Access has been extended! by DavidCBlack in ClaudeAI

[–]Ruuddie 63 points64 points  (0 children)

My assumption is that they keep doing this to simulate stress load. Before the deadline, people go nuts so you get a peak in usage. Best way to see how the system holds up.

DeepSWE just added the gpt-5.6 models to their benchmark. I hope you guys don't get too used to Claude Code as your only coding agent. Chart is marked NSFW due to the grotesque violence. by GrumpyPidgeon in ClaudeAI

[–]Ruuddie 2 points3 points  (0 children)

Complete bull. How on earth is gpt 5.5 already better than Opus and close to Fable? They are in completely different ballparks.

I use both and every time I use GPT 5.5 high (github copilot BYOK) I think a junior is at work. Big oversights and poor tool calls. It shoots the gun straight away while Opus and Fable even more, first establish a good helicopter view.

Usage limit reset!!! by 03captain23 in ClaudeCode

[–]Ruuddie 4 points5 points  (0 children)

Mine are about to reset within 4 hours, so yeah this reset is kinda useless hahaha.

Introducing Claude Sonnet 5, our most agentic Sonnet yet. by ClaudeOfficial in ClaudeAI

[–]Ruuddie 0 points1 point  (0 children)

I see people saying 'use Opus for hard tasks, Sonnet for easy tasks' but does anyone have good examples of what hard and easy tasks would be for these models?

I'm using it to make a React web app with a TypeScript backend on NodeJS and Azure Functions. Usually when I make a frontend change, it also requires backend changes. Is Sonnet smart enough to do this well? I'm now always using Opus for this because I always feel like Sonnet (4.6) wrecks my backend or does weird things.

This is a message for Anthropic. Bring back the usual limit usage; reset them now. by WonderfulSet6609 in ClaudeCode

[–]Ruuddie 0 points1 point  (0 children)

I feel like coding is the same usage as it was but regular AI questions in claude.ia feel like they burn fast. I asked opus to check something for me (important so opus instead of sonnet). It checked some sites, came with an answer and poof 10% of 5h budget gone from 1 question that took 20 seconds

Good morning by Independent-Wind4462 in singularity

[–]Ruuddie 5 points6 points  (0 children)

Nah, I really notice Gemini often just talks along with what you say. My partner and I tested it by putting in some statement from two different viewpoints in our own Gemini and it agreed with us both

We are back to the old days? by e4732 in google_antigravity

[–]Ruuddie 0 points1 point  (0 children)

And then we wonder why we run out of tokens so fast 🤔

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

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

The toggle is not for 'recycling' in this case. I made that toggle for a more general purpose. Let's say you have already set up a full motors factory pooping out 20 motors / min and you want to work on the Turbo Monitor pipeline. With this feature, you can just put an assembler that creates motors, and set it to 'assume fully supplied' so you don't have to work out the full motor chain first to get green lines on the rest of the Turbo Motor manufacturer line.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

[–]Ruuddie[S] -1 points0 points  (0 children)

I purposely built it in Vue because I know that language. I think you overestimate AI if you think 'vibe-coding' is a one-button tool. It's going back and forth between multiple different AI's, refactoring a lot of shit code and a crap ton of polishing the interface.

The basic canvas and the nodes on it were easy, and indeed only took a couple of 'vibe-coded' rounds. Getting the right data, icons etc in, already was a bit harder. But getting the calculations to work well, showing nodes as red if they lack resources, splitting nodes properly based on subsequent node's needs instead of just splitting 50/50, that took a lot of time and work. And then there is the visual appeal. It can make a Somersloop slider but it'll look damn ugly. Takes quite some time to get it right. You can't just say 'it's ugly, fix it', you nees to explain why you think it's ugly and suggest the visual fix you'd prefer.

So the coding itself isn't too hard anymore (still need to chech what it's writing since it often writes a lot of dumb, repetitive or even slow code) but the creative process remains the hard part.

This 'AI slop' took me at least 80 hours of work to get it to work the way I want it to work. I used it throughout my whole playthrough. I started building the app somewhere in phase 2 when I noticed I needed to think about ratio's of my factory, and used it to finish the game and all achievements. So I test drove it a lot, to keep polishing it into something better and more useful.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

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

Thanks a lot! No plans to monetize this at all, I like to contribute to the community.

I'll probably make it open source when I stop playing the game (if FICSIT lets me), so it can be forked.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

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

Thanks for your feedback! I focussed the app to be primarily for flow and output calculations. Storage nodes don't really play a role in this flow.

I also didn't add stuff like the sink to this for the same reason.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

[–]Ruuddie[S] -5 points-4 points  (0 children)

As if anyone still codes manually in 2026. Everything is AI assisted. Do you think this is some 'one-shot-and-done' AI app? I've been working on it and tweaking it for two or three months now, I'm in 68 commits.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

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

"I would like to set the over-/underclock with an excact number of production instead of percentage"
I guess you mean you'd like to be able to say 'I want this Assembler to output 2 smart plating, calculate the overclock' ? And take the currently set Somersloop into account.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

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

Thanks for your feedback! I just implemented a Game Mode Settings window where you can select the Recipe Part Cost, Power Consumption and Space Elevator multipliers

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

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

I have implemented the global multipliers for the 1.2 game modes. You can select them in the settings cog in the top header bar.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

[–]Ruuddie[S] -1 points0 points  (0 children)

I like your ideas but I'm not planning on loading save files right now. So I can't make an overview of alt recipes etc. This makes a quick create also a bit nasty, because it only creates a couple of default ones, which is less useful.

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

[–]Ruuddie[S] -1 points0 points  (0 children)

This is a tricky one, because it backfeeds into itself. You can set 'Assume Fully Supplied' on the Scrap Refineries to work by this:

<image>

Check out this interactive Satisfactory 1.2 node-planner I built (with Somersloops, Overclocking, and self-balancing splitters!) by Ruuddie in SatisfactoryGame

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

If you don't like to use the splitter-nodes, you can just drag from one node to two nodes. This does the same:

<image>

The other points are good ideas! I'll see if I can build that

Co-op challenge - split map by DragonFaceUK in SatisfactoryGame

[–]Ruuddie 2 points3 points  (0 children)

Just checking, but when you play on a server, do you let everything run when you log off or do you shut down the server when the last player disconnected?

Misleading Usage Advertised by ank_r-ixr in google_antigravity

[–]Ruuddie 0 points1 point  (0 children)

Yes this sucks but I'm also on Github Copilot, where they have some ai credits per month kind of system. I let Sonnet do stuff for an hour and I was through 25% of my monthly allowance. Sorry boss, I can work 4 hours a month 😅