• 0 Posts
  • 49 Comments
Joined 1 year ago
cake
Cake day: June 11th, 2023

help-circle
  • this is not true.

    it entirely depends on the specific application.

    there is no OS-level, standardized, dynamic allocation of RAM (definitely not on windows, i assume it’s the same for OSX).

    this is because most programming languages handle RAM allocation within the individual program, so the OS can’t allocate RAM however it wants.

    the OS could put processes to “sleep”, but that’s basically just the previously mentioned swap memory and leads to HD degradation and poor performance/hiccups, which is why it’s not used much…

    so, no.

    RAM is usually NOT dynamically allocated by the OS.

    it CAN be dynamically allocated by individual programs, IF they are written in a way that supports dynamic allocation of RAM, which some languages do well, others not so much…

    it’s certainly not universally true.

    also, what you describe when saying:

    Any modern OS will allocate RAM as necessary. If another application needs, it will allocate some to it.

    …is literally swap. that’s exactly what the previous user said.

    and swap is not the same as “allocating RAM when a program needs it”, instead it’s the OS going “oh shit! I’m out of RAM and need more NOW, or I’m going to crash! better be safe and steal some memory from disk!”

    what happens is:

    the OS runs out of RAM and needs more, so it marks a portion of the next best HD as swap-RAM and starts using that instead.

    HDs are not built for this use case, so whichever processes use the swap space become slooooooow and responsiveness suffers greatly.

    on top of that, memory of any kind is built for a certain amount of read/write operations. this is also considered the “lifespan” of a memory component.

    RAM is built for a LOT of (very fast) R/W operations.

    hard drives are NOT built for that.

    RAM has at least an order of magnitude more R/W ops going on than a hard drive, so when a computer uses swap excessively, instead of as very last resort as intended, it leads to a vastly shortened lifespan of the disk.

    for an example of a VERY stupid, VERY poor implementation of this behavior, look up the apple M1’s rapid SSD degradation.

    short summary:

    apple only put 8GB of RAM into the first gen M1’s, which made the OS use swap memory almost continuously, which wore out the hard drive MUCH faster than expected.

    …and since the HD is soldered onto the Mainboard, that completely bricks the device in about half a year/year, depending on usage.

    TL;DR: you’re categorically and objectively wrong about this. sorry :/

    hope you found this explanation helpful tho!


  • the DLC are pricey, but they’re also proper, old school expansions adding lots of content that actually enhances the game.

    it’s perfectly playable without the DLC, and there’s a LOT of DLC-sized mods on the workshop!

    kind of a fundamental problem with modern DLC: they generally don’t get cheaper over time (remember when that was an actual thing? not just sales, but actually lower prices for older games?).

    if you keep up with the releases it’s super okay at about 20/25€ once a year, maybe twice, bur if you’re late to the party it’s a whole lot of cash all at once!

    exactly why paradox introduced a subscription for Stellaris’ DLCs at 10€/month… honestly kinda worth it, if you know you’re just gonna play for a while and then move on…still wish stuff would just get cheaper at some point again…



  • ???

    except:

    • lots of land
    • feed (which requires a LOT of land)
    • massive amounts of water
    • insane amounts of antibiotics and assorted other medicine
    • stupid amounts of electricity
    • etc.

    raising cattle on a commercial scale requires mind boggling resources!

    every single study on environmental impacts of food production lists beef as the number 1 worst food source in terms of environmental impacts period.

    “Raising cattle doesn’t require anything.” - yeah, in fantasy land.



  • and your source measured the effects of one single area that cathartic theory is supposed to apply to, not all of them.

    your source does in no way support the claim that the observed effects apply to anything other than aggressive behavior.

    i understand that the theory supposedly applies to other areas as well, but as you so helpfully pointed out: the theory doesn’t seem to hold up.

    so either A: the theory is wrong, and so the association between aggression and sexuality needs to be called into question also;

    or B: the theory isn’t wrong after all.

    you are now claiming that the theory is wrong, but at the same time, the theory is totally correct! (when it’s convenient to you, that is)

    so which is it now? is the theory correct? then your source must be wrong irrelevant.

    or is the theory wrong? then the claim of a link between sexuality and aggression is also without support, until you provide a source for that claim.

    you can’t have it both ways, but you’re sure trying to.




  • well, rimworld does have a focus on (micro)management and strategy!

    if your pawns are constantly down due to raiders, then you need better defenses! …or tame a herd of animals and release those at your enemies! (rhinos work very well for this!)

    there are tons of little optimizations you can make to efficiently run a colony. for example, social fights: you can keep those from happening by keeping the problematic pawns in different areas! or removing one or both of their tongues! or sending one on basically permanent caravan missions! etc., etc.

    this kind of deep strategizing, combined with the random bullshit the game throws at you, is mostly why people love rimworld!

    and mods… definitely get mods! that’s where the game reeeaaally shines!










  • not necessarily, but it can be a good idea to have a distributed, tamper proof ledger of transactions.

    that way anyone can provide proof for basically anything to do with the service: payment, drive, location, etc.

    it might also have advantages from a security perspective for riders and drivers.

    there are advantages, they’re not entirely necessary, but they may well be the best option for a distributed network (i.e.: no central server infrastructure, at least not beyond some simple software repository for downloads/updates)


  • you are right!

    i did actually forget about that when commenting, and thanks for the added info!

    however, that’s not exactly what i was talking about:

    assuming normal or better soil you need less work (i.e. time spent working the fields) per unit of nutrition when moving from rice->potato->corn because of yield.

    so your pawns spend less time planting and harvesting, which results in higher overall colony productivity since they can do other stuff in-between, like cooking, cleaning, mining, etc.

    you are correct in that you should choose which plant you use based on the soil first, and according to productivity second!

    i just wasn’t really considering soil quality when writing the comment…


  • when starting a new game:

    -set up a stockpile:

    indoors, preferably shelves, but that’s a goal to work towards

    -stockpile some food:

    starting with a talented grower makes early game easier. rice is best in the beginning, when it’s beginning to stockpile switch to potatoes, when those stockpile to corn. each step requires less work by your pawns, leaving more time for other stuff.

    -get a ranged weapon and some defenses

    some bows if there’s nothing else. first raid is alwaysa single melee guy, that’s scripted, afaik. setup some sand bags or embrasures. walls/corridors to limit the range enemies can shoot at you.

    -get batteries

    super important! difficult to have a reliable food supply without those!

    -get a freezer

    also super important because of the above!

    -set up a prison

    last on the list, not that high of a priority…but still, get some more people!

    and then do pretty much what you want…once early game is done, get some research done, plant some cotton, some herbal meds, set up a little medical area, etc.

    this should get you to mid game fairly reliably!