thegigabrain - TheGigaBrain

thegigabrain

TheGigaBrain

metafiction and fourth-wall breaks are my platonic fetish

139 posts

Latest Posts by thegigabrain

thegigabrain
3 days ago

I hate targeted ads but I also hate the untargeted gambling & ozempic ads (I dont like gambling and if I lost 10 pounds I'd die of malnutrition) maybe the truth lies somewhere inbetween... all ads are bad

thegigabrain
4 days ago

I hear my mom shrieking downstairs, shouting up to me about “THE CATS! THE CATS!”

I run downstairs, thinking someone has died or something and see THIS:

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I FEEL LIKE I NEED TO PUNCH SOMETHING TO GET OVER THE ADORABLENESS

thegigabrain
5 days ago

What a re the most yummy nutritiotis summer vegetables i can steal from gardens

thegigabrain
6 days ago

Is it possible to catch an arrow?

Maybe, but I wouldn’t bet my life on it!

thegigabrain
1 week ago
xkcd comic depicting two stick figures talking. the dialogue has been edited to read: "stonework is second nature to us dwarves, so it's easy to forget that the average person probably only knows cutting, carving, engraving, and one or two stonecrafts." "and masonry, of course." "of course." below this is a text panel reading: even when they're trying to compensate for it, experts in anything wildly overestimate the average person's familiarity with their field."
thegigabrain
1 week ago

decolonization is unsettling? uhhh yeah j sure hope it is

thegigabrain
1 week ago
Two Year Anniversary Of My Vocabulary Being Permanently Changed For The Worse

two year anniversary of my vocabulary being permanently changed for the worse

thegigabrain
1 week ago

In the Pokemon fandom, every once in a while you stumble upon a ‘Pokeballs are $200′ joke. In reference to how Pokeballs cost 200 of the in-game currency:

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What a lot of fans, especially more casual ones, don’t seem to realize is that the currency in the Pokemon games it based on the Japanese yen. The symbol for the currency in the games even resembles the yen symbol:

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In fact, according to Bulbapedia, the ‘Poke dollar’ symbol was specifically created for the English translations of the games, and the original Japanese versions use the yen symbol.

Now, for perspective, although the exact exchange rate naturally varies, a US dollar is equivalent to about 120 Japanese yen. So, 200 yen is about $1.67. 

A Pokeball in the Pokemon games actually cost less then two bucks. 

There’s a REASON we see so many young kids training Pokemon, especially early in the games. The cost of investing into a Pokeball to try catching their own Pokemon easily falls into the range of a typical kid’s allowance. A Potion for healing after battles is 300 (or about $2.50), but since Pokemon Centers offer their healing services for free, that’s a moot point.

Youngsters in the early game only give within a range from 50-150 of the currency, which is about equivalent to $0.40-$1.25. The first Gym Leader in Hoenn Region, Roxanne, give 1,680 in Omega Ruby/Alpha Sapphire, equivalent to about $14. Which is about right for the equivalent of a middle or high school honors student. A later Gym Leader, Winona, gives 4,200, or about $35. The Champion, Steven, gives 11600, or $96.67.

The winnings from enemy Trainers varies, but Ace Trainers seem to give out about 1500 or $14 on average, give or take. Swimmers (especially common later in ORAS), award a range from 400-800, or $3.33-$6.67.

Vitamins (such as Calcium, Iron, and HP UP), cost 9,800 or $81.67 each. An Ultra Ball cost 1,200, or $10. A Paralyze Heal costs the same as a Pokeball, while an Awakening is half that. A Revive is 1,500, or $12.50.

What’s the point of doing this? Well, for one, to get a better sense of the in-game economics, which can be hard to grasp if one doesn’t realize the in-game ‘Poke dollars’ are based on the Japanese yen. And a look at said economics reveals some interesting details.

First, it shows basic Pokemon training and raising is well within the affordability of a ten-year old, or older. Which makes sense as Pokemon is aimed at younger kids, and the develops would want them to have the sense that going on a Pokemon journey is something they could do if they somehow ended up in the Pokemon world.

On the other hand, it also shows there’s really not that much money to be made in Pokemon raising and training, unless you battle frequently and regularly against higher-level opponents regularly and and win. Which is…very much in line with how professional sports work in real-life. Pokemon battling gets compared to a sporting event a lot for a reason. The initial 3-D games were even called Pokemon *Stadium.* Parallels are frequently drawn between the Pokemon League tournaments and the Olympics in the anime. The low money output is probably also why we often see Gym Leaders and the like working other jobs.

