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uBlock Origin is one of the first extensions I add to a browser. I think some of the letsblock.it templates are great and went ahead and added them to filter Google and Youtube results.

Does anyone else have suggestions for other repositories or lists for uBlock or general tips? I have never really researched this, I just use the built in Filter-Lists and block things as they annoy me.

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:marseywave3: thanks for all the kind words :marseylongpost: on the Elon thread. having trouble :marseyevilgrin: responding to everything individually atm but I appreciate :marseyadmire: you guys :traceheart:

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Success!

https://i.rdrama.net/images/1695611223009798.webp

Recently updated stable diffusion guide btw:

Marsey models:

Loras:

https://civitai.com/models/84126/marsey-the-catgirl

(courtesy @TouchFluffyTails :heart: )

Checkpoint SD version1.5: (original model)

https://huggingface.co/float-trip/stable-diffusion-marsey/resolve/main/finetuned.ckpt

Checkpoint SD version 1.5 and XL: (updated/revised models)

https://huggingface.co/float-trip/sd-marsey/tree/main

(courtesy @float-trip :heart:)

Miscellaneous tips and tricks, possibly outdated

Don't be afraid to combine the marsey models with all kinds of other models, you can merge checkpoints in seconds in automatic1111. Unironically the furry models work well for marsey checkpoint model merges to capture the anthropomorphic nature of marsey generation and increase the fidelity.

New trick I've learned recently, if you want to stick to hard marsey cartoon generation, there are LORAs out there to control detail, you can scale them up or inversely at a minus sign in their strength to generate more simple looking results which aligns with marsey art:

https://civitai.com/models/82098/add-more-details-detail-enhancer-tweaker-lora

Pay attention to the -1 strength example:

https://i.rdrama.net/images/16956112220267377.webp

That's all for now!

https://i.rdrama.net/images/16956112231048908.webp

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Reported by:
  • BernieSanders : Actual quality post, despite a complete absence of drama
  • Iforgotmypassword : Just don't wanna think about this dude
  • usernaw : total infant death, kill infamts, behead infants, roundhouse kick an infant into the concrete, slam
  • plsnodoxerino : user obsessed with infanticide
  • TheOverSeether : OP speaks the truth, and he is banned for it. Banned! What a disgrace. :marseydisagree:
179
Is Sudden Infant Death Syndrome (SIDS) real?

For those unaware, there is a belief that babies can inexplicably die for no reason. You put them to bed, and you wake up with a dead baby. This should strike anyone as odd, as we live in a time where forensics can check the contents of the lungs to know if someone died by smothering or choking. Yet, when it comes to SIDS, there are suddenly no indications for the cause of death.

https://i.rdrama.net/images/1690701296084511.webp

This is a very morbid question, and I don't take it lightly. However, I do believe that SIDS is not real. Or, at the very least, not all SIDS cases are random deaths. Yes, what I am proposing is that mothers occasionally kill their kids. Here is my evidence:

https://i.rdrama.net/images/16907012965362358.webp

1. It affects male babies more

Evidence points to the fact that mothers tend to be more cruel toward their male children. First, understand that mothers spank far more than fathers.

We selected parents (N = 1,298) who were married or cohabiting across all waves of data collection. Cross-lagged path models examined fathers', mothers', and both parents' within-time and longitudinal associations between spanking and child aggression when the child was 1, 3, and 5 years of age. Results indicated that mothers spanked more than fathers.

https://www.sciencedirect.com/science/article/abs/pii/S0190740914003946

As a surprise to nobody boys are spanked far more than girls. To be male is to be the recipient of violence.

Significantly fewer daughters (as compared with sons) experienced corporal punishment and significantly fewer daughters experienced corporal punishment from both parents.

https://journals.sagepub.com/doi/abs/10.1177/0886260519842172

Surprisingly, SIDS affects boys far more than girls, and its far more than a statistical error.

There is a consistent 50% male excess in SIDS per 1000 live births of each s*x. Given a 5% male excess birth rate, there appears to be 3.15 male SIDS cases per 2 female cases, for a male fraction of 0.61

So we have two options. Either there is something genetic about males that make them more likely to die as babies, or mothers are more likely to kill their sons (as they are more likely to hit their sons). The gender most exposed to violence as children are also dying the most for inexplicable reasons. Might the two be related?

https://i.rdrama.net/images/16907012955633824.webp

2. SIDS happens less when there is a male around

SIDS affects single mothers more.

