JacobCoffinWrites

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[–] JacobCoffinWrites@slrpnk.net 3 points 3 days ago (1 children)

Thanks!

I do have thoughts on that! This might be a little jumbled as it's mostly off the cuff, but I think how much a society can be run only on renewable materials will depend on how much they're willing to change their whole default framework, and what they're prepared to give up in the short and long term to do it. Degrowth and library economy concepts would certainly apply. (I really like library economy stuff because I really like reuse).

I think there's an abundance of resources, from existing usable items to raw materials which have already been extracted already accessable to us out in the world.

Right now there's this default pipeline from extracted raw material to new (ideally fragile/flimsy/disposable) products to landfill. A library economy on steroids might include both tons of long-term reuse of whatever's already been made, but also recycling of available materials that have already been extracted. There'll always have to be new manufacture but ideally it'd be much reduced and anything made new would be designed to last and to be fixable. But that takes a ton of commitment on a societal level to using less and to sorting and distributing everything that already exists. It means mining junkyards and landfills for already-extracted raw materials and generally changing how we do things.

When it comes to energy, I think there's a sort of hurdle we have to get over - first we need to get most of our energy to renewable, then we can optimize for long term repairability. There's a lot of interesting recycling processes ramping up for solar panels, and as I understand it, there are less-efficient designs that are more fixable. So for the short term, I suspect whatever designs get the job done we use, and after that, we can start adjusting for long term.

My art tends to be of a society that's as obsessed with reuse and externalities as ours is with money. They're a society of scavengers and fixers and makers. That handwaved cultural change is sort of what I've chosen for my spec fix suspension of disbelief. Most of the tech I include already exists, but examining what a society that makes all its decisions around reducing harm would do with them is what I really enjoy.

[–] JacobCoffinWrites@slrpnk.net 6 points 3 days ago (3 children)

They've been doing a bunch of cool solarpunk art for a bit, and they've started releasing it CC-BY (I think) including on wikimedia commons, which is great because otherwise the solarpunk category over there was mostly a bunch of AI art and proposed flags. (I'd added some of my photobashes so it wasn't just AI representing the genre, but I'm very glad to have them contributing art with a lot of intent behind it.) I think a lot of the planning for their scenes comes from the solarpunk prompts podcast these days.

[–] JacobCoffinWrites@slrpnk.net 1 points 6 days ago (1 children)

Thank you!

I'm hoping it'll make my notes useful to others, and I'm also hoping to start a culture of building resources in the solarpunk art scene. Like, if there's something someone wants to see in solarpunk art, and they feel they can't write or draw well enough to make it themselves, then make it easy for writers and artists to make that thing by making the info easier to find. Write up a list of details, things to avoid and reasons why, gather visual examples. I don't know if it'll work but I'm hoping it sets a useful example.

I'm also hoping this pushes back on something that's been bugging me - I think because solarpunk is so new, there's a bunch of people trying to steer its long-term course from the sidelines just by complaining at the people who make anything. (I'm mostly thinking of the subreddit here). And that can get pretty frustrating.

I think it's also something that could help with building solarpunk media that reflects the movement half of the scene. (I think there's a bit of a gap right now between the aesthetic side of solarpunk and the nuts-and-bolts permiculture social movement thing trying to carry it out). I think especially if we want artists who've just gotten into solarpunk to get the details right, then we need to make the cool ideas we want conveyed in the art easily accessible to them.

[–] JacobCoffinWrites@slrpnk.net 4 points 1 week ago (4 children)

I really enjoy reading about the investigations that follow any big crypto heist, where they track the stolen money through various exchanges etc. The Swindled podcast just did one about a pretty poor attempt to launder crypto (see Razzlekhan) and Darknet diaries did one on the much more competent (suspected North Korean) heist of eth from Axie Infinity and their various laundering efforts including through Tornado cash. It's surprisingly transparent in a lot of ways. It seems like stealing the money is often the comparatively easy part, and getting their huge sums out of crypto and into something they can use (while thousands watch the money like hawks) is much harder.

[–] JacobCoffinWrites@slrpnk.net 3 points 1 week ago* (last edited 1 week ago) (3 children)

I haven't done much on the campaign - my big project this month was researching and making the photobash of a more flood-compatible city.

I've also been reading about modern sailing ships, including having a great conversation over on the naval architecture subreddit. My goal is to both make a new photobash of a cargo sail ship at sea, but also to write up what I've learned to consolidate the info and links for other solarpunk writers/artists. That's part of a new thing I want to do - trying to make resources that make it easier to make solarpunk stuff.

Edit: I did talk with an expert I know about testing sites for contaninants and got a list of tools and procedures they'd use in real life, so I now need to figure out how to abstract it in an interesting way (and that reflects the goals of the players in the game).

There's conversion to EV, conversion to run on woodgas or possibly conversion to an alcohol engine - I think it depends on what's readily available locally in parts and energy sources. If you have a sawmill or work construction or deconstruction and can be burning wood scraps for fuel that already exist, gasification might make sense. If you live in a place with lots of sugarcane or another source of alcohol, that might work. Ideally your energy source is a waste product of something that's already there, and your use doesn't incentivize more deforestation etc (that's the hard part).

I also started a list of car parts that can be used/repurposed for other tasks, mostly based on stuff I'd seen on permaculture and tool forums: https://jacobcoffinwrites.wordpress.com/2024/09/04/using-every-part-of-the-car-a-resource-for-solarpunk-writers-and-artists/ it's intended more for writers/artists, but some of the links might be interesting.

Just to add, the way I pictured this working was to set up a basic smithee, probably a three sided shed so I'd have a dark place to work (helps to gauge the temp of the metal by color). I'd get some of those gas welder's goggles with the flip up flip down lens (or use my electronic welder's hood) so I could safely look at the work in the firepot (solarpot?) then take it inside to quickly work on it. I'd stow the forge inside the smithee (or in an attached lean-to) when not using it. One feature that might be good would be a way to cover the lens and unclip it from the forge so it can be stored in a box or wrapped up, to reduce the risks of it starting a fire.

