I find the idea of using a dam as a battery quite interesting.
725 karma · joined February 10, 2011
I find the idea of using a dam as a battery quite interesting.
The best thing about it is I use jade for my template language and it can be configured to precompile the jade in the bill step, allowing me to use jade in the browser on older browsers. Also as mentioned in a sibling comment I use the same config file for building and development.
This isn't specific to requirejs but it was also possible to work it into the asset pipeline of my backend system so that in production it compiles, caches and serves the built file and in dev it uses the asynchronous loader.
The only issue I've run into is the same as the flotr2 issue described in the post, which it sounds like there is an easy fix for ski look forward to trying it out.
[1]: Don't get me wrong, it's still useful and imo, great.
Success or failure depends on your definition of success here. Successful game, sure. Successful sequel to Diablo 2, it doesn't seem to have the same popularity, and I think the connection issues at launch framed a lot of people's opinions about the game.
I'm pretty committed to my mindcrack pack world at the moment though, so what are the plans to support other modpacks in the future?
In its current state, it's a launcher for clients, essentially a package manager for minecraft mods, with several public packages available (Mindcrack, ftb) and also the ability to add private packages, or make your own by editing the existing ones.
What makes the mods special I guess is a combination of the sheer amount of content they add (energy systems, different realms with different monsters and bosses, more armour, ores, different biomes, beekeeping aka pokemon) and the way they all work together either by design or by glue mods.
Rather than reading up what all 30 mods do, I'd look at the following mods and see if any interest you. Please note, a lot of these mods add new types of resources to the new game, e.g., copper, silver, tin, lead, uranium, rubies.
Buildcraft + forrestry + thermal expansion: Buildcraft is one of what I consider the base mods, which adds the idea of energy called Minecraft Joules (MJ) which is used to power their machine blocks. Also adds pipes to transport items, liquids and energy. You can use these mods to do things like automatic tree farms, beekeeping, quarries (autmoatically mines out an area) lava pump.
Railcraft: Adds a couple of things that interact well with buildcraft, steam boilers, more buildcraft engines (engines generate MJ), liquid tanks (for storage) and tons of different rail stuff than in vanilla minecraft, e.g., launcher tracks, high speed rails, locomotives.
IndustrialCraft 2 and optionally Gregtech: Adds its own energy system, EU, which is used to power its own machine blocks. These machine blocks are all about item processing, e.g., getting ores and turning it into 2x or 3x as many ingots as you would have normally received in vanilla minecraft. Gregtech sort of extends this processing technology tree, adds some new items but also 'balances' all of the mods in the pack, editing their configurations so that they don't enable, in Greg's mind, an unfair amount of resources to be generated for a given period of time. Whether or not you agree with such a viewpoint is one of the distinguishing factors between the modpacks.
ComputerCraft: LUA programmable computers and 'turtles' (think logo) that can interact with the environment. MiscPeripherals is another mod that adds more methods for computers and turtles to interact with the minecraft environment and other mods.
Mystcraft: Adds the ability to generate new worlds, with funky settings like, multiple suns, always-night, dense ores, only plains biomes, purple sunset, and many more. Lets you teleport between realms.
Twilight Forest: A new realm, like the end or the nether, which is a more fantasy/magically oriented realm than normal minecraft, with entirely new creatures, monsters and bosses. I believe the idea behind it is if you're looking for a more magical setting than normal minecraft you could play entirely in this realm.
Extrabees: Really a small mod but has so much playtime involved. Forrestry adds beekeeping to the game, and extra bees adds a hundred or so more bees to the original 10-20 forrestry bees, with bees further down the evolutionary chain producing more advanced materials, e.g., diamonds. It also adds some machines to aid in the beekeeping process.
There are more mods worth talking about, but I should get back to work :) I'd watch some lets play videos on youtube to get more of a feel for what's going on. Just jumping into the game can be kind of overwhelming.
A couple of questions for Minefold:
1) How does the hourly pricing scheme work with things like chunkloaders?
2) Where are the servers located? I'm from Sydney so if it's not in Australia it's unlikely I'm going to move off my mac mini if they have to be hosted offshore.
EDIT: Clarifications.
Even though I don't have the same use cases as him, I feel like I got more out of it this way.
Is it possible to preload the image before applying the style? The flashes to what I think is the normal bg image and image loading progress thing makes it harder to compare backgrounds.
Generally, if you don't have an idea for a project, for example, making a tree house, the game can get quite boring if setting up automatic resource gathering stuff isn't your thing.
It reinforced a feeling I have that, sadly, you can't seem exist in communities on the internet without being ready to put up with unanticipated 'hate' (for lack of a better word).
I know many people who given time to become more experienced, would benefit greatly from various aspects of the net, but I worry they wouldn't last a week before they decided it was something they never want a part of.
This should give you the contextual advantage first, and then collaborative advantage very soon after.
Based on choppiness when scrolling, it does seem however that browsers still have a way to go in performance. I look forward to when scrolling a page like that is as smooth as butter on any device / browser combo.
I.e., You're trying to explain something and someone doesn't understand, you should be patient with the person. I don't think it's always (or even greater than 50%) the case, but enough times after finding out what the lynchpin of understanding was there are ways I could have improved my first explanation.
I can't imagine that I'm alone in this train of thought.
Then again if you're happy with things that way, then no need to change things up.
I remember learning LUA by writing scripts. Probably my pinnacle here was one to harvest wood / mine automatically, recalling to a bank to drop everything off and then head to a new mine, rotating mines so they wouldn't run out and playing a siren noise and sending me an email when the anti-macro popup would come up.
At this point I was more playing to see how advanced and resilient I could make my script, and less so to play the game, heh.