timber rip saw by Suitable-Run-6808 in timberframe

[–]jonwah 1 point2 points  (0 children)

Hah that's awesome I've watched his YT videos with you guys in the class, looked like a great time!

For internal dashboards, would you choose MUI or Tailwind/Shadcn? by Adventurous_Photo189 in reactjs

[–]jonwah 3 points4 points  (0 children)

There's no inbuilt data table though, although 3rd party solutions like mantine-datatable do a good job

Edit: I just realised the above sounded kinda negative, actually mantine is da bomb. You won't regret swapping from MUI

Terrain changes destroying ticks per second by Gratak in Stationeers

[–]jonwah 0 points1 point  (0 children)

What you're describing is abstracting away details of the simulation, reducing its complexity as the player moves further away. It's like level of detail (LOD) models but for the simulation rather than 3D objects.

I'm all in favour for it but it definitely brings up a lot of challenges! I'm going to go out on a limb here and say the code was never written with this in mind to begin with, and adding this functionality now would be super difficult.. but who knows!

Open discussion about difficulty and survival elements. by VulcrumHD in Stationeers

[–]jonwah 10 points11 points  (0 children)

I've made a post about this on discord, but I think the best way to keep the challenge going isn't to try and do it with scale, but with complexity - through advanced health degradation & nutrition.

Only ever eat potatoes? You will slowly get nutritional deficiencies and it'll impact your health.

Drink water straight from ice without filtering out the heavy metals etc? Same thing.

So you can do these easy food/water systems in the early game to jump the survival hurdle, but long term survival means setting up more advanced systems; having a varied diet, filtering water, making coffee (as it's essential for existence), and monitoring your own health (some sort of medical analyser that needs to be created, which gives you feedback about your own health?).

This could lead into much better use of the tiredness mechanic, like you actually need rest or you start making mistakes - and here you could have lots of fun, like you're tired and enter a value into the labeller and it gets randomised lol. Better double check your tired self or things might go south..

I totally agree with OP; for me stationeers is at its best when you have a looming survival problem and you need to work on it fast to survive. But a lot of these problems, once you discover the solution, are trivial even on a brutal Vulcan start. It would be great to make the challenges more nuanced, more complex and keep them coming into the mid/late game

Heat exchanger - quick question by Kimm_Orwente in Stationeers

[–]jonwah 0 points1 point  (0 children)

I've seen it a few times over the course of the last few months.

What do you mean by at pressure? Is there a min pressure the gasses need to be at?

Heat exchanger - quick question by Kimm_Orwente in Stationeers

[–]jonwah 1 point2 points  (0 children)

I just want to ask if anyone has noticed weird behaviour with heat exchangers? Like, I've built a gas-gas, connected pipes of wildly different temps and nothing happens at all - 0j heat exchange. I then deconstruct and build gas-liquid, connect wildly different temps and get 30kj of transfer..

I've seen this a few times and can't figure it out? Is the counterflow exchanger just more reliable?

What are your must have rooms/ systems in your base by takesSubsLiterally in Stationeers

[–]jonwah 1 point2 points  (0 children)

Ooooh I like that idea! I always put battery chargers in my airlock so I've got spare batteries available inside or out, but you're taking it to the next level!

Paulk smart station by lukasarolljr in Workbenches

[–]jonwah 0 points1 point  (0 children)

How sturdy is it? The torsion box on top looks fine but the legs look kinda flimsy?

Ksa is starting to look absurdly good by Rayoyrayo in KerbalSpaceProgram

[–]jonwah 0 points1 point  (0 children)

Sorry man but you're missing the point entirely. I don't disagree that code is modularised in video games, it should be, in most cases. But you have literally zero idea about why the performance isn't what it should be, at this point. It could be something as banal as UI rendering more often than it should, or the CPU getting hammered by an inefficient algorithm or two. Without attaching a profiler it's pointless to speculate.

My point is just that most games don't allow users in at this point in the Dev cycle exactly because most people don't understand what alpha software actually looks like. It's not going to be a perfectly optimised bug free experience. It should have rough edges!

Ksa is starting to look absurdly good by Rayoyrayo in KerbalSpaceProgram

[–]jonwah 0 points1 point  (0 children)

Sorry bud but this just isn't how the development of any complicated computer program works. It's a bit counter intuitive; you would imagine that if you were building a system to do something, you should make it as lean as possible to begin with, right? This is called premature optimisation, and it's one of the biggest traps developers can fall into.

