#progammers
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jo-the-cosmic-being · 2 months ago
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I swear antisemitism motivates me to embrace my Jewish roots more to piss off the haters
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welcomefortune · 1 year ago
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shoutout to lord byron for accidentally indirectly causing computer programming to be invented because of his debauchery
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Tonight at 18.00. p.m. on japanese time and on 10.00 a.m. on European time is #AibaManabu! This time, chefs and cookery experts from famous restaurants will share their recipes for fried food arrangements!
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edains · 1 year ago
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stillunusual · 5 months ago
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The matchday programme - Leeds United v Derby County 7/12/2024
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anime-academia · 9 months ago
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Notion is amazing, one of the best, most useful programs i've ever used. But WHY does it want to update like EVERY SINGLE DAY
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twafordizzy · 9 months ago
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Kurt de Boodt Dicht op Hoortoestellen
bron beeld: fd.nl Wennen aan je nieuwe hoortoestellen Had ik het al gezegd? / Wij wonen tussen nesten en motoren. / Wij mogen nestelen tussen vliegroutes. Ik kan het niet genoeg zeggen, opa en pa, / al luisteren jullie niet meer goed / niet meer (wat zegt hij?) / niet: / ik hoor weer klaar, in alle decibels, / hoog en laag. getslilp, gekras, getjokkel, / gekotter zetten ons op / onze plaats. U…
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shilshatech · 1 year ago
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Shilsha Technologies provides part time or full time offshore dedicated programmer in India We also provide low cost Indian developers who are expert in latest technologies like Angular developer, Reactjs developer, Nodejs Developer, Low cost Indian programmers, Cheap offshore programmer
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sucka99 · 1 year ago
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somerandomg33k · 2 years ago
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Done with SJA. Now I am going to do my Twitch today. Someone ask me, "How do you believe the system should work?" Reminded me of An Anarchist Progamme, an essay by Errico Malatesta. I think that is a good start to answer the question. (!13+) !learnwithme about An Anarchist Progamme, Essay by Errico Malatesta | !fundraising for naztheneko & lynnaquinn | !rt | !reading
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neo-punks · 2 years ago
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Really need everyone to know that there is no "new" TNT, it's all the same people we just have a new boss.
Also the event was delayed 2 weeks because there was exactly One (1) programmer working on the entire thing (^:
in further neopets discord news, oh boy is there drama in my awful virtual pet game website today. strap in if you want way too much information on neopets’ broken economy
for some context, an event has just launched called the faerie festival. this is the first event to be run by the ‘new’ TNT (aka. the neopets team aka. the staff) since the leadership change, and they've said in recent editorials that this year’s faerie festival is going to be a combo of two previous popular events:
the faerie quest event, wherein people can get a free quest from a faerie every day in exchange for a reward (something that’s normally limited to random special events and therefore quite rare)
the charity corner, a highly requested event that hasn’t run since 2020, where you can donate random items to get points that can then be exchanged in a prize shop
there’s a LOT of ultimately worthless items on neopets that people gather from doing dailies and things, but charity corner actually gave a use to hoarding all of these, so people have wanted it back for ages. people have been going out of their way to hoard extra junk items for like 2 months now, after TNT teased the event in an editorial
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this event was originally meant to start on 20th august, but got delayed 2 weeks, presumably because of issues behind the scenes. people were generally a bit disappointed but relieved if this meant they were going to get a proper, well prepared event without bugs
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flash forward to 2nd october, the actual start of the event. nothing actually opens up for several hours on the day- that’s somewhat waved off by the fact that staff presumably need to be in the office to launch everything, a midnight launch isn’t expected
but, eventually, it opens!
well… kinda. there’s one page with one dialogue scene available and a link to an event page for spending neocash (the premium currency that costs irl money). the faerie quest page is giving out free daily quests, which is nice, but literally just the same as they did back in 2020. where’s the item recycling part? did this really need 2 weeks of delay?
the next day, the FAQ page for the event is published neopets support site (but not announced via news). still no sign of the actual event starting- seems like that might not be until moday?
