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2024.05.16 09:28 haygurlhay123 “This Time, I Will Never Let You Go”: Cloud’s Mission and the Hidden Purpose of the Remake Trilogy - Literary and Musical Analysis of FFVII - Part 3

(continuation of part 2)
III. e) The Mobius FF x FFVII collaboration
Alright, back to our suspension world-hopping! Let’s visit the realm of Mobius FF, —more specifically, the collaboration between Mobius FF and FFVII—, where I found the most substantial evidence for my theory.
In case you’re unfamiliar with the Mobius FF (MFF) world and games, let’s begin with a bit of a summary of the parts relevant to us. The story takes place in a world called Palamecia, to which people from other worlds are inexplicably summoned. The vast majority of those who are brought there don’t remember anything from their worlds of origin or their lives before Palamecia except their names: these amnesiac people are called Blanks. The main character is Wol, accompanied by a guiding fairy of Palamecia named Echo. Echo knows a lot about the mechanisms of Palamecia, as she’s tied to the realm. The leader of this world is Vox, a being who manifests only as a voice. The first thing all Blanks remember before they wake in Palamecia is Vox telling them the rules of the realm. Incidentally, the crystals of the MFF world are teleportation crystals.
III. e) i. Devs’ Statements
Let’s review some of the MFF x FFVII Remake collaboration devs’ statements before diving into its story.
For both the MFF x FFVII Remake collaboration and the Remake project, Kitase took on the role of producer while Nojima supervised the screenplay and wrote the scenario. The project leader was none other than the Remake trilogy’s Hamaguchi, who told a SE interviewer the following:
“We would love for you to play the [MFF x FFVII] collaboration event as you look forward to [Remake’s] release” (“Celebration of the Overseas Release of the Steam Version and FINAL FANTASY VII REMAKE Collaboration Event”, Square Enix).
He later hints at the collaboration’s storyline:
“This collaboration is focused on Cloud, so the other characters will not make an appearance. Players will join Cloud, who has gone astray in Palamecia, on his adventures and see how the story unfolds based on his decisions. Content-wise, FINAL FANTASY VII fans will surely become fraught with emotion as events unfold in-game (laughs).”
Kitase concurs on the emotional aspect of the collaboration in the same interview:
“When it comes to the story, I seek two things– ‘mystery’ and ‘[…] emotional impact’.”
Clearly, fans of FFVII are supposed to react emotionally to the events of the collaboration. With these statements in mind to give us perspective, we can get into the plot points relevant to our analysis. MFF x FFVII Remake comes in two parts, the relevant plot points of which I will describe and analyze one at a time.
III. e) ii. Eclipse Contact
1) Fact-Finding
Part one of the MFF x FFVII Remake collaboration event is called Eclipse Contact. It came out in 2017 on Aerith’s birthday, February 7th, and its release campaign ran until March. In Eclipse Contact, Palamecia welcomes someone new: Cloud Strife appears in the realm with very little recollection of his core world of FFVII.
Cloud isn’t a Blank, since he recalls the mako reactors in Midgar upon his arrival in Palamecia, and also remembers that he was hired by Avalanche to blow them up:
“Echo: How did you end up in Palamecia?

Cloud: I… That day... I remember now. A job. I had taken a job. I was hired muscle protecting clients. They wanted to stop the reactor... We used a train to get past security... Was it at night? Something happened... Next thing I knew, I was floating through darkness. Then [I woke up here]”.
This piece of dialogue reveals that Eclipse Contact Cloud’s memories end at the very moment when Avalanche arrives at reactor 1 in OG (disk 1, chapter 1): the very beginning of the game. Consequently, Cloud does not remember anything that happened from the beginning of the OG timeline onwards.
Wol and Echo are intrigued by Cloud’s strange case: non-Blanks rarely arrive in Palamecia. The following text appears on the screen shortly after they meet:
“Perhaps he is not truly who he thinks he is.
Perhaps everything is illusory, a dream.
Only one thing is certain, that he must press on, one step at a time, toward the light that shines from the promised land.”
Just like he did in FFT’s Ivalice, Cloud feels the need to find the Promised Land in MFF x FFVII, despite the fact that he lacks memories of the OG timeline. Though Cloud doesn’t remember anything beyond the train ride to reactor 1, he does remember the Promised Land (at least somewhat). This is odd, given that in OG, Cloud didn’t learn about the Promised Land until several chapters into the game.
Wol and Echo agree to help Cloud figure out why he’s here, since there’s clearly something strange going on with his presence in Palamecia. In fact, Cloud brought Midgar’s mako reactors with him somehow, transplanting them onto the landscape of Palamecia. The group decides to bomb these reactors, following Cloud’s instincts in the hopes that it will jog his memory.
Now for my favorite part. After blowing up another reactor, the group is surprised by the appearance of a crystal. A piano rendition of Aerith’s theme begins. When Wol tries to touch the crystal, something akin to a force field rejects him. When Cloud approaches it, however, the crystal responds to his hand by flashing with light. As it begins to glow, Wol concludes that the crystal is linked to Cloud and Cloud alone. Let’s examine the resulting dialogue:
“Echo: This is the light in your memories. The light of home.

Cloud: Home? But I don’t—

Echo: If you don't remember… then your home is lost to you.

Cloud: Then my memories are gone.

Wol: Do you want to reclaim your past?

Cloud: Not interested... I am what I am now. Not what I was.

Wol: Then tell me… This light. If you can’t remember it, what does it mean to you?

Cloud: It's a warm light... I feel at peace. If this place —home— is as warm and peaceful as this light, then I want to go there.

Echo: You can't go there... Not back to the past.

Cloud: I see.

Echo: But even if you can't go back to the past, you can go forward. If you wish for it strongly enough, the crystal will show you the way. The way to a new world. The way to your Promised Land. […]

Cloud: So... Should [I] take [my] chances and make a wish to this crystal?

Wol: Go ahead. It’s your crystal.

Echo: I should warn you that once you start on this journey, there's no coming back.

Cloud: The past is the past. I want to go to a place where everything is new. I’m ready.“
What follows is a moment I call the wishing scene (13:43-14:34). Cloud closes his eyes and wishes on the crystal. It flashes, and suddenly, rainbow-colored ripples of light appear around it. Aerith’s theme is replaced by a slightly modified version of “Midgar, City of Mako”, the track that plays during the opening cutscene of Remake. You can recreate the modification by listening to “Midgar, City of Mako” from 2:00 to 2:23, then skipping to 3:00 and listening until 3:18. You may recognize the musical motif that kicks off the wishing scene as the Lifestream motif, which has become symbolic of the mysteries of the Remake trilogy, as it often plays during scenes where unexplainable plot deviations from OG occur— more specifically, deviations involving multiverse shenanigans. For instance, it plays during MOTF 4. It also plays in Rebirth after Cloud blocks masamune as Aerith is shown dying anyway.
Cloud disappears with his crystal, after which Echo speaks to Wol about Cloud’s journey:
“Echo: Each person gets the Promised Land they justly deserve, not the one they really need. If you’re a bad person, you go to a bad place. If you expect nothing, you get nothing. Even the journey there makes you look deep within yourself to find out who you really are. Cloud should be facing his own past as we speak. It’s cruel, but necessary. That battle was a long time coming”.
Apparently, at least in the context of this collaboration event, the Promised Land can be a reward or a punishment, depending on which you deserve. Echo explains that Cloud will have to face himself and his past on his way to his Promised Land. This means that the Cloud that appears in Eclipse Contact must next embark on a journey that will confront him with his past, test his mettle, and ultimately lead him to the Promised Land he justly deserves.
III. e) ii. 2) Fact Analysis
There’s a lot of vital information to dig into here, mostly provided by Echo. She claims that the crystal’s light is linked to Cloud’s memories of home; Cloud has to have known this home in the past, as it could not otherwise exist in his memories. MFF Cloud must be a post-OG Cloud. Unfortunately, Echo indicates that whatever Cloud’s home is, he’s lost both it and his memories of it. Despite this, Cloud describes his home as warm and peaceful, concluding that he wishes to find it. Though Cloud can’t return to the past, Echo tells him that if he wishes it strongly enough, the crystal can guide him toward a new world, where his home and his Promised Land exist in the future. The fact that Aerith’s theme is playing all throughout these descriptions of Cloud’s lost home, his Promised Land and the past that he can’t return to makes it extremely obvious that these concepts all point to Aerith. Aerith is Cloud’s lost home. Wherever Aerith is, that’s his Promised Land. The time spent with Aerith before her loss is the past he tragically can’t return to. You might have clocked the similarities between Eclipse Contact’s mention of Cloud’s lost home and DFF’s mention of Cloud’s lost dream: in both these titles, Cloud’s home and dream are equivalent to his Promised Land. It’s confirmed yet again that Aerith is the one Cloud hopes to return to, just like every soul returns to the Lifestream. At this juncture of my research, I was curious as to why the last thing Cloud remembers before waking in Palamecia is the run-up to the Reactor 1 bombing mission in OG (disk 1, chapter 1). This mystery will have to persist for a while longer.
The alarm bells in your head might’ve been triggered by the mention of the wishing scene’s rainbow ripple effects— and rightfully so. This visual cue has sparked passionate debate in the fandom since its appearances in Rebirth, as seen in these pictures:
Zack Choosing To Get A Cure For Cloud, Rebirth Chapter 14; Creating a New World/Timeline
Aerith Pushing Cloud Out of that World/Timeline, Remake Chapter 14
Cloud Blocking Masamune, Rebirth Chapter 14; Creating New World/Timeline
You might have read or heard that this rainbow effect signifies that a character has entered another timeline, created a portal to another timeline, created a new timeline or is being shown different timelines. Indeed, whenever the OG timeline is deviated from in a significant way, this effect appears. The pictures above present multiple examples of these shifting realities.
One might propose that the rainbow ripples in Eclipse Contact and Rebirth are unrelated because of the long period between their respective release dates. This long in-between period indeed makes it likelier that the effect was used without forethought in Eclipse Contact, forgotten over the years, and incidentally reused in Rebirth as a plot-important visual cue with no connection to Eclipse Contact. I’m inclined to disagree since the crystal is specifically described as a vessel that can take Cloud “to a new world” by Echo, which is a bit on the nose. Regardless, it’s plausible that there’s no connection. That is, it would be, if the rainbow effect didn’t show up in Remake too.
When the Whispers are finally defeated in chapter 18 of Remake, a burst of the rainbow ripple effects indicate the emergence of multiple worlds, newly freed from the restrictive clutches of fate (1:16:36-1:16:47). Shortly thereafter, Sephiroth takes Cloud to the Edge of Creation and invites him to join forces with him. Cloud refuses, and Sephiroth says the following:
“Seven seconds till the end. Time enough for you. Perhaps. But what will you do with it? Let's see.”
The question “What will you do with it?” implies that the answer is unknown, meaning Cloud is no longer bound to the OG timeline by fate: many alternate futures lay ahead. Sephiroth is telling Cloud and the audience that now, the mystery of the Remake trilogy has become “Which future will Cloud bring into existence? Which among the infinite possible timelines will his choices result in?” After pondering this aloud, Sephiroth leaves Cloud alone to consider the rainbow effects in the sky (1:19:23-1:19:36). Because they generally represent alternate or changing timelines, it’s safe to assume that the rainbow ripples here represent the myriad of possible worlds that Cloud’s actions in those seven seconds could generate. After all, Sephiroth was just talking about them, and chapter 18’s description in Remake reads as follows:
“In a world beyond, Sephiroth shows Cloud a vision of the planet seven seconds before its demise. Having strayed from the course destiny set for them, they strike out on a path towards an unknown future."
This explains why the player is shown Cloud staring at those colors in the apocalyptic sky at world’s end, directly after hearing Sephiroth’s cryptic words: those are all the alternate “unknown future” timelines ahead of him, now unravelled from fate. Amongst those rainbow ripples lies the answer to the question “What will you do with [the seven seconds]?”
Given that Remake was released in 2020 and Eclipse Contact came out in 2017, the major story elements of the Remake trilogy —including the eventuality of alternate timelines— had to have been planned out at the time of Eclipse Contact’s release: while the MFF x FFVII Remake collaboration was being made, Remake was also in production. Also recall that the collaboration event and the Remake trilogy share a codirector in Hamaguchi, a writer in Nojima and a producer in Kitase. Based on all this, it’s more than likely that the rainbow ripples in the Remake trilogy and inEclipse Contact represent the very same thing: alternate worlds and timelines. All this to say that when the rainbow effect appears around the crystal in the Eclipse Contact, it means the crystal is acting as a vessel to another world, just like Echo said.
But that’s not all Echo said: she also mentioned that this other world would take Cloud to his home, to his Promised Land. We’ve already established what that means for Cloud, what it’s meant since two whole decades at the time of Eclipse Contact’s release: this crystal will take Cloud to Aerith. So, where exactly did the crystal take Cloud? In what world can he meet Aerith again?
The music that plays during the wishing scene gives us a huge hint. As I noted before, the track playing in the background is a slightly modified version of Remake’s “Midgar, City of Mako”, which plays in the introduction cutscene of Remake. This is a musical cue that the ending of Cloud’s journey in Eclipse Contact and the very beginning of the Remake trilogy are closely related. Add the fact that the devs wanted players to experience this collaboration event before playing Remake, and it becomes undeniable: the crystal that appeared to Cloud in Palamecia —which offers to lead him to his home and Promised Land, meaning to Aerith—, took him to the world of the Remaketrilogy.
Eclipse Contact is huge. The whole crux of my theory lives and dies right here. However, we still have part two of the MFF x FFVII Remake collaboration event to analyze as well as its promotions to look into before I can drop the thesis on you, so bear with me in order to receive the most thorough analysis of all this possible! I want to give you every drop of proof I can!
III. e) ii. MFF x FFVII Remake Fatal Calling
1) Fact-Finding
Fatal Calling came out February 1 of 2018, and its release campaign ended in March. The game opens with a cutscene: Cloud is floating, seemingly unconscious, through a sparkling, green current of light. The current flows into a circle of bright, white light, surrounded by rainbow ripple effects as Cloud is driven toward and into it. An orb floats along with him. The Advent Children theme “The Promised Land” plays, a choir of mournful, aching, mutedly desperate souls engaged in a lamenting prayer. Sephiroth’s voice echoes:
“Sephiroth: It’s time. You may turn your back on the past, lock your memories away. Hide reality beneath a layer of illusion. But destiny will not die so easily. Yes. At memory’s end you may plead for it all to go away. But the past is a curse, binding your soul. It’s time. Wake to your fate. Rise to your destiny.

Cloud: (In a half-conscious grunt) Reunion…

Sephiroth: The light will lead you. Wake to your fate. Rise!”
Sephiroth’s mentions of Cloud hiding under an illusion and repressing his memories are no doubt allusions to Cloud’s past, which was complicated and darkened by Hojo’s experiments. It makes sense, then, that Cloud responds with “Reunion”. Fatal Calling indeed focuses on Cloud’s relationship to his past, his identity and Sephiroth. Everything involving Nibelheim —where everything started—, Sephiroth’s manipulation, and Hojo’s experiments are on the table. Also noteworthy if not out of place is Sephiroth’s evocation of fate.
Cloud enters a battle with Sephiroth with the help of Wol and Echo, who are surprised to see him back in Palamecia. Cloud tells them about the orb seen floating along with him in the opening cutscene: though he calls it a materia, he doesn’t know how or when he acquired it. Based on his behavior, it appears that Cloud remembers just as little about the events of OG as he did by the end of Eclipse Contact. Wol informs Cloud that whoever he heard speaking to him on his way here was probably Vox pretending to be Sephiroth.
As the group advances, Cloud recalls Midgar and decides they should go there next. At one of Midgar’s mako reactors, the group encounters Sephiroth, who speaks to himself:
“It's still not enough. This... this is but a pale imitation of the power I desire.”
Once Sephiroth has disappeared, Cloud explains what he remembers: Sephiroth was the greatest SOLDIER of all and a hero to Cloud, though Cloud can’t remember what exactly ended this admiration. As players of FFVII OG, we know the event in question is the Nibelheim incident, wherein Sephiroth slaughtered the town’s residents, including Cloud’s mother, after learning of his past. The former war hero also severely injured Tifa, whom Cloud presumed dead when he found her in the old mako reactor with a vicious slash on her chest. Cloud is agitated by the gaps in his memory, so the group resolves to follow Sephiroth for answers. When they find him again, Sephiroth causes Cloud to experience a piercing headache with the mere mention of the Reunion. They fight, but Sephiroth is too powerful— he skewers Cloud with the masamune and taunts his unconscious body:
“Sephiroth: A puppet. I won’t kill you. Not yet. Not until you know true despair.
Wol: If you want despair, we got plenty to go around. Palamecia’s full of it.
Sephiroth: Yes, this planet knows suffering. But it is not the world that was promised to me. I must go home. Tell Cloud, if he wants to see me again, he should face his memories. I will await him there, in the land of memory, where it all began. In Nibelheim.”
Sephiroth darkens Cloud’s materia, turning it black. Later, Wol explains to Cloud that Sephiroth stole the light from his materia, taking Cloud’s strength along with it.
Once Cloud has woken up, the group travels to Nibelheim to uncover the truth about Cloud’s memories. Cloud slowly gathers pieces of his past, shown to the player as titled, diary-like text written from various perspectives. Cloud learns the truth about SOLDIER, Jenova cells, Sephiroth, and what happened in Nibelheim. Let’s examine a few of these diary entries:
“A Warrior’s Tale: There's a girl in Nibelheim I think about. Warm. Cheerful. More grown-up than a child. Haven't talked to her much, but she seems nice. She's going to be leading the SOLDIERs to the mountain reactor. Maybe if I get into the survey team I'll get a chance to talk to her? Nah. She's out of my league.”
Young Cloud’s crush on Tifa is on full display! This must be a memory from his time as an infantryman accompanying Zack and Sephiroth to Nibelheim.
“Tale of the Nameless: I drift along in the mako, asleep. Who am I? Who am I? Who am I? Who am I? Give me a number. I… I… I am… The Reunion. The Reunion must happen.”
This entry could be taken from any one of the Nibelheim survivors’ perspectives, as they were all bathed in mako and turned into Sephiroth clones. I would venture to say this is Cloud’s perspective though, given the reference to this iconic line from OG:
“Cloud: Professor... please give me a number. Please, Professor...
Hojo: Shut up, miserable failure.” (disk 2, chapter 2).
The trio encounters Sephiroth near the old Mt. Nibel mako reactor. Because Sephiroth stole the light from his materia earlier, Cloud goes into the confrontation already drained of his strength. However, when Cloud lifts the materia in his hand, it lights up and creates rainbow ripples in the air around him, similar to those seen in Eclipse Contact and Rebirth. Cloud is healed of his injuries: he closes his eyes for a moment, wearing a peaceful expression. Sephiroth is displeased, but recovers quickly:
“Sephiroth: The guiding light… it healed you.

Wol: […] here, near the mako reactor, the materia regained its light. And your strength returned […]. [Sephiroth]’s here so he can steal the power you've stored inside that materia.

Sephiroth, with a short laugh: I have all the power I need. Cloud. What strength you’ve regained is yours. Use it to fight me. It’s time. Let’s decide this, in this land lost to despair. The prize is home. The Promised Land. There to answer the call of destiny.”
With this second evocation of fate, Sephiroth disappears.
Cloud, Wol and Echo find Sephiroth at the Northern Crater. He mocks Cloud for believing the orb in his possession is materia. Sephiroth waves a hand and his signature black and purple fog surrounds Cloud, immobilizing him. Sephiroth claims that the power Cloud regained at the Mt. Nibel reactor was Sephiroth’s all along. Now that it courses through Cloud’s veins, Sephiroth controls him. He calls Cloud his puppet and finishes with the following before the two vanish, leaving Wol and Echo alone:
“Now, let us return. Back to the Promised Land. The time of the Reunion has come.”
After Cloud finally breaks free and defeats Sephiroth with the help of Wol and Echo, the villain makes a final threat:
“Very good, Cloud. You’ve destroyed an illusion. But the time will come to abandon your illusions and face reality. Then, you will know true pain.”
Sephiroth disappears for the last time, his body surrounded by his signature dark fog and the rainbow ripples. A piano rendition of Tifa’s theme begins. Cloud’s orb rises into the air and becomes a crystal, with the same shape and glow as the one we see in Eclipse Contact. The following dialogue is illuminating:
“Cloud: I will fight. The light will lead me where I need to go.

Wol: You sure? Wasn’t that [crystal] Sephiroth’s?

Cloud: I heard Sephiroth's voice, at the end. Inside me. Whatever he put in me, it’s still in there. Someday I’ll settle that score. If I can't avoid destiny, I might as well face it head-on.

Wol: Yeah. That was quite a speech, Cloud. Surprised you made it through without laughing.

Cloud: Yeah, forget I said it. I will too.

Echo: Forgetting won’t make it go away. Even if the words fade from memory, your dream will never disappear. Not until it becomes real.“

The crystal shines as though in response.

“Echo: See? See, that's how the light of hope works. Hope can turn your dreams into reality.

Cloud: Yeah. I guess so. I might forget this world, but I won’t forget hope. And my reality, that’s for me to live.”
Tifa’s theme ends. Cloud approaches the crystal, and disappears in a beam of blinding light. Once Cloud has vanished with the crystal, Aerith’s theme begins playing. A few pale feathers with a slight orange tint (the color of MFF) float down onto the floor where he stood seconds before. The image fades to black. The credits roll, and Aerith’s theme continues all the way through.
Once both the final name in the credits and Aerith’s theme fade, we’re surprised by a sudden, troubling image: Sephiroth appears in a frightening flash, standing amidst the flames of Nibelheim. When his image fades to black, the collaboration title *“Final Fantasy VII x Mobius Final Fantasy”*appears on the screen. The FFVII title is surrounded by the 1997 meteor logo. Then, a flash of light: the titles reappear, except this time, they read “Final Fantasy VII REMAKE x Mobius Final Fantasy”. The new Remake Meteor logo replaces the 1997 version. As soon as these changes to the FFVIItitle and meteor logo occur, Aerith’s theme returns. It plays on until the game ends a few seconds later, the screen fading to black.
III. e) ii. 2) Fact Analysis
The introduction cutscene shows that MFF Cloud travelled from Eclipse Contact to Fatal Calling via Lifestream. It’s unclear how much time has passed in between, but the atemporal nature of the Lifestream makes the question irrelevant. My theory that MFF Cloud has died is corroborated by the way he’s depicted in the opening cutscene: his eyes are closed and his body is limp as the Lifestream carries him.
Eclipse Contact ended with Echo’s claim that Cloud will face his true self and confront his past while he journeys to his Promised Land. This description resembles what Cloud experienced in the OG Lifestream sequence (disk 2, chapter 8). Indeed, Fatal Calling revolves around the same topics the Lifestream sequence addresses: the truth about the Nibelheim incident, Hojo’s experiments, young Cloud’s crush on Tifa, etc. The opening cutscene shows Cloud being transported to his Promised Land and facing his past on the way there, just like Echo said he would.
Let’s now take a long detour to examine the song that plays during the opening cutscene of Fatal Calling: “The Promised Land” theme from Advent Children. The title and general subject of this song are obviously relevant to the cutscene, but there must be more to its inclusion than that. Perhaps the lyrics can help us understand its appearance in the opening cutscene of Fatal Calling. Here are the unofficial English lyrics (translated from the original Japanese lyrics by an anonymous fan and verified by me via DeepL):
“Why do we cling together?
Why do we give punishment to lesser hearts?
The planet did not forgive us
Did not forgive us
The planet did not forgive us
Did not forgive us
The pulse of veins flows through the earth
A faint, faint pulse
Of a heart drawn to death
A gentle life returns to the planet
Is it necessary to sacrifice souls?
Why do we cling together?
Why do we beg for forgiveness
In the Promised Land?” (“‘The Promised Land’ (theme)” by Final Fantasy Wiki).
The song appears to be a regretful lament of human behavior, expressed by the repetition of “Why do we […]?” questions. The behaviors listed are all typically human ones: the terms “[clinging] together” and “[giving] punishment to [the] lesser” express the uniquely human nature of tribalism and the consequences of the fear and hatred it can generate, and “[begging] for forgiveness in the Promised Land” is likely a reference to the human hypocrisy of only feeling sorry for one’s crimes when judgement day arrives. This last line describes a scenario where someone remains passive or ignorant in the face of something important, only to realize its essentiality once it’s too late. The repeated“The planet did not forgive us” lines reflect the fear of being condemned forever because of one’s mistakes, as though the planet is a deity one has sinned against. The lyric describing a pulse in the earth is obviously about the planet being alive— a reference to the Lifestream. But the pulse is faint and weak and the planet is dying, perishing because of mankind’s greed. This is an indictment of mako energy. The line “A gentle life returns to the planet” refers to an innocent’s soul returning to the Lifestream after death, while the next lyric “Is it necessary to sacrifice souls?” protests the “sacrifice” of the planet’s soul energy for mako production. In all this darkness, this song’s mention of “forgiveness in the Promised Land” leaves a modicum of hope for a better place, however meek, even though mankind might not deserve it. The song “The Promised Land” is both a lament of mankind’s ways and a plea for mercy, with religious and/or spiritual undertones. The song’s themes seem to be: the Promised Land itself, regret and shame, the sins and foolishness of mankind, the death of innocents, grief, Cetra spirituality, and a meek, quiet hope despite it all. The most interesting aspect of the song is its antithetical portrayal of death as a thing of both despair and hope, condemnation and salvation, cruelty and mercy, suffering and relief. Maybe we can glean more information about this theme’s significance in the world of FFVII if we examine the contexts in which it appears.
Importantly, the song plays in Marlene’s introductory narration of Advent Children, meaning its themes are related or similar to the film’s. I highly recommend listening and watching it again, even if you remember this iconic segment. Marlene references Aerith’s sacrifice as the image of Cloud lowering her into the water is shown. Note that Marlene says “Sadness was the price to see it end” (2:36) after we are shown Aerith’s death and her subsequent unleashing of the Lifestream (1:49-2:24): Aerith’s innocent life was sacrificed for the planet’s survival. The lyrics “A gentle life returns to the planet” and “Is it necessary to sacrifice souls?” suit Aerith’s situation quite well.
The theme also plays in Advent Children as Kadaj dies in Cloud’s arms (1:45:00-1:47:55), hearing Aerith’s gentle voice and reaching up to take her invisible hand. Here is what Aerith says to him in his dying moments as “The Promised Land” plays:
“Aerith’s voice: Kadaj?
Kadaj: Huh?
The dark sky has gone with Sephiroth. Healing rain starts falling from bright clouds. The rain no longer hurts Kadaj.
Aerith’s voice: You don’t have to hang on any longer.
Kadaj: Mother! Is that…?
Aerith’s voice: Everyone’s waiting, if you’re ready.
Kadaj nods his head slightly in acceptance. He holds out his hand, and slowly evaporates into the Lifestream. Cloud watches […]” (Advent Children).
Kadaj is brought into the Lifestream by Aerith as she provides rain from the Lifestream. All those with geostigma are healed by the rain, and Tifa feels Aerith’s presence as the party celebrates:
“Tifa, looking out at the falling rain […]: Somehow, I knew you were there. Thank you” (Advent Children).
Cloud stands in the rain with a smile —his first in the whole film—, closes his eyes and basks in Aerith’s healing with his face upturned. He is finally at peace:
“Cloud’s expression is one of peace as the [Lifestream] rain patters against him” (Final Fantasy VII Advent Children English script, “[83] Atop the Shinra Building”).
One thing is clear: the track “The Promised Land” accompanies Aerith. It only makes sense, since we’ve seen overwhelming evidence that she is Cloud’s Promised Land, and since she occupies the Lifestream —which some consider the Promised Land as it is where souls go after death— during the events of Advent Children. Note that when the piece plays, Cloud is shown either mourning Aerith and releasing her into the river at the Cetra capital, or basking in her presence, smiling with relief at the peaceful feeling that she’s somewhere near: these two opposing scenes reflect the song’s antithetical portrayal of death.
Additionally, the song’s themes of regret, shame concerning one’s sins and a small hope perfectly describe Cloud’s character arc and feelings in Advent Children. Cloud regrets his inability to save Aerith, which he considers a sin. Further, he only realized how important she is to him once it was too late to tell her. And of course, he harbors a fragile yet important hope that he’ll be reunited with her in the Promised Land:
“‘Can sins ever be forgiven?’ — Cloud asks this to Vincent, who mutters a brief answer. For both of them, ‘I couldn't protect my loved one’ is the sense of guilt that they carry, so their words resonate with weight” (FFVII 10th Anniversary Ultimania Revised Edition, “Chapter 2: Character in FFVIIWorld”, “Vincent Valentine”, “In Advent Children”, page 72).
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"’It is my sin that I couldn't protect my loved one’ — under this assumption, Cloud closes off his heart. What will the reunion with Aerith bring him? ‘I... think I want to be forgiven. Yeah, I just want to be forgiven’” (FFVII 10th Anniversary Ultimania Revised Edition, “Chapter 2: Character in FFVIIWorld”, “Cloud Strife”, “In Advent Children”, page 40).
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“Cloud, after seeing Aerith’s hand reach for him through the Lifestream: … I think I'm beginning to understand.
Tifa: What?

Cloud: An answer from the Planet… the Promised Land... I think I can meet her... there” (disk 3, chapter 3).
Just as the song and Marlene express in the introduction of the film, Aerith was innocent, and her sacrifice generated great grief. Cloud finally experiences peace when he feels her presence in the healing rain, and he smiles: he’s glad to be with her again, even if it’s only for a brief moment of tangential respite.
The scene depicts Aerith guiding Kadaj into the Lifestream as the song plays, tying her to the concept and theme song of the Promised Land once more. This connection is later solidified by Tifa’s thanks to the late flower girl. All of this evidence shows us that this musical theme is intimately linked to Aerith, as it never plays in her absence. After all, the song speaks of sins, the death of innocents, forgiveness, grief, a small sense of hope, regret and the afterlife: all themes relevant to Cloud’s feelings surrounding Aerith’s death in and outside of Advent Children.
The Remake OST also includes a version of this piece called “The Promised Land - Cycle of Life”. This iteration of the theme begins playing in the wake of the first bombing mission, right after Sephiroth taunts Cloud with his mother’s dying words in Sector 8 (chapter 2). Sephiroth appears to Cloud surrounded by flames, evoking the Nibelheim massacre, and the theme begins playing in the background once he disappears, continuing (13:17-15:30) as Cloud walks through the sector, encountering fires and destruction all around him. This version of the Promised Land theme is meant to emphasize the deaths of the innocent Nibelheim townsfolk and the innocents in Sector 8. This dreadful atmosphere is amplified by the cries of despair that ring all around as Cloud passes by NPC Sector 8 residents. Perhaps the themes of tribalism and mankind’s sin are relevant to this scene as well, since Shinra and Avalanche are two distinct and warring groups whose quarrels, regardless of their necessity, result in the deaths of innocents. The theme of guilt also emerges, reflecting the Avalanche members’ feelings upon seeing the unintended collateral damage of the explosion. “The Promised Land - Cycle of Life” plays until Cloud encounters Aerith on Loveless. So it seems in this scenario, the heavy weight of death and despair is lifted when Cloud meets the lively, cheery Aerith. Once more, Aerith is central to the musical theme of the Promised Land, as well as to the concept itself.
I also noticed that a version of the song plays as Cloud and the party ready to enter the Forgotten Capital to save Aerith in Rebirth’s chapter 14: it truly adds the weight of her upcoming death to the scene.
Back to Fatal Calling, the scene where Cloud regains his strength is quite mysterious. Wol says Cloud’s orb regained its “guiding light” light because of its proximity to the mako reactor. In the moment his strength is replenished, Cloud is shown tilting his head back and closing his eyes: this is reminiscent of the scene in Advent Children when he stands under Aerith’s healing Lifestream rain, feeling at peace. The rainbow ripples shining from the orb indicate that something is crossing the boundaries of worlds. Since the mako reactor pumps up the Lifestream, being near a reactor also means being physically near the Lifestream. This means Aerith’s spirit is within proximity. In my opinion, Aerith was able to heal Cloud from the Lifestream, just like in Advent Children. However, Aerith is not in Palamecia with him: her healing had to travel there through the Lifestream, transcending the boundaries of worlds, hence the rainbow ripples.
Let’s now address the appearance of Tifa’s character theme in Fatal Calling. Since Fatal Calling is all about discovering Cloud’s past in Nibelheim and then in Hojo’s lab, it makes lots of sense for Tifa’s theme to play as the crystal appears. In OG’s Lifestream sequence (disk 2 chapter 8), she’s the one there helping Cloud sort through his past instead of Wol and Echo. Cloud even picks up a piece of his childhood crush on Tifa in Fatal Calling as a shard of his memory. After all, this crush was the catalyst for him joining SOLDIER, and everything that transpired in consequence:
“Cloud: That was the first time I heard about Sephiroth. If I got strong like Sephiroth, then everyone might... If I could just get stronger... Then even Tifa would have to notice me” (FFVII OG, disk 2, chapter 8).
Additionally, it’s fitting that her theme should begin right after Sephiroth speaks of “[abandoning] your illusions and [facing] reality”, considering that Cloud’s false persona was concocted by Jenova using Tifa’s mistaken impressions of Cloud:
“While being tended to by a station worker in the Sector 7 Slum train station, [Cloud] was reunited with Tifa, and using the abilities of Jenova’s cells, formed a new personality” (FFVII 10th Anniversary Ultimania Revised Edition, “Chapter 2: Character in FFVII World, “Cloud Strife”, “Cloud Behavior Record, Compilation of FFVII”, page 40).
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“(Image caption:) A new personality takes shape the moment he sees Tifa” (FFVII Story Playback, “Story Check: Tifa’s Flashback”).
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“Tifa (to Cloud): Deep down, you're a pretty nice guy. Didn't see it when we were kids, but...” (Remake, chapter 14).
submitted by haygurlhay123 to cloudxaerith [link] [comments]


2024.05.16 08:29 TheTruthTalker800 I think Joe Biden and Kamala Harris Also Have a Notable Cult of Personality Among White College Educated Men & Women in the United States Today

Reasoning and proof to back up this claim, as I'm sure everyone with an IQ 100 or greater is by now well aware Donald Trump & co have THE cult of personality among resentment of poorly to not well educated voters of all stripes, but particularly a majority white voters in the US.
However, I would at this point very much argue that Joe Biden and Kamala Harris also have one to a lesser extent, it turns out...and here's how.
President Biden and VP Harris had about 40% of white voter support in the 2020 election- they still have about that much now 4 years later in 2024 believe it or not, but after a disastrous by any objective metric 4 year term, and have not lost or gained any support in this time with said bloc-- it is overwhelmingly concentrated among well educated voters in the Caucasian bloc, especially women, as trivia.
References: Nate Cohn, NYT Polls-- https://www.nytimes.com/2023/11/05/upshot/polls-biden-trump-2024.html
"The survey finds that Mr. Biden enters his campaign as a badly weakened candidate, one running without the strengths on personal likability, temperament and character that were essential to his narrow victories in all six of these states in 2020. Long-festering vulnerabilities on his age, economic stewardship, and appeal to young, Black and Hispanic voters have grown severe enough to imperil his re-election chances. On question after question, the public’s view of the president has plummeted over the course of his time in office. The deterioration in Mr. Biden’s standing is broad, spanning virtually every demographic group, yet it yields an especially deep blow to his electoral support among young, Black and Hispanic voters, with Mr. Trump obtaining previously unimaginable levels of support with them."