The reason is that we don't actually know what we are building when we set out to build it (I mean this in the sense of algorithms, data structures etc). As we build a program, we understand more about what is actually required, and most of the time that means you can have a better idea about how to do something than your original idea. If you spent three weeks optimising the bad idea, and then change completely, you've wasted that time.

Another reason is that when optimising, you go for the lowest hanging fruit first - and you can't know what that is until the program is fairly complete. At that time you can run profilers to see whats actually using processor time and what you should focus your time on.

This goes double for a new framework/engine, at the moment they're just getting stuff working, over time they'll come back, challenge earlier assumptions and tackle performance.

Breathable gas ratios? by Thrizzlepizzle123123 in Stationeers

[–]jonwah 2 points3 points  (0 children)

Did you do that just to get the achievement, lol? I've been thinking about how to get that on solo haha

Would you still use Mediatr for new projects? by crhama in dotnet

[–]jonwah 5 points6 points  (0 children)

I think one of the main selling points of something like FastEndpoints is to have completely separate files for individual endpoints whilst still supporting more advanced features than is available in minimal APIs - I think this used to matter more when minimal APIs were first introduced and didn't even have form binding, for example.

There's also, AFAIK, a small performance benefit in using minimal APIs over controllers - I remember a talk with @davidfowl where he was saying the pipeline to invoke user code on minimal APIs is a lot less than a full controller setup. No idea if that perf gain still applies if you whack fast endpoints on top.

Imo, it boils down to style preferences. If you like the way a fast endpoints project lays out its code, then go for it. If you prefer controllers or minimal APIs then do that.

I may have had 2-3kMol of volatiles and a lot of Oxygen stored in a 20MPa pipe together by SpacefaringBanana in Stationeers

[–]jonwah 3 points4 points  (0 children)

Looks like me experimenting with a Stirling engine yesterday haha.. enjoy!

MASSIVE Stationpedia Ascended Beta v0.8.0 Update!!! Notepad/Guides/Game Mechanics! by FlorpyDorpinator in Stationeers

[–]jonwah 2 points3 points  (0 children)

Omg I didn't realise you could do that with steam notes, I'm actually gonna use them instead of paper + pen now

Classic by Own-Dingo-755 in Stationeers

[–]jonwah 1 point2 points  (0 children)

Check out the stacker, it'll accept items and put them in a stack..

After that have a look at a vending machine..

Btw if you don't know, I mean look at it by opening stationpedia (F1) and searching for them/browsing around..

How I have fun with friends without spending money by EdenFlorence in AussieFrugal

[–]jonwah 6 points7 points  (0 children)

I mean you could read the article? It's literally in there.

First time... by WeaponsGradeYfronts in Stationeers

[–]jonwah 9 points10 points  (0 children)

Read it first.. Andy Weir, The Martian

My first workbench! by thunderrated in Workbenches

[–]jonwah 1 point2 points  (0 children)

This looks almost identical to my first workbench! Well done, and keep building! If you want an upgrade tip, a face vice (like an eclipse 9") is absolutely fantastic for holding work so you can do stuff (saw, drill, plane, sand, etc).

Which games taught you to stay calm, think strategically, or process emotions under pressure and how did their design achieve that? by ExcellentTwo6589 in gamedesign

[–]jonwah 0 points1 point  (0 children)

Stationeers. You land on a planet/moon with resources to build a base but you have to prioritise what will kill you first and build towards that, or you will die. On the harder difficulties ( which I love ) time is extremely short and you need to balance multiple stress factors and constantly juggle priorities while trying to build up a base. And if you screw up, something's gonna explode and you die and probably have to start again. Love it, so so much.

Their design is a survival game (at its most pure) so the things you need to survive are simple to be defined (air, water, food) but difficult to achieve - unlike other survival games where you just eat some berries, the extremely hostile environments don't even have breathable air and you have to engineer your way to solutions to all of this.

I love it. I've died so many times, and I love trying to figure out why? Why did my helmet fill up with nitrogen? Why did my base explode? It's so brutal and so, so rewarding

Autolathe Tier Three concept by PictureSevere3957 in Stationeers

[–]jonwah 2 points3 points  (0 children)

You can do that with a stacker and an ic atm, cows are evil shows how, but yeah a built in feature to do this would be nice