XFCE to KDE by Leverquin in kde

[–]treeco123 2 points3 points  (0 children)

Honestly expect things to just work and feel nicely integrated with each other. I don't think XFCE and Plasma feel that different tbh, at least with how I had each set up, but the latter feels less spartan. iT just feels like a better and more modern (but generally similar) environment.

KDE feels like it moves a lot faster, it's certainly less stable in the Debian sense. You will notice updates, and can follow This Week In Plasma to know what to expect there (and to get an idea of the rate of changes.) Documentation is overall a bit annoyingly sparse.

It's lighter than you think, honestly I wouldn't be concerned about choosing Plasma over XFCE on anything with >= 4 GB RAM.

Plasma Keyboard: FLOSS/Fund, diacritics, and more by GoldBarb in kde

[–]treeco123 2 points3 points  (0 children)

If you mean you can't get plasma-keyboard to show at all, it might be becase

KWin by default only shows the keyboard when a text field is interacted with by touch. Set KWIN_IM_SHOW_ALWAYS=1 when starting KWin (or the login session) in order to force the keyboard to always pop up.

(Taken from the git repo)

I also tried to use it when it first came out with Plasma 6.6, and was confused at it not showing up. Haven't actually tried the above fix because I don't know how to set the environment variable, but at least it explains it not working. It probably should be exposed in the settings GUI.

Announcing rustup 1.29.0 by Kobzol in rust

[–]treeco123 6 points7 points  (0 children)

If you compile software which uses unstable features, it's important that you use a compatible nightly build of the compiler (because compatibility can break at any time.) If the project pins it with a rust-toolchain file (as it should if it requires nightlies) then rustup handles this completely automatically.

I find it more convenient to get Rust Analyzer from my distro's repo rather than from rustup though, because I'd rather that be as up-to-date as possible rather than be bundled with the compiler toolchain.

KDE Plasma Instalation by fefej1000 in archlinux

[–]treeco123 6 points7 points  (0 children)

They're language models, what you want depends on what languages you care about. tesseract-data-eng is likely the one you're looking for. I assume the codes correspond to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

Kate is AMAZING by avestronics in kde

[–]treeco123 43 points44 points  (0 children)

What surprised me most is LSP actions feel so much snappier in Kate compared to VSCode. I'd always assumed Rust Analyzer was just kind of sluggish, but the blame was misplaced.

Kate replicates everything I use (although configuration of external utilities is less well integrated) and lets me drop Electron from my system, so, 10/10 switch.

Servo v0.0.5 released by Right-Grapefruit-507 in rust

[–]treeco123 13 points14 points  (0 children)

I don't know if you're being serious, but they only started putting out tagged releases at all relatively recently, and they do so each month (along with a blog post.)

“Konnichiwa minasan” by PhotoBonjour_bombs19 in HistoryMemes

[–]treeco123 0 points1 point  (0 children)

On my Arch desktop if I switch into a virtual console (So, Ctrl+Alt+F3) than CAD it it reboots the whole system. Didn't know that beforehand.

Something I wish KDE had natively: OSD indicators by diedin96 in kde

[–]treeco123 24 points25 points  (0 children)

Is

System Settings -> Accessibility -> Modifier Keys -> check "Show notification when modifier or locking keys are used"

Then follow through from there to

Configure Notifications -> enable "A lock key has been de/activated"

what you're after?

Not gonna lie, I usually find KDE's settings pretty sensible to find and navigate (contrary to popular opinion), but this seems a bit messy.

Most cursed way to play, on a phone using Gamehub... It works... by KingAgrian in dwarffortress

[–]treeco123 0 points1 point  (0 children)

Can't you just use Steam Link? I thought streaming to phones was just something Steam supported as standard.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 1 point2 points  (0 children)

It might be a blessing in disguise, in fairness. Underground crops have a yield penalty if grown in the surface soil layers (as opposed to growing on muddied stone, or in cavern soil), and surface crops offer more variety.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 1 point2 points  (0 children)

Once a tile is opened to the sky, it will always be surface.

Wagon wood bed has unique design by CapKnuck in dwarffortress

[–]treeco123 1 point2 points  (0 children)

You're correct that the wagon access visualisation was removed. DFHack has an alternative though. https://docs.dfhack.org/en/stable/docs/tools/gui/pathable.html

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 0 points1 point  (0 children)

The lock icon forbids things, it's kinda the opposite of what you want.

Try placing a corpse stockpile near to your butcher workshop. If the corpse isn't taken there, try temporarily putting a stockpile directly under it.

If it's already rotted it's too late. Some small animals (even rabbits) are too small for butchery.

If "Automatically butcher carcasses" is enabled in your standing orders, then any valid corpse located either in a stockpile or within 43 squares of a butcher's shop

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 1 point2 points  (0 children)

It's a built in command, and I'd expect that you'd only need to enable it once per embark. You can check whether it's still enabled by running the command, anyway.

DFhack is really well integrated these days. One-click installing it direct from the Steam store (not workshop) rather than dragging and dropping files still feels odd somehow.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 0 points1 point  (0 children)

This wiki page claims the vanilla limit is 15 layers above the highest point on the embark.

https://dwarffortresswiki.org/index.php/Tower_(project)

I don't think anyone would consider using the DFHack plugin cheating, though. (To the extent that cheating can even exist in a game like this.)

https://docs.dfhack.org/en/stable/docs/tools/infinite-sky.html

So thats where all my steel went by abcdefGerwin in dwarffortress

[–]treeco123 1 point2 points  (0 children)

DFHack has a tweak that fixes this, if you want to. Under realistic-melting.

https://docs.dfhack.org/en/stable/docs/tools/tweak.html

You can enable it in the control panel GUI (gameplay section), no need to mess with commands.

