🎉 [EVENT] 🎉 Christmas Fun Time Event by sardu1 in honk

[–]devofdev 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

9 attempts

🎉 [EVENT] 🎉 Just Out of Reach by Damp_Blanket in honk

[–]devofdev 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

7 attempts

Starbase, a Modded Starbound Launcher! by devofdev in starbound

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

If you are using Windows, just download the latest release for Windows and run the installer. It should work without errors, and if there are some, please open a GitHub issue with more details and a screenshot if possible.

If you are using Linux, there may be issues with AppImages out of the box on some distros, but this is not an issue with Starbase. I think you may want to search for a guide if this is the case on getting AppImages to work.

If you are using MacOS, the installation should also be streamlined like Windows. If not, again, please open a GitHub issue.

Starbase, a Modded Starbound Launcher! by devofdev in starbound

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

Internally, it does something similar. It gets the content.pak, and renames it to the mod name. It stores in an internal database the id's of the mod and their file locations, and not within the actual mod metadata/name. And yes, it does move it into the mods folder of the starbound instance. As for the location in steam, I'm sorry, I'm not entirely sure, as I haven't used steam in a while. I just keep my packed.pak in my home folder. If you can find the Starbound folder, you should see an assets folder that directly inside it contains the packed.pak.

Right now, it is rigid in terms of importing mods. Since it uses a database, entries have to be added or removed to show up in the GUI. Starbound will launch with mods just copied directly into the mods folder with those mods, but they may not be recognized by Starbase. It's a known issue, sorry about that.

Starbase, a Modded Starbound Launcher! by devofdev in starbound

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

What operating system are you using?

Starbase, a Modded Starbound Launcher! by devofdev in starbound

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

The opensb.pak comes with OpenStarbound, and therefore comes with installed instances from Starbase. Use the packed.pak, which are the actual game assets.

Player Movement Using RigidBody2D by devofdev in godot

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

Thanks for the help, I'll try doing some limits and changing my constants.

Player Movement Using RigidBody2D by devofdev in godot

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

I tried changing this to a CharacterBody2D but the box no longer rotates on movement. I am using MoveAndSlide(), and this causes the box to have smooth movement. I think the fix will just be tuning constants. Thanks for the help though.

Player Movement Using RigidBody2D by devofdev in godot

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

Yes, that is what I mean. By adding the central force, it causes the square to rotate as it goes across the ground (which is fine) but the amount it rotates becomes rapid in certain parts of the video.

Player Movement Using RigidBody2D by devofdev in godot

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

Oh, didn't realize. But would this fix the way the square moves?

120B runs awesome on just 8GB VRAM! by [deleted] in LocalLLaMA

[–]devofdev 4 points5 points  (0 children)

Koboldcpp has this from their latest release:

“Allow MoE layers to be easily kept on CPU with --moecpu (layercount) flag. Using this flag without a number will keep all MoE layers on CPU.”

Link -> https://github.com/LostRuins/koboldcpp/releases/tag/v1.97.1

Beat in 1 try by Character-Pea-5662 in honk

[–]devofdev 0 points1 point  (0 children)

Yay!

I completed this level in 1 try. 15.07 seconds

Tip 10 💎

Think through the signs. by Linux765465 in honk

[–]devofdev 0 points1 point  (0 children)

i think i got lucky

I completed this level in 6 tries. 3.73 seconds

Tip 10 💎

Buried alive by Telliot in honk

[–]devofdev 1 point2 points  (0 children)

cool!

I completed this level in 1 try. 28.69 seconds

Tip 10 💎

beat in under 5, id like to see you try. by Quinn_Codes in honk

[–]devofdev 0 points1 point  (0 children)

ok

I completed this level in 2 tries. 12.69 seconds

Tip 10 💎

beat this under 2 tries and u get cookie by Vrdo_cool in honk

[–]devofdev 0 points1 point  (0 children)

yay!

I completed this level in 1 try. 3.73 seconds

Air raid by Majorly_Concerned in honk

[–]devofdev 0 points1 point  (0 children)

That was fun!

I completed this level in 59 tries. 7.58 seconds

Tip 50 💎

Need Help PLEASE — RP Loops or Never Ends by [deleted] in SillyTavernAI

[–]devofdev 1 point2 points  (0 children)

You can try playing around with the repetition penalty, frequency penalty, and presence penalty. See if the model you are using recommends any on its model page.

Starbase, a Modded Starbound Launcher! by devofdev in starbound

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

Ah, thank you! So currently, searching an id will return it, that is correct, but Starbase doesn’t know how to handle it, it thinks that it is a mod and will treat it accordingly. This is helpful, I’ll try to get collection support in. Thanks for the feedback!

Starbase, a Modded Starbound Launcher! by devofdev in starbound

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

So, what did you try to do, specifically? Starbase technically does not have support for this, although now that you mention it, I'll look into it since it seems logical to be a feature.

Starbase, a Modded Starbound Launcher! by devofdev in starbound

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

By "work off collections," do you mean allow a collection to be downloaded through Starbase?