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[-] JacobCoffinWrites 3 points 14 hours ago

Movim is awesome! PoVoq put a bunch of work into getting it set up and linked with Lemmy so if you have an account here, you can just start using the microblogging platform too! I use WordPress for my art and writing and Movim for my making-and-fixing-type projects, and I mostly prefer Movim - the interface is nice, it's free, doesn't spatter everything I write with gross ads, and it's not corporate. I'd very much recommend it.

[-] JacobCoffinWrites 5 points 14 hours ago

Thanks! I pulled it from one of the more popular solarpunk flags. Out of all the ones I've seen, many of which feature the sun-and-gear motif in some configuration, it's my favorite symbol for the movement; It's very simple and visually clear, and easy to render with one color.

[-] JacobCoffinWrites 6 points 14 hours ago

A stack of ewaste laptops I'm fixing up to give away, and this jailbroken Chromebook I reinstalled with Alpine Linux which has become my writing computer whenever I'm out and about.

[-] JacobCoffinWrites 3 points 2 days ago

In the northeast there used to be a fair bit, but I think a lot has been torn up in the process of making bike paths. A lot of the small towns I grew up in still have intact tracks running between their centers, I'd love if these pods made an appearance, if only to show folks that trains can be useful to them.

[-] JacobCoffinWrites 2 points 2 days ago

Man I wish our trains ran anywhere near that constantly. They stop the public transit around midnight in my city, but that doesn't stop it from being tremendously useful during the rest of the time. You learn to plan for it, and advocate for improvements whenever you can

[-] JacobCoffinWrites 2 points 3 days ago

Glad you like them!

[-] JacobCoffinWrites 5 points 3 days ago

Sorry, the ones I'm talking about are TV screen sized.

Like this:

I've seen them burn through steel, so it can get small stuff at least hot enough to work. Hopefully at least equivalent to a coffee can forge

[-] JacobCoffinWrites 3 points 3 days ago

Thanks for the info! Collecting the heat and regulating it for a job like printing makes a lot of sense to me. Similarly, there's a bunch of other tasks that wouldn't require the same kind of precision - smelting metal in a crucible, heating metal to forge it (I'm hoping to try to build a solar forge this summer if I can get a fresnel lense from a rear projection TV), maybe heating a glassblowing furnace. Those just looked kinda small in the big space I'd laid out.

And yeah, I know photovoltaics are more practical for most things since they line up with how we already do things. I mostly include what I think of as weird solar because solarpunk art is already lousy with photovoltaic panels but there are a ton of other ways to directly use solar for thermal and light. I really like the idea of using energy in the form we receive it to minimize conversion losses, and to put less strain on the grid/batteries. Sometimes the art goals scrape up against the other goals a bit.

Thanks again!

[-] JacobCoffinWrites 11 points 3 days ago

A lot of people have used time travel to steal Games Workshop's IP

[-] JacobCoffinWrites 3 points 3 days ago

Thanks! And sure, I can do that.

[-] JacobCoffinWrites 5 points 3 days ago

Thanks! I'm glad you like it

119
submitted 3 days ago by JacobCoffinWrites to c/solarpunk

This is one I’ve had on my list for months now, and I finally decided to just go ahead and make it. Back when I was researching solar cookers, solar concentrator, and solar furnaces, I ran into a few really interesting ideas around fresnel lenses. Look them up on youtube and you can find all kinds videos of people melting glass or burning skillsaw blades in half, but the ones that kind of showed me how useful a really-concentrated point of heat could be was this 3D printer for sintering sand into glass objects and this solar rig for smelting zinc or aluminum. Both used fresnel lenses, but were limited by the size of their portable builds.

So here’s my take on something bigger and more permanent, though hopefully still flexible enough to do multiple jobs using concentrated sunlight. The building’s tower houses an observatory-style dome with an irising shutter around a very large fresnel lens. This lens is meant to gather light, but deliberately doesn’t focus it too much, just directs it to another lens, which aims the light straight down. There, on a motorized rig which allows for some adjustment up and down, is the third lens which actually brings it to a searing focal point.

With that focal point reliable and known, the people at the workshop could move several different tools underneath it as necessary, from a crucible for smelting, to a firepot for solar forging, perhaps a glassblowing oven, a 3D sinterer, or the large CNC plasma cutter-style rig shown in the scene.

