JakenVeina

joined 2 years ago
[–] [email protected] 9 points 4 months ago

Part of the reason that "JavaScript sucks" is BECAUSE it doesn't have alternatives. If you want to build a WebApp that manipulates the DOM, JS has the ONLY API to do it.

For me, "JavaScript sucks" not really because of the language itself, but because there's such a massive disconnect between what it was designed for (small amount of bells and whistles within a web page), and what the ecosystem uses it for (foundation for entire GUI applications).

If you want to build WebApps, learn JavaScript, then do all your development with TypeScript, and be VERY mindful of the third-party dependencies you pull into your project.

[–] [email protected] 27 points 4 months ago

You know what else they're not dreaming of? Games on Netflix.

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

Not really, not on its own. It can GET demanding depending on how big you go with building stuff.

[–] [email protected] 1 points 4 months ago

If only serverless systems had some kind of, like.... server.... to store state.

[–] [email protected] 2 points 4 months ago (1 children)

Art direction > Graphical fidelity

[–] [email protected] 1 points 4 months ago (1 children)

Having smoke wafting up through a floor is a hard no from me, in my builds. Lately, I'm not even okay with really TALL floors, that allow the smoke to dissipate. I only go for having smoke-generating machines expose their stacks, or sit underneath some kinda open-air vent hole.

We've seen now that we're getting vents and even FANS in 1.1, but I'm assuming they will have no affect at all on the way exhaust animates, since those animations are just super simple particle effects provided by the engine. That would be REALLY cool, though, if they do end up being functional in that regard.

I see basically no chance that they ever make dealing with exhaust a REQUIREMENT, as they're pretty consistent about wanting to allow people to play however they like, realism or no, but it would be a pretty cool challenge.

[–] [email protected] 1 points 4 months ago

I'm definitely having trouble conceptualizing what this even IS much less what one might use it for. Hyperlight is like a containerization system? It lets you host micro-VMs? And now you can use one to host a WASM app? Why on Earth would someone want to host container/VM just to run WASM code? Are we really going down the road AGAIN of taking tech made to run in browsers, and using it to make backend stuff?

[–] [email protected] 24 points 4 months ago (1 children)

I think they're referring to the /c/conservative community ON shitjustworks. I certainly have never experienced the instance in general leaning conservative.

[–] [email protected] 12 points 4 months ago (1 children)

Yeah, shoulda said Valve, rather than Steam.

[–] [email protected] 5 points 4 months ago (1 children)

Am I crazy, or is 1.1 going to be BIGGER than 1.0?

[–] [email protected] 2 points 4 months ago (1 children)

I saw this first here in the post, before I had a chance to watch the video, but I was still BLOWN away by the video! It's SO much more than what I thought, I figured they would just auto-connect belts that are touching when placed.

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

shapez 2 is definitely worth a look if you like the genre. It's the purest, most-distilled gameplay implementation of the genre I've seen. It was only worth a couple weeks of play time for me, just on account of it being early access, but there's a TON if potential, and I like all the updates I've been seeing in their Discord.

 

Finished the final building, finished the walkway/beltway, and wired everything up. This here Reinforced Iron Plate factory campus is complete, save for a final efficiency audit, after it's done priming.

Quite like how this walkway/beltway came out.

A few shots from inside the final building. I ended up just being plain and simple for the assembler layout. With the exception of needing to do a little cross-balancing of the two wire input lines. This is only the first factory to use assemblers, there'll be plenty of time to be more fancy in the future.

 

Built out a building #4 for making the remaining intermediary products, from Iron Ingot: Iron Plate and more Wire.

Kinda boring, in that it's almost exactly identical to the Wire building from a couple days ago, but a bit bigger, and with a little extra belting to produce 2 products, instead of just 1.

So, onto the final 5th building, while planning it out, and where to put it, I ended up just building an entire 6th building, just for sinking and uploading.

Nothing special, really, just more of what I've done before, both in this little campus, and in other factories. Still happy with it.

Also put the final finishing touches on the Iron Ingot building, from yesterday.

Next up, I started brainstorming how I want to layout and connect up the final assemblers. I kinda don't want to just do the simple mirrored-line setup that I've done twice now, with the two Constructor facilities, so I'll sleep on this.

I also got to pester my wife with the cart siren for a bit. We didn't really make any progress on our joint save, she ended up going to bed early with a little nausea.

