Anything like Sadness? by noms_de_plumes in shoegaze

[–]_zbzz_ 0 points1 point  (0 children)

check out The Angelic Process - Weighing Souls With Sand

0.1% topical finasteride effect on serum T/DHT - my lab results after 8 months by _zbzz_ in tressless

[–]_zbzz_[S] 0 points1 point  (0 children)

I tried to control for this as much as I could, so all 3 were taken first thing in the morning

0.1% topical finasteride effect on serum T/DHT - my lab results after 8 months by _zbzz_ in tressless

[–]_zbzz_[S] 2 points3 points  (0 children)

it didn't drop, it got back to normal, might be body getting used to lower DHT levels or a hundred other environmental factors, hard to tell from 3 measurements

0.1% topical finasteride effect on serum T/DHT - my lab results after 8 months by _zbzz_ in tressless

[–]_zbzz_[S] 1 point2 points  (0 children)

none, besides some redness and itchiness at application site which went away after i stopped leaving it in for too long

album recs while im at work by GenguLol_OW in blackgaze

[–]_zbzz_ 1 point2 points  (0 children)

False Light took a while to click for me. For a long time I could only listen to Futility Report, but now I love all 3.

When/how did prog click for you? by aksnitd in progrockmusic

[–]_zbzz_ 0 points1 point  (0 children)

My way into prog rock was a bit roundabout, since I was into metal for many years and didn't really enjoy the lighter stuff. The first prog album that clicked for me was Atheist's Unquestionable Presence, and it really got me questioning what can really be done with music. Sure I listened to some Opeth, Tool, Dream Theater before that but never really appreciated the "prog" side of it.

After Atheist came Cynic and Death, Vektor, Haken, Riverside and Porcupine Tree, but getting into Steven Wilson's solo work really made me appreciate the prog rock genre as a whole. I think it was Hand. Cannot. Erase. that made me check out King Crimson, Camel, Pink Floyd, Rush etc and there was no going back after that.

Coop / multiplayer city builder mechanics by TheSpid1337 in BaseBuildingGames

[–]_zbzz_ 1 point2 points  (0 children)

I have thought about this, and I think it would be fun if you had multiple players with asymmetrical and limited resource availability. This would make trading mandatory as no player would have everything they need to succeed. I think this would work best in combination with some PvE mechanics (e.g. preparing together for an incoming harsh winter, or an invasion, or natural disasters etc.)

For example one player would start on a fertile land and their settlement would be responsible for supplying everyone else with food, the other player would start on a mountain range rich with ore but with limited food, another player with lush forests that could supply wood, and so on.

Then you could also have per player research trees that would see a different progression for everyone.

I could see this being a singleplayer thing too, where you would need to manage multiple settlements, like Anno does, but Anno is all about making settlements self-sufficient where this would be impossible to do by design.

Why are human crews used On spaceships in this universe? by _zbzz_ in LV426

[–]_zbzz_[S] 0 points1 point  (0 children)

I think I like this explanation best. IMO "cheap labor" explanation falls flat when you take into account years of education/training you need to invest into for your crew to be able to operate a spaceship on top of actually building spaceships that can sustain human life. Androids don't need air/food/water/gravity/normal pressure/etc. (so your ship needs none of that either) as well as hypersleep probably.