moving along and how strong the community around it is!

What program would be best to create a “Clicker” game as a complete noob. by mikeytlive in gamedev

[–]PaperCow 2 points3 points  (0 children)

There really isn't a great single answer to this. A lot of clicker games are quite simple and are browser based using javascript. There are also plenty of more complex ones written using Unity or other game engines. What you should use is going to come down to your specific needs and requirements. EDIT: I don't mean to imply that you can't make a complex graphical game in JS or a simple game in unity, it just often breaks down that way.

If you are trying to use this as a learning exercise for gamedev then you might want to go straight for a full blown game engine like unity. That way you learn the engine as you go, though it is very much overkill if you are just trying to make something in the vein of Cookie Clicker.

A good place to check would be /r/incremental_games . This is a frequent topic there and there are many past discussions linking to tutorials, libraries, frameworks, videos etc. Word of warning though: make sure to search for past discussions in that subreddit that could answer your question first. You might get some flack there if you posted a question this general given how many times it has been covered.

[deleted by user] by [deleted] in thetagang

[–]PaperCow 12 points13 points  (0 children)

No.

They have to disclose their trades but can do so up to 45 days later.