[–] JacobCoffinWrites@slrpnk.net 1 points 1 week ago (1 children)

Sure! Generally they're just an old coffee can with a thick layer of plaster of Paris and sand or firebox cement on the inside. They cement in some torch parts so they can attach a can from a burnzomatic torch and blow fire into the small, contained space from the side while having a hole on the front (usually with some loose firebrick for a door) to insert the work.

https://makezine.com/article/workshop/making-your-own-tin-can-forge/

https://m.youtube.com/watch?v=xv9nnEhgfuY

I don't know that the design itself is actually applicable here, just that they're a good demonstration that even with a small forge, you can do some pretty cool blacksmithing.

In practice I think a solar forge would have to be open from the top, and couldn't really benefit from the tight space confining the heat, so it'd probably be closer to using a portable ferrier's anvil like you might see reenactors use at the fair, or something like this:

Though it'd look more like that artist's smelting rig with the big lens and all.

Thanks! I'm really excited to see what you come up with

[–] JacobCoffinWrites@slrpnk.net 2 points 1 week ago (3 children)

That's great! I don't have specific dimensions in mind (only because I haven't sourced a lens yet). I'm not sure about the beam width. I think no matter what, it'll be a narrower heat than you normally get with a coal fire or propane forge, so the blacksmith would probably have to adjust beam and shift the position of the piece to distribute the heat. But people make all kinds of things using little coffee can forges so if it allows for even that scale of project it'd be very useful.

It might not be a drop-in replacement for a traditional forge, but it could be a really cool way to preserve a lot of the practice without burning coal or gas. Let me know if I can help at all!

[–] JacobCoffinWrites@slrpnk.net 2 points 1 week ago* (last edited 1 week ago) (5 children)

So I'm not sure this would qualify, it may be too simple. I'd been thinking about trying to build a solar forge (I got to learn forging from a really good blacksmith who worked with coal for a couple years, though I am very much an amateur). I've seen videos of people using old fresnel lenses from rear projection TVs to burn through skillsaw blades and if you can melt steel, you can certainly forge it. It might just be slow, or too focused on one spot, requiring some movement to distribute the heat, something I'd have to mess with. It'd also be a bit of a safety hazard overall, but at least it'd be outside on a paved driveway instead of of inside a shed like my old coal forge.

I was picturing something similar to this smelter but with a reused TV lens, and a fire pot where his crucible is. The mechanical parts would be for rotating it to keep the sun shining through the lens, and possibly for adjusting the focus. Stability and safety would be a big consideration, don't want the wind blowing it around too much.

Again, not sure if it's what you're looking for, but I'd like you to get some usable answers here. Best of luck with your project, thank you for reaching out to involve the community!

 

This is a little different from my other photobashes in that this one can’t really pass as a postcard. I ended up having so many things to include in the topic of flood-compatible cities that the only way to fit them all was to keep expanding the canvas. I think I have enough for a second picture (and possibly a third), but we’ll get to what’s missing in a moment.

So awhile back, I stumbled on to this discussion on reddit about what solarpunk might look like in a wetland area (and what it'd mean for cities built in wetlands). I very much believe that solarpunk will look radically different based on location, with infrastructure, routines, fashion, etc, being carefully tailored to fit climate, local weather, and the available materials, so this really caught my attention.

That discussion lead to this one, and this one, then this one as well as this conversation back over there plus several good chats on the Fully Automated and Solarpunk Hub discords.

I received a ton of awesome input which I genuinely couldn’t have made this without. Thank you! Most of the ideas here came from those talks. Even when people disagreed with each others’ suggestions, I tried to include them in the scene if I could make them fit.

The basic idea is for this to be a city that expects to be flooded regularly. One where, if the water rises a few feet seasonally, everything stays basically the same, and if a huge storm rolls in and swamps the whole area, people grumble about it, but can mostly still go about their day (using things like elevated walkways). The lower portions of buildings are used for third place activities that can be packed up and removed when forecasts predict bad weather (like marketplaces) or which use sturdy, permanent structures which can be hosed clean later.

There’s an argument to be made that the best answer to building cities in swamps is the simplest: don’t do it. And if you’ve failed that step, then you shouldn’t rebuild when whatever you build inevitably gets flooded.

I think there’s a lot of reasons to push back on that. Most major cities are already built on waterways or on the coasts due to the value of those locations for shipping and industry. Some are already below seal level, others are likely to be in the future as climate change worsens. These places house millions of people, they represent home, historical legacies, and preserving them helps preserve the cultures and communities of the people who live there. Lots of cities are looking for answers to rising water, and I’d love to see what solarpunk versions look like.

Sponge city tactics came up a lot in our discussions but we struggled to find ones that fit for a city (like New Orleans) which are at least partially located below sea level. If I expand the image to the left, I think I can definitely include a few, but generally, the water needs somewhere to go.

That said, I think this scene fits a tight shot of a much larger take on sponge city tactics of slowing water and absorbing it where possible.

Our current society has spent a lot of resources on straightening rivers for shipping and building dams and levees to shunt extra water downstream, to make it the next town’s problem, rather than suffer floods themselves. Farmers don’t want their fields washed out or polluted with debris so they build more levees and so on and so forth.

I think a solarpunk civilization might accept on some level that rivers are going to meander, they’re going to rise seasonally, and they’re going to flood the flood plains they’ve always washed over, and it might build with those expectations in mind. A solarpunk setting might adjust itself to coexist with the weather and floods rather than use huge infrastructure projects to try to keep them away.

The admittedly thin backstory I’ve got in mind is that this was a city which frequently flooded, and where some of its lowest areas (possibly mostly abandoned already due to uninsured damages and unlivable conditions near the collapse) were ceded to the water but not surrendered altogether. People built some structures higher than the water is likely to reach, and everywhere else, they float on it in boats, float houses, or even large rafts which contain small neighborhoods. They farm locally using floating gardens, hydroponics, Chinampas, and more. This isn’t a pristine wetland that’s been colonized, but a flooded neighborhood which has been partially rewilded.

