Caves of Qud has gotten more approachable than ever, thanks to a complete UI overhaul, gamepad control implementation, and a currently in-beta tutorial that’ll arrive in full with the 1.0 launch.
Might be worth going back to once 1.0 launches
Caves of Qud has gotten more approachable than ever, thanks to a complete UI overhaul, gamepad control implementation, and a currently in-beta tutorial that’ll arrive in full with the 1.0 launch.
Might be worth going back to once 1.0 launches
Yep, give me 18650s or 21650s
See: Adobe, Microsoft, Apple, Google, etc etc
This kills me. Apparently projects need to update weekly with the change log: “increased version number” or else people will declare it abandoned and search for a replacement.
It’s not too bad once you practice it a couple of times. And since it be like it do, it’s almost impossible to cause a knot that’s difficult to get out. You can form the basic shape of it with it being fairly loose, then “dress” it to tighten it up to make it usable.
Wow, that’s awesome! Now I want some paw paw bread
It actually has a slightly newer modem, though we’ll see if it actually addresses those issues.
Added some inserters to the belt :)
Correction, meteor lake’s (Intel 14th gen) CPU tile is on the Intel 4 process (though admittedly that’s a 7nm euv process). And they’ve also moved to a chiplet design. (CPU, GPU and IO are on 3 different processes)
If it’s the coding that’s stopping you, you might check this out:
https://forum.godotengine.org/t/block-coding-high-level-block-based-visual-programming/68941