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In what way are those remotely similar?

Veganism is incompatible with bacon. You can self-host, and also pay for cloud services when they are better than what you can self-host.

If anything it's like suggesting making food instead of getting takeout while buying bread from the store, because it's better than what you can make at home.


> Seriously, take a look at the setup instructions and tell me with a straight face that a 4 year old could set this up.

It's also not accessible to people in comas, what's your point? The instructions are "import the file into VM software" and that's enough to get you something you can connect to over a web browser.


> It's sad, infuriating, discouraging. A deluge of slop drowning the last embers of authentic human creativity.

Eh.

You're waxing poetic about some sort of 'authentic' human craft, but I'm not convinced that's what most people try for when they write fanfiction. Is it possible that some or even most people write fanfiction to create the stories they want to see, and the craft of writing is just a way of achieving their goal?


Back in my day, villages weren't even in the game. My highschool classmates and I still found something compelling about it.


I had a good number of hours in Minecraft Classic's browser version, mostly in online servers though. Solo wasn't much fun.

Modern Minecraft is still not much of an appeal to me without mods. I'm happy to see more block games like Vintage Story push the medium forward while Microsoft... wraps up post-production on A Minecraft Movie: Squared, I guess?


> Few people enjoy it. I am the majority opinion here.

The majority of people do not play videogames. The majority of those do not play any roguelikes. Citing the majority is completely useless.

Furthermore I'm not convinced you can make a tutorial for Dwarf Fortress. There's too much complexity, too many edge-cases that you end up needing to know. Most people seem to burn out if fed too much info at once.

> I’m convinced from articles about dwarf fortress that it’s a game that few actually play and enjoy, but like talking about as if it’s fun.

On my Steam friends-list I have 14 friends who have purchased the game. The top three by play-time are at 314, 267, and 67 hours. The remaining 7 with playtime average 22 hours, the other 5 have it in their backlog. That to me is some excellent playtime. Not Lethal Company numbers or anything, but that game didn't have a release before steam either.


The tutorial is the wiki. I used to play Dwarf Fortress back in the 2008-2009 era, and I kept going back to the wiki when I needed to learn something. It was, and still is, comprehensive, containing not just a "getting started for beginners" tutorial page, but also a list of every building and workflow (from ore to metal to swords and armor, from seeds to plants to food and drink...). In-game tutorials are not the only way to learn about a game; a well-maintained wiki (that isn't on wikia, oops sorry they're called fandom dot com there days — but that's a whole other rant) is also an excellent resource. And certain types of games seem to lend themselves to having well-maintained wikis: Dwarf Fortress's wiki is perhaps the best I've ever seen, narrowly beating Minecraft's also-excellent wiki.


For reference, the quickstart guide in the DF wiki is https://dwarffortresswiki.org/index.php/Quickstart_guide . It is quite detailed and well made.


> A perfect game isn't a game that casts a wide net, a perfect game is a game that satisfies its target audience.

Maybe, but that's completely tangential to what the GP said. And aside from that those games with a wide net do have a target audience, that's how they end up in that situation to begin with.


The game has both puzzle and platforming elements. A similar argument could be made "they could make puzzles easier for people who don't like puzzles" which is silly because one of the reasons why the game got so popular is that people liked the synergy of puzzles and platforming.

Either way, I really doubt that Portal 2 suffered from lack of recognition and further improvements were necessary in this area. You'd be way more likely to break something that works.


For anyone confused about timelines, they started releasing un-obfuscated builds in 2025. In 2019 they started releasing Obfuscation mappings. Before that it was all Minecraft wizards with excellent tooling.


> it outperforms GLM-5.2 across benchmarks and real-world workloads at one-tenth the price, while approaching Claude Opus 4.8 on coding and agentic benchmarks.

From a biased source, but would be big if true. I've had great results with GLM 5.2.

From their subscription page, the smallest plan gives you about 97M tokens weekly for 5.3 but 292M for 5.3 Flash. Not exactly 10x the limit.


> From a biased source, but would be big if true. I've had great results with GLM 5.2.

It's at least close (even if not better) from the Ox Alpha runs. For the price it's definitely great.


The recent and slightly smaller DSv4 Flash is also GLM 5.2 equivalent (or close enough)


DSv4 hallucinates much more than GLM-5.2 though.


Nobody should have those rights. Copyright has been a disaster for the human race.


> We could all get together and inundate you with DMCA takedown for our Intellectual Property

The same morally repugnant scummyness X is currently engaging in?

> It's not your content, and you're cheating us all!

You haven't been cheated in any way lol. You're posting to a public forum, grow up.


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