Biden Has Particularly Lost Favor With Young, Nonwhite Voters

Whom they say they voted for in 2020 Whom they support now
Nonwhite, under 45 Biden +39 68-29
Nonwhite, over 45 Biden +47 73-26
White, under 45 Biden +5 50-45
White, over 45 Trump +16 57-41
(Based on New York Times/Siena College polls of 3,662 registered voters conducted Oct. 22 to Nov. 3 in six battleground states. The 2020 vote is based on how respondents say they voted in 2020, though margins are similar to The Times's estimates of the results. Numbers are rounded.)
"In contrast, Mr. Biden has retained the entirety of his support among older white voters, helping him stay relatively competitive in the older and predominantly white Northern battleground states of Michigan, Wisconsin and Pennsylvania, even as Mr. Trump builds a more comfortable lead in the more diverse Sun Belt states. There’s no reason to assume that next November’s final election tallies will match the results of these surveys. But if they did, it could represent an epochal shift in American politics, one with the potential to reverberate for decades as young and nonwhite voters make up a growing share of the electorate. Many familiar patterns in American politics would be blurred. Racial and generational polarization would fade. It would be the culmination of a decade-long realignment of the electorate along the lines of Mr. Trump’s conservative populism, all while dashing Democratic hopes of assembling a progressive majority around a new generation of young and nonwhite voters."
Second source: https://www.nytimes.com/2023/09/05/upshot/biden-trump-black-hispanic-voters.html
Nonwhite voters
White voters at the bottom
"Mr. Biden’s tepid support among these voters appears to be mostly responsible for the close race in early national surveys, which show Mr. Biden and Mr. Trump all but tied among registered voters even as Mr. Biden runs as well among white voters as he did four years ago."
Third source: https://www.bloomberg.com/news/articles/2024-05-15/biden-risks-losing-significant-share-of-black-vote-king-says**
"**President Joe Biden risks losing a significant share of Black votes in his rematch with Donald Trump unless his campaign improves his outreach strategy, said the daughter of slain civil-rights leader Martin Luther King Jr. 'There are people in the Black community who are feeling like not a lot has changed,' Bernice King said Wednesday in a Bloomberg TV interview."
Fourth source: Axios, Polls-- https://www.axios.com/2023/11/06/biden-black-hispanic-voters-losing-polls
Overall point/conclusion: Joe and Kamala haven't moved with being favored by 40% of white voters and it's chiefly coming from them having >50% approval among well educated white women with postgraduate or higher degrees, despite falling consistently with their own core base in margins in Black, Hispanic, Asian, and young white voters consistently like with the country from 2020 to 2024. This all essentially indicates a cult of personality is concentrated to me chiefly around the former demographic, because Biden's standing has deteriorated among everyone but this bloc by this point, and for several reasons imo (I'll elaborate on that in another reply to those curious).
submitted by TheTruthTalker800 to HonestOpinion [link] [comments]


2024.05.16 03:36 Wonderful-Annual-929 Chest cav crsash

chest cav crashes on open
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 2024-05-15 21:34:21
Description: Initializing game
java.lang.RuntimeException: Could not execute entrypoint stage 'main' due to errors, provided by 'chestcavity'!
at net.fabricmc.loader.impl.FabricLoaderImpl.lambda$invokeEntrypoints$2(FabricLoaderImpl.java:388) at net.fabricmc.loader.impl.util.ExceptionUtil.gatherExceptions(ExceptionUtil.java:33) at net.fabricmc.loader.impl.FabricLoaderImpl.invokeEntrypoints(FabricLoaderImpl.java:386) at net.fabricmc.loader.impl.game.minecraft.Hooks.startClient(Hooks.java:52) at net.minecraft.class\_310.(class\_310.java:459) at net.minecraft.client.main.Main.method\_44604(Main.java:205) at net.minecraft.client.main.Main.main(Main.java:51) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:470) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) 
Caused by: java.lang.NoClassDefFoundError: me/shedaniel/autoconfig/ConfigData
at java.base/java.lang.ClassLoader.defineClass1(Native Method) at java.base/java.lang.ClassLoader.defineClass(ClassLoader.java:1017) at java.base/java.security.SecureClassLoader.defineClass(SecureClassLoader.java:150) at net.fabricmc.loader.impl.launch.knot.KnotClassLoader.defineClassFwd(KnotClassLoader.java:160) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.tryLoadClass(KnotClassDelegate.java:355) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.loadClass(KnotClassDelegate.java:218) at net.fabricmc.loader.impl.launch.knot.KnotClassLoader.loadClass(KnotClassLoader.java:119) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) at net.tigereye.chestcavity.ChestCavity.onInitialize(ChestCavity.java:44) at net.fabricmc.loader.impl.FabricLoaderImpl.invokeEntrypoints(FabricLoaderImpl.java:384) ... 7 more 
Caused by: java.lang.ClassNotFoundException: me.shedaniel.autoconfig.ConfigData
at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:641) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.loadClass(KnotClassDelegate.java:226) at net.fabricmc.loader.impl.launch.knot.KnotClassLoader.loadClass(KnotClassLoader.java:119) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ... 17 more 
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
Thread: Render thread
Stacktrace:
at net.fabricmc.loader.impl.FabricLoaderImpl.lambda$invokeEntrypoints$2(FabricLoaderImpl.java:388) at net.fabricmc.loader.impl.util.ExceptionUtil.gatherExceptions(ExceptionUtil.java:33) at net.fabricmc.loader.impl.FabricLoaderImpl.invokeEntrypoints(FabricLoaderImpl.java:386) at net.fabricmc.loader.impl.game.minecraft.Hooks.startClient(Hooks.java:52) at net.minecraft.class\_310.(class\_310.java:459) 
-- Initialization --
Details:
Modules: ADVAPI32.dll:Advanced Windows 32 Base API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation COMCTL32.dll:User Experience Controls Library:6.10 (WinBuild.160101.0800):Microsoft Corporation CRYPT32.dll:Crypto API32:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation CRYPTBASE.dll:Base cryptographic API DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation CRYPTSP.dll:Cryptographic Service Provider API:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation DBGHELP.DLL:Windows Image Helper:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation DNSAPI.dll:DNS Client API DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation GDI32.dll:GDI Client DLL:10.0.19041.3996 (WinBuild.160101.0800):Microsoft Corporation IMM32.DLL:Multi-User Windows IMM32 API Client DLL:10.0.19041.4355 (WinBuild.160101.0800):Microsoft Corporation IPHLPAPI.DLL:IP Helper API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation KERNEL32.DLL:Windows NT BASE API Client DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation KERNELBASE.dll:Windows NT BASE API Client DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation MpOav.dll:IOfficeAntiVirus Module:4.18.24030.9 (cd8105518e5571788ee3b6a178bae8fbcdf461a8):Microsoft Corporation NLAapi.dll:Network Location Awareness 2:10.0.19041.4123 (WinBuild.160101.0800):Microsoft Corporation NSI.dll:NSI User-mode interface DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation NTASN1.dll:Microsoft ASN.1 API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation OLEAUT32.dll:OLEAUT32.DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation Ole32.dll:Microsoft OLE for Windows:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation POWRPROF.dll:Power Profile Helper DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation PSAPI.DLL:Process Status Helper:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation Pdh.dll:Windows Performance Data Helper DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation RPCRT4.dll:Remote Procedure Call Runtime:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation SHCORE.dll:SHCORE:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation SHELL32.dll:Windows Shell Common Dll:10.0.19041.4123 (WinBuild.160101.0800):Microsoft Corporation UMPDC.dll USER32.dll:Multi-User Windows USER API Client DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation USERENV.dll:Userenv:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation VCRUNTIME140.dll:Microsoft® C Runtime Library:14.29.30139.0 built by: vcwrkspc:Microsoft Corporation VERSION.dll:Version Checking and File Installation Libraries:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation WINHTTP.dll:Windows HTTP Services:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation WINMM.dll:MCI API DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation WS2\_32.dll:Windows Socket 2.0 32-Bit DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation WSOCK32.dll:Windows Socket 32-Bit DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation Wldp.dll:Windows Lockdown Policy:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation amsi.dll:Anti-Malware Scan Interface:10.0.19041.4355 (WinBuild.160101.0800):Microsoft Corporation bcrypt.dll:Windows Cryptographic Primitives Library:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation bcryptPrimitives.dll:Windows Cryptographic Primitives Library:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation clbcatq.dll:COM+ Configuration Catalog:2001.12.10941.16384 (WinBuild.160101.0800):Microsoft Corporation combase.dll:Microsoft COM for Windows:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation dbgcore.DLL:Windows Core Debugging Helpers:10.0.19041.4355 (WinBuild.160101.0800):Microsoft Corporation dhcpcsvc.DLL:DHCP Client Service:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation dhcpcsvc6.DLL:DHCPv6 Client:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation fwpuclnt.dll:FWP/IPsec User-Mode API:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation gdi32full.dll:GDI Client DLL:10.0.19041.4355 (WinBuild.160101.0800):Microsoft Corporation java.dll:OpenJDK Platform binary:17.0.8.0:Microsoft javaw.exe:OpenJDK Platform binary:17.0.8.0:Microsoft jemalloc.dll jimage.dll:OpenJDK Platform binary:17.0.8.0:Microsoft jli.dll:OpenJDK Platform binary:17.0.8.0:Microsoft jna3012221076079486488.dll:JNA native library:6.1.2:Java(TM) Native Access (JNA) jsvml.dll:OpenJDK Platform binary:17.0.8.0:Microsoft jvm.dll:OpenJDK 64-Bit server VM:17.0.8.0:Microsoft kernel.appcore.dll:AppModel API Host:10.0.19041.3758 (WinBuild.160101.0800):Microsoft Corporation lwjgl.dll management.dll:OpenJDK Platform binary:17.0.8.0:Microsoft management\_ext.dll:OpenJDK Platform binary:17.0.8.0:Microsoft msvcp140.dll:Microsoft® C Runtime Library:14.29.30139.0 built by: vcwrkspc:Microsoft Corporation msvcp\_win.dll:Microsoft® C Runtime Library:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation msvcrt.dll:Windows NT CRT DLL:7.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation mswsock.dll:Microsoft Windows Sockets 2.0 Service Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation napinsp.dll:E-mail Naming Shim Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation ncrypt.dll:Windows NCrypt Router:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation net.dll:OpenJDK Platform binary:17.0.8.0:Microsoft nio.dll:OpenJDK Platform binary:17.0.8.0:Microsoft ntdll.dll:NT Layer DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation perfos.dll:Windows System Performance Objects DLL:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation pnrpnsp.dll:PNRP Name Space Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation profapi.dll:User Profile Basic API:10.0.19041.4355 (WinBuild.160101.0800):Microsoft Corporation rasadhlp.dll:Remote Access AutoDial Helper:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation rsaenh.dll:Microsoft Enhanced Cryptographic Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation sechost.dll:Host for SCM/SDDL/LSA Lookup APIs:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation shlwapi.dll:Shell Light-weight Utility Library:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation sunmscapi.dll:OpenJDK Platform binary:17.0.8.0:Microsoft ucrtbase.dll:Microsoft® C Runtime Library:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation vcruntime140\_1.dll:Microsoft® C Runtime Library:14.29.30139.0 built by: vcwrkspc:Microsoft Corporation verify.dll:OpenJDK Platform binary:17.0.8.0:Microsoft win32u.dll:Win32u:10.0.19041.4355 (WinBuild.160101.0800):Microsoft Corporation windows.storage.dll:Microsoft WinRT Storage API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation winrnr.dll:LDAP RnR Provider DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation wshbth.dll:Windows Sockets Helper DLL:10.0.19041.3636 (WinBuild.160101.0800):Microsoft Corporation zip.dll:OpenJDK Platform binary:17.0.8.0:Microsoft 
Stacktrace:
at net.minecraft.client.main.Main.method\_44604(Main.java:205) at net.minecraft.client.main.Main.main(Main.java:51) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:470) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) 
-- System Details --
Details:
Minecraft Version: 1.19.2 Minecraft Version ID: 1.19.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 17.0.8, Microsoft Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft Memory: 6058428704 bytes (5777 MiB) / 10838081536 bytes (10336 MiB) up to 54324625408 bytes (51808 MiB) CPUs: 16 Processor Vendor: AuthenticAMD Processor Name: AMD Ryzen 7 1700 Eight-Core Processor Identifier: AuthenticAMD Family 23 Model 1 Stepping 1 Microarchitecture: Zen Frequency (GHz): 2.99 Number of physical packages: 1 Number of physical CPUs: 8 Number of logical CPUs: 16 Graphics card #0 name: NVIDIA GeForce RTX 4060 Ti Graphics card #0 vendor: NVIDIA (0x10de) Graphics card #0 VRAM (MB): 4095.00 Graphics card #0 deviceId: 0x2805 Graphics card #0 versionInfo: DriverVersion=31.0.15.3667 Memory slot #0 capacity (MB): 32768.00 Memory slot #0 clockSpeed (GHz): 2.67 Memory slot #0 type: DDR4 Memory slot #1 capacity (MB): 32768.00 Memory slot #1 clockSpeed (GHz): 2.67 Memory slot #1 type: DDR4 Virtual memory max (MB): 85945.11 Virtual memory used (MB): 75077.02 Swap memory total (MB): 20480.00 Swap memory used (MB): 1271.96 JVM Flags: 4 total; 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Client brand changed to 'fabric' Type: Client (map\_client.txt) CPU:  
submitted by Wonderful-Annual-929 to fabricmc [link] [comments]


2024.05.16 02:39 Glittering_Jicama_95 Step 2 of opening Defichain to outside investors

english/Deutsch
With the withdrawal of Jellyverse, the DFI price experienced a significant setback, as it encompasses not just a single project but essentially an entire ecosystem. The arguments may have upset some, but they are undeniable: low liquidity, a committed but already heavily invested community, inconsistent addressing of past mistakes through constantly changing manipulation attempts, and the departure of interested investors due to the manipulated ecosystem.
Now, further projects are deciding not to launch on the Defimetachain because many community members are focused on one point (re-pegging the DUSD), deterring new investors from getting involved. Even projects that have come to the Defimetachain are shutting down because the small Defichain bubble is not large enough to operate profitably!
This needs to be countered: consistently and uncompromisingly!
Many influential opinion makers in the community once propagated a supposedly safe speculation by exchanging the base currency of the Defichain, DFI, into the struggling DUSD, promising high profits upon re-pegging to the dollar. Unfortunately, these overly optimistic assumptions turned into the exact opposite: the DUSD continued to fall, and due to the manipulations,
DFI also suffered, as the blockchain, despite its technical advantages of UTXO and EVM in one block, was not attractive anymore for crypto investors. The disruptions around the leadership disputes at the Cake Group, whose customers hold about two-thirds of the masternodes, then gave the DFI the final blow on its way to an all-time lows.
It does not help us if we could bring the prices in DUSD pools to one dollar if no one is willing to buy DUSD and the liquidity in the pools is less than 10 percent of the DUSD supply. When one wants to sell, the price inevitably collapses again, as there are currently only 2.6 million exchange values (exit liquidity) for all dTokens + DUSD – that's less than $0.02. It's not about these numbers, because whether it’s 20 or 50 percent more or less, it doesn't matter.
The most important point is that no one buys DFI anymore because we are perceived by investors not as an innovative blockchain with unique features but as a small group of sectarians tinkering with DUSD problems.
With the recently quasi-approved Special-DFIP "A constructive way to reduce the DEX fee," the first small step towards reducing restrictive fees with a short-term change has been taken. However, these small changes do not solve the real problem: the desperate clinging to manipulations to avoid admitting one's mistakes.
The DFIP "Free Market – Remove Discount and Stabilisation Fee" picks up there and takes the first significant step towards restoring an unmanipulated market. The problem is that many owners of DUSD do not have the overall welfare of the Defichain in mind but only the value of their own holdings and therefore only want to approve single-point corrections that do not have significant impacts. To see Defichain flourish again, we need buyers and projects from the crypto sector because the Defighter community does not have the financial means or, with the current focus, is not willing to invest larger sums.
Therefore, we should lift all non-market-compliant regulations and manipulations while supporting new projects on the Defimetachain.
Unfortunately, the Special-DFIP was not 100% goal-oriented in this regard, as the additional DEX fee for stablecoin pairs was reduced, and the rewards for the DUSD-DFI pool were lowered to 5 percent, but at the same time, the manipulations were extended with the reintroduction of the Buy-and-Burn bot.
Smart money loves free, unmanipulated markets, and as long as we continue to manipulate and trick around to compensate for past mistakes (or try to), we will not attract new investors. We must have the courage to return consistently to the free market. The impacts are not predictable in the short term, and the many unfulfilled assumptions of influencers in the past should teach us that the critics' forecasts of this approach are likely to be wrong again.
However, it is certain that markets are always right and all systems that try to influence the market have collapsed sooner or later.
On the other hand, a small – but certainly not representative – survey on X (Twitter) shows that almost 15% of participants only hold DUSD, and about 20% hold more DUSD than DFI. However, one must assume that their entry prices are not at one dollar but mostly between $0.10 and $0.50, as the entire speculation only made sense at such prices. Can it now be the task of the ecosystem to provide these speculators with their profits? Hardly... So, it cannot be about making this failed speculation successful with the community's financial resources!
The complete return to free markets includes the following steps:
1) Complete removal of the DEX stabilization fee and the dynamic stabilization fee so that prices in all DUSD pools are determined exclusively by supply and demand again.
2) Removal of the Buy-and-Burn bots.
3) Abolition of negative interest rates, as they are economically pointless and only aim to manipulate the market through financial incentives.
4) Valuation of DUSD in loans based on current market prices (DUSD-dUSDT pool, as USDT has the most trading pairs in the crypto sector).
5) Prohibition of using DUSD as collateral for DUSD loans (actually unnecessary if there are no negative interest rates anymore, but as a clarification that non-market and economically pointless manipulations are no longer wanted).
6) No transition periods, as these only enable manipulations.
Points 1-5 cannot be changed or "mitigated" by compromises, as one either returns to a free market or not! There is no "half-free" or "less manipulated" – of course, even free markets can be influenced with larger sums – and I hope that external investors with large sums come to the Defichain to try to manipulate prices...
Additionally, there are optional measures that can be discussed and modified:
A) DFI-Airdrop 1 to DUSD holders
On the other hand, it should not be overlooked that the Defichain ecosystem has not only invested DFI in Buy-Burn bots but also received DFI through the repayment of DUSD loans and burned 61.1 million DFI. Therefore, it seems fair to deduct the DFI expenditures for DUSD purchases from this amount and "reactivate" the balance and distribute it to DUSD owners to compensate for any negative impacts of returning to free markets. This is essentially cost-neutral. Excluded from this airdrop are DUSD as collateral in "looped vaults," as these only represent a leverage on DUSD and this cannot be rewarded for reasons of fairness.
B) DFI-Airdrop 2 to DUSD burners
Once measures 1-6 have been implemented and a fair market price for DUSD has been established after about 10 days, the option should be created to burn excess DUSD in the system instead of just selling it through the DEX. This ensures that the market price of DUSD rises again with increasing interest in DEX trading or DUSD-based products, offsetting temporary losses. The blockchain should provide reactivated DFI for this purpose. Those who burn their DUSD instead of selling it through the DEX could be granted a premium on the market price, for example, 10 or 20 percent. This option should, however, only be possible within a short time window of about 10 days and only if and as long as the newly established market price is at least 20 percent below the last USDT-DUSD price. Unlike a Buy-and-Burn bot, DFI is not given away at manipulated market prices below value but a previously determined market price represents the fair relation to solve the problem of excess DUSD created at that time without giving speculators an advantage.
C) Reduction of all DUSD exit pool pair block rewards
The reduction of block rewards for the DFI-DUSD pool was a first good step in the right direction. In my opinion, all block rewards for DFI-DUSD, DUSD-USDT, DUSD-USDC, and DUSD-EUROC should be set to zero. Although the goal should be to move towards "real yield" in the long term, it could be considered to use the saved rewards to increase the attractiveness of the dTokens system by promoting liquidity – however, this would disadvantage Defimetachain DEXes. On the other hand, other DMC projects like Javsphere with the Booster benefit from a more attractive native dToken system. Likewise, an increase in crypto token pools like dBTC-DFI or dETH-DFI is conceivable.
D) Increasing the attractiveness/liquidity on DMC DEXes
To facilitate the listing of new projects on Defimetachain exchanges like Vanillaswap and provide sufficient trading liquidity, the community fund could provide part of the complementary DFI to the project token for projects that have already realized at least one product with 100 users on the Defimetachain. This ties up liquidity but also generates income from trading fees.
E) DUSD Airdrop for new wallets with a minimum DFI balance The DUSD acquired by the community could be used for a promotion by granting an airdrop in DUSD to new wallets with at least 1,000 DFI, allowing them to test the native DEX with the dToken system. This would likely increase the demand for DFI, as only new wallets with a minimum balance would benefit from the airdrop. To ensure that this is not exploited, only new wallets that have received DFI through a transfer from a bridge or CEX should receive allocations.
Mit dem Rückzug von Jellyverse erlebte der DFI-Kurs einen extremen Rückschlag, da es nicht nur ein einzelnes Projekt sondern eigentlich ein ganzes Ökosystem umfasst. Die Argumente mögen den ein oder anderen verärgert haben, sind aber nicht von der Hand zu weisen: Geringe Liquidität, engagierte aber bereits stark investierte Community, inkonsequente Aufarbeitung früherer Fehler durch ständig wechselnde Manipulationsversuche, Abkehr interessierter Investoren aufgrund des manipulierten Ökosystems.
Nun entscheiden aber weitere Projekte nicht auf der Defimetachain zu launchen, da der Fokus vieler Community-Mitglieder nur auf einen Punkt (Repeg des DUSD) gerichtet ist und dadurch neue Investoren von einem Engagement abgeschreckt werden. Sogar Projekte, die auf die Defimetachain gekommen sind, stellen ihren Betrieb ein, weil die kleine Defichain-Bubble nicht ausreichend groß genug ist, um profitabel zu arbeiten!
Da muss gegengesteuert werden: konsequent und kompromisslos!
Von vielen einflußreichen Meinungsmachern in der Community wurde seinerzeit eine Spekulation mit angeblich sicherem Ausgang propagiert, indem die Basiswährung der Defichain DFI in den ins Straucheln geratenen DUSD getauscht werden könne und so bei Wiedererreichen des Dollar-Pegs hohe Gewinne realisiert werden könnten.
Die viel zu optimistischen Annahmen verkehrten sich leider ins genaue Gegenteil: der DUSD sank weiter und durch die Manipulationen geriet auch der DFI in Mitleidenschaft, da die Blockchain trotz ihrer technischen Vorzüge mit UTXO und EVM in einem Block für Kryptoinvestoren nicht attraktiv genug war. Die Irritationen um die Führungsquerelen bei der Cake Group, deren Kunden rund zwei Drittel der Masternodes halten, gab dem DFI dann „den Rest“ auf dem Weg zum Allzeittief.
Es hilft uns nichts, wenn wir die Kurse in DUSD-Pools auf einen Dollar bringen könnten, wenn niemand bereit ist, DUSD zu kaufen und die Liquidität in den Pools weniger als 10 Prozent des DUSD-Bestands ausmacht. Denn wenn man dann verkaufen will, bricht der Kurs zwangsläufig wieder ein, denn auf alle dToken+DUSD kommen aktuell nur 2,6 Millionen Eintauschwerte (Exit-Liquidität) – das sind weniger als 0,02 Dollar. Es geht aber nicht um diese Zahlen, denn ob es 20 oder 50 Prozent mehr oder weniger sind, spielt keine Rolle.
Der wichtigste Punkt ist nämlich, das niemand mehr DFI kauft, weil wir von Investoren nicht als innovative Blockchain mit Alleinstellungsmerkmalen wahrgenommen werden, sondern als eine kleine Gruppe von Sektierern, die an der Beseitigung von DUSD-Problemen herumdoktern.
Mit dem soeben – quasi - verabschiedeten Special-DFIP „A constructive way to reduce the DEX fee“ ist der erste kleine Schritt zum Abbau restriktiver Gebühren mit einer kurzfristigen Änderung vollzogen worden. Doch diese kleinen Veränderungen lösen das wahre Problem nicht: das krampfhafte Festhalten an Manipulationen um die eigenen Fehler nicht eingestehen zu müssen.
Das DFIP „Free Market – Remove Discount and Stabilisation Fee“ schließt dort an und vollzieht den ersten nennenswerten Schritt zur Wiederherstellung eines unbeeinflussten Marktes. Das Problem dabei ist, dass viele Eigner von DUSD nicht das Gesamtwohl der Defichain sondern nur den Wert ihres Eigenbestandes im Blick haben und daher immer nur Einzelpunktkorrekturen zustimmen möchten, die keinesfalls deutliche Auswirkungen haben. Um die Defichain aber wieder aufblühen zu sehen, brauchen wir Käufer und Projekte aus dem Kryptobereich, da die Defighter-Community nicht über die finanziellen Mittel verfügt bzw. beim aktuellen Fokus nicht bereit ist, größere Summen zu investieren.
Wir sollten daher alle nicht marktkonformen Regelungen und Manipulationen aufheben und zugleich neue Projekte auf der Defimetachain unterstützen.
Leider war das Special-DFIP in dieser Hinsicht nicht 100% zielführend, da zwar die Zusatz-DEX-Gebühr für die Stablecoinpaare reduziert und die Rewards für den DUSD-DFI-Pool auf 5 Prozent abgesenkt wurde, aber gleichzeitig mit Wiedereinführung des Buy-and-Burn-Bots die Manipulationen erweitert wurden. Smartes Geld liebt aber freie, unmanipulierte Märkte und solange wir weiter manipulieren und herumtricksen um frühere Fehler zu kompensieren (bzw. es versuchen), werden wir keine neuen Investoren bekommen. Wir müssen den Mut aufbringen, konsequent zum freien Markt zurückzukehren. Die Auswirkungen sind dabei kurzfristig nicht prognostizierbar und die vielen nicht eingetroffenen Annahmen der Influenz-er in der Vergangenheit sollten uns lehren, dass auch die Prognosen der Kritiker dieses Ansatzes voraussichtlich wieder falsch sind.
Was allerdings feststeht ist die Tatsache, das Märkte immer Recht haben und alle Systeme, die den Markt beeinflussen wollen, über kurz oder lang zusammengebrochen sind.
Auf der anderen Seite zeigt eine kleine – aber sicher nicht repräsentative – Umfrage auf X (Twitter), das fast 15 % der Teilnehmer nur DUSD halten und rund 20 Prozent mehr DUSD als DFI halten. Man muss allerdings davon ausgehen, dass deren Einstandspreise nicht bei einem Dollar sondern überwiegend zwischen 10 und 50 Cent liegen, da die ganze Spekulation nur bei solchen Preisen Sinn gemacht hat. Kann es nun Aufgabe des Ökosystems sein, diesen Spekulanten ihre Gewinne zu bescheren? Kaum... Es kann also nicht darum gehen, mit Finanzmitteln der Allgemeinheit diese gescheiterte Spekulation doch noch erfolgreich zu machen!
Die vollständige Rückkehr zu freien Märkten umfasst folgende Schritte:
1) Vollständige Aufhebung der DEX-Stabilisationsfee und der dynamischen Stabilisationsgebühr, so dass sich die Preise in allen DUSD-Pools wieder ausschließlich nach Angebot und Nachfrage richten.
2) Aufhebung der Buy-and-Burn -Bots
3) Aufhebung von Negativ-Zinsen, da diese ökonomisch sinnfrei sind und lediglich durch finanzielle Anreize den Markt manipulieren wollen
4) Bewertung der DUSD in Krediten nach aktuellen Marktpreisen (DUSD-dUSDT-Pool, da USDT im Krypto-Bereich die meisten Handelspaare stellt)
5) Verbot von DUSD als Kollateral für DUSD-Kredite (eigentlich unnötig, wenn es keine negativen Zinsen mehr gibt, aber als Klarstellung, dass marktfremde und ökonomisch sinnfreie Manipulationen nicht mehr gewollt sind)
6) Keine Übergangsfristen, da diese lediglich Manipulationen ermöglichen
Die Punkte 1-5 können nicht durch „Kompromisse“ geändert oder „abgemildert“ werden, da man entweder zu einem freien Markt zurückkehrt oder eben nicht!
Es gibt kein „halbfrei“ oder „weniger manipuliert“ - natürlich können auch freie Märkte mit größeren Summen beeinflusst werden – und ich hoffe das externe Investoren mit hohen Summen auf die Defichain kommen um dort zu versuchen, Kurse zu manipulieren...
Daneben gibt es aber auch optionale Maßnahmen, die diskutiert und modifiziert werden können:
A) DFI-Airdrop 1 an DUSD-Halter Auf der anderen Seite darf auch nicht verkannt werden, dass das Defichain-Ökosystem bisher nicht nur in Buy-Burn-Bots DFI investiert hat, sondern seinerzeit auch DFI durch die Rückzahlung von DUSD-Krediten erhalten und 61,1 Mio DFI geburnt hat. Es erscheint daher fair, wenn die DFI-Aufwendungen für DUSD-Käufe von diesem Betrag abgezogen werden und der Saldo „reaktiviert“ wird und an die DUSD-Eigentümer ausgeschüttet wird um etwaige negative Auswirkungen der Rückkehr zu freien Märkten zu kompensieren. Dies ist im Grunde kostenneutral. Ausgeschlossen von diesem Airdrop sind DUSD als Kollateral in „Looped vaults“, da diese nur einen Hebel auf DUSD darstellen und dieser aus Gerechtigkeitsgründen nicht honoriert werden kann.
B) DFI-Airdrop 2 an DUSD-Burner Wenn sich nach Realisierung der Maßnahmen 1-6 nach etwa 10 Tagen ein fairer Marktpreis für DUSD gebildet hat, sollte die Möglichkeit geschaffen werden, überschüssige DUSD im System zu burnen anstatt über die DEX nur zu verkaufen. Damit wird bei ansteigendem Interesse für DEX-Trading oder DUSD-basierte Produkte sichergestellt, dass der Marktpreis des DUSD wieder ansteigt und temporäre Verluste ausgeglichen werden. Von der Blockchain müssten für diesen Zweck reaktivierte DFI zur Verfügung gestellt werden. Man könnte für diejenigen, die ihre DUSD burnen anstatt über die DEX zu verkaufen, einen Aufschlag auf den Markpreis von zum Beispiel 10 oder 20 Prozent gewähren. Diese Option sollte allerdings nur in einem kurzen Zeitfenster von rund 10 Tagen möglich sein und auch nur dann wenn und solange der neu gebildete Marktpreis mindestens 20 Prozent unter dem letzten USDT-DUSD-Preis liegt. Im Gegensatz zu einem Buy-and-Burn-Bot werden hier keine DFI zu marktmanipulierten Preisen unter Wert weggegeben, sondern ein vorher ermittelter Marktpreis stellt die faire Relation dar um das seinerzeit geschaffene Problem der überschüssigen DUSD zu lösen ohne Spekulanten einen Vorteil zu gewähren.
C) Reduzierung aller DUSD-Exit-Poolpaar-Blockrewards Die Reduzierung der Blockrewards für den DFI-DUSD-Pool war ein erster guter Schritt in die richtige Richtung. Meines Erachtens sollten aber alle Blockrewards für DUSD-DFI, DUSD-USDT, DUSD-USDC und DUSD-EUROC auf Null gesetzt werden. Auch wenn das Ziel langfristig die Hinwendung zu ausschließlich „real yield“ sein sollte, kann darüber nachgedacht werden, die so eingesparten Rewards zu nutzen, um die Attraktivität des d-Tokens-Systems durch Förderung der Liquidität zu erhöhen – dagegen spricht allerdings, dass dies eine Benachteiligung der Defimetachain-DEXes bedeuten würde. Auf der anderen Seite profitieren andere DMC-Projekte wie z.B. Javsphere mit dem Booster von einem attraktiveren nativen dToken-System. Ebenso wäre eine Erhöhung von Kryptotoken-Pools wie dBTC-DFI oder dETH-DFI vorstellbar.
D) Steigerung der Attraktivität/Liquidität auf DMC-DEXes Um neuen Projekten ein Listing auf Defimetachain-Börsen wie Vanillaswap zu erleichtern und ausreichend Handelsliquidität zur Verfügung zu stellen, könnte der Community-Fund für Projekte, die bereits mindestens ein Produkt mit 100 Nutzern auf der Defimetachain realisiert haben, einen Teil der komplementären DFI zum Projekttoken zur Verfügung stellen. Dies bindet zwar Liquidität, verschafft aber auch Einnahmen aus Handelsgebühren.
E) DUSD-Airdrop für neue Wallets mit DFI-Mindestbestand Die von der Community erworbenen DUSD könnten für eine Promotion genutzt werden, in dem neue Wallets mit mindestens 1000 DFI einen Airdrop in DUSD erhalten, um die native DEX mit dem dToken-System testen zu können. Das erhöht vermutlich die Nachfrage nach DFI, da ja nur neue Wallets mit Mindestbestand in den Genuss des Airdrops kommen. Um sicherzustellen, dass dies nicht ausgenutzt wird, sollten nur neue Wallets Zuteilungen bekommen, die durch einen Transfer von einer Bridge oder CEX DFI erhalten haben.
submitted by Glittering_Jicama_95 to defiblockchain [link] [comments]