 

Hey, image uploads on lemm.ee are back!

The concept I'm now going for is a factory made up of many inter-connected buildings, like I said before, but specifically that all the buildings are built in the same cosmetic style, with different layouts. I'm curious how these buildings will play together, when they're all done.

Again, same design concept on the inside: elevated machinery, with logistics running up above the player's head.

I nearly got the third building entirely complete as well.

This building takes the leftover Copper Ore, mines fresh Iron Ore, and produces Iron Ingot with the Iron Alloy Ingot alternate recipe.

 

Image uploads are still broken, but uploading to lemmy.world seems to have worked, yesterday, so...

A few finishing touches, and I'm happy with this one.

With a little extra space available at the main entrance, I figured some lighting was in order.

Decided to try elevated machine floors this time, instead of sunken.

Also decided to try keeping the miner indoors, right next to the production machines.

To get the machines to be fully supported by the elevated platform, I needed 13m of width, so I was left with a full foundation, a half-foundation, and 1m extra. I was trying to figure out how to cleanly cover that extra meter, when I realized, "Wait, what if I..... didn't?"

What if I actually USED it, instead?

Moving ownard, I made a little change in plans. I think I'm actually going to do 5 separate interconnected buildings, instead of just 3. This one here will be turning Copper Ingot into Wire.

 

Hopefully, the images are going to work. Image uploading on lemm.ee appears to be broken, so I'm uploading them on lemmy.world, today.

Started on a Reinforced Iron Plate factory, today. Got the first of 3 planned buildings (copper smelting) almost entirely done.

Next up will be to build an Iron smelting building here, on these two Impure nodes. Some of the Copper Ingot from the first building will go into increasing Iron Ingot yield here, with the Iron Alloy Ingot alternate recipe. The rest will go to make Wire.

Short day for pics, as I spent a decent bit of time planning out the next 5 or 6 factories, so I could decide where they all will go, and which resource nodes they'll get to use. I'll post more detailed pics of this building when it's done.

 

More belt cleanup today.

Before shot.

Yeah, you probably can't really tell the difference from just this. I mainly had to redo the heights of most of the half-foundations, to set them up that I can just plop my blueprints on them. Also, re-run many of the belts, based on the moved foundations.

I also tore down the leftover temp spaghetti we had, from before I had decided how to get the main facility outputs across the iron ore line here, and over to the shipping lot.

You can see the afterwards results here, much more clearly.

Re-laying out the belts also involved cleaning up this spot, where all the raw resources join up and enter the smeltery building.

Meanwhile, my wife cranked out more work on the new Ironworks facility, and got it up and running. Should be able to finish out the cosmetics and shipping setup next session.

 

No, I didn't actually just build this power plant today, this was from like 4 weeks ago. I did however add the power augmenter, and the walkway leading to it.

Figured now would be a good time to show it off.

This probably would have been a great build to do with blueprints, but I actually built it all by hand. At the time, I was just aiming to do something that hugged the curve of the cliff, and this is what came out. Plus, I didn't have the designer unlocked at the time, and I was honestly still a little offput by my prior experiences with blueprints. It took a few YouTube videos and sessions in creative mode to really come to terms with the quirks of using blueprints effectively.

Overall, this facility has 20 power generators, and should be able to handle up to 750 coal/min, for 3,750MW of power. At the time, I didn't think I could fit any more generators in here, since the curve deadends at a sharp corner of the cliff, and I didn't want to make the curve any sharper. Revisiting now, though, I've got a few ideas about how to extend the facility to add another 6 "buildings" and get up to 32 generators, for a full Mk6 belt of 1,200/min.

My lazy solution for placing the signs here made me laugh. I couldn't use the blueprints I've used for the rest of the walkway inclines, because the foundations to place them on would be far underwater. And deriving the correct fit and angle for these signs originally was VERY tedious. So, I just snapped my way over from the closest already-placed incline segment, and somehow it worked perfectly.

The other thing I did today was retrofit all the tubeways and their blueprints, to try and solve an issue I've been having.

This is the version of a walkway/tubeway I was using in my last save, before 1.0. Largely the same, but without the walls and ceiling.

This is what I've been using so far after 1.0. My main goal, aside from looking more interesting, was to solve the problem of not being able to walk across junctions without being sucked into a tube, and instead having to parkour over them.

