JacobCoffinWrites

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[–] [email protected] 5 points 3 weeks ago (2 children)

Breakers are a good idea (or making it clear the channel is a narrow one). I'd like to show water agriculture and a ferry too if possible. One of the reasons I struggle with cityscapes is the scope creep - I keep wanting to add one more ideas until the image is overcrowded, awkwardly arranged, or has a funny aspect ratio. Then again, this sort of perspectiveless side view is a personal favorite because it simplifies the art tremendously. Maybe I'll try doing a set that can be arranged together horizontally to form one wide image...

Thanks for the rec on Bangkok, that's a really good idea and I've got a bunch of reading to do. Are there any favorite water bus designs in particular (or anything else) you think I should make sure not to miss? Thanks again!

[–] [email protected] 4 points 3 weeks ago* (last edited 3 weeks ago)

Thank you for the name (genre?) recommendation! I had a sense of the kind of image I was referencing with these but not a name for it. Often, looking up the type of art I want to make solarpunk versions of is a huge source of inspiration and one of my favorite parts of the process! I enjoyed stuff like this as a kid but I don't know if I can think of a name for it. It's fun to look through them again!

And thanks! I definitely enjoy trying to show reuse, repurposing, and a mix of old and new.

[–] [email protected] 3 points 3 weeks ago (2 children)

Good point on the dolphins!

The amphibious public transit idea came from another discussion where someone suggested them so they could double as a fleet of rescue/evacuation vehicles. They basically wanted sturdy buses that wouldn't stall when traversing a few feet of water, and which didn't pose as much risk of getting stranded. I don't know if that makes them any more practical or if a flood-prone city would just maintain a fleet of buses and a fleet of boats for rescue situations. Duckboats would almost definitely be harder to maintain than either one separately, but they might justify the cost if it means they're getting their money's worth by using them normally for public transit?

I think you're absolutely right that a ferry connection would be easier to set up and maintain.

[–] [email protected] 4 points 3 weeks ago (1 children)

I'll look into Cataclysm Dark Days Ahead though to be honest, I don't really play games. I might be able to convince my SO who does to take a look though - I sometimes watch them play.

I've heard the wisdom around boats before, but I was thinking of houseboats because that's a thing some people do IRL, and I like to include different lifestyles in the art when I can. TBH, given some of the drama I've read around rich people trying to get houseboats banned from mooring in public waterways near their private beaches, I was under the impression it was an economical way to live, though that might just be the case in some modern-day ultra-expensive coastal cities.

Ropeways are something I mostly know from ski mountains (my area is lousy with them) but I was surprised to learn about how much they're used elsewhere for public transit - rich areas like the Alps definitely use them, but they seem to show up a bunch in the Middle East, South East Asia and Central America, where I don't know that they necessarily guarantee rich surroundings (there was a somewhat famous rescue a year or so back in Pakistan when one broke while high over a valley). I don't doubt the mechanical complexity (see: recent accidents), and I'll admit I'm probably too fond of them as a concept for steady public transit that crosses rough terrain well, but I don't know that alternatives like entire train lines or buses would have a lower impact. For all I know they do. I aim to balance the environmental footprint (including largely unseen parts like manufacturing and maintenance) against depicting places people might like to live.

100% with you on the fertility of the soil in river basins, and depictions of homesteads/uses of heat.

I respect folks who can picture the very long long term future, but to be honest, even positive depictions of it don't feel very actionable to me. I'm not a scientist, researcher, inventor, so the hundred-thousand-year future feels pointlessly out of reach, especially with how bad things seem likely to get in the near term. I want to make stuff that inspires at least a little hope and ambition for today and tomorrow - and to depict scenes that make people think think, “why aren’t we doing that?” or “could that work?” I think the aspirational goal is the same, I'm just more focused on doing the best we can in the next few years and emphasizing any positive progress over perfection.

Thanks for all your input, I really appreciate it

[–] [email protected] 6 points 3 weeks ago

That's a really good point! People need a reason to use them despite the cool factor. I'll have to think on that.