2024.05.15 23:04 Ur_Anemone How Celibate Women Became a Threat

How Celibate Women Became a Threat
Amid a number of recent pivots, including scrapping the women-message-first system it launched with 10 years ago, dating app Bumble recently unveiled a new ad campaign that seemed to take aim at its primary demographic: women. Over the weekend of May 11, a number of TikTok users in the Los Angeles area posted the dating app’s new anti-celibacy billboards, which appear to tease women who have sworn off sex and dating…
The billboards generated considerable backlash from women on TikTok, with a creator @Fleeksie posting, “LADIES! The patriarchy is SCARED!! They’re losing us and they’re panicking!!” Julia Fox, for her part, commented on one of the posts: “2.5 years of celibacy and never been better tbh.”
The overwhelmingly negative response to the campaign pushed Bumble to issue an apology on May 13, acknowledging the many valid reasons that move someone towards celibacy: restrictions on reproductive rights, recovering from trauma or abuse, or existing as asexual. “We have heard the concerns shared about the ad’s language and understand that rather than highlighting a current sentiment towards dating, it may have had a negative impact on some of our community,” a Bumble spokesperson shared in a statement to TIME.
The app has promised to remove the ads, as well as donate to the National Domestic Violence Hotline. But in attempting to make light of a social climate in which, as they worded it in their apology, “a community” (read: women) “are frustrated by modern dating,” Bumble ended up, inadvertently or not, mirroring the language many women experience when they tell men they are not interested. The sexless, “crazy cat lady” trope is a tale as old as time, but in the context of rising incel ideology—which psychologists partly attribute to women’s increased economic and social power—the sentiment still feels like a toxic, all-too-familiar neg…
Even beyond the persistent pressure from individuals to participate in hookup culture…the dating industry at large is perpetually badgering single people to redownload, buy premium subscriptions, and remain in the romantic marketplace. This begs the question: Has a celibate woman become more threatening than a sexual one?
Increasingly, women are both sexual and celibate at once, and perhaps that makes them doubly threatening: A new generation is proving that sexual empowerment doesn’t hinge on having lots of sex, or even sex at all. In 2023, I wrote about the rise of “celibate sluts,” people who consider themselves sexual but have taken big steps back from sex, usually when they realize sex isn’t serving them, and found peace…
Across age groups and genders, studies suggest that people are having less sex, a phenomenon that’s been called the “sex recession” and largely cast in a negative light. In 2021, the General Social Survey found that over a quarter of Americans over 18 hadn’t had sex once in the past year, which is a 30-year high. Not to mention women, overall, are opting out of dating: 2020 Pew Research Data found 61% of single men were actively looking for dates, compared to 38% of women. Rather than examining the social, economic, and political conditions that may make sex and dating unappealing for individuals, particularly women, the impetus is put on the individuals to fix it.
What I found when reporting my book, Laid and Confused: Why We Tolerate Bad Sex and How to Stop, is that young people are consciously opting out of sex and dating, largely due to swiping burnout, but also due to setting higher standards for romantic partners…
The truth is, being single is incredibly healthy for people who want or need to be, and studies show that single women without children are often happier than their married counterparts with children. Celibacy can facilitate some of this joy.
Online conversations about the “male loneliness epidemic” tend to rope in women as a potential solve, particularly on incel forums. Yes, male loneliness is a real problem: A 2021 American Perspectives survey found that the number of men who reported not having a single close friend had quintupled to 15% since 1990. For unmarried men under 30, 25% say they have no close friends at all. Consistently, studies show that men have a harder time making and keeping friendships. But women don’t owe men companionship, even if those men are lonely. While all Americans are reporting fewer close friendships than they had before the pandemic, the same American Perspectives Survey found that young women are more likely than young men to lean on their friends for support. While loneliness affects all genders, women who opt out of dating are more likely to do so by choice. If men’s loneliness is stemming from a lack of sex, many women clearly benefit from that lack.
When it comes to the business of dating apps, the most relevant principle isn’t necessarily patriarchal, but inherently capitalist: celibate, app-less women are not lucrative, an issue that the entire industry is grappling with. The business of dating, in general, is floundering: Dating app downloads are starting to fall, and a Pew Research study found that more people are dissatisfied with the apps than ever before…
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2024.05.15 20:35 eli_ashe The 451 Percenters, Puritanism At The CDC And Other Fascistic Fallacies

Bit of a longer post, sorry bout that, but I felt it was time, perhaps once again, to point out the flaws and limitations in the CDC’s stats on sexual violence, specifically as they relate to the National Intimate Partner Sexual Violence Survey (NISVS), which is the source of all the fun stats on sexual violence that get thrown around by the 451 percenters. Who are the 451 percenters? Those the folks who believe and spread the lies bout sexual violence being endemic to society. Everyone’s a sexual predator! All 451 percent of women are violated, and all 451 percent of men are violators.
TL;DR: An analysis and rebuttal to the CDC and NISVS’s statistics on sexual violence. The CDC uses NISVS to generate the stats on punny sexual violence that make wild claims, like one third of all women, etc… the 451 percenters’ claims bout punny sexual violence. They use a ‘yes means yes’ method of determining what counts as punny sexual violence, which is aesthetics based. Elevating aesthetical concerns to ethically obligatory concerns is fascistic, and a grave moral fallacy. ‘Yes means yes’ is also puritanical, meaning it overly moralizes sexuality. Putting puritanical fascists in charge of determining how many punny sexual offenses are happening is like putting the KKK in charge of determining how many jews are sexual predators. “All 451 percent of them, obviously!”
Body Of The Post
‘Yes means yes’ is an aesthetical ethical concern, ‘Do I want it or not’. This is what the National Intimate Partner Violence Survey (NISVS) and the CDC use and reflect in their stats on sexual violence. Vibes. They are the ‘emmitt till got what he deserved’ crowd. Whistling at a lady is a criminalizable offense to these folks, a ‘punny sexual violence’.
‘No means no’ is an ethically obligatory concern, ‘Did I refuse it or not’. This is what the criminal stats on sexual violence use and reflect in their stats on sexual violence. Hard data. They are the ‘emmit till did nothing wrong’ crowd. Whistling at a lady is at most tasteless, emmitt till could do far better.
‘Wanting’ or ‘Not Wanting’ something does not consent make. I can want to fuck someone, but not consent to do so. I could not want to fuck someone, but nonetheless consent to do so. The former perhaps because I think it is a bad idea to fuck ‘em even tho I want to. The latter, perhaps because I think it is a good idea to fuck ‘em even tho I don’t want to.
The ‘yes means yes’ folks, the CDC & NISVS stats on sexual violence all mistake ‘wanting’ and ‘not wanting’ for ‘consenting’ and ‘not consenting’; these are not the same things. This is deliberate on their part too. They believe that ‘yes means yes’ is what ought to constitute a determination of sexual violence. Regardless of how y’all view that, it is a deeply controversial notion, and not necessarily reflective of what most people think of when they think of sexual violence.
‘Unwanted’ essentially means ‘I don’t like it’. It is a complaint bout the aesthetical qualities of the sexual encounter, not its consensualism. If this is at all unclear, the simplest method to understand why this is so is to note two unrelated aspects.
One is racism. People regularly ‘feel fearful’ of men for no reason at all, but they also feel fearful of men because of racism all the time. That fear factor ™ is what makes the encounter ‘coercion’ or ‘unwanted’. The person literally does nothing wrong, *just exists* and the other person freaks out.
Note in the quoted sections at the end of this post how much of the stats rely on fear and feelings to generate their numbers.
Two is the person came on too strong or in an undesirable way. The person flirts in a normal and perfectly fine way, but the other person freaks out. Think bout it people, for the love of god think bout it. ‘Coming on too strong’ and ‘an undesirable flirtation’ are being counted as ‘punny sexual violence’ in these stats.
It’s entirely puritanical, and entirely a concern bout aesthetics.
There are other sorts of coercive methods, but the point here is that the terms ‘unwanted’ and ‘coercion’ only really cash out as ‘I don’t like it for some reason or another’ in the CDC’s and NISVS’s stats.
When you see that lady spouting off bout her fears of mexican rapists, she’s reflected in these stats folks. They’re just surveys. People who lock their car doors in ‘bad neighborhoods’ are reflected in those stats.
These all translate to ‘I felt threatened’ (big black boy vibes) or ‘felt pressured’ (scary white guy vibes), or ‘felt in danger’ (native american coming to get you vibes), or ‘felt uncertain if you wanted it’ (arab terrorist vibes) or 'felt like I was being manipulated' (angry asian martial artists vibes) . Doesn’t have to be racism at play here either, women can be irrationally fearful of any man. Vibes.
The actions themselves are not criminalizable.
Non p-hacked stats try to avoid these kinds of obvious ambiguities in the language used to generate the 451 percenters’ stats. These folks however lean into the lies and deceptions, and deliberately use language designed to deceive people reading the stats into thinking that people have been harmed. They take language that means literally ‘I like or don’t like it’ and translate that to mean ‘I was sexually harassed, sexually assaulted, or even raped’.
This is how they inflate the numbers, so we get to the 451 percenters’ wacky ass beliefs; ‘451 percent of women will suffer egregious sexual violence to them at least fifty times in their lives’. All this means is vibes. 451 percent of women get some bad vibes bout some dudes.
You can hear it echoed in the bear or man discourse. Why do women choose the bear? Vibes and irrational fears. ‘We choose the bear because we don’t feel safe!’ translates directly to ‘Emmitt till whistled at me, and he’s a big black boy, that’s scary’ and ‘the mexican rapists are swarming over the border to get me’.
These are the stats that people point to when they try to justify their misandristic hot ass takes. They are self-referential to that same fear based aesthetic the stats are. The stats are reflective of peoples’ irrational fears, and people use those stats to justify their irrational fears, and people spread those fear based stats thereby spreading their unjustified fears. It’s a circle rub.
To criminalize these kinds of things is to be fascistic (treating aesthetics as if they were of obligatory concern), to believe that they are morally reprehensible is to be a puritan (overly moralizing sexuality).
The folks deriving these stats translate ‘unwanted’ (aesthetical ethics) to ‘sexual assault’, ‘sexual harassment’, or ‘rape’ (obligatory ethics), then lump everything together as ‘punny sexual violence’ to get the big numbers used to scare people and terrorize men. That’s called fascism.
“[T]here remains a likelihood of underreporting due to the sensitive nature of SV”.
This justification means that they do not trust people to report SV, ‘don’t believe women when they say they haven’t suffered any SV, manipulate the questions so they say yes to something they don’t think is SV, or which simply isn’t SV, and we’ll just call it SV of this or that sort. Later we’ll propagandize people so they too come to believe our puritanical misandristic hot ass takes.’
There is no lie nor hyperbole in what I am saying here. That is the rationale and the method. If you bone up on your academic lit in the topic, this is, well not verbatim what they say, I am lambasting them here, but this is the crux of what their argument and justifications are, and they explicitly hold that they ought be propagandizing people to their puritanical beliefs.
They push the fascistic (aesthetical ethical) and puritanical (overly moralized sexual ethics) discourse into the public by presenting stats that merely reflect fears and pretend that they are reflective of sexual violence. People then come to believe that those kinds of fear based concerns are actually sexual violence. An ‘unwanted flirtation’ becomes in their minds and only in their minds a sexual violence.
Emmitt till got lynched for whistling at a lady. They only disagree bout the racism, but he definitely deserved to be punished in some way like all men do for whistling at someone they think is hot af. Puritanism.
All just vibes, all but aesthetics, and all fascistically raised to a level of ethically obligatory concern.
“Just as SV is not limited to physically forced penetration, its perpetrators are not limited to strangers. Indeed, perpetrators of SV are more likely to be someone known to the victim. Sexual violence is a problem embedded in our society and includes unwanted acts perpetrated by persons very well known (e.g., family members, intimate partners, and friends), generally known (e.g., acquaintances), not known well or just known by sight (e.g., someone in your neighborhood, person just met) and unknown to the victim (e.g., strangers). “
Be afraid of everyone, any man out there could be your next rapist! That’s right ladies and gents, you’ve been raped several times already, you just didn’t know it. But don’t worry, the statisticians know better. They asked you an unrelated question you said yes to since you were too dumb to know that you were raped, and counted it as rape. Then they informed you that you ought be afraid of everyone in your community, lest they also rape you, unbeknownst to you of course. But again, don’t worry, the statistician will count those too.
As a measure of fear the 451 percenters capture, well or worse who knows, all the racism, sexism, bigotry, and various phobias in the society, and how those fears are transferred onto masculine bodies as imaginary perpetrators of punny sexual offenses. None of it is real, there are not 451 percent of sexual violences happening, 451 percent of men are not sexual predators, and 451 percent of women are not victims of sexual violence.
‘Safety culture’ mostly reflects irrational fears.
Ask the kkk how many black people are rapists, you’re gonna get a high number. Ask puritans how many people are punny sexual offenders, you’re going to get a very high number. Such is the most tame interpretation of what is going on. The 451 percenters are puritans, they’ve overly moralized sexuality, counting offenses to their sensibility rather than criminal actions.
Puritans informing you how ‘vile and wicked’ your sexual ways are; advocating to make their puritanical beliefs bout punny sexual offenses into legally enforceable laws. These are the same kinds of concerns bout a someone dressing too provocatively, such is a ‘punny sexual violation’ to the sensibilities of others.
The less tame version of this is that it is exactly what fascists do. Lie to people especially bout punny sexual offenses in order to ratchet up the fear levels in the population, so they run to them to solve the ‘problem’.
Could be both tho.
Either way, their misandry murders little boys. They celebrate terrorizing men, and rejoice in lynching folks. They’re despicable people.
Solutions?
Ruthlessly love them. Write them love poems, show them kindness and generosity of spirit, but give them not a dime in money, nor ever relent to their irrational fears. Extol their beauty and virtues, make love with them, utterly ruthlessly. Be overtly sexual bout it, in this give them no quarter, bring to an end their puritanism by giving them no plausible cause to be thus. No one under the duress of loves’ enticements and sexual pleasures be puritans. Be relentless, show them masculine sexuality; give them nothing to complain bout, but give them masculine sexuality. Don’t fall for their puritanism, be the boys of summer.
Respect a ‘no means no’ ethic as a code of obligatory actions. Use aesthetical ethics towards good sex with mutual respect given; don’t ever take that as a one way thing. Do not conflate the aesthetics of good sex, 'enthusiastic yeses’ with those of the ethics of obligation ‘no means no’. Don’t be puritans, don’t be fascists, be sex positivists.
Call out the stats when folks bring them up, refer people to these points, feel free to refer people to this post and/or the attached video. ‘But the CDC said’ is not a valid argument; they have put puritans in charge of determining punny sexual offenses. They find punny sexual offenses everywhere they look.
If you’re super coolio, start advocating against the CDC’s use of NISVS to determine what constitutes sexual violence. It doesn’t match with criminal data’s methods, it doesn’t utilize the metrics of ‘no means no’ which are the proper metrics to use, instead it utilizes what amounts to peculiar beliefs bout the aesthetics of sex as a means of measure for punny sexual offenses.
They are spreading a puritanical belief system bout punny sexual offenses, nothing more, and they are causing public health problems by spreading their lies. They are not counting sexual offenses, they are not a criminal justice system, they aren’t technically even in the business of understanding sexual violence. They are the Center For Disease Control, not the ‘center for social engineering sexual practices control’.
Original video on the topic, with some additional resources for understanding these issues in the description.
The Rest Of This Post Is References To The CDC, NISVS, And Crime Data Reports, Along With Some Quotes Thereof With Short Specific Retorts Highlighting The Relevant Info In The Quotes As It Pertains To The Post. This Is But A Small Sample Of How They Use Language Of Aesthetics To Make Their Ethical Claims, And How Their Language Is Misandristic.
sv_surveillance_definitionsl-2009-a.pdf (cdc.gov)
Fast Facts: Preventing Sexual Violence Violence Prevention Injury Center CDC
Key Terms & FAQs National Intimate Partner and Sexual Violence Survey (NISVS)Funded
Programs Violence Prevention Injury Center CDC
Some key quotes from this, Bolded text hereafter are coded for ‘yes means yes’ methods of understanding sexual violence, and sometimes misandristic language. Italicized text are quotes from the sources:
“Rape is defined as any completed or attempted unwanted [unwanted is an aesthetic criteria, not a consent criteria which is ‘a no was stated’ attempted while a real thing allows for further insertion of scary vibes to pad the stats, e.g. the blackness of the lover] ...includes times when the victim was drunk, high*, drugged, or passed out and unable to consent.* [puritanical belief bout drinking and drugs, e.g. one cannot consent if drunk or high. Note that it is separate from being drugged or passed out and unable to consent, and that criminally speaking being drunk or high is not indicative of a lack of capacity to consent, also note this is de facto applied to women only].
“Sexual coercion is defined as unwanted sexual penetration that occurs after a person is pressured in a nonphysical way. In NISVS, sexual coercion refers to unwanted vaginal, oral, or anal sex after being pressured in ways that include being worn down by someone who repeatedly asked for sex or showed they were unhappy; feeling pressured by being lied to, being told promises that were untrue, having someone threaten to end a relationship or spread rumors; and sexual pressure due to someone using their influence or authority.”
Unwanted is an aesthetic category, not a consent category. ‘Sexual coercion’ is not a criminal offense either. It is a puritanical belief bout sexuality that is based on a sex negative view, e.g. that sex is a bad unless and until magical words are said to make it into a good. Calling it ‘sexual violence’ is just lying. Coercion is defined misandristically to only be bout penetration, which precludes all the ways that women use sex and sexuality to manipulate, use, abuse, and harm people; note that there are essentially zero surveys done that include some ‘feminine coded coercive behavior’ into these stats. That is by design. Including not incidentally the way that women have historically and currently used irrational fears over their sexuality to terrorize men and get people murdered.
“Unwanted sexual contact is defined as unwanted sexual experiences involving touch but not sexual penetration, such as being kissed in a sexual way, or having sexual body parts fondled, groped, or grabbed.”
Unwanted is aesthetics, not consent. Also this literally describes flirting. I know they want to try and capture some other sort of notion, grossy mcgrosser pinning someone down and groping them, but all this describes here, and all the stats can possibly reflect, is flirting.
“Non-contact unwanted sexual experiences is defined as those unwanted experiences that do not involve any touching or penetration, including someone exposing their sexual body parts, flashing, or masturbating in front of the victim, someone making a victim show his or her body parts, someone making a victim look at or participate in sexual photos or movies*, or* someone harassing the victim in a public place in a way that made the victim feel unsafe.”
This category is quite broad and puritanical in its disposition, as it assumes there is something wrong with seeing naked images unless and until expressed verbal consent is given, and undoubtedly ignores the en masse flood of naked images of women online to which basically every guy is exposed to. Compare again to people who claim that women ought not be allowed to show their ankles as it causes a ‘harm’ to those who are ‘forced’ to see it. Exact same shite. Aesthetical concerns of wanted or unwantedness, and also notice the expressly stated vibes check ‘victim feel unsafe’. Look out for the black boys, they make them feel unsafe!
Crime/Law Enforcement Stats (UCR Program) — FBI
Quick Facts on Sexual Abuse Offenses (ussc.gov)
It’s worth mentioning that statistically speaking, if one uses the stats derived from crime data as opposed to statisticians making numbers up, the percentages of men who do sexual violence, depending a bit on how you count it, are: 0.0516% or .478% or .0957%. Although the video goes over this all in pretty good depth, just do a little sniff test here; are .478% of the male population sexually violating a third of all women, 55.5 million women?
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2024.05.15 19:40 SciFiTime Human Task Force Arrived

Councillor Vek stood on the observation deck of the cruiser Balexa, as she watched the blue planet below. Earth, as the inhabitants called it. Indigenous life had only just developed tools and weapons of metal and combustion, yet something about this world felt...different.
Vek's assistant, a young Dreth named Pylor, approached. "Councillor, our sensors have detected an unusual energy signature coming from that landmass." He pointed to a region on the planet's map.
Vek peered down at the indicated area. "Life signs?"
"Massive. Billions within that small area alone. And..." Pylor double checked the readings. "Their technology...it's exceeding all models for their stage of development."
Intrigued, Vek ordered the Balexa into a lower orbit to investigate directly. Below, sprawling cities dominated the landscape, towers of metal and glass thrusting towards the heavens. Ground vehicles filled roadways in great herds.
But it was what Vek saw in the skies that made her gasp. Dozens of giant space ships above the planet.
Vek urged the Balexa closer, honing in on the largest vessel. Over a kilometer long, it resembled an arrowhead piercing the clouds. Guiding it through flight tests, no doubt. But its capabilities went far beyond simple transport.
Her eyes analyzed the gleaming hull. Powerful weapons arrays, ultra-dense alloys, inertial dampeners—this was no mere explorer ship. It bore the armaments of a capital warship, yet wielded in the skies of a supposedly primitive world, according to 1000 year old reports.
"Scan it," Vek ordered. The results shocked even her aged sensibilities. Particle beam projectors, gravitic torque generators, ablative shield matrix far exceeding, any known galaxy-class defenses. She watched silent as the warship shrugged off simulated meteor bombardments, and energy lances that would have crippled a flagship.
"Are the sensors malfunctioning?" Pylor asked. "This...this shouldn't be possible."
Vek didn't respond, lost in thought. The colonization directive had brought her here expecting a standard uplifting, not...this. A new species on the cusp of space, yes, but with a military capability challenging the Grand Fleet itself. Her duties were clear, yet prudence demanded further observation before revealing her presence.
That evening, Vek witnessed lights illuminate the cities as perpetual twilight fell. Not the flickering fires of a primitive settlement, but vast geometric patterns flooding the night with steady radiance. Roadways became rivers of motion as noxious fumes belched from pipes. She watched holographic entertainments broadcast atop towering spires, their realism surpassing even the Dreamcast pleasure worlds.
It was all too much. This world had advanced beyond all projections, its technology perfectly integrated within human civilization. Yet had achieved spaceflight only yesterday. An impossibility...unless directed by an outside influence. But signatures showed no alien contamination, only the fingerprints of natural evolution.
"Councillor," Pylor interrupted her thoughts, "I'm detecting a new vessel launching from the underground test site."
Vek shifted her gaze and witnessed madness. Rising from its berth came a colossus the size of a hab-moon. Twenty kilometers of pitiless metal rising on pillars of blue inferno, a vast sphinx of iron. Its armored prow glinted cruel in the light of its world. No other word could apply but "leviathan."
She watched speechless as it performed basic maneuvers. Its motion sent ripples through the atmosphere itself, as entire mountain ranges would shake. Multispectral scans revealed engineering beyond rational thought, a work of art and horror, given form in girders and armour-plates. No known drive system could shift its bulk, yet it drifted with ethereal grace.
Vek collapsed into her command throne, as the giant ship vanished into the mottled sky. Only one thought echoed through her stunned mind.
This changes everything.
Councillor Vek's findings on the human home world of Earth, had rocked the Galactic Council to its core. A species possessing technological marvels far beyond their years of spaceflight, should not exist, yet Vek's evidence proved otherwise. As the leaders convened an emergency session, their debate centered around how to handle this unprecedented development.
"Negotiations must be made at once, to assess if these 'humans' pose a threat," stated Morax of the Androrian Conglomerate. "We cannot allow such advanced militaries to emerge unchecked in the galaxy."
Vek spoke up. "I caution haste. The humans integrate their technologies peacefully on Earth, and welcomed our observations from orbit. Forceful intervention risks destroying what could be a powerful new ally."
Others argued humanity should be contained for study and surveillance, to learn their intentions. Tempers flared until Councillor Porx silenced the chamber. "Further debate is pointless without understanding these beings. Vek, with your ship the Balexa being closest, you are tasked with open contact and assessment of the human condition."
Reluctantly agreeing, Vek set course for Earth with escort vessels. As the Balexa entered atmo, she watched the armada of human vessels fill the skies once more. Her mind raced with what to make of such a belligerent yet benign species. Perhaps hospitality ruled here while militarism emerged elsewhere, as with so many spacefaring civilizations.
The Balexa landed in an open field outside a sprawling metropolis. Vek and her delegation exited warily, the high oxygen air thick in their respiratory systems. Above, jet aircraft flew patrol routes. while curious onlookers documented the arrival on personal communicators.
Approaching vehicles emerged, this time carrying humans who exited with open hands. "Greetings, I'm Commander Jasmine Chen of the United Earth Space Command," said the apparent leader. "We welcome peaceful contact and welcome you to our world."
Her relaxed yet watchful presence put Vek at ease. "I am Councillor Vek of the Galactic Council. We come in friendship to learn of your people and capabilities."
Chen nodded. "Please, come with me and we’ll discuss how we might cooperate for mutual benefit.” She guided them into waiting transport vehicles towards a towering citadel. Along the route, Vek glimpsed, colossal fusion reactors, automated infrastructure, and most astonishing, families and children walking without fear amongst such technological wonders.
Arriving at the United Earth Space Command headquarters, Vek received a cultural download on human history. Only an eyeblink ago, they waged wars from the back of beasts and shattered each other with primitive explosives. Now they spanned the Solar System and bent physics to their will, yet retained community and empathy in their evolution.
Chen brought them to a viewing platform high above the city. "This is what 350 years of focused progress has achieved. Our advance began, when we discovered alien wrecks on the Moon containing lost knowledge. From there, our science boomed while social reforms fostered cooperation."
Vek struggled to process such rapid development. "And your military capabilities? Ones matching capital fleets already?"
Chen smiled knowingly. "A necessity of our past, yet now a guarantor of peace. We keep stride to ensure safe expansion, not conquest. See, all technologies serve life's betterment."
Her wise words allayed Vek's fears of some belligerent power. Indeed, humans bore responsibility for such marvels rather than recklessness. She thanked Chen, believing a new partnership had begun that could uplift the galaxy.
As the Balexa departed that day, Vek pondered all she now understood of humanity. A species arisen from war to wisdom, empowerment and care for others. Their defense of all requiring defense through strength guided safely by conscience. Truly an example to follow into a brighter future, if accepted.
But ominous clouds gathered where none before have been...
The Council chambers fell silent as reports of the Balexa's findings spread across the Galactic network. Councillor Vek recounted humanity's technological feats and philosophical underpinnings in great detail. While unsettled by Earth's military prowess, the consensus agreed their intentions seemed benevolent.
As debate resumed, an aide burst in with urgency. "Attack fleets have engaged at the Estron outposts. Casualty estimates are catastrophic."
Gasps filled the room. Estron, a core Council world renowned for compassion, laid defenseless against the ravaging warships. But how had the Anti Council faction pushed this deep so quickly?
Vek turned to the hologlobe, coordinating response forces to intervene quickly. But she knew conventional fleets, couldn't match the invader's new annihilating momentum. Unless...
An idea formed, She opened a channel to Commander Chen, as other leaders objected in shock. "Humanity proving themselves is unwarranted. We cannot condone--"
But Vek sensed Chen had come to the same conclusion. "Councillor, send us all you have on this threat. Our ships stand ready to aid in whatever way is needed."
The Council fell silent at her resolve. Vek transmitted Battle Assessment 716-C and tracked the human warship streaking into hyperdrive, escorted by two escort cruisers. She prayed this unprecedented response would succeed where fleets had failed.
As the human task force arrived at Estron, they beheld utter ruin. Planetoids bombarded into dust, settlements glassed from space. The last distress calls wept through static, as heat shimmered off molten continents.
Captain Sato of the Yamato grimaced at the carnage. "This ends today. Shields to maximum, charge main cannons. Helm take us in."
The faction armada appeared like demons bursting from an inferno, dozens of war beasts thirsting for more conquest. But they weren't prepared for the grey giant, punching through their formation's heart.
Blue lances of plasma speared the leading ship, overloading its shielding and armor in a microsecond. The massive ship erupted in a brilliant fireball that consumed several nearby fighter craft. Meanwhile, precision volleys from the Yamato's mass drivers sheared through the battlecruiser amidships. Secondary explosions ripped the cruiser to pieces, as it drifted lifeless.
The humans coordinated their attacks with flawless synchronization. Squads of escort gunships strafed and bombarded the swarm ships, attempting to flank the capital ships. Their advanced targeting systems, allowed multiple targets to be engaged simultaneously. Within minutes, over a dozen enemy vessels had been eliminated with surgical strikes.
The surviving faction forces regrouped and organized a desperate counterattack. A dozen assault frigates charged headlong at the Yamato, unleashing everything in their arsenals. Shields flared as energy lanced and missiles impacted across the human warship. But its shields held easily, dissipating each strike with efficiency.
Resuming its offensive, the Yamato activated its main cannons once more. Two gigawatt particle beams lashed out, melting through the foremost frigates in a pair of massive explosions. Shrapnel and debris pelted the remaining ships, crippling their systems. Bombardment from the escorts mopped up the drifting hulks.
With their main attack crushed, the rest of the fleet broke into a panic-fueled retreat. They scattered in all directions, pursued relentlessly by human forces. Within the hour, only broken ship fragments remained of what was once a formidable invader fleet.
Aboard the Yamato, Captain Sato surveyed the devastated aftermath with a heavy heart. So many lives lost unnecessarily, due to the faction's brutal conquests. But now, Estron could begin to heal thanks to humanity's intervention. As cleanup crews tended to survivors, Sato opened a channel to Earth and to Galactic Council to deliver their mission report.
Word of the battle's outcome would help forge new bonds of trust, and cooperation between humanity and the Galactic Council.
In the ruins of Estron's capital, Councillor Vek witnessed humanity's compassion firsthand. Survivors were rescued, and cared for without regard for species or faction. She knew in that moment that the Pax Terra had begun, and a new era of partnership had dawned with Earth.
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2024.05.15 19:40 SciFiTime Human Task Force Arrived

