“Humans are the greatest polluters, so those death squads we hired to kill union leaders in Colombia were just us contributing to the environment!”
“Humans are the greatest polluters, so those death squads we hired to kill union leaders in Colombia were just us contributing to the environment!”


Now I want to go back and play through Mass Effect again. There are so few games where you can set your friends up with each other. It’s usually “the player shacks up with one and the others remain all alone”.


Yeah, I can’t remember any either. I just assumed they were characters I never talked to since the game has so damn many good ones.


It has several transsexual characters that are properly fleshed out and not just tokens that are put in the game in order to fulfill some specific criteria. And they are presented as “just another npc with lots of interaction”, and you need to talk quite a bit with them to notice they are trans.
It is often considered to be the game with the best transsexual representation among all mainstream games out there.
Courtesy of @Lehmuusa@nord.pub in the previous thread.
That’s a very open-ended question. You may want to narrow it down a bit, unless you’re truly just looking for anything.
Some helpful information would be your experience level (are you only looking to learn or is your goal to create something), what languages and frameworks you know, if you’re looking to join an existing project or lead your own, what type of collaboration (collaboration could mean anything from working on the same git repo to remote pair programming), what you look to get out of it, how much time you’re willing to invest, and other things in a similar vein.
Same. Lonely Island made some absolute bangers. Boombox, Jack Sparrow, I Just Had Sex and Jizz In My Pants all earned a place in my regular music playlist.
But we all know how things would end.


The furthest you can bring them in the base game is that part with the falling elevator. I had like 7-8 NPCs following me when I reached that spot.
Lock S-foils in attack position!
Oh no, another rabbit hole.
Well, down I go!
There are examples of lost metals in real life. Damascus/wootz steel (the actual historical metal, not the pattern welding technique often marketed as Damascus steel) was produced for multiple millennia and was prized for its ability to hold a sharp edge and resist shattering, before the technique to make it was lost in the early 1900s.
Modern material analysis has identified some of how and why it was so resilient and metallurgists have come up with reproductions that achieve most of its qualities, but the exact technique and circumstances behind it remain lost to time even though it only stopped being produced a mere century ago.
I second the request for a link if you can remember it. Raising stacks of lead from the seafloor sounds like an interesting (and expensive!) engineering challenge, especially if they aren’t bound together.
So this is probably a dumb question, but why would “new” lead be any more radioactive than ancient ingots? Wouldn’t it be the same age (whenever the deposit was formed) and have decayed the same amount while still in the ground?


I’m guessing the most generous split they’ll offer is 70-30 (with the 70 going to them, naturally), but I wouldn’t be surprised if it’s 90-10. Pretty much every publisher screws over user content creators and I don’t foresee Rockstar/Take Two being less greedy than the average.


Escape From Duckov is an excellent single player parody of Escape From Tarkov, one of the most famous extraction shooters. Duckov was one of my most enjoyed games last year.
Escape From Tarkov itself has the Single Player Tarkov mod which I hear is great, but I don’t own that game so can’t verify.


It definitely looks interesting! I’ll star and follow it later, though I don’t personally know any teams that could make use of it (they all either started migrating to Kotlin years ago, or their manager got so sick of them asking that they’re stuck with Java for the foreseeable future).


My main concern with using something like this in a business is whether it will still be maintained a decade or two from now. Kotlin has the support of several major players in the Java ecosystem and is virtually guaranteed to stick around. If JADEx is abandoned, it becomes an additional maintenance burden on the team.
(Though point in your favor, they can maintain it since it’s open-source. Greybeards have nightmares about updating critical projects reliant on old, long-abandoned C/C++ dependencies.)
Unlike a Kotlin migration, there’s no new language for the whole team to learn, no need to flip the entire codebase at once.
Kotlin is designed for trivial bidirectional Java interop. Mixed-language projects are explicitly supported as a basic feature, so you don’t have to convert the entire codebase at once. You can go through file-by-file, rewriting a single class in Kotlin at a time, same as in JADEx.
I’ll admit null safety in a mixed codebase can be a pain* - though I’m guessing JADEx doesn’t escape that pain point either. Edit: the same issues Kotlin has are mentioned in the article, though both languages provide tools to find and fix them.
* Also needing to spam @JvmName and @JvmStatic everywhere to make everything compile into the proper Java equivalent. Moving statics to an auto-generated ClassNameKt.class by default and the whole companion object model are the two things I hate most about Kotlin.
So that’s why they break down so often.


They also make the absolute best ice cream sandwiches.
Bardbarian.