Saledovil

joined 2 years ago
[–] Saledovil 3 points 1 day ago

Ah, so low and high refer to geography.

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

So, what is the correct meaning of "low" and "high"?

[–] Saledovil 2 points 2 days ago

Technically, he is a terrorist, since he targeted a civilian for political or ideological reasons. Doesn't change the fact that his victim was absolute scum.

[–] Saledovil 3 points 2 days ago
[–] Saledovil 6 points 3 days ago

Trash bags are typically black, so.

[–] Saledovil 28 points 4 days ago

Trauma team charges 100 Eddies per minute from when you call them until they deliver you to the hospital, plus spend ammunition and medical supplies. They waive the charge if they need 7 minutes or more to get to you, though. (Not relevant in gameplay, as their response time is 1d6 minutes). And they have heavy weapons to fight their way through to you. So, their services are sort of reasonably priced for what they offer. And even if you don't earn the big bucks, if you live in a Arasaka living facility and eat kibble, you should have enough saved up to pay for their services if you end up needing them. (Of course, living in an Arasaka living facility may lead to you needing their services)

Point being, "Cyberpunk 2020"'s healthcare system is better than America's.

[–] Saledovil 7 points 5 days ago

You've got my vote. (I'm not actually allowed to vote in the US election)

[–] Saledovil 1 points 5 days ago

Thanks, I'll try that.

 

Hello, as stated in the title, I used to be able to generate a batch of 4 images, but when I try to do this now, I get the following error: CUDA out of memory. Tried to allocate 4.50 GiB. GPU 0 has a total capacity of 7.78 GiB of which 780.00 MiB is free. Including non-PyTorch memory, this process has 6.57 GiB memory in use. Of the allocated memory 6.37 GiB is allocated by PyTorch, and 56.09 MiB is reserved by PyTorch but unallocated. If reserved but unallocated memory is large try setting PYTORCH_CUDA_ALLOC_CONF=expandable_segments:True to avoid fragmentation. See documentation for Memory Management

This started happening right after I updated SD.Next to the most recent version. I don't know which version I was using beforehand, since I don't update it frequently. I assume it installed it sometime around April this year.

I'm using a NVIDIA Geforce RTX 2070.

Does anybody have any idea what I could try?

[–] Saledovil 1 points 1 week ago (1 children)

Exactly, running the universe is hard work.

[–] Saledovil 1 points 1 week ago

Maybe the genie is not actually obligated to grant wishes, and could just turn you inside out if they wanted to.

[–] Saledovil 28 points 1 week ago (1 children)

The most beneficial effect the murder had was that it got people talking about how much they hate the American health insurance system.

[–] Saledovil 3 points 1 week ago

Protip: Set yourself up with an offside server before turning on your creators.

 

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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