Councillor Vek stood on the observation deck of the cruiser Balexa, as she watched the blue planet below. Earth, as the inhabitants called it. Indigenous life had only just developed tools and weapons of metal and combustion, yet something about this world felt...different.
Vek's assistant, a young Dreth named Pylor, approached. "Councillor, our sensors have detected an unusual energy signature coming from that landmass." He pointed to a region on the planet's map.
Vek peered down at the indicated area. "Life signs?"
"Massive. Billions within that small area alone. And..." Pylor double checked the readings. "Their technology...it's exceeding all models for their stage of development."
Intrigued, Vek ordered the Balexa into a lower orbit to investigate directly. Below, sprawling cities dominated the landscape, towers of metal and glass thrusting towards the heavens. Ground vehicles filled roadways in great herds.
But it was what Vek saw in the skies that made her gasp. Dozens of giant space ships above the planet.
Vek urged the Balexa closer, honing in on the largest vessel. Over a kilometer long, it resembled an arrowhead piercing the clouds. Guiding it through flight tests, no doubt. But its capabilities went far beyond simple transport.
Her eyes analyzed the gleaming hull. Powerful weapons arrays, ultra-dense alloys, inertial dampeners—this was no mere explorer ship. It bore the armaments of a capital warship, yet wielded in the skies of a supposedly primitive world, according to 1000 year old reports.
"Scan it," Vek ordered. The results shocked even her aged sensibilities. Particle beam projectors, gravitic torque generators, ablative shield matrix far exceeding, any known galaxy-class defenses. She watched silent as the warship shrugged off simulated meteor bombardments, and energy lances that would have crippled a flagship.
"Are the sensors malfunctioning?" Pylor asked. "This...this shouldn't be possible."
Vek didn't respond, lost in thought. The colonization directive had brought her here expecting a standard uplifting, not...this. A new species on the cusp of space, yes, but with a military capability challenging the Grand Fleet itself. Her duties were clear, yet prudence demanded further observation before revealing her presence.
That evening, Vek witnessed lights illuminate the cities as perpetual twilight fell. Not the flickering fires of a primitive settlement, but vast geometric patterns flooding the night with steady radiance. Roadways became rivers of motion as noxious fumes belched from pipes. She watched holographic entertainments broadcast atop towering spires, their realism surpassing even the Dreamcast pleasure worlds.
It was all too much. This world had advanced beyond all projections, its technology perfectly integrated within human civilization. Yet had achieved spaceflight only yesterday. An impossibility...unless directed by an outside influence. But signatures showed no alien contamination, only the fingerprints of natural evolution.
"Councillor," Pylor interrupted her thoughts, "I'm detecting a new vessel launching from the underground test site."
Vek shifted her gaze and witnessed madness. Rising from its berth came a colossus the size of a hab-moon. Twenty kilometers of pitiless metal rising on pillars of blue inferno, a vast sphinx of iron. Its armored prow glinted cruel in the light of its world. No other word could apply but "leviathan."
She watched speechless as it performed basic maneuvers. Its motion sent ripples through the atmosphere itself, as entire mountain ranges would shake. Multispectral scans revealed engineering beyond rational thought, a work of art and horror, given form in girders and armour-plates. No known drive system could shift its bulk, yet it drifted with ethereal grace.
Vek collapsed into her command throne, as the giant ship vanished into the mottled sky. Only one thought echoed through her stunned mind.
This changes everything.
Councillor Vek's findings on the human home world of Earth, had rocked the Galactic Council to its core. A species possessing technological marvels far beyond their years of spaceflight, should not exist, yet Vek's evidence proved otherwise. As the leaders convened an emergency session, their debate centered around how to handle this unprecedented development.
"Negotiations must be made at once, to assess if these 'humans' pose a threat," stated Morax of the Androrian Conglomerate. "We cannot allow such advanced militaries to emerge unchecked in the galaxy."
Vek spoke up. "I caution haste. The humans integrate their technologies peacefully on Earth, and welcomed our observations from orbit. Forceful intervention risks destroying what could be a powerful new ally."
Others argued humanity should be contained for study and surveillance, to learn their intentions. Tempers flared until Councillor Porx silenced the chamber. "Further debate is pointless without understanding these beings. Vek, with your ship the Balexa being closest, you are tasked with open contact and assessment of the human condition."
Reluctantly agreeing, Vek set course for Earth with escort vessels. As the Balexa entered atmo, she watched the armada of human vessels fill the skies once more. Her mind raced with what to make of such a belligerent yet benign species. Perhaps hospitality ruled here while militarism emerged elsewhere, as with so many spacefaring civilizations.
The Balexa landed in an open field outside a sprawling metropolis. Vek and her delegation exited warily, the high oxygen air thick in their respiratory systems. Above, jet aircraft flew patrol routes. while curious onlookers documented the arrival on personal communicators.
Approaching vehicles emerged, this time carrying humans who exited with open hands. "Greetings, I'm Commander Jasmine Chen of the United Earth Space Command," said the apparent leader. "We welcome peaceful contact and welcome you to our world."
Her relaxed yet watchful presence put Vek at ease. "I am Councillor Vek of the Galactic Council. We come in friendship to learn of your people and capabilities."
Chen nodded. "Please, come with me and we’ll discuss how we might cooperate for mutual benefit.” She guided them into waiting transport vehicles towards a towering citadel. Along the route, Vek glimpsed, colossal fusion reactors, automated infrastructure, and most astonishing, families and children walking without fear amongst such technological wonders.
Arriving at the United Earth Space Command headquarters, Vek received a cultural download on human history. Only an eyeblink ago, they waged wars from the back of beasts and shattered each other with primitive explosives. Now they spanned the Solar System and bent physics to their will, yet retained community and empathy in their evolution.
Chen brought them to a viewing platform high above the city. "This is what 350 years of focused progress has achieved. Our advance began, when we discovered alien wrecks on the Moon containing lost knowledge. From there, our science boomed while social reforms fostered cooperation."
Vek struggled to process such rapid development. "And your military capabilities? Ones matching capital fleets already?"
Chen smiled knowingly. "A necessity of our past, yet now a guarantor of peace. We keep stride to ensure safe expansion, not conquest. See, all technologies serve life's betterment."
Her wise words allayed Vek's fears of some belligerent power. Indeed, humans bore responsibility for such marvels rather than recklessness. She thanked Chen, believing a new partnership had begun that could uplift the galaxy.
As the Balexa departed that day, Vek pondered all she now understood of humanity. A species arisen from war to wisdom, empowerment and care for others. Their defense of all requiring defense through strength guided safely by conscience. Truly an example to follow into a brighter future, if accepted.
But ominous clouds gathered where none before have been...
The Council chambers fell silent as reports of the Balexa's findings spread across the Galactic network. Councillor Vek recounted humanity's technological feats and philosophical underpinnings in great detail. While unsettled by Earth's military prowess, the consensus agreed their intentions seemed benevolent.
As debate resumed, an aide burst in with urgency. "Attack fleets have engaged at the Estron outposts. Casualty estimates are catastrophic."
Gasps filled the room. Estron, a core Council world renowned for compassion, laid defenseless against the ravaging warships. But how had the Anti Council faction pushed this deep so quickly?
Vek turned to the hologlobe, coordinating response forces to intervene quickly. But she knew conventional fleets, couldn't match the invader's new annihilating momentum. Unless...
An idea formed, She opened a channel to Commander Chen, as other leaders objected in shock. "Humanity proving themselves is unwarranted. We cannot condone--"
But Vek sensed Chen had come to the same conclusion. "Councillor, send us all you have on this threat. Our ships stand ready to aid in whatever way is needed."
The Council fell silent at her resolve. Vek transmitted Battle Assessment 716-C and tracked the human warship streaking into hyperdrive, escorted by two escort cruisers. She prayed this unprecedented response would succeed where fleets had failed.
As the human task force arrived at Estron, they beheld utter ruin. Planetoids bombarded into dust, settlements glassed from space. The last distress calls wept through static, as heat shimmered off molten continents.
Captain Sato of the Yamato grimaced at the carnage. "This ends today. Shields to maximum, charge main cannons. Helm take us in."
The faction armada appeared like demons bursting from an inferno, dozens of war beasts thirsting for more conquest. But they weren't prepared for the grey giant, punching through their formation's heart.
Blue lances of plasma speared the leading ship, overloading its shielding and armor in a microsecond. The massive ship erupted in a brilliant fireball that consumed several nearby fighter craft. Meanwhile, precision volleys from the Yamato's mass drivers sheared through the battlecruiser amidships. Secondary explosions ripped the cruiser to pieces, as it drifted lifeless.
The humans coordinated their attacks with flawless synchronization. Squads of escort gunships strafed and bombarded the swarm ships, attempting to flank the capital ships. Their advanced targeting systems, allowed multiple targets to be engaged simultaneously. Within minutes, over a dozen enemy vessels had been eliminated with surgical strikes.
The surviving faction forces regrouped and organized a desperate counterattack. A dozen assault frigates charged headlong at the Yamato, unleashing everything in their arsenals. Shields flared as energy lanced and missiles impacted across the human warship. But its shields held easily, dissipating each strike with efficiency.
Resuming its offensive, the Yamato activated its main cannons once more. Two gigawatt particle beams lashed out, melting through the foremost frigates in a pair of massive explosions. Shrapnel and debris pelted the remaining ships, crippling their systems. Bombardment from the escorts mopped up the drifting hulks.
With their main attack crushed, the rest of the fleet broke into a panic-fueled retreat. They scattered in all directions, pursued relentlessly by human forces. Within the hour, only broken ship fragments remained of what was once a formidable invader fleet.
Aboard the Yamato, Captain Sato surveyed the devastated aftermath with a heavy heart. So many lives lost unnecessarily, due to the faction's brutal conquests. But now, Estron could begin to heal thanks to humanity's intervention. As cleanup crews tended to survivors, Sato opened a channel to Earth and to Galactic Council to deliver their mission report.
Word of the battle's outcome would help forge new bonds of trust, and cooperation between humanity and the Galactic Council.
In the ruins of Estron's capital, Councillor Vek witnessed humanity's compassion firsthand. Survivors were rescued, and cared for without regard for species or faction. She knew in that moment that the Pax Terra had begun, and a new era of partnership had dawned with Earth.
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2024.05.15 19:17 lambchopsuey The SGI-USA's generational bottleneck

One of the fascinating aspects of outsider reports and analysis is what they see. Given that at this point (1992) the internet was not yet widely available/accessible, this sort of thing would have been difficult to find. And of course SGI wasn't ever going to tell us the truth!
This will show you that SGI-USA (then called "NSA") was failing in recruiting far earlier than perhaps most of us in the US realized. SGI in the USA was basically a flash in the pan; it fizzled fast; and now it's just that rank stale smoke smell that lingers long after the fire's been put out.
This comes from Cults and Nonconventional Religious Groups: A Collection of Outstanding Dissertations and Monographs, "Nichiren Shoshu Buddhism and the Soka Gakkai in America: The Ethos of a New Religious Movement", Jane Hurst, 1992, pp. 150-151. Jane Hurst has some interesting research out there; while she tends toward being uncritically supportive of SGI, anyone who is making statistics available is a big help.
NSA members in the 1960s and 1970s were young (52% below age 30), more than half female (59%), and from a variety of occupations and social classes.
The Baby Boom generation were at most age 19 in, say, 1965 and at most age 24 in 1970.
This youthfulness is largely reflected in the early organization's origins in the American servicemen who returned from being stationed in Japan with their Japanese war-brides - those servicemen tended to be young and from a variety of ethnicities and backgrounds, as the draft was still in effect during that time period (ended March 1975). In addition, the first General Director of the US organization, Masayasu Sadanaga, initially targeted college campuses for recruitment by offering lectures on Buddhism. Sadanaga changed his name to George M. Williams in 1972, in obedience to the (short-lived) direction back then of Japanese leaders adopting American-sounding names (first AND last) in order to appeal more broadly to non-Japanese Americans.
The percentage of Oriental members steadily decreased as more and more white and black Americans joined NSA as seen in Figure 10, above.
Figure 10 (I'll get to that line in another post.)
Ewps - Here's the REAL Figure 10.
Most of the original "Oriental members" were those Japanese war-brides, whose first efforts to recruit new SGI members were directed toward other Japanese individuals.
NSA members came from the major religious traditions of Protestantism (30%), Catholicism (30%), and Judaism (6%). At the time these 1971 statistics were compiled, all areas of American society. By 1983, the age span was even more broad, with 11% of the members age 50 and above, 62% ages 30-49, 24% ages 20-29, and 3% below age 19.
For reference, here are the age ranges for the existing generations in 1983:
While these 1983 statistics aren't broken down by generation, here's what is clear:
This means that 97% of the membership of SGI-USA was Baby Boom generation OR OLDER!

IN 1983!!

Notice how this affirms the demographic estimate from this other research: "Soka Gakkai in America": Little appeal/interest outside of Baby Boom generation
Take a look at Table 4.
Specifically, the Age cohort (%) category.
For the Converts, 26% are older than Baby Boomers; 61% are Baby Boomers. That makes 87% Boomer and older. Only 14% are younger than Boomers.
No wonder SGI-USA is aging and dying, with these kinds of numbers!
We are seeing, like, 90% Baby Boomers in the group photos we've looked at.
The pictures back this up.
Also, this comment by an SGI-USA leader a few years ago during Minoru Harada's visit (anyone know what year that was?):
They [top SGI-USA leaders] then went off on how when we create these big-ass meetings, we shouldn't have to look into the crowd and see, and I quote, "A bunch of old-ass motherfuckers" The words of my "superiors", not mine. I think this is when they brought up the idea of 50K to my co-leaders and me. Source
"Old-ass motherfuckers" is all they have. How 'bout showing a little of that appreciation and gratitude SGI bangs on about??
Worse, "old-ass motherfuckers" is all SGI-USA can get.
Further, again referring to Table 4, SGI-USA's membership is solidly 2/3 women. That means it's going to be very difficult for women in SGI-USA to find mates to marry, which means childlessness will be more of a norm than an exception. Child-free is a valid and respect-worthy decision, don't get me wrong, but a religion's most reliable source of younger members is its own membership's children. Since SGI-USA's female members don't feel any responsibility or obligation to bear multiple children (like those poor, stupid Mormon sheepwomen do), there won't be any next generation to take over.
There's a reason so many religions have traditionally exhorted their membership to have lots of babies, why they condemn birth control and abortion. A big part of it is to keep their own numbers up! Source
It's the same problem happening in Japan within the Soka Gakkai:
On the other hand, aging is relentless. In terms of the Soka Gakkai's membership demographics, the "volume zone" where most members fall is the baby boomer generation who joined by the 1960s. They are now late elderly. In the past, the management of centers in various places was handled by the "Gajokai" consisting of Young Men's Division members, but it is no longer possible to secure personnel. Instead, in 2009, the Soka Gakkai launched the "Ojokai'' consisting of "middle-aged divisions,'' scolding them as "young people in their 50s'' and rushing to mobilize them. Source
GOOD LUCK!
For perspective, note that SGI-USA was managing to recruit just "1,000 per YEAR" - including all ages - between 1991 and 1999. Eight years of only 1,000 members added per year, with no accounting for the deaths or defections. Were the years after that more successful, recruiting-wise? I doubt it.
[Then-SGI-USA's public-relations director for the East Coast Bill] Aiken says SGI-USA has attracted about 1000 new members per year for the past eight years. - from 1999. Only 1,000 new members - across the ENTIRE 360+ million-person strong USA - in an ENTIRE year. And this extremely low level of success for EIGHT YEARS IN A ROW!! Source
From 2018:
In recent years, the number of young Soka Gakkai members has been decreasing rapidly . Looking at the participants in the simultaneous broadcasts and roundtable discussions, the majority are of the grandparents' generation, with only a small number of young people in their 20s and 30s, and the number of teenage boys and girls is almost an endangered species .
Therefore, what I am interested in is the population of Soka Gakkai by age group. This time, I would like to estimate the current population of Soka Gakkai by age , based on information I have personally seen and heard and verification from others . Please note that this estimate is very rough.
First, the largest number of Soka Gakkai members are baby boomers (born between 1947 and 1949 [Japan's Baby Boom]). This seems almost certain considering the history of the development of Soka Gakkai .
Also, the total number of members has already been verified by many people, and is estimated to be around 3 to 5 million people. This time we assume about 4 million people .
And this is what I heard directly from a staff member at headquarters last year, who said , `` The number of activists decreases by about 1/3 with each generation.'' I think this is a reasonable rate of decline that can be felt by looking at participants in simultaneous broadcasts and roundtable discussions. It seems that members who have stopped being activists are less likely to have their children join, so this time we will use a value of 1/3 per generation as the member decline rate .
Also, regarding the number of years it takes for generational change, the average age for men and women to give birth to their first child is currently 30 years old. Considering that the average age of childbearing for both men and women when the baby boomer generation was born was 24 years old, and that there are cases where not only the first child but also the second and third children are born, the generational shift will take 30 years. Let's calculate it as if it would take a year . In that case, the annual membership attrition rate would be (1/3)1/30 = 0.964, or 3.6% .
It is unclear when this trend of declining membership started, but this time we will assume that it started in the year following the baby boom generation (1950). Source
And "Soka Gakkai is like an old people's club":
Regarding the problem of a decline in Komeito votes, or in other words, a decline in active Soka Gakkai members, many people concerned point out that the primary cause is the aging of Soka Gakkai members. The enthusiastic members of the generation who supported the growth of the society along with charismatic Honorary President Daisaku Ikeda are now elderly across the board. Most of the current new members are second- or third-generation members who join because their parents are members of Soka Gakkai, and they are not very enthusiastic about Soka Gakkai's activities. Today, many of Soka Gakkai's daily events are even derided by insiders as "like an old people's party."
And a more recent report (this year):
Back about 20 years ago a good friend and good guy, now deceased, from ChiTown, was commissioned by SGI Central Command to survey every contactable member of SGI in every district in America. The number he came up with was 5% of the number of Gohonzon passed out since, I guess whenever Gohonzon started to be passed out. The total number was about a million give or take, 20 years ago. These were contactable people, not practicing members. I remember going through lists of people we had on the books and trying to see if they could be reached. So the number we came up with was reported. Hearing nothing about it, I happened to run into my friend at some event at Soka U. He mentioned that he did the survey, and gave me the results. I believe he told me the facts. (Not everyone who practiced was a lying asshole.) So about 20 years ago SGI had about 50,000 “contactable“ people who had received Gohonzon. My estimate that about half of that number had zero interest in SGI. Thus 20 years ago, SGI had about 25,000 members still interested in SGI in some capacity. I think it’s the same number today. (2500 districts x 10=25,000.) Like I said before I went to FNCC twice last year, and everyone, including me, were old zany seniors. Neither conference was for old people. Conclusion: SGI is a senior citizen support group. When I joined in1969, we were all hippie ish, rejecting all the old shit, looking for something new and hip. Now SGI looks like old shit. Source
And another (this year or last):
When I joined 50+ years ago the ratio of youth to MD and WD was about 80:20. Now it's the reverse. Our goal is to move steadily back to a youth focus again. Source
Except it's obvious that SGI-USA doesn't HAVE "20% youth":
Youth? They've got to be fooling themselves!!! When I was still with the SGI last February (2023), I went to the kosen-rufu gongyo meeting at the center in my area. Mind you, the state I live in closed its center in 2021 for undisclosed reasons. That aside, the one I went to was in another state, and at that meeting, they had no byakuren, Gajokai, or Soka Group in attendance. Additionally, the only youth at the meeting were a few small children. Source
I feel that SGI is out of touch with anyone who’s younger than 60. The leaders are retired, have a lot of time on their hands and completely disregard the fact that people may work or have families. For young people it’s the old people taking nonsense. Source
The PROBLEM was already evident in 1983 - and none of the SGI-USA's big "Recruit-Youth-A-Thons", like "Victory over Violence" and "Rock The Ego Era" and "50K Liars of Just-Us" (everybody wants to forget the epic fail that was the "Gandhi, King, Ikeda" exhibit), has made the slightest difference in this demographic disaster. In fact, preparing for the 2018 "50K" event, SGI-USA likely had only 2,451 members in the 12-35 (or perhaps 11-39) age group, just 9% of the most generous SGI-USA active membership total (~30,000).
Ikeda could have preserved a "youthful" Soka Gakkai by passing the Presidency to a younger candidate, but Ikeda refused, because Ikeda was too focused on and obsessed with HIMSELF - his power, his prestige, his wealth, his status, his fame, his renown, HIM becoming leader of the world, his PERMANENCY, and his legacy. He refused to let anyone else come anywhere CLOSE to the power and control - he greedily, selfishly clutched it all tightly to himself and refused to share.
THAT is why the Ikeda cult Soka Gakkai/SGI is aging and dying. It's ALL Ikeda's fault, Ikeda's responsibility. IKEDA DID THAT.
Some "mentor". Source
SGI-USA has never managed to recover from that demographic bottleneck that happened no later than 1983.
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2024.05.15 18:03 KamchatkasRevenge Out of Cruel Space Side Story: Of Dog, Volpir, and Man - Bk 6 Ch 18

The next day finds the military part of the Bridger family waiting in one of the larger cargo bays. Paladin company and Shark Platoon are on hand, all in full power armor except for Makula, with the exception of Jaruna who's standing next to Jerry in a family uniform with her shotgun and sword slung over her back. Jerry had also elected for a dress uniform today, though he'd paired it with a 'ceremonial' curaiss that could still take a hit from a plasma cannon or two... and concealed a small shield generator. Mixed with his cloak and the Crimsonhewer war ax on his belt, Jerry thought he looked every bit the barbarian warlord... if a bit too clean cut for a Hollywood depiction of such.
The situation reminded Jerry of a similar reception back on Serbow... but this one was a bit less ceremonial and a bit more... dynamic. They didn't have any formal bonds with Clan Karchara, or their Khan, Komugai. So as a meeting of two new to each other factions, things could get... exciting. Which considering they were talking about Cannidor meant that things could potentially get very violent, very quickly.
They usually didn't. Not any more. Yet... it never helped to play it safe, even with a clan that had a decent reputation like the Karchara. More cut throat clans had been heard to disguise themselves for meetings like this for meetings so they could ambush their targets after all. Plus as always, there was tradition to observe and satisfy. Tradition which could be best summarized as 'Offer one hand, but arm the other.'. The Cannidor were ready to fight a war naked among any people but their own. They were beyond dangerous. So an armed society wasn't so much a polite society as the unarmed were likely mentally infirm, and to be politely left to their own devices.
A sharp whistle from the 1MC draws Jerry from his thoughts.
"Now hear this! The Clan Karchara envoy is arriving!"
The Karchara drop ship slides into view out of the black and makes it's way towards the docking day with all the leisurely grace of a terrestrial shark swimming towards a coral reef. Whoever's piloting it is clearly a hot hand on the stick because the ship moves as smooth as anything Jerry had ever seen out of Cruel Space, extending it's landing gear and coming to a halt with nary a hint of a bounce in it's suspension and shock absorbing gear.
"Hmmm. The Karchara..." Jaruna rumbles. "An interesting contact in Cannidor space to be sure. So to recap what we talked about, they're somewhat on and off again allies of my old clan. Decent types for the most part. No idea who the Khan is now, and a little searching online didn't turn anything up. Don't think the intelligence weasels had anything either. Save that they've been having some internal structural changes. Seized a new planet too, lighting raid, unconventional tactics, whatever that means. Gives them complete control of... ten decently populated and industrialized star systems I think. They're firmly in the middle of the power band for the Khans by that measurement, exact position depends on the number of warriors under arms they can bring to the Golden Khan's muster."
"Right. Well. Guess we'll have to see what Khan Karchara wants to chat about, and hear about this plan of hers."
The Karchara drop ship settles onto it's landing gear, and it's flight crew leaves the engines running. Tradition. You never knew if a reception was actually friendly after all, and it was also a mark of respect for the hosts. You might be asked to fuck off after all.
The forward assault ramp drops, and the honor guard warriors of the Khan march out, in power armor, but with their helmets off, fanning out to cover their leader. The lack of helmets was very much a declaration of intent, the human equivalent of open palms for a Cannidor in power armor.
Jaruna's brow instantly furrows as she scans the faces of the honor guard.
"...Wait. I know some of those girls. One of my aunts, Norkath is there on the left, and that's... but that."
Jerry can hear Jaruna's brain crunching that information.
"...Komugai. You said the Khan's name was Komugai? Not Jelvuna?"
"Definently Komugai."
"...Unless she changed her name... but then would Aunt Norkath join the Karchara proper without her...?"
Jaruna mutters to herself, clearly trying to puzzle whatever's eating at her out, when the sound of heavy boots on the assault ramp sound, and an utterly massive Cannidor woman starts to come into view. She cuts an imposing presence. Her uniform not too far off from Jerry's, a mix of barbarian warlord and modern dress uniform. The massive war ax over her shoulder tipping the scales on the barbarian - modern officer scale towards barbarian. It was easy to miss her other various weapons in the sheer scale of her. Her stark white fur, the three brutal scars across her muzzle, and another two over her left eye, which had a cybernetic replacement.
Khan Karchara stands for a moment, surveying the room silently... and before anyone can say anything, Jaruna breaks the silence;
"...Mom?"
Khan Karchara cuts loose with a booming laugh that reminds Jerry of Khan Isuras, and if this is indeed Jaruna's mother, he can immediately see exactly why the two women cut palms and swore sisterhood. He wouldn't be hard pressed to believe they were actual sisters.
"Heh. Glad to see all that time on Centris hasn't dulled your powers of observation! Always said you were a sharp one."
There's no sarcasm there, a little maternal teasing perhaps, but she's not mocking Jaruna. Anyone with eyes can tell Khan Karchara is damn proud of her child.
"And this'd be my son in law... bit small but hell just from your first date with my little girl I know you're a first class head kicker, plus you already gave me four grandbabies to spoil! Hahah. I suppose these bigguns here are the older girls? I... say. I thought there was three of you."
Karchara points at Makula.
"You're a bit old to be Hippolyta considering she was born a couple weeks ago. Who are you, girl?"
"Makula Sa'Bridger, I was adopted a few days ago. Honored Matron."
Karchara grins, her numerous teeth gleaming in the light of the hangar.
"Matron? Not Khan?"
"You are my mother's mother, standing in my family's clan hold. To refer to your title by right of blood is most appropriate."
Another bark of laughter.
"Well drilled and whip smart I see. You know the ways of our kind well, granddaughter." Karchara smirks, looking smug before turning to her honor guard.
"See girls? Five now! Haha! What a stud of a bull!"
Khan Karchara turns back to Jerry and Jaruna.
"Ah but I'm getting ahead of myself. Let's get the formal bit done so we can go jaw a bit and then hopefully I can visit with my eldest daughter, my son in law and these fine young ladies."
She quickly shifts her body a bit, drawing herself up to her full, imposing twelve foot height.
"I am Komugai, Khan of Karchara. I come to broker peace and fellowship between our clans, to join them in a bond of steel that will stand the sword storm for all time."
Jerry nods slowly. More than they'd expected actually. That was laying out intent to conduct some very, very serious negotiations.
"I, Jeremiah, Khan of Bridger, Admiral of this fleet, lord of these proud warriors before you, bid you welcome, Komugai of Karchara, bring your banner among ours, that they might rest together while we discuss the business of peace, and of wars yet to come."
"Well spoken indeed... and the steel in your eyes." Komugai nods slowly. "Yes, I see what you see in him, Jaruna, well past his considerable combat skills. All the better my dear son-in-law that you have already begun working on my grand design... but come, let us dismiss our warriors that they might go and eat, drink and enjoy themselves. We need only you, Jaruna, and perhaps my granddaughters for this business, so that they might learn the ways of leadership."
"I think we can accommodate that." Jerry says before turning and pulling the ax off of his belt and raising it high, an ancient Cannidor signal for attention from the leader of a warband to their warriors.
"Warriors, we walk with friends, show them to the promenade, that they might share our table while we discuss business."
Jerry and Jaruna guide Komugai to the conference room they'd prepared, while Joan and the girls quickly hustle to get their armor stowed and get their tails to the same spot. None of them wanted to miss a minute of this!
Still, the tension in the room's fairly heavy when the door closes, and Jaruna turns on her mother.
"Alright. We got a couple minutes till the girls get up here. What the hell, mom? You changed your name? Took over the Karchara? What the heck is going on?"
Komugai settles herself in a Cannidor scale chair, grinning all the while.
"You should be happier, daughter. This was inspired by you after all. When you left our band. Left the old clan... I knew you were right. We won't speak of that business, but we were obligated... and I should have been brave enough to refuse, but I lacked the standing... and perhaps the courage. So I did what any good Khan worth her blades would do and crammed it down their throats. Broke that clan, took them in, then subsumed the Karchara with my new band. They've got the older name, so I became Khan Karchara instead of remaining Khan Jormuntide. Your Aunt's got the title now. I'd offer it to you, but you've got your own clan now."
"So Jormuntide remains at least." Jaruna shuts her eyes for a second and lets out a slow breath. "You really did all this because of my idealistic and childish temper tantrum nearly a century ago?"
"Hardly childish. Idealistic? Absolutely. There's something to be said for actually trying to live up to our own ideals though. Especially as warriors. However, that is personal business, and we have business to discuss for the Undaunted first."
Komugai turns to face Jerry square on.
"Admiral Bridger, I'm prepared to offer two things to the Undaunted. One. I want to ally myself and my clan formally with the Undaunted. Second, I prepared to gift an entire star system to the same from my holdings. It is populated, but sparsely across three habitable worlds. Ripe for ongoing colonization and industrialization. To keep things fair, people within my clans will be given a chance to move to or from as they please if for some reason they don't wish for Undaunted citizenship. The Undaunted will then have the standing to select a Khan for your Cannidor population, both in Cannidor space, and Undaunted wide. A non voting position at first, but as the clan grows you will achieve that status quickly I believe."
Jerry stops dead. "...Did you just offer us a star system with three habitable worlds?"
"Yes."
"...Okay, I'm on board, but why?"
"Simply put, the worlds are marginal. They need investment. They need settlers. You need worlds. A strong alliance with humanity... and being the first Cannidor clan to extend that hand formally, even having your realm within my space... only benefits me. As I grow my own territory I might even cede another system to the Undaunted. If the Undaunted Khan helps me in those battles I damn sure will." Komugai chuckles. "We'll see how many Khans are stupid enough to try to fight me in the next few decades of course. The other thing I'm trading on is Undaunted naval power. As you just learned, we don't really do navies. I want a professional navy, the Undaunted have agreed to help me get it... and help secure my space once we secure them my end of the bargain, that, Admiral, is where you come in."
Jerry arches an eyebrow and gestures for Komugai to continue.
"Simply put, you need to do what you just did with that border bandit Khan Irgalas, but across Cannidor space. This isn't a done deal. It's up to the Grand Council and I'm but one vote. You already have an in with some of the other Khans, and the Undaunted are doing business with Cannid Solutions. That's an excellent start, and you just made a stellar formal introduction of yourself to Cannidor space. A flawless orbital and ground fight like that'll make sure word gets around that the Undaunted are here... and as dangerous as their rep says they are. I got a little list of the other movers and shakers you need to press the flesh with to win over key parts of the council. You make the rounds, and I'll be doing the same on my end. We meet on Canis Prime for the council meeting, and then we either have a huge brawl to make our point or toast victory with some top quality booze."
"You make it sound pretty simple." Jerry says, clearly not believing there's all there is to it.
Komugai shrugs. "It is simple in its concept. Pressing the flesh and winning the various Khans over won't be. They'll all have their little tests and challenges for you to get the measure of both humans and the Undaunted. We've seen a lot on the trivid as a species. A lot of us have heard stuff in the news or from kin. This is your chance to just straight up show people who you are and what you're about. Because now you're here, and therefore 'real'. If that makes any sense. Cannidor don't really care much about shit happening on the other half of the galactic disk. Undaunted, Humans, being here? Now? Now people will really start paying attention besides idly seeing if there's some interesting amateur porn or more combat footage available."
The Khan points over at Joan, Boudicca, Khutulun and Makula. "These four will likely be very critical to the warrior house's opinion of you... your next generation of warriors, your daughters. How are they treated? How are they trained? What's their mettle like? If they're strong, and worthy, you will impress the khans in a very good way. If my granddaughters are found wanting, they'd question a great many things... and could cause trouble when the Grand Council meets to discuss my little proposal, among other orders of business."
Jerry looks over at Joan and the girls, all four of them are suddenly looking very tense, especially Makula. "I have every confidence in all of my daughters to deal with anything the Khans can throw at them. Even Hippolyta if a trial suited for an infant is on hand."
That gets a chuckle from the girls, relaxing them a hair.
"Still. We'll burn that bridge when we get there. No sense borrowing trouble that hasn't come yet."
Komugai nods. "Wise words. Your diplomats have already approved this plan on their end, they'll send you the itinerary and all the fussy details shortly. Unless you have other questions for me?"
"I've heard there's a grand council of patriarchs too. Would getting in good with them help?"
That gets a full on shrug from the massive warrior woman. "Yes? I mean. Probably. No good way to arrange that though beyond asking my hubby, and I have. He said their council will handle things if it's deemed appropriate, and I don't need to fuss about it too much, and I know a polite way to be asked to fuck off when I hear one... so keep your head on a swivel on that one Jerry, I'm sure the patriarchs are well aware of the Undaunted... and are looking at a possible way to make warriors out of their sons without making their wives piss their frilly panties."
The khan's brilliant white teeth glitter in the room. "Back when we were the more traditional kind of savages back on our homeworld, the bulls did a lot of the leading and the fighting on an individual basis. Women however have always fought the wars. As we grew as a species, developed power armor, space travel, had our population bloom, a bull fighting another in single combat became less practical, and the other traditional male roles of shaman, guide, and brain trust came to the forefront. The council of patriarchs is an old body Jerry. Pre space flight. One of our first forms of international diplomacy between the khans. The matriarchs hold all the power... but when the council of patriarchs speaks, people know to shut up and pay attention."
Jerry nods slowly. Seemed like he'd just have to wait and see... and make sure he made a good impression when the opportunity presented itself.
"Well. I think that concludes everything we need to talk about professionally. Unless you have something else Khan Karchara?"
"Aww, just call me Mama like my big fuzz ball over here used to when we're not working! I've heard a bit about this little fortress of yours, could you all give me the tour? I'd like a chance to talk to all my new granddaughters after all."
Jerry shrugs. "Sure, we'll head up to the Den for a bit, then head down to the promenade to join the girls for some drinks and skewers. Our Cannidor eatery's got the best skewers in wild space whenever we're there."
"Don't I believe it, get to try some more Earth meats too! Bought a little sampler pack from a friend and good goddess, if you start exporting that bacon stuff in bulk, I'm going to invest in a chain of gyms, because there's going to be a lot of girls fighting to keep their girlish figures!"
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2024.05.15 16:31 SpacePaladin15 The Nature of Predators 2-36

