TangibleLight's recent activity

  1. Comment on Mojang has updated the system requirements for Minecraft: Java Edition, raising recommended system memory from 4GB to 16GB in ~games

    TangibleLight
    (edited )
    Link Parent
    You know, that is a very good point. With that in mind, the only "typical vanilla" behavior I can think of offhand that would use heavy resources is exploring via boat, elytra, or creative;...

    You know, that is a very good point.

    With that in mind, the only "typical vanilla" behavior I can think of offhand that would use heavy resources is exploring via boat, elytra, or creative; generating many chunks at high render distance. Heavy load on all three memory, cpu, and gpu.

    2 votes
  2. Comment on Mojang has updated the system requirements for Minecraft: Java Edition, raising recommended system memory from 4GB to 16GB in ~games

    TangibleLight
    Link Parent
    Anecdotally, I've definitely played on large modpacks which require 10+ GB (Project Ozone 3 comes to mind) for a reasonable experience. I haven't played it in some time but, as I recall, it was...

    Anecdotally, I've definitely played on large modpacks which require 10+ GB (Project Ozone 3 comes to mind) for a reasonable experience. I haven't played it in some time but, as I recall, it was possible to play with reduced usage, but doing so put more pressure on the Java garbage collector and generally produced a stuttery/laggy/unpleasant experience.

    Although, in the time since then we now have more recent versions of Java with more advanced garbage collectors. Maybe it is not so bad.

    I think 16GB is a perfectly reasonable recommended amount, especially when most players are on recent versions of Windows/Chromium which each eat unreasonable amounts of memory on their own.

    4 votes
  3. Comment on Tildos, let's be unserious for a while; show us your dankest memes and god-tier shitposts! in ~talk

  4. Comment on Tildos, let's be unserious for a while; show us your dankest memes and god-tier shitposts! in ~talk

  5. Comment on Tildes Minecraft Weekly in ~games

    TangibleLight
    Link Parent
    If you're in the market for new input methods, I've played Minecraft for years on a trackball like https://www.logitech.com/en-us/shop/p/ergo-m575s-wireless-trackball The latency is not as good as...

    If you're in the market for new input methods, I've played Minecraft for years on a trackball like https://www.logitech.com/en-us/shop/p/ergo-m575s-wireless-trackball

    The latency is not as good as a similarly-priced gaming mouse, but the benefit of traditional click buttons and scroll wheel are worth the tradeoff to me. There are cheaper and more expensive options, so maybe there exists some better value or low latency option.

    3 votes
  6. Comment on Tidles Minecraft Weekly - Big Farts Edition (26.2 Update) in ~games

    TangibleLight
    (edited )
    Link
    https://reddit.com/r/litematica/comments/1up8uqk/important_announcement_litematica_vulnerability/

    https://reddit.com/r/litematica/comments/1up8uqk/important_announcement_litematica_vulnerability/

    Important Announcement: Litematica vulnerability in MC 1.21+

    There is a vulnerability in most recent versions of Litematica (since minecraft 1.21 and on). I know a few people here use it. You should update to the latest patched versions.

    Yesterday evening (2026-07-05 around 23:00-ish GMT+3) it was brought to our attention (by the "exploiting community", namely numbers and Nightwane from Autism Inc and DupersUnited), that there is an exploit/vulnerability in certain Litematica and Servux versions.

    The vulnerability allows malicious actors to send files other than just schematic files between the server and the client, and place them outside the intended directory.
    The most obvious consequence of this is allowing the attacker a way to install malware on the remote end.

    So basically if you have joined a malicious server (or even a trusted server but with a vulnerable Servux version, which then became infected by a malicious user) with an affected Litematica version installed then you may have been affected.

    The vulnerability affects Litematica and Servux versions on MC 1.21+

    I'm not 100% sure when exactly this was introduced, but based on the git commit history it looks to me like this was first introduced to Litematica version 1.21.5-0.22.2-sakura.4. The commit was made on 19th May 2025. The following full 0.22.2 release seems to have been made on 22 Jun 2025.

    From there it was later backported to the following versions, according to the git history. These commits were made on 31th Dec 2025.

    • 1.21.4-0.21.6
    • 1.21.3-0.20.8
    • 1.21-0.19.60

    It's also in all 1.21.6 and later Litematica versions until the just released fixed versions.

    What to do?!

    Update your Litematica version immediately to the latest release from Modrinth!

    And don't join any servers you don't fully trust the owners and admins of!

