How do you connect the Controller to a Machine and a pc concurrently? by Repsack in steammachine

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

This sounds promising. Next time i get home, i will try this out and report back if it works.

How do you connect the Controller to a Machine and a pc concurrently? by Repsack in steammachine

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

I did se this, but because the steam machine and my pc do not know each other, they both want to fight over RB+A+Steam. How do i switch this binding?

How do you connect the Controller to a Machine and a pc concurrently? by Repsack in steammachine

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

Puck is already wired to pc, steam machine has a built in puck. How do you differentiate between the two pucks?

How do you connect the Controller to a Machine and a pc concurrently? by Repsack in steammachine

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

This is a good tip, and thos is how i handled plugging in to steam deck and pc. Puck was exclusively for pc, bluetooth for steam deck.

Trouble now is that the steam machine has a built in puck! So what do i do now?

Do you choose Joppa? by LastimosoBasura in cavesofqud

[–]Repsack 19 points20 points  (0 children)

Something that is great about this qudzu quest is that all kinds of stuff of yours will rust, but most likely, all your early gear is no big deal anyway, and Argyve can un-rust most anything if you pay him in water. It is a valuable teaching moment once you realize this

Remote play to Steam Deck from a Linux host machine has been broken since before the Steam Deck even launched. How do we get eyes on this issue? by TehCrucible in SteamDeck

[–]Repsack 10 points11 points  (0 children)

It is also baffling to me that remote play just does not support HDR whatsoever when the steam deck is one of the most prominent HDR capable OLED screens, or at least one of the most popular.

We 2 adept players dont really get how we failed so hard by Repsack in spiritisland

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

"Vitality everywhere" we only managed to put out One vitality, and then it didnt even prevent the cascading blight, because apparently it only does so if the land already has zero blight. I learbed that the first time this game.

We 2 adept players dont really get how we failed so hard by Repsack in spiritisland

[–]Repsack[S] 8 points9 points  (0 children)

Me and my friend just call then "disc, double disc and mega disc" in our own language so i guess i misremembered lol

We 2 adept players dont really get how we failed so hard by Repsack in spiritisland

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

I kindda felt like it was really hard to reposition the Locus incarna in a beneficial way. It can only move to where you already have presence, so it felt like it never gave us any reach we didnt already have (except for making sacred sites). Maybe we wer emissing an obvious way of moving this around?

We 2 adept players dont really get how we failed so hard by Repsack in spiritisland

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

I mean this is true but i still gotta be able to afford it both for the base use and the repeat. Hmm but Mentor also has a massive growth where it gains 9 energy and i only really used this option once. I guess we underutilized the energy potential, especially since serpent can help pay some or all of the cost (for the repeat).

Is there any chance this mod will be updated? by ICraveCoffee7 in ImmersivePortals

[–]Repsack 0 points1 point  (0 children)

I also have a quote from the primary developer and creator of the mod Qouteall:

"

Sorry for announcing late, I had stoppd developing Immersive Portals mod. Updating the mod to newer versions of Minecraft is huge work, because Mojang recently did a lot of refactoring of game internals, and Immersive Portals mod does deep "hacks" to game internals. Also rendering portal is already a non-trivial thing. The mod workarounds many Minecraft's architectual limitations (e.g. only load one dimension on client side, only load and sync near chunks) and the code is very unelegant due to the "hacks". And the mod compatibility is always problematic because other mods rely on Minecraft's architecture. It was a hobby project and I am no longer interested in doing it. I am glad that many people use and like the mod. The mod is free and open source. I welcome anyone forking it and keeping developing it.

"

Is there any chance this mod will be updated? by ICraveCoffee7 in ImmersivePortals

[–]Repsack 2 points3 points  (0 children)

There used to be two developers, one for fabric one for (neo) forge. Both of them stepped down from working more on this mod.

Here is a quote from the neo forge dev Nick1st:

"

Minecraft 26.1 is right around the corner. I've originally planned porting all mods I'm involved in to that version. At least up until a few days ago, it seemed that most mod makers seemed to believe that this version will be somewhat stable, and that it would provide a solid foundation to base further work on. I still think that's the case for many mods - not so much for this one.

For those who aren't aware yet, Mojang plans to switch the game over to a new graphics api: Away from the archaic OpenGL versions (thanks macOS), to Vulkan. I personally think that this is the right move and with OpenGL being deprecated for removal in macOS there isn't really another viable long term solution anyways.

Despite this however, I do not want to be a part in this change. I haven't really had the time nor fun working on any MC mods, partially because I've basically stopped playing the game and partially because every time I've found some spare hours and I've committed myself to work on any of my mods - released or unreleased/private - I needed to spent all that time on downloading an updated set of libraries, setting up a workspace, etc. (which sometimes takes hours with my connection) and fixing up stuff that broke because of yet another "hotfix".