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Memory Transcription Subject: Elias Meier, Former UN Secretary-General
Date [standardized human time]: July 13, 2160
The irritability coursing through my psyche was palpable. Every sound was dialed up to eleven, stabbing at the core of my sensory processing. Constant awareness grated on me after days without sleep, never having any break from the stream of information I needed to digest. There was no way to shut the world off and reset, and no reprieve from the unsettling reality of my physical experience. I was curled up in a ball on the floor, rocking back and forth; I wasn’t sure how much longer I could go on like this.
Virnt scuttled over to me in the spaceship, jostling my shoulder. “Elias? Would you like to turn back from this mission?”
I remembered how I’d spent most of the trip, standing under the water in the shower. There was a special shampoo they’d provided for synthetic hair, like a wig. I held out my phony hand and emptied most of the bottle’s worth of goop, zoning out; I was trying to soak in the distant sensation of liquid running down my spine. Once upon a time, this had been the most relaxing time of my day—letting muscle tension fade away and cleansing grimy skin oils. Now, I knew neither of those two still existed in my day-to-day life to assuage.
Did it even matter to slap soap on some metal frame? There were no consequences of letting hygiene go by the wayside. I didn’t sweat in order to start to reek, and I couldn’t get skin conditions or be affected by bacteria. It could be that I was bathing out of habit, clinging to my old lifestyle, that I kept going to wash up. Perhaps the shower had become my favorite haunt because I felt disgusting in this body. Everything was a reminder that I was an inhuman scrap pile, and it was wearing on my sanity. It wasn’t like anyone related to what I was going through.
I used to spend so much time fussing over making my suits look crisp and perfect—immaculate ties, UN pins adjusted just right. The heavy jackets would trap my body heat in the summer; now, it no longer had that effect. I could bundle up as much as I wanted in 40 degree Celsius heat, unless there was some limit that would fry my circuits. Shit, I might not need a spacesuit in the vacuum of space—I couldn’t freeze or suffocate, after all. Being left out in the void for all eternity didn’t sound that much different from my present experience.
I hate what I’ve become. I hate what they’ve done to me; all I do is think, and every part of my new self lives in the uncanny valley. There’s nothing positive. Maybe it’s time to call it…death was better than this. I can’t bear another day of this hell.
“Hey, stay with me! Distractibility, depression, being unable to maintain concentration—these are natural consequences of sleep deprivation. I’m surprised it carries over without a physical mechanism to grow tired…but I’m working on a sleep suite, I promise,” Virnt said, glossy eyes staring at me.
I groaned. “I’m not tired, but it’s just nonstop. I…I’m having trouble remembering what I read.”
“Here, I’m going to try a temporary fix. You look like you need it. I don’t want you to suffer; just turning you off and on isn’t the same. I’m going to emulate GABA, uh, shut off your optic sensors, decrease the activity in your prefrontal cortex, and simulate delta waves for an hour. We can see if it somewhat fills the need for deep sleep, okay? Relaxation, no processing: worth a shot, right?”
I nodded mutely, staying in the fetal position. I didn’t have the will to move, and I didn’t want to get my hopes up that Virnt’s plan would be any mercy. The sensation of the Tilfish tinkering with my settings was strange, as if my brain was being overridden in the moment. There was no process of falling asleep to give it the air of naturalness. Suddenly, I was blind, trapped in darkness—and a modicum of drowsiness kicked in, limiting my movement. Thoughts died down, offering much-need relief; I faintly wished I could remain in this state.
When I came to, there was a sudden influx of information as the rest mode was switched off; it was hardly a seamless waking, but I’d take it. Peace in my own head was something I’d never take for granted again. I hadn’t thought myself to be a weak-minded individual, but I hadn’t realized how much it wore on you: feeling out of place in your own body every waking second, and not trusting your senses. Brain function had been restored enough that I could get a grip on myself, and rise in my disheveled state. A peek out the window revealed we’d completed our intra-atmosphere transit to the Duerten embassy.
I rubbed my eyes on reflex, but there were no gifts from the Sandman there. “Why couldn’t you have just added everything to start with, Virnt?”
“The humans I talked to said they wouldn’t want to sleep, unless they had to! I put the most focus on your emotional matrix and your facial expressiveness, since I thought that has the highest importance of what makes you human,” the Tilfish replied.
“You could’ve made it at least optional.”
“I sent the option to your holopad for the future, to trigger this program for as long as you’d like. This is a learning process, so I’m sorry for anything that’s off. All trial and error here, but it’s only going to get better! That’s the positive.”
“There are a lot of patches needed. For starters, you’re missing two of the senses: taste and smell. In spite of that, ever since I walked past the Terra Technologies staff eating tater tots, I’ve been craving them at random intervals. I’m not hungry—I can’t consume food!”
“Predator instincts,” Virnt teased. “The Federation was right.”
“I’m serious! Why on Earth would that be a thing? I literally can’t satisfy it, so it’s almost cruel.”
“It’s psychological, Elias. I looked into it after I saw it in your transcript. When humans are under a lot of stress or otherwise feeling down, you seek dopamine from food. It’s something familiar that activated your memories, and promised emotional comfort. That’s why you have the phrase ‘comfort food.’”
“I can already see how the Federation remnants would spin that. A predator’s so-called emotions are tied to food, and stimulate appetite to fulfill their whims.”
“You seem in better spirits. To add to your improved mood, we announced the success of your memory transplant to the world. The response was overwhelmingly positive—history looked back fondly on you. You got a lot of well-wishes, and I was able to get almost all of your social media re-activated. At least, the platforms that are still active.”
“I’m…allowed to share my honest experiences?”
Virnt eased me out of the shuttle, into the sunlight; cameras were waiting, causing me to stiffen. “Of course you can. I’m not here to muzzle you, my friend. Quite the opposite, in fact: I want your experiment documented as thoroughly as possible! You’re the spokesperson for—”
I shielded my face from the reporters, who were lobbing questions. “What is this? I don’t have a prepared statement. This is an ambush.”
“Terra Technologies has a mission of transparency, and improving sapients’ quality of life through digital means. We had to announce such a monumental breakthrough, but you’re under no obligation to speak with them.”
“Good,” a warm voice chimed in from next to me, making me jump. “The poor guy’s come back from the dead, Virnt. Give him a break. He’s here to speak with the Duerten Forum and their ambassador, for some semblance of his old life.”
I turned my head, beaming as I recognized her. “Erin? Oh, sorry: that’s Secretary-General Kuemper, isn’t it? You’ve moved up in the world. The United Nations is in good hands.”
“It’s good to see you, Elias. I bawled my eyes out at your funeral. You cared so much for peace and taking the high road; there isn’t a person out there who could’ve handled first contact with more grace. You inspired me, and an entire generation of future diplomats.”
I embraced Erin, who’d once been a passionate SETI researcher giving me all of the bad news about aliens. As we flailed about in the dark to save humanity and adjust to the galaxy, finally acquiring a few friends, she’d become my Secretary of Alien Affairs. I’d trusted her to do whatever it took to stabilize our extraterrestrial relations. It was a bit of a relief to see a positive reaction from someone I knew; I wasn’t sure how my friends would take my return, but I hadn’t been expecting a welcome with open arms. It brought me solace and comfort to know about the legacy I’d left behind, and the ripple effects my tenure had on the United Nations.
It is strange to see how much she’s aged. That’ll be the reality of anyone that used to be an acquaintance of mine.
The alarm bells pinging in my head faded into the backdrop, and I forgot that the wind gusting against my face only felt like a dull push. My mind slipped away from food cravings that failed to get my mouth to water, how there was no feeling of tightness from my dress shoes, and the stillness of my non-existent diaphragm. I was simply happy to see someone I cared about and enjoyed working with, in my old life. There was safety in having a person I trusted to be on my side. My brain snapped back into diplomat mode, falling into a familiar flow of conversation. If I had nothing else, I still had my social skills—an ability to navigate various cultures.
“So the Duerten Forum agreed to meet with the two of us. They know about the Sivkit attack, but not the full threat,” I spoke aloud, after breaking away from the rather soul-affirming embrace. “I read the strategy meetings for briefing them, and I’m on-board to appeal to nostalgia; humanity saving their homeworld was after my time, but close enough to it that I could serve as a reminder. A blast from the past.”
Erin nodded, her security forming a wall between us and the cameras as we walked toward the embassy. “I always wondered what you’d think of modern Vienna, Elias. All of the aliens willing to be here on our world, and to treat us like people. Friendship used to seem like a pipe dream; we were happy if they’d allow us to exist, tolerate us to that extent. Look at us now.”
“I almost gave up hoping that they could care about us, or stand beside us at all. We couldn’t do it alone then. It’s time we remember to stand together—to rise to the occasion once more. I can’t bear the thought of anything threatening our home, or our friends. I saw enough needless death twenty-four years ago.”
“That pain is a lot more recent to you. It’s completely okay to be wrestling with grief. A billion of ours died.”
“We didn’t become the monsters they thought we were, and we pulled through. We revealed their hatred and treachery, and have chosen a future set on rectifying every right they trampled. I’ll always mourn what we lost, but I’ve never been more proud of humanity in my life.”
Kuemper patted my shoulder. “You sound like yourself, my dear old friend. It’s very good to have you back; you were much better at smiling while they spit in your face than I ever was. Let’s do what’s necessary to get the ball rolling with the Shield.”
“I’m right behind you.”
The exterior of the Duerten embassy had a distinct construction style, with metal and concrete forming the bulk of the outside structure; on Kalqua, sturdiness was at the foremost of their priorities. Winds on a normal day could ratchet up to what we’d consider a tropical storm, according to my brief review of their culture. The door was evidently heightened to facilitate foot traffic from humans, despite the exit hatches on the upper floor which seemed frequented by the avian staff. Their personnel could literally fly away during an emergent situation. I tailed Kuemper into the lobby, and noted how much of the inside’s floor was concrete as well. It was resilient and easy to clean, a perfect surface to avoid being marred by talons.
Most of the gray avians used perches instead of chairs, with several staffers working on paperwork at their desks; in private areas, some met with any humans who had business with the Duerten Forum. The lack of reaction to a predator’s approach was new to me, but a welcome change. Kuemper confidently led the way to an elevator, which had the English and German words for “Welcome to the Duerten embassy!” written above the opening. The generic Shield logo was painted on both sides of the door, and emblazoned with a representation of Kalqua. There were no buttons inside, apart from an emergency exit; a camera surveyed us, before a watching staffer summoned the car upward. I felt a jolt as we reached the top floor.
“To be visited by two Secretary-Generals: one of whom is a ghost! Let me express the Duerten Forum’s honor and delight. Not, of course, that I don’t cherish Ambassador Hannah Marston’s visits.” A silver-feathered head poked out of a door at the end of the hallway, past a spacious lounge; his beak was the precise yellow of corn. “Please, come in. Make yourselves at home. Can I get you anything to drink?”
Kuemper shuffled forward, giving me a knowing look. “Water would be lovely for me. Thank you for the warm welcome, Ambassador Korajan.”
“I second that gratitude. Enchanted to meet you. I’m sure you know, but I’m Elias Meier.” Taking a gamble that the ambassador was more than acquainted with our customs, I extended a hand. Korajan strode forward with confidence, ensnaring my palm in his wingtip. “We appreciate you taking the time to sit with us, Ambassador.”
“Just Korajan,” the avian said, feeling my artificial hand with undeniable curiosity. He finally released my grip, and waited for us to get seated. “There’s no need for formalities, especially when I’m in such esteemed company. What can I do for you?”
“We’ve come to seek your assistance in the fight against the Sivkits’ assailants. The Sapient Coalition needs allies to back us against these menaces,” Kuemper stated. “Any help we can get would make a difference.”
“I see. I heard about your unfortunate defeat in your prior engagement, but I don’t see how it involves or concerns us. The Duerten, as you well know, aren’t in the position we used to be. We’ve turned our focus inward for years, shoring up our defenses to watch out for our beloved planet. The potential benefit it might offer you is so negligible that it’s hardly worth increasing our vulnerability. The risk far outweighs the rewards for any party.”
I studied the avian, careful to avoid a direct stare. “I understand that it’s a lot to ask. However, small bits of help from across the Shield can accumulate to be a massive difference maker. We want to stop this genocidal force from getting anywhere near Kalqua; if we play our cards right, you won’t need defenses.”
“Elias—sorry, may I call you Elias?” Korajan asked, continuing after I nodded. “We’re, of course, concerned to have a predatory species with such power and intentions, outside our known terrain. They bear a striking resemblance to the Arxur, and my government does appreciate the advance warning from the SC so we can make preparations. Yet the Forum is concerned by several of your recent initiatives, which would make us doubly unwilling to back your cause.”
“Go on. What initiatives have unsettled you?” I hope he doesn’t mean me, with resurrecting dead humans; that’d hit close to home, and I don’t know how to defend it. “Perhaps we can clear up our rationale and intentions, ensuring that there are no misunderstandings.”
“I hope I’m not impolite to point it out, but my government is beginning to see a pattern in your recent connections to carnivores. The Sapient Coalition is attempting an uplift on one race, despite what we all know happened on Wriss, and has brought them into your mix while they are at war with each other. We’re also aware of these Osirs—a race you are resurrecting to live among you, despite having no idea what they’re capable of. Present company excluded, species that need meat are not trustworthy types. These Osirs are weapons: look at the fangs.”
“Anything is a weapon in the wrong hands. Respectfully, we don’t feel that it’s right to judge a species for their diet. If I’m not mistaken, your own kind were once omnivores, Korajan.”
The Duerten fluttered his wings in acknowledgement. “The Federation changed us greatly—some things for the better, others to erase our intellect. We’re an individualist species, and they tried to make us…what do you humans call it? A ‘hive mind.’ Hive minds, of course, are fiction, yet they tried to make it real. Still, sometimes when you’re changed enough, it makes it impossible to go back to how things were.”
“I of all people grasp that sentiment,” I sighed, without moving an abdominal muscle, reflecting how my life would never be the same in this state. “We believe all sapients deserve a chance at life and happiness. Equality isn’t a principle we withhold based on any factor, and we don’t change species to fit our own whims.”
“This is why we’re content with our relations as is: separate, so we’re not connected to your disputes or obligated to get involved. The Duerten will always have differences between what are considered acceptable behaviors, and our guiding principles and overarching goals.”
Kuemper tapped her fingers on her knee. “Regardless, our choices with the Bissems and Osirs will have no impact or tangible effects on the Duerten. Nor is it a reason to shy away from protecting herbivores, the mandate that led you to stand up to the Federation in the past.”
That cost us everything. Kalqua took a beating worse than Earth did. We don’t set out to attract the ire of powerful enemies these days.”
“We saved Kalqua. We were there when you needed our help to keep your innocents safe,” I reminded him, knitting my eyebrows with earnestness. “We answer when others call for our help to stay alive; the Duerten know what drives us to answer the bell. Isn’t that worth a smidge of reciprocation?”
“If Earth, or for that matter, Leirn were under siege, we would come. However, it appears to us that you entered their territory, not the other way around.”
“Think of the type of species…no, the kind of governments that would glass worlds. The old-school Arxur Dominion. The Kolshian shadow caste when they were defied. The Krakotl extermination fleet because they hated us. That’s what we see in the Osirs, and the gluttonous killing of Sivkit civilians while refusing to speak. We can’t turn a blind eye.”
“I’m sorry, Elias. Even if I wanted to help you, I don’t have the authority. I’m expressing my government’s position, and I’ve been told the Duerten Forum isn't going to war under any circumstances. I apologize that I can’t be of more use, and regret if you might feel your time has been squandered, leaving empty-handed.”
I shared a look with Kuemper, recognizing that we had been stonewalled; there was an implication in Korajan’s last statement that the discussion on this matter was over. The Forum hadn’t given him any negotiating room, so I didn’t get the sense I could do better than asking for him to take a message. If this was the most friendly party we’d be interacting with, I wasn’t off to a good start wrangling support for an alliance. There were a few other Shield races we could try, but an endorsement from the founders might’ve gotten the whole union on board. We had to find another angle—negotiating with the Fed remnants would be impossible without the Shield as an intermediary.
“Of course we don’t feel that way. The back-and-forth was enlightening, productive communication, as much as humanity would love to stand side-by-side in this endeavor,” I offered. “We appreciate you hearing us out, and do hope you’ll pass along our rationale to the Forum, for clarity.”
“I will,” the Duerten responded. “Your words, as always, deserve to be heard and treated with respect.”
Kuemper followed my lead, rising as I stood. “Korajan, I want you to know I deeply appreciate what you said about coming to Earth’s aid should we ever fall on hard times. That stood out to me, as a reason why our cooperation is so precious and beautiful.”
“I agree wholeheartedly. I do wish you the best of luck in your future engagements; my people hope you emerge victorious.”
“Thank you. Our door will always be open if you have a change of heart.”
In my mind, I had already vacated the Duerten embassy, but it was necessary to retrace my steps to depart the ambassador’s office. Aliens were much more diplomatic in rebuffing us now than in my era, which was the proper way to express disagreements between nations. It wasn’t lost on me that the differences in “behaviors” and “principles” Korajan meant were things such as hunting, omnivory, accepting carnivores, exterminators, and predator disease facilities. The Forum still clung to much of their old lifestyle; the gray avian had stated that some Federation changes were “for the better.” That was telling about how much of their ideology they’d yet to shed.
“Forgive my impertinence, but before you go, Elias…may I ask a personal inquiry? It’s not on my behalf of my government,” Korajan called, as our shoes cleared the threshold of his office.
I turned around, giving him an encouraging smile. “Of course. Go ahead.”
“What…what was it like? To die…to be dead?”
“It wasn’t like anything. It was a singularity of all outcomes: all I ever was, and all I ever could be, condensed to nothing. There are no words to describe emptiness and infinite rest. It’s a peace that knows no equal.”
The Duerten dipped his head. “Thank you. It gives me some…personal solace, to know…to know my daughter is resting peacefully. She died in so much pain after only a short period of remission. Ahem…if you’ll excuse me, I…”
“We’ll leave you in peace,” Kuemper replied, softness in her voice.
I folded my hands behind my back, mulling over the choked-up ambassador’s words. How could I let a few days of mental suffering defeat me, when kids suffered through such terrible diseases—never getting to reach adulthood? This program could give children like Korajan’s daughter a chance to grow up, and be a kid, free from pain. As soon as I was alone, I knew I’d be cast back into a maddening state of consciousness, with my brain struggling to stay tethered to this reality. Where I’d been ready to give up before Virnt’s quick fix, the avian’s story made me want to remain in the fight.
The Tilfish had been right: there was the potential for the technology that had brought me back to do a lot of good, and save others a great deal of heartbreak and suffering. No personal sacrifice was too great to ensure that one day, no parent would ever have to bury their child.
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2024.05.15 16:17 Inevitable-Brush9810 Compiling Problem (sorry it's in Italian)

-- Could NOT find CCache (missing: CCache_EXECUTABLE)
CMake Deprecation Warning at third_party/zlib/CMakeLists.txt:1 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
CMake Deprecation Warning at third_party/libpng/CMakeLists.txt:33 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
CMake Deprecation Warning at third_party/libpng/CMakeLists.txt:34 (cmake_policy):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
-- curl version=[7.79.1-DEV]
-- Could NOT find Perl (missing: PERL_EXECUTABLE)
-- Enabled features: SSL IPv6 unixsockets libz AsynchDNS Largefile SSPI alt-svc HSTS SPNEGO Kerberos NTLM
-- Enabled protocols: DICT FILE FTP FTPS GOPHER GOPHERS HTTP HTTPS IMAP IMAPS LDAP MQTT POP3 POP3S RTSP SMB SMBS SMTP SMTPS TELNET TFTP
-- Enabled SSL backends: Schannel
-- Version: 10.0.0
-- Build type: RelWithDebInfo
CMake Deprecation Warning at third_party/cmark/CMakeLists.txt:1 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
CMake Deprecation Warning at third_party/libarchive/CMakeLists.txt:2 (CMAKE_MINIMUM_REQUIRED):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
-- Could NOT find OpenSSL, try to set the path to OpenSSL root folder in the system variable OPENSSL_ROOT_DIR (missing: OPENSSL_CRYPTO_LIBRARY OPENSSL_INCLUDE_DIR)
CMake Warning (dev) at C:/Program Files/CMake/share/cmake-3.29/Modules/FindPackageHandleStandardArgs.cmake:438 (message):
The package name passed to `find_package_handle_standard_args` (LIBGCC)
does not match the name of the calling package (LibGCC). This can lead to
problems in calling code that expects `find_package` result variables
(e.g., `_FOUND`) to follow a certain pattern.
Call Stack (most recent call first):
third_party/libarchive/build/cmake/FindLibGCC.cmake:17 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
third_party/libarchive/CMakeLists.txt:1258 (FIND_PACKAGE)
This warning is for project developers. Use -Wno-dev to suppress it.
-- Could NOT find LIBGCC (missing: LIBGCC_LIBRARY)
-- Could NOT find PCREPOSIX (missing: PCREPOSIX_LIBRARY PCRE_INCLUDE_DIR)
CMake Warning (dev) at C:/Program Files/CMake/share/cmake-3.29/Modules/FindPackageHandleStandardArgs.cmake:438 (message):
The package name passed to `find_package_handle_standard_args` (PCRE) does
not match the name of the calling package (PCREPOSIX). This can lead to
problems in calling code that expects `find_package` result variables
(e.g., `_FOUND`) to follow a certain pattern.
Call Stack (most recent call first):
third_party/libarchive/build/cmake/FindPCREPOSIX.cmake:23 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
third_party/libarchive/CMakeLists.txt:1263 (FIND_PACKAGE)
This warning is for project developers. Use -Wno-dev to suppress it.
-- Could NOT find PCRE (missing: PCRE_LIBRARY)
-- Extended attributes support: none
-- ACL support: none
CMake Deprecation Warning at laf/clip/CMakeLists.txt:4 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
-- laf backend: skia
-- laf zlib: zlibstatic
-- laf pixman: pixman
-- laf freetype: C:/deps/skia/out/Release-x64/freetype2.lib
-- laf harfbuzz: C:/deps/skia/out/Release-x64/harfbuzz.lib
-- skia dir: C:/deps/skia
-- skia library: C:/deps/skia/out/Release-x64/skia.lib
-- skia library dir: C:/deps/skia/out/Release-x64
-- aseprite libwebp: C:/deps/skia/out/Release-x64/libwebp.lib
CMake Deprecation Warning at src/observable/CMakeLists.txt:4 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
CMake Deprecation Warning at src/undo/CMakeLists.txt:4 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument value or use a ... suffix to tell
CMake that the project does not need compatibility with older versions.
-- Could NOT find Git (missing: GIT_EXECUTABLE)
-- Configuring done (3.7s)
-- Generating done (2.2s)
-- Build files have been written to: C:/aseprite/build
C:\aseprite\build>ninja aseprite
[1/1280] Building CXX object laf\os\CMakeFiles\laf-os.dir\system.cpp.obj
FAILED: laf/os/CMakeFiles/laf-os.disystem.cpp.obj
"C:\Programmi\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.39.33519\bin\HostX64\x64\cl.exe" /nologo /TP -DCLIP_ENABLE_IMAGE=1 -DCMARK_STATIC_DEFINE -DHAVE_CONFIG_H -DHAVE_CONFIG_OVERRIDE_H=1 -DLAF_FREETYPE -DLAF_SKIA -DLAF_WINDOWS -DLAF_WITH_CLIP -DLAF_WITH_REGION -DNDEBUG -DPNG_NO_MMX_CODE -DSK_ALLOW_STATIC_GLOBAL_INITIALIZERS=1 -DSK_BUILD_FOR_WIN -DSK_ENABLE_SKSL=1 -DSK_GAMMA_APPLY_TO_A8 -DSK_GAMMA_SRGB -DSK_GL=1 -DSK_INTERNAL -DSK_SCALAR_TO_FLOAT_EXCLUDED -DSK_SUPPORT_GPU=1 -DUNICODE -DWINVER=0x0A00 -D_CRT_SECURE_NO_WARNINGS -D_UNICODE -D_WIN32_WINNT=0x0A00 -IC:\aseprite\third_party\zlib -IC:\aseprite\build\third_party\zlib -IC:\aseprite\third_party\libpng -IC:\aseprite\build\third_party\libpng -IC:\aseprite\third_party\tinyxml -IC:\aseprite\third_party\pixman\pixman -IC:\aseprite\build -IC:\aseprite\third_party\giflib -IC:\aseprite\third_party\jpeg -IC:\aseprite\third_party\curl\include -IC:\aseprite\third_party\simpleini -IC:\aseprite\laf\os\..\third_party -IC:\aseprite\laf -IC:\aseprite\build\laf -IC:\aseprite\src -IC:\deps\skia -IC:\deps\skia\third_party\externals\freetype\include -IC:\deps\skia\third_party\externals\harfbuzz\src -std:c++17 -MT -DNOMINMAX /showIncludes /Folaf\os\CMakeFiles\laf-os.dir\system.cpp.obj /Fdlaf\os\CMakeFiles\laf-os.dir\laf-os.pdb /FS -c C:\aseprite\laf\os\system.cpp
C:\aseprite\laf\os/skia/paint.h(73): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(73): error C2065: 'kClear': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(74): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(74): error C2065: 'kSrc': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(75): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(75): error C2065: 'kDst': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(76): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(76): error C2065: 'kSrcOver': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(77): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(77): error C2065: 'kDstOver': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(78): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(78): error C2065: 'kSrcIn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(79): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(79): error C2065: 'kDstIn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(80): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(80): error C2065: 'kSrcOut': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(81): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(81): error C2065: 'kDstOut': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(82): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(82): error C2065: 'kSrcATop': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(83): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(83): error C2065: 'kDstATop': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(84): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(84): error C2065: 'kXor': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(85): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(85): error C2065: 'kPlus': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(86): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(86): error C2065: 'kModulate': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(87): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(87): error C2065: 'kScreen': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(88): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(88): error C2065: 'kLastCoeffMode': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(89): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(89): error C2065: 'kOverlay': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(90): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(90): error C2065: 'kDarken': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(91): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(91): error C2065: 'kLighten': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(92): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(92): error C2065: 'kColorDodge': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(93): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(93): error C2065: 'kColorBurn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(94): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(94): error C2065: 'kHardLight': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(95): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(95): error C2065: 'kSoftLight': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(96): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(96): error C2065: 'kDifference': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(97): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(97): error C2065: 'kExclusion': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(98): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(98): error C2065: 'kMultiply': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(99): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(99): error C2065: 'kLastSeparableMode': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(100): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(100): error C2065: 'kHue': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(101): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(101): error C2065: 'kSaturation': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(102): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(102): error C2065: 'kColor': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(103): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(103): error C2065: 'kLuminosity': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(104): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(104): error C2065: 'kLastMode': identificatore non dichiarato
[2/1280] Building CXX object laf\os\CMakeFiles\laf-os.dir\window.cpp.obj
FAILED: laf/os/CMakeFiles/laf-os.diwindow.cpp.obj
"C:\Programmi\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.39.33519\bin\HostX64\x64\cl.exe" /nologo /TP -DCLIP_ENABLE_IMAGE=1 -DCMARK_STATIC_DEFINE -DHAVE_CONFIG_H -DHAVE_CONFIG_OVERRIDE_H=1 -DLAF_FREETYPE -DLAF_SKIA -DLAF_WINDOWS -DLAF_WITH_CLIP -DLAF_WITH_REGION -DNDEBUG -DPNG_NO_MMX_CODE -DSK_ALLOW_STATIC_GLOBAL_INITIALIZERS=1 -DSK_BUILD_FOR_WIN -DSK_ENABLE_SKSL=1 -DSK_GAMMA_APPLY_TO_A8 -DSK_GAMMA_SRGB -DSK_GL=1 -DSK_INTERNAL -DSK_SCALAR_TO_FLOAT_EXCLUDED -DSK_SUPPORT_GPU=1 -DUNICODE -DWINVER=0x0A00 -D_CRT_SECURE_NO_WARNINGS -D_UNICODE -D_WIN32_WINNT=0x0A00 -IC:\aseprite\third_party\zlib -IC:\aseprite\build\third_party\zlib -IC:\aseprite\third_party\libpng -IC:\aseprite\build\third_party\libpng -IC:\aseprite\third_party\tinyxml -IC:\aseprite\third_party\pixman\pixman -IC:\aseprite\build -IC:\aseprite\third_party\giflib -IC:\aseprite\third_party\jpeg -IC:\aseprite\third_party\curl\include -IC:\aseprite\third_party\simpleini -IC:\aseprite\laf\os\..\third_party -IC:\aseprite\laf -IC:\aseprite\build\laf -IC:\aseprite\src -IC:\deps\skia -IC:\deps\skia\third_party\externals\freetype\include -IC:\deps\skia\third_party\externals\harfbuzz\src -std:c++17 -MT -DNOMINMAX /showIncludes /Folaf\os\CMakeFiles\laf-os.dir\window.cpp.obj /Fdlaf\os\CMakeFiles\laf-os.dir\laf-os.pdb /FS -c C:\aseprite\laf\os\window.cpp
C:\aseprite\laf\os/skia/paint.h(73): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(73): error C2065: 'kClear': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(74): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(74): error C2065: 'kSrc': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(75): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(75): error C2065: 'kDst': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(76): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(76): error C2065: 'kSrcOver': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(77): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(77): error C2065: 'kDstOver': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(78): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(78): error C2065: 'kSrcIn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(79): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(79): error C2065: 'kDstIn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(80): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(80): error C2065: 'kSrcOut': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(81): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(81): error C2065: 'kDstOut': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(82): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(82): error C2065: 'kSrcATop': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(83): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(83): error C2065: 'kDstATop': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(84): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(84): error C2065: 'kXor': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(85): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(85): error C2065: 'kPlus': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(86): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(86): error C2065: 'kModulate': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(87): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(87): error C2065: 'kScreen': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(88): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(88): error C2065: 'kLastCoeffMode': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(89): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(89): error C2065: 'kOverlay': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(90): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(90): error C2065: 'kDarken': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(91): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(91): error C2065: 'kLighten': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(92): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(92): error C2065: 'kColorDodge': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(93): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(93): error C2065: 'kColorBurn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(94): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(94): error C2065: 'kHardLight': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(95): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(95): error C2065: 'kSoftLight': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(96): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(96): error C2065: 'kDifference': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(97): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(97): error C2065: 'kExclusion': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(98): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(98): error C2065: 'kMultiply': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(99): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(99): error C2065: 'kLastSeparableMode': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(100): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(100): error C2065: 'kHue': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(101): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(101): error C2065: 'kSaturation': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(102): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(102): error C2065: 'kColor': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(103): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(103): error C2065: 'kLuminosity': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(104): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(104): error C2065: 'kLastMode': identificatore non dichiarato
[3/1280] Building CXX object laf\os\CMakeFiles\laf-os.dir\common\event_queue.cpp.obj
FAILED: laf/os/CMakeFiles/laf-os.dicommon/event_queue.cpp.obj
"C:\Programmi\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.39.33519\bin\HostX64\x64\cl.exe" /nologo /TP -DCLIP_ENABLE_IMAGE=1 -DCMARK_STATIC_DEFINE -DHAVE_CONFIG_H -DHAVE_CONFIG_OVERRIDE_H=1 -DLAF_FREETYPE -DLAF_SKIA -DLAF_WINDOWS -DLAF_WITH_CLIP -DLAF_WITH_REGION -DNDEBUG -DPNG_NO_MMX_CODE -DSK_ALLOW_STATIC_GLOBAL_INITIALIZERS=1 -DSK_BUILD_FOR_WIN -DSK_ENABLE_SKSL=1 -DSK_GAMMA_APPLY_TO_A8 -DSK_GAMMA_SRGB -DSK_GL=1 -DSK_INTERNAL -DSK_SCALAR_TO_FLOAT_EXCLUDED -DSK_SUPPORT_GPU=1 -DUNICODE -DWINVER=0x0A00 -D_CRT_SECURE_NO_WARNINGS -D_UNICODE -D_WIN32_WINNT=0x0A00 -IC:\aseprite\third_party\zlib -IC:\aseprite\build\third_party\zlib -IC:\aseprite\third_party\libpng -IC:\aseprite\build\third_party\libpng -IC:\aseprite\third_party\tinyxml -IC:\aseprite\third_party\pixman\pixman -IC:\aseprite\build -IC:\aseprite\third_party\giflib -IC:\aseprite\third_party\jpeg -IC:\aseprite\third_party\curl\include -IC:\aseprite\third_party\simpleini -IC:\aseprite\laf\os\..\third_party -IC:\aseprite\laf -IC:\aseprite\build\laf -IC:\aseprite\src -IC:\deps\skia -IC:\deps\skia\third_party\externals\freetype\include -IC:\deps\skia\third_party\externals\harfbuzz\src -std:c++17 -MT -DNOMINMAX /showIncludes /Folaf\os\CMakeFiles\laf-os.dir\common\event_queue.cpp.obj /Fdlaf\os\CMakeFiles\laf-os.dir\laf-os.pdb /FS -c C:\aseprite\laf\os\common\event_queue.cpp
C:\aseprite\laf\os/skia/paint.h(73): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(73): error C2065: 'kClear': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(74): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(74): error C2065: 'kSrc': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(75): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(75): error C2065: 'kDst': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(76): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(76): error C2065: 'kSrcOver': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(77): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(77): error C2065: 'kDstOver': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(78): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(78): error C2065: 'kSrcIn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(79): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(79): error C2065: 'kDstIn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(80): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(80): error C2065: 'kSrcOut': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(81): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(81): error C2065: 'kDstOut': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(82): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(82): error C2065: 'kSrcATop': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(83): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(83): error C2065: 'kDstATop': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(84): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(84): error C2065: 'kXor': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(85): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(85): error C2065: 'kPlus': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(86): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(86): error C2065: 'kModulate': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(87): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(87): error C2065: 'kScreen': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(88): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(88): error C2065: 'kLastCoeffMode': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(89): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(89): error C2065: 'kOverlay': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(90): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(90): error C2065: 'kDarken': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(91): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(91): error C2065: 'kLighten': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(92): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(92): error C2065: 'kColorDodge': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(93): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(93): error C2065: 'kColorBurn': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(94): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(94): error C2065: 'kHardLight': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(95): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(95): error C2065: 'kSoftLight': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(96): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(96): error C2065: 'kDifference': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(97): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(97): error C2065: 'kExclusion': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(98): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(98): error C2065: 'kMultiply': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(99): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(99): error C2065: 'kLastSeparableMode': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(100): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(100): error C2065: 'kHue': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(101): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(101): error C2065: 'kSaturation': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(102): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(102): error C2065: 'kColor': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(103): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(103): error C2065: 'kLuminosity': identificatore non dichiarato
C:\aseprite\laf\os/skia/paint.h(104): error C2027: utilizzo di tipo non definito 'SkBlendMode'
C:\deps\skia\include/core/SkPaint.h(31): note: vedere la dichiarazione di 'SkBlendMode'
C:\aseprite\laf\os/skia/paint.h(104): error C2065: 'kLastMode': identificatore non dichiarato
[4/1280] Building CXX object laf\os\CMakeFiles\laf-os.dir\win\color_space.cpp.obj
FAILED: laf/os/CMakeFiles/laf-os.diwin/color_space.cpp.obj
submitted by Inevitable-Brush9810 to aseprite [link] [comments]


