taaz

joined 2 years ago
[–] [email protected] 25 points 1 month ago

Usually, when games and programs natively support 3rd party mods/plugins its done so through a defined API - a modding API - just a bunch of functions made by the devs that allow you to register new stuff, change/override what already exists, react to events, ... Example https://lua-api.factorio.com/latest/

Lua is often used as the language for the mods because it's really easy to embed into a program (most games are done in compiled languages) and so creates a "sandbox" - you can only really call what the devs make available for the lua scripts.

[–] [email protected] 15 points 1 month ago (1 children)

Someone did s/double/decimal/g (find 'double', replace by 'decimal') on the whole project.

Please decimal check

lol

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago)

Long Earth by T Pratchett & S. Baxter

[–] [email protected] 5 points 2 months ago

Also, proxy_buffering

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

You are usually only interested in the last few lines of the journal: journalctl -f -n 200

Post that

[–] [email protected] 6 points 2 months ago* (last edited 2 months ago) (3 children)

Have you resolved it yet? First thing would be finding out why did it kick you into emergency mode ie whats the actual error

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

Sounds like you need to instrument it yourself.

It could be as "easy" as calling the endpoints yourself and saving the sensor states in any kind of storage grafana supports, then making a dashboard on top of that data.

Maybe Zabbix could also work

[–] [email protected] 36 points 2 months ago
[–] [email protected] 1 points 3 months ago* (last edited 3 months ago)

Thanks, especially for that openwrt mesh bit, that might end up as the the best solution.

[–] [email protected] 1 points 3 months ago

Looking into it, ty!

[–] [email protected] 1 points 3 months ago

Good tip, thanks!

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

Kicking low-signal devices didn't occur to me, and should be easy to implement on the OpenWrt one, thanks!

1
submitted 10 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]
 

So, finished RoW, I did not read the halfs (yet?) Edgedencer & Dawnshard - instead I cheated a bit and looked up the summary for these (Dawnshard mainly) as I was too hungry for more "spice" of the SA story so I wanted to continue with next SA book straight away. I did read all of the current Mistborn series we have before SA though about a year or something ago

So I do have some notion about the...shards, investiture and stuff but... I am still confused how the Cosmere magic works in general - I know that magic (Investiture) is different for each planet/system of the Cosmere and guessing it has something to do with the specific shards of that system... ?
⠀⠀

Well, if anyone wants to chime in with pointers I would be very thankful!
Meanwhile I will be scouring the wiki and WoBs to get a better picture.

 

The server does not even respond to pings but I can see some comments/posts from the instance made few days ago.

 

I think this should be seen by more people, it's also not just a US thing.

 

Yep, actually new video from Seth.

 

cross-posted from: https://biglemmowski.win/post/698732

I wanted to reminisce a bit and play something that has Forestry (for the bees) and while I am not new to technic modpacks (Tekkit mainly) I don't have that much time to sink into automation now.

I choose E2 because I heard good things about Enigmatica in general so if I wanted Forestry it seemed like a good "latest and somewhat up-to-date" choice.

Though, after breezing thru early game, going straight for dia pickaxe and making CC Turtle then excavate a bit to get a some ores, I found out I have no idea how to make some early-ish game generation and to top it of it looks like there is tons of different mods doing same thing, power generation, grinding, furnaces, pipes - so many different pipes and obviously three or four different energy units where I don't know what works with what.

I guess I am asking if this is normal (or maybe E2 is too old?), also any tips for a "dusted-off" tekkit like experience? Or maybe something more streamlined.
I would love something with forestry as my mid/end game plan is just bees.

Thanks for any tips!

 

cross-posted from: https://biglemmowski.win/post/698732

I wanted to reminisce a bit and play something that has Forestry (for the bees) and while I am not new to technic modpacks (Tekkit mainly) I don't have that much time to sink into automation now.

I choose E2 because I heard good things about Enigmatica in general so if I wanted Forestry it seemed like a good "latest and somewhat up-to-date" choice.

Though, after breezing thru early game, going straight for dia pickaxe and making CC Turtle then excavate a bit to get a some ores, I found out I have no idea how to make some early-ish game generation and to top it of it looks like there is tons of different mods doing same thing, power generation, grinding, furnaces, pipes - so many different pipes and obviously three or four different energy units where I don't know what works with what.

I guess I am asking if this is normal (or maybe E2 is too old?), also any tips for a "dusted-off" tekkit like experience? Or maybe something more streamlined.
I would love something with forestry as my mid/end game plan is just bees.

Thanks for any tips!

 

I wanted to reminisce a bit and play something that has Forestry (for the bees) and while I am not new to technic modpacks (Tekkit mainly) I don't have that much time to sink into automation now/reading wikis (that are a bit barren bc of the old mods) or going thru tons of (240p) videos.

I choose E2 because I heard good things about Enigmatica in general so if I wanted Forestry it seemed like a good "latest and somewhat up-to-date" choice.

Though, after breezing thru early game, going straight for dia pickaxe and making CC Turtle then excavate a bit to get a some ores, I found out I have no idea how to make some early-ish power generation and to top it of it looks like there is tons of different mods doing same thing, power generation, grinding, furnaces, pipes - so many different pipes and obviously three or four different energy units where I don't know what works with what.

I guess I am asking if this is normal (or maybe E2 is too old?), also any tips for a "dusted-off" tekkit like experience? Or maybe something more streamlined.
I would love something with forestry as my mid/end game plan is just bees.

Thanks for any tips!

 

I am currently trying to get a bit more into ML, for me that means playing with it in some context I know already or applying it to something interesting - either way I am aware this whole endeavor is a bit of stretch and having a good grasp on machine learning requires a good mathematical knowledge.

In my off time I have been recreating a digital copy of a table card game called Scout: For The Show and I had the great idea to try and make an autonomous agent based on Machine Learning for it (definitely the best starting idea /s but there is still a lot to learn in failures).

First, I did the naive thing, imagined the inputs and outputs from a players perspective - current hand, amount of turns taken, count of cards in other player hands, ... but my intuition tells me this is in some way very wrong (?), the "shapes" of these inputs/outputs are weird - I don't think the model would respond with a valid move anytime soon during training like this, if ever.

Second, I've then searched far and wide for card games and machine learning and found some resources where they usually reduce the problem space as much as possible and apply the model only on a subset of the information (often represented in completely different formats/dimensions - Markov Decision Process).

Obviously I am not asking for the mathematical analysis of the game in question, in broad sense I am looking for any kind of pointers that might apply here, I am aware this is a very brute-force approach for something that should be carefully mathematically analyzed and from that a model could be derived.

Thanks for any pointers, wisdoms or ideas!


Notes:
I am coming from a software development background - Python mainly, so it's not that far for me programming wise, and I have already played with YOLO models though only as user.

The Scout card game has 45 cards with a number (1-10) on the top and bottom, the main objective is to capture points by playing stronger card combinations, either pairs/triples/x of a single number (1-1-1, 9-9, ...) or sequences/straights (2-3, 5-6-7-8, ...).
The twist is that cards in hand can't be moved or flipped around, only the top side number is important for most of the game (and each variation of the top/bottom numbers is contained only once, 1/10 and 10/1 is the same card, only flipped).
Players take turns in either playing a new hand on the table (Show - capturing the remaining hand, scoring) or taking a one card from the table (Scout) and putting it anywhere in their hand, even flipping top/bottom)

Resources I have found:
https://www.youtube.com/watch?v=IQLkPgkLMNg (Great explanation of the problems with solved/unsolved games, minimax, MCTS etc)
https://www.youtube.com/watch?v=vXtfdGphr3c (Reinforced Learning)

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