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PorkrollPosadist [he/him, they/them]

@ PorkrollPosadist @hexbear.net

Posts
36
Comments
583
Joined
5 yr. ago

Hexbear's resident machinist, absentee mastodon landlord, jack of all trades

Talk to me about astronomy, photography, electronics, ham radio, programming, the means of production, and how we might expropriate them.>

  • There's been some back and forth between Australia and our colonial overlords about whether tech companies are liable for publishing criminal stuff/where their responsibility ends.

    This is an excellent point. Regardless of the letter of the law, there will be substantial political pressure from the US to preserve the hegemony of its tech platforms.

  • I don't know how the law works in Australia but one way this could get funny is asking whether Reddit considers itself as a "common carrier" or not. Is Reddit a publisher, or are they a communications platform? If Reddit insists they are a communications platform (and therefore not liable for what people post), they are insisting is not their speech being censored, so what standing do they have to bring this case?

  • We should file an amicus brief detailing our experience with Reddit and free speech.

  • Well it sounds like you tried the lower hanging fruit already. If you have it narrowed down to the driver then the options are basically waiting for Nvidia to fix it (could happen), or waiting for third parties to notice they're broken in this one case and creating a work-around.

    Setting the whole "nvidia, boo" rant aside, the situation is complicated by the fact that you have the kernel doing one thing, the Nvidia driver doing another, and then Nvidia's bespoke implementations of OpenGL and Vulkan doing their own thing on top of it. It isn't just the driver, the whole graphics stack is essentially kind of siloed. When I used to have Nvidia hardware (a 970) it generally worked pretty well, but edge cases like this don't benefit from the kind of transparency which exists in implementations like Mesa3D.

    Like I said, if having a second OS around works, don't let me stop you. If it works today, it is definitely faster than waiting around for somebody to maybe fix it one day. I'd amend my advice about sharing a /home partition up above though. Games using Vulkan (including ALL Windows games running through dxvk) pre-compile their shaders and store them in a cache to avoid intermittent stutters during gameplay. These shaders must be compiled for a specific piece of hardware and a specific driver version. If you are switching back and forth between driver versions on each distro, this shader cache will frequently become invalidated (depends on if the game / runtime retains versioned shader caches, or just deletes the old ones when the driver version changes). If you notice it is constantly recompiling shaders every time you launch a game, this might be why. I think it is still certainly worth sharing a home partition though.

  • My plan is to give each Linux distro its own 1-terabyte SSD. So the question is: is this overall a bad idea?

    Yes. It will work, but it will waste a lot of space. Individual distros are not going to require more than 200-300 GB, and that's if you're really trying to pile everything on there. Your personal files (photos / videos / music / games) are what will take up the bulk of the space. This plan could be improved substantially by splitting one drive down the middle, installing a distro on each 500GB half (put the EFI System Partition there too), then using the other drive for a 1TB /home which is shared by both distros. This would also allow you to replace either (or both) distro while keeping your personal files and settings in place. By having your personal files on their own separate drive, you also have the option of unplugging the drive when you're fucking around with partitions and formatting filesystems, as an extra precaution to make sure you don't wipe your personal files (back-ups would be better, but it is still a nice option).

    Since 500GB (each) would still leave a lot of headroom for most distros, consider partitioning swap space out of the first drive as well. At least as much as you have available RAM. Shrinking each root partition by 64GB to create 128GB of swap won't cause you to run out of space. You need at least as much swap as you have RAM to enable hibernation, but hibernation should never be used as long as two OSes are manipulating the same filesystems. Less than that just prevents the OS from killing arbitrary processes when it runs out of memory. You won't need this until one day you try running a PDF through ImageMagick and find out you actually do.

    Also, Windows likes to partition TINY ESPs (100MB in my W11 virtual machine)! If you are dual-booting at all, and especially if you are dual-booting multiple Linux distros, I recommend giving the ESP some more space (like 1-2GB) so it has plenty of room for multiple kernels and / or bootloaders on it.

    I am skeptical about old drivers fixing anything. It sounds like a coincidence. Not impossible, but probably the side-effect of a bug which has been fixed in one way or another. I would at the very least try other versions of WINE or Proton before to see if they work with the current driver before giving in and installing an entire extra OS to toggle back and forth between driver versions. I mean if it works, don't let me stop you, but there has to be a lower-mantainence, lower-overhead solution. It can be nice to have a second distro lying around for experimentation or rescue though. I've done this before. Knowing that something does work correctly on some other distro can be a great help in troubleshooting why it isn't working correctly on your preferred distro. Being able to cross-reference software versions, configuration, etc. This is how I learned there are in fact two separate drivers for the Sony DS4 controller in the mainline Linux kernel.