2024.05.15 14:29 DisastrousBad2930 Tutorial: Elden Ring - Online LAN Coop fix GoldbergEmulator ModEngine2 Seamless Co-op Mod

Welcome to Elden Ring Online Coop guide for cracked / pirated version of the game. You’ll find everything you need to know in this post.
This method even allows you to play Online Coop with friends who bought the game on Steam. Make sure:
  1. All players are using the same latest Elden Ring patch. At the moment that’s v1.10.1 (I’ve tested Elden Ring Razor v1.10.1)
  2. All players are using the same Seamless Coop Mod version v1.15.1….
  3. All players have set up Goldberg Emulator and adjusted their SteamIDs and Usernames
  4. All players are connected to ZeroTier-like LAN network
Everything used for this workaround: GoldbergEmu, ZeroTier, SeamlessCoopMod, EldenModLoader, and ModEngine2.
Can’t guarantee 100%, but almost certain that this will work when Shadow Of The Erdtree DLC is out. Reason why? This method works for every version after v1.04 of Elden Ring, so see no reason why this wouldn’t work in the future. Probably, will need to add Cream_api to it, but I guess time will tell.
Main Tutorial:
  1. Download Elden Ring (make sure every player has got the same exact version, for example Elden Ring v1.10)
  2. Download ONLY steam_appid.txt and steam_emu.ini: https://github.com/K3V1991/How-to-install-Seamless-Co-Op-Mod-for-Elden-Ring/tree/main/Game Put these 2 files in a new folder, so you know where they are. We will need them shortly
  3. Download Goldberg Emulator: https://mr_goldberg.gitlab.io/goldberg_emulato click the long highlighted number '475342f0d8b2bd7eb0d93bd7cfdd61e3ae7cda24' to download
  4. Extract it and open the folder.
  5. Find steam_api64.dll file in there. Copy and paste it into the same folder where you saved steam_appid.txt and steam_emu.ini
  6. Install Elden Ring. IMPORTANT! When you install the game make sure to have proper directory, otherwise ModEngine won’t work. It should be like this ELDEN RING/Game. Doesn’t matter where you choose to install it, but make sure the last 2 folders are ELDEN RING and inside it, Game folder. All the game files should be in here. For example mine is this: D:/Games/ELDEN RING/Game/
  7. After installing Elden Ring open ELDEN RING/Game folder. Now, copy and paste steam_appid.txt, steam_emu.ini and steam_api64.dll that you downloaded in step 2) and 3).
    • For Steam players, back up steam_api64.dll before overwriting it. You’ll need this file to revert back to your Steam version of the game. Rename it to .backup Example: steam_api64.dll.backup*. When you want to revert it, just delete .backup*
  8. In your Game folder also create a .txt file. Name it exactly this: steam_interfaces.txt (nothing needs to be inside it)
  9. Okay. Eden Ring and Goldberg Emulator is done. Now, download the following 3 Mods:
  10. Elden Mod Loader: https://www.nexusmods.com/eldenring/mods/117
  11. Mod Engine 2: https://github.com/soulsmods/ModEngine2/releases
  12. Seamless Co-Op: https://www.nexusmods.com/eldenring/mods/510
    1. Make sure all players are on the version of SeamlessCoop. Example: *Seamless Co-op BETA 1.5.1*
    2. Depending on which version of Elden Ring you have, you may need to check the compatibility. Download an older version of Seamless Coop that supports your Elden Ring version.
  13. First, install Elden Mod Loader. Just need to copy & paste 3 files into your Game folder: mods folder, dinput8.dll and mod_loader_config.ini
  14. Install Mod Engine 2. Copy and paste it into your Game folder the following files: mod folder, modengine2 folder, config_eldenring.toml, launchmod_eldenring.bat and modengine2_launcher.exe
  15. Install Seamless Co-OP. Again, copy and paste into your Game folder the following files: SeamlessCoop folder and launch_elden_ring_seamlesscoop.exe
  16. Important
  17. First, launch the game using launch_elden_ring_seamlesscoop.exe that you've just put in.
  18. When the game opens, it should say "Welcome to Seamless Co-op Mod".
  19. You are going to set up Elden Ring to launch via Mod Engine 2. You can do this by running modengine2_launcher.exe file.
  20. Make a shortcut of modengine2_launcher.exe and move it to you desktop. This will be the new way of launching the game. Change the icon to EldenRing.exe
  21. We also need to move two of the Seamless Co-op files to your mods folder. Your can find this in your Game folder. *ELDEN RING\Game\mods*#
  22. Open Seamless Co-Op folder and move seamlesscoopsettings.ini and elden_ring_seamless_coop.dll into mods folder. Important to move the files and not copy paste.
  23. Whilst you're at it, open seamlesscoopsettings.ini and change your password. The password has to be the same for you and your friends if you want to play together
  24. Test if seamless is working by launching the game using modengine2_launcher.exe shortcut. You should be greeting again with"Welcome to Seamless Co-Op" message.
Every player will need a different Username and SteamID in order to connect.
  1. Open your Roaming AppData directory: C:/Users/USERNAME/AppData/Roaming/. Alternatively, press WIN + R, then type %appdata%
  2. Open Goldberg SteamEmu Saves folder, then settings folder. Edit account_name.txt and change your Username.
  3. Next, open user_steam_id.txt and change the number slightly for every player. (I just changed the last two digits)
Congrats! Elden Ring*,* Goldberg*,* SeamlessCoop*,* ModEngine2 and EldenModLoader have all been set up. The worst part is out the way. Next, you will need ZeroTier to host a LAN connection. It’s free and easy to use so would definitely recommend.
ZeroTier Tutorial:
  1. Download ZeroTier
  2. Only the host will need to create an account with ZeroTier to create and manage servers/ networks.
  3. Create a New Network and join in it via ZeroTier app.
  4. The Host will need to accept/authorise each player who joined the server via ZeroTier website.
  5. Once all player have joined and the host has authorised them on the network you can now launch Elden Ring and enjoy Seamless Coop with your friends :)
How to join each others world?
This is fairly straightforward:
  1. Complete the tutorial and enter into Limgrave where you find The First Step site of grace.
  2. One player will use Tine Grey Pot to open their world.
  3. Others will join it by using Effigy Of Malenia
  4. To leave the session use Separation Mist
Can I use my old Save?
Yes. Just need to change the extension of the save file.
  1. Open: *C:/Users/USERNAME/AppData/Roaming/EldenRing/(alongnumber)
  2. You’ll see two files with .sl2 and .sl2.bak extensions. These are your old save files
  3. To change them to Seamless Coop, make a copy and rename them to .co2 and .co2.bak You must have Show Hidden Files and Folders enabled in your file explorer to see *AppData*.
Important
In this guide, I’ve showed you how to set this up with EldenModLoader and ModEngine2. Different mods will require different mod loaders but the vast majority will require one of these two. The important thing is not to get them confused with each other, as the folder names are very similar.
  1. Elden Mod Loader: uses mods folder
  2. Mod Engine 2: uses mod folder
I’ve tested a bunch of mods and they’re all work fine for me online. Some of course wont, but you can check out SeamlessCoopMod Nexus page for compatibility
Not Working?
Please read and follow the tutorial properly, every step of the way. As mention before, this method works for every version after Eden Ring v1.04, so check which one you have. Also, you have to be on the same patch of Elden Ring as well as Seamless Coop as you friends in order to connect.
I would highly recommend to try this after a fresh install of Elden Ring, as you may have installed some mods or messed with some files before, that could affect this.
Failed: No sessions found
Good luck my fellow Tarnished!
submitted by DisastrousBad2930 to CrackSupport [link] [comments]


2024.05.15 12:43 Successful_Muscle630 DAR Job Vacancy (Processor) salary is this too good to be true Job and Salary?

hello guys just want to ask about this job vacancy of DAR. Since they offers 30k for a position of Processor and this position involves of field works. This is just a project based and I’m just shock that they are offering 30k pesos job for 10 positions and when I look to the scope of responsibilities most of the tasks will be documentation so there is no technicalities in this job.
Here are the other functionalities of this position(Processor), Specific tasks and responsibilties include, but not limited to the following:
Ensures that all documents such as copy of CCLOA, list of co-owners, approved ARB masterlist, approved subdivision plan, lot allocation agreement, notice of meeting are complete prior and during to the conduct of the field validation by the FVT;
Prepares Individual Land Distribution Folders; Assist in the generation, registration and issuance of individual computerized title (e- Title);
Gather additional supporting documents needed in the parcelization of the CCLOA;
Assists in service and posting of notices to the ARBs including the arrangement for venues, transportation, etc;
As member of the team, assist the Licensed Engineer in the conduct of relocation survey;
Assist in encoding and uploading data gathered from the field validation; and
Perform other activities that the Provincial Project ManageProvincial Parcelization Component Coordinator may assign from time to time. ……………………
Im just suspicious if this 30k is an all in salary since it just too good to be true for me. Since there’s also another govt department or agency the also offers identical position but they only offer 19k+ even this two departments is are under in province so I’m not sure why this DAR position offer very high amount of salary. Please enlighten me.
submitted by Successful_Muscle630 to phcareers [link] [comments]


2024.05.15 05:29 Evlwolf Veteran/Reservist in need of assistance with school project from fellow military/veterans.

I’m working on my master’s program with WGU (almost finished!!), and as I work on my last project, I need guinea pigs research participants to help me out.
Basically, I need 10 active duty or veteran volunteers to complete a 1 hour-1 hour 15 minute long online course I designed on Generational Differences by the end of the week.
Why military volunteers? Because I have spent over 12 years with the Navy. Seven active, five reserve. My civilian job is for the military on a Navy base. This research will help inform me not only as I finish my last project for school, but in my work as well. The research group has to be a learning population, military is a learning population I’m very familiar with.
The research is not DoD or government affiliated. The results are shared with my school and no one else. It’s strict.
If you’d like to participate, you can self enroll at this link.
However, I ask that participants take the time to complete these items:
• pre-test
• course pre-survey
• course content
• course post-test
• course post-survey
I HAVE to have results for the surveys and tests, or else I don’t get the data I need.
Thank you for your help. And if I can assist in kind, please send me your stuff.
submitted by Evlwolf to Military [link] [comments]


2024.05.15 05:22 featherwinglove I did it again, a new Trimps novelization (more faithful to story messages than the other one) Tightniks Run Zero

[OC Intro: The game is modded to increase basic jobs cost, seasonal events are disabled. Much of the crash details are based on NASA/SP-2008-565 Columbia Crew Survival Investigation Report recommendations especially Chapter 3 "Occupant Protection".]
The ship is without power, and Tightniks can't run the radar much without draining the batteries. He has only a few minutes of APU power left, goes over the best clearing he can find, and radars it. It varies by only a few feet from the aerodynamic glideslope there. He spots it out on the cameras and circles to go after that spot. He's only at two hundred feet now. With one hand on the stick, he uses the other to open the pressure equalization valve on the side hatch, then at one hundred feet, gets it undogged. Depending on how much damage he's going to get, it's less likely to be stuck closed and trap him. The dynamic vacuum this pulls in the cockpit rips most of the survival pack data cards from that rack and scatters them across the landscape. Crap, I'm gonna need those! Refocusing on surviving the next few seconds, he turns on the radar for the final approach, takes a last look around, then straight ahead at his forward camera and PFD, he clicks his HANS and shoulder strap locks in; after that, he can barely move, but that now is better than dying in this crash with a broken neck. He's a decent pilot and brings up the flare gently. Bringing up the alpha on this delta-winged ship, he balloons a little, but keeps the nose going up and restores a zero aerodynamic sink rate just above the highest terrain indicated by the radar altimeter. The ship bumps a little in the ground effect, and he can see the radar altitude cycling irregularly up and down about five feet at a time. Rougher than it looked from higher up! The body flap protecting the dead engines hits first, and the nose comes rapidly down. It hits, the screens go blank, and Tightniks is surrounded by airbags, some lifting his feet from the rudder petals and his hand from the control stick. It's blinding, it's disorienting, it's noisy, and, to his relief, it's long! It takes several seconds before the crashing cockpit stops moving. How many times did he flip over? Did he go sideways and roll? Am I rightside up? Are we really stopped on the ground? The airbags deflate, and he can move his arms. He gets his restraints loose and inspects himself. "Uck!" he says out loud (without the 'f'). No broken bones. His pressure suit can take his blood pressure. 116/81, pulse 112, blood oxygen 99 reads off on his left arm, I'll friggin' take it!
The ship is amazingly intact from what he can tell. He can't get any readings. The systems test meter seems to be working, but can't find any voltages anywhere. The ship seems to be completely dead. Behind him, 10 passenger seats are all surrounded by airbags and the back of the cabin ends in some sort of dirt-and-gravel and there's a bit of daylight seeping in around the edges. He was the only one on board, though, so their deployment was mostly academic (they might have stiffened the structure a little during the crash, but that's probably trivial.) Tightniks gets out of his spacesuit. The air on this planet is actually breathable. He gets the hatch open, steps outside and-
"A green shimmer erupts then disappears, and you hit the ground."
The human emerges from the glowing green mist and hits the ground. Groans. Pushes against that ground, trying to get back up. Where am I? What's my name? I remember nothing. Aren't babies born naked? He's got a dark blue button-down shirt on. A uniform? A shoulder patch. Gets up, looks around. I feel really heavy. I'm not that fat, am I? He picks up a small stone from the ground, this also feels heavier than it should. He rises to his feet and holds it out somewhat (he's unable to fully extend his arm) and lets it go. The stone hits the ground near his feet quickly and with remarkable speed. It's the gravity, it's greater than it is on- ...where am I from? This is- ...not my home planet? "Oooh..."
"Ka?" it says.
What is that? It's cute, at least.
It is not tame. He has no hope of catching it on foot. The creature seems to like the berries. Maybe if I gather some of those into one place and set some kind of trap...
33s: First trap.
I got one! The human lumbers up to the trap and gets the catch open. Do you bite? It doesn't matter much to me; I'm so friggin' screwed.
It doesn't. It looks at the human with a sense of wonder, actually. A blink and tilt of the head. Seems almost to be asking, Is it you? My purpose? My savior? Once out of the trap, which is totally wrecked, he has to make a new one from scratch, it follows him around like a imprinted hatchling bird.
Wiry little fella, you are. You're going to need some bulking up to do anything useful. The- ...'trimp', I guess... The trimp seems just barely able to feed itself. The human lets him into the broken ship's intact cabin, and it curls up comfortably in a passenger seat for a nap.
1m03s: Second trap.
"Apparently the Trimps breed if they're not working. Doesn't look pleasant."
What are they doing?
The trimps appear to be androgynous, and these two have paired off in the back of the ship. They're holding something carefully within a few hours, feeding it berries, grass, and- ...corundum.
Corundum?? Whatever that is, it isn't a baby.
1m35s: Third trap.
Only it IS a baby! The third trimp he trapped immediately joined the other two in raising it. They have a strange diet of food the human has found compatible with his own body, but they also eat rocks! They're careful to crush and sort aluminate minerals from silcate ones and only eat aluminate. Actually, they don't eat aluminate, they're only feeding it to the baby.
2m06s: Fourth trap.
All four are raising the same child, who is just starting to toddle. It seems these fellas have alumina or maybe even aluminum bones. The human takes a nap and wakes to find the first child grown up and they're starting to raise a second child, all five of them.
2m46s: Huts.
The human found a working bit of electronics. He calls it a pad, but maybe it's more like a smartphone. It has plans for two residential structures. The first, the smaller one, he can build right away, but the second one needs something called "drywall", and he has to figure out how to make that before he can build it. Huts and houses, apparently.
3m13s: 10 pop, full, first farmer.
The trimp he trained to farm and make paper took an incredible 50 units of food to get bulked up to do the work, and now it's not participating in rearing the child. But less than an hour after the trimp started farming and pulping, the child was out on its own, and the trimps did not start another. The ten seats on the ship were all full. Well, eleven counting the one up front that the human sleeps in. The pilot starts exploring the area.
3m28s: Battle.
Wait, what are you do-
The hostile roars and charges at the human, but one of his trimps jumps in front of him with a stick and they fight. It started right when the human got far enough away from the ship that the hostile non-trimps away from the ship began to regard him as leaving his own territory. After the trimp defeats the first enemy, it continues after other hostiles.
3m53s: Shield I in Z1c5.
The human is easily able to recover the loot in the territory cleared by the fighting trimp. Then he sees something glinting in the- That can't be! What the heck is that? It's a data card that fits his pad. It quite clearly regards trimp combat. He gets it loaded into his pad and studies it. I can do this, it just takes some wood. He returns to the ship to discover that they had already started on a new child before the fighter had even expired in battle. The human concentrates on his research.
4m38s: Mskel in Z1c11 defeated.
The remains of this one seem rather white and shiny. It's titanium! This enemy had titanium bones! He'll store them away. They'll be useful someday, I'm sure.
5m52s: Dagger I in Z1c20.
Where are these data cards coming from? The human wonders as he loads this one into his pad, It's for a weapon it calls a dagger. He blinks. I don't know what a dagger is. I'll take your word for it, data card. Needs metal. He has gathered some, but ore is plentiful. He can just dig and smelt it whenever he wants. For now, I'll continue researching.
6m18s: Arable in Z1c21.
It's an old cave that trimps like to live in. Why weren't they able to live there before? How could these friendly critters be confined to only the exact spot where THAT thing, he looks back where he came from, not remembering that he piloted the wrecked ship to its current resting place, crashed? This is really strange. I'll let them fill up this cave before advancing further. Wait, what about defenses? The hostiles never try to reclaim territory that they've lost, so he stops worrying about that fairly quickly.
8m22s: First hut is 0.3% first ever AP.
The trimps seem fairly easy to please in terms of living quarters. Two move into his first hut and start raising a child. The human has his tent, uniform, and the heater pilfered from his space suit. Not much of a mud fan.
9m59s: Miners in Z1c30.
Oh, what's on this data card? Sl3niw? Oh, I'm holding the pad upside down. Miners. I can teach trimps how to mine ores and smelt met- 200 units of food? Each job is getting more expensive to train a trimp for. He puts his bee nickels to his eyes and spots another data card probably 10 enemies away. "Sc"? Does that means science? I can teach trimps to do science??
13m57s: Scientists in Z1c40.
Due to the expense of training trimps, the human couldn't afford to build them shields until now, he's got Sh1-3 made for the fighter to capture the science training data card. 14m02s: One head went into that turtlimp shell, that of his fighter, but two came out: his fighter still has his head on, and he managed to get the turtlimp's head off. It rushes off after the deadly penguimp in the next cell. The shields are not doing all that much good, actually, but they're better than nothing. The human picks up and loads the science data card and- Holy runny sugar-free fudge crap! 1000 food units, but it'll endow them with the ability to speak. Good. I'm getting bored with no one to talk to.
14m28s: Bloodlust purchased and AutoFight enabled (that delay after getting it is an effect of jacking up the job cost.)
As the human buries this expired little trimp warrior, he comes to the sobering realization that he has more trimp graves in his growing trimp colony than he does live trimps. And yet they seem more hopeful now than before I got to know any of them. They seem to think I'm the solution to all their problems or- Those two look east somberly, then notice that he's watching them and smile back and wave at him. ...one problem that is specific, but very, very huge for them. [The only reason I say 'east' is because that's right on a map, and the game advances right across a row, then up. I might say 'northeast' on occasion for that reason.]
20m47s: Z1c73, Miners taken.
Are you my new mining foreman? The trimp who took to the mining training has dark brown fur that lays flat on its head. It's unusual in not having any bits that stick out from its head, ahoge or whatever. This one is relatively quiet, and while it has assimilated the mining and smelting knowledge, it needs to bulk up to do any mining. Smelting is relatively easy, and getting a strong natural draft going in a furnace is almost trivial with the increased gravity. This trimp builds furnaces like nothing. And likes to nap in holes it digs right on the spot; it's weird that way. [Puchim@s Yukipo, and furnaces are not explicit in Trimps.]
21m58s: Farming in Z1c80.
The resourcing "books" are not data cards but paper scrolls, apparently lost to the trimps. It seems that they were civilized in the recent past and some calamity swept over the planet to reduce them to this. Did I have something to do with it? Amnesia sucks harder than a Dyson- ...what's a Dyson? Whatever, it sucks. This disaster happening just before I crash in the only spot with trimps still alive would be a seriously crazy coincidence! Something is really, really wrong about all this. [The author has not sought or received product placement permission or fee from Dyson Technology Ltd. or any resellers of their stuff, just they literally suck balls and made my favorite vacuum cleaner.]
23m50s: Builder in Z1c90.
They've rescued an, I dunno, gelding trimp? It just started to build a shed around the piled lumber I left to build one. It's really slow compared to me, and just banged its thumb, but it is super cute with that long reddish head fur. That particular trimp is also fascinated with pink ribbons and likes to decorate its head fur with them. Because of its inherent inability to participate in rearing children, it isn't counted in the population. [Puchim@s Io, builder on the basis of Iori seen building in 1x10.]
26m02s: Zone 2, 44 pop, 5.5s RC with Z0/1.
It's some sort of tactical manual - tactical coordination. Coordination! He's starting to sort out some trimpese on the research he has done so far. It needs a lot of metal, so they won't be able to implement it for some time. Hopefully, they're still good one at a time, but these enemies seem to be getting bigger as we go along. Uh oh!
27m33s: Gym in Z2c5.
It's some sort of training dojo or sporting arena. The human examines the ruins, I think I can back-engineer drawings for this, get one built, and see what happens.
29m02s: 1g, 47 pop, 10.8s RC with Z1/2.
The two fighting trimps now with their gym and coordination are dodging and blocking enthusiastically, and making much faster ground against the bad guys then a little while ago when it was just one trimp fighting at a time and unable to avoid the enemy hitting back.
40m46s: Fresh turkimp in Z2c74, 63 pop, 7.9s RC, Sh1-10, Da1-5, Bo1-3, Ma1-3, Hm1-3, 6g.
Oh, wow, the laborers seem really hot after this turkimp. He cooks it up and tries a slice. It's really awesome! I have to work alongside his laboring trimps to share it, but I'm getting used to the gravity now. That scroll we found back in Z2c10 really helped. Trimps' techniques and appliances for handicapped individuals, and I'm really handicapped in this higher gravity. He joins the woodcutters with the turkimp; they're the most numerous resource laborer right now, building more gyms, enough that the block/dodge ability of the fighting trimps is almost caught up to the enemy's ability to cause damage.
43m15s: Zone 3, 63 pop, 7.9s RC with Z1/2.
I'm neglecting my science and trimp scientists are really expensive. Curiously, that grey-haired one can't speak all that well, only says "Tai" and "Shijou", but it can write and draw like nobody's business. It's the only scientist so far. [Puchim@s Takanya: Online references probably still claim that she can utter the first two syllables of any word, but she can actually utter only the first two kana syllables of someone's name, most often the given name of basis human Takane Shijou, who also has that habit. (All the utterances of the puchidoru are based on the speech foibles of their basis humans except maybe Piyopiyo, where I haven't seen anything match up so far.)]
47m32s: Finally, we can make drywall and houses. 59m30s: Z3c77, 94 pop, 7.8s RC.
Oh, those poor things are really struggling up at the front. These trimps are enthusiastic and know no fear, but I still feel like telling them to stop for a while. I don't have the heart to keep them from trying while they're still doing some damage.
1h05m24s: Zone 4, 107 pop, 9.3s RC with Z3/4. 1h15m26s: Zone 5, 120 pop, 8.2s RC with Z3/4.
"What is that?" the human asks. He has three scientists. His first does all the writing, but the other two can actually speak. One of them hops up on a rock spire beside the human to reach his eye level.
At the next ridge line, over the lowest and most passable gap in the terrain, this really mean looking hovering sausage monster.
"I dunno," the scientist trimp shrugs, "But it's making me hungry. Looks like a perfectly cooked frankfurter from here." [John Morell's dubious dirigibles.]
"Oh, yeah," the human nods, "that's a blimp."
"A blimp?" the trimp tilts its head quizzically at the human, "How could you know?"
"I wish I could tell you, little buddy," the human extends his arm braces to descend the pass on the side of the zone boundary in the boss enemy's direction, then grunts, "Let's go kill it."
1h16m11s: Z1c9, 120 pop, 10.3s RC with Z4/5. 1h33m34s: Zone 6, 151 pop, 7.4s RC with Z4/5.
1h33m54s: TP in Z1c3.
"What's this?" the human asks, having picked up the little square document with the curling corners.
"Oh," the hungry scientist looks at it, "It's a garden path, follow me."
"You want to lead me down the garden path?" the human says.
"Yeah," the scientist says.
"Are you kidding?" the human asks.
"No," says the other scientist, "We don't get human humor. Listen, these fighters can't go, let them wear themselves out here, then we'll take the next group through this garden."
"Okay," the human nods, watching two more trimps join the fray as he issues the Z5 coordination orders, "they're doing pretty well after all that block training research we just wrapped up." [That's a common artifact, even in normal games, Z5 Traintacular combines with many gyms, enough population to add several trainers, affording Blockmaster, which is expensive on a run zero, plus a break on Tion Z5, a 40% all-stat increase. I don't think Zach designed it into the game on purpose, it just worked out this way.]
1h34m07s: 151 pop, 10.5s RC with Z5/7. 1h37m44s: Drop from Z6c39, TP for 3.
"Now we have these access map frags we can use to route through the old trimpopoli," the scientist explains, "Atlimpis for food, Morimpa for gems, Everimp for metal, and Impazon for wood."
"What about the garden?" the human asks.
"Well, we got lucky with Tricky Paradise," the scientist says, "but you can randomize the route and maybe get lucky. What's with that look?"
"Somehow, I'm remembering 'frag' as something that blew up with deadly pieces," the human says. [Different video games - ones with better graphics and worse gameplay O(>▽<)O]
1h39m59s: Blues back up to the top on series I...
"Tai, Tai!" the first ever trimp scientist stops the human just before he upgrades the mace and dagger to Mk.6 and Mk. 8 respectively. It has a note for him.
"Why do you keep calling me that?" the human asks, "Do you think that's my name?"
"Shijou, Shijou," it nods as though to indicate, I KNOW it is. Then it proffers its note again. The human takes it and reads, "Don't upgrade the first row equipment right now."
"Why not?" the human asks.
"Shijou," it points at the end of the mapped route, where there's a scroll sticking out of the thistles.
2h24m07s: Zone 8, 224 pop, 12.2s RC with Z7/12.
"Your settlement is getting crowded, there's Trimps in the streets, and you're taking heat. You feel a sudden strong desire to create a map, though you're not quite sure how that would help."
2h49m10s: Zone 9, 357 pop, 9.5s RC with Z8/15.
"You can't shake the feeling that you've been here before. Déjà-vu?"
The trimps really seem to like the new high capacity mansions, and the village has rapidly expanded since they started building them.
"There's something familiar about this," the human says.
"Tai," the grey one that writes clings to his arm and shows him a note that says, "Don't give up now."
"We must persist," says the yellow one has found a foothold it can grab onto and grabs the human's shoulder gently, "If you give up to early, we'll never solve this. You'll be stuck here forever."
The human puts his hand over the trimp's paw on his shoulders, then looks at him, "I can die, too."
"No, you can't," the trimp says quietly, "Please don't test that, tall one."
"Death is just another path..." he remembers.
"Gan," the grey one squeaks. [That's the first two kana syllables of "Gandalf"]
"...one that we all must take," the human continues, "The grey rain-curtain of this world rolls back, and all turns to silver glass, and then you see it-"
"A green mist," the yellow trimp interrupts, "flash of fire, we're all gone and our progress forgotten. The wandering stars return to that day, and you again crash that ship- ...a little better every time."
"Wait," the human looks around, "have I been here before?"
"I-" the yellow trimp tries in futility to share what little it knows, "...or... somebody got just a little coolant into the-"
"Into the what?"
"This side up," the grey one's note says.
"Into the that," the yellow one points at the note, "It really helped. You- ...I don't think we've ever had mansions before."
Well, of course they didn't have mansions before. That was one of my ship's data cards. How did it get way out here? Will anything start to make sense?
3h02m13s: Zone 10, 387 pop, 8.7s RC with Z8/15; '28s: 11.1s RC with Z9/19. 3h16m41s: Tough snimp after food book, L10 rand dept from lo-hi-med 118/25/96, 4 Items.
"That's twice our frags led us to gem-rich Moria," the human says.
"Morimpa," the new red trimp scientist corrects, there now being 5 scientists. [There'd be more if there were more turkimp.]
"The question is how do we use all these gems?" the human looks at the village zoning plans again, "I like those mansions and all, but they use hardly any gems compared to, well-" he gestures at the pile of over two dozen thousand gems they've gathered, "-that! And still a lot of wood and lumber."
"I think there's something," the yellow one sighs, "I wish I knew more."
Quite some time later, after they're done looting that route for equipment plans, the trimps are again advancing through Zone 10, and he hears it.
"Tai?" the grey one wonders.
"Where are you going?" the yellow one asks.
"To the farm," the human answers.
"Whatever for?" the red one seems exasperated.
"Shijou?" the grey one sighs, then looks at the fighting front. It's been around long enough to remember, "Shijou!"
"You guys already get so much to eat this doesn't do you much good," the human explains.
3h32m33s: L11 112/35/78 rand sea, dropped from Z11c6 with disband, 4.
"What's wrong?" the red one asks.
The human comforts one of the wounded. Once trimps start into a zone fight, they have to finish before they bleed out. He's really bothered making them desert in front of that second turkimp. "They had a lot left in them," he sighs, rubbing his eyes, "but we can't keep that much dead turkimp at once, we have to leave it alive to use up all of this one."
"Shijou," the grey one presents a note, "We need this map right away, anyway. Don't worry about it, Tightniks."
"Tightniks?" he looks at the grey one, "Is that me? How do you know?"
"Tai," the grey one points at the top of the human's left breast pocket.
"Ah, crud," the yellow one curls its tail around in front of itself as trimps do when they're embarrassed, "Is that really a name tag?"
The human hadn't even noticed it since the green flash blew up his memory as he was stepping out of the ship.
4h04m22s: Block (sub-8h AP is only 0.3%), taking it, 504 pop, 9.8s RC with Z10/24.
It's a pretty thick book about using shields for block instead of hit points. The pad has the stats analysis. Sh3-1 is only giving us 9% of our hit points. Turning to his trimp scientists, he says, "It seems to me to be worth it."
"Let's," the yellow one nods.
"Shijou," it hands him a note, "It scales badly, but that won't matter for a long time. I think there's a way to undo it before it matters."
"Doing it." The human takes out his pad and starts scanning.
4h29m05s: L14 rand moun 137/26/80 is really good for a lo-hi-med. 4h30m52s: Hotels.
"Ah," the yellow one says, "I knew there was something. That must be it."
5h08m09s: L15 lo-hi-hi rand gard 129/28/82 (just got explorers). 5h09m32s: Picked up Wall.
"Dam," the human says.
"Damn?" the red one chuckles.
"No," the human says, "Earthen wall dam; it's a thing that makes artificial lakes by holding rivers back."
"Lakes?" the yellow one asks, "Rivers?"
"Oh yeah," the human says, "This planet doesn't have enough rain for those..."
5h48m21: Leaving Wall from about c70 to fetch Tion Z15.
"You can't resume the map from the same point if you start another," the human reads the grey one's note.
"We can go back to the same point on that route if we hold there and finish Zone 15, right?" Tightniks asks.
"Shijou!" it seems to be saying yes.
"Yes," the yellow one adds, "but we're out of Series III upgrades, and you need a fresh map route to start up Series IV."
"We should be okay," Tightniks says, "but if we have to start it over, I don't see that being a big deal." As they advance through the rest of Zone 15, Tightniks resumes his usual duties at the research desk instead building and running traps like he was before.
The trimps seem hopeful at this decision.
5h49m10s: Fresh turkimp. 5h50m16s: Zone 16, 1071 pop, 13.4s RC with Z15/75, 13m43s turkimp (skel in c1.)
"Z:16 Seriously? Another Blimp so soon?"
"So," Tightniks lowers his bee nickels and looks at the red one, "is it going to be boss fights at the end of every zone from now on?"
"Hmm," the red trimp looks up past the human at some random rock spire or cloud.
"Well?" the human persists.
"Yup," he says.
"Hmph," Tightniks grabs a Sw3-1 of the rack and advances towards the front, "Before then, we have another Mister Titanium."
"What does he like about skeletimps?" the red one asks the grey one as the human marches off.
"Shijou?" the grey one seems just as confused by that.
"He's not going back to the ship, and he's not getting himself killed," the yellow one smiles, "so I'll take it."
5h58m32s...
"Hey guys, go for the mortar!" the human suggests to his 75 fighting trimps in the Wall's boss fight.
"I can tell from your bedtime stories that you're used to the artillery in that other place," the yellow one gripes, "but fighting works differently here, there's no artillery."
And the human instantly collapses laughing, the scientists a little worried he might have injured himself in the planet's severe gravity. But he's okay, at least physically, "Mortar is the stuff between the bricks, fellas. That's is a brickimp, right?"
5h59m18s: Wall, 1076 pop, 13.3s RC, 1% AP for sub-8h finish, first L16 roll good 156/35/84 moun, 10 for the metal.
Beyond the Wall was a more edenic section of the trimpolis ruins, doubling the production of the lumberjacks. The trimps are actually really happy with the mode of all of the laborers moving between the three big jobs, along with the turkimp, except for the foremen specialized at leading the job. It isn't enough to boost their productivity, but the human goes to them with trays of sandwiches.
6h06m52s: 50 map run 0.3% AP...
6h19m13s: Zone 17, 1141 pop, 16.0s RC with Z16/94, no turkimp.
"Z:17 You climb a large cliff and look out over the new Zone. Red dirt, scorched ground, and devastation. Is that a Dragimp flying around out there?!"
"Hmm," the human surveys the new zone with his bee nickels, "Looks like crap. Any ideas?"
"You're the idea man," the yellow one groans.
"Set the map flag," he puts his bee nickels away, "We'll run a depth for practice and to load up on gems for more hotels."
"Righto," the red one gets to work.
6h44m34s: First DCP. (Draglimp Care Package; I refuse to call it a tribute.)
"Oh," the human says, "It's tame now, so it brings back gems in exchange for food?" He looks at his gaping scientists, "That's what it looks like, huh? Guys? Yo!"
"Tai..." the grey one sighs.
Draglimp, the dragimp imprinted on Tightniks, lands beside the human, drops some gems at his feet, and accepts some scratching behind its horns before diving into the food bowl.
"You tamed a dragimp???" Grey's note says.
"Well," the yellow one huffs, "I guess that happened."
8h18m53s: L20 depth of 154/27/79.
"Mapping up here?" the red one half closes one eye and tilts his head.
"Yeah," the human says while fitting together the depth map fragments, "With the coordination book not right at the end, we have an extra mark of coordination to take advantage of. Let's take our housing up to 2000 or so, shall we?"
"Okay," the yellow one says from a pile of logs, "What's all the wood for?" They had been collecting it for days now.
"The series upgrades follow a rather specific pattern," Tightniks explains, "Just on the other side of this blimp is Zone 21, where we should be able to find the Shield series V, right?"
"Shijou!" the grey one nods.
8h56m17s: 1% AP for 100 map runs, leaving it, 1751 pop, 24.8s RC with Z20/232. 8h56m54s: Zone 21...
"Ooooookay," Tightniks growls, "There is something off about this thing."
"Shijou?" the grey one looks at the yellow one with concern about their human starship pilot friend.
The human stoops, picks up the little green gem on the ridge between Zone 20 and 21, looks at it, huffs, and asks, "Any idea where this comes from?"
"Err..." the red one seems hesitant to say, "I think you made it."
"Really?" the human huffs, "How could that be?" Then he tosses it at Red, "See if anything reacts to it. It might be radioactive, so we should take turns to minimize exposure."
"Really?" Red's holding it now, "What makes you say that?"
"Because I'm pissed off for no reason I can figure out," the human says, "I think it's coming from that."
"Frags," the red one says quickly, "I think it's arranging a route. You're good with maps," it tosses the gem to the grey scientist.
"Shijou," the grey one says hopefully, and has a map drawn within a few minutes. [Whether it looks like the one in Puchim@s 1x61 is anyone's guess. That one annoyed me as well as Chihya.]
9h02m37s: L21 moun first roll was a decent 160/26/84. 9h21m00s: Starting run 5 of that map...
Tightniks had taken his anger out on some food and wood to build about 8000 traps. Now he's leaning against a rock spire in his increasingly tattered uniform. A nap begins, perhaps unintentionally.
Wild trimps are examining the pile, finding it unwelcoming, and also finding no place in the town, just mill about. It looks like they want to help.
"Ku?" it's a blue trimp, probably a farmer waiting for stuff to grow, climbs up on the rock spire the human is leaning against, starts patting him on the head, "Ku. Ku ku." [Puchim@s Chihya.]
9h23m09s: Still working that lap...
Tightniks wakes up from that nap, and the grey one is standing there. "Shijou," it says with a note of concern, although not much of one. The note it holds says, "It wasn't me."
"Oh, what wasn't you, buddy?" He stretches out a bit, feeling somewhat refreshed. It feels like somebody washed his face and hair while he was sleeping.
The grey one is also holding a small mirror, apparently broken off from a larger mirror and with the sharp edges filed down to make the edges safe.
The human takes it from the grey trimp and holds it in front of his face to discover that somebody has bound up all his hair into about twenty little pigtails. He touches them with his other hand to confirm. "Eh, whatever." He hands the mirror back and goes back to sleep. [Puchim@s Koamimami.]
9h30m08s: The following run...
"He's not throwing stuff every which way yet," the yellow one whispers to the red one, watching the human snoozing with his pad on his knee.
"You remember that, too?" the red one asks.
"'Remember'?" the yellow one turns to face the red one, "I s'pose that's better than imagining it."
"I remember it, too," the grey one says via a playing card sized note.
"If we're stuck in a time loop," the yellow one sighs, "maybe this cycle will be different."
"Tai..." the grey one admires him for a moment. Then thumbs in the direction of the mountain, "Heh, Shijou!" it laughs.
9h35m58s: Run 8, c9 of that map.
The scientists nap and take notes, and meditate and take notes, and draw stuff. The grey one often storyboards for the other nine because it's the best at drawing stuff. They have come up with a list, and most probably "order" (they're debating whether their ranking means "order" (sequence of things happening over the various loops) or "frequency" (what proportion of previous loops they have happened in). But they've come up with this, from first (or perhaps most often) to most recent (or perhaps least often):
- The ship crashes (they're pretty sure that happens every loop) - The human builds huts - The human teaches some of his trimps to speak and do science - The human builds houses - The human makes maps - The human builds mansions - The human blows up and gets himself killed somewhere around Z17 to Z21, often on a dragimp - The human only recently/occasionally builds hotels - The human only recently/rarely tamed a dragimp - The human only recently/rarely maps the Dimension of Anger
They're all agreed that that they have never finished the Dimension of Anger. What they are not all agreed on is that they've never done this conference to figure out whether they're in a time loop or what that might mean. [See also Star Trek: The Next Generation episode "Cause and Effect" ...which was sort of a time loop but they weren't going back in time. It's very interesting, but its meta makes no sense - no one ever went looking for the Bozeman in 80 years? No one who went looking for the Bozeman also got stuck? No one noticed the passage of time outside the little area of space where the not-quite-a-time-loop was happening? Errr... sci-fi writers, don't be half-assed about your time loops, lmao! Be like Harold Ramis- ...what am I saying?? (That would be Groundhog Day, which grafted a time loop into a romcom; there are no other sci-fi elements. But it was a full-blown time loop and not half-assed like "Cause and Effect".)]
9h54m06s: Dropped from Z21c95...
I think it would be a bad idea to bypass that green area, as much as I'd rather not face it. Both his domesticated trimps, which are breeding up a new group of fighters, and the wild trimps he has decided just now not to open the traps for, stare at him and point in that direction. He shoulders a huge Shield V-3 and grabs an Mace IV-2 as well and announces, "We're doing it." Thus equipped, he marches off into the Dimension of Anger.
10h27m53s: Taking Pi4-2; recently had taken Pa4-2...
The group at the front had expired, and the snimp in DoAc95 glares at the advancing colony of trimps, which had halted only because of it. It refuses to counterattack the vulnerable colony and its human, instead snorting and huffing, waiting for the next bunch of 232 fighting trimps to come in range.
Tightniks runs along the line of traps, releasing the recently tamed trimps, singing a song that he doesn't remember the meaning of, that he doesn't remember was crafted by an ethnically Chinese guy out of an African language, and later mastered by two caucasians over the internet before they ever met in person. "Baba yetu yetu uliye, mbinguni yetu yetu amina..." because it just happened to be stuck in his head. [Because the Doylian author decided on a whim to. Christopher Tin got it into Civilization IV and at the time (2010 July), I made the best video for it on YouTube, which got subsequently blown to shreds when Peter Hollens and Malukah re-recorded the song from scratch in their own voices and instruments in 2014, pity with no English translation, the purpose of my video.]
Noticing the last batch of metal he needs coming out of the furnace, he waves the waiting grey scientist to fire up the forge [to use the term properly and not as the game does], for it was time to wrap up the forging dies for the Spetum IV, Mark 2 pike heads.
"Shijou!" the grey one cheers, setting aside a snack that looks like maybe ramen, and starts jumping up and down on the bellows handle.
It takes a while for the human to chip out the tip in the two halves of the forging die, and then polish it, and then heat it up in the forge, and then quench it, inspect it, and put it into service crafting thousands of new pike heads for the fighting trimps.
But only one second passed on the map frame clock (10h27m54s) four cells behind that snimp, in the case being brooded over by this huge, and if it's honest, rather concerned megablimp.
10h35m45: Portal PB, 45 He, 4.247 He/hr, 1891 pop, 22.7s RC with Z20/232, no turkimp.
The last head of the map's boss monster goes limp as one of the fighting trimps' mace heads bounces of it, and the huge thing settles on its tail, resting on the package that seems to be the prize of this map. And there's a popping sound, and then something mechanical.
Is that a scroll compressor? Tightniks looks at the package. The deflating monster's lifting envelope material drapes over everything underneath it. "Red, Shijou!" he snaps and points, "roll up that side of it. Keep this part from sucking down on the extractor nozzle!"
All ten of the scientists jump in, literally, pushing the gas in the bag towards the compressor. Tightniks as well, rolling up the front.
Until he kicks, and nearly trips over, a smaller package that might be the explanation for the reason why the center of the monster's defense seemed to be a little away from the big package he could see. It's in the right place, he realizes. He gets it uncovered and reads stenciled-and-sprayed block letters on it:
"DT TIME PORTAL / THIS SIDE DOWN"
Perhaps the Dimension of Anger is so named because of the rage suddenly rising up in Tightniks' throat. It isn't so much as the free-floating aggression suddenly has an answer, there is definitely a fresh batch of rage and anger as he grips the nearest Mace IV, Mark 3 with both hands and gets it over his shoulder, its target obviously this object, anger at the realization he screams at the top of his lungs, "We are stuck in a mutha FAH-king time loop!!" His swing begins. [Tightniks almost never cusses, unlike Snugniks.]
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2024.05.15 03:56 PlayerREDvPlayerBLUE The New Eden Conflict

