I think at least part of the problem is that Democrats believe in The System. So when someone cheats and whines about fake votes and stuff, they can resist that with faith that the system is working, but when the system willingly chooses the other side they have no choice but to concede that this must just be the Will of the People. And who are they to stand against the system they uphold...
psycotica0
I'm going to give you the benefit of the doubt and assume what you said was simply confusing, but not wrong.
So just to be clear if your raid array fails, and you're using software raid, you can plug all of the disks into a new machine and use it there. But you can't just take a single disk out of a raid 5 array, for example, and plug it in and use it as a normal USB hard drive that just had some of the files on it, or something. Even if you built the array using soft-raid.
I don't want to sound like I'm just correcting you for the sake of it, but it's actually important. Mastodon is the most popular right now, but Mastodon actually wasn't around at the beginning! Before that was StatusNet, and before that was identi.ca and laconi.ca
So those services already existed, they were the ones built for federation, and so Mastodon was started as another compatible implementation of an existing network protocol. All of that is to say that Mastodon didn't need to make the right choices at the beginning, and they have already benefitted from this kind of network dynamic! The system has already worked once!
Maybe I'm just pedantic, but if it's on a phone or tablet, isn't it not "PC gaming"? I'm honestly a little confused what they're going for. I guess "mobile games of the graphical calibre expected of PC games"? But, like, Myst is a PC game. Monkey Island is a PC game. Thomas Was Alone is a PC game. There's a wide range there in graphics... And phones are mobile...
I get what you're saying, but I think the issue with optional memory safety features is that it's hard to be sure you're using it in all the places and hard to maintain that when someone can add a new allocation in the future, etc. It's certainly doable, and maybe some static analysis tools out there can prove it's all okay.
Whereas with Rust, it's built from the ground up to prove exactly that, plus other things like no memory being shared between threads by accident etc. Rust makes it difficult and obvious to do the wrong thing, rather than that being the default.
It's also worth saying that with cars vs transit the incentives flip. With cars I don't want to make things too far away, but like in my previous comment I have to space things out some, and cars are good at going distances, so it's not too bad for business to sprawl. Also, because I need parking for everyone, density of my building (like a multi-story building) requires an even greater density of parking. But parking garages are expensive, so it's easier for me to build a bunch of single story buildings with big surface parking lots.
On the other hand, with transit and pedestrians distances are much more significant. The goal now is to try and get as many things as possible to where the people already are. In this mode, building up is much more sensible because the more housing or offices or businesses you can put on this plot, the less people will have to walk to get there and the closer they are to prominent transit stops, etc. And if I don't need parking, then I'm incentivized to put another building right next to this one to try and hit those same people without them taking more than 20 steps.
There's a sense in which cars by their nature produce sprawl. Cars are larger than people, so if I want a building to contain N number of people, I need an empty space nearby that contains 3N of just emptiness waiting for a car, so our buildings can't be too close together. There needs to be that buffer space between them for their cars.
Then people have to get to the parking lots, so we need roads. But if I want N people to be able to get here, I need more than that space between our parking lots for enough cars to be able to reach me. Not to mention left turning lanes and big intersections, and of course long stretches to get past the long parking lots.
So if we don't have space for that in a city, we either have to knock down a bunch of buildings to make room for these things, it we have to expand outwards into the larger empty space outside the city. Which naturally leads to sprawl.
It's amazing to actually do a satellite view of an area, take a screenshot, and then colour in the parts that are actually a building or shop or home, and then colour all the other parts that are road, driveway, parking lot, intersection. It's this foam which sprawls.
I'm not disagreeing with you, but am genuinely curious how "fairness" was counted. I feel we have a thing right now where one side will present a well reasoned, data driven, argument. And the other side will hastily throw together something based on vibes that mostly doesn't address the issue at all. But out of a sense of fairness our current media feels like it has to present both as though they're two equally effective tradeoffs when actually one is empty noise.
So I'd be very curious if this system has a way of preserving true fairness without devolving into false equality in some way. Obviously nothing is perfect, but I'm curious.
Factorio in particular actually ships a native Linux version. Someone at Wube actually tries it AFAICT. So that should be something you could try day one, probably. Besides some weird situation, I'd expect every other game to be harder to run than Factorio.
It's also worth mentioning that localsend has specific Linux support, so the app should run fine. I use it on my Linux laptop all the time!
There are things about it that are like Factorio, but also some philosophical differences.
Most obvious difference is that it's 3D and "pretty", whereas Factorio is 2D and brown. Which is fine! But this game gives you opportunities to stand on a cliff and look out over some plains and visit some non-hostile animals. You can also build upwards to create tall stacked factories.
On the flip side, what that first person perspective costs is that it's a lot harder to manage things as a guy running around inside and amongst the buildings compared to a zoomed out, top down, view. So the scale is never the same simply because it's unmanageable.
Also, unlike Factorio, there's a pretty sharp divide between the things you can assemble and the things you make in hand. Like, IIRC you never end up with factories that build buildings in Satisfactory. You have drills that collect resources, and factories that turn those resources into components, but all of the construction you do yourself. At least that's my recollection.