I pulled in a few different living-with-water concepts in for this one:

  • The lifted buildings are an upscaled version of the lifted houses you can find all along the US Gulf Coast, intended to survive storm surges and floods during hurricanes.
  • I based the covered upper walkway on the iron lace balconies found on some buildings in the New Orleans French Quarter. It’s not quite the ‘correct’ use of the design, since they don’t traditionally span from building to building, but I thought it’d be a nice reference. The goal here is that if the area really floods, and the ground level is unsafe to traverse, people still have a way to get around. For safety purposes, I figure each building needs a ladder on each road to access the upper level in an emergency. For accessibility, I included frequent, standardized elevators and 15 degree ramps.
  • I used this amphibious bus design because it looked more municipal than the DUKW style duckboats many cities have for recreational purposes. Credit to Cromlyngames for suggesting this idea (and then making this 3d model about it). I suspect the amphibious design would be harder to maintain than a normal bus because of the sealed hull, but perhaps some of the efficiencies and practice that come with a larger, standardized fleet would help.
  • Dutch-style floating houses (these exist all over the world but I referenced dutch ones while making this scene). These are just meant to be towed into place and parked. Unlike the houseboats which are more boat than house and can travel as they want.
  • A Bangkok-style water bus – the idea is that the flooded zone is likely somewhat shallow, with deeper waterways intended for transit between neighborhoods of floating houses, large rafts supporting small neighborhoods, and through rivers and canals in the dryer parts of the city. If I do another scene, I’ll try to include a transfer station where passengers can switch between boat and an elevated train.
  • Waterways with restored eelgrass for manatees. I wanted to show some of the work that’s been done restoring rivers in the US south.
  • Chinampa agricultural system (farming on artificial islands) this is a pretty ancient farming practice from Mexico and Central America, which is still in use in some areas, and I’m still learning about it. I’ve done my best to get the scale and composition of the design correct. Some of the trees might be a bit overlarge, but they wouldn’t be planted very densely.

Other notes/elements included:

  • There’s a Savonius wind turbine attached to one of the dolphins (poles) for the dock. I imagine this probably isn’t supposed to be there, since it could get in the way during a high flood, but perhaps there’s not much enforcement or its the subject of a disagreement.
  • Awnings and porches to shade windows and balconies and buildings. The simple solutions work.
  • The hospital in the background would need to be able to operate during a flood, and to have water access (possibly via canals) so that people with only boats can access it quickly, in addition to road access.
  • The climbing wall probably isn’t ideal, as you’d want open spaces between the pillars if the flood will have a current. This was kind of an art decision - I needed a type of tall, narrow third place to include that would demonstrate its use even with the bus in the way and that seemed like the best option I could think of. Climbing walls are often made with wood frames and plywood – this one would have to be able to survive submersion, so perhaps it’s made from thick sections of recycled plastic or something similar. My other plan was just some trees, to show that it was a park, but that wasn’t as clear.

Speaking of third places, here’s some other ideas we had for third places you could have under these buildings. Presented in no particular order:

  • Tide pools and natural landscape features
  • Parks
  • Dog Parks
  • Meeting rooms
  • Lecture spots (could double as a bring-your-own-movie movie theater)
  • Squash courts
  • Playground (depending on the design)
  • Planetarium?
  • Speaker’s corners
  • Booths for food trucks or downstairs seating for a lifted cafeteria
  • Parkour course
  • Roller rink
  • Laser tag/paintball arena
  • Fresh water reserve tanks (firefighting, heat sinks, municipal cleaning as well as last reserve drinking water post major floods
  • Possibly storage for flood-tolerant stuff like scaffolding

Things I’d like to include next time:

  • Floating neighborhoods in the style of the floating islands of the Uros on Lake Titicaca (this would take a fair bit of space and a lot more reading)
  • A transfer station where passengers can switch between boat and an elevated train
  • Amphibious emergency vehicles

This image, like all the Postcards from a Solarpunk Future, is CC-BY, use it how you like.

 

I used to walk past abandoned trucks out in the woods, so I wanted to capture something of that.

The M9 Armored Combat Earthmover looks super cyberpunk to me, probably because it dates back to the 1980s, still in use. My inner Gibson fan wanted to include some kind of rusting, surplus military equipment in this rural cyberpunk comic, possibly a hovercraft. But I figure this fits the superfund site backstory nicely, since it’s supposedly rated for protection against chemical and biological agents.

Also, like most military vehicles, the M9 has a cult fan following, making it pretty easy to find photos from a variety of angles, along with photos of model kits, which in this format are just as good.

I have a (headcannon-only, at the moment) idea that these machines were upgraded a third time to house AI pilots on a similar level, perhaps a bit smarter, than the bodyguard. And that they might have been left with the chassis when the work was paused, then delayed and delayed, until they finally gave up on remediating the site. One possible resolution for the story might involve the bodyguard making friends with one, who is able to contact a human tech (a former site volunteer) who lives nearby and maintains the abandoned AIs as best he can. He might end up serving as a mediator between the robot and the outside world.

You probably shouldn't tap the trees in a superfund site for sap, but that feels like a fairly cyberpunk sort of resignation/indifference to circumstances. I know some folks who do sapping IRL and they say animals often try to get into it – cows in particular are very clever with disconnecting hoses and such to get access to the delicious sugar water. They didn’t have any stories about deer but I bet it’s happened.

I've almost run through the backlog of art for this silly rural cyberpunk webcomic. I'm hoping to make a few more, but the schedule might get a little unreliable for a bit after page 25. If want to read the rest of it you can find it here: https://jacobcoffinwrites.wordpress.com/president-deer-adventures/

If you’d like to read the related-but-mutually-non-canonical short story version, you can find it here: https://en.scrappycapydistro.info/harbour it’s in the first edition, on page 3!

 

Hi, I just wanted to say thanks for all your help on my previous question planning art of a more flood-compatible city! I've tried to include everyone's suggestions from last time, plus everything from here, and discussions on reddit and discord.

I don't plan to clutter up the community with any drafts after this one, but I was hoping to get one more pass with my current sketch since its based mostly on your ideas. Is there anything you'd like to see added or changed in a depiction of a city that's built to flood? Thanks again!

 

One of my ongoing goals is to emphasize reuse in solarpunk media – both through my own projects and whenever I get the chance while helping others through suggestions or editing.

There’s a wealth of stuff all around us which could be repurposed in creative ways, and solarpunk art and fiction has a wonderful opportunity to demonstrate that ingenuity and thrift.

