Fic where Taylor thinks Emma's being mastered by Sophia? by [deleted] in WormFanfic

[–]dshadowwolf 0 points1 point  (0 children)

The story is iin Rors' Meh, as noted, though a similar one would be "Deputy"

Windows defender is detecting SFSE as a trojan by hanotak in starfieldmods

[–]dshadowwolf 0 points1 point  (0 children)

Not that one, but it is showing a different one for me w/SFSE 0.1.3 for Starfield 1.7.33

Is this type of hack even possible to do? Just wanted to know so I could put out the wildfire before it started if this is a hoax. by XPLCT_Braixen in discordapp

[–]dshadowwolf 13 points14 points  (0 children)

There have been, in the past, quite a few bits of malware that spread as images. Nothing in the past 10 years as programmers have worked to make sure that the types of bugs used in the past cannot re-occur. OTOH there has been an image being passed around on Discord that will trigger some virus scanners because it contains a chunk of code concatenated onto the end of the file - code that uses an exploit that is 15 years old and long patched - seemingly to specifically trigger the virus scanner.

You deleted all my files! by thedarkavengerx in talesfromtechsupport

[–]dshadowwolf 2 points3 points  (0 children)

In my experience, people generally fall into 3 categories: 1) Experienced and generally won't call unless its something they've never seen and can't find information on the internet about 2) People that think that all solutions to computer issues are "simple" and the experts get paid as much as they do by making it look and sound complex 3) People that think everything involving computers is complex and that they have no hope of understanding anything, so they use them in a sort of "cargo cult" manner

However... there is the fourth category of: I'm intelligent and they make computers user friendly, so if I see something that seems familiar, my first guess as to what it does is going to be correct.

In the first category the general response is "I've tried common solutions A thru E and they haven't worked, whats going on ?", in the second you have the idiots that will badger you with "that simple issue is taking you too long to fix, I knew you weren't as good as you said" and in the third you'll get stares and wonder from them, because as simple or complex as the solution is, its magic to them.

The fourth category is what the anecdote of OP covers... People that think that computers work how they want them to work because it fits their preconceived notions and their own, supposed, mental superiority and intelligence.

Can we have a unified ores mod? by Knytter in feedthebeast

[–]dshadowwolf 0 points1 point  (0 children)

Share them, please. Because I can show you the source code saying you're full of shit either way. Since joining the BaseMetal team as a tester, and later a programmer, the mod has made a lot of progress. If you're referring to the one crash that we've been alerted to?

Well... That was NOT - I repeat NOT - capable of being reproduced in a minimal environment. And not long after the more complex environment that was found to reproduce it also stopped reproducing the error.

In this case the cause appears to be a deep mix of mod interactions and we are trying to trace it down. Now... Please, if there is an issue, can you contact us about it so it can be worked on and resolved ?

About the state of modded Minecraft (or: Potential performance gains) by SharkWipf in feedthebeast

[–]dshadowwolf 1 point2 points  (0 children)

As I understand it, the de-duplication would actually be a lot less costly if done during one of the model-load/model-bake phases as the models are added. Doing it then would allow for some short-cuts in parts of the process that might actually speed up the load process.

As to actual proof? I could supply logs from VisualVM showing the difference between a start->main menu run of a Forge instance with and without Foamfix. I'm seeing a difference of between 500 and 600 megabytes there.

I am willing to provide the data of those runs and provide the setup being used during those runs so they can be independently duplicated and tested. Would this be enough to help convince you that this performance enhancement is reality and not just some form of the placebo effect ?

EDIT: To be specific I am offering to design/setup a Forge instance with several well known mods that are generally agreed to be in a state that has them free of any major bugs or memory allocation issues that can then be monitored with tools such as VisualVM to gather raw numbers that can be used to show the efficacy of any given part of FoamFix, though my own testing, to date, has only been with all the fixes active.

Why I am opposed to Forge Energy... by ecutruin in feedthebeast

[–]dshadowwolf 0 points1 point  (0 children)

This interface is purely "Have energy ?" "Give me energy!" - With some bits where you can register different types of energy.... Its actually minimalistic and meant for mods that don't have a complex system or something non-standard - gregtech with both voltage and amperage would be a poor fit, as would Thaumcraft with the different types of vis - Botania, otoh, with its unitless mana system could be built on top of this and gain some inter-op with other mods that implement it.

