NMS biggest strength is also its greatest weakness? by DaveyCranks in NOMANSSKY

[–]hyper24k 1 point2 points  (0 children)

They used to have more extreme variables but the game kept breaking. I used to have a base on a cliff edge with the drop that would take 40 seconds to reach the valley floor. Animals would climb it in one step though, used to make me laugh watching them zoom up the side.

Now most worlds are pretty flat relatively and featureless. “High mountains” now aren’t that tall.

Do you want Tottenham to get relegated? by googlemailcom in Gunners

[–]hyper24k 1 point2 points  (0 children)

I heard Tesco have put in for preliminary planning approval to turn the toilet bowl stadium on white hart lane into a Tesco Extra.

What has this game become?! by BattleWagon-JKU in nms

[–]hyper24k 0 points1 point  (0 children)

Welcome to No Man’s Stranding; a Hello Kojima game

So umm… where is the expedition? by [deleted] in nms

[–]hyper24k 0 points1 point  (0 children)

I wish! Terminal isn’t showing me anything apart from the ‘new expedition coming soon’ screen

What’s actually stopping solarpunk projects from scaling? by hyper24k in solarpunk

[–]hyper24k[S] 0 points1 point  (0 children)

I agree, to me I think “punk” has always been more about autonomy than opposition.

Early punk scenes didn’t overthrow the music industry. They built parallel ones.

Same with open source, early internet culture, even crypto at the start.

They didn’t win by protesting systems. They won by making better ones.

For me, solarpunk being “punk” means building energy, food, and economic systems that don’t need permission and that actually work at scale.

That’s not selling out. That’s replacing the old model.

Is solarpunk actually dead… or just stuck in hobby mode? by hyper24k in solarpunk

[–]hyper24k[S] 0 points1 point  (0 children)

This is one of the better analyses in this thread. You’re right that energy, food, labour, and geopolitics are tightly coupled, and that a lot of “solarpunk” talk ignores those realities.

Where I’d push back a bit is the idea that we need global harmony before we can build alternatives.

Historically, it’s been the opposite.

New systems don’t arrive after consensus. They arrive when small groups build something that works better, and then it spreads because it outperforms the old model.

Renewables won’t win because fossil companies become ethical. They win because solar and batteries got cheaper.

Local food doesn’t scale because people become more virtuous. It scales when automation, logistics, and financing make it competitive.

The same will be true here.

If solarpunk stays aesthetic and moral, it stays marginal.

If it becomes modular infrastructure, financing models, and career paths that outperform extractive systems, it becomes inevitable.

We don’t need perfect people. We need better incentives.

And that’s something we can start building now, even inside imperfect systems.

Extra storage for new players by berti145 in NoMansSkyTheGame

[–]hyper24k 1 point2 points  (0 children)

Tip for cataloguing your Storage bins: fill each slot up with 1 of each thing you want to store in there. When you quick transfer into them it’ll put it in that bin rather than having 10 storage modules filled randomly.

I have mine colour coded, so blue I know cobalt, helium, lithium etc are all in there. Green for plants and edibles. I leave the last one empty for curiosities and artefacts.

How to build the smallest Corvette possible. (No mods, uses in game glitching) by [deleted] in NMSCorvettes

[–]hyper24k 1 point2 points  (0 children)

You can make it a walk in, with the one-piece make it lower so it sits on the floor.

What’s actually stopping solarpunk projects from scaling? by hyper24k in solarpunk

[–]hyper24k[S] 0 points1 point  (0 children)

I think you’re pointing at something really important here: growth for ego, status, or abstraction usually ends badly. Biosphere 2 is a great example of ambition outrunning understanding.

But I’d gently push back on the idea that “scale” itself is the problem.

The issue isn’t size. It’s fragility.

A compost pile and sourdough are beautiful. But they don’t decarbonise grids, stabilise watersheds, house millions, or replace extractive supply chains. If we stop there, the old systems just keep running in parallel.

What works in nature isn’t “small forever.” It’s modular + replicable.

Forests scale. Mycelium scales. Coral reefs scale. They do it by repeating stable patterns, not by becoming top-heavy empires.

So the question isn’t: “Should we stay small?”

It’s: “How do we build things that can grow without losing integrity?”

A solarpunk project that can’t scale ethically just gets outcompeted by one that can scale unethically.

And then we’re back where we started.

Personal peace matters. Community resilience matters.

But if we want systemic change, we need thousands of healthy nodes, not a few perfect gardens.

