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Joined 2 years ago
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Cake day: July 3rd, 2023

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  • Oh yeah. Cars are bad on like every metric.

    Socially they isolate people. You don’t interact with anyone when you’re driving except to get angry. The micro interactions you have on the train matter. Seeing people that aren’t just like you, also annoyed that the train is delayed, or just having a nice time with their kids, matters. More than makes up for when other people are annoying.

    Economically they hurt. It’s much harder to just pop into an interesting looking shop when you’re cruising along at 40mph. All the space dedicated to parking could be used for other stuff- housing, commerce, communal space, whatever.

    They make spaces less safe. Other than the direct impact (no pun intended) of people getting hit by cars, or crashing into stuff, a space that has steady foot traffic is generally safer. If everyone was in their car instead, you’d probably be alone on foot with no one to help if something happened.

    They’re bad for the environment. Air pollution, micro plastics, whatever.

    Drunk driving is way more dangerous than drunk “riding the train”.

    The more non-car options are built out, the better it will be for people who need to drive for whatever reason.

    Cars culture is trash and if we ever escape from it, it’s going to take years.








  • Many people have found that using LLMs for coding is a net negative. You end up with sloppy, vulnerable, code that you don’t understand. I’m not sure if there have been any rigorous studies about it yet, but it seems very plausible. LLMs are prone to hallucinating, so you’re going to get it telling you to import libraries that don’t exist, or use parts of the standard library that don’t exist.

    It also opens up a whole new security threat vector of squatting. If LLMs routinely try to install a library from pypi that doesn’t exist, you can create that library and have it do whatever you want. Vibe coders will then run it, and that’s game over for them.

    So yeah, you could “rigorously check” it but a. all of us are lazy and aren’t going to do that routinely (like, have you used snapshot tests?), b. it’s going to anchor you around whatever it produced, making it harder to think about other approaches, and c. it’s often slower overall than just doing a good job from the start.

    I imagine there are similar problems with analyzing large amounts of text. It doesn’t really understand anything. To verify it’s correct, you would have to read the whole thing yourself anyway.

    There are probably specialized use cases that are good- I’m told AI is useful for like protein folding and cancer detection- but that still has experts (I hope) looking at the results.

    To your point, I think people are trying to use these LLMs for things with definite answers, too. Like if I go to google and type in “largest state in the US” it uses AI. This is not a good use case.










    • crawl stone soup. A classic rogue like.
    • elden ring + dlc. Big masterpiece of the genre.
    • the binding of Isaac (+ all the dlc). Huge rogue lite. Lots of stuff I haven’t unlocked yet.
    • monster hunter (maybe world? I liked rise too though).
    • if I could have online, guild wars 2. Otherwise, maybe the original doom. Especially if it comes with a map editor, fan made maps, or Oblige to randomly make maps.

  • I think I tried Depravity and didn’t like it enough to get far. I also apparently played Valkyrie but have no memory of it whatsover. I might look into them again, but I’m not sure how they interact with Sim Settlements.

    I also at one point had an “alternate start” mod, but I think it doesn’t work well with the latest version so I didn’t try it here.

    Also a “nora lives” mod, because almost literally fridging your wife in the first scene is just lazy and annoying.


  • It adds a lot. Its main quest has original NPCs and is voice acted. The quality is better than some bethesda content, honestly.

    It’s interesting in that you put down “plots” and then the settlers sort of run them. Kind of like old sim city, where you’d zone this area for residential, that area for commercial, and this other area for industrial. Once you put down a plot, settlers will build it when you have the resources and manpower.

    You can also use a preset “city plan” instead of placing stuff manually. I apparently don’t understand all the nuances of the mod, because the preset plans typically did better than ones I tried to set up myself.

    Some stuff I didn’t get right away

    • When you place a plot down, you can then decide more specifically what it’ll be by interacting with the widget. So if you put down a “municipal plot”, you can then pick if you want it to be power, water, caravan services, or whatever. I was just letting them be random at first.
    • Plots can upgrade, but they have requirements to upgrade. The UI will often show in red what’s missing. I didn’t get what it meant, but it turns out a lot of my stuff wasn’t upgrading because my defense was too low.
    • If you build the little city management desk, you can get reports on what’s needed. That’s how I figured out my settlement was producing 30 defense, but wanted 120 to feel secure. Woops.
    • You can change a lot of game rules and details via that same desk. I think I turned off the disease stuff because that was more annoying than fun, and I set it to simplify materials because I didn’t want to micromanage it. But it’s there if you want to dive into it.
    • You’re going to want a lot more aluminum and circuitry than the base game. You need that to build the plot-placing things.
    • I think some of the buildings do better, or simply need, settlers with higher stats. You can build “recreation” plots that can boost settler stats. I’m not sure if the game is smart enough to automatically send people to do jobs they have the best stats for. My settlements are a mess because I was just building whatever, but if I did a new game I’d probably be more organized. Probably.

    I’m currently stuck because the game wants me to produce 1000 surplus power, and I don’t see a good way to do that. There’s probably something I’m missing. If I get a shit load more aluminum, I can build a shit load more power plants, I guess.

    There’s also a whole “HQ” you can build out in chapter 2. It has departments, you can assign department heads, and build out the whole base. It looks like it has some depth, but at this point I was losing interested so I let it just run in auto mode. You can also see where the mod’s goal are straining against the limits of the game’s UI. It’s awkward to do all of it through the workbench UI, but impressive they got it to work.

    Overall it’s very impressive. I still don’t like the base game’s combat very much at all, but nothing’s perfect.


  • It’s really hard for me to enjoy the Bethesda fallouts without trying to mod it so it’s much more lethal, but that doesn’t really gel with the game’s philosophy. I don’t want random raiders to survive a shotgun blast to the face, damnit. But I also don’t want to survive getting shot in the face. Turning the damage up can turn it into a like sneaking puzzle hotline miami kind of game, but the level design and encounters aren’t really meant for that. Also, apparently enemies accuracy is really high by default, because the design assumes you’ll be HP tanking hits. This creates weird situations where some drunk raider is hitting you from 200 meters away.

    Also vats kind of sucks. got a bullet time mod and it was a lot more fun for me.

    So I don’t know what I would need to do to enjoy fallout london