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How do you *accidentally* make a programming language?
Oh, it's easy! You make a randomizer for a game, because you're doing any% development, you set up the seed file format such that each line of the file defines an event listener for a value change of an uberstate (which is an entry of the game's built-in serialization system for arbitrary data that should persiste when saved).
You do this because it's a fast hack that lets you trigger pickup grants on item finds, since each item find always will correspond with an uberstate change. This works great! You smile happily and move on.
There's a small but dedicated subgroup of users who like using your randomizer as a canvas! They make what are called "plandomizer seeds" ("plandos" for short), which are seed files that have been hand-written specifically to give anyone playing them a specific curated set of experiences, instead of something random. These have a long history in your community, in part because you threw them a few bones when developing your last randomizer, and they are eager to see what they can do in this brave new world.
A thing they pick up on quickly is that there are uberstates for lots more things than just item finds! They can make it so that you find double jump when you break a specific wall, or even when you go into an area for the first time and the big splash text plays. Everyone agrees that this is neat.
It is in large part for the plando authors' sake that you allow multiple line entries for the same uberstate that specify different actions - you have the actions run in order. This was a feature that was hacked into the last randomizer you built later, so you're glad to be supporting it at a lower level. They love it! It lets them put multiple items at individual locations. You smile and move on.
Over time, you add more action types besides just item grants! Printing out messages to your players is a great one for plando authors, and is again a feature you had last time. At some point you add a bunch for interacting with player health and energy, because it'd be easy. An action that teleports the player to a specific place. An action that equips a skill to the player's active skill bar. An action that removes a skill or ability.
Then, you get the brilliant idea that it'd be great if actions could modify uberstates directly. Uberstates control lots of things! What if breaking door 1 caused door 2 to break, so you didn't have to open both up at once? What if breaking door 2 caused door 1 to respawn, and vice versa, so you could only go through 1 at a time? Wouldn't that be wonderful? You test this change in some simple cases, and deploy it without expecting people to do too much with it.
Your plando authors quickly realize that when actions modify uberstates, the changes they make can trigger other actions, as long as there are lines in their files that listen for those. This excites them, and seems basically fine to you, though you do as an afterthought add an optional parameter to your uberstate modification action that can be used to suppress the uberstate change detector, since some cases don't actually want that behavior.
(At some point during all of this, the plando authors start hunting through the base game and cataloging unused uberstates, to be used as arbitrary variables for their nefarious purposes. You weren't expecting that! Rather than making them hunt down and use a bunch of random uberstates for data storage, you sigh and add a bunch of explicitly-unused ones for them to play with instead.)
Then, your most arcane plando magician posts a guide on how to use the existing systems to set up control flow. It leverages the fact that setting an uberstate to a value it already has does not trigger the event listener for that uberstate, so execution can branch based on whether or not a state has been set to a specific value or not!
Filled with a confused mixture of pride and fear, you decide that maybe you should provide some kind of native control flow structure that isn't that? And because you're doing a lot of this development underslept and a bit past your personal Balmer peak, the first idea that you have and implement is conditional stops, which are actions that halt processing of a multiple-action-chain if an uberstate is [less than, equal to, greater than] a given value.
The next day, you realize that your seed specification format now can, while executing an action chain, read from memory, write to memory, branch based on what it finds in memory, and loop. It can simulate a turing machine, using the uberstates as tape. You set out to create a format by which your seed generator could talk to your client mod, and have ended up with a turing complete programming language. You laugh, and laugh, and laugh.
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Literally every single Neuroscience guy I listen to on audiobooks and podcasts: Multitasking is a lie. You are not more efficient. You're just rapidly switching between tasks and doing all of them slower but your brain is tricking itself into thinking it's more efficient because you get a little dopamine reward when you activate the 'change task' neurons. And you're burning up way more glucose in the process, leaving you more tired with less done. STOP MULTITASKING. JUST DO ONE THING. PLEASE IT'S ONLY WORSENING YOUR ATTENTION SPAN. WE'RE BEGGING YOU, PLEA--
My ADHD: Don't listen to them, babydoll. You are sooooooo efficient and attractive. Whoop. You got an email. Whoop you got a text. Whoop you got a blog ask. WOW look at all the tabs open on this window. Do you even remember what they're all for? Better look through them and close the ones you're not using because you're soooo sexy and efficient. Whoop, email again.
