surrendertogravity

joined 1 year ago

Ahh!! I got to see the exhibition of her work at the Seattle Art Museum and it was amazing. My graduating final project for my art degree wayyy back was all about repetitious physical marks that involve the body; I wish I'd known about her art at that time as I think it lives in that realm too.

 

I really enjoyed the card creation mechanic in The Cosmic Wheel Sisterhood demo! It's detailed enough to provide room for personalization but not too complex to be overwhelming, and I'm excited to experiment with more visual combos when the full game comes out.

If you play or have played the demo, share your favorite card creation! I'd love to see them. :)

[–] surrendertogravity@beehaw.org 2 points 1 year ago (1 children)

Yeah, it seems likely to me that humans as a species will survive through the various climate crises, but I think the question is - at what cost? A lot of the scientific research and tech developments that might help us cope with or reduce the impact of climate change seem pretty reliant on our global system of trade / supply chain, and COVID showed how fragile that system is. I worry that by the time it gets bad enough that everyone is on board with doing what we can to reduce our impact, it'll be too late because the systems that could create those new options will not be capable of operating at the level we assume is normal today.

[–] surrendertogravity@beehaw.org 2 points 1 year ago (1 children)

Seconding the hope for variety! If this uses the same kind of system in the Creation Kit as radiant stuff did in Skyrim, I can imagine we’ll get “expansion packs” from modders that add new locations and quests that can then merge seamlessly into the pool that the base game pulls from – which is a really exciting prospect. Fingers crossed we do get a Starfield Creation Kit as fully featured as Skyrim/Fallout. :)

[–] surrendertogravity@beehaw.org 4 points 1 year ago (5 children)

I was strictly replying to the part of your comment where you said they made a decision to try to be one of the largest instances – imo they did not make a explicit decision to try to be that, but rather the growth was a side effect of the circumstances around reddit users checking out the fediverse.

Is closing registrations is better than having an application with questions that weed out low-effort users? IMO it’s probably a wash. beehaw has only banned one user from the local instance that I know of, so the application process seems to be working overall. The issue is that other instances are growing too quickly and needing to moderate those users, not their own.

I do agree this isn’t great for the threadiverse and I wish it hadn’t come to this, both on a personal and community level. I was subbed to the knitting community on lemmy.world, it was the most active of those communities that I saw, and now I’m locked out. Idk if I want to move to an alt on a different instance, or self-host my own so that I’m fully in control of what I can see, or what. :S

If you'd like to stop Steam from automatically updating a game, select "Only update this game when I launch it" from the game's Library page > Properties > Updates.

So I think in addition to disabling auto-updates you have to play in offline mode once an update happens, or launch outside of Steam. at least, with Skyrim the script extender directly launched the exe so Steam’s “update on launch” wouldn’t happen, and I’m not quite sure what the correct way to do that for Cyberpunk is. 🤔

[–] surrendertogravity@beehaw.org 5 points 1 year ago* (last edited 1 year ago) (7 children)

The admins have always been clear that they’re not trying to replace Reddit, and I’m quite sure they were not trying to be one of the largest instances.

If they weren’t trying to get large then how did that happen? Based on admin comments, beehaw was one of the more active instances when the first wave of migration happened; and a decent amount of the pre-first wave posts about lemmy I saw on Reddit were about how Beehaw was a good instance to join as it was defederated from lemmygrad.

[–] surrendertogravity@beehaw.org 7 points 1 year ago* (last edited 1 year ago) (2 children)

First off, don't be like me - either use a mod manager (Vortex with the cyberpunk extension), or be sure to disable automatic game updating - otherwise you'll come back to your game after steam auto-updates it and wonder where all your mods went. 😅

Anyway, back to the list of mods I was running - no guarantee that they're all 100% compatible with the latest update, but the vast majority of them should be. You also can't go wrong checking out the Top of All Time list on Nexus - I'm sure there's some larger overhauls there that are great, but not something I used.

UI / Quality of Life mods:

Performance-increasing / bug fix / visual mods:

Mods around increasing immersion, depending on your taste:

[–] surrendertogravity@beehaw.org 3 points 1 year ago* (last edited 1 year ago) (1 children)

I really like the idea of having a network of small bases spread out across different systems! I'm thinking my first character will start off as an explorer / naturalist who wants to survey as many planets as she can, so I'd build a "home base" in each system as I'm surveying it, and end up with many little bunkers across the galaxy.