Chapter Two - Part One
Second Half
__________________
Beginning of Entry…
StarDate: Redacted
Perspective: Major Commander Michael Irons
Species: Human, Humanoid Mammalian Species, no tail.
Description: 5 feet 2 inches [1.6 meters] to 6 feet 9 inches [2.1 meters] average height. 185 lbs [84 kilograms] average weight.
Longevity: 70 to 500-year life expectancy with life extension medical tech.
Unique Trait: Resilience and Indomitable Will.
Place: New Paris (Capital City)
Location: New Eden Prime
In the early hours, as the dawn cast a pallid light over New Eden Prime, the situation unfolded with urgent clarity. Major Commander Michael Irons, alongside Captain Adam Richter, adjusted his Raider armor, his eyes scanning the horizon where the silhouettes of enemy ships began to materialize. Both men were seasoned veterans, their faces etched with the lines of many battles, their demeanor calm yet alert. They awaited instructions as they stood amid the bustling rally point filled with soldiers and militia.
Their focus shifted as Colonel Nick Estrada approached, his imposing figure cutting through the morning mist, the tension palpable in the air. The urgency of the situation had drawn commanders and soldiers alike, all responding to the blare of alarms that had roused the colony from sleep and into action. Colonel Nick Estrada approached, his presence commanding immediate attention. His frame was not just physically imposing but carried the authority of a man who had seen countless skirmishes and emerged victorious. The commanders snapped to attention, though the informality of the crisis allowed for a quicker exchange.
Colonel Estrada, known for his strategic acumen, surveyed the gathered officers before speaking. "Gentlemen," he began, his voice carrying over the crowd. "Major Commander Irons, Captain Richter, the enemy fleet is now visible. We're seeing a full spectrum—we're up against a formidable enemy. Reconnaissance has identified a significant fleet composition—strike craft, corvettes, frigates, and troop transports. They're not just probing our defenses; they're here for a full-scale invasion."
Major Commander Irons nodded solemnly, absorbing the gravity of the situation. The enemy's intentions were clear: to overwhelm and conquer. "Do we have any intel on their motivations, sir?" he asked, his mind racing through potential strategies.
Estrada's eyes narrowed as he reviewed the latest data on his tactical pad. "Current assessments suggest their primary objective could be resource acquisition or territory expansion. Given the organized nature of their fleet, we can't rule out the possibility of them establishing a forward operating base," he explained, his finger tracing possible invasion routes on the holographic display before them.
Irons' jaw tightened at the assessment. "Have we identified their point of origin or any specific markings that could tell us who we're dealing with?" he asked, his mind racing through the catalog of known hostile factions and their usual tactics.
Captain Richter, ever the tactician, chimed in, "If we can disrupt their landing operations and take out their troop transports, we might slow their advance and buy us some time to fortify positions."
"Not yet," Estrada replied, turning to gaze at the display screen that showed the advancing ships. "Their configurations are unfamiliar, which suggests they're not from any known hostile group within our usual conflict zones. This could be a new player or a proxy force from a rival colony. But it's clear they want New Eden, as the orbital forces were obliterated in minutes."
Estrada, after careful consideration, turned to face the digital map highlighting strategic points around the colony. 'That's a start, but we need a comprehensive plan,' he declared. 'Irons, your units will be crucial in the eastern sector, where their fleet appears most concentrated. Richter, your teams will be our shield in the orbital defenses; we cannot allow them to establish a foothold there."
Richter chimed in, his voice steady despite the escalating tension. "We need to assess their capabilities and intentions quickly. Are they aiming for strategic locations, or is this an outright attempt to overwhelm and occupy?"
Estrada nodded, his eyes narrowing as he processed the information. "Our immediate objective is to hold them at bay and protect civilian areas. I've already ordered evacuations where necessary. Irons, I need your units to fortify the eastern sector. It's closest to their projected landing sites."
"And I'll take the western approach," Richter added quickly. "It has fewer natural barriers, so I'll set up mobile defenses there."
Estrada approved with a brisk nod. "Good. I'll coordinate the orbital defenses to cover your flanks. We can't let them gain a foothold. Whatever their motive, it ends here."
The officers acknowledged their orders, understanding the critical nature of their tasks. Estrada continued. "We'll use the tram system for rapid redeployment. Keep your communications lines open, and expect dynamic orders. We need to be as adaptable as they are aggressive."
As the meeting drew to a close, Major Commander Irons felt the weight of responsibility settling on his shoulders. The survival of New Eden Prime hinged not only on their military prowess but also on their ability to outmaneuver an enemy whose capabilities remained largely shrouded in mystery.
With a final nod from Estrada, Irons and Richter dispersed to relay orders to execute their assignments; Irons felt the weight of the imminent conflict pressing down. Each step they took was heavy with the resolve to protect their home, knowing the enemy loomed just beyond the horizon, ready to test the mettle of New Eden's defenders. This wasn't just another border skirmish or a pirate raid. The scale of the invasion suggested a well-planned offensive by a formidable enemy.
Returning to his command post, Irons pulled up the tactical displays, which showed live feeds from drones and satellites tracking the enemy's advance. Each ship was marked in red and moved steadily towards New Eden's defensive perimeter.
"Let's show them what New Eden is made of," he muttered to himself, a mix of resolve and anticipation coursing through his veins.
This was his colony, his home, where his family and millions of others lived and dreamed of a peaceful future among the stars. Today, the peace and survival of the colony depended on his actions and those of his comrades.
As the first enemy ships entered range, Irons gave the order. "All units, engage at will. Prioritize frigates and anything making landfall. We hold the line, no matter what."
Back at the rally point, as shells began to crisscross the morning sky and the first explosions blossomed in the distance, Estrada and Richter coordinated their sectors' defenses, adjusting to the flow of battle. Each report, each burst of static on the comms, added to the day's growing chorus—a chorus filled with the sounds of a colony defending its very existence.
Above them, the sky turned from morning gray to the dark of smoke and fire, the battle for New Eden truly underway. As the alien forces made their ground assault on New Paris, Major Commander Michael Irons quickly marshaled his defensive strategies. The invaders had exploited a slight weakness at the equator of the planet's shield, where the northern and southern fields met, allowing a fraction of their invasion force to penetrate. This strategic breach had permitted several enemy corvettes and frigates to support the ground troops as they marched toward the city.
The morning sky, once clear and promising, was now darkened by the presence of enemy ships. Their shadows cast an ominous pall over the city as their engines roared menacingly overhead. Irons, stationed at the command post just on the outskirts of New Paris, observed the advancing enemy through his binoculars, his heart racing with adrenaline and cold determination.
Despite the thinning of their numbers due to the shield's resistance, the invaders pushed forward with relentless determination. Their landing crafts, equipped to penetrate the weakened shield points by slowing their descent, deployed troops directly into the fray. This strategic insertion allowed them to bypass the stronger defenses and land a significant force just outside the protective barrier of New Paris.
Irons, stationed at the command post, monitored the unfolding chaos through live drone feeds. The images displayed a grim tableau: columns of alien soldiers advancing toward the city, their movements methodical and unhurried, supported by the ominous silhouettes of their air support. The enemy's tactical acumen was evident in every maneuver, challenging the defenders of New Eden to adapt swiftly.
"Prepare all air defense units and activate the aerial defense batteries," Irons commanded into the comm, his voice steady despite the escalating threat. The air around him buzzed with the hurried movements of soldiers and the crackling of radio communications. The colony's air defense force, though robust, was significantly outnumbered without the support of their orbital fleet, which had been decimated in earlier skirmishes. "Target their air support first. We cut off the head, and the body will falter."
Acknowledgments crackled through his earpiece as his orders were relayed down the chain of command. New Eden's air defense force, though robust, was not designed for such a multifaceted assault. The absence of fleet support from orbit, a disadvantage painfully felt by every soldier on the ground, meant that each shot from the aerial defense batteries had to count.
On the battlefield, the sounds of warfare escalated. Explosions rippled across the early morning sky, painting it with streaks of fire as the colony's defenses engaged the invading air units. Irons watched as each successful strike brought down an enemy craft, each plummeting vessel a small victory in the shadow of an overwhelming threat.
Yet, even as they held the line against the aerial assault, the ground forces braced for the inevitable confrontation. The alien troops, undeterred by the resistance from above, continued their steady march towards New Paris. Their ranks, though reduced, remained formidable—a sea of figures clad in armor that glinted under the rising sun, their weapons poised for battle.
"The shields are holding, but we can't let them gain any more ground," Irons muttered, analyzing the tactical map that glowed with indicators of enemy movement. The slight gap in the shield at the equator was a glaring risk, one that could not be ignored. "Reroute additional units to the southern sector," he instructed, pointing to the area where the shield's weakness was most pronounced. "Fortify our positions there. I don't want a single invader breaking through."
His focus then shifted to the city's defenses. New Paris, a symbol of human resilience and ingenuity on the frontier, was fortified with multiple layers of defenses designed to repel invaders and protect its citizens. But today, those defenses would face their greatest test.
"We're on our own," Irons acknowledged, his gaze sweeping across the room filled with operators and strategists. "Every soldier, every pilot—we're what stands between them and the city. We hold them here, at the edge, before they can reach the heart of our home."
As the enemy's ground forces drew closer, the clash became imminent. Irons could see the front lines through the drones—human soldiers taking positions, their bodies tense with anticipation, their weapons trained on the approaching threat. The air crackled with the energy of impending combat, a mixture of fear, determination, and the indomitable will to protect their planet.
"Engage at maximum range," Irons commanded. "Use the terrain to our advantage. Make them come to us through the kill zones."
The enemy's corvettes and frigates hovered menacingly, coordinating the ground troops as they continued their relentless march toward the city's defenses. Irons could see the troops adjusting their formations and a tactical maneuver meant to optimize their approach under cover of their aerial support.
"Focus fire on those corvettes flanking to the east," Irons directed, pointing to the screens displaying satellite imagery. The operators quickly relayed his commands, adjusting the colony's firepower towards the threatening vessels.
Despite the heavy onslaught, the morale among Irons' men was resolute. They were well-trained and prepared to defend their home against all odds. The sound of anti-aircraft fire filled the air, a relentless symphony of defiance against the invading forces. Explosions lit up the morning sky as some of the enemy crafts took hits, their debris raining down and igniting small fires upon the rugged terrain of New Eden Prime.
Irons turned his attention back to the ground troops, noting the enemy's attempt to regroup after each barrage. "They're testing our defenses, looking for weak points. Make sure all sectors are covered and reinforce any undermanned positions," he instructed his lieutenants.
The battle was fierce, with every moment critical. The enemy's numerical advantage was evident, but the defenders of New Paris were determined to make every shot count. The city's aerial defense batteries worked in overdrive, targeting the enemy's air support in an attempt to level the playing field. The city's shield generators protected the city from any aerial bombardment from the frigates. Only the ground forces were a threat as long as the city's shield generators held, but with every strike from those frigates, the shield became weaker.
As the enemy advanced, a sudden and intense firefight erupted at the southern barricade. Irons watched through surveillance feeds as his troops engaged the enemy, their laser rifles cutting through the morning mist. The ground shook with the impact of heavy artillery, a relentless exchange that tested the resolve of every soldier under his command.
"Keep the pressure on! Push them back!" Irons shouted over the radio, his voice a beacon of command amidst the chaos. The troops responded with renewed vigor, their shouts and gunfire merging into the cacophony of battle.
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2024.05.15 03:07 Then_Marionberry_259 MAY 14, 2024 DSV.TO DISCOVERY REPORTS FIRST QUARTER 2024 FINANCIAL RESULTS

