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294 results for “develwithoutacause”

  1. Ok, think I figured this out. A few things going on here.

    1. I wasn't rebuilding dependencies with #Turbo correctly.
    2. Local #PDS instances are limited to `.test` and `.example` by default.
    3. Browsers create TIDs from `@atproto/common-web` (not the more widely-documented `@atproto/common`).

    I still got some weird "invalid handle character" errors last night and a couple times today, but after resolving the `serviceHandleDomains` that seems to have gone away, so I'm a bit confused what happened with that one.

    tangled.org/develwithoutacause

  2. I'm trying to experiment with #atproto, just creating an account on a local test #PDS instance, but I keep getting "Not a supported handle domain" no matter what I provide.

    Couldn't find much help online, curious if anyone has any immediate intuition here?

    tangled.org/develwithoutacause

  3. @develwithoutacause @eliajf is definitely the industry standard, and has a lot of backing behind it - great interactive CLI and works great with tools like -library and - would definitely recommend checking that option out!

  4. I just want `docker` commands to work. Everything else is pointless fluff.

  5. The design of Docker Desktop dramatically overestimates the significance of in my life.

  6. The design of Docker Desktop dramatically overestimates the significance of #Docker in my life.

  7. The design of Docker Desktop dramatically overestimates the significance of #Docker in my life.

  8. The design of Docker Desktop dramatically overestimates the significance of #Docker in my life.

  9. The design of Docker Desktop dramatically overestimates the significance of #Docker in my life.

  10. The end result is that I absolutely loved the first half of the game, yet found the second half to be quite tedious and unfulfilling. I'm not sure which emotion will stick with my long-term memory of the game.

  11. CW: #Tunic endgame spoilers, but I try to be pretty vague.

    Beyond that, many puzzles I just disagreed with. I was frequently left angry at the game because I compared the solution I had to the correct one and genuinely felt mine was more accurate to what I was seeing.

    WDYM the reflecting pool starts with *right*?!

    The quarry fairy is just missing a rock!

  12. CW: #Tunic endgame spoilers, but I try to be pretty vague.

    But I think the core problem is that the game relies so much on sequences with no intrinsic feedback. The final puzzle requires *100* correct inputs, and if you misread just one of them, the whole thing fails for seemingly no reason.

    My attempt had two trivial mistakes which I needed help to find.

    Even worse if you identify the correct answer but *input* it incorrectly. You never know and think your answer is wrong!

    Just some feedback about what I input and how close it was to the solution or where I messed up would go a long way (tricky to balance against brute force attacks though).

  13. CW: #Tunic endgame spoilers, but I try to be pretty vague.

    Just finished today and I'm really torn about it. There's a lot to love here and some genuinely incredible puzzle design. As soon as I saw the first page of the instruction booklet, I could see there was something special here and it definitely delivered on that premise.

    Minimizing spoilers as much as I can, the door to the mountains puzzle is actually genius and something that's easy to miss but quite obvious in retrospect, like all good puzzles are.

  14. CW: #Tunic endgame spoilers, but I try to be pretty vague.

    Just finished #Tunic today and I'm really torn about it. There's a lot to love here and some genuinely incredible puzzle design. As soon as I saw the first page of the instruction booklet, I could see there was something special here and it definitely delivered on that premise.

    Minimizing spoilers as much as I can, the door to the mountains puzzle is actually genius and something that's easy to miss but quite obvious in retrospect, like all good puzzles are.

  15. CW: #Tunic endgame spoilers, but I try to be pretty vague.

    Just finished #Tunic today and I'm really torn about it. There's a lot to love here and some genuinely incredible puzzle design. As soon as I saw the first page of the instruction booklet, I could see there was something special here and it definitely delivered on that premise.

    Minimizing spoilers as much as I can, the door to the mountains puzzle is actually genius and something that's easy to miss but quite obvious in retrospect, like all good puzzles are.

  16. CW: #Tunic endgame spoilers, but I try to be pretty vague.

    Just finished #Tunic today and I'm really torn about it. There's a lot to love here and some genuinely incredible puzzle design. As soon as I saw the first page of the instruction booklet, I could see there was something special here and it definitely delivered on that premise.

