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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)AR
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  • [-] thunderbox666 « 1 point 2 months ago Anything that has a web service, such as nextcloud or home assistant, can be setup on a domain or sub domain

    So you would setup the domain (for example let's say you have myhome. duckdns.org) to point to your server running nginx reverse proxy, and then configure all your services in there

    So you might setup homeassistant.myhome.duckdns.org and point it to the internal address you use for home assistant, eg http://192.168.1.15:8123

    Then you might add nextcloud as nextcloud.myhome.duckdns.org to point to https://192.168.1.15 These can all be on the same machine as nginx reverse proxy or on another machine all together

    Some of these services might also need extra configuration but most will also have guides on their site on what you need to configure to work with a reverse proxy

  • I don't think I agree with you, replaceability depends on a lot of factors, really.

    I'm a lead dev who works mostly in test automation and dev ops. I can assure you that no matter how much and thoroughly I document and share knowledge (I've became known in my company for that since every piece of doc has my name somewhere on it lol) I can't see anyone around there being able to fully take the reins if something happened to me.

    in my case, it's a mixture of talent crisis in the industry, lack of interest/expertise in the field and my own company's culture (that doesn't value these infrastructural subjects enough). I bet other people from different areas in tech might share different reasons

    but all in all, being irreplaceable is hardly an employee's fault. if a company can't manage to lose an employee (or lets people get away without documenting/sharing knowledge) it's entirely their own fault!

  • thanks for sharing the stories. I'm not myself an anarchist, as I also agree with that reasoning.

    however, not being practical doesn't prevent people from defending it from an idealistic point of view. and to be fair, I think we always have to be open-minded about the limitations imposed by our contemporary mindset - remember that some people can't even conceive a world without capitalism because of them, where it could be perfectly possible (and we should probably do it hehe)

  • I believe they might have the etymology in common - probably because the word anarchism became sort of a synonym for any type of "chaos", but anarchism as a political movement is widely known as an extreme left-winged ideology! Which is explicitly against all forms of institution, specially corporations

  • I love the concept, tried some and would be willing to pay good money for a kick scooter that folds small enough to fit inside or hang off a big backpack, made of some super light material like carbon fibre

    I've lost hours searching for such a thing online and the closest one is the Valor scooter. but unfortunately it's ugly and they only make it for kids and I'm a big guy :/

  • I am not a regular app user (I prefer my stuff on browsers) and I'm finding it excellent.

    easy to use, fast, simple and functional and I absolutely love features such as "make texts selectable". it's infuriating when apps don't allow that.

    imo it doesn't need to get much more complex than that... nowadays most mobile devs simply don't care about performance and target only high end devices

  • for me, the biggest issue with the fairphone is that they attempted to embrace everything: modular, sustainable, fair trade, etc

    their competitors do none of that, so the quality/cost ratio turns out way off and that prevents their market share to grow sustainably (pun intended). the few people I know who use it, are the profile that is used to do sacrifices like that (like buying sustainable food at large markups, etc) but that's not feasible or desirable to the vast majority

    imo they should have picked a concept and perfected it - preferably the modular part which is the best thing you can do and brings tangible value to users. then move on to the other things... that's a great cautionary tale about trying to be the good guys in capitalism, the system is not in their favour

  • oh, don't get me wrong, I'm also all against the exchange of game items with real money (specially when it affects gameplay). in my view, you could only ever put 2 "real currencies" into a game: time or money. though everyone is roughly at the same playing field for time (I understand there's a contrast between a well off kid vs a hard worker adult) people are born with absurd differences in wealth, so much that the game itself becomes meaningless when that factor is introduced (the so called p2w).

    when I say "amazing" I am talking about non-p2w mmorpgs - otherwise is just plain old capitalism hehe. the concept of grinding can be very interesting in the sense that it adds risk to the gameplay, in this case the risk of wasting time. basically all non-p2w games implement this risk in different ways: if you die in Mario it's the time to the start of the level/checkpoint (seconds), in WoW is time attributed to a few gold coins/respawn walk (minutes), in games like Tibia you lose 10% of all your progress (sometimes amounting to months/years). I've been a lifelong mmorpg player and one thing I realised is that the more you have to lose, the more thrilling the game becomes and the more immersive it gets (at a big cost, sometimes your own sanity).

    I do agree with the things you and the Sega guys are bringing up. NFT and decentralisation of authority over game items allows that and doesn't add anything nice. imo, the only viable and fair monetisation for any game is retail and subscription models

  • well one could argue that production costs aren't necessarily reflected in the product's final value, which is dictated by society (for its usefulness, desirability, status power, etc)

    this is very evident precisely in fictional digital game objects, but in the online game context. a powerful item can give you advantages over other players and be very valuable but cost 0 to be created by the company. of course it's just a flipped bit nevertheless, but there's no way around to cheat and flip it at will

    mmorpgs exist merely because of this concept. the whole level, skill, item grinding turns man-hours of work into bits in an authoritative server somewhere, and for that they have value. it's an amazing thing to watch