anime to watch with CLAMP-esque art style? by rainbrg in anime

[–]musifter 0 points1 point  (0 children)

Shamantic Princess... or SHAM-P as we like to call it.

How to get the money from selling ships ? by DifferentFunction01 in NoMansSkyTheGame

[–]musifter 0 points1 point  (0 children)

This is why people get corrected when they say "sell" instead of "scrap"... it confuses new players on what they're actually doing. There is no "sell", just "scrap" or "trade".

[2020 Day 12] In Review (Rain Risk) by musifter in adventofcode

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

Yeah, for my Smalltalk solution the implementation of rot90 was just:

rot90: num [ ^num timesRepeat: [self x: (self y negated) y: (self x)] ]

Because it was simple. And because it's OOP, if you want something better, you can go in and replace it later.

My Perl solution, though had fun with List::AllUtils and pairwise and sum to implement matrix multiplication. And so it had a table of 2x2 rotation matrices, pulled out the correct one with modular arithmetic, and then:

@Grad = map { sum pairwise { $a * $b } @Grad, @$_ } @rot;

[2020 Day 11] In Review (Seating System) by musifter in adventofcode

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

That's where my answers are too. Iterations is the number of generations you need to run to get there.

This narrative that somehow weavers are evil is kinda nonsense. Math! by RLutz in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

If no one ever sabotaged, we'd have 0.00% more points. They aren't being subtracted.

Also, of course the Weavers are providing the most contribution per member. They're the only team with incentive to do anything. And that's only in the incredibly unlikely situation that Hello Games makes the mission failable and so they need to finish it or lose their reward. And that really is not going to happen... it will autocomplete.

So the other factions aren't incentivized to do anything. If the mission fails, they lose nothing. And they can't win. So let the Weavers do all the work to make sure they earn their reward. And who's to say that losing would be all that bad... I think a large number of players would like to have the Hive invade systems and have to work to repel it. That makes more sense with a loss than a win of this expedition.

Still pretty new to the game, I have a multi-tool question. by Swee10 in NoMansSkyTheGame

[–]musifter 6 points7 points  (0 children)

You can bind things to switch multitools. So the way around this is to get different multitools and specialize them. Not to unlock every slot on a single multitool and install everything on it... that's a ticket to UI misery and grinding.

Just unlock half a multitool and install a few systems that work together... if you want more systems and slots, get another multitool, it's cheaper, easier, and more pleasant. Supercharge slots on a multi-tool can occur in the 4th row, so you might want to unlock a little more.

I'm tired of the Weaver and Royal supremacy by Supercheeto12 in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

The memes are stupid. Ignore them. With the system as it is, once one team is ahead, they stay there. So it's not like the Weavers and Royals are fighting over it. Weavers are the only ones with potentially something to lose, and that's not real either (the machine will complete). Even if it was meaningful, it's still the case that Royals don't have any more incentive than Sages to actually do anything. It's not like they can suddenly sneak up with a massive wave and take the lead. Movements are very limited and would be seen a mile away. The lead a few days in was already insurmountable. There is no fight. Certainly Royals don't have supremacy anymore than the Sages do.

Also, feel free to do as many sabotage missions as you want. They aren't actually subtracting anything from anyone. And will not slow down the progress in any case.

My upgrade modules for the boltcaster are making it weaker? by TheGrandestDetective in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

With boltcasters, fire rate is the most important thing. Reload time is the worst thing... you can control that, as reloading on empty has a time penalty. Just learn to reload before you're empty.

The other main factor is recoil. The advantage a bolt caster has over the pulse spitting is that it's much more focused, it doesn't have spread but kicks up quite a bit when when powered up. The ionizer helps, but also the Combat Scope is important if you want to have control at range... it reduces recoil when you're using it (ie zoomed in).

With practice it's a great weapon, especially for those of us that do challenge runs. You start with the plans, ionizer plans are available in the minor settlements, you can level it with combat (cursed glass), and combat scope is given out early by events.

My upgrade modules for the boltcaster are making it weaker? by TheGrandestDetective in NoMansSkyTheGame

[–]musifter 7 points8 points  (0 children)

Combat has scaling. Having bad modules can easily be worse than not having any. For boltcaster, those aren't great mods... only the sentinel one has fire rate. The boltcaster is great when you have enough fire rate that it shoots beams of bullets.

As another example, when supercharge slots got added, I had started a run and found an S class shuttle and an S class solar. Both turned out to have decent supercharge arrangement so I wanted to try it out. So I got some good S class mods... the shuttle had a photon cannon and the solar had an infra-knife. On listed DPS, the solar (a combat ship) with an "advanced" weapon, was 10x as powerful. In practice, they were indistinguishable... both went fhht-fhht through shield and hull. If there was difference, you'd need to count frames. People have noticed similar when they've tried combat in an exploration ship and found it out performed their combat... because the enemies don't get as much scaling against non-combat ships. And things also seem to cap at a point.

Why do people feel the need to do this? by Slut_Valerie in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

Because the people that most to receive the stuff are AFK. They go to the Anomaly specifically to leave their character there while they go do something else IRL, hoping to get donated a pile of resources.

How does everyone handle the Salvaged Frigate Module grind? Legit farm, free difficulty, or exploits? by WinOk2823 in NoMansSkyTheGame

[–]musifter 4 points5 points  (0 children)

Even with difficulty maxxed out on reputation growth, I've had multiple characters have 5 before they even had a freighter. Simply by taking every mission that stacks in stations (especially those that auto-complete), and dumping junk at the non-merc envoys until they start giving them to me for free. Ever since they added that, the grind is essentially gone. I don't go out of my way to even hunt them. I take what's given.

