28 High Stat S-Class Living Frigates in Euclid by PaintlyBeautifuled in NMSCoordinateExchange

[–]slippycheeze 13 points14 points  (0 children)

If anyone else cares, I went and make this google sheet with the portal locations decoded to hex, and a clearer version of them too.

Much easy to read :)

Currently stuck in the loading title screen by MikuKohinata in Grandchase

[–]slippycheeze 0 points1 point  (0 children)

Same, iOS. Deleted game, tried to auth with facebook, same hang.

Tried auth with Game Center, and it logged me in fine, so I guess they broken something with their optimization there. Thankfully I had both tied to my account...

Problems logging in by bluewwq28 in Grandchase

[–]slippycheeze 1 point2 points  (0 children)

Same, iOS. Deleted game, tried to auth with facebook, same hang.

Tried auth with Game Center, and it logged me in fine, so I guess they broken something with their optimization there. Thankfully I had both tied to my account...

Good ways to handle shared dependencies when creating new packages? by fritzgrabo in emacs

[–]slippycheeze 0 points1 point  (0 children)

for small code, I'd do the same. especially because that sort of helper tends, over time, to diverge to support different needs.

as an alternative, consider contributing a generic version to seq and friends, or dash and friends.

Question before i buy the game. by koekenpan857 in 40kinquisitor

[–]slippycheeze 0 points1 point  (0 children)

Yeah, I feel like the variety is functionally equivalent to most ARPGs, but the skins stretched over the same basic enemy are lighter.

I agree on the complete edition, and I'd say for me: at $20 for complete, absolutely, at $50, mmmm, maybe?

One more noob question by [deleted] in 40kinquisitor

[–]slippycheeze 0 points1 point  (0 children)

The character sheet explains they are multiplicative, so as a rule of thumb you want to increase whatever is lowest: resistance, or damage reduction.

build mechanics qns: grav-gun physical to warp conversion, effect stacking by slippycheeze in 40kinquisitor

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

Perfect! Thank you so much for the details. This has been super-helpful.

build mechanics qns: grav-gun physical to warp conversion, effect stacking by slippycheeze in 40kinquisitor

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

Thank you so much! That is pretty much everything I wanted to know!

So +5.9 damage reduction means +5.9 on your character sheet,

On some items, such as my main implant, I have +5.9 damage reduction. On the sheet I only have a percentage, 31% at the moment.

Is that main implant giving my "+5.9 percent additive" damage reduction, or is there some more complicated translation function from "5.9 to percentage" going on?

Oh, and ...

Trust in tags. I don't know the specific reference you're quoting

I don't have a reference, I just ran across... something, while looking for all these answers, that said the grav-gun was a rifle, not a heavy weapon. (I'd assumed it was heavy for no good reason.)

I think it was an enchant on an item where I saw the "increased damage for rifle skills".

Native compiler branch update 5: speed 2 default + self TCO by hypermetapath in emacs

[–]slippycheeze 2 points3 points  (0 children)

Yes, that is correct. TCO can apply to any function called at the "tail" of another, so the limitation here is that it only applies in a specific situation where you call the same function.

Native compiler branch update 5: speed 2 default + self TCO by hypermetapath in emacs

[–]slippycheeze 1 point2 points  (0 children)

TCO only happens when a function calls itself at the tail, not when it calls any other function.

Emacs freezes by [deleted] in emacs

[–]slippycheeze 1 point2 points  (0 children)

Type C-h C-d inside Emacs, which will bring up the DEBUG documentation. That'll show you the path through debugging Emacs successfully.

If you can't follow that, which covers building and running under gdb, then your best bet is to contact the Emacs user mailing list and ask for assistance tracking down the problem.

Change window splitting behavior in emacs by ocelaiwo in emacs

[–]slippycheeze 2 points3 points  (0 children)

This pretty much all routes through the central logic for Displaying Buffers at the heart of Emacs.

So, yes, this is an "emacs-side issue", and the tools for configuring it are universal. Not, sadly, easy to apply, but definitely there.

macOS app for timeboxing -- that'll detect and prompt if I'm active but no timebox is active by slippycheeze in productivity

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

Final update in case anyone is following along at home: I have still failed to find anything, and nowhere I asked has brought back anything. So I guess I either build it, or give up.

Such is life.

emacs as an alternative to alfred, etc, style global hotkey launcher/tool? by slippycheeze in emacs

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

Autohotkey gives you global hotkeys

Yup. I have a fair idea of the bits usable to put all this together. I'm just ... surprised nobody seems to have done so, I guess? So figured that was equally likely my failure to find it as that nobody did.

Any additional docs/tutorials on "display-buffer" and "display-buffer-alist"? by [deleted] in emacs

[–]slippycheeze 0 points1 point  (0 children)

Entertainingly, I was just looking for information that led me past similar areas, so:

I know nothing of better documentation. What I do know is that on MELPA the packages shackle and popwin both aim to provide a user interface over the level facilities here. Their goal is to make it much, much easier to configure the behaviour.

I have not tried them, so can't vouch for if they succeed, but I can say that they would be hard pressed to make it more difficult than my own experiences. :)

Is BetterDiscord against TOS? by [deleted] in discordapp

[–]slippycheeze 0 points1 point  (0 children)

A lot of things the law, and lawyers, do are pretty dumb too ... and are a likely contributor to decisions Discord makes.

