[-] PorkrollPosadist@hexbear.net 2 points 13 hours ago* (last edited 13 hours ago)

MX record doesn't conflict with anything and you can put the other stuff (DNS records for sending, including the anti spam signatures) on a subdomain while still being able to send emails with the main domain.

FWIW, I also do this with matapacos.dog. The mail server is running on its own tiny VPS with it's own IP, a completely separate system (though hosted at the same company / datacenter). Its actual domain is mail.matapacos.dog, but the mail is sent with a @matapacos.dog address. This works in a similar way (but through a different mechanism - DNS records vs. Webfinger) to how the Mastodon instance is hosted at toots.matapacos.dog, but user handles are @matapacos.dog.

DMCA-ignored "bulletproof" hosting providers exist outside the US, but a problem is that their IP reputations suck which makes it impossible to send emails from them.

The reputation of public VPS hosts within reach of the US copyright regime isn't much better lmao. I have to imagine there is just a constant stream of abandoned Wordpress blogs and unmaintained websites for pizzarias and bicycle shops getting hacked and assimilated into botnets.

[-] PorkrollPosadist@hexbear.net 25 points 13 hours ago

For better or worse, MediaWiki is a notworthy example of a contemporary application based on LAMP.

[-] PorkrollPosadist@hexbear.net 26 points 2 days ago

I thought beef was the one thing they had an abundance of in Argentina.

[-] PorkrollPosadist@hexbear.net 16 points 4 days ago* (last edited 4 days ago)

I don't know fuck-all about colocation or running PeerTube, but in terms of anonymity it may be worth investigating what you can manage through a reverse-proxy and caching. If you need to colocate a server for the purposes of bulk data storage (and perhaps bulk video encoding), this does not need to be a public-facing system. You can run the public-facing Peertube instance on a relatively lighter server located in LA or New York (or anywhere along the backbone) and have it download media from the colocated server when it misses cache. The Feds would be able to find out where it is, but this doesn't change much from the status quo. This would just prevent casuals and chuds from finding the location of your colo (unless the PeerTube instance got hacked).

I kind of do this with my Mastodon instance. The public-facing VPS has limited storage space (which is quite expensive to expand), so about 1TB of user media lives in S3 storage at another host. The machine serving Mastodon reverse-proxies this media from the S3 host and keeps anything requested in a cache for 48 hours. The end users make no contact with the S3 host. In your case, the caching rules would probably need to be more sophisticated. This solution works great for Mastodon because everyone is generally looking at recent content, and scrolling several days back in the timeline is an exception. For a video website, the data access patterns are likely more random.

In your case, instead of a third-party S3 host, it would be your colocated server, but the principle would be the same. The colocated server can be located near you so you can service it personally, add / replace disks, make hardware improvements as needed, but the public website could be hosted anywhere (though it would help if it weren't sending requests across an ocean every time the cache misses) without physical maintenance being your responsibility. In my case, the Mastodon instance and bulk storage are located in different cities, but the connection between them is good enough for it not to be a problem.

[-] PorkrollPosadist@hexbear.net 21 points 4 days ago

That was so awesome.

[-] PorkrollPosadist@hexbear.net 34 points 6 days ago

X dot com is doing the same thing with Grok pathetic

[-] PorkrollPosadist@hexbear.net 3 points 6 days ago* (last edited 6 days ago)

but then how do you weld in the post apocalypse.

RETVRN TO TRADITION

(okay it still conventionally relies on brazing / welding, but I don't think it is an absolute requirement of the technique. Though brazing makes for a very strong bond between the lugs and the tubes, they could conceivably fastened by bolts or rivets)

[-] PorkrollPosadist@hexbear.net 7 points 6 days ago* (last edited 6 days ago)

I guess im just not seeing the maintenance issue as much as anyone else.

I agree. Cars are absolutely ubiquitous. Nearly every tool one would ever need to maintain a bicycle can be found in any suburban garage. Not to mention, there are a handful of auto mechanic shops and hardware stores in every single town where more niche tools can be found. A calamity of one sort or another which severely disrupts supply chains might make niche materials and gases more difficult to obtain, but even in the event of a global nuclear war, there would be many surviving manufacturing facilities and the means to produce these things. There is an inconceivable amount of manufacturing capacity which is dedicated to consumer slop and industrial supply. A lot of production facilities dedicated to cranking out Labubus and golf carts and robotic vacuum cleaners can be re-purposed to produce staple items like tires, wheels, and ball bearings. Larger plants making automobiles, oil and gas machinery, etc can also be repurposed.

It won't exactly be efficient, but the obliteration of production for exchange value would free an unbelievable amount of productive capacity. If the markets which make these factories profitable go up in smoke, the buildings and machinery will still be there.

Wooden wheels work for a bicycle, it just sucks compared to rubber.

Compared to the old-school road tires which run at 90+ PSI, a wooden wheel might actually be more comfortable (ok this is a joke). There is a lot of potential in plastic recycling as well. Butyl (rubber) inner tubes are already being replaced with TPU (a flexible thermoplastic also used in 3D printing) in performance road/gravel bicycles.