A set of computers would be set up with light sensors and control over the rotation of the dome, to allow it to track the sun, and the width of the aperture in the shutters, to allow it to regulate the amount of light. The upper limit on the light would be based on how bright the day is, but if they need anything less than full sun, then the opening and closing of the shutters should help with providing consistency. If it starts around half open in full sun and a cloud moves in front of the dome, it might open all the way, then close partially as the cloud leaves. With many minute adjustments, the overall amount of light could remain very consistent down on the ground.

As for the level of focus, I suspect the kerf while cutting would almost definitely be wider than with a modern plasma cutter, but like I said before, people have cut through skillsaw blades with just a lens from a rear-projection TV. So it's possible a larger lens could concentrate even more heat, allowing it to burn through much faster, with less damage to the surrounding material. The tightness of the point would mostly come down to the quality of the lens, as far as I know.

I’ve tried to include a number of controls, caution markings, and red emergency stop buttons, but the one thing I really don’t like about the design as drawn is that it’s not obviously fail-safe. I think ideally there’d be some kind of hanging weight or other mechanism so that when power is lost (not just to the building, as that probably happens fairly often on a less-reliable grid, but to the system’s control unit) the shutters or another light-blocking mechanism slams into place.

Other notes about the scene, I’ve tried to include a diversity of ways to use the sun, the photovoltaic panels for powering the electronics and perhaps some of the tools, a set of fiberoptic solar daylighting systems, which track the sun and pipe light down to the shop floor, along with the simplest version, large windows. This emphasis on daylight should help avoid the risk of electric lights strobing in sync with moving items (such as on a lathe or milling machine) which can cause them to appear stationary and safe to grab onto, though they likely have two sources of light on each just in case. I’ve also included a water wheel, either for power generation, or for the direct motion, to be connected to certain tools or machinery via axles and belts.

[-] JacobCoffinWrites 0 points 4 days ago

I think so. I mean, I'll agree that a lot of the art tagged as solarpunk is utopian, unactionable, and generally gives a poor first impression of the rest of the genre/movement. The chromed scifi megacities with trees stuck to the sides of skyscrapers are about as attainable as concept art of a flying city or a moon colony. If they never looked past the paintings on deviantart or artstation or whatever they'd probably get a pretty skewed perspective on it.

But I'd say the answer to that is just to make more art that reflects the rest of the movement better since the answers and discussions and real life projects are all happening

29
Swan with Tire (slrpnk.net)
submitted 1 week ago by JacobCoffinWrites to c/birding
39
submitted 2 weeks ago by JacobCoffinWrites to c/birding

61
submitted 2 weeks ago by JacobCoffinWrites to c/solarpunk

Houses require maintenance. How much and how often depends on the design and its surroundings. They also require occupants - in my brief experience at least, they degrade much faster when they’re left cold and empty than when someone lives there, even if that someone doesn’t fix things. Weather, encroaching water, mold, ice, and animals can all cause compounding damage surprisingly fast.

I think of the solarpunk society I've been depicting as being post-postapoclyptic. They’ve been through the worst of the climate crisis, wars, plagues, and all kinds of shortages, and they’re trying to rebuild better. In some of my previous postcards, I’ve tried to imagine what the rural communities I grew up in would look like transformed into a modern version of how they looked a hundred years ago, with denser villages, trains, and wide stretches of forests and farmland in between. They were set up this way back when because it was practical for people who walked or relied on horse carts to get around day-to-day, and who traveled to use a boat or a steam train for a longer trip. A solarpunk society that doesn’t want to rebuild the infrastructure(s) to produce and maintain personal vehicles, fuel them, and to drive them on, might have to look pretty similar out here.

But what happens to the houses and developments spattered across the land between those villages? Every road with a house a quarter mile from its nearest neighbor, now miles from those hubs of public transit? In a society where public transit is effective, and cars are rare, I think a lot of roads will degrade pretty quickly. They already need tons of maintenance, and that’s with people using them every day, totally dependent on them, grudgingly agreeing to pay for it. It’s not uncommon to live thirty minutes or an hour from your grocery store today, but on badly broken roads, that kind of travel is going to be more difficult and costly. Some people will do it, heck, some will have held out through all the bad times and will stay no matter what else changes. But I suspect a lot of houses will have been abandoned a long time ago.