as well as multiple grammatical errors, the FAQ had a few… concerning elements. most notably:
only 10 items could be donated per day
points would be awarded based on the rarity of the item, with the maximum rarity being r200-500, worth 15 points each
this meant people's hoarding of junk items for months was... essentially useless
r200-500 items basically means either hidden tower items (rare, expensive items that can only be bought in an account age locked shop with a purchase limit of 1 per day) orrrr….. neocash items. In other words, players could either spend an exorbinate amount of their in-game currency to buy up items to donate, or they could just hand over their credit card and pay to win
people were Not Happy about this
not long after info spread and the outcry started (and a sizeable number of people cancelled their premium membership in protest), the FAQ was quietly updated to remove mention of donating neocash items. that took away to pay to win element at least
however, now there was a new problem. a tombola man problem.
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i mentioned already that the highest rarity items are pretty rare and expensive. one of the least expensive of these is an item called the Squeezy Tombola Guy Toy. you can probably see where this is going already
because you can only buy a maximum of one tombola guy per day from the hidden tower, your only option if you want to buy more than that in a day is to go to user shops. however, in light of the event, people had already started buying and hoarding tombola guy toys. equally, others were buying them purely to sell at a profit. this made the perfect storm and caused the price of the tombola guy toy, which was normally 110k NP, to explode up to 500k, 600k, even 700k within just one day
BUT THEN THE FAQ GOT UPDATED AGAIN. surprise, you can now donate 30 items per day! also they just got rid of the highest rarity tier altogether. the maximum you can get for an item is now 8 points, for rarity r102-r179.
this has now made the squeezy tombola guy toys useless. unless you’re a collector they don’t serve any function beyond that of a normal neopets toy (of which there’s thousands of much cheaper options). the price has now plummeted down to BELOW what it originally was and many users now have piles and piles of the dolls sitting in their inventory, mocking them
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so what now? well, because no one ever learns, everyone is now flocking to what is now the cheapest high-rarity item eligible for donation. most are going for omelettes, which have a few different options at r102+. these have also inflated by like 400% from before the event, but unlike the squeeze tombola guys, these are only worth a few thousand neopoints, so not as bad a potential loss in comparison
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it’s worth noting that while all this is going on in preparation for the recycling event, neopets is also experiencing insane inflation in a lot of other items right now, including those required for people to complete faerie quests. for example, a Griefer, which cost 5000 np just last week, is now worth selling for 1 MILLION
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So yeah. 3 days into the event and that’s where we are so far. who knows what tomorrow might bring
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sadclowncentral · 1 year ago
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i know "telling historical figures we went to the moon" is a tantalising concept but i don't think they would care given they lack any frame of reference of like airplanes or deep-sea diving to even remotely believe you so they would just dismiss outright. it's the same for the internet the lack of context derives it of meaning. it's like takong a sledgehammer to crack a nut, trading raw power for impact. It also vastly underestimates the terrifying acceleration of technology in the last two-hundred years. our everyday objects would have been utopian mere centuries ago. also the minimal work maximum payout strategy is just more satisfying what i am saying is why would you painstakingly explain the appollo progamme to karl marx when you could show him a flashlight powered by a lithium battery and watch his soul leave his eyes in mere seconds
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girlfriendsofthegalaxy · 4 months ago
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tuesday again 1/7/2025
in which we embark upon a progamme of reading for our edification
listening
this was the first song of the year-- felt a little melancholy and a lot sleepy after watching the first movie of the year and this fit the vibe.
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reading
as a user, i think the magic link system is very annoying, but i also get that they don't want to fuck around with holding and protecting user data. they have been very firm but polite about various bells and whistles people want added to their site that do not contribute to their main goal of reporting various news beats. i DO really appreciate how they put in the time to create a private RSS feed for subscribers with the full text of all the articles so you don't have to log in with the magic link every time, or rather i will really appreciate this once i have a job and can subscribe.