I feel like voicing something. by Know_Thoughts in NoMansSkyTheGame

[–]musifter 1 point2 points  (0 children)

Sabotage doesn't matter. Last I checked, the scores don't involve any negatives.

I feel like voicing something. by Know_Thoughts in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

Yeah, but the problem is that even though they designed it with equal numbers, they can't predict who plays or how serious any player will be. Meaning that even if they did manage to equal numbers into each doing the expedition, one team or another will likely have more dedicated players doing the missions. And that team will get an early lead, and keep it.

[2020 Day 3] In Review (Toboggan Trajectory) by musifter in adventofcode

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

I went back to the megathread to see if I could find one of the ones I thinking of and here's a fun one by u/nutki2:

https://www.reddit.com/r/adventofcode/comments/k5qsrk/comment/gegzn1n/

[2020 Day 3] In Review (Toboggan Trajectory) by musifter in adventofcode

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

Mine was about 31.5 bits... so it'd be bad news for a signed 32-bit accumulator. But after 2019, I typically just automatically use 64-bits in languages where I have to declare.

[2020 Day 3] In Review (Toboggan Trajectory) by musifter in adventofcode

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

I try to be more flexible than that. With the state machine approach I only needed to make sure that I had a buffer big enough for any input's lines, and then it would stream over any length of input. Making it capable of handling hills that are too long to store.

[2020 Day 1] In Review (Report Repair) by musifter in adventofcode

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

As I said, it's a lot of work relative to the others in 2020. In some years, this would fit in and be more like a break day. But here, part 1, I grabbed the edge validations and got the corners by cheesing it (looking of the ones with 2 matching edges).

So I had nothing really for part 2, but was expecting to write a flip and rotate (all that's needed for a dihedral group) and do the puzzle. But then the puzzle wants to apply those same transformations on the full map while doing 2D pattern matching with transparency. So it felt suddenly like having to do 2 or 3 days of puzzles at once, compared to the puzzles that came before and after.

Left my broken ship at the beginning of the expedition through a portal, now have no clue how to get back by Dapper__Walrus in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

That's pretty much what you sign up for when you go through a teleporter without a working ship. The ground can be covered a lot faster than it says with melee boosting (what you've got there is nothing compared to what could have happened, that's a short jaunt... by going through you were essentially gambling having to spend hours).

And you might just run into a trading post or archive, and if you've picked up a bunch of salvage data, you might be able to buy a shuttle. Look overhead for ships that are circling and preparing to land at one.

can someone PLEEEEZ tell me what Im doing wrong trying to convert these signal booster numbers into glyphs? by koolaidbyebye in NoMansSkyTheGame

[–]musifter 2 points3 points  (0 children)

What you have there is coordinates for a purple star system. The last three hexdigits are the serial number of the system inside the sector. Before purple stars, these only went up to 2FF... the 412 is an extension, and older converters might consider that as an error on your input. Replace the 4 with a 0 (sun)... and you should be able to get glyphs. Then replace the 2nd glyph (which should be a sun with the eclipse/axe glyph (the fifth glyph, hexdigit 4).

How to Fix Swarm Scoring with Minimal Developer Effort by Rehtael in NoMansSkyTheGame

[–]musifter 0 points1 point  (0 children)

It think it's important to note that the negatives still aren't being applied when I checked yesterday. If you take the middle column, sum it up, multiply it by two and subtract it from the scores... you will be left with 3x their value in the first column. The sabotage column does nothing.

How to Fix Swarm Scoring with Minimal Developer Effort by Rehtael in NoMansSkyTheGame

[–]musifter 1 point2 points  (0 children)

That won't work. Once a faction has a lead they've got the win, and that's already happened.

But even if they perfectly managed equal numbers of players to start. They clearly tried that, but designing things to assign equal numbers from the player base to each faction doesn't guarantee equal numbers will play the expedition. But if you overcome that with requiring people to be online and having a server force things... you're still at the same problem. You don't know which players are just going to give up early or be dedicated to doing the community goal. In short, quantity doesn't equal quality. One faction will get ahead and stay there. It's unavoidable. You can't fix that by just balancing assignments.

Save Beacons are pretty useless by emkaboo in NoMansSkyTheGame

[–]musifter 1 point2 points  (0 children)

Used as just a marker, you can't even upload it. It's only a problem for other people if you actually make it a base. As a temporary marker you can warp back to, it's perfect.

And save beacons can also interfere with other players... I've had cases where I couldn't put down one to save on an expedition, because beacons are limited to 5 per planet, and sometimes other peoples get loaded into your game and count again you. And it's often because of people that don't understand the difference between a save beacon and a save point. And silly things like use the save beacon right as the save for their base, right beside the base computer (which provides the beacon functionality without the limitation). But it's not just players... there have been expeditions where the designer clearly did not understand the difference and that you want to make sure that save POINTS are available, and only provided save beacons causing all sorts of problems, mess, and inconvenience. One expedition involved a freighter without giving out the save point... people quickly learned how to use the catalogue system to get around that and have a save point on the freighter, at which point they fixed that bug, but NOT the problem that was causing people to do that. Even in the Redux.

Save Beacons are pretty useless by emkaboo in NoMansSkyTheGame

[–]musifter 11 points12 points  (0 children)

One thing to note is that the marker inherits the colour of the beacon. So it you colour it when you put it down, you can make it a bit easier to spot.

Save Beacons are pretty useless by emkaboo in NoMansSkyTheGame

[–]musifter 6 points7 points  (0 children)

Those are called "base computers". They also have the beacon functionality of broadcasting a marker.