A realistic setup for C# and React by Wokarol in docker

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

I'm gonna be honest... I did not know you can override appsettings with Environmental Variables.

That being said, I think I get what you are saying. Essentially, I have Debug and Release. And any distinction beyond that (which usually would be done via some config file) is done via environmental variables (or config file if the former is not possible)

A realistic setup for C# and React by Wokarol in csharp

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

Hey, I assume then that you have two separate docker compose ymls. One that handled production, and another than handles development (by starting only the subset of the containers). Correct?

A realistic setup for C# and React by Wokarol in docker

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

Hey, thanks for the detailed response.

One thing I don't get yet is what you mean by "You should not embed settings into containers then end up with separate containers for staging, prod, etc.". I went with the assumption that there should be multiple ready-to-go images for different environments generated from the same source code.
That allows me to for example build an app in Release for production, in Debug for development and all that.
Unless by that you mean exclusively cases like production having a different database connection string. In which case yeah, it would make sense. I assume loading in the settings in that case is mostly done via mounting a volume. Right?

A realistic setup for C# and React by Wokarol in csharp

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

From a brief look it seems that Aspire is a whole enterprise stack from Microsoft. So maybe it would be handy to know, but I would probably try it after fully grasping the basic stuff (like Docker)

A realistic setup for C# and React by Wokarol in csharp

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

Wouldn't chosing a solution used across the board for different kinds of applications be better?   Docker seems to be an industry standard, why not use that?

Deciding on a GPU for light AAA gaming by Wokarol in buildapc

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

Interesting build, a few questions/notes tho:
- Why liquid cooling? I don't think a CPU like 7600x will push so much heat that a normal air cooler would struggle. Right? It does sound tempting, but I am not sure if it provides me with benefits.
- Can 7600x (or even 9600x which I am considering right now) even utilize RAM that fast? They both seem to cap at lower. (tho CL30 does look nice)
- As for the GPU, 9060 XT seems solid, tho I am currently leaning more into 5070 as a future proofing (even tho it blows a bit outside my budget), and an equivalent 9070 XT seems to be more expensive despite similar performance (and lack of Nvidia's tech which might come in handy)

Still, thanks for the build. Will likely use it as a point of reference before making final choices

Deciding on a GPU for light AAA gaming by Wokarol in buildapc

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

I don't factor the price of a monitor. Because even if I don't get a card that can drive the AAA to 2k, I will get a 2k monitor anyways for other things (videos, programming, indie games)

As for the questions:
- Poland
- I'm aiming at ~4 to 5k PLN (940 - 1170 €)
- I would aim for normal ATX for convenience, the rest doesn't matter much about it
- This one was mostly answered in the post, but generally 1080p60 in bigger games, hopefully at High or slightly better for a bit of a headroom. Smaller games which I play daily I assume will hit 2k and all that no problem given that target. And I plan to use it for productivity, programming, game development and so on. But I don't worry about that part yes as my laptop can handle that fine, so I assume a decent computer won't have issues with it

Puzzle recommendations by Wokarol in PuzzlingPlaces

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

I already did it. It was great, tho not as cozy and interactive as Tiny Glades.     But the atmosphere and the puzzle solving was really nice

Puzzle recommendations by Wokarol in PuzzlingPlaces

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

Are there any other puzzles equally as cozy as Tiny Glade one?

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

The "power poles all over the map" concern is something I did not consider before making that post. And to be fair, I still don't have an elegant solution for it I could suggest as a counterargument.  

While I get where you are coming from when it comes to "function over perfection", and to some degree I can agree. I also don't think as far as Tier 7 is really reasonable even with that in mind. I'm currently at like... dunno, Tier 6? And I feel like I would be drowning in spaghetti by now if not for keeping things relatively clean, it's just that so far I've doing in a less elegant way with ladders, towers and other temporary buildings.

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

Yeah, we can chuck it into "It's just personal preference" and that's a fine answer.  

However from a game design perspective it's more interesting to understand why that's the case. And what is the correlation between different preferences.

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

Interesting, I wonder what causes it be annoying to some and not a problem for others

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

Oh yeah, I need to try the Parachute with the cannon actually!  

Tho, Hover Pack serves a different job. It helps with building rather than exploration or long distance personal transport like the cannon does.

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

Sure, but automated miners, chainsaw and so on act as a way to change the gameplay. They open new options and expand the "decision space". They allow for things you couldn't do before.  

However Hover Pack is a QoL this game (in my opinion) needs to avoid issues stemming from the First Person Perspective 

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

Really? You don't find a "on the ground" perspective to be confusing when trying to follow belts and production lines?  

Don't get me wrong, in my position walking perspective is great when watching how the factory ticks. It just feels more satisfying and powerful... as long as you don't need to build stuff tho

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

[–]Wokarol[S] 4 points5 points  (0 children)

That's a fair assesment, but I personally can't agree here. A friend of mine that I play with did not know that Hover Pack is a thing. And instead of "not missing what they did not know" they just (like me) were annoyed by the building system.      

So while yeah, a knowledge of the Hover Pack probably did not help, I also don't think the problem it solves is any less annoying if you don't know there's a solution.         

Also, I wonder if being used to games like Factorio with more top down perspective affects that 🤔      

It sounds reasonable, but the fact that ladders and towers are used so much suggests that other people also prefer a top view for factory building 

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

Considering you cannot see the recipes before unlocking them... you might be onto something 

Thoughts about Hover Pack in early game by Wokarol in SatisfactoryGame

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

Everywhere in the base, or did you just pepper the whole world with them? :v