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i need to set myself a project and i keep forgetting i moved all this vintage gay and lesbian erotica from massachusetts down to texas with me, so we're going to read one a week until i get bored or we (heaven forbid) run out of gay or lesbian erotica.
the second purpose, and look, i hate the word normalized, but texas politicians are constantly working themselves into a screaming froth about protecting children from gay sex and gay books. i think we can look at various gay sex books each week in a calm and reasonable manner and ask the normal questions i try to ask of every work discussed in the tuesdayposts. since moving, my instinct is to be more stealth and less visibly gay, which is not the way i would like to live. this is the absolute babiest of baby steps since the tuesdayposts (to date) have never put me in any physical danger.
the main questions i will be trying to answer each week are:
is there anything cool about the physical object?
what's the author's deal?
did i like it/did it deliver on its premise?
the sex?
i don't know. chime in if there's some fifth thing you want regularly answered?
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this is a 1997 british-printed perfect-bound paperback by The Gay Men's Press (a short history by one of the founders here). i'm not sure if this copy had ever been read, because i managed to break the spine in a very ugly way while trying to gently break the book in. this is either from a goodwill just over the border in ct or from bookends in florence (which you should go visit if you're ever in western ma, one of the few brick and mortar lesbian bookstores in the country).
not for me but i appreciate what it is and what it's trying to do. i have very rarely read something so clearly written by an author for an audience of themselves.
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Growing up at a coaching inn on the Great North Road in the early 1700s, young Davy Gadd is enthralled by tales of the greatest of highwaymen, Claude Duval. Seeking his fortune in London, he is entangled in the machinations of Under City Marshal Charles Hitchin and the infamous Jonathan Wild, in their battle to divide up the spoils of the criminal underworld. At last, equipped with horse, pistols and velvet mask, he sets out as a Gentleman of the Road. But not before he has been loved by a Jacobite lord, dressed up by Lucinda and Aunty Mary, and been married at Mother Clap's Molly House. And at the end of the road, will he Pass into Legend, or does his fate lead to Tyburn tree, where so many glamorous adventurers have been hanged?
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i think i would have enjoyed this book more if i were a gay man, really into daniel defoe, stuart restoration/early georgian england or very specific bits of historic london nightlife history. there are three hundred and sixty eight of god's own pages and we certainly do meander. it is a little bit of a slog in the dissatisfied middle portion of our hero Davy's young adulthood, but you are rewarded for sticking with it by all the important threads getting neatly tied off. it wraps up nicely if bittersweetly. the ending deals with community and vulnerability in a way that makes sense for a book written by a gay man in 1997. i wish i could explain my thoughts on this better. i think it is a perfectly fine ending that suits the book but again, overall, the book is not for me.
there is period-typical homophobia and gay bashing, but very little of it actually affects Davy. he is generally in fear for his life bc of some crime he committed unrelated to being gay. i think this is a pretty sensible way to make sure your historically accurate novel remains fairly historically accurate without being a fucking downer to write and read. on a related dealbreaker for many people, there is a good deal of phonetic dialect in this book, although it is mostly relegated to dialogue and slangy or shortened forms of words in dialogue spoken by people more connected to the criminal underclass.
i wrote all that and then i had to employ some stringent search techniques to find out anything about the author, who was not a very public person, and his feelings about homophobia vs historical accuracy. about three quarters of the way through this 1997 article about gay fiction from The Independent (interview conducted by letter!) we discover he also considers this a fine line to walk, and perhaps the only paragraph on the internet about his background
"The greatest influences on my writing to begin with were the swashbuckling films which I saw as a child in the Fifties," he says. "Errol Flynn and Stewart Grainger were particular heroes. Also around that time, John Buchan, whose Richard Hannay says, 'I have always had a boy's weakness for a yarn.' Later I acquired an English degree, and was influenced by medieval and Elizabethan literature, Thomas Hardy, Dickens, various historical novelists, Mary Renault and Daphne du Maurier."
"but kay, what about the sex?" my dear readers are probably crying out right now. i don't think this is a great book to jerk off to, even if you are a gay man and not a bisexual woman with the briefest passing familiarity about various periods of english history. davy fucks, a lot, don't get me wrong-- the fucks are not generally instrumental in driving the plot forward or delivering cool facts about london so they're all quite short, usually less than a page.
