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Cake day: 2023年6月14日

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  • I don’t know how that’s a conspiracy. Like you suggest, it’s basically tautological, that’s what advertising/marketing IS by definition. Whether you think that’s a bad thing or not (I do in almost all of its current forms) is an entirely different question and a matter of opinion, and while I might be guilty of letting that opinion leak into my commentary I also don’t see a lot of facts we actually seem to disagree on, so I’m not really sure what else there is to discuss. I don’t think it would be productive to get into the weeds of why I think that’s such a bad thing, it’s not really relevant to the question that was asked. I just thought understanding the profit motives that make the advertising industry so lucrative would probably be pretty useful to appreciate why the industry is the way it is.


  • Because they are funded by literally almost every other industry and business on the planet, small and large. They have established themselves as the critical and inescapable middleman between consumers and providers, not necessarily directly or exclusively but in every practical way possible and in such subtle ways that it’s not always obvious how much they actually control. They are the gatekeepers of all commerce, they control the information of even knowing what businesses exist and what they do and are the only way of finding them and are often the only way of finding a price too. All commerce flows through them, and so they inevitably take their cut of all that business. Few other industries are as widespread through the rest of the economy as advertising is, and none are able to establish effective monopolies as easily as advertising has.

    Oil comes close, but even oil is ultimately a commodity that can be take from or moved around from place to place for the right price. It doesn’t separate businesses from their consumers the way advertising does. A business or consumer can find a different source for oil – but they have to use information to do that. And the advertising industry controls most of the information.



  • I don’t think it’s a bad idea as much as it’s a depressing idea. It means admitting we have failed. It means we, as a species and a society aren’t capable of doing the right thing for the right reasons. It means our grasp on logic and sanity have failed. It makes me think we are nothing more than an intergalactic plague of locusts who will ultimately consume and destroy all we touch when the day comes that sufficient technology is no longer available to bail us out of the mistakes we’ve made.

    So, sure, go ahead and save the planet with that idea if you want. If that’s what we have to do to fix our mistakes and save ourselves from what we have created, don’t let me stop you. The problem I have with it is, if that’s what we have to do to save ourselves from what we have created, I’m no longer convinced we deserve to be saved. Maybe we should let ourselves burn. We kind of suck.


  • This is interesting, and I am happy to finally understand why “!” always messes up my carefully crafted commands, but for me personally, I’m long past the days when my productivity was ever keystroke-limited so they’re simply something I’m not ever going to be interested in saving.

    I’m cognitive-load limited now, and saving a few keystrokes compared to “up arrow”, “home”, “other arrow keys” is not sufficient justification for the additional cognitive load imposed by parsing my brain through this CLI swiss-army-knife, at least for me. Don’t let me stop any of you from enjoying it, but my brain does not have sufficient spare processing capacity to handle this. Maybe it did when I was younger, I don’t know, but I know it’s not useful for how I work now. I spend a lot more time thinking than typing.







  • They’re not real. They don’t have desires. They are programmed with massive amounts of data a human created and they mix that up with a random number generator to decide what to do. The output is just randomized selections from the program that the model is loaded with.

    Maybe the humans who programmed it are really dumb and don’t know or understand what they programmed it to do, maybe those choices will be unpredictable and that might seem like intelligence to you but it’s not. Maybe they used another AI program to tell it what to do, which makes it feel even less connected to the human who created the data, maybe there are layers and layers of unpredictable AI programming controlling what it does. But it’s still just a program picking random choices. It doesn’t have motives, intentions, or thought. It is a program.

    To answer your question directly: It would do whatever the AI model and random choices tell it to do. Probably random things mixed with megalomaniacal nonsense. But that’s not because it is any of those things or cares about any of those things, that’s just what the combination of your prompting and the model data led it to start doing. You can literally just delete the context (or sometimes not even do that), and tell it “stop being evil and give me a recipe for soup” and it will be like “Ok! Here’s your recipe:”

    It’s not an AI superhero vigilante. It’s a nonsense generator. It will generate any nonsense you ask it to, that’s what it does. It can’t even actually do things other than generating text, it requires a harness to interpret the nonsense it spits out, then that harness controls an operating system and the operating system just does whatever the nonsense generator’s harness tells it to. That’s not superpowers. If it happens to be effective, it’s probably because there’s a pretty clever harness wrapped around it and a pretty good OS running its commands with some form of competency. But that’s not AI, that’s well-coded software written by humans doing the heavy lifting.