A lot of that stuff is in cars. So here’s some notes I’ve pulled together from various online discussions and from many people’s recommendations in solarpunk spaces. It’s not exhaustive, its probably not all good advice, but it should be good enough for a writer to casually drop into a description of a room or workshop, or for an artist to include in the background of a scene. Something that shows that this isn’t a scratch-built future, that they’re repurposing existing stuff wherever they can.

Think of all the weird ways postapoclyptic movies dress the sets with misused items from the present – here’s a somewhat practical guide to solarpunk set dressing with the guts of cars:

The big stuff:

  • Depending on the vehicle, its frame (if it has one), axles, and wheels can be used to make a trailer, cart, or similar. (I’ve definitely seen trailers that were just the back half of a pickup truck with a tongue and hitch welded on.) Bonus: the bearings in car wheels tend to be better than those used in regular trailers.
  • The transmission from a vehicle could be rigged up to a wind/water mill to adjust rotational velocity of a sawmill or other industrial application. Some power tools, like lathes, use vehicle transmissions: https://www.practicalmachinist.com/forum/threads/truck-transmission-for-lathe.240574/
  • Steel leaf springs can be removed from their bundles (they’re long, flat pieces of steel stacked and bound together with strips of steel) and are favorites of blacksmiths for making swords and knives because of the type of steel used.
  • Earthships can be made with stacked tires packed with rammed earth: https://earthship.com/systems/garbage-management/

The Electronics:

  • Alternators can be used to generate a wide range of amperage and voltage, suitable for different needs, including (in a few specific cases) welding: https://diysolarforum.com/threads/diy-low-cost-generator-from-vehicle-alternator-alternating-generator.1843/
    • The terminology here is a little confusing – early cars had DC generators (sometimes called dynamos), then they switched to AC alternators. But modern ’emergency generators’ still use alternators hooked up to an engine. So if you’re looking for something to convert motion to electricity, perhaps to attach to a water wheel, a vehicle alternator (and some belts to adjust the speeds) could do the job.
    • Some caveats: suitable vehicle generators and motors will likely work better, and to get an alternator to work you may need to either include a power source of 12v to excite the alternator, or to to replace certain internals to include permanent magnets. You'll need to mess with the gear/pulley ratio to get the right (high) speed too.
  • The electronics in most cars are usually all designed to run off 12 volts, which can be very convenient for a household with solar panels depending on their setup. If a household has a low-voltage DC battery bank (some do, some don’t) then dropping the battery voltage a few times to power car parts comes with a smaller efficiency loss.
  • These 12 volt electronics include things like the cab lights, headlights, radio/entertainment system, backup/surround cameras (perhaps for a security system?), all of which could be placed in a home on a circuit providing the same power they’d get in a car.
  • LED headlights make for decent grow lights. Different models hit different parts of the spectrum, but generally they’re sturdy, run cool, and don’t take much power. They might not be as fine-tuned for plants as a dedicated product but they’re common and probably not being used for much in a solarpunk society.
    • Alternative use: outdoor lights, indoor spotlights, light on a wagon, rickshaw etc.
  • A car air conditioner could cool some small storage room decently. With big living rooms, it would have difficulty https://permies.com/t/177638/Convert-car-air-conditioner-home
  • Cars have lots of small electric motors with various advantages and disadvantages: you can pull motors from the blower, power windows, and windshield wiper motors have a fair bit of torque and can be decent actuators for some projects (I’ve seen them included in robotics projects).
    • The blower and motor could be used for ventilation elsewhere.
  • Starter motors are tricky – they’re designed to provide a lot of sudden torque to briefly turn the engine, and not to run for a long time. So they don’t fit a lot of our usual use-cases for electric motors. I’ve seen forum posts that describe using them for hoists (like to lift heavy things) but that’s about it so far.
  • There’s plenty of wiring in a car which can all be reused as long as the gauge is correct for the new use.
  • Automotive Relays are used to enable a low amperage circuit to switch a higher amperage circuit on or off, making the control systems safer. One example given was switching on heaters in a thermal storage water tank. There’s a fair number of forum threads where people link arduinos to automotive relays to control things the arduino couldn’t handle on its own.
  • Car batteries have long seen alternative uses – they might be the one car part used most outside of cars. As vehicles go hybrid and electric, their bigger, more powerful batteries become more common. Even when they weaken overtime, the lower power density doesn’t matter much for fixed installations where weight isn’t a factor, so old electric car batteries show up in homes and local grid storage systems: https://www.motherjones.com/environment/2023/11/old-ev-batteries-solar-power-grid-backup-b2u/

Moving fluids:

  • Various pumps and tubing can be used for moving fluids (though the original purpose/contents will restrict what you can use them for).
  • The tubing, tanks, pumps, and other parts used for windshield washer fluid are probably the safest car-fluid-handling components to reuse for non-car things (with a lot of rinsing and cleaning): https://www.mountainbuzz.com/threads/reusing-wiper-fluid-jugs-for-drinking-water.97053/
  • Car radiators work well for heat exchange, their intended purpose whether they’re in a car or not. This can be part of systems for heating or cooling.
  • Copper brake line can also be used in heat exchanges.
  • Fuel and brake lines should definitely not be used for things like potable water. But you wouldn’t be using potable water for heat exchange anyways, so contamination from the radiators, tubing, or brake line won’t make much difference there.

Odds and Ends:

Cosmetic stuff:

  • Seats: couches, chairs, porch swing, etc, fabric, foam stuffing for stuffed animals.
  • Windows are tricky because the shapes are weird, which can make framing them difficult, but they could be set into clay or concrete or similar building materials.
  • Hoods, roofs, and body panels offer some large sheets of metal which could be used for sheds.

Last but not least, there’s always conversion to run on woodgas (something I’ve depicted in a photobash) for some limited uses, or conversion to electric. And if all else fails, you can always melt them down for your society’s steel manufacturing needs – electric arc furnace smelters running off a green grid, recycling, are about as close to zero emission steel as you’re likely to get, and the metal is already refined so I think you could get pretty tight control over the quality on the output.

But I hope you’ll consider some of the above possibilities too. The parts are out there, we might as well use them.

Thanks for reading! Like I said, this is by no means an exhaustive list, so if you know of something I’ve missed, or see something I got wrong, I’m happy to edit it!