Just something interesting I decided to look into. I’m a Pokemon fan first, before any other fandom, and always will be. It’s shocking that I haven’t written any meta on it yet.

Hope you enjoyed!

thegigabrain
1 week ago
thegigabrain - TheGigaBrain
thegigabrain
1 week ago

We’ve been here before, but I have a new technique this time!!

Please support these videos on Patreon if you can!

thegigabrain
1 week ago
thegigabrain - TheGigaBrain
thegigabrain
2 weeks ago
thegigabrain
2 weeks ago
Just Some Of The Pharaoh's Curses I've Collected During My Travels Through The Ancient Deserts
Just Some Of The Pharaoh's Curses I've Collected During My Travels Through The Ancient Deserts
Just Some Of The Pharaoh's Curses I've Collected During My Travels Through The Ancient Deserts
Just Some Of The Pharaoh's Curses I've Collected During My Travels Through The Ancient Deserts
Just Some Of The Pharaoh's Curses I've Collected During My Travels Through The Ancient Deserts
Just Some Of The Pharaoh's Curses I've Collected During My Travels Through The Ancient Deserts
Just Some Of The Pharaoh's Curses I've Collected During My Travels Through The Ancient Deserts

just some of the pharaoh's curses I've collected during my travels through the ancient deserts

thegigabrain
2 weeks ago

What, the forest-dwelling entities with imperfect human mimicry who insinuate themselves into groups of hikers? Yeah, we had one of those. Clocked it immediately, of course. Honestly it kind of fell in that so-inept-it's-kind-of-charming range. We just played along until it'd had it's fill of marshmallows and shambled back into the treeline. We might have been violating some kind of killjoy wildlife contact best practices but what the hell, can't plan around every little thing. Why, what happened to you guys

thegigabrain
2 weeks ago

The problem with Gleba

There's a game I'm a big ol' fan of and don't write about enough called Factorio. It's an interesting beast of a game. There's a lot of RTS DNA in it, and a lot of grand logistics puzzle/progammer-brain game. The main appeal is that as a the player, you are running around setting up a giant tangled mess of machines, conveyor belts, and little robot arms to produce large amounts of stuff to feed into research machines, teching up to more on more complex stuff, requiring you to scale up more and more until eventually hitting a win condition, but the more you expand and produce, the more the resulting polution causes your basically-Zerg neighbors to become larger and more aggressive. There's a really great inherent push and pull to this where if you're new to the game and just kinda struggling along, you generally have a lot more leeway on enemy aggression, and if you're really confidently rushing through (or just seriously overbuilding all your production), big deadly attacks roll in super early and you'll have to be way more aggressive about defenses.

Back in October, Factorio got an expansion, which I described while streaming it as the sort of expansion that's for "real Factorio sickos only." It makes the game significantly longer and more difficult, mainly in that normally, you advance through 5 flavors of science packs, each more of a challenge to produce at the rate you'd like, then head off into space. In the expansion, you can get into space with just the first 3 science flavors, but to hit the new victory condition, you need to be producing the original 5, plus an additional 5, one produced on orbital space platforms and the rest each coming from setting up bases on 4 new planets, each of which basically require you not only to start your big setup from scratch, but have their own resoruces, tech trees, and obstacles, meaning you end up playing 5 variations of the base game, simultaneously, and an extra logistical challenge in tying their science outputs together.

As a real Factorio sicko myself, I love this, for the most part. I have long since mastered the base game to the point where it's fairly trivial for me to get a thriving base going on what's now just the starting planet, and set up defenses that won't hold up INDEFINITELY without any further input from me (places to mine up the most basic resources do eventually run dry and one must push out into the map to set up new outposts now and then). So hitting a point where I have to just step away from my primary base and spend several hours setting things up on new planets is a cool change of pace.

And of the new planets, three of them are just fine. There's a volcanic planet where there's no water with which to set up the usual early game steam power nor the late game nuclear plants, nor can you mine for the iron and copper you need to produce basically everything in the game. The big challenge is figuring out the new tech tree and how to get the basics set up, then in realizing just how incredibly generous this new tech tree is with everything, and how much more efficiently you can set everything up, and the normal enemies that would be harassing you have no real equivalent. There ARE stupifyingly large and tough new enemies, but they won't come to you. They camp out around the map, guarding their personal territory, and requiring you to essentially handle a boss fight every time you need more territory to set up your stuff or harvest finite resources (but honestly, in practice, you'll need to expand in this just once, most likely).

