andrewrgross

joined 2 years ago
MODERATOR OF
[–] andrewrgross 1 points 3 days ago

How do you figure? I think this is pretty standard. Frankly I'm relieved that it's not longer.

[–] andrewrgross 13 points 3 days ago

Agreed. Avakian is fascinating because he's so entitled in the article. If someone doesn't want to buy his product he just rails against how unfair they were to him.

Bro: it's business. If your product were nearly as good as you claim it is, you wouldn't need to force people into using it.

Also, the end of the article points out that Walgreens has been terribly mismanaged and is a very low-performing company, and they're still experimenting with screens, just not with Avakian. Hilarious.

[–] andrewrgross 2 points 3 days ago
[–] andrewrgross 51 points 4 days ago* (last edited 4 days ago) (9 children)

I think the question has two answers:

Are they locked from the outside? And are the locked from the inside?

My understanding is that they are actually locked. Here are two links with some information.

First, there's an interesting bit of lore about the doors on the space shuttle that might shed some insight:

*What happens when an astronaut in orbit says he’s not coming back? [Ars Technica]*

Apparently the Space Shuttle originally had a handle for opening the door that was found after the shuttle entered use to have a bad habit of instilling a bit of "call-of-the-void". They eventually added a padlock. Also, it should be noted that these doors are not Star Trek-like sliding doors with a bunch of electronics. They're much more like submarine bulkheads with big-ass mechanics, as I understand it. This was on the shuttle, but I think the design logic of the ISS was inherited from the space shuttle.

Second is this post on Stack Exchange:

*Is there no physical security in space, other than being in space? [Space Exploration Stack Exchange]*

User TidalWave explains how hatches in general on the ISS are not accessible from the outside. They're opened from the inside. I would assume that some exceptions probably exist for edge cases. They must have had a way to get in the first time, for instance. But by and large, it appears that the ISS is not accessible from the outside.

[–] andrewrgross 3 points 4 days ago (1 children)

That sounds like you've done a lot of interesting reading and thinking at least.

I suspect if you forced yourself to just sit down and write on the subject more would come out than you'd expect.

[–] andrewrgross 4 points 5 days ago

First, I think it helps to share an old adage:

Two Jews: three opinions.

We're famously discursive. In any situation it should be assumed that Israelis are in a tense debate about nearly everything.

The families of remaining hostages in particular want a ceasefire because its a prerequisite for returning loved ones (or at least rematriating their remains). Many people also recognize that the war has no honorable or defensive purpose and is tearing apart society, fomenting regional tensions, destroying support on the world stage, and placing a huge toll on reservists and their families.

You are correct, though: as long as Netanyahu and allies are in power, every other voice is a reed in a monsoon flood.

[–] andrewrgross 4 points 5 days ago
[–] andrewrgross 12 points 1 week ago (2 children)

I can't help but notice that the article describes conditions that are clearly intended to kill, cause serious bodily harm, and deliberately inflict on a group conditions of life calculated to bring about its physical destruction in whole or in part.

It really seems like there's a word for that. It's weird that the article describes those conditions without using any particular word that those conditions describe.

I normally like the Guardian, but that article feels weird because I don't know why it can't just say that Gaza's condition is that of an unambiguous genocide in progress.

[–] andrewrgross 36 points 1 week ago (4 children)

It's an interesting article, because to be honest, it feels like an attempt to create news more than cover it. Two-hundred or so objectors is paltry, frankly. If anything, I think the lack of dissenters in Israel is a more notable point of news.

But then again, refusing to serve and criticizing Netanyahu can be a very frightening and risky thing to do. The culture is brutal, and the head of police in particular, Ben G'vir, is a hardline fascist who doesn't tolerate challenges to the ruling government. So we'll see what happens.

[–] andrewrgross 1 points 1 week ago

I love this.

I read it to my brother, and he commented something to the effect of 'This right here is exactly what Fully Automated exists for.'

It's true! You could tell entire stories set just in this sub-setting of the world!

[–] andrewrgross 1 points 1 week ago* (last edited 1 week ago)

I'd like to just clarify a point which I think @froh42@lemmy.world is making as well.

My concern about censorship is not based on "fairness" or being sympathetic to voices I disagree with. I'm strictly speaking about effectiveness.

Creating rules about what ideas aren't allowed to be expressed has a particular set of strengths and weaknesses that have to be understood in order for this tool to be used effectively.

