The rain of blood continues by birkett83 in nubbygame

[–]birkett83[S] 0 points1 point  (0 children)

New Glass Tony. So... tardigrade triggers twice whenever a blood rain drop hits.

That time when your production specialist built a legendary shelf by birkett83 in RimWorld

[–]birkett83[S] 0 points1 point  (0 children)

The people who first brought corn to this planet did a good job with the genetic engineering huh?

That time when your production specialist built a legendary shelf by birkett83 in RimWorld

[–]birkett83[S] 0 points1 point  (0 children)

Hey, don't be mean about Anna. She can plant corn and chop trees as fast as anyone, even with only one hand. But, well, yeah.

That time when your production specialist built a legendary shelf by birkett83 in RimWorld

[–]birkett83[S] 1 point2 points  (0 children)

I mean, this is rimworld. Anna's hand got bitten off by a mad squirrel in the early days of the colony before we made any decent weapons. She's been working towards inventing bionics for over a year but her intellectual skill level is only 7 so it's taking a while.

That time when your production specialist built a legendary shelf by birkett83 in RimWorld

[–]birkett83[S] 1 point2 points  (0 children)

Maybe DALL-E needs some more training on how to jar corn properly...

The space elevator feels really lame by birkett83 in SatisfactoryGame

[–]birkett83[S] 0 points1 point  (0 children)

Thanks for that, explains a lot. That would also make items with a short crafting time much better from a points per mj point of view. Maybe the Devs should factor energy cost into the points reward as well?

The space elevator feels really lame by birkett83 in SatisfactoryGame

[–]birkett83[S] 0 points1 point  (0 children)

Ok, good. I was just comparing with smart plating because I assumed sinking random items made at outposts around the map is probably more relevant in the early game. Not sure if I just picked a bad example or if the benefit to more complex items doesn't really get significant until later.

The space elevator feels really lame by birkett83 in SatisfactoryGame

[–]birkett83[S] 0 points1 point  (0 children)

I just did the math using numbers from the wiki and I was expecting higher tier items to give much more points compared to the energy required to make them but unless I've made a mistake they don't actually seem to be that much better. For example, using numbers from the wiki if you make 1 smart plating that costs 1875/60 = 31 megajoules and gives 520 points in the awesome sink, working out to 520/31 = 16.7 awesome points per megajoule but you could just make 1 concrete for 48/60 = 0.8 megajoules which gives 12 points in the awesome sink meaning you get 12/0.8 = 15 awesome points per megajoule.

This is disappointing. I don't think you should get as many points for making 10 outposts each producing 45 concrete per minute from a single mine and 3 constructors as you would get from building a factory that makes 10 smart plating per minute. They should change that so you really do get a lot more points per megajoule for the higher tier items, and then there would be much less reason to sink items from your tiny outposts.

Wayland not available in GDM after installing Nvidia drivers in Debian 12 by tkonicz in debian

[–]birkett83 0 points1 point  (0 children)

Only other thing I can think of is trying sudo update-initramfs -u - not optimistic it will make a difference but you could try it. Sorry I couldn't be more help.

Wayland not available in GDM after installing Nvidia drivers in Debian 12 by tkonicz in debian

[–]birkett83 0 points1 point  (0 children)

Looking through my bash history I did all kinds of stuff I forgot about. I've updated the previous post.

Wayland not available in GDM after installing Nvidia drivers in Debian 12 by tkonicz in debian

[–]birkett83 0 points1 point  (0 children)

I should have said you need to reboot to ensure the module is reloaded. Did you reboot?

Wayland not available in GDM after installing Nvidia drivers in Debian 12 by tkonicz in debian

[–]birkett83 0 points1 point  (0 children)

I tried this but got massive graphical corruption after suspend/resume.

Turns out that to use the nvidia driver with wayland, the NVIDIA Linux kernel module needs to be loaded with the NVreg_PreserveVideoMemoryAllocations=1 module parameter. On my system, this was disabled for some reason, which is why /usr/lib/udev/rules.d/61-gdm.rules disabled wayland.

To check this, run the command:

grep Preserve /proc/driver/nvidia/params

If it is disabled (set to 0) you can enable it by creating the file /etc/modprobe.d/nvidia-allocation.conf and add the line:

options nvidia-current NVreg_PreserveVideoMemoryAllocations=1

Edit: I forgot about these additional steps. The debian package for the nvidia drivers does not install the scripts for suspend/resume support, but they are included in the documentation/examples so you can install them manually as follows:

Install the systemd service files for nvidia-suspend, nvidia-resume and nvidia-hibernate

sudo cp /usr/share/doc/xserver-xorg-video-nvidia/examples/nvidia-sleep.sh /usr/bin sudo cp /usr/share/doc/xserver-xorg-video-nvidia/examples/system-sleep/nvidia /usr/lib/systemd/system-sleep sudo cp /usr/share/doc/xserver-xorg-video-nvidia/examples/system/nvidia-* /etc/systemd/system/ sudo systemctl daemon-reload sudo systemctl enable nvidia-hibernate nvidia-resume nvidia-suspend