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i don't know if including an example of a sex scene is interesting or useful information to anyone else but it feels strange Not to include it in a reading project about gay and lesbian erotica? gentle reader, i would love to hear your thoughts
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watching
at about 11:30 PM on new year's eve i like to start a new-to-me black and white classic film to take me into the new year. this year's was Filibus (1915, dir. Roncoroni, widely available in various niceties of restoration)
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summary from wiki:
Filibus is a 1915 Italian silent adventure film directed by Mario Roncoroni and written by the future science fiction author Giovanni Bertinetti (it). It features Valeria Creti (fr) as the title character, a mysterious sky pirate who makes daring heists with her technologically advanced airship. When an esteemed detective sets out on her trail, she begins an elaborate game of cat and mouse with him, slipping between various male and female identities to romance the detective's sister and stage a midnight theft of a pair of valuable diamonds.
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i found out about this film through the @hotvintagepoll scrungly poll, and i think Valeria Creti should have gone all the fuckin way. girl hobbyist detective/nobleman by day, gadget-loving gentleman thief by night. i support women's wrongs, and she causes so so many of them on purpose. there are some things that carbon date a film, like russian antagonists or gland problems, and this film is carbon dated by sleepwalking as a serious psychological event. she comes very close to taking a detective completely out of the policing game by drugging him and staging elaborate series of events to plant evidence that he did all her crimes while sleepwalking.
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she LOVES being in boy mode and she's very good at it! it's never treated as a joke! she stages a rescue of the detective's sister in order to gain access to his house, but then the actual building of the relationship and courtship is completely on her own merits and charm!
this is a charming (if poorly paced for viewing all in one sitting) early gay serial film. if i saw this in the cinema in 1915 i would have been institutionalized for imitating filibus
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playing
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genshin is not feeling as jazzy or fun lately. i think i have two issues. one is that Fontaine, the last major nation's main questline was a truly delightfully crafted (and fair! we had all the pieces just not all the context) murder mystery with a lot of lore. this nation, Natlan, is functionally a sports anime. not that one genre is better or more complex than the other, it's just. different. and recalibrating my expectations has been a little wonky.
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the second kind of weird calibration thing is the rate of additions to the world map. genshin runs on a six-week update cycle, where every six weeks you get something major and new to progress the game story. usually there are nine patches, starting at X.0 and going up to X.8. you iterate up a full number with major patches introducing a new land, so with the introduction of Natlan we started the 5.X patch cycle and left Fontaine's 4.X cycle behind.
this is important bc there's usually there's new and fun and exciting stuff and puzzles to solve and new challenges only when they add to the map. in the 5.X patch cycle, there have only been two map expansions: one in 5.0 introducing the land, and one addition about doubling the map in 5.2. 5.3 dropped last week, where the main storyline of the nation typically wraps itself up in the last map update and then we get to fuck around in bonus areas or seasonal events. for example, in the last three nations, so from updates 2.0-4.2, there are typically three big map updates in a row that unlock the entire base map of whatever country we're in, no new map content for a patch, a new bonus area related to whatever area we're in, another break, and then a seasonal map, and then three more updates with no new maps but new events or new battle modes. for natlan, we're essentially "behind" unlocking a chunk of the map.
let's go to the maps: the last nation Fontaine's first introduction in 4.0 (these are all from IGN, they are not to scale with each other):
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the second update in 4.1:
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the third and final main map update in 4.2:
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introduction of natlan in 5.0 on the right (these two screenshots i took are to scale with each other), no underwater regions or major underground areas in this one:
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no map update in 5.1. second major map update in 5.2 on the left here, still no major underwater or underground regions. we are currently in 5.3 with no map update, with maybe the third and final map update in 5.4?