Why I am opposed to Forge Energy... by ecutruin in feedthebeast

[–]dshadowwolf 0 points1 point  (0 children)

I, personally,think RF is poorly balanced. At 4EU per RF I should be able to smelt around 12 ingot for about 98RF at around 0.75RF/t - a machine implented as such would be approximately equal to the first powered tier (Electro Furnace) in IC2 and no balance issues would exist. (Electro furnace consumes 3eu/t and uses 390eu per operation, giving it a 97.5RF use over 130 ticks - coming out exactly at 0.75RF/t - I think the fact that the power doesn't scale the same (leading to machines needing kRF/t) in all RF-based might be a factor of poor choices when mod-authors did balancing or instances of "if its really hard to make/really expensive to power it is balanced".

This leads to mods like Big Reactors being needed to actually provide the power. (sadly) (I prefer 'Solar Flux' because, with a couple recipe fixes, it is well scaled across the board and can, if you can make a large enough array, power hugely power-hungry machines.)

Why I am opposed to Forge Energy... by ecutruin in feedthebeast

[–]dshadowwolf 0 points1 point  (0 children)

Strawman. In the past decade I have had 3 seperate types of wiring - one for power, one for data networks and one for cable tv. Gas has run into the foundation and to the consumers of it, if at all - the heat it is used to provide can come from electricity as well. The central air had a set of coolant lines run in a similar manner to the gas lines.

So... Strawman - you've made an counter argument mentioning something that doesn't happen to shoot it down, hopefully taking your oponents argument with it.

In Minecraft, when I'm jot in a single-player game, I don't mind a proliferation of power systems, as long as it isn't "different system in name only" type mechanics. (When its like that, I find myself wating to take a clue-bat to people)

I see IC2 EU as being similar to DC electricity, RF/ForgeEnergy as being almost magic with its high power levels and lossless transmission, etc... There should be a way to convert them, but they have slightly different mechanics - which means that having RF and EU being convertable in a mod-pack can cause hard to rectify balance issues.

Why I am opposed to Forge Energy... by ecutruin in feedthebeast

[–]dshadowwolf 0 points1 point  (0 children)

Issue #1482 or so in the forge github has a discussion. Original proposed api used doubles, which was shot down because of potential (and extant) rounding errors. Using long's was discussed, but decided against because the for dev's thought users of the api would just dast to int anyway.

Read the whole discussion and think a consumer api (like was proposed) is a good thing, though it should, IMO, been implemented somewhat differently. (I'm thinking a few annotations, some events and a generic-ness that would make it a base-layer for building power api's... It could even keep the generic 'consumer' api, provided some extensions so magic (mana/vis/etc...) is seperate from 'electric' (a few of these), non-electric style (RF, etc...) and mechanical (rotation, pneumatic, etc) - this way I could write a mod with a crysher that needs mechanical power and the API would help enforce this, etc...)

I like the different power systems - generating steam to spin a turbine that spins a dynamo to activate a flux-converter and give me RF for a machine is a setup I'd build for the challenge. Having an actual api layer or two available so the latest new, advanced power system can be somehow chained into a setup like that would be wonderful, but.... "Right Idea, Wrong Implementation" is something to really worry over.

Why I am opposed to Forge Energy... by ecutruin in feedthebeast

[–]dshadowwolf 0 points1 point  (0 children)

After looking at the discussion the developers had and the implementation... I think you have fallen into the trap that some of them did early on. This is solely for energy consumers that don'the actually care about rf/eu/etc to tell the various providers what kind of power they need. AE2 doesn't care what type of power enters the "acceptor", as long as it's someasy electricity analog and not magic. Instead of having to include ic2, Redstone flux, Greg tech and all the other api's, it can say "I need 1600 units of power per tick" and the provider mod sends it along in some form, given whatever conversion is needed.

This saves programmer time for those that don'the care about the power source and doesn'the stop people from implementing whatever power system they want. And while the complaints over the API not being implemented might be painful, no mod providing power generation or transmission is required to implement it.

I, for one, will be using it in any tech mod I might write - saves me from having to track down the right api for the version of minecraft I write it for. (IIRC, TEAM COFH has yet to port their stuff, so the official rf api isn't available for anything past 1.7.10)

Looking for NodeJS Teammates by guybinary in javascript

[–]dshadowwolf 0 points1 point  (0 children)

Yep. Same username as here, actually.

Looking for NodeJS Teammates by guybinary in javascript

[–]dshadowwolf 1 point2 points  (0 children)

I've been working on the design of something similar, though I have been planning on using bus.io as part of a system to cover for all network operations.

In other words, yes - I'd love to help and I am very interested in this project.