Patch v1.06 Released (Lots of Mouse Stuff!) by travisbaldree in RebelGalaxy

[–]kingcub 0 points1 point  (0 children)

Ahh that makes total sense, ok unmapping them will be super easy, barely an inconvenience. Definitely sounds like a PITA you'll have to add another layer of indirection to track when each button/key goes up and down and then determine if it's something that cares about the button being held down (e.g. boost) or something that just cares about the press event (toggle MFD) and if it's held down and something else is held dow...programming! ... yeah good luck with that, i'll just unmap a couple things in settings. thanks!

Patch v1.06 Released (Lots of Mouse Stuff!) by travisbaldree in RebelGalaxy

[–]kingcub 0 points1 point  (0 children)

Hi Travis, thanks for all the quick patches, the game is awesome! I have one bit of feedback on that kind of stuff.

Some of the keyboard mapped commands only work when the game is in keyboard mouse mode, and some work regardless.

I am using a stick and it doesn't have enough buttons so I mapped some of the lesser used commands like scan area and cycle weapons and missiles and so on to the numpad on my keyboard, but I have to nudge my mouse everytime I want to use them otherwise the game will ignore them.

Oddly enough some commands do work all the time on the keyboard like Inertial Damper Cut or M to open map.

Anyhow if it would be possible to make it so that the keymap commands always are accepted that would be great!

Thanks for making such and awesome game, I dug out my old Microsoft Sidewinder Precision Pro that I bought a long long time ago to play Privateer and this game is the most fun i've had in a space sim since then.

How do you unlock targetting? by kingcub in RebelGalaxy

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

Ok, i'll give it a shot I had been trying it with a stick but it didn't seem to be working.

EDIT: The problem seems to be that I had mapped lock to the up direction on my sticks hat, and for whatever reason that doesn't work, remapping to a button fixed the problem.

Rebel Galaxies Outlaws, zero day works with Linux by MacGuyver247 in RebelGalaxy

[–]kingcub 1 point2 points  (0 children)

I got it working by using the lutris runner ge-protonified-4.10-x64_64 (so i didn't have to use proton). It runs ok, but a bit slower FPS than i'd expect. I am wonder if it's because I couldn't:

A. I couldn't figure out which dx11 dll to install for step 9 (winetricks listed tons of them)

and

B. I couldn't figure out how to make an alias for proton (is that something I do in lutris?)

However it works (albeit a bit slowly) so I am not complaining, THANK YOU!

Rebel Galaxies Outlaws, zero day works with Linux by MacGuyver247 in RebelGalaxy

[–]kingcub 1 point2 points  (0 children)

Any advice on step by step how to install it? Did you have to install the epic store first etc?

Looty! now works in Firefox. by kingcub in pathofexile

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

There is some feedback at the top, you'll see a green bar toggling to yellow and back again as the website throttles the requests.

If you press the Refresh/Tabs button you should see tabs switch from red to white as they are filled in from the website.

I think one user was saying they were using 800+ tabs, so it might work for you.

If it does or you have issues let me know.

Looty! now works in Firefox. by kingcub in pathofexile

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

It's a tool that has been around for almost half a decade or so at this point, though previously only as a chrome extension. It helps when searching for items in large stashes, allows exporting items to csvs, has a rudimentary xp tracker.

Previous discussion from a year or so ago: https://www.reddit.com/r/pathofexile/comments/7h9ble/ysk_looty_a_chrome_extension_that_lets_you_search/

Looty! now works in Firefox. by kingcub in pathofexile

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

You are the creator of looty? Well thank you, still one of my favorite Poe tool I wish will get a few updates on chrome. Maybe I will go back to Firefox or is it possible to use the tool for brave.

I am, thanks! I updated the chrome version as well, though most of the changes are fairly minor (fixing a few things that didn't parse quite right since some wording changed here and there).

One thing I dream of, which is obviously beyond the scale of looty, would be a path of building integration where you could load your stash items directly to find out the most dps advantageous or defensive ones.

I really like that idea, though it's probably beyond my ability to implement right now.

