I write science fiction, draw, paint, photobash, do woodworking, and dabble in 2d videogames design. Big fan of reducing waste, and of building community

https://jacobcoffinwrites.wordpress.com

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  • 155 Posts
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Joined 1 year ago
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Cake day: June 5th, 2023

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  • chinampas

    Hi, I’ve been reading up on chinampas to try to get the details right and I was hoping to borrow some of your tree knowledge. Most sources mention a willow (Ahuejote (Salix bonplandiana)) and a cypress (Taxodium mucronatum) as the trees they used to reinforce/replace the underwater fences for soil retention. I’m sort of doing this picture as if its in New Orleans (for some of the buildings and other details anyways) and I think that’s outside these specific trees current ranges. I was wondering: can I swap in any other cypress or willow since there are some native to Louisiana or would some cause problems?

    Here’s what I’ve got so far:

    I’m probably not showing enough alternating layers of plant matter and mud, but I’m hoping it gets the point across. I’ve tried to find good sources, so far these diagrams are my favorites:

    Some seem to show floating islands or like, a floating top layer with water underneath, inside the reed wall, which seems weird and inaccurate from what I’ve read. At this point, I mostly just want to get all the trees added, make sure they’re realistic, and find some accurate roots to include to show how they reinforce the earthworks. From what I’ve read it sounds like willow and cypress just kind of put roots everywhere (I’m used to being able to find clearer diagrams for trees like pines and oaks, but have struggled to find good drawings for these. Also might add cypress knees in the waterways where they’re really well established, we’ll see. Then I’ll start cleaning up the image and getting everything to match aesthetically.









  • This is really cool! I really appreciate the history and the way they changed things around them, along with changes in the way they’re perceived. I also think the distinction between the sort of black box device and the focal thing, directly used and serviced by people, is worth considering.

    I’m optimistic that solarpunk as a genre might be able to help with the aesthetic appreciation of modern windmills at least. They show up frequently in solarpunk art (though almost more often in the form of altaeros temporary windmill blimps):

    I even included one in a scene of a ship at sea:

    Its cool to think that the aesthetics of an optimistic genre/movement could help sway the culture in a way that helps support windmills. I also really like the author’s suggestions for education possibilities, helping people engage with them, feel a sense of ownership or pride in them, if they are so hard to ignore.


  • So this is a question that’s been in the back of my mind for awhile while seeing celebrations of dams being removed, no worries if you don’t want to be the one to answer it.

    I think I understand the extent of the damage caused by the implementation of dams, but I guess my impression had been that that damage was done, and there wasn’t much of a timeline on fixing it. Like, after eighty years or so, are there fish still trying to get past it?

    At the same time, we’re struggling (failing?) globally to get away from fossil fuels quickly enough to avoid the worst of climate collapse. It seems like hydro is one of the more reliable green power sources, and is compatible with old grid infrastructure that counts on fairly consistent power so there’s less than has to be overhauled in order to just keep using hydro for awhile longer.

    So at first glance, it seems like new solar and wind etc production would be better prioritized in replacing oil, coal, natural gas. Prioritizing replacing hydro feels like letting the perfect be the enemy of the good.

    I haven’t seen that discussion anywhere, so I genuinely expect I’m wrong about that, but I’m wondering why.


  • Thank you!! I very much want to ground the campaign (and solarpunk fiction in general) in worthwhile, usable information, at least to the extent that I can learn/present it accurately! I’d very much like to help people learn about real-life illegal dumping tactics, watersheds (and how they’re frequently split by borders, and their importance to humans and habitats), and getting to add a basically-functional understanding of soil testing (possibly just minus sending samples away for a lab, unless we use drones for that) is a great opportunity.

    I’m really looking forward to seeing how they’ll investigate - will they focus on old records? Oral histories from locals who were around at the time? Scientific test kits of modern soil? Some combination? Will they consider erosion and the sites’ proximity to the town’s three watersheds to narrow their options? Will they think of something completely out of left field and leave me scrambling to provide useful info?


  • I’m still working on the adventure module for Fully Automated! but I’ve definitely slowed down a bit. I know someone who does environmental restoration IRL so I want to work with them to add more information on testing sites for contamination, and to maybe try and build out a minigame around it. Then I have to write up one set of characters (build out descriptions and personalities and goals for them) and then go through and start adding all the game mechanics stuff. Right now, the campaign is essentially system-less. You could drop it into anything from GURPS to FATE but you’d have to work out the character stats etc that come into play when the dice start rolling. My goal is to stat out all the characters I’ve written descriptions for (which in FA includes a bit more history than I’ve currently got for some of them) and to script the handfull of possible combat encounters.

    Outside of the game, I’ve finished a photobash of a solarpunk cargo ship and been doing research on other possibilities for solarpunk shipping. I’ve also had some awesome discussions here on slrpnk.net about things folks would like to see in scenes of ships, boats, and coasts, and about what they’d like to see in depictions of cities in wet areas (which many cities are or will be).

    Most of my solarpunk projects start with a sort of input-gathering stage these days.

    I’ve also been putting together a list of parts from cars which can be used in other (hopefully more solarpunk) ways. This is part of my ongoing attempts to get more reuse in solarpunk media - just trying to make including it easy for writers and artists.

    So that’s it, a lot of discussion, one bit of art, and some incremental progress on the campaign.





  • That’s a good list, thank you! I have a couple questions you might be able to answer:

    Could you elaborate on the relays? I don’t know anything about them yet (in their intended use or alternatives). Though I am reading up on them.

    I know there’s a some benefit in running 12v appliances (intended for campers) with solar panel setups because you don’t have to convert from DC to AC then back to DC at the appliance. Would that work for just using a car’s AC unit to cool a room, or are they built too specific to a car or not efficient enough to justify the work?

    Thank you!!