JakenVeina

joined 2 years ago
[–] [email protected] 5 points 3 months ago (1 children)

On one hand, lol, this is top-quality sovcit content.

On the other hand, corporate real estate companies can eat my ass.

[–] [email protected] 3 points 3 months ago

"Build shit" is 100% the answer. Bonus points if you can finish it and put it up on GitHub or wherever. But not necessary.

My go-to is always "pick something that already exists, and just remake it" because that gives you very concrete, achievable goals. Something as simple as dir.exe, or ls, or some other CLI tool.

[–] [email protected] 7 points 3 months ago

My big reason would be "it hurts readability". That is, when writing code, readibility for others who aren't familiar with it (including future me) is my top-priority, and that means indentation and alignment are HIGHLY important, and if I spend the time to write code with specific indentation and alignment, to make it readable at a glance, I want to be certain that it's always going to display exactly that way. Tabs specifically break that guarantee, because they're subject to editor settings, which means shit like the below example can occur:

I write the following code with an editor that uses a tab size of 4.

myObject.DoSomething(
    someParameter:      "A",
    someOtherParameter: "B",
    value:              "C");

If someone pulls this up in an editor that uses a tab size of 8, they get...

myObject.DoSomething(
    someParameter:          "A",
    someOtherParameter:     "B",
    value:                          "C");

Not really a big deal, in this simple case, but it illustrates the point.

My second reason would be that it makes code more difficult to WRITE, I.E. it's not that hard to insert spaces when you mean to insert tabs, considering that you're not LITERALLY using only tabs just only tabs for indentation and alignment. And if you do accidentally have spaces mixed in, you're not going to be able to tell. The guy on another machine with different editor settings will, though.

I'm aware there are fonts that can make spaces and tabs visible and distinct, but that sounds like a NIGHTMARE to write and read code with. I mentioned above, my top priority is easy readability, and introducing more visual noise to make tabs and spaces distinct can only hurt readability.

[–] [email protected] 6 points 3 months ago (1 children)

Denying that the logo used to have a cornucopia is a thing? Sheesh, TIL.

[–] [email protected] 13 points 3 months ago (1 children)

It was one of those tall, thin church candles that you normally put out with a long handheld suffocator. Me, I tried to just jump for it. Came down awkwardly on one of the thing's feet, lost my balance, and my leg crumpled in under me as I fell.

[–] [email protected] 24 points 3 months ago (5 children)

I once fractured my fibula blowing out a candle. I was, like, 17. You're telling me it's going to get WORSE?!

[–] [email protected] 8 points 3 months ago

You're right to think that "since it's open source, people can see what it's doing and would right away notice something malicious" is bullshit, cause it pretty much is. I sure as hell don't spend weeks analyzing the source code of every third party open source package or program that I use. But just like with close-source software, there's a much bigger story of trust and infrastructure in play.

For one, while the average Joe Code isn't analyzing the source of every new project that pops up, there are people whose job is literally that. Think academic institutions, and security companies like Kaspersky. You can probably argue that stuff like that is underfunded, but it definitely exists. And new projects that gain enough popularity to matter, and don't come from existing trusted developers are gonna be subject to extra scrutiny.

For two, in order for a malicous (new) project to be a real problem, it has to gain enough popularity to reach its targets, and the open source ecosystem is pretty freakin' huge. There's two main ways that happens: A) it was developed, at least partially, by an established, trusted entity in the ecosystem, and B) it has to catch the eye of enough trusted or influential entities to gain momentum. On point B, in my experience, the kind of person who takes chances on small, unknown, no-name projects is just naturally the "exceptionally curious" type. "Hmm, I need to do X, I wonder what's out there already that could do it. Hey, here's something. Is it worth using? I wonder how they solved X. Lemme take a look..."

For three, the open source ecosystem relies heavily on distribution systems, stuff like GitHub, NuGet, NPM, Docker, and they take on a big chunk of responsibility for the security and trustability of the stuff they distribute. They do things like code scanning, binary validation, identity verification, and of course punitive measures taken against identified bad actors (I.E. banning).

All that being said, none of the above is perfect, and malicious actor absolutely do still manage to implant malware in open source software that we all rely on. The hope is that with all of the above points, as well as all the ones I've missed, that the odds of it happening are rare, and that when it DOES happen, it's way easier to identify and correct the problems than when we have to trust a private party to do it behind closed doors.

Great recent example, from last year: https://www.akamai.com/blog/security-research/critical-linux-backdoor-xz-utils-discovered-what-to-know

Me, I see this story as rather uplifting. I think it shows that the ecosystem we have in place does a pretty good job of controlling even the worst malicious actors, cause this story involves just about the worst kind of malicous actor you could imagine. They spent a full 2 years doing REAL open source work to develop that community trust I talked about, as well as maintaining a small army of fake accounts submitting support requests, to put pressure on the project to add more maintainers, resulting in a VERY sophisticated, VERY severe backdoor being added. And they still got found out relatively quickly.

[–] [email protected] 5 points 3 months ago* (last edited 3 months ago)

Uhhh... where's the rest of the article? Is this really just an ad for a podcast, disguised as an article?