I promise this connects to your topic: there were a decent amount of mods for Skyrim that tried to implement the idea of economic differences across holds - eg. mead might be cheap in Riften since the brewery was there, but more expensive in Solitude since it's the capital city and far away from any of the breweries. This meant you could buy low, sell high, and kinda roleplay as a trader.

So, I wonder if they've implemented any kind of economy where system A might have a lot of iron and you could mine or buy it cheaply, and system B might have no iron but a lot of another element, and you could do a similar thing with buying low / selling high by traveling between the two.

If that kind of economy does exist (and if not, modders...) then having a network of bases that mine for the different resources could also be really great for earning a lot of credits.

 

Some of us might be familiar with the radiant quest and encounter systems from Skyrim and Fallout, and that design is being expanded in Starfield to populate planets with locations and quests. In Skyrim, radiant encounters were triggered at certain spawn points throughout the map, and were limited to NPC encounters. The random groups of Stormcloaks or Imperials hauling a prisoner along, an old Orc who wishes to die in battle, and M'aiq the Liar are all examples of these NPC random encounters. There's also a radiant quest system that will choose among a set of locations, prioritizing unvisited locations, for the destination of certain quests (eg. the bounties that innkeepers, Jarls, or stewards could tell you about).

According to Will Shen (Lead Quest Designer) in this video, they have new tech that will take entire locations and place them on planets, and integrate these locations into dynamic quests. For example, you might discover an outpost where an NPC got kidnapped and the people at the outpost will tell you where the kidnappers might have gone. Will says, "So, it is a dynamically placed settlement that is taking you to a dynamically placed dungeon as you're walking through the planet."

We can see an example of this in the Starfield Showcase from this week! These two players are in the same location on a planet - the mountains and lake are the same - but this player sees some kind of natural feature and this player sees a base or structure.

I think this feels like a natural extension of the radiant system from previous games, and it makes me wonder about a couple things: are spawn points in hand-picked locations across planets, or are they generated at a certain distance away from wherever you land on a planet? How many random locations have they created? Are we going to see repeat locations across planets during one playthrough, or would we only start to see repetition on a second playthrough?

I'd love to hear your thoughts and theories about this too!

[–] surrendertogravity@beehaw.org 4 points 1 year ago (1 children)

Diaries of a Spaceport Janitor is one of my favorite indie games of all time. The city design really captures the feeling of wandering around an unfamiliar, large, bustling place. The diary mechanic at the end of the day is a great way to get in character, and I like that you can decorate the apartment. I did some light data-mining (mostly item info and dialogue strings), and I even have fridge magnets of some of the pixel art!

Depanneur Nocturne is also a great evening’s worth of exploration and vibes, but I mention it because I has a reference to Spaceport Janitor and it made me SO happy when I realized that. :)

Yeah, this is the distinction I usually make - beating the game is rolling the credits, finishing the story, what have you. Completing the game is doing all the side quests / koroks / enemy camps / content in the game.

In my household beating the game has the same meaning as “rolling credits” - largely based on Backloggery’s distinction between beaten and completed games. I’ve started focusing on actually beating games/rolling credits in the past ~3 years and while there’s still a few games I’ve started and put down unfinished for various reasons, I beat 25 games in 2022 and 14 so far in 2023.

I’d be interested to know what the difference in language means for you - would “beat” apply only to games that don’t have post-credits gameplay?

So it’s not the same as a fully featured wiki application, but I host a docker instance of VS Code on my NAS pointed at my obsidian vault volume, then SSH tunnel into it when I’m on devices away from home. Foam (VS Code extension) helps add some missing Obsidian features (backlinks pane, syntax highlighting, some autocomplete, cmd-click to navigate wiki links).

I can share more implementation details if anyone's interested; caveat is that unfortunately it doesn’t work on mobile.

Other options I looked into:

  1. GitHub - gollum/gollum: A simple, Git-powered wiki with a sweet API and local frontend.
    • this requires you to use git in your vault, which didn't work with my personal set-up, but might not bother you?
  2. Raneto - Markdown Knowledgebase for Node.js
    • I couldn’t get this container to load anything in the browser; possibly less an issue with my vault content and more of an issue with my container set-up so maybe it'd work better for you.
  3. GitHub - Zavy86/WikiDocs: 📗 Just a databaseless markdown flat-file wiki engine..
    • this version looks like it supports PUID and GUID assignment for volume read/write, if that matters. I didn't try it though.
  4. Filestash — Self-hosted client for your data
    • Taking a look in the docker installation instructions, I couldn’t find anywhere to put a local volume mounted to the docker container. I'm pretty sure it doesn’t actually interface with local files, so I didn't test further.
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