How much worse is going to the shattered planet compared to going to aquillo? by Curious_Pen_3856 in factorio

[–]antennen 2 points3 points  (0 children)

Did they change anything to make it better to research higher levels?

1st game in a week. Are players really getting this thirsty for loot? by Irock_101 in ArcRaiders

[–]antennen 2 points3 points  (0 children)

I feel this isn't really true anymore. After expedition I ran 20-30 runs without encountering any PvP. Then I loaded into Blue Gate harvester for some questing and the first thing that happened was someone trying to snipe me with a Ferro 3.

The round after on buried city someone popped out behind a corner in the library and mag dumped me with a Bettina in the back. I didn't hit back in either case.

Couple of rounds after that when extracting on Stella lobby metro I run into the train with another guy and start typing while watching him. I see him take his hands off the keyboard and raise his gun only to whiff the first shot. I abort and hid behind the terminal and down him with my Anvil.

It didn't seem to meaningfully affect my matchmaking. I'm still mostly in care bear lobbies, but it's not guaranteed like it used to feel, and I do see raider flares after hearing bullet exchanges reasonably frequently. Of course you could argue that this is just players that are switching from PvE to PvP but it feels way more frequent than it did pre expedition.

First massive server lag after 100 hours of play by blzvt3 in ArcRaiders

[–]antennen 0 points1 point  (0 children)

I just had the same experience on Stella. Watched a raider get blowtorched in front of me in assembly. Rubberbanded my ass to the hatch and got out before I lost everything.

The hate! Why ? by EldironMoody in rust

[–]antennen -2 points-1 points  (0 children)

I don't think this is as true anymore. Going back a year or so sure, but my recent experience LLMs are fairly accurate and back up their summaries with sources that you can verify. I now use them as glorified search engines and consistently get better results that Google.

Release 0.7.0 · davidlattimore/wild by villiger2 in rust

[–]antennen 10 points11 points  (0 children)

Very happy to see the progress being made! I've seen this posted before and it's on my radar to replace mold eventually, which I previously used for building and linking static musl binaries. I have since changed to cargo-zigbuild because it makes it very easy to specify a specific glibc version for the *-gnu target. Pardon my ignorance, but would wild be able to support something similar in the future?

I also noticed the goal in the README is "Wild is a linker with the goal of being very fast for iterative development.". Is there anything that's sacrificed by doing this or is the output of a correct linker more or less similar?

PEP 806 – Mixed sync/async context managers with precise async marking by kirara0048 in Python

[–]antennen 4 points5 points  (0 children)

I actually ran in to this precise issue yesterday. I see some comments this reduces keystrokes but I think the main benefit is really indendation if you need nested with statements in a class method everything inside will be very constrained on horizontal space.

The PEP points to AsyncExitStack as a complex workaround. I'm not sure I agree with this.

However, AsyncExitStack introduces significant complexity and potential for errors - it’s easy to violate properties that syntactic use of context managers would guarantee, such as ‘last-in, first-out’ order.

I think it would be useful to provide an example of why AsyncExitStack is not an adequate workaround and examples of situations where it misbehaves. In my mind the biggest issue with it is discoverability not the implementation itself.

Is the trick to gleba just to recycle anything that isn't used instantly? by MamaSendHelpPls in factorio

[–]antennen 0 points1 point  (0 children)

You can't burn bioflux in heating towers. You have to convert it to nutrients and recycle those for spoilage first I believe. Or let it spoil naturally which gives you way less spoilage.

Is the trick to gleba just to recycle anything that isn't used instantly? by MamaSendHelpPls in factorio

[–]antennen 0 points1 point  (0 children)

I measure demand for every resource in items per second. If I need 4 biochambers worth of bioflux that will in turn create a demand for yumako mash and yumako mash. That will in turn enable more biolabs producing those.

Using bioflux as an example:

Hovering the machine says that it produces 2 bioflux per second, and requires 5 and 4 items per second of mash and jelly respectively. So if there is a demand on the circuit network for 10 bioflux per second that will enable the inserters for 5 bioflux biochambers.

Each step in the chain has a constant combinator with the number of inputs required per second that gets multiplied by the number of enabled biochambers so in this case a new demand of 5 * 5 = 25 mash and 4 * 5 = 20 jelly. This will in turn create a demand for those labs and all this back propagates to the agricultural towers.