My idea to solve this was to hang the tubes overhead, and make sure the entrances were high enough to walk under, without being sucked in, but low enough that all it takes to get in is a jump.

This worked pretty darn well, but I introduced two different issues.

A) When coming out of downhill tubes, I get slammed into the walkway hard enough to take damage. Sometimes a near-fatal amount.

B) I'm now FORCED to stop at every junction, walk forward, and jump again, to re-enter and continue on. Prior to 1.0, the entrances being straight-on meant I could just do nothing, and let myself be shot from one tube section to the next, unless I want to stop or take a turn, in which case all I had to do was slow down when approaching the junction I want to take.

I played around with a few ideas for just angling the entrances differently, but ultimately it was straight-facing entrances that were the only ones that worked. I also needed to pull them farther than 8m apart, since now that they're elevated, the player will fly farther before hitting the ground.

This is what I ended up with, and I was able to get this swapped in across all the existing tubeways.

 

FINALLY got these belt lines completed.

I'm tired. Don't really have much in the way of comments today.

Meanwhile, my wife made a bit more progress on the Ironworks factory.

 

Now, THAT, I'm much more happy with.

Got the walkway/tubeway re-aligned.

I MIGHT have gone overboard with the yellow, but ultimately, I'm leaving it. I did end up de-saturating the color of the lights in the stairwell.

Figured an open roof would be nice. Still need to go back and check it out at night, though. I might drop the corner lights in favor of barrier lighting around the edge.

Pretty solid view.

Odd visual bug I encountered, at one point. The little outlines were suddenly here on a bunch of the blueprints I'd already placed, after I walked away for a while, and came back. Persisted as I went right back inside the building.

Standard shot from my lookout tower.

Alright, let's get this online!

Oh.

Oh no. My power plant's already running on Mk3. I thought I hadn't actually upgraded that yet.

For now, I just went and downclocked all my permanent factories. Next session, I'm gonna have to start figuring out a second power plant.

 

So, inspired by @[email protected] with https://lemm.ee/post/44886389, I figured it's time to try building a skyscraper. I've actually never built one before.

This'll be replacing my starter copper sheet here, as well as a separate factory for Wire and Cable. I'm going to be using this Copper node, though, so this has to come down first.

Since I'm just gonna be repeating the same floor 8 times, it's definitely beneficial to blueprint the whole thing. Plan is, with this, each floor will actually be composed of two blueprints, since I'm prototyping for a 32m x 40m footprint.

I laid out the footprint for the main walkway/tubeway to figure out the position of the building, but when plopping down the door, I realized it looks really bad with the door off-center. So, I'll need to redo the walkway layout later, to shift it over.

Figured I'd just fully enclose the miner in a basement, and build the whole tower on top of it. I'll put in some lighting and more detailing later.

Looks pretty great so far, yeah?

Actually, no. I hate it. Utterly.

Looking back at the inspiration, I realize there's only ONE fully-glass wall, so you don't get the whole "see through the entire building thing" up close. Next time, I'll see if putting in walls on the sides and rear solves this issue. Also, you might be able to slightly notice, I forgot a piece of glass on the side walls, anyway.

Fingers crossed.

 

My wife finalized the concrete factory today, with only the slightest bit of feedback from me.

Not much to say, it's a pretty slick build.

Then she made a start on iron works: Plate, Rod, and Screws.

Happy little accident of the miners poking up into the logistics floor, which we were able to just highlight and work around.

Me, I just spent my whole time plugging along on these belt lines. Good progress, just slow. I realized I actually was missing a blueprint, for a 4-meter incline segment, so I had to go develop that. Then I spent a bunch of time having to custom-build around the several junction points, but those should be the last hard part of this, and they're done.

 

Iron Rod factory I'm gonna call done.

First time I had the idea for inter-building belting that "hangs" from a walkway, instead of just sitting under or inside it. Not sure if I really like this implementation, but I'll iterate on it.

I ended up going maybe a little sparse on the footings/supports for the building, but I was afraid of just doing it the same as I've done on like 3 other buildings. Instead, the whole underside of the building ramps down an inward, and the flat part in the center is the only spot where footings sit. I think it looks acceptable.

Built an entirely separate building for exports, this time around.

Really happy with the facade of the backside of the building, but I'm honestly not happy at all with the exits. But I'm too tired to come up with anything better. Maybe I'll revisit some other time.

And finally, that's some more legacy cleanup I can do.

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