[-] PorkrollPosadist@hexbear.net 122 points 2 weeks ago* (last edited 2 weeks ago)

@NYTimesPR:

A correction will appear in tomorrow's print edition:

"A headline with an article on Friday about President Trump’s threats to leave NATO misstated the full name of the body. It is the North Atlantic Treaty Organization, not the North American Treaty Organization."

Top minds over there.

8
submitted 4 weeks ago* (last edited 4 weeks ago) by PorkrollPosadist@hexbear.net to c/chapotraphouse@hexbear.net

Ah, that's the way, Patriot. Let the OPECs keep their gasoline. We'll just tap into a far more efficient energy source. Man. Power. If we all learn to pull our weight, nobody, NOBODY, will be able to siphon away our High Life.

66
submitted 1 month ago* (last edited 1 month ago) by PorkrollPosadist@hexbear.net to c/technology@hexbear.net

The round, led by Bain Capital Crypto, was closed in April 2025 but had not been disclosed until now.

8

If any of you host a Sharkey or Misskey instance, make sure to apply this update when it lands. If you use either, or are friends with someone who hosts one, pester your admins.

42

Requires a modern chromium-based browser unfortunately, but this is forgivable for such a ridiculous project.

33
submitted 2 months ago* (last edited 2 months ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

Following up from last week, @Doubledee@hexbear.net seemed eager to play, so I don't see any reason why not to give Beardrenched another year. No turns have been played since Episode 7, two weeks ago (here's the file). I'm going to ask anybody else who is interested in playing to re-apply here in this thread, so we have an idea of who is still involved and who's turn is coming up in the near term.

In the meantime, there was some discussion of retiring. We could take a poll, but last week a number of people chimed in basically saying they could go either way, so I think what we'll do is play it until the roster dries up. We'll be doing this on a more ad-hoc basis from now on.

We have learned a lot about the lore and nearby societies in Teyo Ametha and the thought of continuing in this world is appealing, but the current save file appears to be corrupted. DFHack gives a scary warning about "Missing Nemesis Records." I noticed this for the first time at the end of turn 6, so if we do want to continue playing in this world, we might want to go back, load Episode 5, and retire the fort from that save.

Finally, if you have anything else going on related to Dwarf Fortress, the floor is yours. This thread is not limited exclusively to the succession game.

Update: So we've still got DoubleDee, Booty, Gay King Prince Charles, and Oreb on board, so it's adamantine or bust, I guess.

25
submitted 2 months ago* (last edited 2 months ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for Me to finish my turn and for control of the game to pass on to @Moonworm@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Feb. 6) @Doubledee@hexbear.net

  2. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  3. (Beginning Feb. 20) @booty@hexbear.net

  4. (Beginning Feb. 27) @Oreb@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

52
State of Mozilla (RIP) (stateof.mozilla.org)
submitted 2 months ago* (last edited 2 months ago) by PorkrollPosadist@hexbear.net to c/technology@hexbear.net

Mozilla is out here unleashing levels of slop previously believed to be impossible. Some of the absurdity gets picked apart in this thread.

Anyway, development of Servo resumed a couple years ago after they managed to scrape together a couple of grants. This past October they tagged their first release (v0.0.1) and have made a few more since. It looks like things are finally moving somewhat. They will be giving a couple of talks this weekend at FOSDEM.

It is not a suitable replacement yet, but watch this space.

57
23
submitted 3 months ago* (last edited 3 months ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for @Oreb@hexbear.net to finish their turn and for control of the game to pass on to @Infamousblt@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 23) [Second turns begin] @PorkrollPosadist@hexbear.net

  2. (Beginning Jan. 30) [First slot for new players] @Moonworm@hexbear.net

  3. (Beginning Feb. 6) @Doubledee@hexbear.net

  4. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  5. (Beginning Feb. 20) @booty@hexbear.net

  6. (Beginning Feb. 27) @Oreb@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

58
submitted 3 months ago* (last edited 3 months ago) by PorkrollPosadist@hexbear.net to c/news@hexbear.net
31
submitted 3 months ago* (last edited 3 months ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for @booty@hexbear.net to finish his turn and for control of the game to pass on to @Oreb@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 16) @Infamousblt@hexbear.net

  2. (Beginning Jan. 23) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  3. (Beginning Jan. 30) @Moonworm@hexbear.net

  4. (Beginning Feb. 6) @Doubledee@hexbear.net

  5. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  6. (Beginning Feb. 20) @booty@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

12
[-] PorkrollPosadist@hexbear.net 127 points 2 years ago

I still haven't forgot about my $600.

[-] PorkrollPosadist@hexbear.net 124 points 2 years ago

Now that we have amassed "300,000" IDF troops on the border of Gaza, we are shutting off the cameras. Have a nice day.

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PorkrollPosadist

joined 5 years ago
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