I was kind of picturing these as a network of wide balconies/bridges/extra-wide fire-escape type walkways rather than full levels (not that the sketch made that clear) which would mostly be used seasonally. Like they might see some use for shortcuts etc when its dry but if the place floods for weeks or months(?), they'd be important for getting around. During that time the lower streets might be treated a bit like canals and each building an island. I'm kind of trying to imagine designs where what would be a city-wrecking flood today surges up and everyone grumbles about it but otherwise basically goes about their business.

I don't know how feasible that is, or how well a given society would maintain a public resource that sees sporadic use much of the year, but that's the hope. I'm going to look up the elevated walkways you mentioned, I'm very curious about differences in their implementations and if there are any positive ways to incentivize use of a separate level (rather than just taking the ground away). Thanks for bringing that up!

[–] [email protected] 6 points 3 weeks ago

Thank you, this is really interesting! I don't think I knew about Sacramento being lifted to reduce flooding risk, that's fascinating! I knew there were some places with undercities due to building over old ruins (or undermining themselves with, well, mines) but I this project is really cool! The current issue makes a lot of sense - I've seen the stilted houses in the southeast US, where they mostly seem to use the tall open space under house as a sort of boat/car storage, and with their tides and such it makes sense they'd want as little drag as possible (probably want to tow the boat out of there if you have time). And a more enclosed (but water-survivable) lower floor makes sense for a place where the water just kind of rises up without pushing on the building.

I love sponge city concepts, they seem like one of those rare multi-win solutions in most of the implementations I've read about so far. This article about how New Orleans are using some of the practices is pretty cool, though given the city is below sea level I guess there's only so much they can do.

I love the idea of referencing the chinampas agricultural system in spots where its just going to have to be wet. I'll have to read up on this to get a better idea of how to depict it.

Thanks again!

[–] [email protected] 3 points 3 weeks ago

I'm definitely a beginner too, especially with using actual cloth - I think I just got lucky with which fabric I happened to have on hand.

This simple beginning definitely got us thinking about more elaborate stuff to try in the future. Part of why I did a basic cloth hardcover was that the author never made any cover art for it, and partly that I just thought it would be a good fit for the feel of the story. But for some of our own I think we can do some really cool versions of their cover art in this format. Part of that would be inverting the colors and dialing in the contrast for clarity.

I've seen some really cool looking illustrations etched on online demonstrating the potential:

[–] [email protected] 6 points 3 weeks ago

That's right! I'd seen images like these online:

So I knew it could be done and that for some reason the fabric turned lighter where it was zapped, but I didn't know why, or if that would happen when I tried it. I thought it might darken like paper and wood do when etched, or that it might burn all the way through, or just not look very good. My backup plan was to use the etching as a guide and to paint the letters on with gold paint (I've got a pretty steady hand with a paintbrush from painting warhammer in my youth so it felt like okay odds of success) but it turned out much like the other images I saw!

I'm attaching a close up photo to hopefully give you a better idea of how it looks:

I think you can see that the cloth is a little diminished, and the etched section is maybe a thousandth of an inch (or two) lower (though I don't think the white color is coming from the glue on the back or anything because it's so consistent). I'm not sure why it reacted like this.

Looking at this test I don't think I can feel a difference in depth with fingertips until I get to 30%.

[–] [email protected] 5 points 3 weeks ago (2 children)

To be honest, until reading this comment I didn't even know that was a thing! This is very cool and something I'm going to have to experiment with in the future!

Every time before this book I used a heavy duty canvas suitable for printing on with a plotter printer. It was very sturdy and seemed pretty impermeable, so it was very easy and low-risk to glue to the bookboard. Dust didn't really seem to stick to it either.

With this one, I just just glued the fabric to the bookboard with acid-free PVA but I was much more careful with the amount of glue I used for fear it'd soak through. I think I went a little light on my first copy, but I'm working on another and took a few more risks and they worked out - it seems to be better bonded without marring the outside. I have noticed that dust really sticks to it, I don't know how well this one would hold up to thumping around in a backpack for a few weeks or anything like that. So there's definitely room to improve on the materials.

