Yeah, it seems likely to me that humans as a species will survive through the various climate crises, but I think the question is - at what cost? A lot of the scientific research and tech developments that might help us cope with or reduce the impact of climate change seem pretty reliant on our global system of trade / supply chain, and COVID showed how fragile that system is. I worry that by the time it gets bad enough that everyone is on board with doing what we can to reduce our impact, it'll be too late because the systems that could create those new options will not be capable of operating at the level we assume is normal today.
surrendertogravity
Seconding the hope for variety! If this uses the same kind of system in the Creation Kit as radiant stuff did in Skyrim, I can imagine we’ll get “expansion packs” from modders that add new locations and quests that can then merge seamlessly into the pool that the base game pulls from – which is a really exciting prospect. Fingers crossed we do get a Starfield Creation Kit as fully featured as Skyrim/Fallout. :)
If you'd like to stop Steam from automatically updating a game, select "Only update this game when I launch it" from the game's Library page > Properties > Updates.
So I think in addition to disabling auto-updates you have to play in offline mode once an update happens, or launch outside of Steam. at least, with Skyrim the script extender directly launched the exe so Steam’s “update on launch” wouldn’t happen, and I’m not quite sure what the correct way to do that for Cyberpunk is. 🤔
First off, don't be like me - either use a mod manager (Vortex with the cyberpunk extension), or be sure to disable automatic game updating - otherwise you'll come back to your game after steam auto-updates it and wonder where all your mods went. 😅
Anyway, back to the list of mods I was running - no guarantee that they're all 100% compatible with the latest update, but the vast majority of them should be. You also can't go wrong checking out the Top of All Time list on Nexus - I'm sure there's some larger overhauls there that are great, but not something I used.
- Vehicle Customizer
- lets you swap skins on player owned vehicles, so you can finally own those not-purchasable cool car colors that you find in the world.
- Pocket Radio
- lets you listen to the radio while on foot!!
- Sensible Stamina and Athletics
- I was playing a melee character and even so, didn't get super high in athletics with this mod. I'd be scared to see how rough it is to level up athletics vanilla
- Immersive First Person
- Enhanced Weather
- Ragdoll Physics Overhaul
- Subdermal Armor Scaled Up
- Black Durable Synthetic Biker Coat
UI / Quality of Life mods:
- Limited HUD
- this gives you much more granular control over what appears, and also lets you configure UI elements based on game state (ie, show during combat or not during combat); combine with Muted Markers for even more customization.
- Minimal Markers
- Quest Untracker
- for untracking that "meet hanako at embers" quest without going into the menus
- No Camera Auto-Centering
- the camera re-centering after like 2 seconds when driving always bugged me, and this mod fixes it.
- Filter Saves by Lifepath and Type
- Smaller Item Arrows
Performance-increasing / bug fix / visual mods:
- Optimized Crowd & Traffic Density
- Optical Camo Bug Fixes
- Vanilla Billboard LODs Improved
- Misty Appearance Mod
- b/c honestly she should look way more goth than the vanilla game
Mods around increasing immersion, depending on your taste:
- Restrict Crafting/Upgrading to Inside Apartments
- what it says on the tin! I was trying to go back to my apartments pretty frequently to shower / sleep / etc so this was another way of nudging me back
- Street Vendors
- most of the street vendors will now trade with you!
I really like the idea of having a network of small bases spread out across different systems! I'm thinking my first character will start off as an explorer / naturalist who wants to survey as many planets as she can, so I'd build a "home base" in each system as I'm surveying it, and end up with many little bunkers across the galaxy.
I promise this connects to your topic: there were a decent amount of mods for Skyrim that tried to implement the idea of economic differences across holds - eg. mead might be cheap in Riften since the brewery was there, but more expensive in Solitude since it's the capital city and far away from any of the breweries. This meant you could buy low, sell high, and kinda roleplay as a trader.
So, I wonder if they've implemented any kind of economy where system A might have a lot of iron and you could mine or buy it cheaply, and system B might have no iron but a lot of another element, and you could do a similar thing with buying low / selling high by traveling between the two.
If that kind of economy does exist (and if not, modders...) then having a network of bases that mine for the different resources could also be really great for earning a lot of credits.
Diaries of a Spaceport Janitor is one of my favorite indie games of all time. The city design really captures the feeling of wandering around an unfamiliar, large, bustling place. The diary mechanic at the end of the day is a great way to get in character, and I like that you can decorate the apartment. I did some light data-mining (mostly item info and dialogue strings), and I even have fridge magnets of some of the pixel art!
Depanneur Nocturne is also a great evening’s worth of exploration and vibes, but I mention it because it has a reference to Spaceport Janitor and it made me SO happy when I realized that. :)
Yeah, this is the distinction I usually make - beating the game is rolling the credits, finishing the story, what have you. Completing the game is doing all the side quests / koroks / enemy camps / content in the game.
In my household beating the game has the same meaning as “rolling credits” - largely based on Backloggery’s distinction between beaten and completed games. I’ve started focusing on actually beating games/rolling credits in the past ~3 years and while there’s still a few games I’ve started and put down unfinished for various reasons, I beat 25 games in 2022 and 14 so far in 2023.
I’d be interested to know what the difference in language means for you - would “beat” apply only to games that don’t have post-credits gameplay?
So it’s not the same as a fully featured wiki application, but I host a docker instance of VS Code on my NAS pointed at my obsidian vault volume, then SSH tunnel into it when I’m on devices away from home. Foam (VS Code extension) helps add some missing Obsidian features (backlinks pane, syntax highlighting, some autocomplete, cmd-click to navigate wiki links).
I can share more implementation details if anyone's interested; caveat is that unfortunately it doesn’t work on mobile.
Other options I looked into:
- GitHub - gollum/gollum: A simple, Git-powered wiki with a sweet API and local frontend.
- this requires you to use git in your vault, which didn't work with my personal set-up, but might not bother you?
- Raneto - Markdown Knowledgebase for Node.js
- I couldn’t get this container to load anything in the browser; possibly less an issue with my vault content and more of an issue with my container set-up so maybe it'd work better for you.
- GitHub - Zavy86/WikiDocs: 📗 Just a databaseless markdown flat-file wiki engine..
- this version looks like it supports PUID and GUID assignment for volume read/write, if that matters. I didn't try it though.
- Filestash — Self-hosted client for your data
- Taking a look in the docker installation instructions, I couldn’t find anywhere to put a local volume mounted to the docker container. I'm pretty sure it doesn’t actually interface with local files, so I didn't test further.
Hah, if where I work is any indication, I’d guess the interview was filmed ~3 days before the event, there was a late night push to get this edit completed, it didn’t get fine-tooth-combed before release, and was handed off hours before the event. Shit happens when creative teams don’t get enough time to do their job!
Again, I think there’s a certain crowd of internet users who are familiar with fun domain names and enjoy playing in that space. My example is particularly innocuous (a club of people who love stone megaliths in the UK). I also think the fun and playful names aren’t difficult to tell from phishing sites, but maybe I have a gut instinct developed from exposure to the folks who do use playful domains.
My point is that thinking these quirky links look dangerous is specific to a certain social or generational group, and it wouldn’t hurt for them to keep an open mind about URLs/TLDs.
(Adding an icon to remote fediverse instance links is a nice idea too.)
Ahh!! I got to see the exhibition of her work at the Seattle Art Museum and it was amazing. My graduating final project for my art degree wayyy back was all about repetitious physical marks that involve the body; I wish I'd known about her art at that time as I think it lives in that realm too.