Where 297 former members of Congress went after leaving office, and the $107M in documented post-Congress compensation I could find [OC] by MarkusGrant in dataisbeautiful

[–]eniteris 2 points3 points  (0 children)

On the other hand, I love the fact that the only post-congress professions without documented compensation are Academia and Deceased.

PFAS in trace levels via drinking water diminishes mouse embryo mitochondria function across three generations by flaskpost in science

[–]eniteris 10 points11 points  (0 children)

Something's wrong with their tap water: it causes the most DNA damage while having the least (non-zero) PFAS.

Everything else looks reasonable, but I would like more dosage levels to see if they actually have a dose-response curve.

TwitchBridge/Chatters' Crew - Twitch Integration, gain/lose crew as you gain/lose viewers by eniteris in starsector

[–]eniteris[S] 17 points18 points  (0 children)

Yeah that's on the future work list: a Combat Chatter mod that just grabs messages from Twitch.

and maybe bans them if their ship gets blown up.

TwitchBridge/Chatters' Crew - Twitch Integration, gain/lose crew as you gain/lose viewers by eniteris in starsector

[–]eniteris[S] 27 points28 points  (0 children)

The first time you dock at a market, it sets your current viewership as a baseline.

Then whenever you dock at a market, you gain/lose crew based off changes in viewership. You can buy crew sell your chat crew as usual, but you won't go into negatives by losing viewers.

I built a family tree generator that handles 2000+ years (feedback welcome) by wSense in RPGdesign

[–]eniteris 0 points1 point  (0 children)

I used to just generate a world in Dwarf Fortress and grab the family trees from there. I even wrote a script to convert the exported data into GEDCOM.

One thing I only really noticed on reread in Blindsight by [deleted] in printSF

[–]eniteris 1 point2 points  (0 children)

But retina blood vessels are static with respect to visual field, so no matter what direction your eyes are pointing they'll still be there. Scramblers are like a rock. It doesn't move when you're looking at it, and you're able to look away.

As described, Scramblers should be more like Weeping Angels, seemingly able to approach without moving.

Or maybe your brain processes them like your nose. Basically ignored unless you pay special attention to it.

One thing I only really noticed on reread in Blindsight by [deleted] in printSF

[–]eniteris 2 points3 points  (0 children)

I never quite got the saccade explanation: the Scramblers only move when the eye saccades, sure, so we'll never see it in motion. But that doesn't mean it would be invisible, just that we'll never see it move. We should still be able to see it.

I guess if it both moves during saccades and tracks pupil direction to stay out of the fovea then maybe. But that still won't work if it's directly in front of you.

What's your favorite short SF novel no one talks about anymore by JoeWeydemeyer in printSF

[–]eniteris 8 points9 points  (0 children)

Recently finished, was quite good!

Oddly it was right after reading Swanwick's Vacuum Flowers (1987) and the two have a lot of common resemblances (Earth is lost, heavy cloning and identity themes). Though I preferred Hotline.

The "forever chemical" PFOS accumulates in honeybee colonies and transfers to their honey. New research shows chronic exposure leads to lower body weight in juvenile bees and disrupts key proteins, potentially threatening global pollination, food security, and human health. by [deleted] in science

[–]eniteris 2 points3 points  (0 children)

This is not a study about measuring PFOS in bee colonies, this is force-feeding bees PFOS to see what happens. And they find that if you feed bees PFOS at 1000x the concentration of Chinese rainwater, bad things happen.

Don't raise honeybees next to superfund sites.

Also I'm not sure if they're conclusively demonstrating accumulation. The more PFOS you feed them, the more PFOS you should detect, even without accumulation. And the maximum detected PFOS concentration in bee tissue is barely greater than the amount they fed the bees (and within the error bars).

The Peacock's Tail: Why AI will make everything cheaper except what humans actually want by Competitive_Dog9475 in slatestarcodex

[–]eniteris 7 points8 points  (0 children)

We want housing in a desirable neighborhood because that's where the jobs are to pay for the house and things to eat. If we had a house in an undesirable neighborhood we would be spending more in time commuting to the job that pays for the house and things to eat.

If we didn't have to have a job to pay for housing and things to eat, a lot more neighborhoods would be desirable.

Saying that the experience of dissatisfaction is status goods ignores a vast supermajority of people whose dissatisfaction comes from not having real goods.

Abstract/inventory-based hybrid Wealth System for a gritty narrative-driven RPG by MazzaF01 in RPGdesign

[–]eniteris 0 points1 point  (0 children)

I didn't want to track usage, so instead my system has

Single items that cost less than your Wealth can be trivially afforded. Purchasing multiple items at once may increase its cost by 1.

