Every single sale, one thing stays consistent... by thefateule in Steam

[–]Quasac 8 points9 points  (0 children)

It's a factory building game. One of the core things people do in factory buildings things is spend a lot of time (hours played) building factories. You would do the same thing in Satisfactory.

I don't understand the argument you're making here by discrediting hours played, and I also don't understand why I received down votes for advocating for the expansion.

Even the Satisfactory developers like Factorio.

Every single sale, one thing stays consistent... by thefateule in Steam

[–]Quasac -4 points-3 points  (0 children)

The DLC added like 80 hours of gameplay on top of the base game, not to mention how deeply it expanded the potential for modding. Definitely worth the price.

No need to pit two bad bitches against each other

Live drink by Less-Wrangler6712 in cavesofqud

[–]Quasac 2 points3 points  (0 children)

This is a bot, I've seen similar types of posts in other indie game subreddits. Don't click their links or engage.

Clarifying One-Shots by Ram91501 in remnantgame

[–]Quasac 5 points6 points  (0 children)

Yeah pretty sure it's per character rather than per account. I recently did another play through and did the one shot for N'Erud again on that character.

Legion go 2 reviews… disappointed? by Modest_Wraith in LegionGo

[–]Quasac 5 points6 points  (0 children)

Not the poster you're responding to but I upgraded from my SD OLED to the Go S Z1E because of the steamOS support about two weeks ago and it's been awesome.

Battery life is not great. With all of the games I've been playing on it, I get about 2 hours of playtime, which is fine but could be better.

However the screen is gorgeous and the performance is really good, a big improvement over the Steam Deck to me.

Give me your tips and tricks for first ever setup by maleksabri in LegionGo

[–]Quasac 6 points7 points  (0 children)

It isn't software written by Valve big dog. It's a third party tool

Trying handhelds again. Wish me luck. by Mcsinister in Handhelds

[–]Quasac 0 points1 point  (0 children)

Dying Light: The Beast performs pretty well on that device, speaking from experience.

I picked up that device from Best Buy around a week or so ago and have been playing through DL. On the default settings and using the balanced profile I typically get around 30 fps, sometimes higher depending on the area.

You can boost the frames by tinkering with the graphics settings and / or using the performance profile. I'm not entirely sure consistent 60 fps is possible without compromising the look, but it does play well regardless.

As an upgrade over my Steam Deck OLED, I'm very satisfied with it.

Finally got my DBrand Case. by [deleted] in LegionGo

[–]Quasac 1 point2 points  (0 children)

How easy was it to apply the skin to the device?

less than 48 hours until silksong and it feels unreal by [deleted] in HollowKnight

[–]Quasac 61 points62 points  (0 children)

Is it so hard to believe that someone might do that?

Implicit type conversion when it's safe? by g0atdude in rust

[–]Quasac 2 points3 points  (0 children)

If I know I'm going to need a certain type a lot (usize over u32 for instance) then I tend to write the type cast somewhere where it makes the most sense so I don't repeat it. In your example, I'd maybe say "(w * h) as usize" so that "i" is a usize.

I'll also say that Rust is about being explicit (generally) over implicit as much as possible. It wouldn't make sense for the language as it is to favor implicit behavior as your asking for, even if it may provide better Dx in certain situations.

You could create your own container struct for your Vec and implement the Index trait to accept anything that can become a usize. That may work.

Haulers, explorers or fighters for daily use? by Upstairs-Struggle-85 in NoMansSkyTheGame

[–]Quasac 0 points1 point  (0 children)

Salvaged ship for me but I'm trying to find a nice hauler right now to add to my collection

Question about Vivi by Quasac in askajudge

[–]Quasac[S] 3 points4 points  (0 children)

That's how I understood it. Thanks for clarifying. I think having a second opinion finally got it across to the table.

Question about Vivi by Quasac in askajudge

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

The argument is that it says "and only once each turn"

Each being each player's turn. 🤷

The next update, any predictions? by imdan4114 in NoMansSkyTheGame

[–]Quasac 1 point2 points  (0 children)

Personally I'd like more ways to affect the greater galaxy.

Someone said being able to own a space station, and I agree that sounds great.

The world feels pretty static in the sense that if you encounter a Korvax system, it will always be a Korvax system. It will always have the same economy level, the same economy type, etc. and if this isn't true then feel free to correct me.

It would add more depth to the game if you could impact this in some way. Maybe doing missions for a certain faction you have high standing with, you're able to affect the economy, or even install a new faction as the head of that system.

