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I believe there is some ‘official’ support for that plugin, I vaguely remember reading that JetBrains was devoting a small amount of resources to aid in its development. Though I can’t imagine it would effect the license


The author of the plugin works at JetBrains and works on it on his day job.


Also, some of the print ads in nautilus aren't that bad. I've actually stopped and taken some extra time to think about a few. Less about what the ads trying to sell me, but the ad itself raises an interesting question.


Could just be my browser, but it doesn't seem to play very nicely for me ( Firefox on debian jessie ).

First time I tried to hover, it didn't do anything at all, I think it might have still been loading ( or waiting to load the 'live' version until I hover over ).

When I got it to actually go 'live' they didn't seem smooth at all, stuff was jumping all over the place. Though, after watching them both fully, repeat playbacks seemed fine.

didn't get either of these issues in chrome on the same machine.


You have to hover on the 'Live' icon in the top right.

Works fine in Safari :)

Edit: Can confirm it's very twitchy and jumpy in Firefox on macOS. The photo and video switches place every few hundred milliseconds.


Looks jumpy then blurry on a Pixel XL in Chrome. Not at all something I would want to embed. I'm guessing it looks better on iPhone and/or desktop.


Similar in mobile safari, most recent iOS version (10.3.1). They seemed very jumpy, not like my own live photos on my phone.


I'm seeing the same in Mobile Safari though it works normally in Safari on a Mac.


I'm experiencing the same jumpy Live Photos on Firefox for iOS. Latest version of both iOS and Firefox.


You can play this game in languages that transpile to javascript, but sadly the server runs all your code and is only setup to handle JS.

Thankfully tons of stuff transpiles to JS easily, and off the top of my head, I know theres a python starter somewhere, and im sure you could find some for other languages


that is correct, also a GH integration, so you can have it reload your code as you push updates a github repo.


the current model is either pay the base-sub, or play in CPU limited mode. the only P2W interactions could be buying subscription tokens and selling them on the market for ingame credits (which you'd then use to buy more resources off the market from other players). You cannot purchase more compute time than the subscription allows

CPU-Wise, if you pay the compute time is tied to your account level, with a hard-cap if you're level 30 (there are still only a few players that have achieved this, it takes many months)


Something worth mentioning, they recently introduced a "Subscription Token" item that you can purchase for real $, and sell on the market ingame for credits. That also means you can essentially purchase game-time for in-game credits

I purchased the game, 2 months of subscription, and have been using ingame-credits to fund my sub for the following 5 months ( I've currently got an additional 4 months of time in tokens that im trading on the market as well )

While it did take some time to get ramped up, and I am in a safe area with my alliance. A player can, with a little market interaction, not pay IRL money for the game. (you will have to survive long enough to get there, expect to get killed off a few times before you figure out defense)


This is the same concept as EVE's PLEX item, which was introduced to combat TOS-violating real money transactions. In-game prices are subject to in-game market fluctuations, which are relatively stable.

Ever since then, any headline involving EVE player shenanigans and a dollar amount is derived from this one-way exchange rate.


Its actually quite well paced, due to how you progress through the game in real-time. You start out with access to a limited sub-set of the API, since you cannot build all the buildings/creep parts yet. First you're required to level your room up by upgrading your controller, which to get your first room up to the max level, can take weeks/months of RL time. ( but the game plays itself, and is always running )

The API you use at first is quite small, and takes care of some things like path-finding already, so you don't have to re-build that, though you totally can if you want. Heres[1] an example of some logic to get all your creeps mining from their closest source. Not use-able in a real-world script as the actual logic is awful, but the fun comes from figuring out what does work.

You can check out the API here[2]

[1]https://gist.github.com/ggrochow/db8986d2627d02c992f65cc0cce...

[2]http://support.screeps.com/hc/en-us/articles/203084991-API-R...


Sucks I can't really read the article because some-custom scrolling or scripts are breaking the vim-fx FF plugin and the normal-scrolling doesn't even move the page.


Firefox or Chrome?

If Chrome, give vimium a try. I have no such issues with Chromium 57.0.2987.98 + vimium + ublock origin + umatrix. The only scripts running are served from '*.tv2.no', but even with blocking those the article loads fine, albiet without images.

vimium: https://chrome.google.com/webstore/detail/vimium/dbepggeogba...

umatrix: https://chrome.google.com/webstore/detail/umatrix/ogfcmafjal...

ublock: https://chrome.google.com/webstore/detail/ublock-origin/cjpa...


> FF

FireFox


Is Firefox (note that the latter f is lowercase) really such a long word that it needs to be abbreviated?


n


How about you open the page in a different browser, or disable the plugin?

edit I see vim-fx has an ignore toggle: press 'i' and scroll as normal? I have no problems with Pentadactyl.


You're clever enough to install vim-fx and use it, but not to turn it off?


Im a huge fan of 'You Don't Know JS' by Kyle Simpson (getify)

https://github.com/getify/You-Dont-Know-JS


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