But a new law in Phio put all the small city's success at risk.

Sure would be nice to read about.

[–] [email protected] 8 points 3 months ago

By Thursday afternoon, the attorneys were taken off the case while a transportation department spokesperson speculated they published the document as an act of sabatoge.

Props, if true. But this is the Trump administration, sabotage is absoutely not a requisite for incompetence.

[–] [email protected] 38 points 3 months ago (1 children)

Also, there's probably a chunk of them who couldn't identify as a particular brand of queer, because they didn't even know it was an option. Ace and non-binary folks come to mind.

[–] [email protected] 6 points 3 months ago

I agree, RFK should stop telling people to kill themselves by ignoring modern medicine.

[–] [email protected] 42 points 3 months ago

Man, when Randall is having trouble finding the humor, that's a hell of a red flag.

 

So, I was just settling in to starting the FICSMAS Factory, after dismantling the old one, and I noticed this, while setting up some temporary storage for all the FICSMAS materials I brought over: I'm inexplicably out of Wire.

This crate here feeds into the Dimensional Depot, and should be full.

Looking a little more closely, I notice here that my Copper Ingot smelters are not running at 100% efficiency, confirming that I just somehow screwed up the numbers. Apparently for the past month or so since I built this factory, I've just been running on nothing but my existing backlog of Wire in the aforementioned crate.

This here is the culprit: This is 1 of 8 Wire Constructors that should be clocked at 42.8571%. Instead, they're all at 16.7946%. They're off by a factor of 2.55, which is especially bizarre. I could understand if it was a factor of like 2 or 4.

Easily corrected, but it'll take a while for the system to re-prime to the new numbers, and start producing Wire.

In the meantime, the other thing I noticed is that I'm not going to have enough Mercer Spheres to build all the FICSMAS stuff into the Dimensional Depot.

So, while the Wire factory corrects itself, I'm gonna go Mercer hunting.

Pretty solid haul, for a 3-hour-or-so trip.

Also, Wire is back in business.

 

Yeah, I just ended up going with the map editor to insert a gap here. This should get the job done, it gave me enough room to send off foundations for that new branch of the tubeway.

Ohhhhhh, that's right, y'all...

WE GOIN' TO PARADISE ISLAND!

With the foundations down as a base, I can run out the belts, and then build up the whole tubeway on top of that.

That'll work for today. Plan is to do all the cool cosmetic FICSMAS stuff on the top, with machinery all on an interior floor, underneathand a logistics floor on the bottom. Tomorrow, I think I'll figure out how to lay out all the gift trees, cause I want all of them to be on the top. Then I can hopefully followup with a start on the machinery.

 

Continuing running the belt lines for FICSMAS, from yesterday...

You can see them here, a little bit, running on either side of the Coal line.

Now at this point (just behind the tree) there's a junction where two additional iron belts get added to the beltway. And now, I'm trying to add two more lines, for a total of 5. That's too many to fit in the existing space underneath the walkway, here, so I'm going to have to perform some surgery.

The perspective shifted more than I wanted in this pic, but this is the same segment of the tubeway. I tore down the section that was only about 8m off the ground, and replaced it all at about 12m. This was only about 100m worth of length, so it wasn't too much work, and it was actually a neat little challenge to get it all done with no interruptions in power or belt lines. You can juuuuuuust see the two FICSMAS belts, near the center of the pic, rising up to run above the existing 3 belts on that layer.

And here we are, with the belts run all the way to my next decision point. I'm going to have to decide, tomorrow, whether there's some interesting pathing I can do for the tubeway, or whether I should just go into the save editor and shift the Versatile Frameworks factory farther out into the ocean by about 24m. I didn't actually leave ANY room here to add a tubeway branch going off to the forward-right direction, in this pic. But that's 100% the direction I want to go.

 

So, as much as I'm itching to make REAL progress in this play, I can't, in good conscience, put off FICSMAS any longer, so I've planned out what I want for a permanent factory, and that's gonna start with some Iron and Copper.

I agonized for a fair bit, actually, about where I wanted to pull from, and there really weren't any Impure nodes I could access without expanding out like another 3 biomes, so I went with this Pure/Normal pair near Coal Canyon Lake.

I have a chunk of tubeway right nearby here. Just a quick hop up the waterfall, and I can join right up to where the Coal heads off towards the coastline for Versatile Frameworks. One small dip to go around the existing coal belt, and we're in business.

Nice.

 

Alright, final product. Everything is done, except for final efficiency audit. Like last time, this thing is downclocked so far, it's gonna take dozens of hours of in-game time to prime up to 100% efficiency. The last factory STILL has 2 machines left running under 100%.

The last items on the to-do list for this guy were the entrance, which you can see here, footings, which I guess you can't, but I didn't take pics of them, and hanging supports for all the catwalks, as seen below.

 

Lots of progress on this building, today. Should be able to finish it next session.

Obviously, very much the same style as the last factory, but with a small handful of differences. Concrete pillars for all the accents, for example.

I established the control room yesterday, actually.

Also built out all the catwalks.