[–] [email protected] 3 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Crom banged out a quick 3d model of his Amphibi_bus idea: https://www.thingiverse.com/thing:6744397

I had no idea that New Orleans was the origin of those amphibious vehicles, (or that you have a National WW2 museum) that's so cool!

[–] [email protected] 4 points 3 weeks ago* (last edited 3 weeks ago) (3 children)

Welcome to the instance! I'm very glad you brought this over here! I'm really hoping to run some of these ideas past folks who know more than I do! I'm thinking about doing some art if I can be sure the details are correct enough.

There's some redundancy with your summary but I thought I'd copy my comment over just in case:

"I really like figuring out scenes/aspects of solarpunk that don't normally make it into the visual art, so I'm glad you're thinking about this and starting a discussion!

Some cities are going all in on 'sponge city' water management techniques, but as far as I know, they're above sea level, often with depleted aquifers under them waiting to be refilled. I have no idea if any of those practices are applicable in New Orleans.

It may be that some areas just aren't practical locations for permanent human settlements, or that they become less-so with worsening weather, and that may be something people will need to make decisions on in the future - at what point is rebuilding just throwing good resources after bad? But there's a tremendous amount of history and culture in these places that absolutely should be preserved, so I'd love to see city designs that can accomplish that.

I've never been to New Orleans but I've seen those stilt houses in other areas in the American south and I think the designs are really cool (concrete reliance aside, but geopolymers may offer an alternative there?). They at least show a recognition that this space is routinely underwater and a willingness to adapt which I think fits a solarpunk ethos.

Rebuilding city structures in a similar way, on stilts or with open bottom floors, could provide some really cool opportunities for common spaces/third places whenever they're dry. Depending on how high the buildings need to be, you could have a decent amount of headroom, room enough for parks, playgrounds, skate parks, parkour courses, anything that can be submerged and washed clean or stowed in the preparations for a storm. It might sound like they'd be dark and grungy but I think they could be really nice, sheltered from overhead sun, with room for a breeze to blow through.

For buildings of extreme historical value, it might be possible to lift some onto raised platforms preemptively rather than wait for rebuilding. I know people move important buildings sometimes so that seems within the scope of human accomplishment.

(Though I'm from a place where our ground is very stable and features a lot of ledge - I have no idea what the ground is like in your area or what it takes to build structures that won't shift, especially once partially submerged (and the ground thoroughly soaked). These ideas might make for cool art/fiction but be completely impractical, I assume folks down there have been thinking about these problems for much longer than I have.)

Another solarpunk option might be accepting a certain amount of encroachment by the water, and switching to canals, ropeways, raised walkways, etc for getting around. This probably still assumes buildings will raised, which still requires a fair amount of changes to the area.

I'm looking forward to seeing what everyone else comes up with.

Edit to add my SO's suggestion: city of houseboats/rafts/riverboats. Or maybe a mix of that, the encroachment/canals, and the raised buildings?"

Now that I've been thinking more on it, I have a few more thoughts:

Solar daylighting rigs (the fiberoptic type) could really help with the quality of the under-building spaces. That could be nice for sports areas, market places, etc.

If the sewage system descends from the building and slopes back towards higher ground or wherever they put the water treatment site, it could end up overhead for those low spaces, so we might want a double layer system or something? Composting (maybe even localized anerobic composting/biogas generation?) would be another option I suppose.

I brought this question up on the Fully Automated TTRPG discord and cromlygames suggested a public transit fleet which is built to be amphibious so it can help with mass evacuations in worst case scenarios. His design ideas was "Basically those ducktour buses (former America in Vietnam war amphibious APC), scaled up to London double decker bus. Door height set to match platform height for tram platforms. Assumes roads not blocked with debris or abandoned cars." He assures me the double decker bus design is surprisingly bottom-heavy and tip proof though I think some stabilizing pontoons that swing down might be neat.

[–] [email protected] 3 points 3 weeks ago

I hope you do!