The strength is that it can slow dissemination of dangerous ideas. Restrictions on certain types of speech can be very effective for that. The weakness is that it cannot eliminate the infectiousness of an idea. Additionaly: suppressed ideas which have appeal may spread widely without opponents knowing about it, and opponents of these ideas may not develop counter-messaging that diminishes the appeals of these ideas. Lastly, restrictions on speech can create an evolutionary pressure on words and ideas to specifically find the weaknesses in the restrictions. A ban on saying certain words inherently creates a list of things you can say instead.

Taken altogether, prohibitions on speech or ideas are a lot like antibiotics. They're very powerful and effective, but they lose their efficacy with use. And overusing them can actually lead to a complete breakdown in their efficacy. So they must be used in concert with a wide array of ecosystem health measures to limit their need.

You might say 'Why worry? They've worked so far.' But if you do, that over reliance can lead to a catastrophic failure.

 

I recorded this a few months ago!

I'm disappointed that I seem to have spoken too fast, but otherwise I'm excited by the direction of the conversation!

305
Plz stop :( (slrpnk.net)
 

Tbf sometimes I see really bad lefty memes on here, so when I saw a good I felt like I had to provide a demonstration.

(It's gotta fit the format, people.)

 
 

It's got little instructive explainers worked into the story. Good art, too.

 

cross-posted from: https://slrpnk.net/post/16264721

I'm looking for a GM and players for a post-capitalist scifi adventure game.

The game setting and system are from an indie RPG called Fully Automated! (We have a community: c/fullyautomatedrpg )

I'm one of the developers, looking for a GM and possibly players on behalf of some other players who don't have quite enough people to start a new group.

The Game

The game takes place 100 years into our post-capitalist future. It's cyberpunky in style, but with an optimistic, earthy flavor. It uses a custom 2d10 system, but it's very flexible and modable if you prefer something else. The GM is welcome to use the rules as described in the manual (which are very straightforward) or just graft the campaign onto their preferred system.

We're currently playtesting a new campaign and we've got a few too many players for one play group. The extra players asked if I could look for a GM and a few more players to make a second group. I'm actually a player in the first test group, and we're 5 weeks into what is really a helluva campaign. It's a lot of fun and very well written. I expect it to be about 10 sessions, but don't really know.

The Campaign

The campaign is called "The 1000 Year Cleanup". The players are sent to the backwoods of New Hampshire by a supply chain specialist who thinks that they've found indications of a long-buried toxic waste dumping site. Salvaged records suggest that a local landowner helped a chemical corporation illegally dump tons of toxic slag during the later years of the Global Climate War. Sixty years later, the slag is now sought after by a company that recycles toxic waste into useful, non-toxic industrial products. But the whole area is in in the process of being rewilded. Deconstruction crews are dismantling what's left of some largely abandoned ghost towns. If the players don't find the waste, soon there'll be no one left to ask and no roads by which to remove it, and the toxins will simply leach into the surrounding hills in slow silence for centuries to come.

(There's also a little twist! I don't want to reveal it to anyone who might want to play, but if you're interested in running the game (or just curious), message me and I'll clue you in.)

In terms of play, it's a bit like an extended Star Trek away mission if it took place amidst a big ecological restoration project. It's a very cool vibe that most players will find surprisingly easy to get into. Let me know if you'd like to play!

 

I'm looking for a GM and players for a post-capitalist scifi adventure game.

The game setting and system are from an indie RPG called Fully Automated! (We have a community: c/fullyautomatedrpg )

I'm one of the developers, looking for a GM and possibly players on behalf of some other players who don't have quite enough people to start a new group.

The Game

The game takes place 100 years into our post-capitalist future. It's cyberpunky in style, but with an optimistic, earthy flavor. It uses a custom 2d10 system, but it's very flexible and modable if you prefer something else. The GM is welcome to use the rules as described in the manual (which are very straightforward) or just graft the campaign onto their preferred system.

We're currently playtesting a new campaign and we've got a few too many players for one play group. The extra players asked if I could look for a GM and a few more players to make a second group. I'm actually a player in the first test group, and we're 5 weeks into what is really a helluva campaign. It's a lot of fun and very well written. I expect it to be about 10 sessions, but don't really know.

