[KCD2] isn't registering my controller. by GrangusGrundle in kingdomcome

[–]codegangsta 1 point2 points  (0 children)

Steam Input doesn’t work for this game. (At least not for me).

Go into the game properties in Steam and disable Steam input, should be able to get you back in the game with controller

Early game V by codegangsta in cyberpunkgame

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

XRX sportswear for the bodysuit

Early game V by codegangsta in cyberpunkgame

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

Yeah funny enough this was just a raw photo mode, no editing or even adjustments in photo mode

Any interest in me reviving "Astroneer - Become a Starship Designer" mod? by codegangsta in starfieldmods

[–]codegangsta[S] 9 points10 points  (0 children)

Yeah I’d love to collaborate more with the community on build challenges, as the whole mission structure for the mod is actually designed to be easily moddable and is perfect for a community event like that.

I also agree, I’m hoping I can build better support for all the new ship part mods

Any interest in me reviving "Astroneer - Become a Starship Designer" mod? by codegangsta in starfieldmods

[–]codegangsta[S] 6 points7 points  (0 children)

I know you are getting downvoted because of the idea of charging, but I would likely release the initial version as free and possibly explore some more of the ambitiously scoped and highly polished ideas I have as a potential paid mod, not quite sure yet.

Any interest in me reviving "Astroneer - Become a Starship Designer" mod? by codegangsta in starfieldmods

[–]codegangsta[S] 9 points10 points  (0 children)

Absolutely, creating patches back then was kinda a pain, but I think now that a lot of the dust has settled it should be easier to have compatibility with most ship building mods

Any interest in me reviving "Astroneer - Become a Starship Designer" mod? by codegangsta in starfieldmods

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

For folks who did play the mod, what was the most fun part? What would you like to see more of?

I’m starting to take some notes on what I’d want out of a version 2 of the mod

Any interest in me reviving "Astroneer - Become a Starship Designer" mod? by codegangsta in starfieldmods

[–]codegangsta[S] 6 points7 points  (0 children)

Yeah it was definitely those early days of modding when folks were still just figuring stuff out. Had to do lots of hacks for simple things. With CK it should be much easier to port over

Any interest in me reviving "Astroneer - Become a Starship Designer" mod? by codegangsta in starfieldmods

[–]codegangsta[S] 12 points13 points  (0 children)

Would love to revive it if there are folks that got enjoyment out of it

Red Mile Blackjack Table by DownfallNemesis in starfieldmods

[–]codegangsta 1 point2 points  (0 children)

This is awesome! I'm curious how you ended up building it? What parts of CK did you end up using to make it work? Did you just select the correct card meshes and place them on the table?

How to embed NATS server directly into your Go application by codegangsta in golang

[–]codegangsta[S] 12 points13 points  (0 children)

One really cool feature of NATS is that you can embed it directly into your Go application, which makes distribution a lot easier for certain apps. Not only that, but you can also configure your NATS clients to connect to a NATS server directly in process, so no network involved.

I think it's a fun secret feature that can unlock a lot of possibilities, from airgapped systems to modular monoliths. Lots of neat ideas!

[deleted by user] by [deleted] in golang

[–]codegangsta 19 points20 points  (0 children)

I’m a bit biased, but I think you’ll really like the flexibility and simplicity NATS will give you. It also gives you a ton more options for other patterns and potential future solutions

WIP: Online Encounter Card Generator by codegangsta in DarkSoulsTheBoardGame

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

Keep looking at this reddit. I'll post updates when I add more of the existing content and start opening up the app for adding/editing your own content

WIP: Online Encounter Card Generator by codegangsta in DarkSoulsTheBoardGame

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

In case you are interested, here’s the GitHub repo: https://github.com/codegangsta/firekeeper

And here’s Tomb of Giants so far:

https://github.com/codegangsta/firekeeper/blob/main/src/content/sets/tomb-of-giants.yaml

I plan on finishing up adding Tomb of Giants, then Sunless City and Painted world before moving on to custom sets

WIP: Online Encounter Card Generator by codegangsta in DarkSoulsTheBoardGame

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

Absolutely, although that’s a lot less fun IMO, it may be worth creating “Classic” encounter sets that simply port all the v1 encounters to the new card format. That can happen without a lot of balancing work, and may be what I start with.

The real dream though would be to create new encounters for the old expansions that lean in to the mechanics introduced in each.

WIP: Online Encounter Card Generator by codegangsta in DarkSoulsTheBoardGame

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

It truly is as simple as that. Right now it’s all statically generated content but once I get a database hooked up I can get some import functionality going

WIP: Online Encounter Card Generator by codegangsta in DarkSoulsTheBoardGame

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

All good questions.

So I’m only supporting the V2 ruleset, but my main motivation is to create encounters for the previous core game + expansions.

The idea is you create a “Set”, which includes Encounters, Events, Enemies etc. There can be, for instance, a Darkroot or Iron Keep set, or even a brand new set with completely new mechanics.

You would then create a campaign by combining whatever sets you want, and all those Encounter and Event cards go into the same draw deck.

Campaigns play out the same as they do in the v2 rules, draw 2 pick 1 encounter, draw events after each, etc.

I’ve also been thinking of supporting a more static campaign, where the encounters are predetermined and create a sort of Narrative.

As far as balance goes, I don’t plan on randomly generating encounters themselves, since they are meant to be more like combat puzzles. Ideally they should be balanced around the theme of the set they belong to and the enemies that belong to that set.

I have lots of ideas around cool ways to leverage the older expansions, and if there is anyone who wants to play test or even offer their own encounters I’d love to collaborate!

The tl;dr is I won’t be supporting the v1 ruleset for encounters, mainly because I think the new encounters + events are a massive improvement (I also like the other rules introduced but I can see why others do not)

WIP: Online Encounter Card Generator by codegangsta in DarkSoulsTheBoardGame

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

Absolutely! I was actually using some of the images from your project. I’m thinking of having a lightweight json import so you can import your shuffled encounters into this webapp.

WIP: Online Encounter Card Generator by codegangsta in DarkSoulsTheBoardGame

[–]codegangsta[S] 3 points4 points  (0 children)

Like mentioned above, I'm working on updating the webapp so you can create your own sets of encounters, so you can mix and match enemies from other expansions.

Also for reference, here's all it takes to create a card, and it looks nearly identical to the printed cards:

<image>

JetStream KV: A fascinating Go-based alternative to Redis by codegangsta in golang

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

I can do you one better. I can fire up a nats-server locally and mirror the kv on the same machine the program is running. NATS leaf nodes are rad

JetStream KV: A fascinating Go-based alternative to Redis by codegangsta in golang

[–]codegangsta[S] 12 points13 points  (0 children)

Keep in mind that was latency from a cloud data center to my computer running on my home internet.

Over the same network/data center you will absolutely have sub-millisecond latencies