Build Maintainable Systems With Hexagonal Architecture

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ASP.NET Core Hero .NET 5 Clean Architecture Boilerplate

ASP.NET Core Hero .NET 5 Clean Architecture Boilerplate is here! #released. Clean Architecture Solution Template for ASP.NET Core 5.0. Built with Onion/Hexagonal Architecture and incorporates the most essential Packages your projects will ever need. Includes both WebApi and Web(MVC) Projects. An idea to bring together the best and essential practices/packages of ASP.NET Core 5.0 along with Clean Hexagonal Architecture that can be a right fit for small/mid and enterprise-level solutions. How easy would it be if you are able to run a single line of CLI command on your Console and you get a complete implementation in no time? That's the exact vision I have while building this full-fledged Boilerplate template.
Features Included
Links
Project page - https://codewithmukesh.com/project/aspnet-core-hero-boilerplate/ Quick Start Guide - https://codewithmukesh.com/blog/aspnet-core-hero-boilerplate-quick-start-guide/
submitted by iammukeshm to dotnet [link] [comments]

ASP.NET Core Hero .NET 5 Clean Architecture Boilerplate

ASP.NET Core Hero .NET 5 Clean Architecture Boilerplate is here! #released. Clean Architecture Solution Template for ASP.NET Core 5.0. Built with Onion/Hexagonal Architecture and incorporates the most essential Packages your projects will ever need. Includes both WebApi and Web(MVC) Projects. An idea to bring together the best and essential practices/packages of ASP.NET Core 5.0 along with Clean Hexagonal Architecture that can be a right fit for small/mid and enterprise-level solutions. How easy would it be if you are able to run a single line of CLI command on your Console and you get a complete implementation in no time? That's the exact vision I have while building this full-fledged Boilerplate template.
Features Included
Links
Project page - https://codewithmukesh.com/project/aspnet-core-hero-boilerplate/
Quick Start Guide - https://codewithmukesh.com/blog/aspnet-core-hero-boilerplate-quick-start-guide/
submitted by iammukeshm to dotnetcore [link] [comments]

ASP.NET Core Hero .NET 5 Clean Architecture Boilerplate

ASP.NET Core Hero .NET 5 Clean Architecture Boilerplate is here! #released. Clean Architecture Solution Template for ASP.NET Core 5.0. Built with Onion/Hexagonal Architecture and incorporates the most essential Packages your projects will ever need. Includes both WebApi and Web(MVC) Projects. An idea to bring together the best and essential practices/packages of ASP.NET Core 5.0 along with Clean Hexagonal Architecture that can be a right fit for small/mid and enterprise-level solutions. How easy would it be if you are able to run a single line of CLI command on your Console and you get a complete implementation in no time? That's the exact vision I have while building this full-fledged Boilerplate template.
Features Included
Links
Project page - https://codewithmukesh.com/project/aspnet-core-hero-boilerplate/ Quick Start Guide - https://codewithmukesh.com/blog/aspnet-core-hero-boilerplate-quick-start-guide/
submitted by iammukeshm to csharp [link] [comments]

Update(s) Idea for No Man's Sky

Hello! I am a traveler who has played over 100 hours of this game and would like to make some suggestions as to how to improve the game for new and veteran players alike. I included a lot of features and hence decided to break this down into several updates that I think HG realistically could add.
While I had originally done this in a word document, linking it was hard so I decided to copy it onto here. Just to note
I highlighted ideas that I believed were not economical for HG to implement but as the highlight does not transfer over to reddit I decided to simply but square brackets around them, and I hope this is understandable for any readers.
As another note, I mention new upgrades, cosmetics and mission types a lot while not giving specific examples. Ideas for these can be found right at the end of these ideas in their own separate section, minus cosmetic ideas, as I believe pretty much any cosmetic would be a good idea.


While No Man's Sky is a fantastic game, I feel as though there can be improvements that remove some things that are holding the game back. I believe it is being held back from becoming a true sandbox game that can be enjoyed by a very wide audience because:
  1. No Man’s Sky lacks either a Win or Lose condition – its aimless.
  2. No Man’s Sky lacks real substantial content that is deep – it’s been said to be as wide as an ocean but as deep as a puddle.
Why do I think these two problems are the key problems the game faces? Let’s address them from the bottom up.
My gripes about the game lacking content certainly isn’t the first time it’s been said. No Man’s Sky has many systems – excavation, scanning, base building, flying, missions. The unfortunate part about these systems is that if you do them once, you’ve done everything there is to do. There’s no variation or depth to the content, and players CAN (note not saying WILL) get bored and leave. This isn’t always a bad thing, games naturally end and you don’t have anything else to do, but aside from No Man’s Sky having a potential and wonderful dev studio that is trying very hard to make this game as perfect as it can be, No Man’s Sky also has no natural end. What I mean by this is the first issue I outlined: there is no win or lose condition.
Let’s talk about some sandboxes – Dwarf Fortress is a game where you, well build a fortress for dwarves. How do you win in dwarf fortress – You don’t die. Dwarf fortress has its appeal because there is a danger to losing your progress. If the game was just about building a fortress, then why not just make it not use resources, and not have to worry about gathering and maintaining the civilization? It wouldn’t have a lose condition so the only thing you’d need to do is just build, and the other content would be padding. Kenshi is an post-apocalyptic survival game where you control a cast of characters you can make and recruit as you try to survive and explore the wasteland. Again, the lose condition is death of your party, because otherwise what reason would you have to progress through the game? To see the pretty visuals and landscape? Why not just look at art instead, or 3d models?
This is not to suggest that No Man’s Sky should have permadeath – far from it, and I think this would be disingenuous to the feel of the game. Instead, I believe No Mans Sky should have a natural end to a playthrough, with how you get to it being unique and having lots of things to experience.


