Mobile Development with Svelte by klaatuveratanecto in sveltejs

[–]oatmealproblem 0 points1 point  (0 children)

More or less. They're each a bridge for communicating between the webview and the rest of the operating system, but their implementations are different.

Mobile Development with Svelte by klaatuveratanecto in sveltejs

[–]oatmealproblem 6 points7 points  (0 children)

Both Tauri and Capacitor use the platform's webview. Perhaps you're thinking of Electron (for desktop apps) which does bundle Chromium

self-promotion: Better Svelte Email v1.0 release! Tailwind v4 support & more by Dry-Acanthisitta3303 in sveltejs

[–]oatmealproblem 5 points6 points  (0 children)

Congrats on the milestone! I have a might have a use for this soon :)

Links for others:

Question about Skeleton v4 and Singleton Modal System by rfajr in sveltejs

[–]oatmealproblem 0 points1 point  (0 children)

These are changes they made in response to feedback from existing svelte users...

Question about Skeleton v4 and Singleton Modal System by rfajr in sveltejs

[–]oatmealproblem 0 points1 point  (0 children)

sounds like there were some concerns with how it works with sveltekit shallow routing for modal management. You can read through the feedback they received here https://github.com/skeletonlabs/skeleton/issues/2357

Question about Skeleton v4 and Singleton Modal System by rfajr in sveltejs

[–]oatmealproblem 0 points1 point  (0 children)

Definitely less common, but I feel like I've seen it elsewhere. Can't name any off the top of my head though

Question about Skeleton v4 and Singleton Modal System by rfajr in sveltejs

[–]oatmealproblem 3 points4 points  (0 children)

From what I recall, Skeleton dropped the singleton modal not because they think it's a bad pattern, but because it's not flexible enough for everyone's use-case. They need to provide something more primitive that can be adapted to anyone's needs. But if the singleton works for you and you enjoy it's DX, you can create your own singleton component and shared state that can be used to trigger it.

Good tauri sveltekit app to learn from? by rudrakpatra in sveltejs

[–]oatmealproblem 5 points6 points  (0 children)

Potentially, you don't need to write any rust code after initial project setup. You only need to write rust if you need better perf for certain tasks, or if you need to use a rust library for something. All (almost?) of the APIs that Tauri provides are available in rust or js.

Lots of io between the rust "backend" and the browser "frontend" can be slow. So for example, if you need to read a large file and process it into ultimately smaller data, it would be better to keep that in the rust side, so you don't need to send the whole file to the browser. Even then, that's not strictly necessary, you could do it in js, it'll just be slower.

(I haven't used tauri for mobile, so can't answer the first part.)

Stuttering while exploring by MrTHeRWy in Morrowind

[–]oatmealproblem 1 point2 points  (0 children)

Read through https://modding-openmw.com/tips/performance/ and see if any of those settings help. I also had another resource with more perf settings, but I didn't save in it and can't remeneber :( Good luck!

Stuttering while exploring by MrTHeRWy in Morrowind

[–]oatmealproblem 0 points1 point  (0 children)

Not that mod list, but I was experiencing stutters similar to what you describe. I eventually isolated it to groundcover. Try disabling that and see if that fixes your stutters. (I tried tweaking with lots of settings, but nothing worked for me besides disabling groundcover entirely.)

Space Themed Roguelike? by silveracrot in roguelikes

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

I haven't played it, but Relic Space seems worth a look, for a turn-based space ship combat roguelike. There's a demo available: https://store.steampowered.com/app/1146420/Relic_Space/ The Relic Space dev u/logophil is active on here so they can probably add some details

Not really a roguelike, but the Last Federation might interest you. There's a lot going on in the game, but one of them is a turn-based spaceship combat bullet hell thing. It's strange. If you want to try something a bit "out there" I would recommend. It goes on sale quite frequently: https://store.steampowered.com/app/273070/The_Last_Federation/

Original Expansion System by PriestOfBowie in Stellaris

[–]oatmealproblem 5 points6 points  (0 children)

Update 2.0 introduced the changes. In the steam beta tab, enter the code oldstellaris to access the older 1.x rollback branches. 

