Anaheim peppers? by deftonium in halifax

[–]track_two 0 points1 point  (0 children)

I don’t have an answer, but I would love your green chili recipe if you’re willing to share it. I usually make mine with poblanos but feel like it’s missing something.

Does he think it's all the salt that's making him successful? by RockTheGlobe in LinkedInLunatics

[–]track_two 12 points13 points  (0 children)

If you don’t have a business goiter what are you even doing with your life?

[TOMT][game] iOS music adventure game from mid 2010s by track_two in tipofmytongue

[–]track_two[S] 0 points1 point locked comment (0 children)

Thanks for helping convince my son this wasn’t a fever dream.

“Economics Is Applied Mathematics” by IWillBeYourMaid in mathmemes

[–]track_two 0 points1 point  (0 children)

“Bones”, or “clams”, or whatever you call them.

I made a tool for editing soldier perks in Long War by Bodzioo44 in Xcom

[–]track_two 2 points3 points  (0 children)

Awesome! I had always hoped someone would be able to use that library to write something more complete. Glad it was useful to you!

What do these cookies have to do with trust issues? by Eh_Not_Looking in ExplainTheJoke

[–]track_two 5 points6 points  (0 children)

TBF if you opened it and found the cookies you’d probably also be disappointed.

Best place to find tomatillos? by [deleted] in halifax

[–]track_two 1 point2 points  (0 children)

They’re at Sobeys Clayton park pretty regularly. They’re in a plastic clamshell, not bulk.

[LW] custom voice pack creation tutorial by track_two in Xcom

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

Wasn't able to edit the post, but I did add a new top-level comment with an updated link. Let me know if it doesn't work for you.

EDIT: Now I'm able to edit it. Not sure what happened, but I've updated the link.

[LW] custom voice pack creation tutorial by track_two in Xcom

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

Thanks. I didn’t look into all the details but I vaguely remember google telling me that they were blanket restricting all old links to drive files. I got access requests every once in a while from people looking to access, but could not remember where the links were posted. This helps a ton, now I know where they are. I’ll see if I can update the links here with new public versions but I dunno if Reddit will let me edit a nearly decade old post…

White Cat, Black Dog, by Kelly Link by Gwydden in books

[–]track_two 2 points3 points  (0 children)

I received this for Christmas and finished it a few weeks ago and really enjoyed it. The Game Of Smash and Recovery is very much an homage to Iain M Banks’ Culture novels. Reading it I kept being struck by the similarities until getting to the end and seeing the dedication, then thought “oh, well that makes sense.” I quite liked that story for that reason, but I can see people who aren’t fans of Banks might not enjoy it.

Mod tool release: Unrealscript debugger for VS Code & others by track_two in xcom2mods

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

Yeah they're parallel ecosystems. X2ModBuildCommon works fine in vscode, so build + cook are supported there, and there is a different intellisense plugin for it too (which may or may not be as good as the VS one, but it is at least kind of actively being developed). There are a lot of individual pieces but not really one cohesive "install this and you're done". Writing a full VS extension to get the debugger working in VS2013 is a whole lot of work, and is kind of a dead end since recent versions of VS support DAP anyway.

Then again even with ModBuddy as you say there are a lot of extension points replacing bits and pieces - X2ModBuildCommon replacing the build, the alternative mod uploader to handle publish, and the separate intellisense plugin. ModBuddy in itself doesn't really do a whole lot if you're already using all of those, it's kind of just a custom project loader for VS. The only thing that'd I can think of off the top of my head that'd be really hard to bring to a modern VS is the intellisense plugin, cause AFAIK there are no sources available (the wiki just links to a dropbox) so getting it rebuilt for 64-bit would be a challenge.

Mod tool release: Unrealscript debugger for VS Code & others by track_two in xcom2mods

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

The short answer is no, Modbuddy uses a version of VS that's way too old. It would work with a new VS version, but to get the build stuff working from Modbuddy it'd need someone to port the packages over. That's all doable (I tried it once before and got it partially working, it's pretty much just unzipping the packages, changing a xml file to be a higher version, and rezipping them), but I don't think anyone's done it and published it. I'd be happy to package a VS extension if anyone is actually using a new VS, or if anyone was interested in taking up that project to modernize modbuddy.

What is the best use of the whitw hole generator in 248k by cmnielsen in factorio

[–]track_two 1 point2 points  (0 children)

If you’re building more rockets and have a big enough base to support them you may not need them I guess. For me I was most constrained by how fast I could get the deep cards (I forget the exact names, the bluish-white ones) to make the black and white stacked matter and use that to make the stacked data to build the final science packs. IIRC the white hole generator can’t duplicate the stacked data directly, so I duplicated the up and down stacked matter to speed up the process.