 

Between the large swaths of rewilded land in Fully Automated's setting (which is protected from any permanent development/dwelings) and the general availability of high tech stuff, I could totally see slow, wandering, nomadic houses being a thing (for good or ill, depending on who in the setting you ask).

 

I've been thinking about campaigns and discussing possible plotlines with my SO, and while we were talking about options for investigations and the reasons people might commit crimes even in a solarpunk society where everyone has enough, and they reminded me of this podcast which focuses on white collar crimes, their impacts on society, and the investigations around them.

Especially if your players are interested in playing investigators, I think there's a lot of potential in learning about the motivations and tactics of the rich and powerful in everything from taking shortcuts that make unsafe buildings, to illegally dumping chemical waste.

If you'd like to do that learning by listening to an entertaining podcast read by a fellow with a remarkably dry sense of humor, I'd very much recommend it.

Semi related, I'm currently planning a session or short campaign around searching for a decades-old illegal dumping site so it can be remediated, while providing useful inputs to geopolymer manufacturing.

 

I've been riding the same Gary Fisher Hoo Koo E Koo Mountain Bike since my uncle found it in a sandpit and gave it to me to ride while away on my first internship. It was in somewhat rough shape back then, and it's kind of the bicycle of Thesius at this point as parts failed and I found ways to replace them.

I was replacing the front tire and realized I'd like to make this thing into a cargo bike (I currently use it to scout for furniture to restore on trash days, but usually have to ride home and return on foot to grab anything I find, plus I could get groceries). I'm not sure what level of standardization this bike follows and I have no familiarity with cargo bike parts, but I was thinking I'd like to add a Rear Pannier Carrier Cargo Rack and perhaps a large basket on top of that - in fact, I happen to have this homemade welded steel basket I pulled out of a dumpster a couple years ago:

It's 23" long, 12" tall, and 16" wide. I could weld on whatever mounting hardware it needs.

So basically I'm looking for advice on layout and things to add, specific parts if you have any recommendations, is that basket a horrible idea, etc. What traits make for a useful cargo bike, what would work well with this old mountain bike? And thank you for any ideas!!

 

This is one I’ve had on my list for months now, and I finally decided to just go ahead and make it. Back when I was researching solar cookers, solar concentrator, and solar furnaces, I ran into a few really interesting ideas around fresnel lenses. Look them up on youtube and you can find all kinds videos of people melting glass or burning skillsaw blades in half, but the ones that kind of showed me how useful a really-concentrated point of heat could be was this 3D printer for sintering sand into glass objects and this solar rig for smelting zinc or aluminum. Both used fresnel lenses, but were limited by the size of their portable builds.

So here’s my take on something bigger and more permanent, though hopefully still flexible enough to do multiple jobs using concentrated sunlight. The building’s tower houses an observatory-style dome with an irising shutter around a very large fresnel lens. This lens is meant to gather light, but deliberately doesn’t focus it too much, just directs it to another lens, which aims the light straight down. There, on a motorized rig which allows for some adjustment up and down, is the third lens which actually brings it to a searing focal point.

With that focal point reliable and known, the people at the workshop could move several different tools underneath it as necessary, from a crucible for smelting, to a firepot for solar forging, perhaps a glassblowing oven, a 3D sinterer, or the large CNC plasma cutter-style rig shown in the scene.

A set of computers would be set up with light sensors and control over the rotation of the dome, to allow it to track the sun, and the width of the aperture in the shutters, to allow it to regulate the amount of light. The upper limit on the light would be based on how bright the day is, but if they need anything less than full sun, then the opening and closing of the shutters should help with providing consistency. If it starts around half open in full sun and a cloud moves in front of the dome, it might open all the way, then close partially as the cloud leaves. With many minute adjustments, the overall amount of light could remain very consistent down on the ground.

As for the level of focus, I suspect the kerf while cutting would almost definitely be wider than with a modern plasma cutter, but like I said before, people have cut through skillsaw blades with just a lens from a rear-projection TV. So it's possible a larger lens could concentrate even more heat, allowing it to burn through much faster, with less damage to the surrounding material. The tightness of the point would mostly come down to the quality of the lens, as far as I know.