The Campaign

The campaign is called "The 1000 Year Cleanup". The players are sent to the backwoods of New Hampshire by a supply chain specialist who thinks that they've found indications of a long-buried toxic waste dumping site. Salvaged records suggest that a local landowner helped a chemical corporation illegally dump tons of toxic slag during the later years of the Global Climate War. Sixty years later, the slag is now sought after by a company that recycles toxic waste into useful, non-toxic industrial products. But the whole area is in in the process of being rewilded. Deconstruction crews are dismantling what's left of some largely abandoned ghost towns. If the players don't find the waste, soon there'll be no one left to ask and no roads by which to remove it, and the toxins will simply leach into the surrounding hills in slow silence for centuries to come.

(There's also a little twist! I don't want to reveal it to anyone who might want to play, but if you're interested in running the game (or just curious), message me and I'll clue you in.)

In terms of play, it's a bit like an extended Star Trek away mission if it took place amidst a big ecological restoration project. It's a very cool vibe that most players will find surprisingly easy to get into. Let me know if you'd like to play!

 

cross-posted from: https://slrpnk.net/post/16130943

My mom was complaining that the city has limits on how many leaves that they'll pick up, and she's got bags and bags of leaves stuffed into black garbage bags. This seems like a problem that should have some kind of backyard solution.

I've done a cursory search, and see that leaves are very compostable. They can also apparently be turned into "mold", though I don't fully understand what this means.

But I also see that there is a lot of variety in compost bins, and they're quite expensive. So I'm wondering: what's the best strategy for making leaves go away? She's not specifically interested in the product of the leaves, she just wants to find somewhere to put them after she rakes them up. Any ideas?

 

My mom was complaining that the city has limits on how many leaves that they'll pick up, and she's got bags and bags of leaves stuffed into black garbage bags. This seems like a problem that should have some kind of backyard solution.

I've done a cursory search, and see that leaves are very compostable. They can also apparently be turned into "mold", though I don't fully understand what this means.

But I also see that there is a lot of variety in compost bins, and they're quite expensive. So I'm wondering: what's the best strategy for making leaves go away? She's not specifically interested in the product of the leaves, she just wants to find somewhere to put them after she rakes them up. Any ideas?

 

During a gameplay session last week my character left a message on the Wood Wide Web for some local wildfolk. I was just improvising in the game, but I love the concept and I think it'd be nice to develop the concept a bit and share to make it easier to use in games.

The concept of the Wood Wide Web is currently understood strictly as a mycorrhizal network for coordinating interactions between fungal communities and plants across forests, but within the game I'd like to establish that these existing networks are used as a backbone for sending messages across forests by humans.

I don't want to go too deep, but what should the player experience of using this be like?

In my head, I'm imagining this as an organic version of a wireless ad-hoc mesh network. One project in particular, diaster.radio, is designed to set up a system for Twitter-like microblogging that is geotagged across a decentralized mesh of nodes. I think this is a good framework. Users access the Wood-Web by plugging a small electronic spike into the dirt, and it lets them browse recent posts like you do on Mastodon, but perhaps with low character limits and no multimedia. Does that sound good? What do folks think of this interface?

Also, I'd like a basic overview of how it works. It doesn't need to be highly technical. But just as one might try to hack a network and we all understand what a WiFi router is, I'd like for there to be a basic understanding of how this is managed. I'm thinking that it's primarily based on the naturally occurring mycorrhizal networks, but with a series of low-power router nodes that allow humans to interface with it.

What do folks think? As a player, if you went into a forest and plugged in to this, what would you expect to see? How fast and far do you think messages should go? What kind of maintenance would you imagine sysadmins needing to perform? Thanks!

 

I think this is a glimpse of both our present and near future. Companies failing without an end-of-life plan, and hackers swooping in. It's fascinating. I wonder what it might tell us about more extreme examples, like major power and fuel infrastructure.

 

These aren't the kind of election results that lead in the news, but Alaskan natives recognizing the importance of a rule that obstructs the two major parties from gatekeeping voters abilities to express choices that don't align with party line issues is exactly the kind of change in politics that might save us.

4
We started a new campaign! (self.fullyautomatedrpg)
 

A few of us just started a new campaign! We might have room for one or two more people if anyone has been looking for an opportunity to join in a game of Fully Automated!

I'm not the GM, fyi, so participating is contingent on the preferences of our GM. But I'm excited to finally be trying this game as a player!

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