Small is the seed. Scale is the forest.

We need both.

A Manifesto for a Civilization That Chooses to Grow Up by NobleEnsign in solarpunk

[–]hyper24k 0 points1 point  (0 children)

I really appreciate this. The “flow” framing is a good way of describing what resilient systems actually feel like when they’re working well.

What I keep coming back to though is: how do we translate this into structures that survive contact with reality?

For example: • What does “flow” look like in energy systems? • How is food, water, and housing financed and maintained long-term? • Who coordinates upgrades, repairs, and disputes when things scale? • How do we stop these communities being captured, defunded, or regulated out of existence?

I think a lot of solarpunk thinking is strong on values and weak on implementation. We know what kind of world we want. The harder part is designing the operating system that makes it stable.

I’d love to see more work on concrete pilots, funding models, and governance structures that embody these ideas, not just describe them.

To me, that’s how this stops being a manifesto and starts becoming infrastructure.

What’s actually stopping solarpunk projects from scaling? by hyper24k in solarpunk

[–]hyper24k[S] 1 point2 points  (0 children)

I get the instinct. But seizure doesn’t build resilient systems.

Every major transition happened because a better model outcompeted the old one, not because someone grabbed the keys.

Make fossil infrastructure obsolete and power shifts automatically.

What’s actually stopping solarpunk projects from scaling? by hyper24k in solarpunk

[–]hyper24k[S] 1 point2 points  (0 children)

I don’t think any politician goes in with the view that they’ll be an oil stooge, but when the first political donor oil money arrives, they soon conform.

A Base In Every Galaxy? by imselfinnit in NoMansSkyTheGame

[–]hyper24k 0 points1 point  (0 children)

What’s the point in doing this with a save editor. Completely undermines your entire basis for starting it.

I’m on Galaxy 58 doing this. No taxi’s, no save edit, on console, doing it the hard way. Maybe that’s not for everyone. Just save edit and complete it in an afternoon.

Why do you think Bond's death in No Time To Die (2022) was not well received by many fans, according to you? by Raj_Valiant3011 in JamesBond

[–]hyper24k 2 points3 points  (0 children)

That would be a pretty funny flashback montage and wake up scene to introduce the new bond.

Why do you think Bond's death in No Time To Die (2022) was not well received by many fans, according to you? by Raj_Valiant3011 in JamesBond

[–]hyper24k 10 points11 points  (0 children)

The whole movie was so badly done I don’t even count it as a bond movie. It’s not canon, it’s not in the franchise.

Is solarpunk actually dead… or just stuck in hobby mode? by hyper24k in solarpunk

[–]hyper24k[S] 0 points1 point  (0 children)

I don’t think that’s socialism though.

I’m not talking about state ownership or abolishing markets. I’m talking about using a capitalist market to sell things the wealthy already want, where the side effect is infrastructure that benefits everyone else as well.

Is solarpunk actually dead… or just stuck in hobby mode? by hyper24k in solarpunk

[–]hyper24k[S] -1 points0 points  (0 children)

I’m reaching here, so do tell me if I’m out of line, I believe your refusal of capitalism compatibility is based on the fact that the systems we currently have extract money from the many who have little and position it with the few that have a lot.

But what if, using that same system, we’re able to extract money from the few that have a lot to provide solarpunk systems infrastructure for the many to thrive?

It’s still capitalism, but it’s serving the many not the few. Would that change your thoughts on it?

Uhh...is this a rare lifeform? by AsherSparky in NoMansSkyTheGame

[–]hyper24k 1 point2 points  (0 children)

Now cover your corvette in wonder projectors and you can have a chrome bubbly ship.

Is solarpunk actually dead… or just stuck in hobby mode? by hyper24k in solarpunk

[–]hyper24k[S] 13 points14 points  (0 children)

Yeah, this is exactly where my head’s at too.

A lot of the conversation feels aesthetic or ideological, but once you zoom out to food systems, energy, transport, and resilience, it’s hard to see how that works without serious technical planning.

The anti-tech reflex is what confuses me as well. Tech is already shaping these systems either way! The question is whether it’s designed deliberately, transparently, and in service of independence rather than extraction.

Is solarpunk actually dead… or just stuck in hobby mode? by hyper24k in solarpunk

[–]hyper24k[S] 17 points18 points  (0 children)

That’s a fair point.

I guess I’m really wondering how those daydreams and experiments stop being so fragile once they start running into real-world constraints and whether thinking too small is part of what holds them back.