Also available here: https://jacobcoffinwrites.wordpress.com/2024/09/04/using-every-part-of-the-car-a-resource-for-solarpunk-writers-and-artists/

 

Hi, I've had some good discussions here in the past, so I thought I'd reach out with an idea for a resource I'd like to try to put together for solarpunk writers and artists.

I was talking with A.E. Marling about a story he's working on, and one of the things he was looking for was uses for old cars.

I think the obvious answer you'll get from solarpunks (aside for limited use where it makes sense) is to melt them down for your society's steel manufacturing needs - electric arc furnace smelters running off a green grid, recycling, are about as close to zero emission steel as you're likely to get, and the metal is already refined so I think you could get pretty tight control over the quality on the output.

But I think reuse offers some much more interesting opportunities. I'm only just starting to learn about fixing cars, but I've already been struck by the fact that at least some parts in cars can go into other things. For example, it looks like certain old alternators can be used to generate a wide range of amperage and voltage, suitable for different needs, including welding: https://diysolarforum.com/threads/diy-low-cost-generator-from-vehicle-alternator-alternating-generator.1843/ so perhaps one could be hooked by belts (adjusting speed) to a waterwheel or something?

I feel like a solarpunk society with a really strong library economy might start cataloguing parts of more complicated machines (even salvaged from machines like cars).

And looking for parts commonalities and alternative uses strikes me as a really cool step towards building an open-source manufacturing sphere. Perhaps starting with a database of hardware/parts so they could be identified and repurposed, and alternatives identified.

So the actual proposal:

I'd like to try and put together a list of common car parts which can be reasonably used in other (more solarpunk) contexts. This doesn't have to be specific down to the model number or include a how-to guide, (though I recognize that some reuses might only be possible with a specific model) just something solarpunk writers could casually drop into a description of a room or workshop, or an artist could put in the background of a scene. Something that shows that this isn't a scratch-built future, but that they're repurposing stuff where they can. Think of all the weird ways postapoclyptic movies dress the sets with misused items from the present - we could offer something like that to solarpunk, but grounded in at least some practicality. If you have any suggestions, I'd love to hear them.

Thanks!

edit: I've built out a list and it's located over here: https://slrpnk.net/post/13032570

 

I've been thinking about trying to depict some of the ideas from this conversation: https://slrpnk.net/post/12735795, using a sort of flat, diagram-like style similar to this old photobash:

Though a bit more complex. The obvious answer is 'don't build cities in swamps' but we already have a bunch of them, and though I don't live there I recognize that they have a lot of unique cultural and historical value and are peoples' homes, so I'm interested in what a solarpunk-adapted version of these would look like.

At the same time, I know basically nothing about New Orleans or similar areas, have no background in civil engineering, and no qualifications to make this except for the capability to do so using an old version of GIMP. So I'd absolutely love to identify issues, places to make improvements, and things that are missing now rather than once I've spent days chopping up images and finessing them into something coherent.

So what'd I get wrong? What's unworkable, out of scale, or dangerous? What style of buildings or cultural touchstones would you like to see? What kind of plants are missing?

 

This is basically my most traditional bookbinding project. I used regular fabric cloth for the cover, and followed the traditional steps. The interesting (to me) change is the use of a CO2 laser cutter to mark the fabric. Here's the steps to making it:

I think it's fair to say that this book is extremely rare. The author has told me that the one physical copy I've made is the only one in the world, aside from an 'ugly stapled proof [he has] in a drawer somewhere.' The book was released on patreon as serialized fiction, with each of the six sections being made available as early drafts to a certain tier. The plan was that he'd put them up briefly, take them down again, then compile the drafts and eventually release a full published version. For life-happened reasons, the last step never got done (though the author was kind enough to repost the six sections on a discord channel when I asked).

Just the same, it was one of my all-time favorite stories, so if it wasn't likely to end up somewhere I could buy it, I was at least going to make a copy of my own.

So I took the six pdfs and started editing them using whichever online tools seemed like they'd do the best job. I started by cropping the files so they'd fit the correct aspect ratio for 8.5x11" letter paper folded in half, but started getting fancier as I went. I removed pages of bonus content from the back of each one so it'd flow better as a book. I merged them all together into one file (to reduce the number of mid-book blank pages from turning it into folio signatures). I even added a second set of page numbers to the bottom because the ones in the top right restarted in every section. I manually added some blank pages front and back.

By the time I was done, I had something to feed into https://momijizukamori.github.io/bookbinder-js/

I used that to create letter page folio signatures (with sets of 4 and 3 pages per signature). Now I had something I could actually print. We did so on a regular office photocoppier, and I can't recommend printing each signature separately and organizing them with paperclips enough. I would have lost my mind trying to sort them otherwise).

We start off the actual bookbinding in a pretty familiar way, taking each signature, folding each page of it in half with the bone folder, nesting them, and adding that signature to the stack.

Then I used my template from the previous bookbinding project to punch holes through each signature. One really nice thing about not having to trim whitespace from my pages is that the overall page size (and thus most dimensions of the cover except the spine) will remain the same no matter what is printed on the page or which printer I use. So I can reuse things like this template.

Here's my template with its measurements in case you want to reference it:

Eventually this left a nice stack of signatures ready to sew together:

As before, I sewed it together using waxed thread, following the Penrose Press Pretty Perfect Paperback Guide. I know there are a bunch of ways to do this, but I quite like this technique.

The next step is to clamp and glue the bookblock together. My clamp is pretty crude, it's just a 2x4' screwed to a piece of particleboard, with a couple ragged sheets of wax paper keeping the book from gluing to the clamp.

The goal is to get it as tightly pressed as possible while keeping the book block nice and square.

I didn't take a picture of this step for this project, so here's one from the last book. Note how the signatures are jumbled along the edge. I've gotten much better about lining them up recently.

I usually use my finger to work the glue into the gaps these days, it's faster and makes less mess than the brush. I think it gets into the gaps better too. I do three coats of glue on the spine. For hardcovers like this one, I then glue on a strip of mull or cheesecloth which is a couple inches wider than the spine on either side (front to back), and like an inch or so shorter than the top of the spine (heightwise).

Then I glue on a strip of watercolor paper (it's supposed to be manila paper but I don't have that).

