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5 days agoI remember the days when bugs in x86 CPUs were almost unheard of. The Pentium FDIV bug and the F00F bug were considered these unicorn things.
I remember the days when bugs in x86 CPUs were almost unheard of. The Pentium FDIV bug and the F00F bug were considered these unicorn things.
Distributed computing would eliminate the water usage, since the heat output wouldn’t be so highly concentrated, but it would probably somewhat increase power consumption.
In an ideal world I think data center waste heat would be captured for use in a district thermal grid / seasonal thermal energy store like the one in Vantaa.
Of course that isn’t to say that we shouldn’t be thinking about whether we’re using software efficiently and for good reasons. Plenty of computations that take place in datacenters serve to make a company money but don’t actually make anyone’s lives better.
This + the way raid difficulty ramps proportionally to the value of your settlement and has nothing to do with where you’re located or anything else.
It sorta makes sense as you’re a more attractive target, but it feels way too artificial and gamey, at least when i played. You can be out on an ice sheet in the middle of nowhere and get raided by a bunch of shirtless guys that all freeze to death as soon as they spawn on the map. Or how you can feed valuable objects into an incinerator and that sends out a telepathic signal that your base value is lower. Aside from the immersion issues (“immersion” is not exactly the right word for it, as I think this kind of artificiality actually kills systems based gameplay, not just the atmosphere of the game) this is also auto-scaling difficulty, which has never felt good in any game ever.
To be honest I dislike a lot of the design of rim world, which presents itself as a sandbox game but actually has all kinds of heavy handed difficulty ramps and guardrails built into it. You can make it somewhat better by switching to Randy Random, but the whole game is riddled with that design philosophy, not just the event timing system.