    For reference, running Gentoo with 2000 packages installed and debug symbols enabled for the entire system (i.e. what if we made the Godot binary over 1GB in size) just ticks above 500GB, and 180GB of that is disposable cache (mostly source code and cloned git repositories fetched when building software). This is not counting the 4.2TB of personal files I store on a blursed bcachefs array.

  • Good.

  • The bolt throwers can probably clear out Hell itself, but only if they are constructed and supplied ahead of time :big-cool:

  • Hell yeah

  • thanks for the heads up!

  • We exchange a bin full of chalk crafts for an assortment of textiles and leatherworks. We requested that the caravan bring coke next year, as we still haven't found any. In return, they requested cloth, offering to pay double for it. At some point, a few extra dwarves must have arrived because there are a couple extra unfamiliar faces around here.

    For the rest of the year, construction in the fortress continues apace, building bedrooms and furniture for the residents - 18 dwarves and 5 human monster slayers.

    The miners have just about given up hope of finding any fuel at all. They break the news to Gay King Prince Charles in the year's final administrative meeting. Gay King Prince Charles thinks in silence for a moment. Without fuel ores, the only way we can power our furnaces is with magma or charcoal, and I don't see any magma. For coking steel, magma won't even cut it - charcoal is the only option. She breaths a deep sigh which condenses in the cool winter air. "We might have to go Isengard on this shit."

    State of the Fortress

    Population 23 - 18 Dwarves, 5 resident (not yet citizen) human monster slayers

    Farming, Carpentry, Stoneworks, Metalurgical, Jewlery, and Tailoring industries established to greater and lesser degrees.

    Ores of iron and tin discovered

    First cavern level discovered, almost completely explored. No water, no magma. A large chasm leads to Cavern 2.

    Large amounts of cave spider silk collected (roughly 200 units worth), in addition to gems, tower caps and fungiwood

    18 luxurious bedrooms + a communal dorm room. At this particular moment, you can tell which bedrooms belong to a named player because they have stone cabinets in them.

    NO COKE - must burn wood for coal. Magma would greatly reduce our reliance on charcoal and enable things like infinite green-glass / earthenware production.

    Breeding pairs of Turkey, Guineafowl, Sheep, Cow, Horse, Cat, Dog (as long as the animals are straight, also this is un-fucking-believably lucky)

    An indoor pasture for grazers!

    Functional well fed from aquifer

    40 iron, 20 tin bars available, 71 cloth, even more thread waiting to be made into cloth (save some for sutures though)

    2 bee hives, I guess we need jugs to harvest these

    A handful of dimple cup dye

    Just over 200 stone block constructions (mostly floor)

    Recommendations

    We have narrowly crossed the population threshold to become a hamlet (20), which is when strange moods and small raids begin to happen. On the other hand, we have blown past the wealth requirement (5000☼) with 19000☼ created wealth. This will drive a lot of immigration in addition to drawing unwanted attention.

    I suggest starting a second living space + workshops deeper down rather than carving dozens of additional bedrooms near the surface. Closer to magma, and ideally below a cavern lake so we can build some water wheels for power. This may take more than one turn to accomplish. Surveying the lower caverns will allow longer term plans to be made without worrying about unexpected entrances for giant cave spiders appearing in the middle of where the tavern was supposed to go.

    Security is currently low. With the wrong roll (flying level 2 building destroyer), a beast can break the stone door in the cavern and fly up the well. A climber might be able to go down the well and then take the stairs. Any type of level 2 building destroyer can do the same with the stone door at the surface. We should build alternate trap entrances for unwelcome guests (especially on the surface).

    It is your choice whether to take the iron bars and start making armor, or if you should burn considerably more wood to produce steel. There's plenty of magnetite ore and there are DEFINITELY enough trees, but there are 3000 elves less than a day to the north of us. We haven't met them yet. You will likely receive their first diplomatic envoy in Spring.

    We should at least try to get some bears from them, or some other creatures we can toss into a moat. There's also a sliding scale between pissing them off and causing them to send a raid (with steel weapons, the only concern would be their trained war animals).

    Likewise, we may receive our first diplomatic envoy from the Humans in Summer.

  • Prologue

    The World of Wind

    The Year is 201 in Teyo Ametha, "The World of Wind"

    (site location circled in orange, center-left of the southern edge)

    It is a time of hardship for the Dwarves. Only three notable pockets of Dwarven civilization remain in the known world. The Glad Arches in a volcanic region far to the north, The Unseen Cave out in the mountains to the east, and The Emerald Rag located in the bitter cold of the extreme south. Combined, these three isolated societies number 1650 Dwarves.

