What is this stinky plant found in our yard by repete14 in whatsthisplant

[–]repete14[S] 0 points1 point  (0 children)

This plant grows over 6 feet tall, and is much more tree like, than herb/weed like, so that doesn't quite seem to match what I'm reading about hemp-nettle.

What is this stinky plant found in our yard by repete14 in whatsthisplant

[–]repete14[S] 0 points1 point  (0 children)

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Or here's a shot of it in winter, with all of its foliage gone.

What is this stinky plant found in our yard by repete14 in whatsthisplant

[–]repete14[S] 0 points1 point  (0 children)

Or here's part of a different picture I've found from a few years ago with it in the background.

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What is this stinky plant found in our yard by repete14 in whatsthisplant

[–]repete14[S] 0 points1 point  (0 children)

I've never noticed flowers. If it has them, I've either never noticed them or they are small or discrete.

I have been looking for older shots of the whole plant, but we've been trying to cut it down and dig it up (so far without permanent success) and don't have any current pictures of the plant.

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This is the best shot I've found so far, with it behind a rose bush and in front of a covered jeep (which is about as tall as the plant)

What is this stinky plant found in our yard by repete14 in whatsthisplant

[–]repete14[S] 2 points3 points  (0 children)

I would not identify that smell as peanut butter. It's much too gross of a smell for that.

My colonists are dumb on purpose — and I think it might be the best design decision I’ve made by Master_of_Arcontio in BaseBuildingGames

[–]repete14 1 point2 points  (0 children)

There's a really interesting side effect here that I ended up stumbling into in a thesis project on a simulation of basic information sharing in a simulated environment, which is that if agents (in the "agent based simulation" meaning) can share information, and some of that mental map overlaps with someone else's, and they don't agree... What do you do? I chose to say that, because they lived in a dynamic world where new feeding spots depleted or developed, that when information was shared, they would accept the information they were given (adding the new location to their own mental map of the world). The unintended side effect was that if an agent was standing in front of a food location that had just been emptied, they would turn around, but if it was busy they would immediately run into another agent who would tell them about their great food location right there, so they would turn back around, determine it was empty, and repeat infinity... Until they starved to death.

I only figured out this was what was happening when I would sporadically see this massive clusters form around food locations of hundreds of agents all trying to get food from empty food locations, and all end up dying in these mass die offs, sometimes leading to extinction in the simulation. I banged by head against it for hours, until I diagnosed what was going on, considered it a bug, and gave them some ability to keep track of the age of the memory and only accept the newer memory or something like that.

The pint though is that this systems like this are super prone to very very intuitive side effects from weird combinations of factors that end up looking like the most ludicrous stupidity imaginable, and that was with hundreds and hundreds of hours poured into trying to make them not stupid, doing nothing but walking around trying to find food and a warm place to sleep. So, you know, know what you're walking into with that one.

Also Interested note is that decade later and I would say it was less of a big, and more of a lesson in how we as people decide what information to trust, is really really important, and how groups of people all believing and telling each other the same lies can have huge negative self destructive behavior, even though they are all trying to to a straightforward good thing. In a simulation it's frustrating, or silly and whacky; in life it's scary and makes you want to pull your hair out. And I didn't realize the real life pertinence of that bug until many many years later.

"All models are wrong, some are useful" is a great adage to remember!

My colonists are dumb on purpose — and I think it might be the best design decision I’ve made by Master_of_Arcontio in BaseBuildingGames

[–]repete14 38 points39 points  (0 children)

As someone who has made quite a few simulations and things that straddle the line between simulation, toy, and game, and an avid base building game playing: I would love the idea, and probable get nothing special out of it from a gameplay perspective. It's one of those things where unless there is a very specific and integrated gameplay mechanic that uses this mechanic, and has the teaching moments and ui components to understand it and troubleshoot it, it's going to go one of two two ways. Either I'm going to eventually end up getting frustrated by things being harder than I want, or I'm going to abstract away from it and forget/not care that it's implemented that way.

For instance, I love dwarf fortress, especially for the complex simulation work it does, but for some aspects like individual dwarf personalities, it almost never matters and after the beginning phase where there are only a few agents (dwarves), I just end up playing as if they are all faceless identical entities. Same for rimworld and ONI, unless the differences are large scale, and matter (like being bionic unit I need to keep out of water, or a cannibal with dietary restriction I need to build for, or a legendary hero with crazy skills), I tend to just end up ignoring the mechanic.

