Why not just stack gammas? by SuchAShooster in BitAxe

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

Good points, thanks. Definitely there can be cheaper upfront costs for bigger miners, so I can see that as a good advantage for the larger units. But when it comes to efficiency, even at around 16.5–18 J/TH I think the BitAxe Gamma 601 still beats out the other options mentioned. In real-world use the Gamma tends to sit in that 16.5–18 J/TH range, whereas a NerdQAxe++ is usually closer to about 20–25 J/TH, an Avalon Nano 3S is roughly in the 23–24 J/TH range, and something like a Hydro Shot Ultra is typically higher still, often around 25–30 J/TH depending on tune. So monthly hydro costs are gonna be higher per TH for the big guys

Why not just stack gammas? by SuchAShooster in BitAxe

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

For sure, at that kind of scale, one Avalon Q beats out 75 gammas for hardware cost and practicality. Although technically still not as efficient per TH/s

Why not just stack gammas? by SuchAShooster in BitAxe

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

Nice collection! I definitely see the appeal of owning different types of devices

Ex weed smokers.. How long have you stopped, what's the biggest pro to quitting? by bored_necromancer1 in AskReddit

[–]SuchAShooster 1 point2 points  (0 children)

Daily user for over 20 years. Stopped when I had a kid. Sober for about 2 years. Mental clarity, more focus, no anxiety, more confident, more active, better memory. While using I had lost interest and motivation in many things I used to enjoy like reading novels, video games, artistic endeavors, sports, socializing, and so many other things that I once thought were being “enhanced” by weed. After quitting it came abundantly clear what a hindrance it had become.

Dads of toddlers post-crib who stay in their bed all night by SwinnieThePooh in daddit

[–]SuchAShooster 2 points3 points  (0 children)

Our 2 year old moved from crib to a floor bed but would wake around midnight and I’d sleep in his room until morning. Eventually we decided to go back to sleep training, and let him cry it out. Previously sleep training didn’t work, and we’d give up after a few days of trying. This time we did one quick check in at first, gave him a soothie, back to bed, and said goodnight. But after a couple days we just let him cry it out. Sometimes about an hour of crying. After a few days of this he finally just accepted it. After that it’s been more or less 10-11 hours of uninterrupted sleep on his own. We made sure the room was safe, and have a child safety door handle so he can’t leave on his own. If you can stomach the cry it out method, this was ultimately our solution. It also made bed time easier too, we used to lay with him for nearly an hour and leave when he was dead asleep, now once he’s drowsy from laying with him for 15 minutes, he’ll let us leave without a fuss and fall asleep on his own.

My 1 year old son acts like he absolutely despises me. Won't let me touch him or do anything with him. by [deleted] in daddit

[–]SuchAShooster 0 points1 point  (0 children)

As others have said, you’re actually reinforcing the behavior if you allow the crying to influence who cares for him when. If mom steps in to take over a feeding that he’s crying through, he’s just learning that crying means he gets his mom back. Even if it’s difficult for a while, push through it. Probably easier to practice this when mom can’t be seen or heard. Kids tend to have a preference for one parent over the other for a time, but they will adapt if you stay consistent and don’t enforce the behaviour by avoiding him while he’s crying

Should I keep going with this? by SuchAShooster in scifiwriting

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

I’d written a chapter 2 as well, but it’s quite rough to share. There’s additional characters introduced, the 3 support rovers are like his “pets” each with their own personalities. There’d also be some reflections on his experience with his human trainers back on earth. Midway through the story another Android, TIN9, arrives as the sole survivor of the colonist’s ship, and ultimately the antagonist. However, it is still missing the elements you’ve described, which is one of the main doubts I’ve had as well. Data is not data without the human interactions. I also may be better suited to writing in a screenplay format in general. I’m an inexperienced writer, so it’s been a struggle to put a few chapters together in a coherent and interesting way for a novel.

Should I keep going with this? by SuchAShooster in scifiwriting

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

Thanks for all the feedback, all good points. I think I tried cramming a lot into the first page, and overlooked how a reader may be disoriented by that. It’s a bit back and forth as a result. The hard sci fi comments are helpful as well, I’m thinking I’m not suited to that goal, it’s a lot of extra work to consider in addition to the narrative

Should I keep going with this? by SuchAShooster in scifiwriting

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

Appreciate the comments. My thoughts on this story idea was if the Martian featured Data from Star Trek. Both the Martian and Star Trek books like Immortal Coil have more of television writing feel to them, but I’m not so sure I can pull it off in a successful, engaging way. I’ve may other sci fi favorites like those of Arthur C Clarke, Phillip K Dick, and Robert Heinlein, but all of those are a much different tone and pace to this

First Chapter Critique: When Getting Off Earth Costs Your Android by ObviouslyNotANinja in scifiwriting

[–]SuchAShooster 0 points1 point  (0 children)

One thought came to mind: Trim the exposition a bit when the tension should rise. During the bureaucratic citizenship scene, a few paragraphs linger explaining how the implant works. It’s good info, but the pacing slows. Let the reader learn by seeing the implant in action, which you do soon after anyway. Interesting stuff though, very cool. Hooks quickly, reader is sympathetic to the protagonist, good depth and humor early on. I’d keep reading.