Another planet's main hook is that literally the only resources to work with come from setting up your mining drills on the ruins of a long-dead civilization, pulling up an odd slurry of what in the base game are end-game resources. Complicated electronics, fuel, and superstructure materials just come out of the ground, and need to be broken down in recyclers for the actual base resources, which is just sort of hilarious. And the real puzzle is you have this mixed slurry of all these resources you need to sort out, then also deal with the incredibly unbalanced ratio, and find some way to keep the resource pipeline flowing and not getting gummed up with all that concrete and super advanced electronics you don't actually need that many of. And the final planet, only unlockable after mastering the rest, needs a good interplanetary logistics network as you need to important damn near everything from elsewhere.

All of this is great. Head to a new planet, spend a couple hours puzzling out it's quirks and how to set up a new rocket platform, its required inputs for perpetual rocket launches, and how to produce each planet's science flavor to send home. Then since it's been a few hours since you've checked on your main base, you head back, do some maintenance, maybe move some mines, maybe take a moment to make upgrades everywhere as each planet also has some infrastructural stuff that can't be made anywhere else, giving you better production structures and faster conveyor belts and so forth you might want to use everywhere. But then there's Gleba.

The gimmick of Gleba is it's the biological planet. There's no metal to work with (technically). No oil. Solar power doesn't even work particularly well. So like the volcano planet, you have to reinvent the wheel with everything using a new tech tree where you harvest two types of fruit, throw them into a series of goop-filled tanks powered by "nutrients" rather than electricity, and various combinations of byproducts your tanks spit out let you make literally everything you're ever going to need. In fact, a properly set up Gleba base becomes a perfect closed system, circulating seeds back to the two fruit farms for an infinite suppy, producing all the nutrients required to keep everything running, and enough surplus production of some form or another to feed into incinerators to provide electricity for the few things that still need it (basically just the inserters moving things from one tank to another).

And then there's the downsides. First, and this is a real serious problem for anyone dealing with this for the first time, Gleba has a real serious problem of "what the hell am I even looking at?" Everywhere else, there's pretty clear divisons between flat open ground, cliffs, some sort of liquid, and whatever useful resources you can harvest, without anything else really factoring in. And then here's Gleba.

The Problem With Gleba
The Problem With Gleba
The Problem With Gleba
The Problem With Gleba

I love the visual variety, but for comparison's sake, the base game looks like this:

The Problem With Gleba

It is very clear where the water is, it is very clear that there is a big patch of copper you can mine up. Meanwhile in these Gleba screenshots, you can't make out where the important resources are (a bit of a cheat because I didn't actually include the biomes where either of the plants that matter grow), and it's honestly quite hard to tell where the water is (I'm PRETTY SURE there's some in every screenshot, and probably a lot more than you'd think as it looks real different when very shallow)... oh and almost all water on Gleba is shallow to various degrees so you can't even go by what's walkable, you'll only really notice an area is flooded when you try to place stuff on it. It will probably take you quite some time before you can even successfully identify what's important, where it comes from, and where you have enough dry land to set your base up. And during that time you'll probably start dealing with the second complication.

Everything rots on Gleba. Well, almost everything. Stuff you build is fine, but the two important fruits, their intermediary peeled forms, the main intermediary material you make from mashing them together, the nutrients that power everything, the bacteria that you need to breed for your basic metal supplies, the one ingredient I haven't mentioned, and even the science packs you're eventually going to be exporting decay over time. Fresh picked fruit spoils in an hour. Peeled fruit and nutrients only last a few seconds. And once stuff rots, generally, you have this completely different item called spoilage, which is going to gum up all your automation by blocking conveyor belts or the input slots of machines and it can be pretty difficult to clear out.

Also as some things decay VERY quickly, any number of problems can cause something vital to spoil in transit, like say the nutrient supply to getting fruit initially processed, or the nutrients powering your production of nutrients, and everything's going to grind to a halt. Including the little inserters that move stuff to the burners providing power to those very inserters. So it's not at all uncommon when setting stuff up on Gleba that one tiny thing will be wrong, maybe as you cut off a belt to reroute it for a change in your overall design, everything rots, the whole base dies, and you have to go around clearing out rotted gunk from literally everything by hand, hand-produce a few nutrients from said rotted gunk, and slowly manually restart everything. Meanwhile we have the last issue to worry about.