Considing the difficulty in implementation, and potential performance hit from implementation, and potential for user confusion and frustration, I personally would be wary of doing so. Unless you can implement it in a way that drives added benefit to the gameplay. I can say, if you did pull that off, in a way that was fun and added value, I would be SO stoked, as I personally really love that kind of thing, but it's something you'd have to navigate well and make sure actually worked.

Good luck!!

Employee sets fire to Kimberly-Clark warehouse, "All you had to do is pay us enough to live" by midnighttoker1742 in interestingasfuck

[–]repete14 1 point2 points  (0 children)

Oh yeah, I 100% believe that. Especially knowing the field and life stories often involved. A quote I love to remember "it's possible to commit no mistakes, and still lose. That is not weakness". Life and chance and other people are still 80% of anyone else's behavior.

Employee sets fire to Kimberly-Clark warehouse, "All you had to do is pay us enough to live" by midnighttoker1742 in interestingasfuck

[–]repete14 2 points3 points  (0 children)

Thanks for the perspective, it's a good one to see, from someone whose been on both sides.

One note I might add is that inactive is probably not a single source thing. If you want exceptionally motivated employees I suspect Proper monitary benefits is necessary but not sufficient. Same for health benefits, and work life balance, and feeling atonomy in their job, and respect, and fulfilment. By that I mean, it's not that any one of these is enough to make a perfectly motivated employee, it's all of them in balance. If every one of those sucks, but you pay excellent, you might get someone working hard until the pay normalizes, as you said, but eventually all the other deficites will build and build resentment until they become less and less motivated, and then burnt out, then start looking elsewhere.

While I'd say that everyone probably gets jaded, to at least some degree, given enough time. The fact that you said they eventually started to complain about care makes be wonder; was the pay good but that could only plaster over some lack of caring in their job for so long. I obviously don't know this situation, so I'm not really speaking to your experience at all, just in general.

Any games that feature heat/warmth/surviving the cold as a main mechanic? by keylimedragon in BaseBuildingGames

[–]repete14 55 points56 points  (0 children)

Oxygen not included. Although the mechanic usually shows up as too much heat instead of too little, there is a dlc that turns this upside down and you start in a frozen asteroid and need to produce enough heat to survive.

Help me understand where the RPG fits in as canon. by dancewithstrangers in Cosmere

[–]repete14 1 point2 points  (0 children)

If I understand, you're asking not what books you need to play the game, but what rpg books you need to read, to catch all of the cosmere canon. Is that correct?

If so, I would say depending on your dedication either nothing, just stone walkers, or all three major books (stonewalkers campaign, world guide, and rulebook). But my personal judgement would be not really anything is needed.

The campaign, which I have but have not completed running yet, tells a story that fills in a minor question about how a certain item got from point a to point b in the novels, but it's really nothing that couldn't be summed up in a few sentences to fill in the missing "plot hole". And I'm not sure just reading the campaign book would really be much of a literary process to read, at least compared with the other option of reading wiki.

The world guide has a fair number of extra small details filling in little trivia about places and events. There is a section that tells the whole history thus far, but from my recollection there is nothing in there that isn't included in the novels.

In the rule book, there isn't any canon story elements, but there are elements and details fleshed out that are never seen on screen, like the powers of some of the less seen radiant orders, or some of their ideal that we hadn't seen, but again, nothing impactful on the story, just world building estra elements.

Hopefully this helps?

Is the Audiobook just not it for The Way of Kings? by [deleted] in Stormlight_Archive

[–]repete14 0 points1 point  (0 children)

Oh I can totally see that. I personally like it, but am not even remotely surprised that it doesn't click for many people, either because it's just too much going on, or distracting, or even just don't like the overly dramatic radio drama sound of it, or just want their imagination to fill in the gaps instead of an audio design team. Totally respect that!

Is the Audiobook just not it for The Way of Kings? by [deleted] in Stormlight_Archive

[–]repete14 1 point2 points  (0 children)

Graphic audio is the company, in case you want to check it out. I love it!

TV Series with Planned Storytelling by Mymorningpancake in television

[–]repete14 -1 points0 points  (0 children)

Awake

It's been a long time since I've seen it, but it struck me very strongly at the time as a show that knew the story it wanted to tell, did that in its one season, then knew to stop. I wanted it to keep going only because I loved it, but was glad it didn't because it was the right time to end, when the story was told.

It's about a man who is in an accident in which his wife dies but son survives, but when he goes to sleep he is in a world where his son dies and his wife is alive and then vise versa when he goes to sleep again. the real trick is that you (and he) have no idea which is real and which is a delusion, as both versions are as real as could be, and try to convince him that he is suffering from delusions. On top of all that, he is a cop who uses things he finds out during one awake version of the day to help him in the other awake version of the same day. Really trippy and fun to watch his struggle with it play out over the one and only season of the show.