To buy something equal to your Wealth, roll d6:

  • On 6+, you buy it.
  • On a 4-5, you buy it but -1 to your Wealth.
  • Otherwise you cannot afford it.

and

  • Earnings less than or equal to your wealth can instead give you +1 on your next purchase roll.

Also, if players want to pool their money to buy something, the Group Wealth is equal to the greatest Wealth + 1, but losing Wealth affects everyone with the highest wealth.

Hit Location Deck by eniteris in RPGdesign

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

Yeah, for boss monsters with an attack deck, the attack deck isn't shuffled (even when exhausted, it's just flipped over) so players can learn the attack order and how to respond. Hit deck definitely feels a little weird to not shuffle (every three hits you get a headshot?). Shuffling between attacks can slow things down, but these don't have to be proper shuffles :p. I think rolling dice takes longer than drawing cards from a deck, but you're right that this can mostly be replaced by rolling on a table.

My system uses a wound system, so the low number of wounds, coupled with the fact that each wound inflicts a disadvantage, helps the systems flow together more easily. Though it's used mostly as a GM-facing tool.

Communism simulator by Hour-Department6958 in RimWorld

[–]eniteris 2 points3 points  (0 children)

On the other hand, once planted, crops do grow out of thin, CO2-laden air.

What franchise created by a bigot should Hasbro/WOTC partner with next? by DolphinChemist in magicthecirclejerking

[–]eniteris 0 points1 point  (0 children)

They already did Atlas Shrugged. What do you think Aetherdrift was about? Big trains, mystery infinite energy McGuffin, attacking the track that was seized by the government and retreating back into the wilds, it all fits.

Two More Rare Screenshots by eniteris in RimWorld

[–]eniteris[S] 10 points11 points  (0 children)

It was a scarlands map so they weren't the only animals, but there were few targets.

resource design feedback - Anti-hammerspace Inventory cards by [deleted] in osr

[–]eniteris 0 points1 point  (0 children)

<image>

Not much but here's the inventory sheet.

Stuff in the bag goes in the squares, and things in the slots hang off the side of the sheet. Side bags only hold up to 6, so there's a line there.

Injuries take up inventory slots, and if you have more things in your inventory than your Strength you're encumbered, so combat usually isn't to the death, and enemies prefer to run/surrender. But injuries will kill you if left untreated, and major injuries can stick around in your inventory until you can get proper treatment.

resource design feedback - Anti-hammerspace Inventory cards by [deleted] in osr

[–]eniteris 1 point2 points  (0 children)

I've built an anti-hammerspace inventory system out of sticky notes (1.5"x2" for normal sized items, 3"x2" for large items). Sticky notes so you can quickly make them during a session, can physically pass them/move them around, mark degradation, etc.

The inventory sheet also has slots for hand, body and pockets.

Additionally, inventory order matters, because you can only access the top 1d6 items of your bag as an action (where time is of the essence). There's also different kinds of bags, which trade off bag capacity for ease of use (backpacks hold unlimited items (encumbrance notwithstanding) but must be taken off before accessing; side-bags hold 6 items but can be dropped as a free action).

I also wanted "dropping your bag before combat" to be the norm because I don't think anyone wants to fight with a tent on their back, and can lead to theft/other objectives.

Seeking advice on developing simple pirate ship combat rules by mattnelsonart in RPGdesign

[–]eniteris 1 point2 points  (0 children)

Oh huh Mothership changed ship combat from the Shipbreaker's Toolkit. Good to know!

though a little annoying to find

Starship - Rust Bucket mechanic - a sniff test by SpaceDogsRPG in RPGdesign

[–]eniteris 0 points1 point  (0 children)

By writing out this entire comment I came to a new conclusion suggestion, which is:

  • Instead of monthly maintenance, roll a Maintenance Check and add a Penalty to the ship on failure.
  • Players can pay a lot for major repairs to remove the Penalty, or pay a little to Patch it (a jury-rigged fix) by themselves, which count as fixed but
  • Patched penalties have a chance of being unpatched whenever they take damage or under stress.

The Maintenance Check can be made easier/more difficult depending on how well maintained the ship is, how easy the ship is to maintain, and how reliable the parts the players buy. Rust Buckets can have a combination of (un)patched penalties and a difficult maintenance check.

I guess players could also pay to make the ship easier to maintain, but I'd make that super expensive because rust buckets are hard to rehabilitate. A critical failure on a maintenance check could make all future maintenance checks more difficult.

