Saledovil

joined 2 years ago
[–] Saledovil@sh.itjust.works 7 points 12 hours ago (1 children)

Imagine you're building more comfortable prisons to house all the people incarcerated in the US. Who do you move to the comfy prisons first? Elderly inmates? Non-violent offenders? While all the inmates deserve better treatment, I'd prioritize those who have committed less severe crimes.

[–] Saledovil@sh.itjust.works 42 points 16 hours ago (2 children)

Remember: Drink water, or a similar non-coca-cola substance.

Also, a consistent truck design is something a human at any skill level would have gotten right.

[–] Saledovil@sh.itjust.works 1 points 20 hours ago

My hypothesis is that Horax is high. As in, the monolith is some sort of bong for archotechs, and Horax is indifferent enough to not light it himself, but if you light it for them, they'll start smoking.

[–] Saledovil@sh.itjust.works 2 points 3 days ago (2 children)

There's an elephant in the room here I mean to address: The ritual requires a prisoner as target, who is aged and suffers brain damage as part of the ritual. Sort of sounds like they are the offering.

The problem I have with your theory is that, if Horax wanted one of your colonists, they could just take them. All of the rituals work by calling upon Horax, with them doing the actual work. The existence of the skip abduction ritual implies that Horax can grab anybody from anywhere on the planet. Given that Horax is perfectly willing to send anomalies to attack your colony, it stands to reason that if they had interest in random colonists, they'd just grab them with skip abduction.

[–] Saledovil@sh.itjust.works 1 points 4 days ago* (last edited 4 days ago)

Just launch a ton of ball bearings into orbit, and end space flight for ever. Or at least for the forseeable future.

Edit: Bearing balls, actually. Ball bearings is where the bearing balls are. But we want them in orbit.

[–] Saledovil@sh.itjust.works 1 points 4 days ago

The premise of the meme is that God exists and can be asked questions.

[–] Saledovil@sh.itjust.works 20 points 5 days ago (2 children)

The biggest problem isn't even the inaccuracies, it's that the inaccuracies are unfixable.

[–] Saledovil@sh.itjust.works 1 points 1 week ago

And what, pray tell me, if the IPO succeeds? The market can remain irrational longer than you can remain solvent.

[–] Saledovil@sh.itjust.works 1 points 1 week ago

Because we’re leftists?

I guess that tracks.

[–] Saledovil@sh.itjust.works 1 points 1 week ago* (last edited 1 week ago) (2 children)

If socialist means centrally planned economy, and all countries are centrally planned, then all countries are socialist.

World revolution achieved! We did it, lemmy.

Edit: Jokes aside, I don't quite get why you two are arguing. You seem to more or less agree that the study doesn't actually discuss socialist countries.

[–] Saledovil@sh.itjust.works 2 points 1 week ago (1 children)

A cubic meter is a thousand liters, Which seems to be a lot of water to use in a 12 hour period, statistics I found point at an average water consumption of 100 to 130 liters per day, so a regular consumer would never even get close to the point where it doubles, and therefore would be unaffected. So why do you think this would hurt poor people?

[–] Saledovil@sh.itjust.works 3 points 1 week ago (8 children)

When should the counter reset?

 

I think I'm sort of overspending on the CPU and the monitor. Could anybody offer some advice?

 

Hello, as stated in the title, I used to be able to generate a batch of 4 images, but when I try to do this now, I get the following error: CUDA out of memory. Tried to allocate 4.50 GiB. GPU 0 has a total capacity of 7.78 GiB of which 780.00 MiB is free. Including non-PyTorch memory, this process has 6.57 GiB memory in use. Of the allocated memory 6.37 GiB is allocated by PyTorch, and 56.09 MiB is reserved by PyTorch but unallocated. If reserved but unallocated memory is large try setting PYTORCH_CUDA_ALLOC_CONF=expandable_segments:True to avoid fragmentation. See documentation for Memory Management

This started happening right after I updated SD.Next to the most recent version. I don't know which version I was using beforehand, since I don't update it frequently. I assume it installed it sometime around April this year.

I'm using a NVIDIA Geforce RTX 2070.

Does anybody have any idea what I could try?

 

In the mod "Save our Ship 2" I managed to capture a pirate ship. The large, red ship is the pirate ship, and the small asymmetrical ship is mine. First, the pirates send a boarding party using small personal shuttles. These landed spread out around my ship, allowing my colonists to gang up on the individual pirates ad take them out.

Then I send my guys over to the pirate ship, in an effort to take them out. I had them use the airlock as a chokepoint. The pirates threw themselves at my colonists until they routed. The pirates tried running to the edge of the map in order to escape. A lot of the remaining pirates didn't have space suits at this point, and I had lined up my colonists to shoot the fleeing pirates, so none of them actually managed to reach the edge of the map. Which wouldn't have helped them eitherway, because their in geostationary orbit.

This would be a lot more difficult if the enemy AI wasn't brain dead.

 

Marked as a spoiler because its a monster from Anomaly. The thing is, these things are not scary, because they don't have the AI necessary to capitalize on their invisibility. They act like typical raiders, meaning you can place your tough melee guys in a chokepoint, and they'll come to get their skulls bashed in.

It would probably be better if they instead acted like predatory animals, milling around on the map, and occasionally hunting one of your colonists. If they'd then avoid groups of colonists, while also always attacking in a group themselves, they'd be a truly terrifying monster. Basically, you'd have to hide out in your base, or go out to hunt them. And if you do choose to wait them out, there would be no indication that they've left.

 

Follow up to my last post , the problem has been resolved using a killbox. Admittedly, I had to reload several times before I got it right. So in about 5 out of 6 universes, the colony died.

 

The ongoing toxic fallout means that the sunblocker the mechanoids brought along won't cause any damage for the time being.

 

Game is "Vintage Story". It's similar to Minecraft, but slower paced.

 

Using the Create mod as part of the 'All the Mods 8' Modpack, I build a bread factory. The contraption on the right automatically harvests the wheat. The wheat is separarated from the wheat seeds using a brass tunnel. At this point, half the wheat is stored in a chest to be used as animal feed. The wheat is fed into a millstone, which turns it into flour. Flour is a feature unique to the create mod, and it allows for more efficient bread baking. By mixing the flour with water in a mixer, dough is created, which is then baked in the automatic oven, which utilizes the feauture bulk blasting to turn dough into bread. This allows creating one bread from one unit of wheat. The entire machine is powered using a large water wheel. One way to improve the machine would be to make the farming area larger, currently, 60 plants are growing at the same time, making the area 11 * 11 instead of 9 * 9 would increase the number of crops being fed into the machine. Also, I should probably decorate the bakery as well.

 

A small workshop with 2 machines, build using the Create Mod as part of the 'AllTheMods8' modpack. I like how the energy logistic looks naturally more interesting compared to other tech mods.

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