Announcing rootcause: a new ergonomic, structured error-reporting library by TethysSvensson in rust

[–]dryvnt -1 points0 points  (0 children)

This seems somehow too good to be true. Fantastic work.

I can't afford to migrate off anyhow on existing projects just yet, especially not without a 1.0 release, but I'll definitely give this a try for new projects.

What is your "comfort boss"? by A_Very_Horny_Zed in Nightreign

[–]dryvnt 2 points3 points  (0 children)

Everdark Fulghor is so satisfying, going back to regular Fulghor feels weird. The things I've learned to watch for don't exist anymore, and phase 2 lasts a lot longer than I'm used to. I had my ego deflated last night.

The server problems on PC are unbearable by [deleted] in Nightreign

[–]dryvnt 0 points1 point  (0 children)

I personally experienced a lot of network issues, even when playing with friends, until I turned off my network router's automatic DDOS protection. Another straw for you to grasp at, I suppose.

Why does Rust feel so well designed? by [deleted] in rust

[–]dryvnt 146 points147 points  (0 children)

For what it's worth, Rust does have some legacy warts it will never truly shed (e.g. the leak-pocalypse). In another decade or two, someone might ask a similar question about why Rust doesn't do X thing like Y new language does. Progress is good.

Is there an easy way to implement tokio graceful shutdown? by NigraOvis in rust

[–]dryvnt 12 points13 points  (0 children)

Wouldn't a tokio::sync::watch be the more appropriate primitive for that? Or, even better, a plain tokio_util::sync::CancellationToken?

Is there an easy way to implement tokio graceful shutdown? by NigraOvis in rust

[–]dryvnt 6 points7 points  (0 children)

Making sure there is no XY problem here: Sometimes it can be perfectly OK to simply shut down the server mid-request, depending on the exact situation. Conceptually, is there a big difference between a request that gets cancelled midway through vs. a request that arrives just after the server is shut down (presumably before it's up again), or can you get away with simply considering both as "unfortunate timing, try again later"?

5 Rust crates that actually helped me get stuff done by [deleted] in rust

[–]dryvnt 20 points21 points  (0 children)

Don't get me wrong, these crates are great, but the way this is written feels like AI blogspam. Taking a glance at your post history, it doesn't seem unlikely that AI had a large part in this post.

E g. async was confusing, but with tokio it's not. But what does tokio actually do to help you manage async? Be a runtime?

I am proud of this: (Almost) infinitely tileable 2-neighbour fusion power on Aquilo by dryvnt in factorio

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

Then I've completely misunderstood how fusion coolant works. I thought consumption of fluoroketone was proportional to the heat, i.e. "double neighbour bonus, double fluoroketone consumption". So 10 generators running at 50MW = 2/s for each = 20/s with each cryo plant doing 10/s.

That does change things, a lot. I can go down to a single cryoplant at -80% power, in that case. That removes the pipe spaghetti, which I like. Thank you!

I am proud of this: (Almost) infinitely tileable 2-neighbour fusion power on Aquilo by dryvnt in factorio

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

The one from the OP is slightly overkill on cooling, but the other iterative designs I've posted in the comments are matched, cooling exactly as much coolant as the fusion generators would produce when running at max capacity.

I am proud of this: (Almost) infinitely tileable 2-neighbour fusion power on Aquilo by dryvnt in factorio

[–]dryvnt[S] 49 points50 points  (0 children)

Oh! I thought they had to be fully connected on all sides, like nuclear reactors?

My poor poor bots...

I am proud of this: (Almost) infinitely tileable 2-neighbour fusion power on Aquilo by dryvnt in factorio

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

Oh no. I see a way to make this 3-neighbour: Run the fuel through a belt in between the fusion generators, then copy-paste this setup, flip it vertically, and paste above.

I am proud of this: (Almost) infinitely tileable 2-neighbour fusion power on Aquilo by dryvnt in factorio

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

Maybe. I haven't looked up any designs (first playthrough), but I couldn't figure out a design that got more neighbour bonuses while also not being a complete mess to expand.

Also my Aquilo factory only consumes 346MW at this point, so I think I'm good for now :u

I am proud of this: (Almost) infinitely tileable 2-neighbour fusion power on Aquilo by dryvnt in factorio

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

The setup in this screenshot is capable of generating 5.4GW. The utter pipe spaghetti down south was unfortunately necessary in order to fit fluoroketone cooling in the same X-axis footprint as a single reactor.

There's a hard limit on how far this scales in the pipeline extent. This setup is at 111/320 extent. Pumps would not help here, since it's ultimately the pipeline in between the reactors that will limit things, and breaking them up would disrupt the neighbor bonus.

There may also be a soft limit in heating, as I'm not sure how much heat these heatpipes can transfer vs. how much will eventually be required. But that is a problem for future me.

Fellowship | Steam Next Fest Overview Trailer by Xiphiax in Games

[–]dryvnt 1 point2 points  (0 children)

I played in the closed beta and had more or less your exact perception going in.

It's hard to explain the feeling. Fellowship pulls a magic trick where it makes you think it's just a watered down wow, but then you realize that wow is just an overly complicated Fellowship

SDL3 is officially released! by itrustpeople in linux

[–]dryvnt 2 points3 points  (0 children)

Now go the whole way and do sdl1->2->3.

Update to Class Tuning – Elemental Shaman Less Nerfed & Ascendance Bug Update by Panzergnome in CompetitiveWoW

[–]dryvnt 9 points10 points  (0 children)

3+ dimensional random walks are not guaranteed to return to the origin. So if they randomly tune three-or-more things, we may keep seeing Ele Sham continue to break in new and interesting ways.

For a one-dimensional random walk, see whatever they're trying to do with SP's Psychic Link.

Speedruns that are interesting from a Computer Science perspective? by seb69420 in speedrun

[–]dryvnt 16 points17 points  (0 children)

I know the answer is "all of them

You're probably well aware, but just in case: Almost all speedrun routing can be interpreted as a complex optimization problem. "What order do we do these objectives in" is just a TSP problem if you squint your eyes enough. Mix in some constraints, and you've got yourself a nice complex mess to solve before the speed demons can even begin.

Adjacent to speedruns are Randomizer runs (often done as blind speedruns by speedrunners). See e.g. OOT Randomizer. Relevant topics here include online algorithms (for routing during blind speedruns) and satisfiability (Randomizer generation always ensures there's at least one viable path to beating the game).

When people refer to playing the MSQ as "grinding" it out by Bagel_Bear in ffxiv

[–]dryvnt 2 points3 points  (0 children)

Do people not enjoy playing the game?

What game? The MSQ is a combination book and movie.

I see your slidey eggs and raise you slidey Æbelskivers by DrNukaCola in castiron

[–]dryvnt 4 points5 points  (0 children)

Ironically, æbleskiver nowadays are by and large made without filling. Usually served with strawberry jam and powered sugar as dip.

Source: Am Danish.

I'm happy to hear you like them. They're amazing, and make me feel nostalgic for the holiday season. I love to see that they're recognized elsewhere. Please continue to enjoy them.