#or garbage wastes
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sevenrs · 1 year ago
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never go into shaded citadel in chaos mod
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do you even remember the lives that you threw away like trash
continuation of this
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reasonsforhope · 2 years ago
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““The Great Pacific Garbage Patch can now be cleaned,” announced Dutch entrepreneur Boyan Slat, the wonderkid inventor who’s spent a decade inventing systems for waterborne litter collection.
Recent tests on his Ocean Cleanup rig called System 002, invented to tackle the 1.8 trillion pieces of plastic pollution, were a success, leading Slat to predict that most of the oceanic garbage patches could be removed by 2040.
Intersections of ocean currents have created the massive floating islands of plastic trash—five slow-moving whirlpools that pull litter from thousands of miles away into a single radius.
The largest one sits between California and Hawaii, and 27-year-old Slat has been designing and testing his systems out there, launching from San Francisco since 2013.
GNN has reported on his original design for the floating device, but his engineering team improved upon it. System 002, nicknamed “Jenny,” successfully netted 9,000 kilograms, or around 20,000 pounds in its first trial.
It’s carbon-neutral, able to capture microplastics as small as 1 millimeter in diameter, and was designed to pose absolutely no threat to wildlife thanks to its wide capture area, slow motion, alerts, and camera monitors that allow operators to spy any overly-curious marine life...
Slat estimates ten Jennies could clean half the garbage patch in five years, and if 10 Jennies were deployed to the five major ocean gyres, then 90% of all floating plastic could be removed by 2040.” -via Good News Network, 10/19/21
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mrplagues-authentic-blog · 7 months ago
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Rain Worlds
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will-bonna · 5 days ago
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garbage wastes
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dreadfuldevotee · 3 months ago
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"The Vampire Chronicles characters are exercises in the cycle of trauma and abuse and how they are capable of complex emotions and receiving and giving love and empathy alongside all the horrible shit they do to one another" and "Anne Rice herself was a bigot and had some shitty personal beliefs and just because the genre is Gothic Horror doesn't mean you ignore the way those ideas bleed into the writing. Not all commentary is good commentary" are two sentiments that can and SHOULD co-exist, what the fuck are we doing.
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localceilingdevil · 1 year ago
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i believe I've posted this to twitter before so hello again to anyone who has seen them there
this is guts. we love guts. he has rabies.
yes this is what he does when he feels threatened. a silly little boogie.
song is garbage wastes - threat
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dragonpropaganda · 9 months ago
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
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The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
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These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
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Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
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But let's take a closer look, shall we?
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See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
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This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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edwinisms · 4 months ago
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i get such a sense of primal envy when looking at edwin’s clothes up close because god you can just tell his coat is real wool and made to last and not cheap flimsy mass produced garbage and auggagghhhh that was just STANDARD in his time. by no means am i saying i was #borninthewronggeneration because i like having vaccines and household appliances but. man. to have a personally-tailored coat like that that’d last for years and years……. and fabrics of fine thread-dense quality………. if only
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bewilderbark · 8 months ago
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day 17 - bomb
emergency grenade
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cheezburg3r · 3 months ago
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Garbage wastes
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Tried to mimic the rainworld artstyle, I'm getting there
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wormheamer · 4 months ago
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last-minute friendly fire attack on @prismsoup!
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sssmiklo · 2 months ago
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marclef · 3 months ago
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✨ the mess-free garbage disposal system of Peppino's Pizza ✨
(@cyanityinsanity101 i blame you for this lmao )
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tenspontaneite · 7 months ago
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Fresh rain world noob problems 👌
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localceilingdevil · 1 year ago
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i have a love hate relationship with six myth's design BAHAH
anywayyy here they are all uh updated. this is their third iteration (ba dun ch)
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much happier with this design but do expect things to be fleshed out a little more hehe
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