Infants of younger mothers are 5 times more likely to be at risk. The risk is also 4 times greater in a single parent family than when the infant is born to married parents.

http://www.parentsaccused.co.uk/sids/

Pray tell, explain the biological mechanism by which a disease could differentiate between single and married mothers. It seems as though these are overwhelmed, post-partum depression afflicted, exhausted mothers making very poor choices.

https://i.rdrama.net/images/16907012963695724.webp

SIDS is how we prevent husbands from strangling their wives en masse. SIDS is how we stop prisons from overflowing with single mothers. It is systemically swept under the rug because child rearing is hard and plenty of mothers give up. We can reduce the rates of SIDS by having more present fathers co-parenting, thus preventing burnout from mothers.

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Reported by:
34
[:real:] Tired of @CREAMY_DOG_ORGASM's username bullshit? Try this custom CSS :turtoiseshush:
a.user-name.text-decoration-none[href="/@CREAMY_DOG_ORGASM"] > span, .replying-to-21238 {
    font-size: 0px;
    padding: 0 !important;
}
a.user-name.text-decoration-none[href="/@CREAMY_DOG_ORGASM"]:after, .replying-to-21238:after {
    content: "CREAMY_DOG_ORGASM";
    font-size: 12px;
}

Put this in your custom css

Β 


Update:

This one works on tables in things like leaderboard, votes, ping group memberships, etc so replace the previous one with this

a[href="/@CREAMY_DOG_ORGASM"] > span, .replying-to-21238 {
    font-size: 0px !important;
    padding: 0 !important;
}
a[href="/@CREAMY_DOG_ORGASM"]:has(span):after, .replying-to-21238:after {
    content: "CREAMY_DOG_ORGASM";
    font-size: 12px;
}
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Reported by:

Here's a Eurobeat song about Marsey trolling on the internet

Here's some folk songs about !jinxthinkers

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133
EFFORTPOST The history of MUDs, games from my old boomer times :marseyboomer:

I did a poll a while back asking what I should write about. Surprisingly "my old boomer times" won by a large margin. So I present you with a history of MUDs, the thinking man's multiplayer game.

Telnet

Back in the 1800s (yes, that's how far back I'm going) Americans invented all kinds of awesome things: telephones, machine guns, movie cameras, record players. Two of these devices, the typewriter and the telegraph, were combined into something even more powerful. The keyboard of one typewriter sent electrical signals to control a typewriter at a distant location. This was known as teletype. It's how big organizations like militaries and multinational corporations sent data for about a century.

https://i.rdrama.net/images/171132724300407.webp

Teletype Model 33.

Eventually Americans invented even more cool stuff like mainframe computers capable of doing time sharing. This meant they could respond almost instantly. You could connect a teletype to the computer but that was suboptimal as the teletype couldn't print as fast as the computer could think. So the printer was replaced with a video screen, and now you had a dumb terminal. It could show text on a screen and accept text input but that was about it. These came into use in the 1970s among big organizations that could afford to pay for the luxury.

https://i.rdrama.net/images/17113272434662569.webp

A DEC VT100 terminal. This is the standard terminal that's emulated in software.

Another revolution quickly followed in the 1980s with microcomputers, little computers so cheap that an individual person could own one. These were not very powerful at first but they were smart enough to pretend they were a dumb terminal and connect to mainframe. It's a computer emulating a terminal emulating a teletype.

https://i.rdrama.net/images/1711327244049785.webp

Telnet being used for something more serious.

Why waste your time with this history lesson? It's important to understand the environment we're dealing with here. The Telnet protocol that you use to connect to a MUD is all about text. The technical details of how it gets from one place to another are more advanced, but in the end it's just alphanumeric characters going in and out like a machine from the 1800s.

Gaymers Rise Up

As universities got mainframes capable of time sharing, computer games soon followed. Among the most revolutionary was 1976's Colossal Cave Adventure. The player explores a cave system made up of a network of rooms. Each room has a text description and it can have items in it for the player to pick up. The player gives commands by simply typing in what they want to do. Many more games following this formula followed and the text adventure genre was born.

https://i.rdrama.net/images/17113272438094273.webp

Don't get eaten by a grue.

Zork was among the most popular of these new games. Some nerd at the University of Essex loved to play a version of it called Dungeon. In 1978 he decided to make a multiplayer game based on it, which he naturally called Multi User Dungeon, and the MUD was born. In 1980 the university was connected to the internet, exposing MUD to the whole world.

