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Joined 2 years ago
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Cake day: November 25th, 2023

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  • Well there’s a fundamental difference between a carnivorous plant and a murderous plant who just kills.

    There are many plants who kill large number of animals all the time, as defense measures for example. But a carnivorous plant specifically kills the prey in order extract nutrients from it and use it to benefit itself, and it does so using specialized adaptations specific for that purpose and not just accidentally (like a broken tree branch falling down killing somebody down below doesn’t make the tree carnivorous)

    So a carnivorous plant needs to have ALL of these traits:

    1. capturing or trapping prey in specialized, usually attractive, traps;
    2. killing the captured prey;
    3. digesting the prey;
    4. absorption of metabolites (nutrients) from the killed and digested prey;
    5. use of these metabolites for plant growth and development.

    …in order to be considered a carnivorous plant.

    Source: Carnivorous Plants: Physiology, Ecology, and Evolution from Oxford University Press

    (HIGHLY recommend if you’re interested in this topic, it’s an extremely good book and the best comprehensive overview on carnivorous plants at the moment, with fairly up to date information from this rapidly developing field of study!






  • I think what matters more, or perhaps at least in Valve’s perspective, is that microtransactions are inherently binding between the game’s developer/publisher and the player, so the game’s developer/publisher is the sole party held accountable here (by Valve), while ads inherently involve and invite a 3rd party advertiser, muddying the situation for everybody. While on the other hand, microtransactions can only be done for content already a part of the game, while ads serve content outside the scope of the game.

    So this is much much more enforceable for Valve, while DLC and microtransactions marketing is already subject to the established rules on Steam.




  • Finally!

    My biggest problem with bi-foldable phones so far is that they don’t actually offer enough of a screen size to really be the tablet replacement that is worth for all the downsides (like fragile screen, added weight and complexity and everything). But on the other hand it’s also just not possible to make a 10+ inches screen pocketable by folding it only once, whole still retaining an acceptable aspect ratio for both folded and unfolded forms.

    Trifold is the first step towards finally having a meaningful foldable phone.


  • I think the problem fundamentally stems from the fact that Android development is so hardware focused nowadays because hardware makers make so much money, and people seemed to have started forgetting Android is also an OS, with its own software ecosystem, including the ecosystem of OS mods.

    But we have not been seeing nearly as many news about new cool app that explores new ways to redefine functionality and UX design. There’s just not much exciting things going on in the Android software and it’s ecosystem these days it feels like, almost as if it’s not just stagneted but also somehow enshitified as a whole :(