Now it's time to start on the actual cover. I size the bookboard so it'll overlap the book block by 3mm on the top, bottom, and open edge. You're supposed to make it 3mm wider for that overhang, but then remove 6mm for the hinge by the spine (so that's actually -3mm) but I haven't had good luck with that, the open edge always seemed too close to the book block, so I just leave it the same width as the book block and slide it out 6mm. Somehow that works.

To get the spine width, you're supposed to measure the spine of the book plus one thickness of bookboard, but my spines often come out a bit thicker than the rest of the book so I'm sure about that guidance either.

That's the basic layout but I wanted the color to be darker. I was reusing fabric I bought for a halloween costume, but I was picturing more of a maroon color. I didn't want to buy new cloth when I had a bunch on hand I wasn't using, so I decided to dye this piece.

I started off trying to use some very old, expired, dark roast, decaf coffee, but the cloth just wouldn't take the stain, likely due to not being natural fibers. So instead I switched to using some old rit dye I had. I took lots of pictures for the coffee and almost none for the rit dye, so just pretend it's slightly blacker and in a different pot. And that I'm using a stick instead of a wooden spoon.

The nice thing is the rit dye isn't really going to go bad, so I just poured it from the old pot I used (we stopped cooking with it because the nonstick lining had started to flake) into an old jug. I've actually reused it since and it worked fine!

After a lot of hassle, the rit dye finally made the difference.

I ironed the cloth to smooth it out:

And glued the bookboard down onto it. Make sure the gaps between the spine and the front and back is 6mm and that they're square/in line with one another.

The next step is to trim 45s off the corners (leave one bookboard's thickness between the corner of the bookboard and the cut edge) and to clean up the edges.

Then I applied glue to the bookcloth and bookboard and wrapped each edge over:

My attempts at this look kinda crude, but you don't really see this once the endpapers are glued on, so it doesn't bother me yet. Someday I'll probably look back on it and wonder why I thought this was good enough, but for now, it works just fine.

(You might notice that I glued the cut-off triangles to a scrap of bookboard, that'll come into play later)

When you apply glue to the endpapers they'll kind of liquify a little and stretch, so trim a couple mm off the leading/open edge. It'll look better.

Okay, final assembly. This is where it all comes together or goes horribly wrong.

To do this you place the bookblock inside the cover and get it positioned how you want it. Open up the cover again, slide a piece of wax paper and a piece of scrap paper in between the topmost endpaper and whatever's underneath it. Make sure the scrap paper is on top.

Get your brush soaked with glue and then dab it on some scrap until its not really soaking where it hits. Use little vertical jabbing motions (Psycho style) to stipple the top paper so its completely glued. Apply glue under the mull/cheesecloth, then put the cloth in place, then apply glue on top of that.

When there's a good layer of glue everywhere take a deep breath and close the cover onto the page. Open it just a crack, look for wrinkles and smooth them out as best you can. If you open it too far the paper will pull away from the cover.

When you think you've got it as good as it's going to get, remove the scrap paper but leave the wax paper. Close the book, put something heavy on it, and hope for the best.

When its dry, flip it over and repeat the whole process.

We've now hit all the usual steps (except the end ribbon thing but I don't see the point of that). I was honestly very pleased with the results.

But lets get fancy with it. I had some time on the CO2 laser cutter at my local makerspace, and I'd seen online that people had managed to etch bookcloth, so I wanted to try finishing things that way.

We started with some tests, on very low power and working our way up. We weren't sure how well the poly-blend fabric would handle the laser, or what kind of damage it would cause.

We started with the settings for printer paper (95 speed, 10% power) and worked up by 5% increments, finding that the quality improved each time.

Once that was done, I banged out a quick cover layout by measuring the book, drawing a vector rectangle in those dimensions, and positioning the raster title in the middle.

We ran it with the lid open (runs as a test with just a visible dot) and made sure the rectangle followed the edges of the book.

I had to prop the cover open a little so it'd be more level (I used one of the little connector things we use to pin warped things to the work surface). Then it was just a matter of hoping for the best and rerunning the file with the lid closed.

It was kinda high stakes but I'm very pleased with how it tuned out.

#diy #bookbinding #lasercutter #etching

 

I recently started making solarpunk postcards again, and I had a lot of fun with a quick scene of a solarpunk cargo ship (a steel-hulled, four-masted barque) in a storm. I'd like to do more but don't yet have any strong points to make or designs I'm excited to feature.

So what would you like to see? What scene is missing from solarpunk art of humans interacting with oceans, rivers, lakes, canals? What weird idea, or old, practical design should make a comeback?

I can't promise that I'll make everything but I really do try to include as many suggestions as possible.

So far suggestions from reddit and discord have included:

  • Showing more of the mooring ropes and foundations festooned with underwater life (perhaps in another storm or low tide?)
  • Boats or ships with soft wing sails which are apparently good (in theory) when it comes to performance as they maintain their shape regardless of wind conditions.
  • edit to add: a clipper ship

I'll state up front that I'm not a nautical kinda guy. I like to pick up terminology and learn but I've never sailed anything larger than a sunfish and I see the ocean maybe once every five years. So feel free to spell out practical considerations and realism stuff because I probably won't think of it.

And thanks!

 

I’ve been wanting to do scenes of solarpunk ships and shipping for awhile now. I love reexamining old technologies and seeing if they could work again, mixed with modern advancements, especially in a society with different values, or one that uses more metrics than just money to make their decisions.

I’ve read about the various attempts to make container ships more green with massive sails and kites and alternative fuels, but I never really loved any of them enough to make art of them. At best, they seemed to promise that they might use somewhat less fuel in the future, but they seem committed to the basic container ship format because its so efficient (in cost) and because everything is optimized around it.

I was talking with some of the folks from Fully Automated! about future weather changes, megastorms and tsunamis (and the potential for tsunamis to set off undersea avalanches that cause more tsunamis) and the damage those could all do to ports. How all that carefully-optimized equipment, even the depth of the ports themselves, could be damaged suddenly.

I started to think about solarpunk ocean scenes again, and about smaller vessels (which could perhaps use the shallower ports) could operate largely by wind, more or less traditionally.

