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Cake day: October 4th, 2023

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  • I’ve got a couple games that maybe fit this category.

    • Kerbal Space Program. This had a sequel coming out that apparently wasn’t going very well and was cancelled, so right now, the possibility of . Spaceflight simulator, where one can design and craft spacecraft and amospheric craft, as well as space bases. One can fly to other planets, set up bases, set up satellite networks, etc. There are some “build your own vehicle”-type games, but not as much of a hard sim as this. Has a campaign to progress through, where one performs discoveries and conducts research. I’d recommend this to someone who hasn’t played it and likes sim games.

    • Kenshi. There’s a sequel coming out, so maybe it won’t be unique at some point. They player controls a squad that moves around the world in real-time – there isn’t an “overworld map”. The squad can be split up into multiple squads. One can build outposts and defenses and such and have something of an automated economy. There’s a tech tree. The world has various factions and dynamic control of regions, something like Mount & Blade: Warband. There are unique biomes to travel through. A fair bit of the world is placed. The world starts out in a mostly-hand-crafted, fixed state, but evolves over time. Character progression isn’t based on point allocation, but on specific experience; have a character get hurt, and over time his ability to take damage will rise, and so forth. I think that this is still worth playing, though it’s by no means a beautiful game and possibly (hopefully) will be surpassed by its sequel.

    • Majesty: The Fantasy Kingdom Sim. A real-time colony sim that can mostly run itself. One has indirect control for the most part; one directly controls upgrades, certain spell and structure abilities, and can spend money to create “incentive flags” to create missions for characters to fulfill. I don’t know if it’s right to call it a single-game genre – it’s a colony sim, and other colony sims exist, like Rimworld, Dwarf Fortress, and such. Populus and some god games have direct control over spells. But I don’t know of any other colony sim that plays much like it – most of the focus is on upgrades and on countering waves of invaders, and the gold economy is ununusual. The same developer tried making a sequel, but eliminated the “sandbox” mode, and turned it into more of a puzzle game, and that game didn’t do very well. One builds a colony in real time. There is no direct control over the individual characters, but for certain actions, one can spend money to incentivize them to do certain things. Characters level up and purchase equipment using gold they earn and that you expend on them to purchase items. Some of your control comes from things like building inns to cause them to spend idle time in particular locations. Building construction and maintenance is carried out automatically by peasants. As adventurers spend gold at buildings, it comes back to your control. I think that I’d have a hard time recommending today due to its age (you’re going to have 2d pixel graphics that are going to be tiny on a current computer).

    • Pinball Construction Set. This is a video pinball game where the player can use premade elements to easily put together their own pinball board. Very elderly now, dates back to the early 1980s. I remember being absolutely fascinated by this back in the day. Since that time, there have been many video pinball games, as well as some systems that permit some level of authoring capability (e.g. Visual Pinball can run user-created pinball boards), but these require a lot more effort and expertise and “real” authoring tools to put together a pinball board; one can’t just drop in in-game and start throwing elements together. I don’t think that I can recommend this, as it’s absolutely ancient today.

    • Noita. It’s based on Liero, but really not at all like it. It’s an action-roguelite (well, that’s a genre, but nothing really similar beneath that level of specificity) that has side-scrolling over an open world. Various materials interact and have their interactions simulated at a per-pixel level, something like the “falling sand” genre. However, there are enemies running around, and the player controls a character that walks and floats through the world. One can find various containers of substances; one can try and mix things together to manipulate the world. One finds wands with spells; one can combine spells and various spell modifiers on wands to create all sorts of custom magic weapons that can range from utility to offensive. The aim, as with many many roguelites, is to try to use some luck and synergies between various items to come up with truly game-breaking combinations. I can definitely recommend this game; I found it to be very good value-for-money.

    Honorable mention:

    • Hostile Waters: Antaeus Rising. This is not a single-game genre, but there have only been two successful games in the genre, and one, Carrier Command, is from the 1980s (and which I’ve never played). You control a carrier that moves along an island chain; it can create surface, amphibious, land, and aircraft and weapons for these. One has a limited number of AIs that can control some vehicles automatically; one can give general orders to these, control the vehicles directly. One can capture more resources from the islands to expand one’s abilities. There was a remake of Carrier Command, which flopped, and a sequel, Carrier Command 2, a relatively-recent game, but unlike Hostile Waters, is really intended to be played multiplayer; playing single-player places a very heavy load on the player…so I have a hard time placing it in the same genre, even if it has many similarities and was inspired by the same game. While I enjoyed it and I think that it could still be enjoyed, it’s getting a bit long-in-the-tooth graphically, and I recall it being a bit unstable even back in the day.



  • The planning board’s decision was based on health concerns due to the possible negative environmental impact of telecommunication on the residents, especially the children studying at the school who could potentially be exposed to electromagnetic radiation. The town felt the residents would be ‘unsafe’ due to radio frequencies and rejected the company’s notion of building the tower on the land.

    I mean, I think that the planning board is idiotic, but I don’t see why T-Mobile cares enough to fight it. If they don’t build it, okay. It looks like the school in question is right in the middle of town. Then Wanaque is going to have crummy cell coverage. Let them have bad cell coverage and build a tower somewhere else. It’s not like this is the world’s only place that could use better cell coverage. The main people who benefit from the coverage are Wanaque residents. Sure, okay, there’s some secondary benefit to travelers, but if we get to the point that all the dead zones that travelers pass through out there are covered, then cell providers can go worry about places that are determined not to have have cell coverage.