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again, the problem with No New Map is that typically in genshin you go to new places to unlock more of the story. we're "behind" a map update, if you will. they've kind of shoehorned new story into existing map, and shoehorned new bosses into the existing map, which is very strange and makes the nation feel so much smaller and more limited than other nations.
it feels a lot like part of the map update we got in 4.2, ochkanatlan, an abandoned island city somewhat removed from the rest of the map, was supposed to be the bonus area map, but they didn't have enough ready? the 4.2 update also felt very medium sized- at this point in Fontaine we'd unlocked the Fortress and Institute, which really blow the dragon city right off the island with regards to complexity of exploration and length of quests. it's not really anywhere near the complexity or length of the first desert map expansion in Sumeru, which was honestly a really crazy thing to drop all at once. i will not be putting more nation map screenshots up here bc of the image limit but the desert in sumeru is ENORMOUS and it has an equally enormous underground labyrinth!
not my favorite nation so far! a little bit of it is recency bias bc Fontaine was SO good and is overall my favorite, but it feels off lately. i don't know if the really punishing every six weeks updates are finally catching up to the parent company, or if they're really deep in preproduction for the next land (it Feels like they're going to split the next land into two different X.0 update cycles. there's a lot of chatter in game from NPCs about how different and weird the next port is compared to the rest of the country. i could easily see them building that out to two major updates like natlan and then saving the bulk of the country for the next X.0 update in another year).
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making
bathrobe surgery under the armhole.
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ive had this red/black/blue tattersall plaid in light cotton since high school, best guesstimate based on the tag style is early to mid sixties?
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this thing is Solid. it is perhaps the most nicely constructed garment i own. every seam is a narrow, tidy french seam. the underside of the collar is lightly quilted to give it some body and make it stay down, and it has a facing over the top to make it look not quilted from the front. it has The best waist tie arrangement i've ever seen, with a tiny strap on the underside of the tie to permanently hold it to the belt loops but still give you a little bit of play.
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it is so beloved that it's starting to completely wear through on the shoulders, and i have to think about how to patch it without losing any of the light breathable qualities i love it so much for.
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wirewitchviolet · 9 days ago
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The problem with Gleba
There's a game I'm a big ol' fan of and don't write about enough called Factorio. It's an interesting beast of a game. There's a lot of RTS DNA in it, and a lot of grand logistics puzzle/progammer-brain game. The main appeal is that as a the player, you are running around setting up a giant tangled mess of machines, conveyor belts, and little robot arms to produce large amounts of stuff to feed into research machines, teching up to more on more complex stuff, requiring you to scale up more and more until eventually hitting a win condition, but the more you expand and produce, the more the resulting polution causes your basically-Zerg neighbors to become larger and more aggressive. There's a really great inherent push and pull to this where if you're new to the game and just kinda struggling along, you generally have a lot more leeway on enemy aggression, and if you're really confidently rushing through (or just seriously overbuilding all your production), big deadly attacks roll in super early and you'll have to be way more aggressive about defenses.
Back in October, Factorio got an expansion, which I described while streaming it as the sort of expansion that's for "real Factorio sickos only." It makes the game significantly longer and more difficult, mainly in that normally, you advance through 5 flavors of science packs, each more of a challenge to produce at the rate you'd like, then head off into space. In the expansion, you can get into space with just the first 3 science flavors, but to hit the new victory condition, you need to be producing the original 5, plus an additional 5, one produced on orbital space platforms and the rest each coming from setting up bases on 4 new planets, each of which basically require you not only to start your big setup from scratch, but have their own resoruces, tech trees, and obstacles, meaning you end up playing 5 variations of the base game, simultaneously, and an extra logistical challenge in tying their science outputs together.
As a real Factorio sicko myself, I love this, for the most part. I have long since mastered the base game to the point where it's fairly trivial for me to get a thriving base going on what's now just the starting planet, and set up defenses that won't hold up INDEFINITELY without any further input from me (places to mine up the most basic resources do eventually run dry and one must push out into the map to set up new outposts now and then). So hitting a point where I have to just step away from my primary base and spend several hours setting things up on new planets is a cool change of pace.