There’s tons of embodied carbon stored in those structures. In their carefully-refined materials, their transportation, and in the act of construction. Some of those materials might be very difficult to produce for a society that carefully watches its externalities and seeks to do as little harm as possible. And the longer they’re left abandoned, the more they’ll degrade. The structures will become unsafe, the materials will rot or break, or become inaccessible, and in some cases, they’ll pose environmental risks as fuel tanks rust out, chemicals escape their storage, or damaged structures catch fire (even with the powerlines cut upstream, abandoned solar panels or poorly-isolated generators backfeeding into the grid might allow for damage to an abandoned house to cause a fire). This is especially true with modern buildings, particularly the kind of McMansion featured in the scene, with their heavy reliance on petro-products like “structural” foam columns and facades, which will go up like a struck match in the next wildfire.

In some cases, old buildings could be put back into use. Perhaps they’re nearby something the rebuilding society needs. Maybe one development will make for a good farming community, and another the barracks of a logging camp. Maybe one near a river can support trade or fishing. But there will be others that are simply not very useful. They were practical enough for semi-suburban life when gas was cheap, cars were plentiful, and roads were maintained. But in a world where most people have other priorities, live in closer communities, use public transportation, and aren’t interested in rebuilding a car-centric world, these houses don’t make sense. And of course there's the ones in unsafe locations (flood plain, unstable/eroding cliff, etc) where they won’t last no matter what. To that society, deconstruction might be a very practical answer to both the long term threat posed by these structures and to their own building material needs.

Deconstruction is an alternative to home demolition. It means carefully dismantling the constructed components of a house so the materials can be salvaged and reused. Materials are typically removed in the opposite order in which they were installed, to maximize reuse.

By carefully disassembling these structures and hauling the materials back to their communities, they can build and expand for a much lower overall cost (both environmentally and in resources harvested from the world) while removing potential toxin or fire threats. And by filling in their cellarholes and replanting, they can rewild developed land, build better habitats, and restore their local ecosystems.

On top of that, even buildings picked over by looters may be full of usable stuff - furniture, dishes, cooking tools, hardware - which a society with an interconnected library economy could use to meet its needs without producing new items.

So that’s what I’ve tried to depict here, a deconstruction crew carefully disassembling old world structures so that everything, from the windows to the metal roof panels, to the cabinets to the stick framing itself, can be reused elsewhere rather than produced new.

They’ve been working from left to right in this scene, taking each house apart in reverse order to how it was built. Much as with construction, this would require different crews of specialists: inspectors, roofers, carpenters, electricians, plumbers, and others who can safely remove resources without doing unnecessary damage. Once a crew finishes their part of a building, they’d hopefully be able to move on to another one nearby.

They’re also replanting/rewilding the old backfilled foundations, something that would certainly help with breaking up the concrete (eventually). Roots are great at that.

I’m not sure if it’d be worthwhile to use concrete saws to cut at least some of the concrete foundations into construction blocks. It’d certainly help with restoring the site quicker, and it’d be a low-ish carbon source for concrete blocks, but the tradeoffs in labor, transportation, and power for the saw might not be worth it. In that case, they’d probably crack it up with a jackhammer before filling it back in.

There’s a lot of vehicles in this scene, so I should emphasize that these aren’t daily drivers. These are equipment used to haul work crews and construction materials on fairly short trips.

All the big trucks in the scene are old internal combustion engine vehicles converted to run on woodgas. I imagine they burn a lot of the wooden construction debris which were otherwise too small or damaged to be worth salvaging. Perhaps some trucks are even set up with plastic de-refineries and are able to use astroturf lawns, broken plastic siding, or “structural” foam facades as fuel on their trips. This isn’t perfect: it still produces pollution and releases CO2, but if the goal is to salvage as much material as possible, and to prevent it from burning pointlessly in the next wildfire, I could still see an aspirational society accepting that use of it.

As a bonus, woodgas vehicles are often used as generators, so they may be able to serve that role part-time on-site, powering lights and air pumps for confined spaces like basements, and even certain tools. Otherwise they’d probably use portable solar panels.

The other (smaller) vehicles are electric minitrucks and rickshaws.