I’ve tried to include a number of controls, caution markings, and red emergency stop buttons, but the one thing I really don’t like about the design as drawn is that it’s not obviously fail-safe. I think ideally there’d be some kind of hanging weight or other mechanism so that when power is lost (not just to the building, as that probably happens fairly often on a less-reliable grid, but to the system’s control unit) the shutters or another light-blocking mechanism slams into place.

Other notes about the scene, I’ve tried to include a diversity of ways to use the sun, the photovoltaic panels for powering the electronics and perhaps some of the tools, a set of fiberoptic solar daylighting systems, which track the sun and pipe light down to the shop floor, along with the simplest version, large windows. This emphasis on daylight should help avoid the risk of electric lights strobing in sync with moving items (such as on a lathe or milling machine) which can cause them to appear stationary and safe to grab onto, though they likely have two sources of light on each just in case. I’ve also included a water wheel, either for power generation, or for the direct motion, to be connected to certain tools or machinery via axles and belts.

 
 

 

Houses require maintenance. How much and how often depends on the design and its surroundings. They also require occupants - in my brief experience at least, they degrade much faster when they’re left cold and empty than when someone lives there, even if that someone doesn’t fix things. Weather, encroaching water, mold, ice, and animals can all cause compounding damage surprisingly fast.

I think of the solarpunk society I've been depicting as being post-postapoclyptic. They’ve been through the worst of the climate crisis, wars, plagues, and all kinds of shortages, and they’re trying to rebuild better. In some of my previous postcards, I’ve tried to imagine what the rural communities I grew up in would look like transformed into a modern version of how they looked a hundred years ago, with denser villages, trains, and wide stretches of forests and farmland in between. They were set up this way back when because it was practical for people who walked or relied on horse carts to get around day-to-day, and who traveled to use a boat or a steam train for a longer trip. A solarpunk society that doesn’t want to rebuild the infrastructure(s) to produce and maintain personal vehicles, fuel them, and to drive them on, might have to look pretty similar out here.

But what happens to the houses and developments spattered across the land between those villages? Every road with a house a quarter mile from its nearest neighbor, now miles from those hubs of public transit? In a society where public transit is effective, and cars are rare, I think a lot of roads will degrade pretty quickly. They already need tons of maintenance, and that’s with people using them every day, totally dependent on them, grudgingly agreeing to pay for it. It’s not uncommon to live thirty minutes or an hour from your grocery store today, but on badly broken roads, that kind of travel is going to be more difficult and costly. Some people will do it, heck, some will have held out through all the bad times and will stay no matter what else changes. But I suspect a lot of houses will have been abandoned a long time ago.

There’s tons of embodied carbon stored in those structures. In their carefully-refined materials, their transportation, and in the act of construction. Some of those materials might be very difficult to produce for a society that carefully watches its externalities and seeks to do as little harm as possible. And the longer they’re left abandoned, the more they’ll degrade. The structures will become unsafe, the materials will rot or break, or become inaccessible, and in some cases, they’ll pose environmental risks as fuel tanks rust out, chemicals escape their storage, or damaged structures catch fire (even with the powerlines cut upstream, abandoned solar panels or poorly-isolated generators backfeeding into the grid might allow for damage to an abandoned house to cause a fire). This is especially true with modern buildings, particularly the kind of McMansion featured in the scene, with their heavy reliance on petro-products like “structural” foam columns and facades, which will go up like a struck match in the next wildfire.

In some cases, old buildings could be put back into use. Perhaps they’re nearby something the rebuilding society needs. Maybe one development will make for a good farming community, and another the barracks of a logging camp. Maybe one near a river can support trade or fishing. But there will be others that are simply not very useful. They were practical enough for semi-suburban life when gas was cheap, cars were plentiful, and roads were maintained. But in a world where most people have other priorities, live in closer communities, use public transportation, and aren’t interested in rebuilding a car-centric world, these houses don’t make sense. And of course there's the ones in unsafe locations (flood plain, unstable/eroding cliff, etc) where they won’t last no matter what. To that society, deconstruction might be a very practical answer to both the long term threat posed by these structures and to their own building material needs.

