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Lint MDX files.
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Zemnmez committed Jul 13, 2023
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47 changes: 35 additions & 12 deletions .eslintrc.json
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@@ -1,15 +1,44 @@
{
"$schema": "https://json.schemastore.org/eslintrc",
"root": true,
"parser": "@typescript-eslint/parser",
"plugins": ["prettier", "@typescript-eslint", "simple-import-sort"],
"plugins": ["prettier", "simple-import-sort"],
"extends": [
"eslint:recommended",
"plugin:prettier/recommended",
"plugin:@typescript-eslint/eslint-recommended",
"plugin:@typescript-eslint/recommended",
"plugin:react/recommended"
],
"overrides": [
{
"files": [ "**/*.md?(x)" ],
"extends": [
"plugin:mdx/recommended"
],
"settings": {
"mdx/code-blocks": true,
"mdx/language-mapper": {}
}
},
{
"files": [ "**/*.{ts,js}?(x)" ],
"parser": "@typescript-eslint/parser",
"extends": [
"plugin:@typescript-eslint/eslint-recommended",
"plugin:@typescript-eslint/recommended"
],
"plugins": [
"@typescript-eslint"
],
"rules": {
"@typescript-eslint/no-floating-promises": "error",
"@typescript-eslint/no-misused-promises": "error",
"@typescript-eslint/no-empty-interface": [
"error",
{ "allowSingleExtends": true }
],
"@typescript-eslint/no-unused-vars": "error"
}
}
],
"rules": {
"react/prop-types": 0,
"react/display-name": 0,
Expand All @@ -18,10 +47,6 @@
"react/self-closing-comp": [ "error" ],
"react/jsx-sort-props": [ "error" ],
"react/no-unescaped-entities": 0,
"@typescript-eslint/no-empty-interface": [
"error",
{ "allowSingleExtends": true }
],
"prettier/prettier": "error",
"arrow-parens": ["error", "as-needed"],
"arrow-spacing": ["error", { "before": true, "after": true }],
Expand All @@ -33,8 +58,6 @@
"no-unused-expressions": [ "error" ],
"no-constant-binary-expression": [ "error" ],
"no-sequences": ["error"],
"@typescript-eslint/no-floating-promises": "error",
"@typescript-eslint/no-misused-promises": "error",
"array-element-newline": ["error", "consistent"],
"block-spacing": ["error", "always"],
"comma-spacing": ["error"],
Expand All @@ -44,13 +67,13 @@
"simple-import-sort/exports": [ "error" ],
"keyword-spacing": "error",
"object-curly-newline": ["error"],
"@typescript-eslint/no-unused-vars": "error",
"arrow-body-style": ["error", "as-needed"]
},
"parserOptions": {
"sourceType": "module",
"ecmaVersion": 2020,
"project": ["tsconfig.json" ]
"project": ["tsconfig.json" ],
"extraFileExtensions": [ "md", "mdx" ]
},
"ignorePatterns": [ "tsconfig.json" ],
"settings": {
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2 changes: 2 additions & 0 deletions js/eslint/private/eslint.bzl
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Expand Up @@ -15,6 +15,8 @@ BASE_DATA_DEPS = [
"//:node_modules/eslint-config-prettier",
"//:node_modules/eslint-plugin-react",
"//:node_modules/eslint-plugin-simple-import-sort",
"//:node_modules/eslint-plugin-mdx",
"//:node_modules/eslint-mdx",
]

def eslint_test(name = None, data = [], args = [], **kwargs):
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6 changes: 6 additions & 0 deletions mdx/BUILD.bazel
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@@ -0,0 +1,6 @@
load("//mdx:rules.bzl", "mdx_files")

mdx_files(
name = "mdx_files",
srcs = glob(["**/*.mdx"])
)
331 changes: 153 additions & 178 deletions mdx/article/2014/csp.mdx

Large diffs are not rendered by default.

