Saledovil

joined 2 years ago
[–] Saledovil@sh.itjust.works 3 points 3 days ago

In that particular way, yes.

[–] Saledovil@sh.itjust.works 5 points 3 days ago (2 children)

Only /b/ has no rules (There's actually some rules that are enforced, e.g. no posting illegal content), and that also applies to moderation. As in, a moderator can just ban you for any reason they want.

[–] Saledovil@sh.itjust.works 8 points 6 days ago

A lot of crap products are at least decent enough to not have a half life.

[–] Saledovil@sh.itjust.works 0 points 1 week ago (1 children)

Neural networks existed since the 1970s.

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

The problem is that code is hard to write. AI just doesn't solve it. This is opposite of crypto, where the product is sort of good at what it does, (not bitcoin, though), but we don't actually need to do that.

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

Mega, not Giga. It's more of medium sized Scott.

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

After reading your comment, I tried it for myself, running "Age Of Wonders 4" through Lutris 0.5.22. Nothing happened. As in, literally nothing, game didn't launch, and no error. Then downgraded Lutris to 0.5.19, and first I got a message saying that wine needed to install something, and then I got an error message saying "A java script error occurred in the main process".

So the results of my experiment are inconclusive. I consider an error message a better than result than nothing visibly happening, because an error message at least tells me nothing its not working, instead of letting me wait and wait.

So, yes, it appears that the quality of Lutris has declined after the developer started using Claude Code. However, my experiment was just a quick and dirty experiment, and ultimately further research is necessary.

I propose the following experiment, keep in mind that this is basically a rough sketch of the procedure:

  1. Set up two virtual machines running linux, a and b. (TODO: Decide on distro)
  2. Install Lutris 0.5.22 on a, and 0.5.19 on b.
  3. Try out several games on both a and b, both installed and launched through lutris, and record how well they run.
[–] Saledovil@sh.itjust.works 12 points 2 weeks ago

There's this theory that online advertisement is not as good/effective as believed. As in, it's not more efficient than traditional spray and pray advertising.

[–] Saledovil@sh.itjust.works 4 points 2 weeks ago (1 children)

True, but line isn't going down yet.

[–] Saledovil@sh.itjust.works 3 points 2 weeks ago (1 children)

If I were a 🐏 producer, I wouldn't expand production, since I don't believe that the demand from AI will last. You spend all the 💰 on new 🏭, and then the demand collapses.

[–] Saledovil@sh.itjust.works 1 points 2 weeks ago

1000 years, that's when the region becomes habitable once again.

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

Notice how the guy's legs don't line up with the body?

 

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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