MAY 14, 2024 DSV.TO DISCOVERY REPORTS FIRST QUARTER 2024 FINANCIAL RESULTS
https://preview.redd.it/ntnoz0prph0d1.png?width=3500&format=png&auto=webp&s=d744967cfdb15d141e670af93e846a04d7d91ada
TORONTO, May 14, 2024 (GLOBE NEWSWIRE) -- Discovery Silver Corp. (TSX: DSV, OTCQX: DSVSF) (“Discovery” or the “Company”) today announced financial results for the three months ended March 31, 2024 (“Q1 2024”). The Company also provided a summary of key events since the beginning of 2024, including the release on February 20, 2024, of the feasibility study results (the “Feasibility Study” or “Study”) for Discovery’s 100%-owned Cordero silver project (“Cordero” or the “Project”) in Chihuahua State, Mexico. All figures are stated in Canadian dollars unless otherwise noted.
Tony Makuch, CEO, commented: “During Q1 2024, we achieved a major milestone with the release of the Feasibility Study for our Cordero Project. The Study results clearly establish Cordero as one of the world’s largest silver development projects both in terms of reserves and estimated production. The Project will average 37 million silver equivalent (“AgEq”) 1 ounces (“Moz”) annually over the first 12 years with low unit costs that will generate attractive economic returns. Very importantly, the Project will deliver substantial socio-economic benefits in Mexico in the form of job creation, skills training, direct investment, the purchasing of local goods and services and tax revenue, and will be developed and operated in a manner that achieves best practice in responsible mining. In addition, we will be bringing valuable technology and infrastructure as part of the Project that will provide important benefits in key areas like water treatment and purification. We will also be continuing our work to build Cordero’s presence in the community around Parral, and in Chihuahua State, through ongoing direct participation in, and support for, local initiatives, organizations and institutions.
“Another key feature of the Cordero project is the tremendous leverage it provides to the price of silver. The Project’s robust economic returns were estimated using a silver price of US$22 per ounce. To date in 2024, the price of silver has increased close to 20%, to over US$28 per ounce, fueled largely by favourable market fundaments with the silver market expected to be in deficit for the fourth consecutive year in 2024 reflecting record demand in key sectors like electric vehicles, solar and other forms of green energy. At current spot metal prices 2 , the Project’s after-tax net present value (“NPV5%”) increases by 70%, from US$1.2 billion to US$2.0 billion and reaches US$3.0 billion in Year 4 when the Project reaches final completion to 51,000 tonnes per day. This significant leverage does not include the potential benefit of growth in reserves that could occur at higher prices, with there being 240 million tonnes of Measured and Indicated Resource situated outside the Feasibility Study reserve pit that was estimated using a silver price of US$24 per ounce.
“Looking ahead, our work program in 2024 is aimed at further de-risking Cordero, continuing to advance permitting, acquiring or leasing additional surface access rights and making further progress with our community relations program as we work towards completing permitting and financing for the Project.”
HIGHLIGHTS FROM Q1 2024:
  • 2024 Work Program: Highlights of the 2024 work program were released in January 2024 and included plans to complete Front-End Engineering Design (“FEED”) work to permit the ordering of long lead-time items; additional permitting, including a target to submit the Change of Land Use (“Cambio de Uso de Suelo” or “CUS”) during the third quarter; engineering and permitting work related to power generation and transmission and water treatment; further progress acquiring or leasing land surface rights; and continuing to advance community relations work in support of the permitting process.
  • Feasibility Study: Results of the Feasibility Study for Cordero were released on February 20, 2024. The results position Cordero as a world-leading silver development project with large-scale, long-life, low-cost production that will generate attractive returns, deliver substantial benefits for Mexico and achieve best practice in responsible mining.
    • Large-scale, long-life, low-cost production : 19-year life-of-mine (“LOM”) with average annual production of 33 Moz AgEq LOM and average all-in sustaining costs 3 under US$13.50 per AgEq ounce.
    • Attractive returns: Two-stage development plan contributes to favourable economics, with a LOM NPV5% of US$1.2 billion at US$22 per ounce silver, which increases to US$2.2 billion in Year 4 when the Project reaches final completion.
    • Substantial benefits for Mexico: Total investment of US$1.4 billion (including a US$606 million initial investment), 2,500 direct jobs created during construction, peak employment of over 1,000 direct jobs during operation, an estimated US$4 billion of goods and services purchased and expected tax payments of approximately US$1.4 billion within Mexico.
    • Industry-leading environmental standards: Third-party reviews of proposed environmental practices completed to ensure compliance with industry-leading standards; US$130 million budgeted for site restoration and rehabilitation; significant investment included for infrastructure and technology to recycle wastewater with treated water to be the primary source of water for the Project.
  • Land access agreement reached: The Company finalized a land access agreement for the use of 600 hectares of land adjacent to the Project in March 2024, which will be used for the access road to the mine as well as for water storage. The agreement was reached with Ejido Cordero, a local land cooperative, and is part of the Company’s ongoing efforts to advance and de-risk the Cordero project.
  • Increase in silver prices: Spot silver prices have increased close to 20% year to date in 2024 (as of May 13, 2024) to US$28.39 per ounce. Higher silver prices largely reflected continued strong market fundamentals, with the Silver Institute 4 projecting a market deficit in 2024 of over 200 million ounces, the fourth consecutive year of market deficits and the second highest deficit in over 20 years. According to the Silver Institute, market deficits are being driven by record levels of industrial demand for silver, largely related to the use of silver in electric vehicles, solar panels and other forms of green energy, as well as the emerging use of silver in many artificial intelligence applications. Mine production of silver declined by 1% in 2023, with another slight reduction expected in 2024.
  1. Please see the Technical Disclosure section of this news release for more information related to AgEq production.
  2. Current spot metal prices as at May 13, 2024 include silver: US$28.39 per ounce; gold: US$2,346 per ounce, zinc: US$1.34 per pound and lead: US$1.02 per pound versus Feasibility Study prices of silver: US$22.00 per ounce; gold: US$1,600 per ounce; zinc: US$1.20 per pound; lead: US$1.00 per pound.
  3. Non-GAAP Measure. Please see the Technical Disclosure and Non-GAAP Measures sections of this news release.
  4. Please see the Silver Institute’s World Silver Survey 2024, and related news release, available at www.silverinstitute.org
SELECTED FINANCIAL DATA:
The following selected financial data is summarized from the Company’s unaudited condensed interim consolidated financial statements and related notes thereto (the “Financial Statements”) and the Management’s Discussion and Analysis (“MD&A”) for the quarter ended March 31, 2024.
The Company’s Financial Statements and MD&A are available at www.discoverysilver.com or on SEDAR at www.sedarplus.ca
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(1) D efined as current assets less current liabilities from the Company’s consolidated financial statements.
About Discovery
Discovery’s flagship project is its 100%-owned Cordero project, one of the world’s largest undeveloped silver deposits. The Feasibility Study completed in February 2024 demonstrates that Cordero has the potential to be developed into a large-scale, long-life project with low unit costs and attractive economic returns that offers the combination of margin, size and scalability. Cordero is located close to infrastructure in a prolific mining belt in Chihuahua State, Mexico.
On Behalf of the Board of Directors,
Tony Makuch, P.Eng
President, CEO & Director
For further information contact:
Forbes Gemmell, CFA
VP Corporate Development
Phone: 416-613-9410
Email: forbes.gemmell@discoverysilver.com
Website: www.discoverysilver.com
Qualified Person
Gernot Wober, P.Geo, VP Exploration, Discovery Silver Corp. and Pierre Rocque, P.Eng., an independent consultant to the Company, both “Qualified Persons” as such term is defined in NI 43-101, are the Company's designated Qualified Persons for this news release within the meaning of National Instrument 43-101 Standards of Disclosure for Mineral Projects (“NI 43-101”). Mr. Wober and Mr. Rocque have reviewed and validated that the information contained in this news release is accurate.
Technical Disclosure
  • The Feasibility Study project team was led by Ausenco Engineering Canada ULC (“Ausenco”), with support from AGP Mining Consultants Inc. (“AGP”), WSP USA Inc. (“WSP”) and RedDot3D Inc.
  • Mineral resources that are not mineral reserves do not have demonstrated economic viability.
  • A full technical report has been prepared in accordance with NI 43-101 and was filed on SEDAR on March 28, 2024.
  • AgEq produced is metal recovered in concentrate. AgEq payable is metal payable from concentrate. AgEq produced and AgEq payable are calculated as Ag + (Au x 72.7) + (Pb x 45.5) + (Zn x 54.6); these factors are based on metal prices of Ag - $22/oz, Au - $1,600/oz, Pb - $1.00/lb and Zn - $1.20/lb.
  • AISC is calculated as: [Operating costs (mining, processing and G&A) + Royalties + Concentrate Transportation + Treatment & Refining Charges + Concentrate Penalties + Sustaining Capital (excluding $37M of capex for the initial purchase of mining fleet in Year 1)] / Payable AgEq ounces.
NON-GAAP MEASURES:
The Company has included certain non-GAAP performance measures and ratios as detailed below. In the mining industry, these are common performance measures and ratios but may not be comparable to similar measures or ratios presented by other issuers and the non-GAAP measures and ratios do not have any standardized meaning. Accordingly, these measures and ratios are included to provide additional information and should not be considered in isolation or as a substitute for measures of performance prepared in accordance with IFRS Accounting Standards. Total cash costs per ounce, all-in sustaining costs, and free cash flow, are all forward-looking non-GAAP financial measures or ratios. As the Cordero Project is not in production, these prospective non-GAAP financial measures or ratios may not be reconciled to the nearest comparable measure under IFRS and there is no equivalent historical non-GAAP financial measure or ratio for these prospective non-GAAP financial measures or ratios. Each non-GAAP financial measure and ratio used herein is described in more detail below.
TOTAL CASH COSTS
The Company calculated total cash costs per ounce by dividing the sum of operating costs, royalty costs, production taxes, refining and shipping costs, net of by-product silver credits, by payable ounces. While there is no standardized meaning of the measure across the industry, the Company believes that this measure is useful to external users in assessing operating performance.
ALL-IN SUSTAINING COSTS
The Company has provided an all-in sustaining costs performance measure that reflects all the expenditures that are required to produce an ounce of silver from operations. While there is no standardized meaning of the measure across the industry, the Company’s definition conforms to the all-in sustaining cost definition as set out by the World Gold Council in its updated Guidance Note issued in 2018. The Company believes that this measure is useful to external users in assessing operating performance and the Company’s ability to generate free cash flow from current operations. Subsequent amendments to the guidance have not materially affected the figures presented.
FREE CASH FLOW
Free Cash Flow is a non-GAAP performance measure that is calculated as cash flows from operations net of cash flows invested in mineral property, plant, and equipment and exploration and evaluation assets. The Company believes that this measure is useful to the external users in assessing the Company’s ability to generate cash flows from its mineral projects.
FORWARD-LOOKING STATEMENTS:
Neither TSX Exchange nor its Regulation Services Provider (as that term is defined in policies of the TSX Exchange) accepts responsibility for the adequacy or accuracy of this release.
This news release is not for distribution to United States newswire services or for dissemination in the United States.
This news release does not constitute an offer to sell or a solicitation of an offer to buy nor shall there be any sale of any of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful, including any of the securities in the United States of America. The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “1933 Act”) or any state securities laws and may not be offered or sold within the United States or to, or for account or benefit of, U.S. Persons (as defined in Regulation S under the 1933 Act) unless registered under the 1933 Act and applicable state securities laws, or an exemption from such registration requirements is available.
Cautionary Note Regarding Forward-Looking Statements
This news release may include forward-looking statements that are subject to inherent risks and uncertainties. All statements within this news release, other than statements of historical fact, are to be considered forward looking. Although Discovery believes the expectations expressed in such forward-looking statements are based on reasonable assumptions, such statements are not guarantees of future performance and actual results or developments may differ materially from those described in forward-looking statements. Statements include but are not limited to the feasibility of the Project and its attractive economics and significant exploration upside; construction decision and development of the Project, timing and results of the feasibility study and the anticipated capital and operating costs, sustaining costs, net present value, internal rate of return, the method of mining the Project, payback period, process capacity, average annual metal production, average process recoveries, concession renewal, permitting of the Project, anticipated mining and processing methods, feasibility study production schedule and metal production profile, anticipated construction period, anticipated mine life, expected recoveries and grades, anticipated production rates, infrastructure, social and environmental impact studies, the completion of key de-risking items, including the timing of receipt permits, availability of water and power, availability of labour, job creation and other local economic benefits, tax rates and commodity prices that would support development of the Project, and other statements that express management's expectations or estimates of future performance, operational, geological or financial results Information concerning mineral resource/reserve estimates and the economic analysis thereof contained in the results of the feasibility study are also forward-looking statements in that they reflect a prediction of the mineralization that would be encountered, and the results of mining, if a mineral deposit were developed and mined. Forward-looking statements are statements that are not historical facts which address events, results, outcomes or developments that the Company expects to occur. Forward-looking statements are based on the beliefs, estimates and opinions of the Company’s management on the date the statements are made and they involve a number of risks and uncertainties.
Factors that could cause actual results to differ materially from those described in forward-looking statements include fluctuations in market prices, including metal prices, continued availability of capital and financing, and general economic, market or business conditions, the actual results of current and future exploration activities; changes to current estimates of mineral reserves and mineral resources; conclusions of economic and geological evaluations; changes in project parameters as plans continue to be refined; the speculative nature of mineral exploration and development; risks in obtaining and maintaining necessary licenses, permits and authorizations for the Company’s development stage and operating assets; operations may be exposed to new diseases, epidemics and pandemics, including any ongoing or future effects of COVID-19 (and any related ongoing or future regulatory or government responses) and its impact on the broader market and the trading price of the Company’s shares; provincial and federal orders or mandates (including with respect to mining operations generally or auxiliary businesses or services required for operations) in Mexico, all of which may affect many aspects of the Company's operations including the ability to transport personnel to and from site, contractor and supply availability and the ability to sell or deliver mined silver; changes in national and local government legislation, controls or regulations; failure to comply with environmental and health and safety laws and regulations; labour and contractor availability (and being able to secure the same on favourable terms); disruptions in the maintenance or provision of required infrastructure and information technology systems; fluctuations in the price of gold or certain other commodities such as, diesel fuel, natural gas, and electricity; operating or technical difficulties in connection with mining or development activities, including geotechnical challenges and changes to production estimates (which assume accuracy of projected ore grade, mining rates, recovery timing and recovery rate estimates and may be impacted by unscheduled maintenance); changes in foreign exchange rates (particularly the Canadian dollar, U.S. dollar and Mexican peso); the impact of inflation; geopolitical conflicts; employee and community relations; the impact of litigation and administrative proceedings (including but not limited to mining reform laws in Mexico) and any interim or final court, arbitral and/or administrative decisions; disruptions affecting operations; availability of and increased costs associated with mining inputs and labour; delays in construction decisions and any development of the Project; changes with respect to the intended method of mining and processing ore from the Project; inherent risks and hazards associated with mining and mineral processing including environmental hazards, industrial accidents, unusual or unexpected formations, pressures and cave-ins; the risk that the Company’s mines may not perform as planned; uncertainty with the Company's ability to secure additional capital to execute its business plans; contests over title to properties; expropriation +or nationalization of property; political or economic developments in Canada and Mexico and other jurisdictions in which the Company may carry on business in the future; increased costs and risks related to the potential impact of climate change; the costs and timing of exploration, construction and development of new deposits; risk of loss due to sabotage, protests and other civil disturbances; the impact of global liquidity and credit availability and the values of assets and liabilities based on projected future cash flows; risks arising from holding derivative instruments; and business opportunities that may be pursued by the Company. There can be no assurances that such statements will prove accurate and, therefore, readers are advised to rely on their own evaluation of such uncertainties. Discovery does not assume any obligation to update any forward-looking statements except as required under applicable laws. The risks and uncertainties that may affect forward-looking statements, or the material factors or assumptions used to develop such forward-looking information, are described under the heading "Risks Factors" in the Company’s Annual Information Form dated March 28, 2024, which is available under the Company’s issuer profile on SEDAR+ at www.sedarplus.ca.

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Universal Site Links
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2024.05.15 00:22 SociallyDrivenMusic Sometimes Music Reflects Society, Now It Must Also Urgently Lead Again!

So, it’s been suggested that we present a simplified overview of the recent essays (linked below) that I co-wrote with respected analyst Hanna Kahlert, of renowned London-based MIDiA Research, which covered so much territory of interconnected concepts that all affect the current and future viability of the music industry. This summary eschews the essays’ “$10 words,” (with the exception of using “eschews” here!) with which some have struggled, and is shared in the bite-sized, more digestible form of a survey and petition in combination with this summary/bullet point preface of some of the most salient points. The survey and petition presents the essence of our thesis in the uncomplicated context of a proactive social impact campaign format.
First, let me explain. I grew up in a Long Island suburb town (about thirty miles outside New York City) during the “English Invasion” of music. I’d first hear new releases on my FM clock radio tuned to stations that prided themselves on finding the “cool stuff” first. It was a time when we were met almost every day with another astounding, mind-blowing record and artist to discover, often with something worth thinking about and culturally significant. Sometimes these releases would even be life-changing. Many of these recordings would become iconic — classic evergreens with songs covered endlessly. Yes, like today, there were also dismissable records then. The difference would seem to be that there are more songs about nothing today, replete with de rigeur profanity that only further detracts and is anything but “cool." While there are some very imaginative productions and impressive singers, there are few records now that demand a cerebral, emotional response, and there is a dearth that will be remembered as moving the needle at all, so to speak. Even customary love themes are largely just recycled imitations of the greats.
Since I also relate to the sensitivity of empaths — someone attuned to the deep feelings of those around them at a personal level — I tend to gravitate to music with a message that connects with us viscerally, that which touches the soul. Especially in our currently fraught times, there clearly is a need for thought-provoking music and for more attention given to the evolution of this genre of what was once deemed “protest songs.” Socially poignant music is a category that disguises protest in metaphors and yet is just as potent. It will create community and superfans, lift spirits, and engender a large movement of positive social advocacy. I established Socially Driven Music to develop and market #Music4APurpose. The concept resonated with Hanna Kahlert and we set about to co-write what we envision.
While developing our conclusions towards offering actionable, viable value-propositions for the music industry, we took several months to sort our ideas, research, digest and assimilate the daily deluge of information about changes battering the music industry. While I wasn’t aware that Mark Mulligan, MIDiA’s Founder and Managing Director, was developing his “Bifurcation Theory,” it is validating to be in sync with his thinking and to be presenting what I consider to be the roadmap to implementing that theory. I am excited about offering takeaways that will hopefully propel many away from feelings of helpless, hopeless despair and towards optimism and positive activism through the enrapture we seek from our music and the communities built around it.
Socially driven music has traditionally been a powerful way to raise awareness about issues across the board, such as Discrimination, Climate, Democracy, Mental Health, Bullying, Substance Abuse, Antisemitism, Equality, Homelessness, Veterans, Suicide,Terrorism, Gun Control, Women’s Productive Rights, Food and Clean Water Insecurity, Cancer and other illnesses, Animal Rights/Protection, Environmental Justice, Oceans, LGBTQ+ rights, etc. Our mandate recognizes the crucial difference of a sustained campaign animated by a song.
Above all, we must always remember and honor “The Greatest Generation” (and all Veterans) who fought and died upholding ideals that they expected us to continue to respect. Political affiliation is most often indoctrinated and not questioned individually. Support traditional Republican philosophy if you must, but #MAGA is not the antidote to Democrats and is authoritarian and dangerous to our democracy!
All causes, including music rights, are affected by the influence of a common denominator — politics. Each social cause group is a large community which can be further grown and energized with the natural evolution of fans to music superfans. Compelling socially thematic music enraptures and beckons fans to demonstrate their proud commonality and membership in a next generation fan club that can actually impact society with its fervor and political influence.
Socially Driven Music, the #Music4APurpose consultancy brand, powers extraordinary reciprocal benefits for artists and songwriters when integrated with the community of fans, causes, supportive brands and empathetic politicians ! [info@sociallydrivenmusic.com](mailto:info@sociallydrivenmusic.com)
A list of many social impact causes can be found in the dropdown menu here.
We are thrilled and very appreciative to have been invited to talk with some of the most highly regarded podcast and webinar programs which will include delving into why major record labels discouraging artists espousing political views is anachronistic, irrelevant and no longer a barrier.
As you work through the survey and petition in this post, you’ll likely have an “aha moment.” We look forward to working with you and our fast growing interactive coaltion who share a passion for energizing positive changes in causes that matter to us all.

Join us. Democracy is a big issue in 2024 and one we can influence together! (The correct local and national choices will influence the rest.)

ONE:
The Survey
TWO:
The Petition
THREE:
Connect With Your Senators and Representatives
Identify your Senators and Congressional Representatives with this link and website tool, below, and let us know in the above survey for what purpose you’d like to collaborate with them. Socially Driven Music’s mandate is to facilitate a potent music-fan-cause-brand-political influencer consortium for positive social impact.
Raise your hand in the survey if you are an artist who might want to volunteer at a voting polling station or actually volunteer to help a campaign with calling voters (and meet some new fans).
PS: Although this piece is focused on how music can influence American politics and the fraught issues it impacts, this same template can be applied worldwide. Talk to us!
And here is the epitome example of what we aspire to create:
Paul Simon wrote the masterpiece “American Tune” in 1973 and it applies 51 years later even more to today’s troubled times. This is one of the best examples of the socially poignant music that we contend is so important to create again today, and a brilliant example of a copyright that will live on forever.
The first link is Rhiannon Giddens with Paul at the Grammy Salute evening for him. The second link is Paul’s original.
The song will bring the listener to tears as it describes a societal hopelessness and yet compels the listener to fight through the despair. It perfectly summarizes the emotion powering Socially Driven Music and I hope helps convey what this written summary is trying to articulate.
https://youtu.be/67pyIglP79U?si=ICl2pDKJgTMwcXTT&t=85
Democracy, #Election2024, #MAGA, #MusicIndustry, #MusicBusiness, #Music, #SocialImpact, #SocialGood, #Biden, #Trump, #Vote2024, #ActBlue, #Veterans, #JohnLennon, #YokoOno
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2024.05.15 00:17 PyroIsSpai Are UFOs impacted by energies and gravitational anomalies generated by fault lines? A few new clues and questions from a claimed UFO Program leaker on a similar subreddit.

0. High level summary

I propose that fault lines may play a significant and under documented role in what is happening with UFOs and specifically the impact of fault lines on some number of UFO related crashes. I suspect energetic effects from fault lines and gravity effects from mass variances in fault lines (especially while active) impact UFO/NHI navigational systems. They may do things like routing around, or via, fault lines.

1. A new leaker: Dijkstra's algorithm and Diablo Canyon.

On May 13th, 2024, a claimed leaker on UFO/NHI related programs posted on /Aliens with details on their history with the "Program".
It's a huge volume of data but one very particular passage instantly stuck out to me:
"The craft use a system that originally befuddled generations of researchers, but it's essentially a 3D dijkstra algorithm. It finds points around the craft, and chooses the most efficient possible route through space time to get to that point. Some of the parameters it uses to gauge efficiency are totally unknown to us and are a serious point of contention. It's not autonomy, but rather obstacle avoidance not unlike what you would see in a self-driving car. But, the self driving car could go through air, space and water without worrying about what medium its in. Additionally, the algo accounts for the crafts place in time."
And then this surprising sentence shortly after:
"Although the algo is extremely effective, Nuclear explosions and experiments somehow interfere with this navigation. Craft particularly avoid Diablo Canyon, even if we put something they really want there."
So, this Dijkstra's algorithm and Diablo Canyon.
I can find not one single prior reference to this anywhere, ever, in all of Ufology prior to that Reddit post.
I think this is entirely new, or new to the Internet for UFO topics.
In a 3D version of Dijkstra's algorithm, the algorithm extends from two-dimensional plane navigation to three-dimensional environments, making it suitable for applications such as drone flight paths, underwater vehicle navigation, or spacecraft trajectory planning. The algorithm begins at a starting node, exploring all neighboring nodes and continuously updating the shortest known distances from the start to each node, considering all possible paths. By repeating this process until the destination node is reached, the algorithm ensures that the path with the minimal total distance or cost is selected, taking into account the complexities of moving through 3D space. So, we have the introduction of a known means of navigation, that does 4D (by inclusion of a temporal parameter) mapping in this model.
Then we have the inclusion of Diablo Canyon -- but there are six of these in North America. Three of these are very close to government sites.
Which could the leaker be talking about? And why is it interesting in the context of UFOs?
Why would a UFO avoid a canyon?

2. Energy fields, UFO navigation and "fault lines" in gravity.

There are numerous reports and stories of things like claimed lasers, directed energy weapons/fields, and even allegedly things like RADAR having some manner of detectable impact on navigational capabilities of UFOs/NHI craft. The lore is full of this topic over time, and it aligns substantially with the scientific backgrounds of people known to be involved, like Sean M. Kirkpatrick.
This caught my eye as I've been doing a lot of reading on certain much lesser-known effects of fault lines, after I learned that the home and neighborhood I lived in as a child, where a group of us saw a "saucer", was literally sat atop a small land mass completely encircled like an island by fault lines. This is not unique--there are others. But this was a wild surprise to me, and especially when the flight path of the ship we saw... once I saw the fault lines path/heading...
It was the same route. The thing we saw, once I saw the fault line maps... it was like looking at a snippet of a Google Maps route that the UFO took, for the duration of our experience seeing it. I did not know this for decades.
For the curious, the bread crumb that led down this path was not this whistleblower, fault lines, or my own experience. It was studying Lagrange Points.
What's a Lagrange point?
Positions in space where the gravitational forces of two large bodies, like Earth and the Moon, balance out the centripetal force felt by a smaller object, allowing it to remain in a stable position relative to the two larger bodies. Think of it like the mid-way point between any two bodies with mass that impact gravity. Earth/Jupiter. JupiteSun. Earth moon/Neptune. You/your cat. It's not a 50/50 thing; if you are and your cat are 10 feet away, it's not 5-foot between you. It's also impacted by gravity from other bodies within range (and range is infinite because gravity is, no matter how infinitesimal at long distances).
There is even conceptually such a place, even if it's trivial in variation, between galaxies.
Keep in mind: there are specifically named 3D mapped always-moving (as Earth/moon for example) always-in-motion Lagrange points for the Earth and Moon. Five total--but those are just the optimal ones. There would be a relative band of space where overall the gravity between bodies is more balanced.
Almost like a fault line in gravity, huh?
That, the fault line discovery related to my experience, and my (then) unrelated fault line research which was pure curiosity unrelated to UFOs... at first.

3. Piezoelectrics, Electrokinetics, and Gravitational anomalies.

So we have a new claimed 4D mapping/navigational tool by NHI UFOs, and that they go out of their way to avoid some "Diablo canyon" no matter what we do. We know definitively there are places where gravity can have relative weak spots, due to the balancing of gravitational waves/forces/mass between bodies. All bodies with mass produce gravity... including tectonic plates.
But that's not all they produce in terms of energy.
Fault lines can generate three different distinct effects beyond seismic (shaking/motion) impacts on the world.
They are:
Stress-induced Piezoelectric Effects
Stress-induced piezoelectric effects refer to the generation of electrical charges in certain crystalline materials, such as quartz, when mechanical stress is applied. These effects are caused by tectonic stress and strain in the Earth's crust, which deforms the crystalline structures, generating electric fields. At the surface, these effects can disrupt local power grids, cause voltage fluctuations, and affect sensitive electronic equipment. In the atmosphere, piezoelectric effects can lead to changes in the ionosphere, affecting radio signal propagation and GPS accuracy up to altitudes of around 600 km. In space, the impacts are typically observed as changes in ionospheric electron density, detected by satellites in low Earth orbit (LEO), such as those at altitudes up to 1,200 km.
Additional reading:
  1. https://en.wikipedia.org/wiki/Piezoelectricity
  2. https://en.wikipedia.org/wiki/Seismoelectrical_method
Electrokinetic Effects
Electrokinetic effects are electrical phenomena that occur when a fluid (such as groundwater) moves through a porous medium (like soil or rock) under the influence of a pressure gradient. These effects are caused by the movement of ionized fluids through the Earth's subsurface, which can be influenced by tectonic activity, fluid injection, or natural fluid migration. At the surface, electrokinetic effects can alter groundwater flow, impact water supply systems, and cause electrical disturbances in subsurface sensors. In the atmosphere, these effects are less direct but can influence humidity and ionization levels, which may affect weather radar and communication systems. In space, electrokinetic effects are typically not directly observed; however, related ionospheric disturbances from fluid movement in the Earth's crust can be detected by satellites at altitudes up to 1,200 km.
Additional reading:
  1. https://en.wikipedia.org/wiki/Magnetotellurics
  2. https://en.wikipedia.org/wiki/Electrokinetic_phenomena
Gravity Anomalies
Gravity anomalies are variations in the Earth's gravitational field caused by differences in the distribution of mass within the Earth. These anomalies are caused by subsurface geological structures such as mountains, valleys, fault lines, and varying rock densities. On the surface, gravity anomalies can affect precise geodetic measurements, influence surveying accuracy, and impact construction projects that rely on gravitational data. In the atmosphere, gravity anomalies can slightly influence the flight paths of aircraft and atmospheric satellites, but these effects are generally minimal. In space, gravity anomalies are detected by satellites like the GRACE mission at altitudes of around 500 km, affecting satellite orbit calculations and providing data on Earth's subsurface structures and water distribution.
Additional reading:
  1. https://en.wikipedia.org/wiki/Gravity_anomaly
  2. https://en.wikipedia.org/wiki/Bouguer_anomaly
  3. https://en.wikipedia.org/wiki/Free-air_gravity_anomaly

4. The impact of fault lines on UFOs.

Disturbances related to stress-induced piezoelectric effects, electrokinetic effects, and gravity anomalies have been observed and recorded at various altitudes. Here are some notable examples across different categories:
A) Stress-induced Piezoelectric Effects
  • High-altitude Observations: Piezoelectric effects typically influence ground-based systems such as power grids and sensors. There is limited data on their direct impact at high altitudes. However, atmospheric electrical phenomena, such as changes in the ionosphere related to seismic activity, have been noted up to several hundred kilometers above the Earth's surface. These are often detected by satellites in low Earth orbit.
B) Electrokinetic Effects
  • High-altitude Observations: Electrokinetic effects primarily affect subsurface and near-surface fluid dynamics. There is no significant evidence of direct electrokinetic phenomena being observed at high altitudes. However, related atmospheric effects, such as changes in humidity or ionization, can indirectly influence atmospheric layers.
C) Gravity Anomalies
  • High-altitude Observations: Gravity anomalies have been detected at high altitudes, including by aircraft and satellites. Gravity Recovery and Climate Experiment (GRACE) satellites, for example, operate at altitudes of approximately 500 km and have provided detailed maps of gravity anomalies across the Earth.

Specific High-altitude Observations

  1. Ionospheric Disturbances Related to Seismic Activity:
    • Altitude: Up to 600 km.
    • Impact: Changes in electron density in the ionosphere, detected by satellites.
  2. Gravity Anomalies Detected by GRACE Satellites:
    • Altitude: Approximately 500 km.
    • Impact: Detailed mapping of Earth's gravity field, revealing variations due to tectonic and other geological processes.

Summary

  • Stress-induced Piezoelectric Effects: Up to ionospheric altitudes (~600 km) via indirect atmospheric electrical phenomena.
  • Electrokinetic Effects: Primarily near-surface, with no significant direct high-altitude observations.
  • Gravity Anomalies: Up to satellite altitudes (~500 km), with significant observations by GRACE and similar missions.
Reports say that the navigational apparatus of UFOs can be impacted by energy fields, implying this plays a role in their crashing. Similar claims revolved around electromagnetic fields.

5. Why would UFOs avoid "Diablo Canyon"?

We need to know which one it is. The most likely based on the intersection of fault lines; fault lines with impacts; and near proximity to notable UFO-related locations--Vandenburg and Los Alamos--leaves us with New Mexico and the nuclear power planet.
Here are all nearby relevant fault lines for each.
This section took a substantial amount of digging/cross referencing over weeks. I had begun this for a fiction/story idea that didn't pan out, and did not save the litany of sources I read. This is a summary.

A) Diablo Canyon Power Plant, California

  • Hosgri Fault Zone

    • Location: Offshore, running parallel to the coast near the power plant.
    • Stress-induced Piezoelectric Effects
      • Specific Locations: Documented near Avila Beach and Montaña de Oro State Park.
      • Relative Strength: Moderate compared to other equivalent faults in California, such as the San Andreas Fault. The presence of quartz in the fault gouge enhances the piezoelectric effect, making it comparable to effects observed in the Garlock Fault.
    • Electrokinetic Effects
      • Specific Locations: Recorded near Diablo Canyon Power Plant and Morro Bay.
      • Relative Strength: Comparable to electrokinetic effects seen in the Hayward Fault in California due to similar fluid movement dynamics.
    • Gravity Anomalies
      • Specific Locations: Detected offshore near Point Buchon and Diablo Canyon Power Plant.
      • Relative Strength: Significant compared to other coastal fault zones, with variations similar to those found in the Cascadia Subduction Zone.
  • San Andreas Fault

    • Location: Approximately 10 miles inland from the power plant at its closest point.
    • Stress-induced Piezoelectric Effects
      • Specific Locations: Parkfield, California and Hollister, California.
      • Relative Strength: High, as the San Andreas Fault is one of the most studied and active fault lines globally. The piezoelectric effects are significant and comparable to those seen in other major fault systems worldwide.
    • Electrokinetic Effects
      • Specific Locations: San Juan Bautista, California and Carrizo Plain National Monument.
      • Relative Strength: Significant, due to extensive fluid movement and high seismic activity. Comparable to effects observed in the Wasatch Fault Zone.
    • Gravity Anomalies
      • Specific Locations: Palmdale, California and San Bernardino, California.
      • Relative Strength: Very high, with anomalies providing critical insights into fault mechanics. Similar to those in the New Madrid Seismic Zone.
  • Shoreline Fault

    • Location: Discovered in 2008, runs very close to the plant, offshore and parallel to the coastline.
    • Length: Approximately 25 miles.
    • Within 5 miles: The Shoreline Fault comes within 5 miles of the Diablo Canyon Power Plant.
    • Stress-induced Piezoelectric Effects
      • Specific Locations: Nearshore areas close to Diablo Canyon Power Plant.
      • Relative Strength: Potential effects are moderate, with less documentation compared to major faults.
    • Electrokinetic Effects
      • Specific Locations: Offshore areas near the power plant.
      • Relative Strength: Comparable to minor faults in coastal regions.
    • Gravity Anomalies
      • Specific Locations: Offshore near Diablo Cove.
      • Relative Strength: Minor, indicating subtle density changes.
  • Los Osos Fault

    • Location: Within 10 miles of the power plant.
    • Stress-induced Piezoelectric Effects
      • Specific Locations: Los Osos Valley.
      • Relative Strength: Minor compared to major faults but notable within the local context.
    • Electrokinetic Effects
      • Specific Locations: Areas with significant groundwater flow near Los Osos.
      • Relative Strength: Comparable to small, groundwater-rich fault zones.
    • Gravity Anomalies
      • Specific Locations: Los Osos Valley.
      • Relative Strength: Minor anomalies detected.

B) Diablo Canyon, New Mexico

  • Embudo Fault

    • Location: Within 20 miles of Diablo Canyon.
    • Stress-induced Piezoelectric Effects
      • Specific Locations: Near Dixon and Pilar, New Mexico.
      • Relative Strength: Moderate compared to other faults in the Rio Grande Rift. Similar effects to those observed in the East African Rift.
    • Electrokinetic Effects
      • Specific Locations: Near Embudo, New Mexico.
      • Relative Strength: Moderate, consistent with other active rift zones with significant groundwater interaction.
    • Gravity Anomalies
      • Specific Locations: Near the town of Española, New Mexico.
      • Relative Strength: Significant, providing insight into the rift's complex tectonic structure. Comparable to anomalies in the Basin and Range Province.
  • Pajarito Fault

    • Location: Within 20 miles of Diablo Canyon.
    • Stress-induced Piezoelectric Effects
      • Specific Locations: Near Los Alamos, New Mexico.
      • Relative Strength: High, due to active seismicity and the presence of stress.
    • Electrokinetic Effects
      • Specific Locations: Near White Rock, New Mexico.
      • Relative Strength: Significant, due to active groundwater flow in the region.
    • Gravity Anomalies
      • Specific Locations: Near Los Alamos National Laboratory.
      • Relative Strength: Notable, with detailed mapping providing insights into fault mechanics.

6. Conclusion

Simply, some variables on the navigational systems of the UFO craft which rely on precise 4-dimensional mapping for their navigational system, with implied near real time adjustments across all parameters, are negatively impacted by unexpected or significant enough to not be able to compensate for impacts from native Earth effects generated by tectonic plate actions, in specific key locations.
I'd often suspected if there was something like this related to the handful of known crashes, and them seeming to be concentrated in certain areas. With this leaker, we see another few possible pieces of a puzzle filling.
Are they legitimate? We obviously can't tell, today. But this new data sure does align with:
  1. Reports of the USA trying to "bait" UFOs.
  2. Reports of the USA utilizing nuclear facilities to this end.
  3. UFO engagement with nuclear sites.
  4. UFOs reportedly avoiding certain areas, not limited to prior crash locations.
  5. UFOs reportedly being seen over time in the same places or repeated routes/locations.
  6. The USA getting big into gravity research along these lines (gravity scanners for military).
  7. Elizondo references to LIGO.
  8. And more beyond, that I'm sure more of you can recite from memory than I could.
Maybe this has some part of the genesis of the mythology of ley lines, because ancient humans couldn't possibly on their own know all these things. Were they just energetically charged fault lines that had some manner of intersection over time with UFOs?
If anyone wants to run with this or research equivalent sites in other parts of the world and their intersection with UFOs/UAPs, this may be a worthwhile rabbit hole for pursuit.
submitted by PyroIsSpai to UFOs [link] [comments]


2024.05.14 23:25 ironsasquash PSA on how *exactly* Nanotech's Nanite Deposits "improve"

The code for this, if anyone wants to check it out for themselves, is in events/machine_age_2.txt. The deposit amounts are in common/deposits/13_machine_age_deposits. The Nanite ship generation is in common/scripted_effects/02_machine_age_effects.
So planet size *really* matters when choosing where to put your Nanite harvesters. Here's what a Nanite deposit goes through as the years pass:
Year 0 (Creating the deposit): If can have mining deposit and no research deposit, 0.1 nanites.
Year 5: Double to 0.2 nanites.
Year 10: If size >= 3, double to 0.4 nanites.
Year 15: If size > 6, double to 0.8 nanites.
Year 20: If size >= 9, double to 1.6 nanites.
Year 25: If size >= 12, 50/50 between spawning two ships or doubling to 3.2 nanites and move to next check.
Year 30+: If size >= 15, spawn 4 ships or double to 6.4 nanites and move to next check.
Year 35+: If size >= 18, spawn 8 ships or double to 12.8 nanites and move on.
Year 40+: If size >= 21, spawn 16 ships or double to 25.2 nanites and move on.
Year 45+: If size >= 25, spawn 32 ships or double to 50.4 nanites and move on.
Year 50+: Spawns 64 ships every 5 years.
To be clear, when a deposit spawns ships, they do not advance to the next tier.
So the big takeaway is that nanites from stations take a long time to actually scale up to decent amounts, and you need at least size 12 planetary bodies for them to produce ships. One thing I hope the devs do is adding planetary size to every planetary body. I dont really see why they would hide it from us since the majority of the time it won't even matter, and it would be really useful for nanotech and for Azaryn as well.
Big thanks to Null Dragon on the discord that turned me on to all of this!
Hope y'all learned something!
submitted by ironsasquash to Stellaris [link] [comments]


http://activeproperty.pl/