    The Litematica versions with the fix are the following releases:

    • MC 26.2: 0.28.3
    • MC 26.1.x: 0.27.9
    • MC 1.21.11: 0.26.11
    • MC 1.21.9 - 1.21.10: 0.24.8
    • MC 1.21.6 - 1.21.8: 0.23.7
    • MC 1.21.5: 0.22.5
    • MC 1.21.4: 0.21.7
    • MC 1.21.2 - 1.21.3: 0.20.9
    • MC 1.21 - 1.21.1: 0.19.61

    If you run a server that uses Servux, update Servux to the latest version.

    The Servux versions with the fix are the following releases:

    • MC 26.2: 0.11.2
    • MC 26.1.x: 0.10.4
    • MC 1.21.11: 0.9.5
    • MC 1.21.9 - 1.21.10: 0.8.7
    • MC 1.21.6 - 1.21.8: 0.7.7
    • MC 1.21.5: 0.6.4
    • MC 1.21.4: 0.5.7
    • MC 1.21.2 - 1.21.3: 0.4.8
    • MC 1.21 - 1.21.1: 0.3.17

    How to check if I was affected?

    One way to potentially check if you were affected is to look for files anywhere on your system that contain the string .litematic in the file name somewhere other than in the actual file name extension.
    An example would be a file like somevirus.litematic.jar in your mods/ directory.

    Now ofc this isn't a foolproof check, if the malware manages to rename or remove itself...

    5 votes
  7. Comment on Weekly US politics news and updates thread - week of June 22 in ~society

    TangibleLight
    Link Parent
    The video has a "MaverickDarby" watermark in the corner. I dont have a twitter account so I can't find the tweet with that video, but I did find this tweet from the same account with an AI...

    The video has a "MaverickDarby" watermark in the corner. I dont have a twitter account so I can't find the tweet with that video, but I did find this tweet from the same account with an AI generated RFK Jr saying similarly unhinged things.

    https://x.com/MaverickDarby/status/2069528206227709999

    @DefinitelyNotAFae is right, it's not real.

    7 votes
  8. Comment on Typst 0.15 contains multitudes in ~comp

    TangibleLight
    (edited )
    Link Parent
    Update: this "bundle" export format is neat. It really does feel like it turns Typst into a static site generator itself. There's not really any need for any wrapper generator, Typst does it all....

    Update: this "bundle" export format is neat. It really does feel like it turns Typst into a static site generator itself. There's not really any need for any wrapper generator, Typst does it all.

    In fact, the new Typst documentation is all written in typst and the content you see in the browser is directly exported from typst compile (along with some helper rust autodocs macros for the reference docs). For example: https://typst.app/docs/tutorial/writing-in-typst/ the source for this page is here https://github.com/typst/typst/blob/main/docs/content/tutorial/1-writing.typ

    They use this pattern of an index.typ file at the root of all directories which import the relevant utilities from all files within that directory. So that document has a top-level #import "components/index.typ", and that file has imports like #import "section.typ": docs-chapter and so on.

    The big architecture change is that everything is driven by this new main.typ file which (when exporting via html) doesn't actually contain any content: it just contains/includes #document and #asset definitions which populate the bundle.

    It's indirected through some function calls and conditions, but the basic structure is this:

    // main.typ
    include "content/index.typ"
    
    // content/index.typ
    #include "overview.typ"
    #include "tutorial/index.typ"
    // etc.
    
    // content/tutorial/1-writing.typ
    #import "/components/index.typ": docs-chapter
    
    #show: docs-chapter.with(
      title: "Writing in Typst",
      route: "/tutorial/writing-in-typst",
    )
    
    Let's get started! ...
    

    The real meat of things that leverages the new bundle structure is in that docs-chapter show rule. When bundle output is enabled, that resolves to

    #let html-section(title: none, route: none, body) = context {
      document(route + "/" + "index.html", title: title, html.html(
        html.head(...)
        html.body(class: "docs", {
          nav-folding(route)  // generates the collapsible table of contents on the left.
          body
          nav-buttons // the previous/next page buttons at the bottom.
          nav-on-this-page(here())  // generates the "on this page" outline on the right.
        })
      ))
    }
    

    Autodocs are handled with this src/world.rs which defines a stdx typst module, that roughly contains all the rust types and docs. So for example, the rust doc comment here https://github.com/typst/typst/blob/main/crates/typst-library/src/layout/container.rs#L215-L251 is picked up by https://github.com/typst/typst/blob/main/docs/content/reference/library/layout.typ, where the show rule includes a loop that pulls in content from stdx with the matching category.