Deconstruction is an alternative to home demolition. It means carefully dismantling the constructed components of a house so the materials can be salvaged and reused. Materials are typically removed in the opposite order in which they were installed, to maximize reuse.

By carefully disassembling these structures and hauling the materials back to their communities, they can build and expand for a much lower overall cost (both environmentally and in resources harvested from the world) while removing potential toxin or fire threats. And by filling in their cellarholes and replanting, they can rewild developed land, build better habitats, and restore their local ecosystems.

On top of that, even buildings picked over by looters may be full of usable stuff - furniture, dishes, cooking tools, hardware - which a society with an interconnected library economy could use to meet its needs without producing new items.

So that’s what I’ve tried to depict here, a deconstruction crew carefully disassembling old world structures so that everything, from the windows to the metal roof panels, to the cabinets to the stick framing itself, can be reused elsewhere rather than produced new.

They’ve been working from left to right in this scene, taking each house apart in reverse order to how it was built. Much as with construction, this would require different crews of specialists: inspectors, roofers, carpenters, electricians, plumbers, and others who can safely remove resources without doing unnecessary damage. Once a crew finishes their part of a building, they’d hopefully be able to move on to another one nearby.

They’re also replanting/rewilding the old backfilled foundations, something that would certainly help with breaking up the concrete (eventually). Roots are great at that.

I’m not sure if it’d be worthwhile to use concrete saws to cut at least some of the concrete foundations into construction blocks. It’d certainly help with restoring the site quicker, and it’d be a low-ish carbon source for concrete blocks, but the tradeoffs in labor, transportation, and power for the saw might not be worth it. In that case, they’d probably crack it up with a jackhammer before filling it back in.

There’s a lot of vehicles in this scene, so I should emphasize that these aren’t daily drivers. These are equipment used to haul work crews and construction materials on fairly short trips.

All the big trucks in the scene are old internal combustion engine vehicles converted to run on woodgas. I imagine they burn a lot of the wooden construction debris which were otherwise too small or damaged to be worth salvaging. Perhaps some trucks are even set up with plastic de-refineries and are able to use astroturf lawns, broken plastic siding, or “structural” foam facades as fuel on their trips. This isn’t perfect: it still produces pollution and releases CO2, but if the goal is to salvage as much material as possible, and to prevent it from burning pointlessly in the next wildfire, I could still see an aspirational society accepting that use of it.

As a bonus, woodgas vehicles are often used as generators, so they may be able to serve that role part-time on-site, powering lights and air pumps for confined spaces like basements, and even certain tools. Otherwise they’d probably use portable solar panels.

The other (smaller) vehicles are electric minitrucks and rickshaws.

I imagine that the workers are a mix of specialized crews brought in by the larger community for the scheduled deconstruction, and local volunteers who are working for trade in recovered materials. I imagine a lot of the cargo bikes, Chinese wheelbarrows, rickshaws, and minitrucks belong to them. I figure in place of real roads, the really small villages and isolated homesteads maintain a surprisingly dense web of rough trails suitable for mountain bikes or snowmobiles, which connect to all their neighbors.

Last art thoughts: I have another scene of a golf course and its surrounding McMansions turned into a solarpunk intentional community that I’d like to do, but the scope on that one is big enough it’ll be awhile before I can get to it. At this point, I’m confident I’ll make it though. McMansions, with their pointless, wasteful scale, their cheap construction, their reliance on petro-product materials, and their often vain attempt to spend their way to classiness, seem kind of like the antithesis of solarpunk design to me. Golf courses with their endless, expensive-to-maintain grass monocrop hold a similar, though less severe place in my mind.

If you read all that, thank you! And if you’re a person who owns a building in real life, and you’re thinking about doing some renovations, please consider reaching out to your local chapter of Habitat for Humanity or another group who will do deconstruction, rather than just smashing everything up and throwing it away.