40 changes: 19 additions & 21 deletions mdx/article/2016/vault_tec.mdx
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@@ -1,39 +1,37 @@
---
layout: article
title:
"The Future Dreams of the Past (and I dream of a good DLC): Fallout 4’s Vault-Tec Workshop DLC"
title: 'The Future Dreams of the Past (and I dream of a good DLC): Fallout 4’s Vault-Tec Workshop DLC'
language: en-GB
medium: https://medium.com/@Zemnmez/the-future-dreams-of-the-past-and-i-dream-of-a-good-dlc-fallout-4s-vault-tec-workshop-dlc-86fbeda7a4e2
tags:
- games
- writing
- games
- writing
date: [16, 'aug', 2016]
---


# The Future Dreams of the Past (and I dream of a good DLC): Fallout 4’s Vault-Tec Workshop DLC

Major spoilers related to the intentions of Vault-Tec and the Vault-Tec Workshop DLC.

It’s June 2015. Hype is building for the next *Fallout* game*, Fallout 4*, the next in an acclaimed series of video games depicting a fictional fractured post-apocalyptic, post-cold war United States where political, religious, pseudo-religious, socioeconomic and even academic factions vie for a place in the supremely desolate fragments of a retrofuturistic 1950s superpower that nonetheless carry the undeniable warmth of the postwar cultural and consumerist phenomenon, complete with derelict diners and rusted suburban idealism.
It’s June 2015. Hype is building for the next _Fallout_ game*, Fallout 4*, the next in an acclaimed series of video games depicting a fictional fractured post-apocalyptic, post-cold war United States where political, religious, pseudo-religious, socioeconomic and even academic factions vie for a place in the supremely desolate fragments of a retrofuturistic 1950s superpower that nonetheless carry the undeniable warmth of the postwar cultural and consumerist phenomenon, complete with derelict diners and rusted suburban idealism.

At the centre of the player’s *It’s All Over But the Crying* backed post-apocalyptic world is the Vault-Tec Vault. The Vaults are pre-war fallout shelters, designed on the surface to be perfect havens for the last remnants of humanity after the destruction of civilisation. The vast majority of which were in fact, however designed as nefarious social experiments by the military-industrial-congressional complex whose ulterior motives included total dominion over a revitalised post-apocalyptic new world.
At the centre of the player’s _It’s All Over But the Crying_ backed post-apocalyptic world is the Vault-Tec Vault. The Vaults are pre-war fallout shelters, designed on the surface to be perfect havens for the last remnants of humanity after the destruction of civilisation. The vast majority of which were in fact, however designed as nefarious social experiments by the military-industrial-congressional complex whose ulterior motives included total dominion over a revitalised post-apocalyptic new world.

![Vault 81’s Vault Door (*Fallout 4)*](https://cdn-images-1.medium.com/max/3840/1*eOVvm4RTPuGPh3XqSI98Yg.jpeg)*Vault 81’s Vault Door (*Fallout 4)**
![Vault 81’s Vault Door (*Fallout 4)*](https://cdn-images-1.medium.com/max/3840/1*eOVvm4RTPuGPh3XqSI98Yg.jpeg)*Vault 81’s Vault Door (*Fallout 4)\*\*

When I say at the centre, I mean the player starts in one every game, and many of the most compelling stories in the *Fallout* games revolve around the Vaults, the remnants of which contain a wealth of pre-war technology that could sustain any budding faction indefinitely.
When I say at the centre, I mean the player starts in one every game, and many of the most compelling stories in the _Fallout_ games revolve around the Vaults, the remnants of which contain a wealth of pre-war technology that could sustain any budding faction indefinitely.

Some of the most interesting Vaults include: [a vault which demanded one sacrifice every year, failing which all residents would be killed](http://fallout.wikia.com/wiki/Vault_11) (they wouldn’t), [a vault filled with compulsive gamblers in which conflicts are resolved through gambling](http://fallout.wikia.com/wiki/Vault_21), [a vault vastly overstocked with freely available weapons and ammunition](http://fallout.wikia.com/wiki/Vault_34), and [a vault filled with drug addicts with a massive surplus of drugs](http://fallout.wikia.com/wiki/Vault_95).

