Saledovil

joined 1 year ago
[–] Saledovil@sh.itjust.works 2 points 22 hours ago (2 children)

It's ambiguous, though. They could be complaining about the frycooks making as much as them, or about the frycooks not making as much as them. You'd have to look at what else they posted to see whether they're generally pro-labor or not. Or ask them what they mean by their tweet. Both of which are made difficult by the username being blocked out.

[–] Saledovil@sh.itjust.works 1 points 3 days ago

What if you want to change the station?

[–] Saledovil@sh.itjust.works 7 points 4 days ago (3 children)

Why London? Russia isn't at war with the UK.

[–] Saledovil@sh.itjust.works 3 points 4 days ago

4 hours in, can still read it. Agree with your assessment, too.

[–] Saledovil@sh.itjust.works 2 points 5 days ago

That's a quite thorough debunk. Can you provide some sources for your claims?

[–] Saledovil@sh.itjust.works 74 points 5 days ago (7 children)

It's sort of a strange approach, because this will leave you with the workers who can't find employment elsewhere.

[–] Saledovil@sh.itjust.works 4 points 6 days ago (1 children)

You can't go and kill the guy at a point where you know he has events in his yet. (A person's "yet" is what is known of their personal future). You have to attack him at a point where you he doesn't have any events in his yet that you know about. This also means no killing Hitler before April 30th 1945.

[–] Saledovil@sh.itjust.works 0 points 6 days ago (1 children)
[–] Saledovil@sh.itjust.works 14 points 6 days ago (2 children)

It's a lot more banal, though. Youtube has to sell advertising, and advertisers don't want to be next to discussions of rape or suicide. These restrictions are enforced algorithmically, hence the self-censorship. And in any case, it doesn't achieve the objective of newspeak, as those concepts are still being discussed.

[–] Saledovil@sh.itjust.works 5 points 1 week ago (1 children)

The break even point would be at a balance of 23.08$. However, if the account balance doesn't expire, buying your own game to put you over the threshold would be checking the couch cushions for loose change level of desperation.

[–] Saledovil@sh.itjust.works 10 points 1 week ago

Difference being: here it's attributed to one man, Putin. Israel applies it to all Palestinians. Difference couldn't be more obvious.

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

I really like brutalism, especially when contrasted with greenery. A set of brutalist apartment blocks, with ample space between each of them, which contains native flora would be rather beautiful. The space between the blocks could also be used as a communal barbeque place. Or a fitness trail.

 

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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