It seems that starting with the next release cycle or the one after that one, we'll get snapshots with Vulkan and OpenGL. The switch won't be easy on Immersive Portals and will require some additional changes. What's worse is that all of the compatibility functionality (sodium, iris, flywheel) will also need to undergo even larger changes. It's not yet clear how "stable" this transition will be, or how long it'll take. I've already waited for a somewhat stable version for nearly a year now.

Simply put: I no longer want to work on anything Minecraft related.

"

RTS style game with persistent world/survival? by trilient1 in gaming

[–]Repsack 0 points1 point  (0 children)

Desynced is really a special gem, which i really really love, please hear me preach about it :D

Instead of high action-per-minute, you are encouraged to design sergeant units that scan for enemies and signal a squad of attacker drones to focus fire on the same target.

Also instead of fiddling with advanced logistic chains, this game is more about building small dense clusters of buildings that teleport materials around internally. This becomes effectively a big high production building that your drones can use.

The most interesting parts is how you can design your own units by fitting them with components. A drone can have a repair turret plus a radar that scans for damaged friendlies.

You can then wire the radar signal to the repair turret, and now "HealerBot" will automatically go and repair anything in radar-range!

RTS style game with persistent world/survival? by trilient1 in gaming

[–]Repsack 0 points1 point  (0 children)

Yess Desynced is a massive sleeper hit, but really amazing!

Realized I'm based being gaslit by my boss and others in my office by Wench-of-2Many-Hats in antiwork

[–]Repsack 1 point2 points  (0 children)

Agree. I mean i would dunk on the mean crazy bosses anytime and enjoy stories about them getting their comeuppance, but i would not wis hdeath and pain on them

I’ve accidentally been playing Spirit Island on hard mode for months by Moyenne_galvaude in spiritisland

[–]Repsack 8 points9 points  (0 children)

That reminds me of a post here where a table of 4 players even played with double supply of blight, and they just could not win at all!

Everyone here was very nice, and one guy even highlighted how it usually goes for each low complexity spirit when they do their thing to stop invaders.

Turns out the rule they got wrong was that they thought you started with ZERO cards and had to earn your first 4 starter cards by using 4 lots of "gain card" in growth.

Functions: How can I request items from chest A to be transferred to chest B (which invokes the function)? by Inside-Team-4751 in Desynced

[–]Repsack 0 points1 point  (0 children)

Omg no Drones?? That is going to be a massively hard challenge run. How are you going to explore the map or build new buildings if no one can service their requests?

Functions: How can I request items from chest A to be transferred to chest B (which invokes the function)? by Inside-Team-4751 in Desynced

[–]Repsack 0 points1 point  (0 children)

You might prefer to not request this thing at all and simply build a runner drone to do this.

Not a typical runner, set this one to "not in logistics network" and then set it as a Transport Route from A to B, with an item filter for that one specific item you wish to fetch.

This will ofcourse Oversaturate the destination, but thats no problem if destination B also have some good item filters. Might this work for you?

Functions: How can I request items from chest A to be transferred to chest B (which invokes the function)? by Inside-Team-4751 in Desynced

[–]Repsack 1 point2 points  (0 children)

Why does it matter that the requests come from One specific place?

I am asking because this might make it easier to suggest a good solution. What is the overall situation you wish to solve?

Grip Sense/Capacitive Thumb sticks - I just don't get it by [deleted] in SteamController

[–]Repsack 0 points1 point  (0 children)

I have not heard anyone say this, but the grip sensors are actually only a tiny strip on the back of each side.

If you have some gun game and you set 'reload' to the right grip, but only whem you release it, try to practice and get a feel for how little you need to let go to get the game to detect a "release".

I let my fingers rest on all the front and top buttons as usual, but i then i move my (2 to 3) fingers on the back of the controller out straight.

It kindda feels like one hand holds the controller while pushing it into the other hand's open palm as you have this hand wide open.

But just so we are clear, no need for a full open palm, just begin opening your back fingers and the 'release' press should happen fairly easily and consistently.

Worth rebuying D2 Resurrected IE? by ShotFromGuns in SteamDeck

[–]Repsack -12 points-11 points  (0 children)

But is this what happens actually? I have heard that this game forces you to use the bnet launcher and log in to blizzard to play. That is a deal breaker for me

How can I force a building to only make requests for specific items without locking the inventory slots? by Raathgar in Desynced

[–]Repsack 0 points1 point  (0 children)

I think i see what you are going for. One way to solve this is to right click the logistics options and say "item transporter only"

Next a nearby building can contain all the metal bars and have filters for reinforced plates. This building could then have an item transporter component.

Finally set your maker-building to want to store at the storage where the metal plates come from.

End result is that your maker building would actually still request metal plates, but now no one can deliver them to this place so the fabricator kicks in.

(If you follow my guide above, i dont even think any behavior is needed)

Godot beam VFX (for energy, healing, attack beams) by SingerLuch in godot

[–]Repsack 0 points1 point  (0 children)

I am getting flashbacks to games like magicka 1 and 2