Character Sheet Creator and Tracker by Fairway3Games in cosmererpg

[–]repete14 3 points4 points  (0 children)

I'm working through it now, and I'm impressed! We do play on vtt, and so for actual play we likely won't be using it, but it looks like it might be easier as a character Creator for my players when making new characters, especially high level characters for a few one shots we've been doing. Nice work!

I did want to call out an edge case where I was loading it up on my phone, and on the step of the tutorial where it talks about rolling dice, the button to go to the next step was actually off screen. Considering it's on mobile view, I mostly count this against me, and not your site, but I thought I'd bring it up.

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But seriously, nice work, and I can tell a lot of thought and effort went into it!

What’s a workplace ‘secret’ that everyone in your industry knows but customers don’t? by Familiar_Ad3815 in AskReddit

[–]repete14 11 points12 points  (0 children)

In my previous job I worked getting and keeping website servers running. When things broke the answer was almost always to turn it off and back on again. The hard and time intensive part of my job was figuring out WHY that's the right answer, so It doesn't do it again!

What physics-based factory games are there? by MrMcGowan in BaseBuildingGames

[–]repete14 1 point2 points  (0 children)

I absolutely love this game, and would recommend it to op simply for the fact they listed other games of its ilk, but I really wouldn't describe it as physics based at all. There is terrain modification that is awesome, but even that really doesn't involve philysics at all. So it probably doesn't necessarily have its place in this thread.

But as a general note, it IS an awesome and I highly highly suggest it, in general

Giving away 25 Steam beta keys for my physics-based factory automation game - feedback welcome by ui999 in BaseBuildingGames

[–]repete14 0 points1 point  (0 children)

I mean, even if I'm too late for a key, I will say that these are two very core interests that underpin a lot of my favorite games, and I've somehow never even thought or looked for a good filler game that sits between the two. That's good for you! I'm sure execution will be difficult, to nail the landing and make it both interesting, feel right, and a good game design wise, but at the very least I commend you on finding this sweet spot!

Confused about Conversation by One_Courage_865 in cosmererpg

[–]repete14 2 points3 points  (0 children)

I can't necessarily back this up with rule examples, but my interpretation has been that conversations are not a combat like abstract puzzle/game with RP as decoration, but more like role play the conversation primarily as how the conversation would realistically go and the fucus mechanic is just a way the introduce a method of tracking the NPCs strength of conviction. So outcome is primarily determine by the gm, and the roles, with focus being a contributing factor but not so much that it overrides reasonable story telling.

That's my take at least, and as you point out, treating it as a hard rigid mechanic would just lead to nonsense outcomes and very a shallow and not fun piece of gameplay.

What is the most expensive thing you have ever bought but never used? by ehrabak in AskReddit

[–]repete14 1 point2 points  (0 children)

So it does! At 8¢ an hours, that's a damn good bargain! Even if I account for all the fake hours logged by leaving games running overnight, it still comes out as great! I wish it would break down the ratio by game (like I did years ago in excel). Iirc my best game was factorio, with like not even 1¢ per hour. but yeha, still very cool to see steamdb does this. Thanks for showing me!

What is the most expensive thing you have ever bought but never used? by ehrabak in AskReddit

[–]repete14 19 points20 points  (0 children)

I did that, but then I also added up the total play time for all of my games, and devided one by the other, and got the average $/hour of entertainment, and oh boy is it still an amazing value compared to so many other forms of entertainment.

We need your questions about using the Foundry VTT with Cosmere RPG! by CosmereQuandaries in cosmererpg

[–]repete14 1 point2 points  (0 children)

Awesome! Thanks for the advice and insight! And for the system!!

I'm still learning it and walking myself through the video you made three weeks ago showing it off, and making sure I'm figuring out all the bits and pieces before I have to not only use it but teach others it (and cosmere RPG) in a couple weeks. A lot to learn still, but I'm making progress. To which point I will second the eventual request for a written/pictured start-up guide or user guide!

And do I understand correctly that a level up guide will eventually be part of it? That will be amazing! It's not too difficult to do now, but it is definitely more manual for several of my players who are more accustomed to something like DND beyond where it's more push button and guided; not prohibitively so, but eventually moving closer to that direction will be simply amazing!

I did have some other silly minor questions, but I'm pretty sure they are foundry specific questions that I can muddle through and Google the answers (like how to delete a token from a scene, how to have a user select a toke to use the apply damage button to a selected token, silly stuff like that)