I imagine that the workers are a mix of specialized crews brought in by the larger community for the scheduled deconstruction, and local volunteers who are working for trade in recovered materials. I imagine a lot of the cargo bikes, Chinese wheelbarrows, rickshaws, and minitrucks belong to them. I figure in place of real roads, the really small villages and isolated homesteads maintain a surprisingly dense web of rough trails suitable for mountain bikes or snowmobiles, which connect to all their neighbors.

Last art thoughts: I have another scene of a golf course and its surrounding McMansions turned into a solarpunk intentional community that I’d like to do, but the scope on that one is big enough it’ll be awhile before I can get to it. At this point, I’m confident I’ll make it though. McMansions, with their pointless, wasteful scale, their cheap construction, their reliance on petro-product materials, and their often vain attempt to spend their way to classiness, seem kind of like the antithesis of solarpunk design to me. Golf courses with their endless, expensive-to-maintain grass monocrop hold a similar, though less severe place in my mind.

If you read all that, thank you! And if you’re a person who owns a building in real life, and you’re thinking about doing some renovations, please consider reaching out to your local chapter of Habitat for Humanity or another group who will do deconstruction, rather than just smashing everything up and throwing it away.

31
submitted 3 weeks ago by JacobCoffinWrites to c/balconygardening

My SO and I have been planning to start a mushroom garden for awhile now. You can buy these kits with mushroom spawn in peg form, and you just drill holes in a log and hammer them in. I'd had big dreams of going along the bike path, adding them to all the dead logs there, until I learned how important it is to properly and thoroughly inoculate freshly-cut logs in order to make sure your fungus of choice is properly established and safe from the competition. This was a bit of a problem as we live in an apartment and the circumstances where I'd cut down a healthy tree are seriously slim, and don't include providing food for mushrooms.

But one of the perks of having a big family is that one of them is always doing yard work, and when one of their birch trees bought it in a recent snowstorm, I was ready to jump in and claim a few pieces. They were happy to get rid of it; they feel grey birch burns poorly - and I was happy to take some because it supposedly turns beautifully on the lathe and it's a suitable medium for shiitake mushrooms.

As an aside, I prepped one thinner piece for use on the lathe. I clamped it to the table and used a draw knife (and a regular carving knife) to strip off the bark, before painting the ends with wax. This helps prevent cracking and checking due to uneven drying from the ends, and spalting/mold/rot from moisture under the bark. Assuming it does as well as the maple and oak I've done previously, it'll be ready to use in a year or two.

Okay, back on to the mushrooms! We bought our kit from a company called Northspore who provided pretty thorough guidance. Their instructions said that logs 4-6" thick and 3-4' long would be good, and one of ours fit that nicely. The instructions also said our log had been cut at about the worst time, after the buds on the branches had begun to swell. So... sorry, mushrooms! Hopefully you'll figure out how to make that work.

They provided a drill bit, instructions on how deep to drill (1") and where (in staggered rows, each hole 4" apart, 2" from their neighboring rows, so it makes diamond patterns). I grabbed a drill and measuring tape and set about drilling all the holes.

(I also cut a couple risers out of a dead log to keep the mushroom log off the ground)

Once all the holes were drilled, we started hammering in the pegs with a rubber mallet.

I don't have great photos of this step (it was a lot of fun) but here's one of the log after we got them all driven in.

The last step was to seal all the pegs in place with melted wax. The kit provided powdered wax and a little fuzzball on a wire handle for applying it. We set up a double boiler on a hotplate and melted the wax while we added the pegs.

We hid our mushroom log in a shady forested spot near the apartment fence. If all goes well, I'll be back with mushroom pictures sometime next year.

6
Rethinking Maps (self.writing)
submitted 3 weeks ago by JacobCoffinWrites to c/writing

cross-posted from: https://slrpnk.net/post/8880368

I wrote this for the Fully Automated community but I think it might be a useful idea for solarpunk writing in general. I mostly learned about writing fiction from reading worldbuilding posts and campaign logs from Tabletop RPG GMs like Shamus Young. (I always found TTRPG story advice to be very practical, compared to whatever resources for writers I'd found back then. Though it does probably explain my worldbuilding-first approach.) Either way, I hope this'll be interesting!