Can the concept of container ships fit solarpunk? I genuinely like the optimization and logistical advantage of using standardized, stackable shipping containers which fit on ships, trucks, and trains without the need to load and unload the cargoes by hand at each transition in their journey. That’s great stuff, no complaints. What I wonder about is if that cost efficiency has caused other problems. We ship cargo all over the world but much of the time, we do it because it’s so cheap to do so. We ship raw material from one continent to process it on another, we ship that material again so we can shape it into parts, which are shipped back to the second continent for partial assembly, and then for final assembly on a fourth. Is that efficient? It’s cost efficient. But we burn terrible amounts of fuel each time we do it, and we do it for so many things.

So I’m skeptical.

Alright, my complaints out of the way, what’s actually in this scene? We’ve got an offshore windmill and a steel-hulled, four-masted barque with what’s hopefully an open-source variant of DynaRig sails.

So what does that mean? I’m very much not nautical – as with most of my postcards I’m doing my best to combine a bunch of concepts I’m only newly familiar with, so I’ve tried to make sure they’re at least based on reasonable starting points:

Cromlyngames in the FA! team mentioned DynaRig sails, these kind of funny-looking sails that taper towards the base, with thick masts and curved yards. They’ve seen some limited use on expensive yachts, there’s some proposals/plans to use them on container ships, and do seem to work well from what I’ve read. Their main advantage is in labor-savings and safety – the sails apparently slide out from inside the masts following tracks in the yards, so nobody has to climb the rigging to raise or lower them. And the entire mast rotates to best catch the wind. This allows for a smaller crew, and less of the traditional risks.

Crom suggested that they could work with any square-rigged ship, and a quick perusal of some nautical and sailing forums agreed with that (and taught me what those were). I started reading about traditional maritime shipping, and eventually found a forum discussion about the potential return of sail to modern day shipping. A poster on there mentioned the Passat, a German Flying P-Liner, and I was delighted to learn that a whole set of steel-hulled sail ships were hauling cargo well into the 1950s. Heck, one of them was captured by New Zealand during WW2 and put right into service hauling construction supplies.

So I borrowed the hull. IRL, I’m sure there’s a ton of quality-of-life improvements ship designers and sailors could suggest for a modern barque, and I’m sure I’ve included some stuff that doesn’t belong, but I’m just happy to have found a sail ship that was still effective in fairly modern days. In fact, it looks like staffing (both the difficulty finding qualified crew, and changing laws requiring more crew than traditional) was a big factor in the end of their service, and that’s something I suspect the modernized sails could help with.

I’d like to do more nautical scenes, so if you have improvements or alternative designs, let me know! I think I might do one with an offshore windmill substation, a clipper ship, or anything else you think would be worth showing. I know there’s been a ton of tech and safety features invented and added to ships since the P-Liners were modernized, and I think those things could help shorten their journeys and improve their safety at sea.

Art stuff: usually, unless I already have a strong plan for the visuals, part of my research is looking up various real life postcards and other art of similar content for inspiration. People have made postcards of almost everything.

There’s no shortage of paintings of ships at sea – I started this as a peaceful, sunny scene, but eventually gave in and went for a dramatic storm instead. Maybe showing the ship in a storm weakens the point a little, but ships run into bad storms even now, with all our modern day early warning systems – you can see plenty of videos online of even massive container ships losing cargo from being heaved around by the weather.

And one of my goals is to show weather, seasons, and locations that Solarpunk art doesn’t often feature. Bad weather is a fact of life, and it’s likely to get even more wild as our climate changes. I’ve done a couple scenes of blizzards, but none of terrible rains yet.

Given the premise that this is a postcard from a solarpunk future, it might be a historical scene of a famous ship that survived a hurricane, perhaps in the moments when the storm blew it dangerously close to an offshore wind farm.

This image (and all the other Postcards from a Solarpunk Future) is CC-BY, use it how you like.

 

This was another of those still images, where I wanted to capture a specific kind of place, the old farmhouses you find all throughout my hometowns, and a specific time of day in November when the sun has set and everything is this almost monochrome purple but the grass and crops look almost tan. In a few months, on cold grey days like this, when there’s a layer of snow on the ground, it almost mirrors the sky with just dark trees between them. But for now it’s this very specific color.

I used to go for walks or snowshoe trips most afternoons, and would often find myself hurrying to get back as night settled in. On those early evenings, I loved the yellow lights in the distance, the warmth and human routine they contained.

I wanted the farm in the comic to be a little more active than some of the ones back home. I did a fair bit of reading about agriculture UAVs and autonomous tractors, and I very much liked the used-future feel of the brand new stuff from those articles being kind of old and hacked-together at this point. Something these folks bought second- or third-hand, probably after it was already hacked by a previous owner to remove the manufacturer’s ability to remotely disable it. I like the idea that they have a sort of workshop/hangar for launching drones and inspecting their crops set up in the loft of the barn.

The standing figure is based a bit on my grandfather.

If want to read the rest of this silly rural cyberpunk webcomic about a stolen secret service prototype and the endangered deer it thinks is the president, you can find it here: https://jacobcoffinwrites.wordpress.com/president-deer-adventures/

If you’d like to read the related-but-mutually-non-canonical short story version, you can find it here: https://en.scrappycapydistro.info/harbour it’s in the first edition, on page 3!

 

It’s been a little while since I posted one of these. I’ve been working on writing a campaign(?) adventure module(?) For the solarpunk TTRPG Fully Automated (which I’m hoping to release libre and gratis through their channels in a few months) and that’s taken up a lot of my creative time lately. It’s the first piece of solarpunk fiction I’ve written, and it includes almost every setting concept I’ve been playing with in the postcards.

(In case you’re wondering, it’s a sort of treasure hunting adventure, where the players are on a quest to find several tons of illegally-dumped industrial waste, which is useful in the production of geopolymers. Through their investigation they’ll explore a mostly-abandoned town which is in the process of being deconstructed and rewilded, talk to locals and work crews, and hopefully unravel a cold-case murder mystery lost to the region’s chaotic past during the setting’s Global Climate War 60 years before.)

Either way, I’ve gotten far enough along that I think I can start photobashing together some art for some of the locations the players might decide to visit (starting with this bike kitchen in the village where the game begins).