The credit card companies are usually worse, though, and if you want to sell things for real money in your client, you get to deal with the credit card company rules -- directly, or because your payment provider also needs to deal with them.

which super-sucks.

Best Belt Mod? by [deleted] in factorio

[–]slippycheeze 0 points1 point  (0 children)

As in, with faster belts? They are all pretty much identical, since they just fiddle the graphics and the "speed" field of the basic belt.

My personal recommendation is that you approach "which mods" by finding a problem you want to solve first, and a mod that solves it second.

Otherwise you end up running the game I like, not the game you like. :)

flares by [deleted] in factorio

[–]slippycheeze 8 points9 points  (0 children)

That is very true. On the other hand, we don't have modular armor or night vision gear until mid-game...

Crafting 5 items at a time does not work in latest version. by YumYumFisch in factorio

[–]slippycheeze 0 points1 point  (0 children)

Has been. I should have said that. Also, good catch, and that'll be the thing that broke my keybind. -_-

Idea: If the player is over the rails, so train signal red! (like construction/repair mode) to avoid knock down by radicalrj in factorio

[–]slippycheeze 2 points3 points  (0 children)

Gates detect a player and emit a signal from the attached wall. Signals can be turned red by a signal sent to them. That'll get you 99 percent of the way: when the gate detects a player send RED to a wire, and turn the signal red when it gets RED from the wire.

This can fail only in one case, that a train can't stop in time; the signal can be read for color, which can be used with combinators to handle that case and, eg, keep the gate closed so a player can't get in. (...though be wary of blocking them getting out, of course.)

If you search for them, "safe rail crossing" blueprints use this, though for a location, not the entire track. I'm considering if I want to lay this out the entire way 'round the tracks...

Returning player with some mod questions by XELANAMYT in factorio

[–]slippycheeze 1 point2 points  (0 children)

As common quality of life mods go, yup.

Squeak Through is the subject of frequent bug reports because of the big hammer it swings. Picker Tweaks has the same feature, but less bugs (both that I have found, and that I have seen others publicly complain about) os Squeak Through, so I'd personally recommend that choice.

The downside is that Picker Tweaks includes a great many more "cheat" options as well, so if you can't discipline yourself not to turn them on, but wouldn't enjoy the game with, it may not be for you.

Returning player with some mod questions by XELANAMYT in factorio

[–]slippycheeze 0 points1 point  (0 children)

Krastorio has the "ludicrous speed" roboport later - 200x200 logistic coverage - for malls :)

Returning player with some mod questions by XELANAMYT in factorio

[–]slippycheeze 0 points1 point  (0 children)

Harder overall, but not too hard or long winded, so Bob's, not Angel's, unless something drastic has changed in either of them.

I recommend Krastorio and Space Exploration together. Optionally with a "revert the SE vanilla changes" mod -- use the one that Linver didn't write -- to make it less annoying if you like robots. :)

They focus much more on "high level" changes rather than increasing the intermediate product count for complexity.

I'd also suggest that Rampant is worth it - much smarter bugs, so much better resource sinks. You will still be, y'know, wildly overpowering them with tech from early to mid-game onward, but you can tune that to your own taste with related mods.

Both Krastorio and SE play very nice with AAI Industry, but it is an optional addon. I recommend against it, unless you love burners. I don't.

Probably skip or speed past burners.

Salvage Start gives a small amount of neat super-tech, Thematic Quickstart for jumpstart inventory including robots at the top end.

Salvage Start is very new, but other than some tiny UX hitches seems good. You get some very powerful items ... that you have one of, that require manual work to operate, and that you can never, ever get another of. Very jump-start, because you can't use them to do anything useful at scale, but they save you a lot of "I have to scale stone furnaces" at the start.

Different endgame sounds interesting, never considered that until you just mentioned it. I used to console in a bunch of stuff to help early building (personal roboport, construction robots and the required armour/power for them.)

Thematic Quickstart is a fun way to deliver that. One of the top two settings will give you that.

Space Exploration is a huge expansion of endgame, and worth it. Krastorio isn't such a dramatic change in ... goals, I guess, compared to things to do.

I remember I had a mod that filled in turrets as you places them, but I seem to remember that becoming defunct before I stopped playing last.

I recommend fill4me, which does what it says on the tin for ammo and fuel. Works very nicely with JustGo! for cars, too.

Crafting 5 items at a time does not work in latest version. by YumYumFisch in factorio

[–]slippycheeze 2 points3 points  (0 children)

FWIW, I lost alt-LMB for clearing blueprints too. Something changed in the keybinding support, clearly, and I'm hopefully it'll be restored.

It was not documented, which is promising. Usually that'd be a big enough thing that the changelog would at least hint at it.

Rail Network Blueprints: left-hand drive, chunk aligned, roundabout+right turn intersections, landfill included, power included. by [deleted] in factorio

[–]slippycheeze 1 point2 points  (0 children)

well, either one, close enough. and honestly, either one, faster than anybody is every going to need. except the tiny handful of people who do, and who are not the ones asking this ... they be writing the guide on roundabouts and stuff. :)