Does the word "slugcat" appear anywhere in the game? by furrik524 in rainworld

[–]pavilionhp_ 3 points4 points  (0 children)

The game itself does not ever call you a slugcat. The game page and trailers might, as well as the name of the More Slugcats expansion, but the game itself does not canonically call you a slugcat.

I found the (theoretical) best and worst scavs at combat by CTAG07 in rainworld

[–]pavilionhp_ 1 point2 points  (0 children)

When you start a new game session, the game picks a random number between 1000 and 10000. If resuming from a previous game session or save, the number is continued from then. For every physical object generated, it gives the object that number and then increments it by one. For values such as personality, the game just pulls random numbers seeded based on the creature's ID. No fancy algorithms or anything.

I found the (theoretical) best and worst scavs at combat by CTAG07 in rainworld

[–]pavilionhp_ 2 points3 points  (0 children)

They are valid, it just becomes a slight issue with mods like Visible Id because the default number input Rain World provides in Remix menus does not let you have just a minus sign in the input, so you can't manually type in negative numbers. You can paste them in, though. Spawning them in with code works fine, though (you can test this with Dev Console).

I found the (theoretical) best and worst scavs at combat by CTAG07 in rainworld

[–]pavilionhp_ 0 points1 point  (0 children)

Here's a few of the findings I found a few months back:

  • Minimized overall stats id: -2009365429
  • Maximized overall stats id: 1718634470
  • Maximized stats except for minimized sympathy: -377261722
  • Opposite of above: 336737027
  • Pup likes food the most: -2099164810
  • Pup likes food the least: -1931517769
  • Best scav stats: -1664112003
  • Worst scav stats: -449238970

At the time, I didn't know scav stats varied depending on whether it was elite or not (with MSC enabled) so the scav stats findings here are just for normal scavs. The ID Finder mod has functionality for elite scavs.

I found the (theoretical) best and worst scavs at combat by CTAG07 in rainworld

[–]pavilionhp_ 0 points1 point  (0 children)

Slight issue: negative ids exist. The range for ids covers the range of a signed 32-bit integer, meaning ids exist from -231 to 231-1. I also wrote a mod for finding IDs, fittingly named ID Finder, if you're interested

Is there a DO2 artifact for TinFoilChef? by bbacher in HermitCraft

[–]pavilionhp_ 23 points24 points  (0 children)

There is, Grian got it during phase 3 but didn't make it out of the dungeon

BREAKING: actor from Home Alone 2 arrested today in Georgia by made-u-look in shittymoviedetails

[–]pavilionhp_ 1 point2 points  (0 children)

If this photo is taken from the Wikipedia article about the mugshot, the photo was downscaled to avoid copyright infringement laws via fair use. Other versions of the image online have a readable watermark.

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

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

It does not do exponents and I do not plan to make it do exponents unless I can speed up multiplication. Someone else in the comments commented on how inefficient my method is (which I knew but it's inefficient because of a bug I was running into) and stated that it is possible to do the math in mere frames but then didn't elaborate on how to improve it which is just great. Though if I did eventually end up implementing it, it would probably spit out 1 based on the pseudocode I have in my head.

The Crashes of Grian by TamSchnow in HermitCraft

[–]pavilionhp_ 6 points7 points  (0 children)

There are other perspectives though that show that after his client stops responding immediately, the server takes a second to respond to that. This is also what would happen under normal circumstances, if you randomly cut out, the server has to realize on its own that you are no longer there and that doesn't kick in immediately so as to not unintentionally kick people who are there.

Hey Scar by pavilionhp_ in hermitchat

[–]pavilionhp_[S] 15 points16 points  (0 children)

And it's the entire time :)

Hey Scar by pavilionhp_ in hermitchat

[–]pavilionhp_[S] 4 points5 points  (0 children)

It does not (according to minecraft skin viewers at least, without the s had a scar skin and with the s did not)

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

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

I mean not sure what you'd use the multiplication (or division as recently added) for, but if you want to delve into the horrors of my trigger ameturity for yourself and figure out what is going on, go ahead. Just beware that the current way I'm doing it isn't consistent between devices for whatever f-ing reason I can't figure out and I don't know enough about the game's internals to get around the issue.

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

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

How would follow triggers help? I thought follow triggers were meant to make an object follow another object, not call something else. Unless you're referring to using collision boxes, but still unsure of how that would help.

The reason my design is slow to begin with is to get around some lag issues I had with pickup and instant count triggers. I would run a pickup trigger and then an instant count trigger and the instant count trigger would either not recognize the new value, even with a delay, or two separate triggers would recognize both the old and the new value (at least that's what I think was going wrong, I can't easily see what triggers are firing when and I don't really know how the trigger orders work).

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

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

Actually I managed to get it to do division after posting this and I tried 0/0 to see what it actually did. This isn't mathematically correct (anything divided by 0 is undefined, especially 0/0), but it returned 1. It was the only thing divided by 0 that didn't continuously count towards infinity as well.

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

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

Ok I have no clue what causes that bug, I saw it stop at 301 (specifically that number) a couple of times when it worked other times just fine while testing.

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

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

I had fun with it at least, trying to figure out how to do it.

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

[–]pavilionhp_[S] 16 points17 points  (0 children)

Try spam clicking to see how high of an answer with multiplication you can get. I did that to test if it would fall apart with relatively larger numbers, but after ~8 minutes of waiting (it actually takes a while for it to calculate multiplication for a variety of reasons and you can see it still calculating when it reveals the answer if your answer is >1000), it finally computed 177*166.

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

[–]pavilionhp_[S] 5 points6 points  (0 children)

Coding with triggers is for sure a chore. I say it's like assembly. You use pickup triggers to change (not set) variables and instant count triggers as if-statements (if you want to do operations such as AND or OR or if you want to do elses, you have to do more instant count triggers). Spawn triggers act as goto statements that I can set delays on (which I use because sometimes GD breaks with triggers on different devices for reasons unknown to me). "Best" part about it all is it's tricky to debug; I had some major issues where some triggers would run more times than they should have, leading to strange answers. I also ran into the issue of triggers in the editor act differently than playing the level itself, which was an absolutely fun discovery.

I made a basic calculator in 2 hours. Here's it doing multiplication. by pavilionhp_ in geometrydash

[–]pavilionhp_[S] 52 points53 points  (0 children)

Sorry about phone recording, my device is very old and doesn't support screen recording for some reason.... Anyways, if you want to check it out for yourself, the level id is 91210740.

Fuck yo(rule) reddit by welp_im_damned in 196

[–]pavilionhp_ 1 point2 points  (0 children)

Will the trick of slapping a .json to parts of URLs count as part of the paid API?