In my postcard about deconstructing McMansions to reclaim the building materials and rewild the land, a few people brought up simply repurposing the buildings. I’d been batting around the concept in my head for awhile before then, but had struggled to figure out how to render a scene that showed everything I wanted it to.

I ended up using pretty much every idea I had for those scenes in the campaign’s starting village (a planned community which has repurposed an abandoned wealth enclave and its golf course as communal housing, workshops, and a food forest. That means I can put together photobashes of specific spots within that village, which I think is more achievable.

So here’s the first of the set. It shows a little bit of a repurposed discount mansion, but focuses mostly on the old back yard. The concrete patio has been removed, the large lawns and nearby golf course have grown into proper forests, and public paths have been brought right up to the house. The pool house has been turned into a bike co-op, and the swimming pool has been converted into a sunken greenhouse or Walipini.

Generally when you end up with an old swimming pool you don’t want, your options are to tear it out and fill in the hole, just fill in the pool, convert it into a natural pond, or (perhaps the least common answer) build one of these. Which one you pick will likely depend on your goals, the quality of the structure, and how far down your water table is. If it’s too high, it can lift an empty pool like a concrete boat, or cause other structural damage. But if circumstances are right, and the pool is intact after being abandoned and empty for a good many years already, it might be worth repurposing.

There are some beautiful and solarpunk photos online of real life versions of these, which have a far grander scale than what I’ve depicted here. This is more like the old pineapple pits, or a fancy version of the citrus trenches. Who knows, maybe they even cut away part of the floor so they could plant into the ground below.

The above-ground portion of the greenhouse is backed with an earthen berm/raised bed meant to help it maintain a consistent temperature. The retaining walls of the tiered bed are made from repruposed, broken-up concrete (sometimes called urbanite), likely sourced from the concert patio which was replaced with wood chips for better water permeability. Some full-shade plants like rhubarb and mint have been planted on the back slope, and a grape arbor has been built over it. Sweet peas are growing along the side where there’s more light. Raspberries and wildflowers grow around the rest of the smaller yard space.

In the background of the scene, an old pool house has been converted into a bike kitchen, one locations where the players will be able to obtain transportation.

A network of paths have been built all throughout the village, the food forest, and the region beyond. Even the town the players will explore is riddled with small trails and paths which the locals have built in lieu of trying to maintain a full network of paved roads. This was inspired by my hometowns' network of backwoods trails, and the downsizing to achieve a maintainable transportation network described in this article. Some roads obviously still exist because they're useful, but others have been washed out and never repaired because none of the current residents need them for anything, while new trails cut straight through properties nobody has lived in for decades.

The buildings are painted with colorful murals. This is always a challenge for me in these photobashes. I love the idea of a society that makes art everywhere for its own sake and I'd hope a solarpunk society would abandon some of the obsession with property values and would decorate everything from buildings to machines, in all kinds of styles. That might mean folk art with historical roots, like the zapista murals, it might mean carved panels on cabinets, or etchings on tools, metal sculpture, or who knows what. Embellishment not for commercial value but as self expression and messaging. So the topics and content would vary a lot.

I think there's a bit of punk in that, in refusing to paint or decorate with an eye on the resale value, like your house is a product for others rather than your own home.

So I try to include murals, carvings, and other decorations in my solarpunk art. Unfortunately I've also found that in my postcards, where the buildings are usually part of a cluttered background, murals can kind of act like dazzle camouflage, making it hard to tell what exactly is happening. So I'm still figuring out what works and what doesn't. (Ideally, I want the contents of the mural to be clear while also allowing for the building and the assorted stuff attached to it (plants, solar panels, other tech) to be easily recognized and understood. It's challenging and something I might revisit someday. I did try a version where the bike kitchen's mural was made out of silhouetted bike parts, but it looked less obviously like a paint job on a building, so I went with the mandala for clarity for now.

Edit to add: this photobash (and all the Postcards from a Solarpunk Future) is CC-BY, use it how you like.

 

I really enjoy the arcade blogger for the arcade cabinet raid writeups he does, and his step-by-step repair posts. The history aspect is neat too.

This is a repair post with a bit of history.

Decades ago, to combat ROM-cloning piracy, Capcom started adding a chip to their PCBs that stored encryption keys in memory backed up by an onboard battery. You may see the problem here - batteries are not meant to last forever, and if the chip lost power AT ANY TIME the keys were lost and the game was unplayable.

This feels like yet another example of the total disregard corporations hold for the media they own the rights to, in favor of short term profits. We've seen before that many works produced by entire teams would have been lost if not for the efforts of pirates and amateur archivists.

To quote the blog:

Its hard to say if Capcom knew this would happen, but then again, the shelf life of most arcade games was months, or at most a couple of years – I guess it wasn’t something they planned for.

Fortunately, this is a well established problem with a motivated, technically-minded community looking for a solution, so this early DRM has already been circumvented. The article doesn't go into detail on how they researched and reverse engineered this sabotage, but I might do a little reading and edit the post if I find anything cool.

Edit: this seems to have more details and is an interesting read so far: https://arcadehacker.blogspot.com/2014/11/capcom-kabuki-cpu-intro.html?m=1

The gist is that the problem is well solved at this point and there's a small industry of aftermarket components out there that are nearly plug and play. The version the author went with works like this:

You desolder the dead battery and replace it. Then desolder the blank sabotage chip. You swap in the aftermarket one and configure it (by using tiny switches) to inject the correct set of encryption keys. Then you slot the blank sabotage chip into the aftermarket one.

When the game is powered up, the aftermarket chip restores the encryption keys, the PCB looks for the keys, then successfully used them to run the game files.

The cool thing is that the sabotage chip is now functional again on its own.

The author spent some time restoring the board to stock, by keeping the sabotage chip powered with another battery while removing the aftermarket chip so it could be used elsewhere. I should appreciate the effort at not wasting any resources but I think it makes sense to keep the de-sabotauge chip as a permanent addition, as it automatically prevents the kind of data loss the company intended.

Either way, it's a neat article and I'd recommended reading it. He does a lot of arcade cabinet restorations, but generally sends the electronics away for repair, so this was a neat one.

I know tech has come a long way since these were made but there's something to be said for these big, chunky, through-soldered components and the well-documented wiring instructions that often came with them.

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