Saledovil

joined 2 years ago
[–] Saledovil@sh.itjust.works 2 points 1 hour ago

Thanks for the offer, but I got Postal 2 ages ago before the block was implemented.

[–] Saledovil@sh.itjust.works 3 points 2 hours ago (3 children)

You need age verification. And not of the "upload a picture for an AI to take a look at" kind, but the kind where a government worker checks your ID. So some games, e.g. Postal 2, are just blocked in Germany as a result.

[–] Saledovil@sh.itjust.works 7 points 14 hours ago (7 children)

And I guess if you're located in Germany, you already can't buy these games, and therefore also can't claim this giveaway.

[–] Saledovil@sh.itjust.works 27 points 1 day ago (1 children)

The fact that this image is in the repo in the first place.

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

A lot of people can't avoid car travel because of car centric infrastructure. Of course, most of these people would also scream if you tried to fix car centric infrastructure.

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

Which could destroy the ozone layer by pumping water into it, which would be very bad.

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

The whole exponential improvement hypothesis assumes that the marginal cost of each improvement stays the same. Which is a huge assumption.

[–] Saledovil@sh.itjust.works 3 points 2 days ago (1 children)

A superintelligence would likely quickly become the sovereign of the earth. And it's generally a good idea to kill the old elite after conquering a nation, then install new ones. The new ones will like you, because you made them rich, and they'll fear you, because you killed off all of their predecessors. Of course, there's also the risk that a super intelligence would just do away with humans in general. But anybody holding significant power right now is much more at risk.

And we can't forget that we currently can't even build something that's actually intelligent, and that a super intelligence might not actually be possible.

[–] Saledovil@sh.itjust.works 4 points 5 days ago

It's also too awkward to actually use.

[–] Saledovil@sh.itjust.works 11 points 6 days ago (2 children)

Actually, it's a a bit of a shitpost. Anything after the '?' is an argument for the html request. Can and is used for tracking, but is also used for website functionality.

[–] Saledovil@sh.itjust.works 7 points 6 days ago

Or maybe the vendor goes with "take the money and run".

[–] Saledovil@sh.itjust.works 22 points 1 week ago (1 children)

Doesn't that spell even break the rules of the setting? What I'm meaning is that with basically all other spells, just saying the words isn't enough, there's a mental element to it, which is related to what the spell is supposed to do. So, casting a spell without knowing what it does should be impossible.

 

I think I'm sort of overspending on the CPU and the monitor. Could anybody offer some advice?

 

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?

 

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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