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Joined 1 year ago
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Cake day: July 3rd, 2023

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  • I’ve said this before, but Factorio is genuinely the only thing that has made me lose track of time before. When I’m goofing off into the wee hours of the night, normally I have a vague sense of time passing. I won’t know what time it is, but I’ll know that it’s late and I should probably stop whatever it is I’m doing (and won’t). And then I’ll look at the clock and it’s 2am-- late, but not surprising.

    But then came Factorio. This was when I first started playing, around the time I just started making black science packs. I was refitting my bases to work with laser turrets, and making minor modifications here and there like upgrading from 2 saturated belts of iron to 4 and such. Nothing major. I’d just do these things, maybe an hour or two, and head to bed. So you can imagine my surprise when I look at the clock and it was 5:30 AM. I was baffled; I had no idea I’d spent that long modifying my base. Like 7 hours straight, no breaks. And then the exhaustion hit, and I saved and went immediately to bed.

    Cracktorio man, the addiction is real.



  • I don’t think that’s necessarily true. Water will reach its own level so to speak, if a developer releases a game that is far too much for a majority of gamers to run, those gamers won’t buy the game and it won’t sell. Obviously that also isn’t always necessarily true, but enough terribly optimized games have released recently to be met with 40% rating on Steam that I’d like to think this is the case. Are some developers going to do it anyway? Absolutely, but that’s true regardless. I think that no matter what, indie developers will always tend to keep their games lightweight either by principle or by design necessity, and bigger game studios would also sorta get the message and keep their games reasonable. With obvious exceptions… goddamn 400 GB games these days.





  • A cache is not a stack, it’s memory stored in parallel cells. The CPU could theoretically, depending on the implementation, directly find the data it’s looking for by going to the address of the cell it remembers that it’s in.

    Not all L1 caches operate the same, but in almost all cases, it’s easy to actually go and get the data no matter where it physically is. If the data is at address 0 or at address 512, they both take the same time to fetch. The problem is if you don’t know where the data is, in which case you have to use heuristics to guess where it might be, or in the worst case check absolutely everywhere in the cache only to find it at the very last place… or the data isn’t there at all. In which case you’d check L2 cache, or RAM. The whole purpose of a cache is to randomly store data there that the CPU thinks it might need again in the future, so fast access is key. And in the most ideal case, it could theoretically be done in O(1).

    ETA: I don’t personally work with CPUs so I could be very wrong, but I have taken a few CPU architecture classes.



  • I think it falls into the same pitfalls as most super niche communities, like a lot of subreddits did.

    For example, the shaving subreddit (/r/wicked_edge I think?). Its mission statement was to introduce people to cleaner, safer, and more efficient shaving methods. And for the most part, with all of its resources and wikis, it successfully did it. But if you choose to stay after you’ve made your informed purchases, the posts were mostly braggarts showing off their latest hundreds-of-dollars handles, supreme razor blades, brushes made from actual gold, that sort of thing. My point is, the average person (by my guess, like 90% of people going to the site) gets the information they need and then never participate in the community again. But those who stay are those who really want to stay– people who are most likely to brag and boast. So over time, it falls more and more into plain old dick measuring contests.

    This obviously isn’t true of all communities, but I think it’s a common pitfall for a lot of them. I can imagine privacy is very similar: take all the steps you can to learn to protect your privacy, and then… you’re good, for the most part.


  • HOLY FUCK I AM SO FUCKING HARD

    …small concern though: I currently use the rail planner a lot, usually to map out how I want my outposts to look at long distances. If the rail planner, particularly shift + click, is actively looking for rails to snap to, I hope it won’t greedily try to snap to rails I don’t want it to. I’m sure the devs already have this considered, but I just want to make sure that if I have multi-layer train crossings, and I’m trying to plan them out before I actually build them, that I’m able to path out rails behind an elevated rail without the rail planner assuming I want the rail to connect to the elevated rail. I hope that won’t be an annoying issue.