![Vault 81’s entrance](https://cdn-images-1.medium.com/max/3840/1*V5pgDLvAZ0RHI3pktbW1dA.jpeg)*Vault 81’s entrance*
![Vault 81’s entrance](https://cdn-images-1.medium.com/max/3840/1*V5pgDLvAZ0RHI3pktbW1dA.jpeg)_Vault 81’s entrance_

Honestly, I play Fallout for the vaults. Where was I? Back in June 2015, Bethesda Softworks, the developers of the Fallout series release Fallout Shelter, a charming mobile game in which you get to build and run your own Vault-Tec Vault! The game’s gameplay is simple and effective, though I’d question its long-term play value.

You plonk down vault rooms which all connect together in a contiguous, tightly packed Vault. Most rooms produce resources in amounts relative to their upgrade level and the number of people working on them. These resources are harvested by the player with a tap, accompanied by another satisfying sound-bite. Your vault dwellers spend most of their time doing their assigned jobs, but also eat and fend off attackers. In this way, it reminds me of a simpler, stationary [FTL](https://en.wikipedia.org/wiki/FTL:_Faster_Than_Light).

![A late game Fallout Shelter Vault](https://cdn-images-1.medium.com/max/2400/1*DUuV5dsWbrtjnYdscM77Pw.png)*A late game Fallout Shelter Vault*
![A late game Fallout Shelter Vault](https://cdn-images-1.medium.com/max/2400/1*DUuV5dsWbrtjnYdscM77Pw.png)_A late game Fallout Shelter Vault_

I played Fallout Shelter for some hours, but it wasn’t the Fallout I was craving. Now it’s July, and BethSoft is poised to release the *Vault-Tec Workshop* Fallout 4 DLC. It’s a DLC which extends the Fallout 4 settlement system to allow you to make your own vaults, nefarious testing and all! There are even rumours that it’s based off what BethSoft learned from Fallout Shelter.
I played Fallout Shelter for some hours, but it wasn’t the Fallout I was craving. Now it’s July, and BethSoft is poised to release the _Vault-Tec Workshop_ Fallout 4 DLC. It’s a DLC which extends the Fallout 4 settlement system to allow you to make your own vaults, nefarious testing and all! There are even rumours that it’s based off what BethSoft learned from Fallout Shelter.

When it’s released on July 26th, I’m actually in San Francisco for work, but when I reach my native London, I download the DLC and get stuck in.

Expand All @@ -43,32 +41,32 @@ The DLC itself costs $4.99 USD unless you have the Fallout 4 season pass, in whi

You can then use the snap-fit vault components to build your own vault. Or try to. The system used for building the vaults is the same one used for making simple settlement structures and not really at all cut out for making complex intertwining subterranean megastrucutres. The pieces take a while to get to understand, and don’t fit snugly into the space you’re given to build in.

![A settlement built in Fallout 4’s Settlement minigame](https://cdn-images-1.medium.com/max/3840/1*wJUdxLd8wCvo5iJ3zYvS-w.jpeg)*A settlement built in Fallout 4’s Settlement minigame*
![A settlement built in Fallout 4’s Settlement minigame](https://cdn-images-1.medium.com/max/3840/1*wJUdxLd8wCvo5iJ3zYvS-w.jpeg)_A settlement built in Fallout 4’s Settlement minigame_

Once you’ve built the skeleton of your vault with all your rooms, constructed furniture, clutter, gone through the excruciating difficulty of lighting your vault, you may notice something. Your vault doesn’t look anything like a vault. It looks like a dead, dark metal hole pretending to be a settlement. The lighting is completely wrong. The vault is still lit like a cave. Here’s a picture of Vault 81's (a real vault) atrium, and my atrium, after several 10s of hours of gameplay:

![The lively atrium for Vault 81](https://cdn-images-1.medium.com/max/3840/1*wKMDloLCMNvm1m8VgLHbQQ.jpeg)*The lively atrium for Vault 81*
![The lively atrium for Vault 81](https://cdn-images-1.medium.com/max/3840/1*wKMDloLCMNvm1m8VgLHbQQ.jpeg)_The lively atrium for Vault 81_