 

My SO and I have been planning to start a mushroom garden for awhile now. You can buy these kits with mushroom spawn in peg form, and you just drill holes in a log and hammer them in. I'd had big dreams of going along the bike path, adding them to all the dead logs there, until I learned how important it is to properly and thoroughly inoculate freshly-cut logs in order to make sure your fungus of choice is properly established and safe from the competition. This was a bit of a problem as we live in an apartment and the circumstances where I'd cut down a healthy tree are seriously slim, and don't include providing food for mushrooms.

But one of the perks of having a big family is that one of them is always doing yard work, and when one of their birch trees bought it in a recent snowstorm, I was ready to jump in and claim a few pieces. They were happy to get rid of it; they feel grey birch burns poorly - and I was happy to take some because it supposedly turns beautifully on the lathe and it's a suitable medium for shiitake mushrooms.

As an aside, I prepped one thinner piece for use on the lathe. I clamped it to the table and used a draw knife (and a regular carving knife) to strip off the bark, before painting the ends with wax. This helps prevent cracking and checking due to uneven drying from the ends, and spalting/mold/rot from moisture under the bark. Assuming it does as well as the maple and oak I've done previously, it'll be ready to use in a year or two.

Okay, back on to the mushrooms! We bought our kit from a company called Northspore who provided pretty thorough guidance. Their instructions said that logs 4-6" thick and 3-4' long would be good, and one of ours fit that nicely. The instructions also said our log had been cut at about the worst time, after the buds on the branches had begun to swell. So... sorry, mushrooms! Hopefully you'll figure out how to make that work.

They provided a drill bit, instructions on how deep to drill (1") and where (in staggered rows, each hole 4" apart, 2" from their neighboring rows, so it makes diamond patterns). I grabbed a drill and measuring tape and set about drilling all the holes.

(I also cut a couple risers out of a dead log to keep the mushroom log off the ground)

Once all the holes were drilled, we started hammering in the pegs with a rubber mallet.

I don't have great photos of this step (it was a lot of fun) but here's one of the log after we got them all driven in.

The last step was to seal all the pegs in place with melted wax. The kit provided powdered wax and a little fuzzball on a wire handle for applying it. We set up a double boiler on a hotplate and melted the wax while we added the pegs.

We hid our mushroom log in a shady forested spot near the apartment fence. If all goes well, I'll be back with mushroom pictures sometime next year.

 

I've been thinking about Five's excellent comments about states and the borders of a post-state world on one of our previous discussions. And since this Lemmy community is intended partially as a repository of resources for players and GMs, I thought I'd gather up some of the cool maps I've been looking at, and organize them into categories of options/inspiration for anyone who is thinking about what a region outside the more-lore-established Nation of Pacifica might look like.

Five suggested a few really cool options, the first of which was the overlapping zones of the historical lands of indigenous peoples. The setting already features a massive, successful Land Back movement, so it would be quite reasonable from a lore standpoint to restore these wherever possible, or to establish a sort of hybrid mix with modern landmarks. This interactive map is also very useful: https://www.npr.org/2022/10/10/1127837659/native-land-map-ancestral-tribal-lands-worldwide

The next was Watersheds and I really love these maps. To paraphrase Five: in a world where states no longer exist, borders that still have importance are those drawn by nature. People still need to coordinate over land and water management. They give some wonderful world building suggestions though I'd also suggest that as Fully Automated! Is in the transition to a post-state world, but is not there yet, that there's excellent potential for factions, feuds, drama, and plot hooks in the existing states losing relevance to watershed organizations that overlap their territory and authorities, but don't necessarily encompass all of them.

The cool thing with watersheds is you can aim for huge nation-sized chunks of land, or tiny town-sized boundaries, all depending on your needs.

The last one I'll include is biomes. These are another natural boundary, though often a softer one than the watersheds.

And there's no need to restrict yourself to just one new way of redrawing the map. Societies are messy, and often slow to change. It wouldn't be unrealistic to end up with a mix of all of the above, along with existing cities and state or national borders too. Here's one example, though it's alt-history rather than scifi.

I hope this is useful, and if someday you're playing the game and redrawing the map, I'd love to see what you come up with!

