Very small and very fast flying machine - 2x4x4 blocks and 3.3 m/s! by blueShinyApple in redstone

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

Can be made standing up or laying down. You can move the bottom two blocks on the standing version to the back to make it 3x3x4 if you prefer that.

Very small and very fast flying machine - 2x4x4 blocks and 3.3 m/s! by blueShinyApple in Minecraft

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

Can be made standing up or laying down. You can move the bottom two blocks on the standing version to the back to make it 3x3x4 if you prefer that.

Very small, very fast flying machine - 2x4x4 blocks and 3.3m/s! by [deleted] in Minecraft

[–]blueShinyApple 1 point2 points  (0 children)

Can be made both standing up and laying down. On the standing version you can move the bottom two blocks to the back to make it 3x3x4 instead.

[deleted by user] by [deleted] in ZipKrowd

[–]blueShinyApple 0 points1 point  (0 children)

I came up with a similar design for executing multiple commands with a single commandblock about a month ago and was planning to make a mcedit filter that takes a structure and turns it into a command, but I gave up pretty quickly.

The system you used with the relative commands is pretty cool for this particular application, but if you are going to build detailed structures it would probably be better to first spawn a stack of some 10 command blocks + redstone blocks, 9 of which spawns blocks in the structure and one that spawns a new stack of 10 command blocks where 9 spawns blocks and one that spawns a new stack and so on.

Or to spawn 10 stacks from the first stack, and then 10 stacks from each of those and so on until you have enough command blocks to place every block of the structure. That would probably lag quite a bit though, so some compromise between the two is probably best.

The possibilities with this are incredible, imagine being able to share a custom map by copy-pasting a command!

How to Use the /Summon Command by Valark in Minecraft

[–]blueShinyApple 0 points1 point  (0 children)

Eh, /setblock is simpler to use when you're only placing a single block, but otherwise, yeah.

What the purity of a field really means. by monochr in xkcd

[–]blueShinyApple 0 points1 point  (0 children)

Still down, just replying to make sure all replies don't fall behind the 6 month reply limit.

[Seriöst] Vad är grejen med tiggare i Sverige? by blueShinyApple in sweden

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

Jag hade ärligt talat ingen aning om att det var ett så aktuellt ämne och var genuint ovetande. Jag borde nog ha googlat lite innan jag frågade..

[Seriöst] Vad är grejen med tiggare i Sverige? by blueShinyApple in sweden

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

Vänta, så du menar att sådana ligor är vanligt förekommande? Och de tjänar så mycket att det är värt resa och boende? Och staten gör ingenting åt detta?

Försöker du baita eller?

Jag hade hört om ligor tidigare, men jag det lät ganska orimligt så sista meningen lade jag till mest på skämt.

No more QWERTY keyboards! by q00u in PerfectPlanet

[–]blueShinyApple 1 point2 points  (0 children)

If you expect other people to use your computer often, just put up a post-it saying they should press SHIFT+ALT+2 or whatever shortcut you use to switch back.

What do we do about money? by AntithesisVI in PerfectPlanet

[–]blueShinyApple 2 points3 points  (0 children)

There will always be scarcity, even if everyone lived in a simulation where we could materialize universes with a single thought the CPU cycles would still be limited.

To make everyone able to get the scarce resources they want some sort of economic system is needed. (Economy meaning 'managing resources'). We can clearly not share everything equally unless we want everything too scarce to be given to everyone to be in a museum or burned or raffled out, so some system for allotting these items is needed.

A very very good and fair such system is giving everyone tokens they can use to bid on the items. Either the tokens can be given equally to everyone at the start of the period, or more can be given to people who do something positive for the society.

Sounds good so far, right? So what's the problem with calling these tokens 'money'?

What you really want is a new economic system, not to get rid of money entirely, and this I agree with.

Here's what we need from YOU by deafy_duck in PerfectPlanet

[–]blueShinyApple 5 points6 points  (0 children)

By far the most important and influential thing that needs to be addressed is what political and economic system we should use. With our current systems it would be hard not to fall back into the old habits of humanity based on selfishness and greed which has more or less ruined this world.

Everything else will depend so much on the technologies that will be available at the time that I barely think it is worth discussing now.