    Minimizing spoilers as much as I can, the door to the mountains puzzle is actually genius and something that's easy to miss but quite obvious in retrospect, like all good puzzles are.

  17. CW: #Tunic endgame spoilers, but I try to be pretty vague.

    Just finished #Tunic today and I'm really torn about it. There's a lot to love here and some genuinely incredible puzzle design. As soon as I saw the first page of the instruction booklet, I could see there was something special here and it definitely delivered on that premise.

    Minimizing spoilers as much as I can, the door to the mountains puzzle is actually genius and something that's easy to miss but quite obvious in retrospect, like all good puzzles are.

  18. I'm also just now realizing the game doesn't search your inputs for the solution as a subpath, meaning you need to wait a couple seconds to reset and try again.

    That might explain why my inputs seem less than consistent.

  19. I've been playing and really enjoying it overall, but in the late game, these Holy Cross puzzles are really getting on my nerves.

    I'm like 5 puzzles in a row now where I solved it conceptually but just didn't read the path the same way the game intended and end up looking up each one.

  20. I've been playing #Tunic and really enjoying it overall, but in the late game, these Holy Cross puzzles are really getting on my nerves.

    I'm like 5 puzzles in a row now where I solved it conceptually but just didn't read the path the same way the game intended and end up looking up each one.

  21. I've been playing #Tunic and really enjoying it overall, but in the late game, these Holy Cross puzzles are really getting on my nerves.

    I'm like 5 puzzles in a row now where I solved it conceptually but just didn't read the path the same way the game intended and end up looking up each one.

  22. I've been playing #Tunic and really enjoying it overall, but in the late game, these Holy Cross puzzles are really getting on my nerves.

    I'm like 5 puzzles in a row now where I solved it conceptually but just didn't read the path the same way the game intended and end up looking up each one.

  23. I've been playing #Tunic and really enjoying it overall, but in the late game, these Holy Cross puzzles are really getting on my nerves.

    I'm like 5 puzzles in a row now where I solved it conceptually but just didn't read the path the same way the game intended and end up looking up each one.

  24. RE: social.treehouse.systems/@jnkr

    Did you know? #JavaScript recently became #Baseline Widely Available.

    You can now use it without needing progressive enhancement!

  25. #Idea: Ban an #AI agent from writing a file with arbitrary text.

    Instead, force it to use a minimal set of tools for the specific task it is given. This can potentially create a more deterministic migration / transformation of source code while still using AI as a decision maker.

    Ultimately the agent could always execute `echo "..." > file.txt`, and it's hard to prevent that while still allowing it the flexibility it wants.

    I'm just wondering if constraining the agent in the right way would potentially increase consistency while leveraging it as a decision engine.

  26. #HydroActive supports deferring upgrade / lifecycle hooks until the component is interacted with, solve load ordering so your dependencies are always upgraded, and manages dependencies on components so they are hydrated exactly when they need to be and no earlier.

    github.com/dgp1130/HydroActive

  27. #HydroActive supports deferring upgrade / lifecycle hooks until the component is interacted with, solve load ordering so your dependencies are always upgraded, and manages dependencies on components so they are hydrated exactly when they need to be and no earlier.

    github.com/dgp1130/HydroActive

  28. #HydroActive supports deferring upgrade / lifecycle hooks until the component is interacted with, solve load ordering so your dependencies are always upgraded, and manages dependencies on components so they are hydrated exactly when they need to be and no earlier.

    github.com/dgp1130/HydroActive

  29. #HydroActive supports deferring upgrade / lifecycle hooks until the component is interacted with, solve load ordering so your dependencies are always upgraded, and manages dependencies on components so they are hydrated exactly when they need to be and no earlier.

    github.com/dgp1130/HydroActive

  30. supports deferring upgrade / lifecycle hooks until the component is interacted with, solve load ordering so your dependencies are always upgraded, and manages dependencies on components so they are hydrated exactly when they need to be and no earlier.

    github.com/dgp1130/HydroActive