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Engineering Dad, Fathers The Shit Out Of His Daughter

A Smarter Way To Build Modular Bookshelves

Bicimaquinas: Bike Powered Machines

Buttle says...

A generation or two ago I doubt that poor Guatemalans could get fat, regardless of culture, because they simply didn't have access to the surplus energy required. This surplus energy shows up in nitrate fertilizers used for agriculture, powered tools of all sorts, and manufactured goods, like used bicycles.

It comes, of course, from fossil fuels.

A bicycle may seem a simple and primitive device, but just try to build a bicycle chain in your home workshop and you will see that making safety bicycles is possible only in a modern industrial state. It's not surprising that the development of the safety bicycle only barely preceded that of the automobile and the airplane.

The bicimaquina raw material is discarded bicycles from richer people -- nothing wrong with that, it's good, frugal engineering. But it should be borne in mind when plotting the future that hardly used bicycles are not a renewable resource, and require energy and infrastructure to produce.

Bicycling does give one a good appreciation of the value of energy. For example, 125 Watts is a respectable output for a touring cyclist; keep that up for 8 solid hours, and you have one kilowatt-hour. One kW-hr is a day at hard labor. A typical household in the developed world uses the equivalent of the labor of three or four hard-laboring slaves every day.

Of course, those slaves aren't the most efficient. You'll notice that the machines shown all use a direct mechanical drive. They could generate electricity, but that would cost -- multiply a few 90% efficiencies together and pretty soon you're getting nothing done by leg power.

Bicycle drive does allow good power production from human beings, and multi-geared bicycles are adaptable to people of differing strength. Not as much fun as flipping a switch, but easier than turning a crank.

It's plain that cheap fossil fuels won't last forever, indeed they may not last for much longer, and probably will never be available to much of the world at the same level as we currently enjoy in the US or Australia. Will we find ourselves scouring garages and cellars for disused bicycles?

iaui said:

Likely North American influence upon their culture. Many of the poorest in our countries are riddled with pop and fast food, so it makes sense it would be similar elsewhere.

enoch (Member Profile)

Jinx says...

I was referring specifically to the (fairly) recent experiment/collab between bethesda/valve/modders to allow mods for Skyrim to be bought for real actual dollars through the Steam Workshop. It was an uncharacteristic (at least, imo) misstep by both companies, but they have both been quite candid in their contrition after the inevitable failure.

Personally I'm not a great fan of the Workshop for multiple, complex modifications. More sophisticated third party tools exist for managing mods and all their idiosyncrasy.

At any rate, I think Bethesda were testing the water for Fallout4. I wonder if they've decided not to pursue modding for the moment, or if they're just not ready to announce anything yet.

enoch said:

yeah..what happened with the steam workshop?
i really dug how they implemented skyrim mods.was easy and it worked awesome.

Jinx (Member Profile)

Fallout 4 from E3 part 2 - Pip-Boy, apps and Crafting

ant (Member Profile)

Original Doctor Who theme using only guitar effects

Doctor Who Theme On Cellos

A Summary Of Steam's Stupidest Move Yet!

NaMeCaF says...

What's the first paragraph of the description say?

"...making Workshop mods now have the *option* for the developer to lock them behind a paywall..."

I understood it to be 25% goes to the mod maker and the remaining 75% goes to valve and bethesda (splitting to 30% to valve and 70% to bethesda). But maybe its 30% to valve then 70% to mod maker and bethesda (splitting it into 25% to mod maker and 75% to bethesda)? Either way its stupid.

Do you think auto repair and service centers should pay the car companies a percentage of their profits when they paint your car or make modifications to it?

The fact is modding has been grand for the last 30+ years without anyone doing it for the money. Some have gone on to make full games based on their mods and sold them, and there's no problem with that, because the mod still remains free.

Game companies like Bethesda release mod tools because it is good business for them. It extends the life of their games, grows their community and brings in more people who buy their games FOR the mods. Just go and have a look on the Nexus to see how many mods there are for the Elder Scrolls and Fallout games.

Both Valve and Bethesda are now just in PR mode and trying to put out the fires. Do you think their sole intent was purely for the money to go to the mod makers like they say? Then why is the split so heavily in their favor and the mod makers are getting a pissy 25%. Its contradictory.

And if you think it's "playable fan-fiction" then you obviously have no idea what you're talking about

newtboy said:

Actually, you seem to have said it's up to Valve and the game developer (also Valve often enough), not the mod developer.
True, you didn't do a break down of the 75% (apparently actually 70%?)....but in the case of Valve games, Valve gets 75% (70%?) and the mod developer 25-30%.

The mod maker seems to not get the option of making their mod free...at least that's how I read your description and took the video.
It makes sense to me that the mod maker only gets 25-30%....they only worked with the tools that the game developer spent hundreds of thousands-millions to develop. I think if you count total man hours to create, they would be getting over paid quite a bit at 25%. It's like saying people who write fan fiction should get 75% of anything they can make, and the series creators and distributers should split what's left.

I think they should leave it up to the mod developers how much to charge, but I can support the split. If you make a good mod that 100000 people 'buy' for $10, you just made $250000 for what amounts to playable 'fan fiction' made at home on your free time.
Just how I see it.

A Summary Of Steam's Stupidest Move Yet!

NaMeCaF says...

I mentioned that pretty clearly in the description. And it wasnt originally going to include pay what you want until the backlash started.

I also never said Valve gets the full 75%. They get their cut and the publisher of the game gets the remainder. Dont you think if their real intention was for the mod maker to make a living off their work the split would be 70-30 in favor of the mod maker? They're clearly shortchanging the mod-maker giving them only 25% and taking the rest. Which is of course going to make the mod-maker push up their price so they see more money.

Implementing built-in donations option for all mods on the workshop of which 70%-80% goes to the mod maker and the rest to Valve and the game maker makes much more sense. It doesn't close off or segregate the modding community and is a more democratic way of making sure the good, quality mods get promoted and get more money than shit, money-grubbing mods.

Bethesda has as much blame here as Valve do. And besides, both see they were completely wrong on doing this...

https://np.reddit.com/r/pcmasterrace/comments/3434it/paid_mods_in_the_steam_workshop/

"We missed the mark pretty badly"

ChaosEngine said:

First, it doesn't mention that paid mods are optional. It's up to the mod developer to decide whether they want fixed price, free or pay what you want.

Second, Valve doesn't get 75%, they get 30%. The remaining 70% is split at the discretion of the publisher (again, in this case, Bethesda, who decided on a 45/25 split). src

ricin (Member Profile)

Hand Manufacturing Scissors

ravioli says...

Not to contradict Vimeo, but I am sure I saw a video from a Japanese workshop that still makes them by hand too. Will have to find it...

Reverse Racism, Explained



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