    Other Dwarven civilizations once stood proudly alongside their bearded brethren, but one-by-one, they had been claimed by misfortune. In late 59 to early 60, a war known as the Conflict of Disembowelers found the Dwarves of The Glazes of Sun placed under siege by a Goblin civilization known as The Misty Nightmares. The Glazes of Sun were pushed back to the furthest extremes of the known world, their final stronghold in the fortress of Oilsky. Some 95 souls still call this place home. It might as well be a prison.

    The Tapered Mirrors, a Dwarven society which once existed in the north, gained worldwide notoriety when they managed to fend off a Dragon attack in 103, only to succumb to the Forgotten Beast Hollowspray the Abyssal, who sacked the fortress of Phrasebronze in 113. There are only two known survivors left in the world. The ballads about the fortress annealed by dragon's fire don't bring the same cheer to the taverns as they once did.

    With the Dwarves up against the ropes, one might be forgiven for thinking this is a doomed world, however not everyone has shared equally in this misfortune. The Humans and the Elves have faired well, with several sprawling settlements in the temperate lowlands, and the Dwarves, despite their setbacks, are not out for the count quite yet. There is hope yet that the world will endure against the omnipresent threat of Goblin raids and the debauchery of the necromancers.

    The Emerald Rag

    (sites in blue, friendly civilizations in green, enemies (at war) in orange, Beardrenched in yellow, "other" sites in gray)

    The Emerald Rag is a Dwarven civilization which has existed as long as recorded history, located around the snow-whipped mountains of The Oily Land, a region in the southwest. Its domains once spanned over 20 settlements, but ever since the beginning of The Savage War in 88 the tide has turned. One after another, these settlements have fallen into the hands of The Continental Boulders. A vile force of darkness lead by the wicked Dwarf Necromancer, Momuz Laboredesteem.

    Two centuries ago, Momuz was once the Mayor of Tribestockade, a fortress of The Emerald Rag. Over the years he became obsessed with his own mortality and sought to extend his life by any means. For twenty years, he used the considerable resources at his disposal to establish a cult worshiping the God of The Dead. After twenty years of prayer, his devotion was rewarded. Through an act of divine intervention, a tablet was bestowed upon him inscribed with the Secrets of Life and Death. Inscribed by none other than the divine hand of the God of The Dead itself. With the power of immortality and an army of reanimated soldiers at his command, he has lead The Continental Boulders for over a century in pursuit of nothing less than world domination.

    As the calendar flips over to year 201, about 540 Dwarves spread across eleven remaining settlements of The Emerald Rag still stand tall against this immediate threat. Other dangers loom as well - Titans and Forgotten Beasts still roam the world, and The Misty Nightmares continue to grow in strength. Queen Mistem Tradepraises commissions a party of seven to establish a foothold in The Forest of Ropes, a densely wooded boreal forest surrounded by Humans and Elves, with Goblins just beyond. So begins the tale of Beardrenched.

    Beardrenched: Episode 1

    Porkroll sits at the front of the wagon, stretching out a map. "I'm pretty sure we're supposed to be coming up on a river soon. We're almost there." Doubledee (the only member of the party with a skill point invested in reading) snatches the map out of his hands. "You're holding it upside-down, you idiot. You imbecile." They smack Porkroll in the back of the head. "The Sensitive Diamond? We probably crossed that river miles ago!" In fairness, it is quite difficult to tell the difference between a river and solid ground when everything is frozen and blanketed in snow.

    After a moment of quiet, the wagon slips sharply and a couple of the dwarves are thrown to the ground. As they turn around, they see one of the wagon wheels has been thrown from its axle. Things grow even quieter now. The only sounds are the frosty wind weaving through the pine trees, broken by the occasional crunch of snow or hooveclop of the caravan's livestock. "Well, we're here. Wherever here is." The dwarves decide this is as good a place as any to STRIKE THE EARTH!

    The Dwarves waste no time surveying their surroundings. Oreb suits up in copper armor, Porkroll begins cutting down some trees, Moonworm and Context grab their picks and begin digging a burrow into the soil. Gay King Prince Charles takes stock of the party's supplies and begins making lists of needed implements. Before long, there is enough room to begin unloading the wagon.

    The soil layer is composed mostly of silt, marbled with bands of sand. Not much later, there is enough room for Booty to start sowing the subterranean crops which will sustain the fledgling colony. Living in the dirt is no dignified existence for a dwarf however. Dirt is for animals to shit and roll around in. For the Humans to then manicure so they can eat fruits that they grow in the shit. In giant fields of shit they waste their entire lives on. Dwarven civilization is cut from stone, and so we must dig downward. We strike a light aquifer. With no stone at our disposal, the damp walls are sealed off with wooden blocks. On the other side, we emerge within a large deposit of chalk. Praise Armok!

