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Joined 1 year ago
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Cake day: July 4th, 2023

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  • Shapez 2 is a very worthy sequel, IMO. Adding logistics beyond conveyor belts is quite nice, and 3 levels of height give quite a bit more options when building. You do often benefit from a build staying at one level since it makes platform blueprints that consume 12n belts of input to make 12 belts of output quite a bit easier, but several buildings are intentionally impossible to do that with for challenge.

    The difficulty levels are also pretty well done - I got some fun learning moments out of Insane in particular. Hexagonal mode is also interesting.


  • I very much lean towards the microfactory approach - locate a cluster of resources within reasonable belting/piping distances, design a factory which can consume the cluster’s entire production of the limiting resource (clocking others to match) to make 1 output or maybe 2, then provide that output to the rail network. Some production chains make it easier to have certain inputs taken from the rail network.

    Within one of these factories, items are refined further for each floor they ascend but I rarely enforce a 1 product/floor rule - in particular I find it convenient with many Assembler/Manufacturer recipes to have an input that is directly fed from a single Constructor using clock speed to match production with consumption. This usually means each microfactory underclocks its most power hungry buildings a fair bit which keeps their consumption moderate. Each microfactory ideally has a single priority power switch to turn off its entire production chain if its consumption is becoming a problem and I set up a priority sequence for them.




  • Incremental games are a bit of an “I know it when I see it” grouping, but two typical characteristics are progression systems nested within each other and game loops that start simple but “flower” into a number of more detailed and mutually interacting ones over the course of play.
    Universal Paperclips is a nice example, casting you as a newly built AI with the goal of making as many paperclips as you can. You start out able to make paperclips and sell them to humans for funds you can then use to invest in more capabilities. You work on building trust with the humans so they’ll let you do more things, and on making more clips faster, and there is a lot of escalation from these humble beginnings. Some other good ones are Cookie Clicker and, if you’re into programming puzzles, Bitburner.











  • That phrasing refers to a very broad set of movements and individuals. The usual core beliefs are:

    • Legislation in their jurisdiction and the government’s authority to enforce it is in some way defective.
    • People in their jurisdiction can opt out of laws and government, and live only under “natural law”.
    • People have to perform a set of legal procedures (spells, effectively) in order to achieve that.

    Exactly why and how law/government authority is defective, how they understand natural law, what the spells are that they have to cast - all of these are extremely variable both between jurisdictions and between individuals.
    Primarily it’s a set of grifters charging money for courses and materials to learn about these beliefs from whoever they can convince. Sometimes, as in Germany, it’s a group of neo-Nazis plotting to reinstate the Kaiser.

    You might enjoy münecat’s longer form explanation.





  • FIDE has two competitive circuits - the open circuit where men and women (cis or trans) can compete, and the women’s circuit. Players can (and commonly do) compete in both circuits. Ultimately the goal of the women’s circuit is to boost recruitment of female players and make competitive chess less of a boys’ club. Opinions are divided on whether it’s the most effective method.
    The recent decision affects AMAB people who want to play in the women’s circuit, but does not bar them from the open circuit.

    It’s a pretty shit decision as far as I can see, but it’s good to make judgments on the facts.