    If I were cell companies, I’d just get together with the rest of the industry and start publishing a coverage score for cities for cell coverage. Put it online in some accessible database format, so that when places like city-data.com put up data on a city, they also show that the city has poor cell coverage and that would-be residents are aware of the fact.








  • Yes. I wouldn’t be preemptively worried about it, though.

    Your scan is going to try to read and maybe write each sector and see if the drive returns an error for that operation. In theory, the adapter could respond with a read or write error even if a read or write worked or even return some kind of bogus data instead of an error.

    But I wouldn’t expect this to likely actually arise or be particularly worried about the prospect. It’s sort of a “could my grocery store checkout counter person murder me” thing. Theoretically yes, but I wouldn’t worry about it unless I had some reason to believe that that was the case.



  • I don’t really have a problem with this – I think that it’s rarely in a consumer’s interest to choose a locked phone. Buying a locked phone basically means that you’re getting a loan to pay for hardware that you pay back with a higher service price. But I’d point out that:

    • You can get unlocked phones and service now. I do. There are some privacy benefits to doing so – my cell provider doesn’t know who I am (though they could maybe infer it from usage patterns of their network and statistical analysis). It’s not a lack of unlocked service that’s at issue. To do this, Congress is basically arguing that the American consumer is just making a bad decision to purchase a plan-combined-with-a-locked-phone and forcing them not to do so.

    • Consumers will pay more for cell phones up front. That’s not necessarily a bad thing – it maybe makes the carrier market more competitive to not have a large portion of consumers locked to one provider. But there are also some benefits to having the carrier selecting cell phones that they offer in that the provider is probably in a better position to evaluate what phone manufacturers have on offer in terms of things like failure rates than do consumers.




  • I haven’t used it recently, but last time I did, I used MO2 with vanilla WINE, just setting my WINE prefix to the Skyrim Proton prefix. WINE and Proton would convert the registry in the WINE prefix back and forth each time one launched. I haven’t used SteamTinkerLaunch.

    Prior to that, I used Wrye Bash, which was a mess to get working in Linux – but could run natively, at least at one point, with some prodding. I’ve also run it under WINE. It took a lot of massaging. I don’t recommend that route unless you can program, know Python and are willing to get your hands dirty.

    And I also had a stint where I wrote my own scripts to reconstruct the modded environment from scratch.

    My most-recent attempt for Bethesda modding was in Starfield, with a much-simpler CLI mod manager, this. I have gotten some mods working but not others; don’t know if it’s a case-folding issue. Will need more experimentation. It doesn’t have the conflict-diagnosis tools that Wrye Bash does, or I assume MO2 probably does (though I haven’t run into). I don’t think it supports Skyrim, Fallout 4, or Fallout 76; that probably matters at least insofar as mod managers for those need to merge leveled lists. My (brief) impression is that the Starfield modding community is heading down the direction of avoiding needing the mod manager to do that, having a mod that merges that stuff dynamically at game runtime.

    the performance is not great.

    Uh. The performance of MO2 or Skyrim?

    MO2…I don’t recall, it might not have been snappy, but I don’t recall it being especially unusable. Certainly not at the level that I wouldn’t use the software. I was using a reasonably high-end system, but I don’t think that it’s particularly resource-intensive. I was running off SSD, and maybe some of the stuff might have been I/O intensive.

    Skyrim was fine from a performance standpoint. I mean, you can obviously kill performance with the right mods, but I assume that you mean “modding at all”.

    EDIT: If you put a lot of mods into Skyrim, like, hundreds, it can take a while to launch. IIRC, one problem – not Linux-specific – there is that loose files aggravate launch performance issues. My understanding is that, where possible, use mods that merge files into a .BSA rather than loose files. A number of mods have multiple versions; pick the .BSA one.

    EDIT2: Skyrim, Fallout 4, and the Fallout 76 versions of Bethesda’s engine don’t really take much advantage of multiple cores the way the way the Starfield version does. I get buttery-smooth performance in Starfield; Fallout 76 invariably is a bit jerky when loading resources in a new cell. I don’t get a pretty consistent framerate at 165 Hz in Fallout 76 the way I can in Starfield. But I don’t know if that’s what you’re running into, without specifics of the performance issues. And that’s not gonna be a Linux-specific issue or anything that can realistically be resolved short of forward-porting the Skyrim, Fallout 4, and Fallout 76 games to the Starfield engine.




  • If ISP routers are anything like the west that means they control the DNS servers and the ones on router cannot be changed, and likely it blocks 1.1.1.1 and 8.8.8.8 and so on, as Virgin Media does (along with blocking secure DNS) in the UK for example, which definitely opens up a massive attack vector for an ISP to spin up its own website with a verified cert and malware and have the DNS resolve to that when users try to access it to either download the software needed to access this Grid System or if it’s a web portal - the portal itself.

    Browser page integrity – if you’re using https – doesn’t rely on DNS responses.

    If I go to “foobar.com”, there has to be a valid cert for “foobar.com”. My ISP can’t get a valid cert for foobar.com unless it has a way to insert its own CA into my browser’s list of trusted CAs (which is what some business IT departments do so that they cans snoop on traffic, but an ISP probably won’t be able to do, since they don’t have access to your computer) or has access to a trusted CA’s key, as per above.

    They can make your browser go to the wrong IP address, but they can’t make that IP address present information over https that your browser believes to belong to a valid site.