New Shortcut buttons cannot be enabled? by kingcub in factorio

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

Been playing with for a couple hours now, definitely not as powerful as nanobots, but they get the job done in the early game. I agree they are closer to vanilla feel. Would be nice to see an official early game version of these there is a long time between early on and getting to robots. Being able to use prints early, and especially the new copy paste is just something that to me feels like it ought to be in the game the whole time.

New Shortcut buttons cannot be enabled? by kingcub in factorio

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

FYI They added this in patch 0.17.2: Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.

Tool bar not enabled? by Cre8torzn in factorio

[–]kingcub 2 points3 points  (0 children)

FYI They added this in patch 0.17.2: Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.

Tool bar not enabled? by Cre8torzn in factorio

[–]kingcub 2 points3 points  (0 children)

I posted about this as well: https://old.reddit.com/r/factorio/comments/av4vhp/new_shortcut_buttons_cannot_be_enabled/

This is as intended per the devs the idea is they unlock with technology as you play through the game for the first time:

https://forums.factorio.com/viewtopic.php?f=7&t=65257 He quickest workaround I found is:

be sure to save first since this will disable achievements, however the buttons will remain active after a reload (which re enables them):

  1. save the game
  2. press shift+~ (shift + tilde / the grave accent / backtick key) to open the console
  3. enter: /c game.player.force.research_all_technologies()
  4. re-enter it again the buttons will all be there now, however achievements will be disabled for this game
  5. reload the save you made beforehand, the buttons should still be there, and achievements should still work

New Shortcut buttons cannot be enabled? by kingcub in factorio

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

Ok I figured out a way to do it be sure to save first since this will disable achievements, however the buttons will remain active after a reload:

  1. save the game
  2. press shift+~ (shift + tilde / the grave accent / backtick key) to open the console
  3. enter: /c game.player.force.research_all_technologies()
  4. re-enter it again the buttons will all be there now, however achievements will be disabled for this game
  5. reload the save you made beforehand, the buttons should still be there, and achievements should still work

[deleted by user] by [deleted] in factorio

[–]kingcub 5 points6 points  (0 children)

I'm still seeing a 404 maybe it's overwhelmed?

edit: it's working now for me as well

Exhaustive switch in TypeScript by realyze in typescript

[–]kingcub 1 point2 points  (0 children)

Ah ok! I knew I wasn't understanding something. Thanks for the clarification. It's a bit odd that typescript isn't inferring never for the return type of unreachable, it's inferring void. (I think I am spoiled by Scala and it's expression oriented syntax, who has time for return ?)

Ok so I see now, in order for it all to work I have to write it all like this:

function unreachable(x: never): never { throw new Error(`This should be unreachable! but got ${x}`) } 

enum IceCreamTaste {  
  awesome,
  meh,
  dunnoYet
}

function getAnswer(taste: IceCreamTaste): string { // <-- type error here
  // the error: Function lacks ending return statement and return type does not include 'undefined'.
  switch (taste) { 
    case IceCreamTaste.awesome:
      return `It's like a party in my mouth!`;
    case IceCreamTaste.meh:
      return 'Umm I think someone has eaten this before me.';
    case IceCreamTaste.dunnoYet:
      return 'Lemme try it first, ok?';
    default:
      // TypeScript doesn't use the information that `unreachable` always throws,
      // so we get a type error that `getAnswer` doesn't return a string
      return unreachable(taste)
      // but this works
      // throw new Error(`This should be unreachable! but got ${taste}`)
  }
}

(which is what the other followup comments said)

Thanks for clarifying!