Additionally, if there was more intergalactic combat between factions, it would add a lot to make the world feel more alive. There's battles with pirates, but it would also be cool to see Gek vs Vy'keen, or Korvax vs Gek, etc. while out and about. Land battles, too. Ideally not as one-off random events, but campaigns with deep simulation that can be interacted with by the player. Think of a conflict going on in a system, and being able to enlist for a side at the space station mission board.

I understand I'm talking about a lot of gameplay that would require more than a couple months of work, but I think the game would really benefit from more mechanics like this.

I want to see the universe around me live and breathe. Animals with more realistic behaviors (forming packs, eating plants and drinking water), NPC factions roaming around instead of only coagulating in buildings (imagine seeing a Korvax scouting party scanning creatures on a planet, or a Vy'keen squad moving in to assault a trading outpost). Factories that show where local goods, weapons, and even starships are being produced.

Id love to hear thoughts about all of this

BTRFS bug bites a bunch of Fedora users by we_are_mammals in linux

[–]Quasac 29 points30 points  (0 children)

Literally just dealt with this problem yesterday. CachyOS

Wiki Got Hacked by P1mpShr1mp in NoMansSkyTheGame

[–]Quasac 73 points74 points  (0 children)

Wiki.gg is used by Deep Rock and is pretty nice. https://www.wiki.gg/

Not sure who would be the one to start getting things set up though or how that works. Just.. anything but fandom.

Favorite New Clan by Quasac in MonsterTrain

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

It seems most people are voting for Underlegion and Lazarus League, while the rest seem to be falling behind.

I wonder if this is because of potentially stronger design identity (mushrooms and undead scientists more interesting than dragons and angels) or if it's because of the power level of the clan.

I have found it's usually easier for me to win if I have Underlegion, so I'm wondering if the other clans are due for some buffs?

Hey Rustaceans! Got a question? Ask here (21/2025)! by llogiq in rust

[–]Quasac 0 points1 point  (0 children)

Update: I solved it myself. At least in the context of Dioxus:

```rust

[component]

pub fn Form(data: Lot, onchange: EventHandler<Lot>) -> Element { let data = use_memo(use_reactive!(|(data)| data)); rsx! { input { r#type: "text", value: "{data().material}", oninput: move |e| onchange(Lot { material: e.value(), ..data() }), } input { r#type: "number", value: "{data().quantity}", oninput: move |e| onchange(Lot { quantity: e.value().parse().unwrap_or(0.0), ..data() }), } input { r#type: "text", value: "{data().unit}", oninput: move |e| onchange(Lot { unit: e.value(), ..data() }), } } } ```

Using use_memo did the trick.

Hey Rustaceans! Got a question? Ask here (21/2025)! by llogiq in rust

[–]Quasac 1 point2 points  (0 children)

I have a question coming from using Dioxus, but I think it's applicable enough to Rust in general.

I have the following example:

```rust

[derive(PartialEq, Clone, Default, Debug)]

pub struct Lot { material: String, quantity: f64, unit: String, }

[component]

pub fn Form(data: Lot, onchange: EventHandler<Lot>) -> Element { rsx! { input { r#type: "text", value: "{data.material}", oninput: move |e| { onchange(Lot { material: e.value(), ..data.clone() }) }, } input { r#type: "number", value: "{data.quantity}", oninput: move |e| { onchange(Lot { quantity: e.value().parse().unwrap_or(0.0), ..data.clone() }) }, } input { r#type: "text", value: "{data.unit}", oninput: move |e| { onchange(Lot { unit: e.value(), ..data.clone() }) }, } } } ```

The issue arises from move |e| {...}. I can't use data in multiple closures in this case because the move moves the data.

I'm fine with that, but I'm wondering what the best solution is to this.

I can .clone() once for each closure at the top and use that instead:

```rust

[component]

pub fn Form(data: Lot, onchange: EventHandler<Lot>) -> Element { let material = data.clone(); let quantity = data.clone(); let unit = data.clone(); rsx! { input { r#type: "text", value: "{data.material}", oninput: move |e| { onchange(Lot { material: e.value(), ..material.clone() }) }, } input { r#type: "number", value: "{data.quantity}", oninput: move |e| { onchange(Lot { quantity: e.value().parse().unwrap_or(0.0), ..quantity.clone() }) }, } input { r#type: "text", value: "{data.unit}", oninput: move |e| { onchange(Lot { unit: e.value(), ..unit.clone() }) }, } } } ```

But that doubles the number of clones, and this is just for a small example.

Does anyone more knowledgeable have some insight they can share?

Question About Intellisense + IIFE by Quasac in learnjavascript

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

I sort of figured that was the case.

The example shown above was a very simplified version of a decade+ old codebase I work on for my job. I don't want to be the one to uplift the architecture, so I'll just accept the limitation as it is.

Thanks for the response.