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Joined 1 year ago
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Cake day: June 18th, 2023

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  • The trains aren’t that mad to figure out.

    • Chain signals into crossings/junctions, block signals out.
    • This also applies to any track section where a train can block other trains.
    • Signals and stations only work to the right of the travel direction
    • Signals without another signal on the other side are strictly one-directional.
    • you can mismatch signals of any pair, i.e. a block sig opposite of a chain sig.
    • Using signals within a junction can be useful to improve capacity of said junction, though you must use chain signals for that.
    • Always make sure your longest regular train can fully leave a junction/crossing/flow-critical block before it hits another signal.
    • Having one train length across your entire fleet can make this easier to wrap your head around

    As for station stopping instructions, that’ll take a few more lines to go into.


  • Looking at my steam:

    Total: Factorio. Though I do think I need to put that one on hold after I’m finally done with my current save - which is not far out anymore. Also, this game has multiplayer so it may technically not count.

    Recent: Derail Valley, a very down-to-basics train simulator, focusing on cargo rail in a fictional rendition of an area in the Balkans. They recently put out a major update, which makes all kinds of simulation features much more expansive.


  • Looking at my Steam, the game with the highest number of hours played, of which I would currently say unambiguously that you should avoid it, looks to be War Thunder. Among the reasons I’d tell you to stay away from it:

    • It’s a grindfest starting very early on.
    • It’s far too easy to lose as a result of what can reasonably be called bad luck.
    • Unless you specialise, or throw real money at it, the fun, high-tech stuff is probably thousands of hours into the future.
    • There’s content gated behind “if you were around when this was regular stuff, you will never get it”
    • It calls itself an MMO, while there’s nothing MMO about it. It’s all instanced battles, with little to no world continuity as you progress.

  • My expectation, or at least hope, is that Lemmy will grow horizontally, i.e. more instances for more specialised content, instead of vertically, i.e. more communities in singular, larger instances. Since it’s all federated, you can get to stuff in other instances.

    I just had an idea. Let’s compare reddit and lemmy as land use metaphors.

    Reddit is like one monolithic megacity. It’s full of communites, some big, encompassing entire neighbourhoods, and others smaller, having one street, one block, maybe even just one building.

    Lemmy is like a country, with every instance a city. Some cities are big and varied, others are smaller and specialised, like ones dedicated entirely to fishing or aviation or being German. And you can choose a city to settle in and move between cities for your content. Some cities will be more open to sharing content with residents of other cities, and others will put up bigger restrictions. There are jokes about parts of the userbase on 4chan or Tumblr forming their own subcommunities, and the fediverse allows this in a very material way.

    My expectation is that more cities may emerge as people develop more specialised communities. And since there are many cities, there is some resilience in the system. If an instance goes down, you’ve lost one instance. Out of christ knows how many. Chances are some of its content is duplicated across other instances, so nothing of value is lost. Meanwhile, if (/when) Reddit goes down, all of Reddit is gone.

    In short, I hope lemmy develops more, smaller, specialised instances over time. Reddit allowed very niche insterests to have a corner, and despite that, I think the fediverse is more suited to allow for that than a centralised service.