• 0 Posts
  • 184 Comments
Joined 2 years ago
cake
Cake day: June 25th, 2023

help-circle

  • KubeRoot@discuss.tchncs.detolinuxmemes@lemmy.worldI use Arch btw
    link
    fedilink
    English
    arrow-up
    4
    arrow-down
    1
    ·
    8 hours ago

    It’s not being made “as painful as possible”, it’s just manual. Arch isn’t a distro that’ll preconfigure things for you so everything’s plug’n’play, it’s a distro that’ll give you access to everything and the power to use it however you like, but with that comes the expectation and responsibility to manage those things.

    Installing arch manually is simply a good lesson in how your system is set up, what parts it’s made up of, in part because you’re free to remove and switch out those parts.

    And sure, there’s no magic bullet to make sure a new user understands everything they did, but I think in the end, if you’re not willing to read, learn and troubleshoot, you might just want a different distro.


  • KubeRoot@discuss.tchncs.detomemes@lemmy.worldOh hell yeah
    link
    fedilink
    English
    arrow-up
    1
    ·
    edit-2
    23 hours ago

    Maybe if a fish was hooked up to a machine running terabytes (edit: actually, petabytes, probably) of stolen data through its brain, punishing it when it fails to produce similar results, until it can produce them… Then I would hate the people who did this to the fish, and the people who support them by using the fish to produce art.


  • I haven’t properly tried satisfactory, I tried the demo back when that first came out, was asked to run around collecting leaves to put into a power generator for half an hour, and bricked my game trying to put it into borderless or something… And then I switched to Linux, the game was epic exclusive despite promises otherwise, and I passed.

    I got the impression it’s got a tedious early game, having a prebuilt map might make replaying less fun, and it sadly seems to have a very point-to-point, purpose-specific-device approach to logistics. I also like the performance of Factorio, it’s really lightweight on the GPU, and well optimized for CPU (though with the entire map and tons of individual entities loaded at all times there’s only so much you can do), which I imagine isn’t as great for the modern 3D game Satisfactory is.

    I don’t want to rant too much about it, but I think the splitter taking in and outputting two belts in Factorio is brilliant. There’s only a few types of logistics, but they are versatile and nuanced. Being able to belt items onto the side of an underground belt lets you filter out belts by side, the mechanics of belt sides and how they interact with inserters let you create compact designs or maximize throughput if you spend time on it. There’s no dedicated buffer machine, no separate splitters and mergers, all the neat things you can build come together out of component parts in an organic way.

    I will also mention that I like to try to plan ahead specifically to avoid starting over, but when rebuilding is necessary (and when laying a rail network) robots are a must-have.

    On the topic of the DLC… If you’re not drawn into the base game, might be best to pass on it, but they did a good job giving each planet some interesting unique challenges, including organic items that spoil after a certain amount of time. There’s plenty of straight content expansion mods, big and popular ones, but they mixed up the gameplay quite a bit in Space Age.

    All in all… Yeah, different people, different tastes. I’m currently doing a second playthrough of Space Age with friends, but one of them might’ve been felled by Gleba. If you want some more unsolicited gaming takes, I can recommend Mindustry and Outer Wilds ;D


  • it’s also very shallow

    You take that back!

    In all seriousness, if you’re talking about something like the fact that all machines are functionally doing the same thing, that’s kinda fair, but there’s a lot of complexity in all the options available, made even greater with DLC and mods. Just the logistics of getting items to the right places have many different approaches with various upsides and downsides, and I love all the emergent mechanics that come from belts having two sides and splitters handling two belts.

    It’s not a game for everyone, but calling Factorio shallow seems really odd. If anything, I feel like it allows you to explore its mechanics deeply, instead of having a breadth of shallow mechanics that don’t leave anything to be discovered.









  • Not when taken to such an extreme so as to obfuscate the meaning and behavior of code, and make it difficult to understand how you would arrive at that code.

    Sane defaults serve to reduce verbosity without obfuscating meaning, simpler syntax with different ordering and fewer tokens reduce verbosity to make the code easier to read by reducing the amount of text you have to pay attention to to understand what the result is.

    I imagine there’s also a distinction to be made between verbosity and redundancy - sometimes extra text might fail to carry information, or carry information that’s already carried elsewhere. I’m not sure where the line should be drawn, because sometimes duplicate information can be helpful, and spacing out information with technically meaningless text has value for readability, but I feel like it’s there.






  • I’m not sure which puzzles you’re referring to - do you mean stuff to reach an ending, or the obscure, very much optional, deep secrets?

    It’s been a while since I played it, but I don’t remember grindy puzzles in the main content, bar the big one, but that one felt exhilarating to figure out and solve.

    As for combat, it is difficult, but I remember beating the whole game without turning down the difficulty (which I remember being a thing), so it seemed fine to me… But yeah, people misrepresenting a game is always a risk.



  • I believe the idea of eldritch is in being able to comprehent the true form - but only temporarily, since our minds cannot hold that knowledge, only to be left with a frayed hole in our thoughts

    But also as people mentioned, there’s some cursed geometries. Hyperbolic and parabolic geometry is interesting (see Hyperholica and Hyperrogue), but things get worse with Nil and Solv

    For a more plain existential horror also see Fractal Block World, pretty fun seeing the sense of scale as you shrink yourself ever further revealing detail you couldn’t perceive before, and also the sense of scale, as a tiny room becomes an incomprehensibly vast space you cannot hope to cross in your lifetime.