Dragonseel

joined 1 year ago
[–] Dragonseel@lemmy.sdf.org 7 points 7 months ago (1 children)

At least on my iPhone (no idea if iPads are different) you can reorder, but the icons will always be "dense" meaning no free spaces between them. They will always align in full rows beginning from top left. You can put stuff in folders, and you can change the order, but not have one icon in the third row, without the first and second row being fully populated with icons.

[–] Dragonseel@lemmy.sdf.org 48 points 7 months ago (6 children)

You would think that. But as a person having an iPhone... No it is not. At least the part of iPhones currently not having that option. App-Icons on your "desktop" will always align in dense rows from top left to bottom right, with no free spaces allowed.

It is a bit weird, and I don't really see why, since you can change the order of icons in this dense row-grid. I am glad Apple warms up to the fact that people might actually want some kind of customization on their devices and not everything "the way Apple decrees it".

But to be really honest... I did not even notice prior to this post, and I had all Android before switching to my current iPhone. So at least for me this is a really small non-issue, and maybe a nice-to-have feature.

[–] Dragonseel@lemmy.sdf.org 1 points 9 months ago (1 children)

That fully depends on your definition of what the "reversed" state is. Will ecosystems adapt to the changed climate? Yes. Can temperatures even drop again? Sure. But species lost are gone forever. Ecosystems destroyed will never be the same again. Different ones can develop with enough time and stopping the human interference... But that is hardly "reversible". That is... natural systems covering up the damage. Going on. Not reversing it.

[–] Dragonseel@lemmy.sdf.org 1 points 1 year ago

Wow. That is a cool. My limited experience working with single-threaded game-stuff tells me it is exceptionally hard to port stuff that is written without threading in mind, to multi-threading. Getting the behavior to stay the same while still actually getting better performance requires some really deep insight into how stuff works in the program. On a (program-)global scale. Mad respect if it works out. This should make huge maps or huge fortresses possible.

I haven't yet played the steam version (it is on my todo-list though), but sank quite some hours into the "legacy" version. It can become laggy if you play on big maps with a lot of dwarfs/critters etc on it. I am excited to have even more stuff possible in this already very complex and huge game.