I've been thinking about Five's excellent comments about states and the borders of a post-state world on one of our previous discussions. And since this Lemmy community is intended partially as a repository of resources for players and GMs, I thought I'd gather up some of the cool maps I've been looking at, and organize them into categories of options/inspiration for anyone who is thinking about what a region outside the more-lore-established Nation of Pacifica might look like.

Five suggested a few really cool options, the first of which was the overlapping zones of the historical lands of indigenous peoples. The setting already features a massive, successful Land Back movement, so it would be quite reasonable from a lore standpoint to restore these wherever possible, or to establish a sort of hybrid mix with modern landmarks. This interactive map is also very useful: https://www.npr.org/2022/10/10/1127837659/native-land-map-ancestral-tribal-lands-worldwide

The next was Watersheds and I really love these maps. To paraphrase Five: in a world where states no longer exist, borders that still have importance are those drawn by nature. People still need to coordinate over land and water management. They give some wonderful world building suggestions though I'd also suggest that as Fully Automated! Is in the transition to a post-state world, but is not there yet, that there's excellent potential for factions, feuds, drama, and plot hooks in the existing states losing relevance to watershed organizations that overlap their territory and authorities, but don't necessarily encompass all of them.

The cool thing with watersheds is you can aim for huge nation-sized chunks of land, or tiny town-sized boundaries, all depending on your needs.

The last one I'll include is biomes. These are another natural boundary, though often a softer one than the watersheds.

And there's no need to restrict yourself to just one new way of redrawing the map. Societies are messy, and often slow to change. It wouldn't be unrealistic to end up with a mix of all of the above, along with existing cities and state or national borders too. Here's one example, though it's alt-history rather than scifi.

I hope this is useful, and if someday you're playing the game and redrawing the map, I'd love to see what you come up with!

10
Rethinking Maps (self.fullyautomatedrpg)
submitted 3 weeks ago by JacobCoffinWrites to c/fullyautomatedrpg

I've been thinking about Five's excellent comments about states and the borders of a post-state world on one of our previous discussions. And since this Lemmy community is intended partially as a repository of resources for players and GMs, I thought I'd gather up some of the cool maps I've been looking at, and organize them into categories of options/inspiration for anyone who is thinking about what a region outside the more-lore-established Nation of Pacifica might look like.

Five suggested a few really cool options, the first of which was the overlapping zones of the historical lands of indigenous peoples. The setting already features a massive, successful Land Back movement, so it would be quite reasonable from a lore standpoint to restore these wherever possible, or to establish a sort of hybrid mix with modern landmarks. This interactive map is also very useful: https://www.npr.org/2022/10/10/1127837659/native-land-map-ancestral-tribal-lands-worldwide

The next was Watersheds and I really love these maps. To paraphrase Five: in a world where states no longer exist, borders that still have importance are those drawn by nature. People still need to coordinate over land and water management. They give some wonderful world building suggestions though I'd also suggest that as Fully Automated! Is in the transition to a post-state world, but is not there yet, that there's excellent potential for factions, feuds, drama, and plot hooks in the existing states losing relevance to watershed organizations that overlap their territory and authorities, but don't necessarily encompass all of them.

The cool thing with watersheds is you can aim for huge nation-sized chunks of land, or tiny town-sized boundaries, all depending on your needs.

The last one I'll include is biomes. These are another natural boundary, though often a softer one than the watersheds.

And there's no need to restrict yourself to just one new way of redrawing the map. Societies are messy, and often slow to change. It wouldn't be unrealistic to end up with a mix of all of the above, along with existing cities and state or national borders too. Here's one example, though it's alt-history rather than scifi.

I hope this is useful, and if someday you're playing the game and redrawing the map, I'd love to see what you come up with!

21
submitted 4 weeks ago by JacobCoffinWrites to c/cyberpunk@lemmy.zip

The last webcomic I recommended was Black and Blue. This one has a lighter tone, and has got some superhero influences, though I think it still falls under cyberpunk.

I've caught up to 2022 and have enjoyed it so far. Apologies if it's better known than I realized, I just stumbled onto it a day ago.

25
submitted 1 month ago by JacobCoffinWrites to c/grasweeti

A simple figure drawn on a green painted surface in florescent yellow-green paint. It kind of looks like a seriffed number '1' with feet, an eye, and a little hat(?)