And of the new planets, three of them are just fine. There's a volcanic planet where there's no water with which to set up the usual early game steam power nor the late game nuclear plants, nor can you mine for the iron and copper you need to produce basically everything in the game. The big challenge is figuring out the new tech tree and how to get the basics set up, then in realizing just how incredibly generous this new tech tree is with everything, and how much more efficiently you can set everything up, and the normal enemies that would be harassing you have no real equivalent. There ARE stupifyingly large and tough new enemies, but they won't come to you. They camp out around the map, guarding their personal territory, and requiring you to essentially handle a boss fight every time you need more territory to set up your stuff or harvest finite resources (but honestly, in practice, you'll need to expand in this just once, most likely).
Another planet's main hook is that literally the only resources to work with come from setting up your mining drills on the ruins of a long-dead civilization, pulling up an odd slurry of what in the base game are end-game resources. Complicated electronics, fuel, and superstructure materials just come out of the ground, and need to be broken down in recyclers for the actual base resources, which is just sort of hilarious. And the real puzzle is you have this mixed slurry of all these resources you need to sort out, then also deal with the incredibly unbalanced ratio, and find some way to keep the resource pipeline flowing and not getting gummed up with all that concrete and super advanced electronics you don't actually need that many of. And the final planet, only unlockable after mastering the rest, needs a good interplanetary logistics network as you need to important damn near everything from elsewhere.
All of this is great. Head to a new planet, spend a couple hours puzzling out it's quirks and how to set up a new rocket platform, its required inputs for perpetual rocket launches, and how to produce each planet's science flavor to send home. Then since it's been a few hours since you've checked on your main base, you head back, do some maintenance, maybe move some mines, maybe take a moment to make upgrades everywhere as each planet also has some infrastructural stuff that can't be made anywhere else, giving you better production structures and faster conveyor belts and so forth you might want to use everywhere. But then there's Gleba.
The gimmick of Gleba is it's the biological planet. There's no metal to work with (technically). No oil. Solar power doesn't even work particularly well. So like the volcano planet, you have to reinvent the wheel with everything using a new tech tree where you harvest two types of fruit, throw them into a series of goop-filled tanks powered by "nutrients" rather than electricity, and various combinations of byproducts your tanks spit out let you make literally everything you're ever going to need. In fact, a properly set up Gleba base becomes a perfect closed system, circulating seeds back to the two fruit farms for an infinite suppy, producing all the nutrients required to keep everything running, and enough surplus production of some form or another to feed into incinerators to provide electricity for the few things that still need it (basically just the inserters moving things from one tank to another).
And then there's the downsides. First, and this is a real serious problem for anyone dealing with this for the first time, Gleba has a real serious problem of "what the hell am I even looking at?" Everywhere else, there's pretty clear divisons between flat open ground, cliffs, some sort of liquid, and whatever useful resources you can harvest, without anything else really factoring in. And then here's Gleba.
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I love the visual variety, but for comparison's sake, the base game looks like this:
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It is very clear where the water is, it is very clear that there is a big patch of copper you can mine up. Meanwhile in these Gleba screenshots, you can't make out where the important resources are (a bit of a cheat because I didn't actually include the biomes where either of the plants that matter grow), and it's honestly quite hard to tell where the water is (I'm PRETTY SURE there's some in every screenshot, and probably a lot more than you'd think as it looks real different when very shallow)... oh and almost all water on Gleba is shallow to various degrees so you can't even go by what's walkable, you'll only really notice an area is flooded when you try to place stuff on it. It will probably take you quite some time before you can even successfully identify what's important, where it comes from, and where you have enough dry land to set your base up. And during that time you'll probably start dealing with the second complication.
Everything rots on Gleba. Well, almost everything. Stuff you build is fine, but the two important fruits, their intermediary peeled forms, the main intermediary material you make from mashing them together, the nutrients that power everything, the bacteria that you need to breed for your basic metal supplies, the one ingredient I haven't mentioned, and even the science packs you're eventually going to be exporting decay over time. Fresh picked fruit spoils in an hour. Peeled fruit and nutrients only last a few seconds. And once stuff rots, generally, you have this completely different item called spoilage, which is going to gum up all your automation by blocking conveyor belts or the input slots of machines and it can be pretty difficult to clear out.