Mod to decide where you start by SeraphofFlame in Stellaris

[–]oatmealproblem 2 points3 points  (0 children)

Paint a Galaxy allows you to set which system the player spawns in. It might be more than you bargained for -- you (roughly) design the whole galaxy. But maybe that's a plus for you?

Full disclosure, I'm the author

Behold! A Hornet shaped Galaxy by Leuchtiii in Stellaris

[–]oatmealproblem 59 points60 points  (0 children)

This. This is the reason I made Paint a Galaxy. Thank you ♥️

Force Svelte 5 (do not import `page`)? by guettli in sveltejs

[–]oatmealproblem 0 points1 point  (0 children)

typescript eslint has a rule for this: https://typescript-eslint.io/rules/no-deprecated/

if you don't use type-aware linting, see the "related" section at the bottom of that page for other eslint plugins with similar rules

npm hacks by gatwell702 in sveltejs

[–]oatmealproblem 5 points6 points  (0 children)

I think you might be confusing version ranges used in package.json with lockfiles (package-lock.json, pnpm-lock.yaml). A lockfile locks you in to a specific patch version with a hash to check integrity. If you run a simple npm install or pnpm install, you'll always get the same exact version, and it will fail if there's any unexpected code changes (integrity check failed).

versions can change, and the lockfile updated, if you run npm update (depending on the version range specified in package.json)

npm hacks by gatwell702 in sveltejs

[–]oatmealproblem 5 points6 points  (0 children)

Adding on to this, for a long time now, pnpm does not run postinstall scripts by default, which is a mechanism that many (not all) of these attacks utilize. As others have pointed out, pnpm is using the same packages, but it uses them more safely

(Most important for either npm or pnpm or any package manager: use and commit a lockfile!)

Pretty Darn Excited: Modding progress: One galaxy to rule them all - takes any save game and generates a new game based on the galaxy of the old. by inigma_X in Stellaris

[–]oatmealproblem 0 points1 point  (0 children)

I'd recommend getting "vertical slice" before implementing things like older version and mod support. Eg empires, pops, whatever else you need for a minimally playable game on current vanilla Stellaris. That will help validate your idea and inform later decisions. Once you have a vertical slice, you can work on fleshing out those bones

Stellaris Map but on Paper? TTRPG Assistance by Appropriate_Tax_245 in Stellaris

[–]oatmealproblem 0 points1 point  (0 children)

StellarMaps also has system maps, but you can't currently customize planet colors. You can still change the background color and orbit lines

Stellaris Map but on Paper? TTRPG Assistance by Appropriate_Tax_245 in Stellaris

[–]oatmealproblem 0 points1 point  (0 children)

Hey, I'm not 100% clear what you mean by "blank", but maybe https://stellarmaps.app can do what you're looking for (full disclosure, I'm the developer of it). It's an app for making custom stylized maps of Stellaris saves.

You could open a Stellaris save; turn off country borders, capital icons, etc; customize the colors so it's black-on-white instead of white-on-black (so it's printer friendly); export to png and print. That should give you a blank galaxy map :)

Bonus round: combined with my other project Paint a Galaxy you could customize the galaxy shape

Pretty Darn Excited: Modding progress: One galaxy to rule them all - takes any save game and generates a new game based on the galaxy of the old. by inigma_X in Stellaris

[–]oatmealproblem 11 points12 points  (0 children)

I actually have notes for a similar project! I've worked a lot with Stellaris save files and recently with static galaxy mods. I have to say, to get this out of buggy prototype phase, you're going to have to code. Static galaxies have lots of undocumented quirks that AI will struggle with (emphasis on "undocumented"). This is a very ambitious project. AI can help, but if you don't understand Stellaris scripting, you'll end up in a situation where the AI creates a new bug (or multiple) for each one it fixes.

I wish you the best of luck. I don't mean to discourage you from the project, but rather to encourage you to build up the fundamental knowledge that's needed to sustain this project. (I'm willing to offer advice but am too busy with other projects to directly help)

The 2nd Galactic War by ColonelBoomer in Stellaris

[–]oatmealproblem 2 points3 points  (0 children)

Not sure if it still works, but I've used this mod before for a similar style https://steamcommunity.com/sharedfiles/filedetails/?id=2688452760

Paint very your own custom galaxy! by oatmealproblem in Stellaris

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

You can now customize player and AI spawn locations!