I'm planning on moving some of my websites onto one VM at some point. They're each built a little differently and have their own extra dependencies and configurations (for instance, one has a cron job that calls a Scheme interpreter once a day). So far I've just been setting them up by hand, but that's error-prone and makes it harder to migrate in the event that I want to move VMs again or self host at some point.
I was wondering if anyone knows a way that I could set up some kind of configuration file once and then use it to deploy everything a particular website needs, while letting me run a mix of those deployments on the same machine.
I know Docker supports this kind of thing, but I don't really want to deal with the overhead of containers on a resource constrained VM. I've got choice of operating system though, so I can do something like NixOS, but I don't know enough about it yet to know if it would be a good pick for what I'm doing.
Anyone have any suggestions?
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It's pretty frustrating how much historical accounts of economic crises focus on the narrative of money while obscuring the actual effects of the crisis on real people. I want to know what that moment in time was like, not just a lengthy description of lines on a graph.
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It's easy to feel unqualified to write anything instructional online until you realize that most of the articles out there are just some freelance writer paraphrasing other articles by freelance writers and actually having done the thing you're explaining instantly makes you more qualified than all of them.
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Imagining alternate pasts for the history of video games where things didn't start in arcades. Like a world where everything started with job-related simulators and broke into the mainstream when someone added fictional elements to a realistic car repair simulation.
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I am installing "Linux".
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The common meaning of "plot" is just "the things that happen in a story", but there's a more technical definition that refers specifically to the events that form a chain of cause and effect to move a story forward. I'm not enough of a prescriptivist to say the second definition is more "correct", but I do think it's useful.
In the real world we have a tendency to construct a "narrative identity" for ourselves, organizing life's events into a plot, ignoring gaps in the chain and seeing each effect as the single inevitable outcome of a cause. And that's usually fine, it helps us construct a sense of meaning and purpose. However, it's sometimes helpful to temporarily suspend our desire for meaning and appreciate that our present isn't chained to every single moment of our past.
I'm very interested in thinking that stories could step back from the idea of "plot" in a similar way.
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What is it that makes video game dialogue feel so tedious? Not a rhetorical question here, I think it's a good thing to figure out.
My theory is that it's a mix of a lot of filler lines that don't present new information accentuated by the common "push A to read the next line" style of progression.
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I'm at least thinking about endings for once. I'm usually so caught up in the premise of a story that I can never figure out what direction the whole thing is supposed to go.
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I'm probably way more interested than I should be in the idea of "anti-climax". Sometimes it's played for laughs, sometimes it falls flat or even represents the very idea of something falling flat, but I wonder if it could be done in a satisfying way and what exactly that would require.
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I think I'm starting to understand the idea of a "creative vision". And not just as vague thing people say to put their own opinion on a pedestal. It's just really helpful to have a core idea behind something, where you can then look at everything else through the lens of "does this serve that core idea".
It's a protection against good ideas just as much as bad ones too. It's easy to be tempted by a good idea that doesn't quite fit what you're actually going for and end up having the rest of your structure fall apart in your hands as you try to accommodate it.
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I've been trying to read up on story structure, and something that bothers me is the way that each guide implies that every existing story fits the theory that they're presenting. Even assuming their way is the "right" or most interesting way to do it, wouldn't it make sense that some stories would do it "wrong" and not fit the structure? Or if following it is simply unavoidable for whatever reason, what good is even worrying about it at all?
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I think I like the idea of Waiting For Godot a lot more than the actual moment-to-moment execution of the play. It's a fun setup with a good character dynamic, and I like the dreary minimalism of it. But it feels like the kind of play that's practically begging you to laugh every other second, and then when it fails to follow through on any of its jokes, it insists that it was never really trying to be funny at all.
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Tonight I am asking myself: What does our choice of mini golf theming say about our culture?
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Anyone have recommendations for good autobiographies written by people who aren't celebrities?
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I think it's really interesting that the Maltese word "fenek" comes from the same Arabic word as English "fennec", but instead of meaning "fennec fox" like it does in English and Arabic, it actually means "rabbit".
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To be fair, I think everyone's real favorite is the bluish green they use which is probably viridian, and from what I can find, it's a lot less toxic than cadmium green.
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Analysing Studio Ghibli's color palette and figuring out which of everyone's favorite colors are actually extremely toxic.
Do not lick the beautiful grass and trees, I'm pretty sure they contain cadmium.
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Little reminder (for myself as well) that it's totally okay to be interested in a language without having any intention of one day getting "fluent" in it. It's fun to just learn a little bit here and there, and you don't need big lofty goals for it to be worthwhile.
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I wonder what a good tool for measuring small amounts of paint would be. I think it'd be nice to have a way to mix colors in a way that's accurate and reproducible.
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An empty voice echos through the passageways, beckoning travelers into the endless dark.
"Buy a new domain name."
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