Saledovil

joined 1 year ago
[–] Saledovil 8 points 19 hours ago (1 children)

The idea behind wisdom of the crowd is that the people who don't know the answer cancel each other out. It's the reason why the audience joker on who wants to be a millionaire is so powerful.

[–] Saledovil 4 points 2 days ago

Drastically ahead of its time. As in, only one percent of citizens had a car back then. So apart from being war preparations, the Autobahn wasn't a sensible project at this point in time.

[–] Saledovil 1 points 2 days ago (1 children)

Head of the Libertarian party of the US. Obviously, there's a big difference between Libertarian socialism and Libertarianism. See the third paragraph on the sidebar.

[–] Saledovil 5 points 2 days ago

That's also a problem. Most of the people on Fuck Cars also acknowledge that suburbanism is not sustainable, and want denser communities.

[–] Saledovil 3 points 2 days ago (2 children)

The problem, my dear, is Amazon.

[–] Saledovil -4 points 2 days ago (8 children)

You should read Marx, you know, educate yourself. Those delivery drivers are agents of the bourgeoisie, and class traitors don't deserve respect.

[–] Saledovil 21 points 3 days ago (6 children)

Considering the fediverse's low market share compared to non-federated alternatives, I'd be suprised if any malicious actors waste time and money running a psyops here. Like, you reach more people on Reddit for the same ammount of effort.

[–] Saledovil 4 points 3 days ago (1 children)

Users don't cost much to keep around, especially if they don't post. The data needed for the account would be authentication data, and post data, the second of which doesn't apply to users who don't post, and the first one being negligible compared to the amount of space available on a common hard drive. So, why not just give them a chance?

[–] Saledovil 47 points 4 days ago (2 children)

How is that “dehumanizing” when human is literally in the explanation. Had it been “female apeoid” I’d have agreed, but humanoid… So “moid” for male humanoid is “dehumanizing” too?

"A humanoid is a non-human entity with human form or characteristics." https://en.wikipedia.org/wiki/Humanoid

A humanoid is by definition not human, hence calling a human a humanoid is dehumanizing.

[–] Saledovil 7 points 4 days ago* (last edited 4 days ago)

I voted for Chase Oliver because of his charming smile.

Edit: Just joking, I'm not a US citizen, hence I can't vote in the US presidential election.

[–] Saledovil 2 points 4 days ago (3 children)

No, you have doomed Gaza. I don't mean "you" as a group. I mean you personally.

[–] Saledovil -3 points 4 days ago (16 children)

Given that Biden was too much of a coward to enforce any restrictions, nothing will really change.

 

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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