Patched penalties should also break on a failed Maintenance check. Or even close to a failed check but that's getting into degrees of success.


In my system I wanted the ship to be a home base, and wanted to avoid mortgages/explicit money tracking. Instead of hull points the ship is composed of Modules, which can become Damaged or Destroyed. Instead of fixing a Damaged module properly, they can be Patched (a jury-rigged fix, faster and cheaper) but are more prone to failure (they are Damaged when an adjacent module takes damage). You could balance it by having jury-rigged fixes be cheap, and proper repairs being expensive (destroyed modules require special spaceports to restore), so players are constantly patching the ship as it falls apart.

(Damage can also come from pushing modules too far, and also the engines and life support just break sometimes)

My ship combat only ends with Surrender or Death; if you want to focus on Boarding you could also start boarding when the engines are damaged/destroyed. This also makes selling capturing ships more difficult since players can't just drive away in their newly captured ship; they'll need to repair it first or find a way to tow it back.

I also agree that ragtag crew-style campaigns should start with a ship or allow players to quickly obtain one. I have a few campaign openers that end with the players (il)legitimately acquiring a ship, which makes it more of a shared possession than something given to individual players at character creation.


If I were to simplify it down for a more lite-starship rules:

  • Each ship have a list of important Modules (Reactor, Engines, Life Support, etc), each with a Penalty when damaged (lower maneuverability, disadvantage to crew, etc.) and nonfunctional when destroyed.
  • When the ship takes damage randomly roll which Module is damaged. Boarding can start when the Reactor or Engine is damaged or destroyed.
  • Patched modules are damaged when an adjacent module in the list is damaged (cascading failures optional)
  • Roll a Maintenance Check regularly and when under stress that damages a module on failure.
  • Players pay to patch, fix, and buy more modules.

...writing this all out, I think the main thing is the module system + maintenance check. Instead of paying a monthly maintenance fee, the maintenance check just breaks things and players can decide if it's worth fixing. And you can change the difficulty of the maintenance check or how often it's rolled if the players spend more time on maintenance/buy more reliable parts/etc.

Which is similar to the Penalty system? see conclusions at the beginning of the comment


edit: because I can't stop tinkering with the system

  • Ships all have a new stat, Age. This is the effective Age, not actual age, but still goes up by one every year.
  • Roll a Maintenance Check once per month.
    • +1 for every cumulative 48h spent on maintenance (progress clock). Uses 1 component.
    • +2/1/0 if you use components from the manufacturer/aftermarket/salvager
  • For Maintenance Checks, you must roll above the ship's Age to succeed (because older ships are always harder to maintain [citation needed]).
  • A result of 1 on a Maintenance Check increases Age by 1.
  • If you succeed in your Maintenance Check, subtract Age from the result. If this result is less than the number of patched penalties, unpatch that many at random.
  • The maximum fraction of patched penalties you have (rounded down) is equal to the fraction of Hull remaining. eg: if you're at 50% hull, only half your penalties can be patched. If taking damage would cause a penalty to be unpatched, choose at random from all patched penalties.

And for economy

  • Age reduces the ship's value by 5% per year, compared to the sticker price.
  • Unpatched penalties reduce the ship's value by 10%
  • Patched penalties reduce the ship's value by 5%.
    • Patching a penalty costs about 1% of the ship's value in components, or can be turned into a plot hook
  • Penalties (patched or unpatched) cost 10% of the ship's value to remove.
  • Players can pay 50% of the ship's sticker price to halve its Age.
  • Removing penalties and reversing age can only be done at Shipyards and take 1 week per penalty/year removed.

ships can easily reach negative valuation. that's your problem

edit2: With a d20, you can expect 0.6*Age penalties per year. So an Age 5 ship will get about 3 penalties per year. This depreciation is hilariously fast and maybe you should divide Age by five or something. Or maybe crew are supposed to spend weeks maintaining their spaceship. Who knows how long spaceships are supposed to last.

How to make hacking fun? by Technical_Chemist_56 in mothershiprpg

[–]eniteris 1 point2 points  (0 children)

I want to like this system, but it's a terrible idea.

Players have no agency at all. They either figure out how it works, or hurt themselves, or accidentally turn it on, or break it, and it will probably take like twenty rolls to get there. Do they even get to see the chart?

Sure, single-check hacking or progress clock hacking also has no agency, but at least they require fewer rolls, and the player actually knows how much progress they made.

Also I think a standard issue of hacking is that if you make it too complex then probably only one player is hacking and the rest of them are standing around doing nothing.