![The atrium for my vault, Vault 88](https://cdn-images-1.medium.com/max/3840/1*UNHszq1DNXk89v3IGNx5rQ.jpeg)*The atrium for my vault, Vault 88*
![The atrium for my vault, Vault 88](https://cdn-images-1.medium.com/max/3840/1*UNHszq1DNXk89v3IGNx5rQ.jpeg)_The atrium for my vault, Vault 88_

Once you’ve added people in, it doesn’t act anything like a vault either: your settlers have no AI packages for any of the rooms and wander around aimlessly, stopping only to make a beeline to a random bed to fall asleep for a random amount of time. Despite including a population management system to allow you to assign jobs to your residents, there aren’t any jobs to give them aside from farming or manning the occasional static object.

![A settler of the vault, whom I startled whilst staring at a wall](https://cdn-images-1.medium.com/max/3840/1*D5MkbjTaCrxO-D_ZMT8TEw.jpeg)*A settler of the vault, whom I startled whilst staring at a wall*
![A settler of the vault, whom I startled whilst staring at a wall](https://cdn-images-1.medium.com/max/3840/1*D5MkbjTaCrxO-D_ZMT8TEw.jpeg)_A settler of the vault, whom I startled whilst staring at a wall_

Once your vault is constructed, you can enlist the vault’s overseer to perform tests on your residents. Oh– I mean resident. There’s only one resident you can perform tests on, and ‘testing’ making a selection from (up to) three rather uninteresting cookie cutter options from a computer: a moral good one, and two evil ones with different outcomes and waiting 24h. Once you’ve done 3 tests, you’re done.

![Two of the rewards for tests: a gambling machine and an exercise machine.](https://cdn-images-1.medium.com/max/3840/1*mOtJSRHhE4V3NZTc4Sw5Fg.jpeg)*Two of the rewards for tests: a gambling machine and an exercise machine.*
![Two of the rewards for tests: a gambling machine and an exercise machine.](https://cdn-images-1.medium.com/max/3840/1*mOtJSRHhE4V3NZTc4Sw5Fg.jpeg)_Two of the rewards for tests: a gambling machine and an exercise machine._

Once you’ve completed the quests, you can reproduce your test apparatus for your wider population to use. I really wouldn’t recommend this. BethSoft have recorded about 2 different lines for the settlers to use when they interact with these machines and they will echo through your halls constantly, since using the machines is basically the only thing they do. None of these really have any effect on a properly managed settlement anyway.

Beyond building a vault, there’s a huge space you can explore. I think it’s the most vast cave network in the game, and you can build in nearly all of it. The key word there is ‘can’. After building a small vault, you’ll be able to place a few small outposts perhaps before the game decides you’ve placed too much. Honestly, I think the toughest thing about the caves is not that, but how as soon as you leave your vault it immediately makes it apparent that you’re not really buried underground, but are contained in a bunch of modules strung together floating in space.

![Vault 88 caves](https://cdn-images-1.medium.com/max/3840/1*XnQzvNnri5NbGWS30tolwA.jpeg)*Vault 88 caves*
![Vault 88 caves](https://cdn-images-1.medium.com/max/3840/1*XnQzvNnri5NbGWS30tolwA.jpeg)_Vault 88 caves_

So that’s the Vault-Tec workshop DLC. I’d call it disappointing. It’s pretty cool to have pre-war objects for your other settlements, though oddly most items from the in-game vaults are not included in the DLC. I leave you with some pictures of the cold, dark hole that is my vault:

![modules floating in space](https://cdn-images-1.medium.com/max/3840/1*2fVe0yogTlPNDtUsYikajw.jpeg)*modules floating in space*
![modules floating in space](https://cdn-images-1.medium.com/max/3840/1*2fVe0yogTlPNDtUsYikajw.jpeg)_modules floating in space_