14
submitted 1 month ago by JacobCoffinWrites to c/technology

This might be a bit of a reach but I’m wondering if anyone here knows enough about concrete production to help me plan the layout of my next photobash. I’d like to do a scene of a solar-thermal concrete factory – there are several supposedly in the works, like Synhelion’s new partnership with Cemex, funded by the US DoE, or the french company Solpart (whose prototype involved a rotary kiln), or Heliogen. Unfortunately I’ve had a lot of trouble finding decent photos of their setups, and even though Synhelion is apparently working on a pilot industrial-scale solar concrete plant, I haven’t found any plans to work from.

I’ve been doing some reading about existing concrete factories, and plan to keep as much as possible the same, while mostly modifying the kiln to include at least one structure similar to a solar falling particle receiver, and adding some onsite algae farms or greenhouses for capturing CO2 released by the burning of the lime, and a trainyard (either electric trains or fireless steam locomotives, given that it’s a solar plant) for moving material into and out of the plant.

I’ll say upfront I know very little about concrete production, and I’m struggling to come up with a kiln design that’ll hit the required temps for long enough, without burning the lime and messing it up.. Originally I’d pictured basically a rotating kiln feeding into a falling particle receiver, linked up so heat from the sunlight hitting the falling concrete could still travel up the tube and eventually up into the cyclones where the mix is dried. But it seems like the concrete needs a longer, slower firing time than whatever heat it gets wafting up from the aperture, and then a blast of light and heat as it goes past. The diagrams I could find seems to just be a rotary kiln with sunlight being blasted into the open lower end, but I’m not sure if that’s just the design they went with because it was a proof of concept prototype.

I also know that temperature changes are bad for lining of rotary kilns, which are normally run pretty constantly IRL, so it seems like they’d need some changes anyways to cope with the day night cycle?

In case you’re reading this and wondering why make concrete this way, the concrete industry is a huge portion of human CO2 production (around 8% total), due both to the release of CO2 from the chemical process of baking the limestone, and from the tremendous amounts of heat necessary for doing that. A more solarpunk society would hopefully use much less concrete overall, especially with changes in building design and priorities that allow for weaker materials like hempcrete and mycocrete, but for some things we’re still going to need modern concrete. Solar furnaces can hit temps well above what a rotary kiln uses, and heliostat systems aren’t far behind, and it’s a pretty direct use of heat from the sun, which would minimize conversion losses. It’s not a great fit for every current concrete plant, but it seems like it could help.

6
submitted 1 month ago by JacobCoffinWrites to c/fullyautomatedrpg

I just finished re-reading Harry Harrison's The Stainless Steel Rat Gets Drafted which was my favorite from the first time I read the books awhile back.

On this pass I was surprised to find that the the economy and system of Individual Mutualism briefly outlined in the second half of the book actually looks a bit (to my uninformed eyes) like the economy from FA! with a dash of Walkaway's philosophy thrown in. I don't think it's enough to reference it as a work in the genre or anything, I just thought it was neat. Harrison was quite progressive so I wonder if he pulled inspiration from anarchist works of the time.

I thought I'd post an excerpt of the text. To be clear, this isn't presented as a complete and actionable philosophy. In the story, the Rat is out to kill the guy who got his mentor killed, it turns out that guy is top general of an army. While infiltrating the fascist nation that that military rules, he accidentally gets himself drafted. That's all good with him - his target's in the army, he's in the army, he can make this work. Shenanigans ensue. During that time, he's part of an invasion of a society the book presents as bafflingly peaceful, which follows a largely incomprehensible philosophy called Individual Mutualism. This makes it both an excellent target for an invasion and an excellent resource for the Rat. Here's a scene of some locals trying to explain it to him (apologies for the quality of the photo):

Their emphasis on passive resistance and just leaving whenever possible reminds me a lot of parts of walkaway, but this section in particular reminds me of the economy section of FA!, where money is mostly used to track short term trades, and investment for a profit is banned.

11
A happy flower (slrpnk.net)
submitted 1 month ago by JacobCoffinWrites to c/grasweeti

A flower with a smiley face has been drawn with black crayon(? charcoal?) on a granite wall.

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JacobCoffinWrites

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