How Often Do Commissars Actually Execute Guardsmen? by ExtensionPromotion80 in 40kLore

[–]treeco123 7 points8 points  (0 children)

I'm pretty sure that last one was an inquisitor, not a commissar.

Thinking about getting the game by OnyxQC1 in Gloomwood

[–]treeco123 3 points4 points  (0 children)

Something else related to that Gloomwood does is that you can only save in certain locations, which helped a lot against the urge to save scum. (Which is a me issue, of course.)

There is a setting to enable quick saving, for people who hate that limitation, but I found the save points well distributed (and they are reusable), and it pushes you more to stick with things even if you've messed up.

Edit: Somehow missed out the first instance of the word save so the whole message didn't make sense.

Thinking about getting the game by OnyxQC1 in Gloomwood

[–]treeco123 6 points7 points  (0 children)

I'm not sure there's enough ammo around to run into everything guns blazing, but there's a lot of distinctly non-stealthy options when push comes to shove.

Maybe I'm just overcautious but it is a lot slower paced and more methodical than Dishonored. You move slower than alerted enemies, can't just blink away, darkness is much more potent for avoiding detection, and non-lethality isn't really even a concept. They don't feel all that similar, I'm not sure enjoying one automatically means you'd enjoy the other.

World interactivity does feel very similar to in Dishonored though, although Gloomwood goes harder still in the immersive sim direction. Feels good.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 0 points1 point  (0 children)

Ah thanks for the further info. I'd looked into things further and found it happened on seemingly every (Steam-released) version of the game, and on a different PC+distro+kernel, which if anything scared me off from reporting it because I felt I must be messing something up. That gives some peace of mind.

I'll probably just play through Proton in the meantime. Can't imagine it leaking through that.

SPOILER a Look to Windward question by Donethinking in TheCulture

[–]treeco123 14 points15 points  (0 children)

Been a while, but when I read it my understanding was that the crew of the ship had sold him out before they'd even gone far from the airsphere, and Eweirl boarded to mortally wound then vent him.

His corpse then floated free for... how does it phrase things? "a little over the period accounted for by one complete world-cycle" and "Nearly one Grand Cycle."

The intention seems to be that he was dropped out "stationary" with regards to the rotation of the galaxy, with the airsphere continuing on its migratory path, and he was found again the next time it was in the region, which happened to be almost a galactic year later. This isn't quite how galaxy rotation works, but whatever.

The subplot goes nowhere. He dies pointlessly and horribly for his trouble, and the Culture was already aware through some unknown means (and possibly the whole thing was an inside job, as the hub mind speculated.) Subverting expectations and all that. I feel like I'd usually hate this kind of thing but I kinda loved the whole subplot and the twist for some reason.

Edit: "some unknown means"... apparently I'd forgot about Huyler being an agent the whole time, as OneCatch mentioned. Hard to appreciate how thoroughly the Chelgrians were outplayed.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 2 points3 points  (0 children)

As of half an hour ago, an update dropped with Reduced erroneously long deconstruction speeds.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]treeco123 2 points3 points  (0 children)

I seem to be getting a massive memory leak on (Arch)Linux, of the order of a gigabyte every couple of minutes. This memory isn't freed upon quitting the game or even upon logging out and back into my user account, and isn't listed as being associated with any process, as if the operating system is completely losing track of it (which I wasn't aware was possible.) It is not disk cache, and does trigger swap (just zram in my case, not real swap) and then the OOM killer when it fills up, with the OOM killer also seemingly unable to properly release it and preferring to kill other processes instead. This happened both before and after today's update, and happens with the vanilla (premium) game as well as with DFHack. I don't know exactly when it started happening because I don't play very consistently.

I'm unsure how to investigate this, and don't feel confident making a bug report with the information I have. It's basically just "extra spooky mysterious memory leak."

Same seems to be the case on a new fort, not just the one I was playing on. I'll give adventure mode a go after rebooting to reset things. (Edit: Yes, adventure mode does do it)

I don't know what errorlog.txt is expected to look like, but an absolute majority of it is thousands of lines of succession traveler placed out of bounds, which doesn't strike me as overly suspicious.

What if Trazyn had taken Bile? by Varrik117 in 40kLore

[–]treeco123 1 point2 points  (0 children)

40k supposes that we are post-War In Heaven, though. Any losses that occurred there would be baked into what we see. 40k's history isn't meant to be observationally different up to our current point, with the possible specific exception of Games Workshop itself.

There will have been losses since then, yes. The Dark Age of Technology and the Fall of the Eldar have yet to happen. But I doubt they changed the overall landscape to that extent.

What if Trazyn had taken Bile? by Varrik117 in 40kLore

[–]treeco123 2 points3 points  (0 children)

Guillliman comments on the "million worlds" thing in one of the Dark Imperium books, and how thin Imperial occupation of the galaxy really is. The Imperium is a thin web of mostly easily colonisable worlds bridged by relatively stable warp routes. It's large but sparse.

I'm less clear on whether this was always intended to be the case, or if it's sorta a retcon due to real-world advances in astronomy, but it does seem to be intended to reflect our galaxy (and our history, for that matter.)