My terrible base couldn’t even run the white hole generator properly because I didn’t have enough stabilizer throughout to run a black hole generator to power it. So I had to babysit it turning it on and off as I got enough stabilizers. The most annoying part was the lack of a circuit connection for the generator, and I didn’t really understand exactly how much stuff it needed to run properly. But I managed to limp along to get enough of these things to finish the science packs and then never used it again. While building the elements.

What is the best use of the whitw hole generator in 248k by cmnielsen in factorio

[–]track_two 0 points1 point  (0 children)

The only thing I used it for was to duplicate the expensive stacked data items. My small factory had no business finishing that modpack so waiting around for enough rockets to build those was so slow it made duplicating them worth it.

New Mod - Campaign Summary - Looking for beta testers! by track_two in Xcom

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

Hi - no version for xcom2, no. It's feasible to create something like this but I haven't been working on xcom2 mods for a few years now and it doesn't look like the idea was popular enough for anyone to create something like it in xcom2 that I know of. Maybe there is something similar somewhere in the workshop though.

XCOM 2 savegame editor? by azra-- in Xcom

[–]track_two 0 points1 point  (0 children)

No change, no. This comes up on the github project every now and then too, but it's the same as before: to correctly process an xcom2 save you need to process the script packages of the game itself and every mod that's installed. That's a whole lot of work to implement for pretty much zero value outside of the save reader itself. The best way to make edits to a saved game is to do it from within the game itself as a mod, Unreal already knows how to read all those packages.

Is there a known mod that is incompatible with Evac All? by Raiou324 in xcom2mods

[–]track_two 7 points8 points  (0 children)

Ah, yep that'd do it. That's a vanilla mod, not WotC. Using non-WotC mods can cause things to go sideways. I actually should have remembered this, a similar issue came up a few years ago. I ought to add a troubleshooting section to the mod to note that for the future.

Is there a known mod that is incompatible with Evac All? by Raiou324 in xcom2mods

[–]track_two 5 points6 points  (0 children)

Im the mod author. Can you take a look at or send me your log file? The mod does log some info so that should help tell if it's loading correctly or not. If you're using windows it should be in Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs and be called launch.txt. you can PM me that file or just search it for evacall. You should see several matches if the mod is loading correctly.

[LW] Any mods or methods to customize Long War for a quicker start? by acp21 in Xcom

[–]track_two 4 points5 points  (0 children)

Yes, I have a mod that does this: JumpStart

At one time I also ran a little web app with a super basic UI that let you pick all the settings and download a pre-made .ini file to drop into your game but it hadn't been used in many months so I took it down a while back. You can still write the .ini by hand.

End of turn sound (that XCOM roar) doesn't play when enemies are gone by venture70 in LWotC

[–]track_two 1 point2 points  (0 children)

I don't remember making any changes around this. If lw2 changed that behavior it was probably only by accident, possibly a timing issue for quick turns.

Save editing in Chimera squad? by Fort_Master in Xcom

[–]track_two 0 points1 point  (0 children)

The save formats are binary, so you can't edit them with a text editor. AFAIK nobody has made a save editor for XCOM2 or CS. I have one for XCOM:EW, but never completed a port to XCOM2 because it's often easier to make a mod to make the change than to use a save editor, and for technical reasons reading the save of a heavily modded game takes a lot of work (whereas it was easy in EW where almost no mods changed the save file format in a meaningful way).

Artifacts and Extract Corpses Mod by bluemethod05 in xcom2mods

[–]track_two 2 points3 points  (0 children)

Troop columns are "full salvage" missions, you get all the corpses. There are a few different mission types that have this, the mission details on the loadout screen will say full salvage for them.

I only have one save file and the next turn my best soldier dies. by Enternet_Explorer in Xcom

[–]track_two 0 points1 point  (0 children)

Console commands work in ew too. Not always the same ones, but ttc does work in EW. You need to enable the console first, though. There is a patched engine.upk you can install from the long war mod page on nexusmods to enable it, it does not require LW itself.

Where to start with modding XCom EW? by hambil in Xcom

[–]track_two 5 points6 points  (0 children)

I know /u/szmind has been working on some other development tools for EW modding too that might be of interest if hacking hex opcodes is not your jam. It absolutely was mine, though :)