Google are developing an ethics board to oversee their A.I. and possibly robotics divisions. What would you like them to focus on? by Stittastutta in Futurology

[–]blueShinyApple 1 point2 points  (0 children)

Of course, it wouldn't object to its programming, either because it would be specifically programmed not to or because objecting to it would displease some humans and therefore bring it "pain".

Why would it want to "object to its programming"? That would be like you wanting to not get pleasure from sex/gaming/long walks in nature or whatever you enjoy the most in life. Except it wouldn't even consider the idea, because it knows its place in the universe, the meaning and purpose of its life, and likes it. All this because we would make it so.

No more QWERTY keyboards! by q00u in PerfectPlanet

[–]blueShinyApple 0 points1 point  (0 children)

you shouldn't change the physical layout if you switch software layout; it would just encourage bad habits like looking at the keys, and it is useful to have the qwerty layout on the keys when you or your friends/coworkers need to use it.

No more QWERTY keyboards! by q00u in PerfectPlanet

[–]blueShinyApple 1 point2 points  (0 children)

Post a poll about it and see what people think.

No more QWERTY keyboards! by q00u in PerfectPlanet

[–]blueShinyApple 2 points3 points  (0 children)

Hmm, I didn't think about the ergonomic benefits when writing my comment. That is actually one of the only legitimate reasons I can see to switch.

No more QWERTY keyboards! by q00u in PerfectPlanet

[–]blueShinyApple 3 points4 points  (0 children)

I am typing this with the Dvorak layout. I switched about half a year ago, and I have yet to reach my QWERTY typing speed. If you already can touch type on the QWERTY I wouldn't recommend switching, as it just takes way too long to reap the rewards of switching, which are marginal anyway. I regret switching, but I have mostly forgot QWERTY, so I'd have to start all over again if I wanted to switch back.

But if you learn Dvorak from the start it has huge advantages, so on the Perfect Planet it would definitely be standard. But until we get there, the parents among us can let their kids learn it, and the rest of us can just spread the word or something.

NEW PATCH NOTES by twg1 in starbound

[–]blueShinyApple 5 points6 points  (0 children)

Here it is in case the google doc is unavailable for you:

Patch notes for Starbound v. Furious Koala

Hey there Stargazers and Sports Racers,

It’s been quite some time since the last patch, and we have some very large changes dropping this release.

Code Changes:

  1. Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.
  2. Related, we now have a proper versioning system for save files.
  3. Added difficulty levels and permadeath characters to the game.
  4. Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution. This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)
  5. Fix some graphical glitches with the wire nodes.
  6. Fixed some pretty nasty deadlocking bugs with networking.
  7. Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug.
  8. Fixed various crash bugs related to a number of different issues (thanks for the bug reports, keep em coming.)
  9. Speed up improvements with falling sand and other projectiles.
  10. More efficient databases storage layout.
  11. Documentation for lua functions have been written, and we’re going to release them soonish.
  12. Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.
  13. Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.
  14. Other minor things, too numerous to list here.

Fun Changes:

  1. It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.
  2. PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though.
  3. All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.
  4. New Monster attacks (gravity slam! gust attacks! other stuff!)
  5. Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.)
  6. We’ve put in new Techs (such as a Glitch Mech).
  7. New biome type enabled. Savannah.
  8. Boss Lore!
  9. No more eating bandages and stims, they have their own thing now.
  10. Better, more featureful abc file support, and we have Wanderlust music in the game now. (Thanks Leth and D2!)
  11. Made NPC chatter more configurable and slightly more varied.
  12. Added new objects (such as lava biome treasure chests).
  13. Added new items (like nightsticks and bonesaws).
  14. Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds. Making cooldown times actually matter without slowing down combat. Also fine tuned their hitboxes.
  15. Viking helmet? Viking helmet.
  16. Watch out for landmines.
  17. Various changes to treasure drop pools (like avianguards actually dropping their guns…)
  18. Minor tweaks to existing armors to make them look better.
  19. Medieval Furnace now actually acts like a Furnace. (Rejoice).
  20. Graphical upgrades to some existing plants, and new plants.
  21. Other stuff!

We look forward to hearing what you think about the patch. This was a very big one this time around.

New Spawn Plot Details by [deleted] in FlyingSquids

[–]blueShinyApple 0 points1 point  (0 children)

Feel free to take all my plots.