 

The last webcomic I recommended was Black and Blue. This one has a lighter tone, and has got some superhero influences, though I think it still falls under cyberpunk.

I've caught up to 2022 and have enjoyed it so far. Apologies if it's better known than I realized, I just stumbled onto it a day ago.

 

This might be a bit of a reach but I’m wondering if anyone here knows enough about concrete production to help me plan the layout of my next photobash. I’d like to do a scene of a solar-thermal concrete factory – there are several supposedly in the works, like Synhelion’s new partnership with Cemex, funded by the US DoE, or the french company Solpart (whose prototype involved a rotary kiln), or Heliogen. Unfortunately I’ve had a lot of trouble finding decent photos of their setups, and even though Synhelion is apparently working on a pilot industrial-scale solar concrete plant, I haven’t found any plans to work from.

I’ve been doing some reading about existing concrete factories, and plan to keep as much as possible the same, while mostly modifying the kiln to include at least one structure similar to a solar falling particle receiver, and adding some onsite algae farms or greenhouses for capturing CO2 released by the burning of the lime, and a trainyard (either electric trains or fireless steam locomotives, given that it’s a solar plant) for moving material into and out of the plant.

I’ll say upfront I know very little about concrete production, and I’m struggling to come up with a kiln design that’ll hit the required temps for long enough, without burning the lime and messing it up.. Originally I’d pictured basically a rotating kiln feeding into a falling particle receiver, linked up so heat from the sunlight hitting the falling concrete could still travel up the tube and eventually up into the cyclones where the mix is dried. But it seems like the concrete needs a longer, slower firing time than whatever heat it gets wafting up from the aperture, and then a blast of light and heat as it goes past. The diagrams I could find seems to just be a rotary kiln with sunlight being blasted into the open lower end, but I’m not sure if that’s just the design they went with because it was a proof of concept prototype.

I also know that temperature changes are bad for lining of rotary kilns, which are normally run pretty constantly IRL, so it seems like they’d need some changes anyways to cope with the day night cycle?

In case you’re reading this and wondering why make concrete this way, the concrete industry is a huge portion of human CO2 production (around 8% total), due both to the release of CO2 from the chemical process of baking the limestone, and from the tremendous amounts of heat necessary for doing that. A more solarpunk society would hopefully use much less concrete overall, especially with changes in building design and priorities that allow for weaker materials like hempcrete and mycocrete, but for some things we’re still going to need modern concrete. Solar furnaces can hit temps well above what a rotary kiln uses, and heliostat systems aren’t far behind, and it’s a pretty direct use of heat from the sun, which would minimize conversion losses. It’s not a great fit for every current concrete plant, but it seems like it could help.

 

I just finished re-reading Harry Harrison's The Stainless Steel Rat Gets Drafted which was my favorite from the first time I read the books awhile back.

On this pass I was surprised to find that the the economy and system of Individual Mutualism briefly outlined in the second half of the book actually looks a bit (to my uninformed eyes) like the economy from FA! with a dash of Walkaway's philosophy thrown in. I don't think it's enough to reference it as a work in the genre or anything, I just thought it was neat. Harrison was quite progressive so I wonder if he pulled inspiration from anarchist works of the time.

I thought I'd post an excerpt of the text. To be clear, this isn't presented as a complete and actionable philosophy. In the story, the Rat is out to kill the guy who got his mentor killed, it turns out that guy is top general of an army. While infiltrating the fascist nation that that military rules, he accidentally gets himself drafted. That's all good with him - his target's in the army, he's in the army, he can make this work. Shenanigans ensue. During that time, he's part of an invasion of a society the book presents as bafflingly peaceful, which follows a largely incomprehensible philosophy called Individual Mutualism. This makes it both an excellent target for an invasion and an excellent resource for the Rat. Here's a scene of some locals trying to explain it to him (apologies for the quality of the photo):

Their emphasis on passive resistance and just leaving whenever possible reminds me a lot of parts of walkaway, but this section in particular reminds me of the economy section of FA!, where money is mostly used to track short term trades, and investment for a profit is banned.

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