Also as some things decay VERY quickly, any number of problems can cause something vital to spoil in transit, like say the nutrient supply to getting fruit initially processed, or the nutrients powering your production of nutrients, and everything's going to grind to a halt. Including the little inserters that move stuff to the burners providing power to those very inserters. So it's not at all uncommon when setting stuff up on Gleba that one tiny thing will be wrong, maybe as you cut off a belt to reroute it for a change in your overall design, everything rots, the whole base dies, and you have to go around clearing out rotted gunk from literally everything by hand, hand-produce a few nutrients from said rotted gunk, and slowly manually restart everything. Meanwhile we have the last issue to worry about.
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Gleba is the one planet other than the one you start on with aggressive enemies to worry about. And there's a lot more to worry about from them. As the above sizzle real shows, they're significantly tougher on an individual level, but also, having these cool stretchy legs, they ignore all terrain. So you can't funnel them to choke points with walls, and they're likely to skim over water you can't build on in their approach. So you just sort of have to have a huge amount of standing firepower where they're likely to attack, which will only be your tree farms (and the path they need to take to them) which will be two very remote locations that are more or less completely flooded out... and your defenses most likely will require a lot of electricity, which is hard to get.
Also that last ingredient you have to worry about rotting? These things' eggs. Yeah both the buildings you use to produce everything on Gleba, and the science packs you eventually export, require the eggs of the local monsters to produce. Good news is, you really just need to risk your life attacking their nests to run off with a couple to start with, since you can make more eggs from eggs without too much trouble, but if one sits around for a few minutes without being processed, it hatches, and now there's a bunch of baby monsters freaking out in the middle of your base. And more importantly, after you clean that resulting mess up, you have to go on another super dangerous safari to get fresh eggs.
Now, individually, I actually love all this. There's some delightful cruelty and the puzzle of working out how to keep everything from rotting and clogging everything up in a fail-safe way is pretty neat. But putting it all together, there's two big things here that just feel real real bad.
First there's the pollution system that makes me love the base game so much. If I'm barely mining and producing stuff, I'm not causing a lot of pollution, so enemies aren't getting big and scary. If I make some huge mistake like, oh, running my whole base on coal power, scaling up a ton, and forgetting that I'm just plain not bringing enough coal in to sustain that, and my entire base de-powers and grinds to a halt, that's pretty bad, but I am producing zero pollution until I get it back online. If some small part of my factory stops working, because I'm massively overproducing something or I'm under-producing something, some machines are just going to stop doing anything until they get what they need, or have a place to dump their stuff, and even mines will stop mining if their output backs up.
Gleba... doesn't work that way. When anything goes wrong in any way, you go from having a ton of stuff you've produced to having a ton of spoilage. Or if you have some safety valves, you are suddenly tossing a massive overproduction of eggs or science or something straight into the furnace. But you're always going to be planting and harvesting the important plants (unless all your fruit rots on the line and there's no seeds to plant) whether you're really doing useful things with that fruit or not, and that's the one and only thing that generates "pollution" (officially it's spores that smell really delicious as a byproduct of harvesting). So catastrophes that end up being more of a full reset than a pause still leave you with jacked up pollution and much deadlier attacks, and that self-balancing difficulty just doesn't happen.
The other big problem, and this may be a bigger one, is you're really discouraged from tweaks and experimentation. You really are just sort of forced to fully design and deploy your entire Gleba base, with every emergency pressure valve and contingency, and the full production line to producing the final products you're shipping offworld before you even "plug it in" and start the actual plant harvesting. You can't really slowly build it up as you go (largely because you kinda get all your power by burning overproduction at the end), making a tiny change is going to make something start starving or backing up which can cause a disaster within seconds, and you either need to really really carefully manage ratios, or commit to massive overproduction and burning everything (spiking the difficulty).