UNIX Nerds Emerge

The roots of the MUD genre were now firmly planted but it would be many years before it bloomed. There were a number of technical obstacles which made it prohibitively expensive for all but a lucky few to play MUDs. The internet was only available at a few dozen universities and major computer companies, most of which frowned on using it for monkey business like playing games. By the late 1980s there were several MUDs running on commercial networks like CompuServe and AOL but these charged obscene amounts for connection time. Microcomputers like the PC became available but were still far too expensive for an ordinary family to get just to play games. A modem had to be purchased separately and these were incredibly slow and expensive as well.

https://i.rdrama.net/images/17113272442909887.webp

Remember how to calculate your THAC0.

Despite these challenges, the 1980s saw great progress. A new nerd monoculture was sprouting in America and Europe, one that would prove to be fertile ground for the emergence of MUDs. The UNIX operating system and C language were taking over university computer science programs replacing a hodgepodge of weird proprietary systems. This made it much easier to share code, which would be crucial in the golden age of MUDs. There was compatibility in culture as well. Every nerd liked The Lord of the Rings and Dungeons and Dragons.

Explosion

Ultimately MUDs would explode in popularity not because of some revolutionary idea from a creative genius but simply because computers got better and cheaper over the years. By 1995 you could get a Windows PC with a modem for a reasonable price. The fiber optic backbone of the internet was laid and in the early 1990s the government allowed it to be used for commercial purposes. University computers became powerful enough that running a MUD wasn't too big a drain on resources.

Around 1990 a few free (as in Richard Stallman eating something off his foot and calling it "GNU") MUDs appear. Most MUDs in the future are descendants of these, especially the enormously influential DikuMUD. However there are also all kinds of MUDs with their own unique codebase, some of them quite bizarre like one based on LISP. The most enduring are true labors of love, often based in a university computer science department and passed down from one class of students to the next.

https://i.rdrama.net/images/17113272445721178.webp

A map of the city of Midgaard. DikuMUDs generally kept the same layout.

Some MUDs were for roleplaying. You were expected to stay in character pretending you were an elf or a Romulan or something. As shameful and embarrassing as it was to engage in this type of behavior, it had a charm. You were essentially cooperating with the other players to write a story in real time. If nothing else, you could learn how to write quickly under time pressure. Some of these artsy-fartsy type MUDs let you create your own areas and even program them. It was kind of like Second Life except without graphics or Bardfinn. With no graphics and such a simple user interface it was easy to add whatever gameplay mechanics you could think of.

But most were simple hack and slash affairs. You go out to an area appropriate for your level, preferably in a group, and hunt for mobs. When you find one you type something like "kill orc" and enter combat, taking turns attacking each other. Occasionally you "kick" or "cast magic missile" or whatever your class' special power is. When you kill it you get xp, gold, and maybe equipment. This should sound very familiar to you. MUDs were inspired by D&D and in turn became the basis of MMOs. EverQuest, the first MMO to achieve mainstream success, ripped off DikuMUD to a large extent.

Legacy

The golden age of MUDs lasted until around 2000. During this period they were really the only game in town. There were multiplayer FPSs and RTSs but nothing that gave you a similar experience. On a 56k modem it took a few seconds just to download a jpeg. Internet connections were much less stable, frequently cutting out for a second or two. So text still made sense as the medium for a multiplayer game.

Then MMOs arrived like Spanish conquistadors, bringing ruin for our civilization. Better PCs and better communications technology like DSL finally allowed the dream of a "graphical MUD" to come true. These were the shiny new thing. Why read walls of text written by some random 20 Finnish nerd boy when you could be looking at 3D graphics instead? If you had any normie friends they would be playing WoW, not words words words. Of course some MUDs have survived and are still thriving today, but the age when there were a thousand running at a time with all kinds of creative new ideas is over.

https://i.rdrama.net/images/17113272446835322.webp

You can't compete with graphics like this.

So why do I lament the passing of this era? Is it just nostalgia for a time when ska ruled and action movies had real stunts? No. It's more. That was a time when we were free. Free to express yourself. Free to make your own world. Free to implement any crazy gameplay system you wanted. Free to be a Romulan. Jolan 'tru, dramanauts.

https://i.rdrama.net/images/17113272449619095.webp

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