Gleba is the one planet other than the one you start on with aggressive enemies to worry about. And there's a lot more to worry about from them. As the above sizzle real shows, they're significantly tougher on an individual level, but also, having these cool stretchy legs, they ignore all terrain. So you can't funnel them to choke points with walls, and they're likely to skim over water you can't build on in their approach. So you just sort of have to have a huge amount of standing firepower where they're likely to attack, which will only be your tree farms (and the path they need to take to them) which will be two very remote locations that are more or less completely flooded out... and your defenses most likely will require a lot of electricity, which is hard to get.

Also that last ingredient you have to worry about rotting? These things' eggs. Yeah both the buildings you use to produce everything on Gleba, and the science packs you eventually export, require the eggs of the local monsters to produce. Good news is, you really just need to risk your life attacking their nests to run off with a couple to start with, since you can make more eggs from eggs without too much trouble, but if one sits around for a few minutes without being processed, it hatches, and now there's a bunch of baby monsters freaking out in the middle of your base. And more importantly, after you clean that resulting mess up, you have to go on another super dangerous safari to get fresh eggs.

Now, individually, I actually love all this. There's some delightful cruelty and the puzzle of working out how to keep everything from rotting and clogging everything up in a fail-safe way is pretty neat. But putting it all together, there's two big things here that just feel real real bad.

First there's the pollution system that makes me love the base game so much. If I'm barely mining and producing stuff, I'm not causing a lot of pollution, so enemies aren't getting big and scary. If I make some huge mistake like, oh, running my whole base on coal power, scaling up a ton, and forgetting that I'm just plain not bringing enough coal in to sustain that, and my entire base de-powers and grinds to a halt, that's pretty bad, but I am producing zero pollution until I get it back online. If some small part of my factory stops working, because I'm massively overproducing something or I'm under-producing something, some machines are just going to stop doing anything until they get what they need, or have a place to dump their stuff, and even mines will stop mining if their output backs up.

Gleba... doesn't work that way. When anything goes wrong in any way, you go from having a ton of stuff you've produced to having a ton of spoilage. Or if you have some safety valves, you are suddenly tossing a massive overproduction of eggs or science or something straight into the furnace. But you're always going to be planting and harvesting the important plants (unless all your fruit rots on the line and there's no seeds to plant) whether you're really doing useful things with that fruit or not, and that's the one and only thing that generates "pollution" (officially it's spores that smell really delicious as a byproduct of harvesting). So catastrophes that end up being more of a full reset than a pause still leave you with jacked up pollution and much deadlier attacks, and that self-balancing difficulty just doesn't happen.

The other big problem, and this may be a bigger one, is you're really discouraged from tweaks and experimentation. You really are just sort of forced to fully design and deploy your entire Gleba base, with every emergency pressure valve and contingency, and the full production line to producing the final products you're shipping offworld before you even "plug it in" and start the actual plant harvesting. You can't really slowly build it up as you go (largely because you kinda get all your power by burning overproduction at the end), making a tiny change is going to make something start starving or backing up which can cause a disaster within seconds, and you either need to really really carefully manage ratios, or commit to massive overproduction and burning everything (spiking the difficulty).

So the first time you ever set up a base on Gleba, you're probably going to spiral into a failure state and need to reload from when you first landed there, maybe several times. But once you know what a functioning base looks like, either from your own trial and error or copying from someone else, you're going to have a nice little blueprint saved of this very nice compact efficient closed-loop base you can just stamp down on future play-throughs, hook up, and basically never have to look at again, ever. I was prompted to write this because I'm doing my second run of the expansion, got set up real quick here, and it's going to be a couple hours still before my defenses even get tested. Meanwhile I have basically all the Gleba research done already. There's no middle ground here between overwhelming and frustrating and a totally dull turn-key setup. Which is a huge shame!

Of course I'm also saying that before testing my defenses. The other inherent problem with Gleba is that from the moment you set foot on it, you do inherently have two planets with a steadily increasing difficulty modifier. Plus the science rots. So you are always going to have to divert SOME mental processing cycles to babysitting it at least a little bit even after you've solved the planet, even if it's just remembering to clean rotting science out of the labs on your starting planet here and there. And that really makes it into something you're still going to want to put off visiting for as long as possible even after playtest response to it being such a nightmare lead to the developers locking all sorts of cool researchable goodies behind it.