So the first time you ever set up a base on Gleba, you're probably going to spiral into a failure state and need to reload from when you first landed there, maybe several times. But once you know what a functioning base looks like, either from your own trial and error or copying from someone else, you're going to have a nice little blueprint saved of this very nice compact efficient closed-loop base you can just stamp down on future play-throughs, hook up, and basically never have to look at again, ever. I was prompted to write this because I'm doing my second run of the expansion, got set up real quick here, and it's going to be a couple hours still before my defenses even get tested. Meanwhile I have basically all the Gleba research done already. There's no middle ground here between overwhelming and frustrating and a totally dull turn-key setup. Which is a huge shame!
Of course I'm also saying that before testing my defenses. The other inherent problem with Gleba is that from the moment you set foot on it, you do inherently have two planets with a steadily increasing difficulty modifier. Plus the science rots. So you are always going to have to divert SOME mental processing cycles to babysitting it at least a little bit even after you've solved the planet, even if it's just remembering to clean rotting science out of the labs on your starting planet here and there. And that really makes it into something you're still going to want to put off visiting for as long as possible even after playtest response to it being such a nightmare lead to the developers locking all sorts of cool researchable goodies behind it.
And then thing that really bothers me about all this is I can't really think of an easy fix for it. The closed loop where overproduction gets burnt is too conceptually foundational to really mess with. The cascading difficulty spike you could maybe fix by tying it to space launches and not basic production (rockets ignite methane in the air and freak the locals out)? Make solar work OK or take inserters out of the equation maybe by just letting belts feed directly into and out of the important machines here? If nothing else it'd certainly help if coastlines were more obviously marked in some way.
Also like... I'm not an outlier griping about this. Everyone hates Gleba. I just want to be the weird contrarian who thinks no, rotten planet is super rad, you should head there first even, get all that cool stuff to use elsewhere but... no there really are problems with it that are always gonna suck.
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tofufei · 2 days ago
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i am god \o/ submitted 18min before deadline
9pm, i still haven't written the e-mail... kill me please
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nevesmose · 1 year ago
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I think the Replikas are in control of the gestalts in Signalis. Hear me out.
Sierpinski is a space gulag with replika guards. Fair enough. But then we get to the apartment building on Rotfront where, first of all, the blockwart is a Kolibri. A heavily armed Kolibri on the lookout for spies, who we can see from her computer has access to everyone's medical records and the right to enter someone's property whenever she feels like it:
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So in that block at least, everyone lives under constant physical and bioresonant surveillance from the gremlin downstairs. Let's look at the report Ariane's teacher wrote about her:
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So communal living with a Kolibri warden is the expected norm for everyone since the Revolution, and Ariane is considered suspect for not growing up this way.
Speaking of Ariane's teacher, there's a comment in the school memory about her:
Eule wipes it clean before she can note it down so I have to copy from Erika
Further supporting this is one of Ariane's notes:
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So we can see that Eules are the ones who educate gestalts. Let's imagine that you, a gestalt kid, wake up in your apartment block and head out past the psychic replika who has awareness of everyone and everything in the building. Currently she's slowly pushing her steppy over to reach up to a bookshelf, but still.
Out the door with your gas mask on, remember not to look too hard at the great red eye and off via the metro to school where you can do a little light bullying of the kid with weird hair and then sit down to lessons from a pleasant, friendly Eule who regularly reports to her superiors about your political reliability.
That's not even taking into account the constant possibility of an Ara being inside your walls at any given moment, or the Storch/Star police brutality tag teams roaming around.
So on Rotfront at least, gestalts seem to live in a crushingly regimented culture of constant replika surveillance every bit as sterile and suffocating as the DDR the game draws inspiration from.
No wonder Ariane wanted to escape it any way she could.
By the way, I know Ariane is called the "gestalt officer" on the Penrose but she doesn't seem to have much actual seniority or control of anything beyond her radio communications work. Elster is the one who maintains the ship, and we know that she's dedicated enough to do that to the absolute limits of her endurance anyway no matter what state Ariane is in (😢) so it'd just be a case of ordering someone to fulfil the task they were literally created to do. Almost as if the officer title is a meaningless bauble designed to make the Penrose Progamme more appealing to gestalts.
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