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fucking love when I'm on a call with someone and they start to do a little errand or go somewhere else and they say "and you're coming with me" like. absolutely I am let's go on an adventure I've been spirited away
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Something I don't think we talk enough about in discussions surrounding AI is the loss of perseverance.
I have a friend who works in education and he told me about how he was working with a small group of HS students to develop a new school sports chant. This was a very daunting task for the group, in large part because many had learning disabilities related to reading and writing, so coming up with a catchy, hard-hitting, probably rhyming, poetry-esque piece of collaborative writing felt like something outside of their skill range. But it wasn't! I knew that, he knew that, and he worked damn hard to convince the kids of that too. Even if the end result was terrible (by someone else's standards), we knew they had it in them to complete the piece and feel super proud of their creation.
Fast-forward a few days and he reports back that yes they have a chant now... but it's 99% AI. It was made by Chat-GPT. Once the kids realized they could just ask the bot to do the hard thing for them - and do it "better" than they (supposedly) ever could - that's the only route they were willing to take. It was either use Chat-GPT or don't do it at all. And I was just so devastated to hear this because Jesus Christ, struggling is important. Of course most 14-18 year olds aren't going to see the merit of that, let alone understand why that process (attempting something new and challenging) is more valuable than the end result (a "good" chant), but as adults we all have a responsibility to coach them through that messy process. Except that's become damn near impossible with an Instantly Do The Thing app in everyone's pocket. Yes, AI is fucking awful because of plagiarism and misinformation and the environmental impact, but it's also keeping people - particularly young people - from developing perseverance. It's not just important that you learn to write your own stuff because of intellectual agency, but because writing is hard and it's crucial that you learn how to persevere through doing hard things.
Write a shitty poem. Write an essay where half the textual 'evidence' doesn't track. Write an awkward as fuck email with an equally embarrassing typo. Every time you do you're not just developing that particular skill, you're also learning that you did something badly and the world didn't end. You can get through things! You can get through challenging things! Not everything in life has to be perfect but you know what? You'll only improve at the challenging stuff if you do a whole lot of it badly first. The ability to say, "I didn't think I could do that but I did it anyway. It's not great, but I did it," is SO IMPORTANT for developing confidence across the board, not just in these specific tasks.
Idk I'm just really worried about kids having to grow up in a world where (for a variety of reasons beyond just AI) they're not given the chance to struggle through new and challenging things like we used to.
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does anyone wanna hold hands until we feel a little braver
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I’m 2016 I had a shoplifter role play blog because to avoid getting deleted all the shoplifting blogs claimed it was just to rp. Mine actually was though but I’d post shoplifting content and reblog tips and my “hauls” were just stuff I borrowed from my much more fashionable sister. I had a decent amount of followers and I got a lot of hate but I’d be like “ok buddy I’m just goofing around lol” and then post $150 of Sephora products legally purchased by my sister with the caption #gettingawaywithit. this did not improve my life but it did get me talking to people more often which, obviously, I needed
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AFFIRMATIONS
There is no shame in taking a few tries to get it right
Everyone struggles with fine motor skills from time to time
I can do fine motor activities
I can locate a port and plug in a cable
I can plug my phone in on the first try
I can plug my phone in while sober
BBC Sherlock does not exist
I can do hard things
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Fantasy 🍄
Tip jar | Wallpapers | Prints | Twitter | Bluesky
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spin this list of all of the pokemon. you are now that pokemon.
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how it feels to wash your hair and brush your teeth and have clean clothes on

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accidentally caused myself to get a stomach ache by vividly imagining myself eating the burger i was planning on having for dinner tomorrow
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