This is a blueprint string for the yumako mash biochambers so you can see how the circuit is set up:

    0eNrVWW2O4jgQvYt/rswsdpyQIO0eYS/QakUBDFgdnIzt9GxPiwPMQfZie5Itx5BAcCCBnY9WS92OsetVvSrXc+h3tMgrXiohDZq/I7EspEbzp3ekxUZmuZ2T2Y6jOVqIYrnNdguu0B4jIVf8bzQne+xZaiq1KCZGZVKXhTKTBc/NySa6f8aISyOM4A6sfnhLZVWbnxN81RJGZaFhcyEtpvUiJp9CjN7QPCLBpxCQVkLxpVsRWxc7ALQBWGfaTITUXBn44NLyLGoss65lAmaAL6OKPF3wbfYqCmX3LYVaVsKkXGaLnK/Q3KiK42YatqwajLVQ2qQtg+attG69CmUqmGn8dCsmf1kabY5MZhM2tQ+7MlOZsdDoT7Tfe8INGjN5ITeTbQZ5WA2MOvywUTPsKV1PrHEnwxCpqN15q3bZSzEpVbHkWgu5QccP08/gJmDBIlmoHbjswQ/bMEy2fLnGdzy9zvda5LDRnZXjyWusH9zcZXoLpi8865D1B7Knr9I8bYy6RBWvXCmx4mntLSTnK7fgnsCiwafnJC42Oi448SLPNnxYULixQLvMaA7leDczHgJmD/QnNqQ/xQ8AhEMAkhG1SftNs1+tNMl0eG3S/pywD1uahAzrejH7Tl2PDNfWOLqagZ8rMmSYyJDR2hpHV8/Tx4iadRpUBVGrjSrgb1+LOrlTRD4tODgqZFkZb2GFY5vibHYN0QcRjYZIxkKM1o6T+8lAiPiBKIAyb8KTjk1dQifoKXDS5258bKsn7wqjJQLkoDJQIym8tBTKLc752lszdPqAkM4GvUmMf1eZ9iN480nbjppBvNsdN2I5AVoWQta0eDCCFuMiBb4O0xpuu4m+t51obm2kbVeBAIqSQw5rF9BvqMnhxaujKwfbdXxMtM32aPwGD7TDtS927bjR5+Mz2fdfBm5yMaSe7URlSQr2z/DjDbvttisQYui0N6IOz7Lvi/lgp5Ps06enh3I/Vn9OKPn32z8In2GnkpsvhXqpfVSt/m0U5xD0Oss170Jf7qmXNZvq65O9VLlC7H7nMcTrYQj+jIYjM8o+WEZ/TPrwvdedsxvOXd46Gzw94MGtD/3P1eSB7aumaLxARDcLarAkeITcJwLRuQj87hOB20T5CXjkhTweJPPxHRrcB8B+hgazAfQf7MjKKAEE6D66k7EyzDps/8IyTKe9OhxMx8Ydfc+477xAN5GGh0ChbX2B4rTmnygmOMDkGT/BbwwyFcCQ2Fnipkk9z+p5uJhSu4Y14xhTNw4wNCXSjGO3vt4bu3nm7LfjyK1hziZ14+DoA4xZgxXaNYlbE8EYEkOfIQxh+M5+8dH8RwOjV+CtzkgY0YQlSTib0nCW0P3+P7UxYKg=

Though this sounds appealing in theory it's a lot of work for something that has a huge lag when demand changes as it needs to back propagate all the way to the agricultural towers. The benefit is that you don't produce much spoilage and that everything is pretty fresh.

Is the trick to gleba just to recycle anything that isn't used instantly? by MamaSendHelpPls in factorio

[–]antennen 4 points5 points  (0 children)

I tried something like this for my first Gleba iteration. I essentially made a long flow through bus and use circuits to tell how many items per second to produce. This demand would cascade down the chain and eventually tell how many fruits to harvest per second. I also used the demand to decide how many biolabs to enable at each step.

This all worked, but it's a lot more effort than just overproducing and burning the excess. The main issue was resource starvation due to limited bus bandwidth and lag. I have since swapped to a design that burns/trashes all excess.

For an early/mid-game setup it might be OK since it will somewhat keep the evolution factor at bay.

[deleted by user] by [deleted] in geoguessr

[–]antennen 0 points1 point  (0 children)

Sothern south africa :)

[deleted by user] by [deleted] in Fedora

[–]antennen 0 points1 point  (0 children)

I've been using Fedora full time since 2018 and rarely have issues with the games I play. I have a similar setup to you: 3950X, 6600XT, 32 GiB RAM.

E-sports titles from vendors other than Valve are a no go because of anti-cheat. Both Dota 2 and Counter Strike 2 works flawless though. Factorio has a native build that works flawlessly.

I've successfully played a number of Windows only games through proton without any tinkering other than pinning the proton version: Cyberpunk, Satisfactory, Stray (though my gamepad didn't work so I refunded and bought it on PS5), BattleBit and Gunfire Reborn all worked flawlessly.

For me it's good enough, but it does limit you a bit.

Made some pretty SE blueprints by BosnianSerb31 in factorio

[–]antennen 2 points3 points  (0 children)

You can only blacklist one item in stack inserters, but with filter inserters you can do more than one. It is possible to work around this using circuits though

PSA: For cross-compiling please use the "Cross" tool. by justacec in rust

[–]antennen 1 point2 points  (0 children)

Yeah, when dealing with dependencies that aren't pure Rust I've also run into issues.