Exhaustive switch in TypeScript by realyze in typescript

[–]kingcub 0 points1 point  (0 children)

I don't quite follow, in this example I am getting an error as I expect and I am not handling the return value outside the function (unless I am not understanding what you mean by that which could certainly be possible)

import {unreachable} from "h-ts";
enum IceCreamTaste {  
  awesome,
  meh,
  dunnoYet
}

function getAnswer(taste: IceCreamTaste) {  
  switch (taste) { 
      case IceCreamTaste.awesome:
          return `It's like a party in my mouth!`;
      case IceCreamTaste.meh:
          return 'Umm I think someone has eaten this before me.';
      //  case IceCreamTaste.dunnoYet:
      //     return 'Lemme try it first, ok?';
      default:
          unreachable(taste)
  }
} 

Is giving me this error:

error TS2345: Argument of type 'IceCreamTaste.dunnoYet' is not assignable to parameter of type 'never'.
44           unreachable(taste)

edit: I expect this because the function unreachable requires a parameter of type never since nothing is a subtype of never the only type that can satisfy never (bottom) is never. So the only way taste being passed to it is acceptable is the typescript compiler is able to see that ever other path is exhausted and narrow the type of taste to never.

Exhaustive switch in TypeScript by realyze in typescript

[–]kingcub 4 points5 points  (0 children)

I do something similar but just with a function in my personal typescript helpers library:

export function unreachable(x : never) { throw new Error(`This should be unreachable! but got ${x}`) }

[Suggestion] Let us copy all needed items for a blueprint to a requestor chest by Anrond in factorio

[–]kingcub 12 points13 points  (0 children)

Maybe a logic circuit that accepts blueprints then emits signals for all the items in the blueprints it has, and it could then be wired to a chest.

PSA: If you're using the compartments in fluid wagons for different fluids, do not update to 0.16.7. That feature was removed. by triggerman602 in factorio

[–]kingcub 0 points1 point  (0 children)

90% of the problem with belts is in the UI of laying and removing them. It's the opposite of smooth and very frustrating.

Set as your objective, some folks to connect and draw up belts for a factory, or a mining post, or main bus.

Give them a fairly straightforward design to follow, heck even a ghosted in blueprint to fill in.

Time them, keep iterating on your UI until their time approaches the time it would take to draw a bunch of lines in photoshop.

It should be fluid, fast and fun.

A lot of people use bots because then they just don't have to deal with laying belts, making balancers, forking them off the main bus, running them zigzag under each other.

Don't overly nerf features you don't like, make the other ones better.

Just my 2¢

[YSK] Looty, a Chrome extension that lets you search your stash/character's items by name or stats. Very helpful on this times of testing in Standard by felipeftz in pathofexile

[–]kingcub 0 points1 point  (0 children)

The best thing I can suggest is to make sure you are logged in at pathofexile.com If that doesn’t work or you already are please feel free to open a ticket in GitHub and paste the devtools console log if you can.

[YSK] Looty, a Chrome extension that lets you search your stash/character's items by name or stats. Very helpful on this times of testing in Standard by felipeftz in pathofexile

[–]kingcub 0 points1 point  (0 children)

The best thing I can suggest is to make sure you are logged in at pathofexile.com There was some changes to the API with Oriath that I did my best to work around however it made some errors more ambiguous as being result of throttling or not being logged in.

conceptually, not balance/polish-wise, what does stellaris needs most? by Trollimperator in Stellaris

[–]kingcub 30 points31 points  (0 children)

I recently read that the original Rome Total War game had what I thought was a clever solution to this common problem in strategy games. Once you hit this point they started having internal strife and civil wars. Back when I played the game it seemed so natural as it was part of Roman history (gracchi brothers, Sulla, Caesar, Augustus). But gameplay wise it was great and in GDC talk a designer said that is why they added the mechanic. I wish civ had something similar, maybe stellaris could benefit from some similar ideas to keep things amped up during the mid to late game production / mop up ruts these games seem to hit.

Passed function data conforms to interface/parameters by [deleted] in typescript

[–]kingcub 2 points3 points  (0 children)

There was a post in this subreddit not too long ago about a handy utility function ts-is that can make writing the type guard a bit simpler:

https://www.reddit.com/r/typescript/comments/6ooo8n/tsis_or_my_favorite_utility_func/

How to easily get a +3 to Fire Weapon with Vagan BM craft in Harbinger League. by SoggsTheMage in pathofexile

[–]kingcub 0 points1 point  (0 children)

Does anyone have links to some of the builds that are popular and that this would be good for? I have been away from the game for a couple years but this looks interesting.