    A surface dweller might ask, "Chalk? So What?" but Dwarves are keen geologists. Chalk is a sedimentary stone, and like all sedimentary stones is created by natural processes of erosion. It is also a flux stone, serving an essential input in the production of steel. Also, being a layer originating from processes of erosion, we are sure to find seams of lignite and bituminous coal - the product of organic materials like wood becoming encased in stone and subject to enormous pressure (spoiler alert).

    Moonworm and Context work long hours digging a hearth out of the chalk. A sizable hall flanked by bedrooms on the upper level and workshops below them. The chalk extends seemingly forever, dotted with pockets of magnetite, cassiterite, and various gemstones. No coke yet though.

    With spring giving way to Summer and all the snow long gone, it is obvious the river we were supposed to settle on is nowhere in sight. The only water available exists in stagnant pools which are frozen for half of the year. The surroundings are just an endless expanse of pine trees. If we ever run out of food, it looks like there are enough wild potatoes to fall back on - if we remember to pick them while they're in season. Wolverines periodically harass our livestock, but the dogs seem fairly matched for them. Occasionally stoats can be seen scurrying through the trees.

    A group of migrants arrive at Beardrenched. 3 miners, a doctor, an animal caretaker, and a couple of craftsdwarves. Pressed by water scarcity, we begin digging exploratory tunnels downward from a storage basement. We know there is a vast network of caverns somewhere beneath us - the natural habitat of our beloved plump helmets. Maybe there we will find some water, or magma, or even coal!

    After digging downward for a while, instead of finding a cavern we found another light aquifer. We expediently decided to use this aquifer to gradually accumulate water so we can build a freshwater well. Upon digging the shaft which would connect the well to our living space, the stone gives way revealing the caverns we had initially been looking for. Nearby, a deep chasm leads directly down to a second network of caverns.

    The well is completed with some minor adjustments (going through two layers of air) as the dwarves begin exploring the caverns. Tower-caps are cut down for wood. Cave spider webs are collected to be spun into silk thread, and any easily-reached gems are ripped out of the walls (there are still some low hanging fruit). News of the discovery spreads quickly. One by one, a handful of human monster hunters begin to arrive at Beardrenched, seeking adventure and glory in the underground caverns. Before long, most of the upper caverns have been surveyed. What lies beyond the deep chasm below remains a mystery.

    Our liaison from the Mountainhome arrived as scheduled in mid-autumn with a trade caravan. Unfortunately, this happened right as we were renovating the fortress enterance, so we hastily constructed a trade depot out of wood on the surface (its still there, btw). Seriously, I thought it would take this guy an extra month to find this place. He must have stopped and gotten directions from the elves.

  • Games @hexbear.net

    Fortress Friday - Beardrenched: Episode 1

  • Suppressing the technology is impossible. Targeting the payment processors is trivial.

  • Turning the Federal Reserve into a small batch distillery

  • Thank you for your service.

  • I came to this website looking for bears and they're all twinks!

  • Games @hexbear.net
    Featured

    Introducing: Fortress Fridays

  • libre @hexbear.net

    (F-Droid) An experiment in automated building from source, 15 years later

    f-droid.org /2025/11/24/an-experiment-in-automated-building-from-source-15-years-later.html
  • traingang @hexbear.net

    It happened again

  • Games @hexbear.net

    WHAT DO YOU MEAN IT'S UNREACHABLE?

  • music @hexbear.net

    Dick in a Box

  • fakenews @hexbear.net

    Truth.social to enable ActivityPub federation next week

  • music @hexbear.net

    Apropos of nothing (ACDC - TNT)

  • technology @hexbear.net

    Why the Hell Does Android Even Exist Anymore?

    fireborn.mataroa.blog /blog/why-the-hell-does-android-even-exist-anymore/
  • libre @hexbear.net

    I'm working on a process to convert a Mastodon instance into a Misskey instance

  • technology @hexbear.net

    ORMs are stupid. Get rid of them.

  • Games @hexbear.net

    I forgot how to make fire stop happening.

  • music @hexbear.net

    This is an emote on hexbear dot net

  • music @hexbear.net

    Open Letter to a Landlord - Living Colour

  • music @hexbear.net

    MMMMMM (Metal covers of VVVVVV soundtrack by Jules Conroy)

    www.souleye.se /m
  • music @hexbear.net

    Blueberry Bay (Ebb and Flow mix / Strawberry Jam OST)

  • music @hexbear.net

    Eminem - Ass Like That

  • music @hexbear.net

    There is a Robbery - Josie

  • music @hexbear.net

    Men At Work - No Sign of Yesterday (Live, Brazil 1997)

  • libre @hexbear.net

    X.Org Drama