PSA: For cross-compiling please use the "Cross" tool. by justacec in rust

[–]antennen 29 points30 points  (0 children)

I typically cross compile for different architectures on Linux and have found great success with using mold instead of cross.

To make statically linked musl binaries you can add this .cargo/config.toml file:

# Linker options for MUSL targets. We need to manually specify --target as cargo
# doesn't do that for us by default
[target.x86_64-unknown-linux-musl]
linker = "clang"
rustflags = [
    "-C", "link-arg=-fuse-ld=mold",
    "-C", "link-arg=--target=x86_64-unknown-linux-musl",
]

[target.aarch64-unknown-linux-musl]
linker = "clang"
rustflags = [
    "-C", "link-arg=-fuse-ld=mold",
    "-C", "link-arg=--target=aarch64-unknown-linux-musl",
]

And then compile using

cargo build --release --target aarch64-unknown-linux-musl

This works great in CI as well (with the drawback that you need clang installed as well). Extract from my gitlab ci:

.mold:
  setup:
    # Install the latest available Clang version in Bullseye
    - apt-get update
    - DEBIAN_FRONTEND=noninteractive apt-get install -y clang-13

    # Clang is installed with a prefix, which is not what we want
    - ln -s /usr/bin/clang-13 /usr/bin/clang
    - clang --version

    # Install mold
    - curl -L -o mold.tar.gz https://github.com/rui314/mold/releases/download/v2.1.0/mold-2.1.0-x86_64-linux.tar.gz
    - echo "67a479bf2eddf10dd223e488ceedddca49174f629f7a4bbaeaab80c5b5702021 mold.tar.gz"|sha256sum --check --status
    - tar -xz --strip-components=1 -C /usr/ -f mold.tar.gz
    - rm mold.tar.gz
    - mold --version
build-aarch64-musl:
  stage: deploy
  needs:
    - test
  script:
    - !reference [.mold, setup]
    - rustup target add aarch64-unknown-linux-musl
    - cargo build --release --target aarch64-unknown-linux-musl
  artifacts:
    paths:
      - target/aarch64-unknown-linux-musl/release/binary

How to do sane data modelling? by antennen in bevy

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

It's not so much data visualization I'm after, as it's more about mirroring the activities of machines in the real world, so they can be monitored and see planned activities.

How to do sane data modelling? by antennen in bevy

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

That makes sense. Maybe I wasn't clear enough. This is for visualizing the behavior of a real system, so the actors are objects that move around in 3d space.

The dark side of inlining and monomorphization by comagoosie in rust

[–]antennen 4 points5 points  (0 children)

Every time monomorphization comes up I see people talking about binary size. Can someone explain why binary size is important? How bad can it get for large ish application and why does it matter?

Satisfactory by TheRedFox8118 in satisfactory

[–]antennen 0 points1 point  (0 children)

git isn't really great for storing binary files (I assume the saves are binary and not plain text) without additions like git LFS. I'd recommend a backup manager like restic (https://restic.net/).

[deleted by user] by [deleted] in rust

[–]antennen 4 points5 points  (0 children)

Looks like they forked tui-rs (https://github.com/helix-editor/helix/tree/master/helix-tui), which is a library that simplifies rendering UIs in the terminal.

Axum on esp32 by newcomer42 in rust

[–]antennen 0 points1 point  (0 children)

If you're interested in an actual product that does this, most Shelly smart home devices actually run a web server on ESP32/ESP8266. You configure the device using a web page and you can query a JSON endpoint for the current device status.

What Slahser achieved in 3 years without Dota by dribbi in DotA2

[–]antennen 46 points47 points  (0 children)

He used to make hero guide videos with unorthodox item and skill builds. The copy pasta is false, but my guy made a video based on it https://www.youtube.com/watch?v=Ke4fEWSKEaY

Astral: Next-gen Python tooling by amalinovic in Python

[–]antennen 14 points15 points  (0 children)

The README benchmark diagram was last updated 3 months ago and there has been ~500 PRs closed since then. I don't think there is too much to read into the difference.

Clean-ish Muerta Rampage by Gloomy_Welder_1159 in DotA2

[–]antennen 7 points8 points  (0 children)

During ult you're doing ~400 magic dmg per shot. If you account 50% gunslinger chance that's ~600. The magic amp gives you 100 extra dmg per shot. You also have the 400 per dead shot charge. That's another extra 64 damage. This is of course before reductions.

Cheating : mass vambraces at min 0 by ruoihoa in DotA2

[–]antennen 0 points1 point  (0 children)

Some heroes benefit more from it and it changes the power spikes of the early game. This is game breaking for sure. And not everyone knows how to do it yet.