Train on lighthouse… it didn’t leave… I went Mia while sitting in the train… it didn’t do the final horn until :20 seconds… bruh
same
Scaved on Lighthouse, train arrived with about 8 mins left, got on train, train never left, missing in action.
an old save into the overlord update-
That's not a "bug".
New major patches always break save games.
Then the game shouldn't load the old save. If the game loads saves from previous versions, and, by default, the game updates itself automatically, broken saves are a bug.
Happening here, too.
It's happening to me, too. Looked like the trigger was when a neighboring empire gained a Subjugation CB on me. All trades with other empires were cancelled "because the Subjugation treaty was cancelled". Any trade I make now is immediately cancelled after being accepted.
I have plenty of resources to cover the trades.
"objective balance"? You're gonna have to explain that one to me.
If your solution to a potential SpaceX monopoly is to destroy Starlink -- a real and objectively innovative product that will vastly improve internet access for millions -- stopping innovation isn't hypothetical; you did it.
the objection isn't starlink but the vertical integration behind it. star link gets its launches at cost, which prevents anyone who can't get similarly at cost launches from competing. which means the capital investment for creating a competitor means creating their own launch service, and satellite manufacturing and operation. Especially if spacex refuses to provide service for a possible satellite internet compiter.
if starlink had to pay market rates for the services is getting from space x this issue would go away. but right now space x is in a monopolistic position, and it's better to kill that in the cradle than wait for it to actually act like a monopoly that needs to be broken.
So your solution is to reward incompetence and punish innovation?
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The best way to understand the value of typescript is to work on a large and/or complicated application that you didn’t build.
For example, when you find yourself needing to know what properties are available on an object passed in as a parameter. With plain JS you have no idea and can either take a shot in the dark, dig through a ton of code, or console log the dumb thing so you can intercept in live time. In TypeScript, all you have to do is add a period after the object and you immediately see all the available properties in you editor!
That’s only one specific case as well. There’s many many use cases for typing your code and having compilation steps in place to catch errors and mistakes for you instead of waiting to see them in runtime. Sure you can get by without it, but once you see how much more productive you are then it’s hard to go back purely dynamically typed code. Look at Python, they’re even adding type guards to the syntax. Complex code is a lot easier to reason about with types, and that’s were TS shines in the JS ecosystem.
or console log the dumb thing so you can intercept in live time
Which could, of course, have a different set of properties if the code was executed in a context besides that specific code version and set of steps you used.
If you're not using 'any' and you are also keeping your server endpoint interfaces up to date this should never happen.
Yeah, that's the point. He's talking about the problems with using plain JS.
Solution is to use the experimental branch of the game. https://www.reddit.com/r/subnautica/comments/ju327p/no_spoilers_stuttering_when_walking_on_solid/
Solution is to use the experimental branch of the game. https://www.reddit.com/r/subnautica/comments/ju327p/no_spoilers_stuttering_when_walking_on_solid/