[–] 0 points 2 days ago (3 children)

10k? Well that's pretty original, because I've never heard of it.

But on a more serious note, it's just too reductive to say "there is nothing original in StarCraft because it feels like Warhammer 40k." All media is inspired by media that came before it. Lion King is similar to Hamlet, does that mean there's nothing original in it?

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  • [–] 9 points 2 days ago (2 children)

    Yeah, it sort of depends on the definition of the word file. "File" in the sense that it can be interacted with like a file versus "file" in the sense that it's data on a disk. But then, if you're really thinking about it, data on a disk isn't a file, it's data, and we can just interact with it like a file.

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  • [–] 2 points 2 days ago (5 children)

    It feels pretty reductive to say something doesn't have original ideas. Pretty much every story has been told in one way or another at this point in history, especially if we get really reductive about it. It doesn't mean things can't be interesting or unique.

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  • [–] 53 points 2 days ago (9 children)

    It makes more sense when you realize that it's not that everything is files it's that everything can be treated as a file. There are other APIs to interact with things, but everything can be interacted with as if it was a file. It doesn't seem as bonkers like this.

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    I'm curious about this game and might want to pitch it to my group, but I'm curious to see what actual play sessions are like. Can anyone recommend some podcasts or preferably videos of it? I'm more interested in well produced but sort of mid tier "acting" if that makes sense lol. Super top of the line productions like Critical Role can sort of give a skewed impression.

    Turbofuel plant (thelemmy.club)
     

    This should solve my power for a while. Turbofuel is really nice. Clean burning, too!

    Pro tip: Power shards increase power consumption exponentially for machines, but linearly for generators. That means that a generator at 250% overclock is exactly the same as 2.5 generators at 100%. This saves a lot of space with turbofuel. In the bottom right you'll see 25 generators. Without overclocking I would've needed 63 of them. I have been judicious with my power shards, so this was nice.

    I was really satisfied with this picture. You can see pretty much all of the build in one shot The only thing you can't see is the sulfur extraction.

     

    I'm really surprised there doesn't seem to be a modded (or vanilla) splitter that lets you set the output ratio for each side. I saw one that lets you configure the rate of output, but I'm not sure if it's updated. Regardless, a simple thing like "this side gets 1, this side gets 3, this side gets 0" would be so useful for building manifolds that don't take forever to balance and other stuff.

     

    When a building is on and running, the light is green. When the building is overclocked (and maybe whenever it has a power shard) the light is bluish white. This is useful to find buildings with power shards! Is there a mod to make the light change to a color based on under clocking?

    It shouldn't really matter, because seeing what a building does requires opening it anyways, but I still think this would be nice.

     

    YES, I did solve this post as I was writing it. YES, I am still going to post it. THE PROBLEM WAS THAT THERE WAS A CHESS TABLE IN FRONT OF MY THRONE. This does not prevent people from using the throne, but during the bestow ceremony they need that spot apparently.


    Relevant snippet of logs below. The link has the entirety that got uploaded.

    First, I am playing with mods, but even after I disable literally all mods and start this quest fresh to do the bestow ceremony it still does this, so I don't think it's the mods. Also as the title says this is 1.5. If I was playing on 1.6 I would upload these to a more official source.

    When I tell my royal to begin the bestow ceremony, he just idles. Nobody else reacts to join, they just keep doing whatever. He just sits there, frozen in time. I let the game run for ~12 hours (in-game) and he still hadn't moved.

    Searching around this seems to be somewhat of a known bug, but I'm not seeing anything about these logs specifically. I have tried calling the bestower in multiple times and each time he freezes. Even when I do the "cancel ceremony" and call them back later it does the same thing. Even when I remove all the optional spectators it does this.

    In the bottom right you can see Grump idling. In the bottom left you can see that he is trying to attend the bestow ceremony. In the top left you can see the bestower waiting.

    Failed to find a spectator spot for Rofro 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Unay 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Grill 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Prosecco 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Herc 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Dani 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Marty 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Lion 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Rofro 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837199) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Isarita 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Lynx 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Gillespie 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Prosecco 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837443) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Rofro 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837531) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Wingman 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    Failed to find a spectator spot for Rofro 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837775) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5838023) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5838272) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null] 
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
    

    More in depth log message about the TryMakePreToilReservations().

    TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Grump, curJob = BestowingCeremony (Job_5837036) A = Thing_Human922515 Giver = JobGiver_BestowingCeremony [workGiverDef: null]
    UnityEngine.StackTraceUtility:ExtractStackTrace ()
    Verse.Log:Warning (string)
    (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
    Verse.AI.Pawn_JobTracker:CheckForJobOverride_NewTemp (single,bool)
    Verse.AI.Pawn_JobTracker:CheckForJobOverride (single)
    RimWorld.LordToil_BestowingCeremony_Perform:UpdateAllDuties ()
    Verse.AI.Group.Lord:GotoToil (Verse.AI.Group.LordToil)
    Verse.AI.Group.Transition:Execute (Verse.AI.Group.Lord)
    Verse.AI.Group.Transition:CheckSignal (Verse.AI.Group.Lord,Verse.AI.Group.TriggerSignal)
    Verse.AI.Group.Lord:CheckTransitionOnSignal (Verse.AI.Group.TriggerSignal)
    Verse.AI.Group.Lord:ReceiveMemo (string)
    RimWorld.LordToil_BestowingCeremony_Wait:StartRitual (System.Collections.Generic.List`1<Verse.Pawn>)
    RimWorld.LordToil_BestowingCeremony_Wait:<ExtraFloatMenuOptions>b__7_1 (RimWorld.RitualRoleAssignments)
    RimWorld.Dialog_BeginRitual:<Start>g__InnerStart|38_0 ()
    RimWorld.Dialog_BeginRitual:Start ()
    RimWorld.Dialog_BeginLordJob:DoButtonRow (Verse.RectDivider&,bool)
    RimWorld.Dialog_BeginLordJob:DoWindowContents (UnityEngine.Rect)
    (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
    UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
    
     

    Many of the forms of the Physical Love precept forbid pawns from sharing a bed with anyone other than a spouse but they all also give negative mood modifiers for lovin' people other than a spouse. I thought the only way two pawns could engage in lovin' was through sharing a bed. Am I missing something? Why give the negative mood modifier if it's impossible for it to even happen? Are there mods that allow them to do lovin' outside of bed and get the mood modifier?

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