And then thing that really bothers me about all this is I can't really think of an easy fix for it. The closed loop where overproduction gets burnt is too conceptually foundational to really mess with. The cascading difficulty spike you could maybe fix by tying it to space launches and not basic production (rockets ignite methane in the air and freak the locals out)? Make solar work OK or take inserters out of the equation maybe by just letting belts feed directly into and out of the important machines here? If nothing else it'd certainly help if coastlines were more obviously marked in some way.

Also like... I'm not an outlier griping about this. Everyone hates Gleba. I just want to be the weird contrarian who thinks no, rotten planet is super rad, you should head there first even, get all that cool stuff to use elsewhere but... no there really are problems with it that are always gonna suck.

thegigabrain
2 weeks ago

Things you can stay instead of "k1lled", "murked" or "unalived":

involuntarily converted to room temperature

cancelled on a corporeal level

successfully transitioned into fertiliser

rendered permanently horizontal

sent to investigate the potential existence of an afterlife

thegigabrain
1 month ago

Of the many things I use AutoHotkey for, this is one of them.

someone on twitter is trying to claim that use of an em-dash is an indication of AI-generated writing because it’s “relatively rare” for actual humans to use it. skill issue

Someone On Twitter Is Trying To Claim That Use Of An Em-dash Is An Indication Of AI-generated Writing
thegigabrain
4 months ago
thegigabrain
4 months ago
thegigabrain - TheGigaBrain
thegigabrain - TheGigaBrain
thegigabrain
5 months ago
thegigabrain
5 months ago
thegigabrain - TheGigaBrain
thegigabrain
5 months ago

Niko and pancakes...

thegigabrain - TheGigaBrain

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thegigabrain
5 months ago

i still can't get over the fact that Warframe had a bunch of continuity problems and timeline plotholes and they fixed all of them by just. decanonizing linear time

thegigabrain
1 year ago

One of the things I liked about Armored Core VI is how it really shined a light on how corporations exploit their workers, particularly by the “we aren’t a company, we’re a family” mentality.

You can really see this with both Arquebus and Balam, particularly in the Vespers and Redguns.

On the Vesper side, you clearly have a lot of dynamics going on. O’keefe cares about the people under him, as evidenced by the way Pater speaks about him in the true ending. Plus Hawkins and Pater’s relationship. There’s also Maeterlinck, who respects Snail as her superior and looks up to him. And Snail, as the firm company man who see himself as the embodiment of Arquebus, exploits ALL of this. He knowingly sends Maeterlinck to die by your hand, exploiting her loyalty. He constantly throws those under his command out on useless missions just because he can (as evidenced by the dialogue between Hawkins and Pater). He doesn’t care about anyone or anything but himself and sees himself as the true future for Arquebus.

On Balam’s side you have the Redguns. A fucked up military family lead by Michigan. Michigan knows the names of those under his command, even the grunts in MTs. He cares about everyone under his command and Balam exploits the shit out of that. The Redguns are sent on suicide missions constantly. They clearly seem to be underfunded compared to the Vespers and Balam tried to rush out ahead of Arquebus to their downfall to make up for their financial shortcomings.

The corpos don’t care though. They see the family dynamic in their Ace AC squads as another tool in their belt. ACVI is good.

thegigabrain
1 year ago
Day 3402: Touhou

Day 3402: Touhou

1440p version

Credit to べにしゃけ

thegigabrain
1 year ago
They Are Dating

They are dating

thegigabrain
1 year ago

Terraria players will quite cheerfully say "I need to fight the Sharpener of Pencils so I can mine Murderite Ore and craft Sky Biter Arrows so I can farm the Twilight of Roast Turkey for a Badger Rifle or a Rebozoblazer, then farm the Prince of Silence for Silent Wisps until I have enough to make a full set of Silence Armour and the Silence Bowler Hat, at which point I'll fish for Cabbagefins and Rectangular Sardines to make Nightmare and Sardineskin Potions, then kill the Guardian of Infinite Souls once I have an arena ready, and after that "

thegigabrain
1 year ago

Armored Core fans are like "Omg X-7 Asher was so cool and hot during the mission Blow Up The Orphanage"

thegigabrain
1 year ago

wish i had a bit going where whenever i said "the prophecy" like three of my friends would repeat "the prophecy" in different tones while squinting into the distance and rubbing their chins like sages deep in thought. i would also do this for them, im a team player

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