Saledovil

joined 1 year ago
[–] [email protected] 0 points 2 days ago (2 children)

Did they give you a playbook, or something?

[–] [email protected] -2 points 2 days ago (4 children)

How much are your Mossad handlers paying you to type this?

[–] [email protected] 2 points 2 days ago (1 children)

I think that even if Trump were to win, Musk would loose. Trump seems to loathe Musk, having publicly humiliated Musk before, and then snubbing Twitter after Musk unbanned him, at least for a while. Secondly, Trump has a habit of not paying bills, which probably translates into not returning favors. Trump's alliance with Musk will end once Musk is no longer useful, which will be once the election is over.

In fact, Trump winning might be worse for Musk than Harris winning, because the Democrats probably won't retaliate against him for helping Trump. But Trump, well, for one thing, somebody like Trump might see it as a humiliation that he had to work with Musk. And secondly, electric cars don't fit into the Republican worldview Trump champions.

Looking at a larger scope, capital tends to screw themselves over by aligning themselves with authoritarians. It's easier to hold on to power than it is to seize power, and if all you bring to the table is money, then you won't be needed once power is seized. Because money is something humans made up to facilitate the exchange of resources and labor.

[–] [email protected] 0 points 5 days ago

It's a link aggregator, so generating original content is not really its purpose.

[–] [email protected] 0 points 6 days ago (9 children)

Eh, it's open source, which intrinsically limits the power the devs have over the software.

[–] [email protected] 0 points 1 week ago (1 children)

A better idea about what should be done now. Everybody knows that things could be better.

[–] [email protected] 0 points 1 week ago (3 children)

Do you have a better idea, though?

[–] [email protected] 0 points 2 weeks ago (12 children)

Yes. That's how the two party system works. Dems are still miles better than Republicans on the issue, and thus don't need to improve. It sucks, but that's the hand that's been dealt I don't see any better strategy to help the people of Gaza. If you see one, feel free to share.

[–] [email protected] 4 points 2 weeks ago

A big question is, how many sales are actually lost to pirates, or, how many pirates would have bought the game if they couldn't pirate it. The answer is neither zero, nor all of them, but I don't know what the actual answer is.

[–] [email protected] 3 points 2 weeks ago

The reason why DMR tends to get cracked is that the concept is inherently flawed. If the entire game runs on your machine, then everything needed to run the game has to be on your machine at some point. DMR is security by obscurity.

[–] [email protected] 87 points 2 weeks ago (3 children)

Idea: Governments maintain a list of entities that are evading the law like that, and then doesn't prosecute people who are accused of crimes against such entities. The idea being that if you place yourself outside of the law's reach, you also place yourself outside of the law's protection.

[–] [email protected] 3 points 2 weeks ago

Marchetti's constant People spent on average 1 hour traveling to and from work.

 

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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