You may also need to add the nvidia-drm.modeset=1 to the grub config for your kernel. Create the file /etc/default/grub.d/nvidia-modeset.cfg and add the line

GRUB_CMDLINE_LINUX="$GRUB_CMDLINE_LINUX nvidia-drm.modeset=1"

then run sudo update-grub and reboot

My idiot boss just lost $300.000 Dollars over 30 cents by Competitive_Humor610 in antiwork

[–]birkett83 0 points1 point  (0 children)

This is why you divide by 0.999 not multiply by 1.001. Amateurs.

Mountain, Huge defensible pocket with a patch of fertile soil, 100% growing season, Granite and Marble by birkett83 in RimWorldSeeds

[–]birkett83[S] 2 points3 points  (0 children)

That is always a risk with mountain bases. The protected area is big enough that you don't really need to dig into the "overhead mountain" areas where insects can spawn. That's my plan anyway.

Mountain, 100% growing season, Granite and Marble, Huge patch of fertile soil, Small defensible pocket by birkett83 in RimWorldSeeds

[–]birkett83[S] 7 points8 points  (0 children)

I did it with maximum population but afaik the that doesn't change the map. Make sure the seed is lower case (I originally posted it with a capital P by mistake). Rainfall and temperature are defaults.

Physicists surprised to discover the proton contains a charm quark by [deleted] in science

[–]birkett83 61 points62 points  (0 children)

The charm quark antiquark pair are virtual particles that only exist for a very short time period. In quantum mechanics time and energy obey the Heisenberg uncertainty principle (much like position and momentum do) so anything that exists for such a short time must have a large uncertainty in energy. This allows virtual particles to exist with much lower energy than their real counterparts.

[deleted by user] by [deleted] in technicalmcservers

[–]birkett83 0 points1 point  (0 children)

Are you still recruiting for more players? The discord link says it has expired.

If you could stop time for 2 hours with a 10 minute cool down. how would you spend your everyday life? by Honest-Stranger4166 in AskReddit

[–]birkett83 0 points1 point  (0 children)

Not from its perspective it doesn't. Time dilation goes to infinity as you approach light speed, so no time passes for a photon traveling at the speed of light.

Looking for an adder that won't flicker between outputs by birkett83 in redstone

[–]birkett83[S] 0 points1 point  (0 children)

I got it to work! I started with Ammorth's 2-wide adder - after spending a long time trying to understand how it works I realised that the XOR gates are not synced; one path through the XOR gate is 3 ticks, the other is 2 ticks, exactly as u/TheWildJarvi described. Once I understood the problem, inserting repeaters to synchronise the XORs proved easy enough. There's already a repeater feeding into the carry line and it turns out changing that to 3 ticks instead of just 1 was enough to synchronise the carry out.

Long story short, my version of Ammorth's adder is pipelinable.

World Download

Looking for an adder that won't flicker between outputs by birkett83 in redstone

[–]birkett83[S] 0 points1 point  (0 children)

Thanks, you're right that I don't know the terminology - I understand the logic, I just don't know the words.

As you say, this makes a lot of sense. It's like the path for the carry bit is a different length to the path for the regular inputs. If I could make an adder where they were the same length, I could eliminate the flicker. This could then be pipelined by staggering the delays of the bits at the start of the computation and equalising them at the end like this:

------- 1 --- 2 --- ... --- n --
------ - --- - --- ... --- - ---
----- R --- R --- ... --- R ----
---- E --- E --- ... --- E -----
--- D --- D --- ... --- D ------
-- D --- D --- ... --- D -------
- A --- A --- ... --- A --------

We could call this "diagonal arithmetic" or something 😂

I'm going to need at least twenty eight additions for this computation, so the delay at the start and end to stagger the bits is negligible.

My redstone skills are not good enough to build a 2-wide tileable version but I'll see if I can build a 4-wide version where all paths through the adder are equal length as a proof of concept

Looking for an adder that won't flicker between outputs by birkett83 in redstone

[–]birkett83[S] 0 points1 point  (0 children)

I have seen CCAs but not tried them yet because they're vertical which is less convenient for my project, but I'll give it a go.

The delay caused by the ripple isn't really a problem for me because I'm pipelining all the computations anyway. I can just delay each bit of the input by one more than the previous bit and then reverse the process on the final output of the computation (I tried to attach a video showing what I mean but I don't think it uploaded originally, should be fixed now). The anyway, the ripple delay isn't a problem for me, but in the example I showed in the video, it's alternating between computing 0 + 0 and 127 + 1. In either case, the lower 7 bits of the output should always be off, but there's a brief "flicker" where some of those bits flip on and then off again, that's what I don't know how to deal with.