![(this is a fully functional generator)](https://cdn-images-1.medium.com/max/3840/1*A0s_aVvHzpasc1xpa4sTwQ.jpeg)*(this is a fully functional generator)*
![(this is a fully functional generator)](https://cdn-images-1.medium.com/max/3840/1*A0s_aVvHzpasc1xpa4sTwQ.jpeg)_(this is a fully functional generator)_

![(the same generator in vault 81… why can’t I have these cool animations?)](https://cdn-images-1.medium.com/max/3840/1*kfaTUDgFvMnZEjbQX32_OA.jpeg)*(the same generator in vault 81… why can’t I have these cool animations?)*
![(the same generator in vault 81… why can’t I have these cool animations?)](https://cdn-images-1.medium.com/max/3840/1*kfaTUDgFvMnZEjbQX32_OA.jpeg)_(the same generator in vault 81… why can’t I have these cool animations?)_
13 changes: 6 additions & 7 deletions mdx/article/2017/design.mdx
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Expand Up @@ -4,13 +4,12 @@ language: en-GB
title: Design Evolves by Contraint
subtitle: how restrictions in a medium create space for design to flourish
tags:
- design
- writing
- design
- writing
medium: https://medium.com/@Zemnmez/design-evolves-by-constraint-f2d87697d25e
date: [16, "feb", 2017]
date: [16, 'feb', 2017]
---


# Design Evolves by Constraint

St Paul’s Cathederal, from english wikipedia user Diliff (source)
Expand All @@ -23,14 +22,14 @@ Recently, as I was taking a bus past Westminster Abbey, I observed how much of i

The beautiful decorative hemicircular arches and hemispherical ceilings are formed to dissipate weight; the ostentatious structures of the altar are formed to support its canopy, then embellished; the multilayered chandeliers, hanging with gleaming glass beads and candelabra are designed to compensate for the low light output of candles with numbers; even the elaborate, decorative Corinthian columns carved out of the Portland limestone walls exist because they throw back to an architectural style made most memorable by the columns supporting it.

I worried, then, about the web. Technology is so powerful, so *freeing*! What will be the internet’s selvedge jeans? What will be the web’s pixel art? The web’s ANSI art? What design will the web be remembered for that’s so defined by its medium?
I worried, then, about the web. Technology is so powerful, so _freeing_! What will be the internet’s selvedge jeans? What will be the web’s pixel art? The web’s ANSI art? What design will the web be remembered for that’s so defined by its medium?

It’s fascinating to look at the first design on the web. Initially, it was designed to host scientific articles, and web pages appeared as such. Over time, and with its gathering popularity, elements of traditional graphic design came in, but these had to be resized to be smaller to get down people’s tiny internet connections to become icons. People started using background images for texture effects like marble or starry space. Web pages in 1996 were defined by the wacky, web colour palletes that could be described by HTML, and the meagre selection of fonts that came with Windows.

I don’t think my worries were ever justified. There will always be web designs that fight the medium by using huge, image-mapped photos of content designed with for-print principles, but even the [space jam website](http://www.warnerbros.com/archive/spacejam/movie/jam.htm) back then was really working in a unique web style of its own — working *with* the medium, instead of against it.
I don’t think my worries were ever justified. There will always be web designs that fight the medium by using huge, image-mapped photos of content designed with for-print principles, but even the [space jam website](http://www.warnerbros.com/archive/spacejam/movie/jam.htm) back then was really working in a unique web style of its own — working _with_ the medium, instead of against it.

And that’s the thing — I was originally intending to write this article about how I was happy to see in the flat design zeitgeist, the web was finding its own way, defined by the constraints of its own medium, and inspired by everything around it, but now I see that the web has always really been doing its own thing. Those shitty midi websites with garish animated gifs and under-construction icons? A product of the time and its medium, and just as much an important design choice to history as the interfaces of the latest iOS or Android.

Z

*thanks to [kengyi](http://twitter.com/kengyi) for proof-reading and editing this article. I always appreciate it.*
_thanks to [kengyi](http://twitter.com/kengyi) for proof-reading and editing this article. I always appreciate it._
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