    It's a little verbose, but I like the structure. Clearly they've put a lot of effort into making this "document" generalization fit in nicely with the rest of the architecture, and I think it pays off.

    2 votes
  9. Comment on Typst 0.15 contains multitudes in ~comp

    TangibleLight
    Link
    Yes!!! I've wanted to try making a minimal static site generator backed by typst, but math export was the blocker. Excited to give it a try! They talk about how they've ported the typst docs to...

    MathML

    Yes!!! I've wanted to try making a minimal static site generator backed by typst, but math export was the blocker. Excited to give it a try!

    Bundle Export

    They talk about how they've ported the typst docs to typst using this. I'm curious to look into the infrastructure for how exactly that works, because clearly they've already solved a lot of the problems one would encounter with a static site generator. It looks like their blog is generated with Typst via Astro. It's also worth looking into that, but I'd still prefer to do my own thing.

    Variable fonts

    This is nice to have. In the past I've just exported static fonts for the configurations I need, but it's tedious to say the least.

    4 votes
  10. Comment on Tildes Minecraft Weekly in ~games

    TangibleLight
    (edited )
    Link
    I am making good progress on the end portal cathedral! I've finally gotten the water cleared out, for real this time. In the last thread I claimed I had done this, but it turned out I was one...

    I am making good progress on the end portal cathedral! I've finally gotten the water cleared out, for real this time. In the last thread I claimed I had done this, but it turned out I was one block short and needed to clear out one more layer around the entire perimeter.

    The entire footprint is complete, and most of the lower level walls are done. The only remaining part of the clerestory is the curved section around the choir. Currently I'm focused on getting the ceiling and windows done, but it's late tonight and I've run out of diorite.

    It's almost mob-proof, except I've accidentally left some space under part of the clerestory in which spiders can spawn, so that's a bit annoying. You can see one clipped through the shelves in the "Facing north" screenshot. I will need to go under there and place some slabs or something. Torches cause strange lighting glitches in the vaulted ceilings below.

    Once I have everything but the north, east, west walls complete, I'll need to hop back into creative and finalize the designs for my rose windows.

    Since I've got so much of the columns and clerestory up, I'm getting a bit worried it's too much white. I experimented in creative a bit with replacing some of the blocks with different grayscale/off-white colors but everything has too much contrast to my taste. I want things to feel "pristine" or something, but any texturing I try just comes across as "dirty" to me. Maybe I need to lean harder into contrast, but I really like things being bright. It makes the daylight effect really pop when someone sleeps through the night. So I think I will keep the color palette as I'd already decided and just accept that maybe contrast/texture isn't perfect.

    6 votes
  11. Comment on A perfect example of what it means to be anti-racist in ~life

    TangibleLight
    Link Parent
    Well, like you say, you kinda get used to the usual people on the route. I am sure that although all the other men weren't familiar with you, they surely were familiar with the problematic one.

    Well, like you say, you kinda get used to the usual people on the route. I am sure that although all the other men weren't familiar with you, they surely were familiar with the problematic one.

    4 votes
  12. Comment on Rich Markdown Editor Userscript for Tildes in ~tildes

    TangibleLight
    Link Parent
    I agree but I'm not sure at the moment how to do it. When you discard, it should probably discard. When you post, it probably should too. For example if I open the "new post" page, my OP here is...

    I agree but I'm not sure at the moment how to do it. When you discard, it should probably discard. When you post, it probably should too. For example if I open the "new post" page, my OP here is still in the editor.

    But I dont necessarily want to discard the content when you click the button. What happens if there's a network error and posting fails? I want to keep the content in that case.

    I'll think about it and update if I come up with anything.

    2 votes
  13. Comment on Rich Markdown Editor Userscript for Tildes in ~tildes

    TangibleLight
    Link Parent
    Thanks! I always forget about the wiki. There's a lot of good stuff on that page.

    Thanks! I always forget about the wiki. There's a lot of good stuff on that page.

    4 votes
  14. Rich Markdown Editor Userscript for Tildes

    Some of the discussion in another thread inspired me to try making a user-script that would inject some rich text editor into the tildes desktop site. I have only tried it on Firefox, but figured...

    Some of the discussion in another thread inspired me to try making a user-script that would inject some rich text editor into the tildes desktop site. I have only tried it on Firefox, but figured it might be worth sharing in case anyone finds it useful or has suggestions for improvements.

    Install Tampermonkey extension. (Chrome, Firefox).

