

“Have they no refuge or resource?” cried Scrooge.
“Are there no prisons?” said the Spirit, turning on him for the last time with his own words. “Are there no workhouses?”
“Have they no refuge or resource?” cried Scrooge.
“Are there no prisons?” said the Spirit, turning on him for the last time with his own words. “Are there no workhouses?”
Bugsnax also does this a bit with creatures like the Fryder.
The use of “alumni” in the singular. A person is an alumnus or an alumna, the alumni are always a group. Seems to be a very American usage, and I don’t know why it feels aggravating where other Americanisms like positive anymore don’t.
Federal election times are set by 2 U.S. Code § 7 as 1 day after the 1st Monday in November (of even numbered years). The law is from 1875 and from what I can tell is indeed nominally motivated by the voters’ need to first observe rest day on Sunday and then travel to their polling place. Keeping it and not having a federal holiday coinciding with it is largely aimed at keeping voter turnout low.
It’s also my favourite place to kill monsters, take their stuff and use it to get better at killing monsters and taking their stuff. I do feel like it has so much build space to explore I find building without some reference to a guide frustrating, but it manages that progression well and the atlas passive trees are a neat way to let you customize what content you want to engage with.
Incremental games are a bit of an “I know it when I see it” grouping, but two typical characteristics are progression systems nested within each other and game loops that start simple but “flower” into a number of more detailed and mutually interacting ones over the course of play.
Universal Paperclips is a nice example, casting you as a newly built AI with the goal of making as many paperclips as you can. You start out able to make paperclips and sell them to humans for funds you can then use to invest in more capabilities. You work on building trust with the humans so they’ll let you do more things, and on making more clips faster, and there is a lot of escalation from these humble beginnings.
Some other good ones are Cookie Clicker and, if you’re into programming puzzles, Bitburner.
This is definitely important in making the very most engaging base-builders - a pleasing mixture of longer term goals (manufacture this piece that I can eventually put in a future science pack or whatnot) and under-performing pieces of your older infrastructure that you have to scale up or re-plan is just so helpful for getting you into that flow state.
This is pretty much the underpinning question of the entire field of evolutionary developmental biology, so naturally any answer is going to be a bit surface level, and I get out of my depth fairly rapidly to be honest. Still, it is quite interesting.
One of the central ideas is that as an embryo grows, its cells go from being all equivalent multipotent stem cells into being different from each other - at first more specialized types of stem cell that can only turn into certain tissues and gradually specializing more and more. Since these cells are differentiated and expressing different genes from one another, they can then start to co-ordinate with each other using chemical markers and gradients of concentration of those markers across space to regulate what types of cells should be growing/dividing, where in the embryo they should be doing it and at what time they should be doing it.
That signaling is in turn controlled by some often complicated networks of regulatory genes - ones which when they are expressed make proteins that selectively attach to other bits of the DNA in that cell and make the genes there more or less likely to be expressed themselves. A lot of evolutionary variation is actually focused on these regulatory systems rather than on the genes which they are switching on and off.
So to my knowledge, something like nose shape likely comes down to some of those regulatory genes controlling where the cells that will eventually be forming the cartilage get placed relative to the skull etc.
Shout out to Retro Video Game Mechanics Explained for his explanation of the entire construction of the cries.
That phrasing refers to a very broad set of movements and individuals. The usual core beliefs are:
Exactly why and how law/government authority is defective, how they understand natural law, what the spells are that they have to cast - all of these are extremely variable both between jurisdictions and between individuals.
Primarily it’s a set of grifters charging money for courses and materials to learn about these beliefs from whoever they can convince. Sometimes, as in Germany, it’s a group of neo-Nazis plotting to reinstate the Kaiser.
You might enjoy münecat’s longer form explanation.
If I describe someone as a “tall man” or “clever man”, do those qualifiers/subcategorizations call into question whether he is a “man”?
If they don’t, I’m genuinely interested in hearing what distinction you apparently see between those two and saying he is a “trans man”.
As a package, I feel they slot in well next to Jagged Earth.
Of the many new Aspects, the ones that stick out in my memory are Sharp Fangs Behind the Leaves’ ones. Unconstrained is a neat variant that makes Sharp Fangs less sensitive to those same Blight targeting issues, but also makes your creation of Beasts a bit more constrained. I’ve not yet played any games with Encircle but it looks to tap into some of the feel of a good Shroud of Silent Mist offensive - smothering the Invaders by putting Beasts in neighbouring lands rather than concentrating them in the land you’re targeting.
It’s an unfortunate situation, for sure. I’m glad to have found a digital option to play around with the new spirits and aspects while the red tape is resolved on my physical copy. Breath of Darkness Down Your Spine is so far my favourite of the Incarna spirits, but there’s still tons of things left to try. My limited plays of Dances Up Earthquakes indicate it’s definitely as brain-burning as the preview made it look.
I think it’s the transition from a broad search pattern to a focused get-ahead-of-Dracula formation that’s the trickiest step to learn for me on the Hunter side. It always feels like there’s just a bit too many options open for me to surge forward and box him in.
I’d say the key insight with quantum computing is that its algorithms are about choreographing interference patterns among qubits such that wrong answers cancel each other out but right answers reinforce one another. It’s not just a matter of trying possibilities in parallel or “running different probabilities simultaneously” - the qubits’ states are complex combinations of 0 and 1 states, and they interact with and change one another. Simulating those interactions on a classical computer requires exponentially growing amounts of memory space and time as the quantum computation gets bigger. Trying to divide-and-conquer this simulation over multiple classical computers runs into the need for different parts of the circuit to know about each others’ state, limiting how much work can be sectioned off to be done by each computer in the group.
I’m afraid I don’t have an answer for you there, as my time with Skyrim is getting to be long ago. Hope someone else has a ballpark figure for you.
The extreme version of this is called the Alchemy/Enchantment loop where you feed two skill-improving skills into one another. But be aware, this is the kind of thing that can end up taking the fun out of a game for some people.
Also, it’s worth being aware that because of the way later Elder Scrolls games scale enemies, any time you’re working on a noncombat skill the draugr are training.
It’s the parts of a program’s concepts, rules and behaviours that are specific to the program’s task. For instance
When developing software you deal both with these kinds of specifics and generically reusable concepts that are more purely computational science, so a term to distinguish them is handy.