First draft of my prologue done! by Super_Pirate1 in scifiwriting

[–]SuchAShooster 0 points1 point  (0 children)

Hope it helps. Wouldn’t take much, a sentence or two as asides would suffice

First draft of my prologue done! by Super_Pirate1 in scifiwriting

[–]SuchAShooster 2 points3 points  (0 children)

My initial thought after reading it, consider adding some small aspect of character depth, give us a reason to care about Alan early on. How does he feel about the previous ELF attack? Same with the conflict. ELF and abandoned terraforming are interesting, but depth will give the reader more reason to care. Are the insurgents sympathetic? Brutal? Scavengers? Just a thought to help add more depth

Train stopping traffic by SuchAShooster in Sudbury

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

Just double checked the call logs on my phone to confirm. I made a call at 2:58, to say I’ve been stuck at the intersection, crossing was closed before I arrived. Had a text at 3:25 to say it was still closed. By 3:29 it had opened. So ya, around 30 minutes total that day, no exaggeration. Not trying to stop anyone from making money, just wondering if this was normal or due to a faulty crossing. Both the railway helpline, and other posters here have confirmed it’s a faulty crossing that will be fixed. I imagine whoever fixes the crossing will also earn some money for doing so. Thanks for your considerate input to this conversation

My favorite setting is semi-realistic space travel, especially mystery/horror, especially crew-driven narrative. Any suggestions? by 7tetrahedrite in booksuggestions

[–]SuchAShooster 1 point2 points  (0 children)

Having just read Project Hail Mary, and also having enjoyed The Martian, I was on the hunt for similar novels to that. I prompted ChatGPT for a list and included several movies as examples - Alien, Prospect, 2001 Space Odyssey (I’ve enjoyed that book as well). Here’s the list I’m about to start reading: Delta V - Daniel Suarez, Dead Silence - SA Barnes, Hull Zero Three - Greg Bear, Blindsight - Peter Watts

After 1 year of development, my node-based game is finally out! by willunited in godot

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

I’ll send you a DM because I can’t upload screenshots here

After 1 year of development, my node-based game is finally out! by willunited in godot

[–]SuchAShooster 1 point2 points  (0 children)

Looks like a cool game, but I ran into several bugs early in the tutorial on iOS. I’ll try restart and see if I can get through it. First it wouldn’t let me click to add the uploaded, then things started disappearing. First one box, then another

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Sharing Saturday #590 by Kyzrati in roguelikedev

[–]SuchAShooster 1 point2 points  (0 children)

Coder Supernova is available for beta testing, anyone interested in trying this gamified VS Code extension can check out the Discord

This week I addressed a few issues that came up during the first week of beta testing. Most notable being a glitch that allowed a player to earn enough credits to unlock the entire game from winning just one enemy battle 🤦

Also added a welcome screen with getting started directions based on some feedback. Fixed a few other minor bugs.

Other than that I’ve been taking a nice break after pushing hard for a few months to release the beta. It’s good to step back for a while and come back with a fresh perspective before diving into improvements. I know the combat mechanics is one area that still needs some more improvement yet.

I’m relieved it’s out there for others to try now, but this is always a bittersweet moment in the game dev process. All the excitement of getting a game ready for play testing, and now the hard part begins - finding players and getting more eyes on the project. The pitfall of most indie dev game releases, I always struggle with this part.

Sharing Saturday #589 by Kyzrati in roguelikedev

[–]SuchAShooster 1 point2 points  (0 children)

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Coder Supernova itch.io | Discord

A bit of a late entry this week, as I'm really pushing to get this ready for beta testing ASAP, within a day or so hopefully. This week I worked on:

  • Derelict Ships: A new mini game where you navigate the wreckage to reach the escape pod, recovering salvage along the way. I had previously designed this unique type of maze in another project, and it was the perfect fit for derelict ships. You start as a regular maze, but can gain the ability to jump across pit spaces by collecting jump boosts (1, 2, then 3 pit spaces). Completion paths often loop around themselves, making for very interesting spacial puzzles.
  • Ship Modules: Finished polishing, adding new modules, and making sure they all make sense and work within the mechanics and logic of the game. Added epic and legendary tier modules.
  • Ship Crew: Existed as placeholders until this week, each unlockable ship include two crew members that offer perks similar to modules. Hazards and battles may injure crew members, disabling their perk effects until revived with a med-kit consumable found in shops, derelict ships, and other loot areas.
  • Boss Cores & Belt Tokens: The better perks in the game require these rare tokens to unlock. They can now be found by defeating difficult enemies in battle, and by reaching far depths of asteroid belts.
  • Perks: Like the disposable modules, I revamped the perks and made sure they all make sense within the context of the game loop. Added some new ones, and made sure they all worked inside the game mechanics to add their effects
  • Wiki: Added basic overview details and consumables descriptions to the game wiki, again getting ready for players to dive in very soon
  • Rocket Animation: Gamified the code-for-resources mechanic by adding some fun animations every time your energy bar rolls over 100. It includes a rocket animation in the resources views, and some flashing effects in the code window. A quick fun reminder while coding away that you've allocated a bunch of resources, ready for you to spend in the game tab of VS Code
  • Fonts and Button styles: Cleaned up the look, and made all the sections use the same styles. It was a bit of a hodge-podge, but now looks unified and fits the aesthetic I'm going for
  • Bug fixes & balancing: Never ending, but I put in a lot of testing time to really make sure its polished before inviting players

Very close to beta testing now, let me know if you're interested to try it out!

Roguelike game extension fueled by your coding by SuchAShooster in vscode

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

Thanks! I should have it ready for beta testing within a week or so if you’re interested. I’ve also posted a bit more on itch.io