    With the extension installed, this link should be detected as an installable userscript.

    https://gist.github.com/allemangD/faf9bb796aad686593404a76b0e372c6/raw/073ca80d9dddc231e3f41c24c1989e8a40b7c243/tildes-easymde.user.js

    @ some people who directly said they want a better editor in that thread.

    @Eji1700 @arctanh @smoontjes


    It injects EasyMDE with some extra css to make it match the Tildes theme. EasyMDE uses FontAwesome for its toolbar icons, but Tildes's content policy seems to make it impossible to use this. Instead, I add some CSS to put plain text in the toolbar buttons. Some nice features

    • Full-screen and side-by-side editors.
    • Spell checker.
    • Auto-save. (Based on the URL and element ID, so each comment reply is saved separately.)
    • Keyboard shortcuts like Ctrl+B, Ctrl+K, etc.
    • Conveniences like "enter" on a list adds an item to the list, or in a quote adds a line to the quote.

    It is not perfect, however. It bugs out if you pick the built-in "preview" tab (the editor is still visible but does not update the preview), and it does not understand username mentions or group mentions.

    I used it to write this, and the auto-save behavior seems to be fine, but I'm not sure how much I trust it not to lose my work.

    Screenshots!

    21 votes
  15. Comment on Tildes Minecraft Weekly in ~games

    TangibleLight
    (edited )
    Link
    I'm in the process of clearing out the water above the end portal room to make space for a slightly larger/taller footprint that more closely resembles the architecture of a typical cathedral....

    I'm in the process of clearing out the water above the end portal room to make space for a slightly larger/taller footprint that more closely resembles the architecture of a typical cathedral. (I'm using the layout of Amiens Cathedral as a reference.) Even with the larger footprint, it is not quite to scale. I did mock up a scale model in creative, and boy is it huge. I'm not doing that.

    The flooded cave above the portal room made placing the old ceiling tedious. Extending the height further would be a nightmare, so instead I am clearing out the water with gravel before proceeding.

    I've already dug out the new footprint and placed the column bases and some of the smaller walls. You can see what I'm planning to do with the sculk blocks behind the windows. Especially on the higher windows, it creates a nice "twinkling stars" effect in my creative build. I'm excited to get it put together.

    I am planning to lean into the ender color scheme, especially for the 'stained glass' windows. (Very glad I did not remove the portal frames!) I will not use stained glass, but instead bright blocks like end stone, birch, copper, prismarine, warped wood. I've already designed an eye of ender for one of the rose windows, but I haven't decided on designs for the other two rose windows yet. I'm thinking something to do with blaze for one, and something to do with shulkers for the other.

    6 votes
  16. Comment on Tildes Minecraft Weekly in ~games

    TangibleLight
    Link Parent
    That's a lot! I only need a few stacks. I won't bother building the generator then. (Maybe later on if there's need, but I'll wait.)

    That's a lot! I only need a few stacks. I won't bother building the generator then. (Maybe later on if there's need, but I'll wait.)

    2 votes
  17. Comment on Tildes Minecraft Weekly in ~games

    TangibleLight
    Link
    Some questions on farm status as I'm a little out-of-the-loop. I assume the answer is 'no' to all, but figured I'd check in case. Is there a good surplus of oxidized copper anywhere? I only need...

    Some questions on farm status as I'm a little out-of-the-loop. I assume the answer is 'no' to all, but figured I'd check in case.

    • Is there a good surplus of oxidized copper anywhere? I only need about a stack for my current plans, so I could just oxidize it manually.
    • Do either of the tree farms in the industrial district work with the nether trees? I'll need a bunch of the blue stuff.
    • Has anyone built an enderman farm? I will build one in the end if not.
    • Is there a good source of sculk blocks anywhere? I will build a generator attached to the enderman farm if not.
    2 votes
  18. Comment on I think Anthropic and OpenAI have found product-market fit in ~tech

    TangibleLight
    Link Parent
    You can also use asterisks or underscores. *** ___

    You can also use asterisks or underscores.

    ***
    ___
    
    5 votes
  19. Comment on Tildes Minecraft Weekly in ~games

    TangibleLight
    Link Parent
    Maybe I should not cancel my stasis network project after all. It seems there might be demand. I do still want to make progress on the end portal room first.

    Maybe I should not cancel my stasis network project after all. It seems there might be demand.

    I do still want to make progress on the end portal room first.

    3 votes
  20. Comment on Tildes Minecraft Weekly in ~games

    TangibleLight
    Link Parent
    Now that we have /sit and /lay, could we get a plugin that lets us /stand?

    Now that we have /sit and /lay, could we get a plugin that lets us /stand?

    2 votes