Lighting, pretty much identical to the last factory.

Final product routing up to the control room, to be depot'd and sink'd.

Roof on the control room, allowing for the sink to stick out.

Same style of facade, with a nice big illuminated front wall.

Back wall established. With an additional wall of lighting, as it was rather dark in that area.

Backside of the factory, with a maintenance entrance/exit.

 

Since I didn't get to play today, and since @[email protected] asked for it, I'm gonna elaborate on the walkway/tubeway I'm always talking about, but have never really shown off in detail.

There's very little to it, really. A few window walls, frame walls, frame foundation, and a glass roof, with a connection point for power lines and hypertubes running through. Plus some lighting, cause why not (fun fact, the light colors are actually the default machine colors).

This is actually about the third iteration I've done on a walkway/tubeway like this. Prior versions from prior playthroughs had the conveyor tubes just running down the middle of the walkway, with only railings instead of the whole upper enclosure, and power running underneath. It made walking along the walkway without getting sucked into tubes at junction points impossible, so I decided to elevate the tubes up above the walkway, and leave it clear for walking this time, which was a big success. That also meant I could just run power up above as well, which is much less of a pain in the ass than running it underneath.

Since the frame foundation set only comes in 4m ramps, that's the only type of incline I can support directly, which does kinda suck.

Entrance/Exit also gets its own blueprint. I had to try a few different things to get this to a height where you can walk underneath it without getting sucked in, but can still jump to get in, and still have it shoot me from one segment to the next, without stopping. This version's been working perfectly.

I've got just a few variations on the basic 8m-length straight and incline versions, and all the other edge cases have been easier to just build by hand, as needed.

A small junction heading off to miners, from the most-recent build.

I've also taken to putting in ladders, as such, pretty much anywhere there's tube entrances, since another problem I had in prior playthroughs was having to walk reeeeeeeally long distances to get back up on the walkway, after falling off or jumping off.

Now, here we have the main part of the "design" that I carried over: how I can use this walkway to also lay out belt and pipework. Basic idea, as you can hopefully see here, is that I use one of the 40cm thin flat frame pieces, positioned 40cm above the height where the belt support sits, and it lines up to look like the belt is simply sitting attached to the frame. No suspension of disbelief for floating belts!

I also am running some power underneath the walkway, like I used to do, but it's still so much simpler than before. This space is reserved for "non-main" power lines, I.E. power grids that sit behind a switch. I.E. When I have factories that have miners far away, I can still have them be powered off, when the main power switch for the whole factory is shut off.

A slightly closer look at a densely-packed section of beltway. There's 7 belts meeting up here, so that means extending the lower portion of the whole tubeway down by an extra 4m.

The design also supports having belts change elevation, and even criss-cross around each other, if needed, as long as they either use the 4 gap areas in the thin supporting frame pieces, or I just leave one of those pieces out for a foundation. You can juuuuuuuuuuuust barely see in this screenshot that the upper belt that's rising up by 2m is supported by another thin frame at the top of its rise, which is shifted over by 4m. Again, giving a nice illusion of everything being supported.

 

FINALLY got to play coop again today, so we spent the evening catching up on Ficsmas.

I started by building out a new chunk of the road, while my wife actually worked on the good stuff. She's never actually gotten to play Ficsmas before.

All caught up to Gold and Silver Ornaments.

 

Actually got a fully-functional Versatile Framework factory done today, starting from scratch.

After establishing an estimated footprint and location, I realized I still needed to go back and complete all the belt lines, and run power to all the miners.

Two Normal Coal nodes makes one pure's worth of belt.

Finished the new branch of the tubeway that carries the coal belt over to the coastline.

Iron and Copper, of which I only needed Iron, but which share a branch off of the main line, as they're so close together. The Copper will be for the next factory.

Back at the factory, I got all the resource belts and power lines run in.

This makes up production for Iron Ingot, Basic Iron Ingot, Solid Steel Ingot, Concrete, Molded Beam, Iron Wire, and Steel Cast Plate.

Added in Stitched Iron Plate, and ran power to get the initial stuff running and priming.

Remaining products include Steel Rod, Modular Frame, Steel Beam, and finally, the Versatile Frameworks themselves.

This brings everything online, and running, just inefficiently. We'll see what bugs there are to work out, tomorrow.

Reference for the curious. The factory is currently set to run at 12.5% clock speed, compared to this diagram, and is built to be able to clock up to 250%, with only belt upgrades needed.

 

Officially done! Except for efficiency, I guess. The last 8 of the 20 Smart Plating Assemblers still haven't caught up to 100% efficiency, cause I've got the clock speed of the factory running so damn low. I'm gonna move on.

 

That pretty much finishes the whole main building. Tomorrow, I think I can spruce up the little upper entry floor, and that'll be it for this guy.

 

More progress on the exterior. And the machines themselves are almost entirely primed up to 100% efficiency. There's like 7 machines left at the end of the Smart Plating line that're still catching up. Just cause I've got everything underlocked so much, like a single Smart Plating recipe takes about 5 minutes to make. Should be able to clock everything way up in Phase 3, once we get a nice big fuel plant running.

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