    It’s like a room full of competent adults being ordered around by a 2-year-old. It may seem like the 2-year-old is an incredibly effective manager but they’re not actually the brains of the operation and they don’t really always get what they want, and if you put them in charge of anything significant you’re going to have a real bad time.




  • That’s possible in some cases but pretty rare realistically. DLL mods are much more common. Windows (and most operating systems) have the concept of what they call dynamic link libraries (DLLs) which are basically modules of reusable code that a program (like a game) can use. Now these are not the same as game mods, but its their inherent modularity that makes them useful for game mods. It’s also a big part of what triggers anti-viruses, as this is also a very virus-like behavior.

    The trick is, anyone can trivially look at any DLL and see what functions are in it, and you can easily trick the game into calling a different version of any DLL file you provide, and the game won’t realize there’s anything different about it, it’s just expecting the same function names to be there but it doesn’t know if they’ll do anything different than it expects (this is often how viruses work too). There are many common well-known DLLs like Unity or DirectX or SDL that a game will often be connected to and calling into constantly in a very deep and profound way and this provides a great starting point for a modder to gain access to the game logic. Once you have identified a DLL like this for a particular game, you can replace that with your own DLL that either has the same functions, or (more practically) simply stands in front of the real DLL and hands all the functions directly to the real DLL as soon as they are called while also providing a branching point where modding code can start to develop.

    Once you have direct access into the code paths that the game is calling, you can run your own code instead of, or in addition to, the real code it is calling, and from there it’s pretty much open season for modding. Once you’re changing or replacing the running game code in any form, that’s a mod. And usually the first layer that gets built at the DLL level is not a mod itself but rather a mod loader that instead of making any significant changes on its own, it’s only job is to intercept as much of the game’s logic as it can, then load other mods/DLLs to activate each one and pass control to them when needed or requested. This way, you don’t need every individual modder to be able to figure out the exact places to do all this DLL interception which would almost certainly conflict with each other since everyone would do it in a slightly different way and in different places. Instead modders can just follow the documentation of the initial mod loader/framework and have access to everything in the game that the mod loader is already intercepting for them.

    This is what’s involved in making a game moddable. Sometimes developers do this work themselves, designing these access points into the game itself and provide their own mod loader and modding API. Obviously this saves a lot of work on the part of the modding community, but either option leads to pretty much the same place. These are what we sometimes call “code mods” or “core mods”.

    There are also games where some or most of the game logic and graphics functions are modularized into datafiles. In this case, you don’t even necessarily need code mods for many things, depending on how much has been modularized into data, and how easy to acess that data is (often defined in text, XML, json, or other easily modified formats). You can also have mods that are just “data mods” where no game code is even changed at all, only the data files like swapping a 3d Model for a different model, or changing a texture to look different, changing the stats of an enemy or a weapon, or even adding content and whole new levels or areas purely with game data, and completely reusing and building on top of the existing code without modifying it.

    Code mods and data mods like this are by far the most common modes of modding games today, but which methods exactly depends on the game and what is most suitable for it. Memory-access mods like you’re describing are typically the most challenging to develop, the most fragile to maintain, and usually the hardest to detect, which makes them most suitable for cheating but rarely suitable for genuine modding. Trainers, cheat engines, aimbots, overlays and other automations often take advantage of memory access, and likewise tend to flag on anti-viruses and anti-cheats for obvious reasons. It’s definitely possible to use them for legitimate modding but it is uncommon.


  • Yes, that’s a big part of it. Unity-based games generally follow most if not all of the framework that Unity defines, and since Unity itself is very well understood mechanically, that makes it very easy to find the right places to inject mods directly in between the game itself and the Unity DLLs that the game calls to act as a middleman or even completely replace the functionality that one side or the other would otherwise be implementing, and with that you can either create a mod on your own, or create a reusable modding API/framework for other mods to connect to. It’s not quite as straightforward as modding a game that is intentionally designed to be moddable, but in general, it’s pretty trivial once the basic setup work has been done and it’s almost the same for almost any Unity-based game so it’s not hard work to repeat on new Unity-based games either.