Eco-Friendly Substitutes for Plastics
Introduction
Plastic is a semi-synthetic or synthetic organic polymer. It can be made from different organic feed stocks, but the majority of industrial plastic is manufactured from petrochemicals. There are two types of plastic, thermosets which harden into an enduring shape, whereas thermoplastics they can be heated and remolded many, many times. Lot of additives like colorants, plasticizers, fillers, stabilizers, and reinforcements are used while making these plastics. The specific properties of any plastic depend on these additives. Examples of plastic, PET - polyethylene terephthalate, HDPE - high-density polyethylene, PVC - polyvinyl chloride and PS - polystyrene, these are among the different plastics that are used. Leo Baekeland was the first person who made plastic, and it is named as Bakelite in the year 1907.
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You live a better life when you just accept that your comfort character fucking sucks and there's no sympathetic reason or justification for their shitty behaviour, people are flawed, and you look kinda silly when you break your back to try to excuse your favourite character's cruel decisions.
Your favourite character is a hopeless fuckhead sometimes
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
But let's take a closer look, shall we?
See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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Ghost Train
It was no secret that the trains in Gotham were damaged, whether it was from all the explosions that flooded the city on a daily basis or the fact that the rails were broken wasn't completely clear. At that point, what was once a train station was nothing more than an empty place used by some homeless people to sleep.
Or that's what it was supposed to be, because while the station was damaged and underneath the city, it was actually active. It just had another kind of train, a slightly more interesting one.
In Danny's defense, he was extremely bored and there was an abandoned train station he could use to play with. All it took was calling in a favor from Technus and a fully functional ghost train connected the Infinite Realms to Gotham.
The ghosts, of course, used this for fun. Fighting each other, chasing each other, celebrating, having concerts. It was a way to go to the human world without anyone causing trouble for them, not that anyone was paying attention anyway.
Or at least, no one was supposed to be paying attention, because Waylon was dumbfounded at the sight. He had escaped to the old rails when he had no other choice, his sewers were compromised and he needed a way out. He didn't expect to walk right into a party, or be offered a sandwich with a smile instead of a shout.
He could also observe a clearly glowing train and the fact that everyone there was glowing. They could be metas, or another completely new creature, but Waylon didn't care, they gave him food and he wasn't a snitch.
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Discussed the "would you rather a run into a bear or a man when alone in the woods" question with my friend who is a black bear technician, and I have a lot of experience working in remote areas with a high black bear population myself. She and I both were instantly in agreement that: 1. If I'm in the woods deep in bear country, the bear is simply much more expected and less startling to run into than the man. It would be something we are prepared for and fully unsurprised by. 2. Bear safety is pretty straightforward, we know and have training in their behaviour, how to avoid conflict, what a black bear that is trying to hunt you looks like, and how to maximize your chances of getting out of the situation safely in the incredibly rare case of an attack. There's no equivalent handy step by step guide to respond to a dude attack.
Most people approach the question as a feminist one, thinking more about risk of violence from a man, but neither of us really even expressed much concern about the dude beyond knowing from experience that it is startling and unsettling to run into someone when in a remote wooded area far from any trails or residences. As two animal autistics that studied wildlife management in college and have spent a lot of time in the woods of northern Ontario, we both missed the intended point of the debate, instead coming to a stance solidly rooted in "why would be I be upset to see a bear when I'm knowingly in the bear's home?"
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