https://preview.redd.it/5rdzl30y3mw51.png?width=1106&format=png&auto=webp&s=00d199853cac447079e93e3fd7e66d357e9e2280
Update 1: No Man’s Sky – Journey to the Center:
Journey to the center is our first major update. This update will focus on one broad thing – adding a point to the game, a way the player can meaningfully end his playthrough and start a new one.
Journey to the center –
The original journey to the center left a bitter taste in many player’s mouth. Why was this? Aside from being massively over hyped, the center WAS the endgame. It was the victory condition that players wanted, a reason to explore this vast galaxy and try to discover what was there. Unfortunately, this has been marred by two things – the journey is not difficult in the slightest and it did not require you to interact in an interesting way with the world. There is no reason to go to the center and there is nothing stopping you from doing it, effectively it’s better for players to stay in the galaxy rather than actually explore and go to the center.
Let’s take a que from another game that faced a similar issue – Minecraft and the ender dragon. The End is called the End for a reason. It’s the final dimension the player goes to so they can finish their run of Minecraft. The problem that has plagued this progression for a while is, well it’s not difficult at all really. You don’t need to explore all of Minecraft’s features and enjoy the game to beat the ender dragon, in fact it can be done in 30 minutes or less as seen with the speed-running community. While of course you can enjoy Minecraft without beating the ender dragon, it was also a bit of a negative draw for some people, because the question becomes “well why am I doing all of this? Why am I grinding to get all this stuff?”. Minecraft recently fixed this (I believe) by adding the “Depths”, a soon to be added new cave system that will lead to the end that requires the player to get through a supremely powerful enemy and engage in all of the games progression systems to get there. This way, a real challenge is presented before the player can officially end their run, and while players could probably still speed run through the game by avoiding the enemy’s detection, it adds a much better sense of challenge and a reason for players to actually gear up, prepare and engage in all the fun systems Minecraft has to offer.
What I’m not saying here is that No Man’s Sky needs to be super difficult to be fun. While the game can certainly lack challenge (and this will be addressed later), what I think No Man’s Sky needs is a reason to engage in all of their systems and then end the run. So how do we do this? Well we add a challenge to getting to the center of the universe and make the player engage in our systems as they reach the center.
This is already somewhat done by using black holes and portals, but I believe the fix to this would come in the following way – this is probably not perfect and I’m sure there can be improvements on it, but the rough idea is:
To reach the center of the galaxy, the player needs to have completed the Artemis Storyline and crafted Remembrance – by going to the boundary failures, the player can learn of new lore that allows them to craft an upgrade for their engine and exosuit, but in exchange the failures take in scans of local creatures, minerals and plants as well as artifacts from excavations. As this happens, the sentinels grow weary – if we remember from lore, the sentinels don’t exactly take kindly to those who hop simulations (Nada and Polo). The sentinel start tracking the player sending increasing waves of enemies after each boundary failure, even to the point of following a player even after they warp (although the player should still have a chance to escape with clever tactics). When the player has completed their upgrades and learnt from telamon how to hop universes, they are now chased forever by the sentinels – they player can fight them off to buy themselves time, but now they are set for the center, which will take them to another universe where they aren’t being hunted (note, the player can return to the old universe and not be instantly hunted down by sentinels, and can be explained through lore as entities no longer recognizing the player).
I believe with this extra added layer of challenge, the player will be encouraged to play with most of the games systems, become stronger and then take on the final challenge – if they so wish. This is not forced on the player and can be done if they so wish, but it adds a true victory condition to a playthrough.
I also understand that HG is probably already building on the story and planning something like a war between the abyss and the travelers, and this could replace this addition if it added a victory condition to players.
Death and Rebirth –
While not having a lose condition in being perma death, the game should still have some consequence and danger to dying. Survival mode makes you lose items and damage your ship, and while I think the ship being damaged can be transferred to normal, I believe that immediately losing items completely is a bit too harsh. Rather, I believe that you should still be able to retrieve it in normal mode, but have a time limit on when the items will disappear. This will add some sense of danger and urgency to players without being excessively difficult.
This is not however, the final improvement – while this certainly helps with giving a goal to players, it will not help with a lack of content to explore beside it. That’s why future updates will add more things and ways to interact aside from what we have now, but this should be the core thing that should be addressed immediately by HG. It will give a reason for players to stock up on S class gear and items because now they HAVE to fight the sentinels who are going to be powerful and coming in force, and gives them a goal they would want to reach that is sufficiently difficult and requires them to be good at the game. It’s also a goal that is easier if the player knows how to have good exosuit layout, proper upgrades and so on, encouraging further interaction.
QOL Updates –
While this may be a big update, smaller quality of life updates can be added in addition to this one to improve the game. Along with the bug fixes, several quality of life features that could be included are:
  1. Ships can now engage hover mode over planets to allow for easier landing.
  2. When player comes to base with storage, auto stores.
  3. When building bases or on freighter, allow direct access to storage inventory if it is built within range
  4. Favorite Stations and places on teleporter, as well as remove them if we want to
  5. Freighter Salvage is now found much more easily on crashed freighters and derelict freighters because they are too grindy to get at the moment, not requiring challenging gameplay but also being incredibly rare.
These are just a few ideas, and any other QOL features you can think of should be added here.


Update 2: No Man’s Sky – Forge of Worlds:
Forge of worlds is the second update featured here, and this is a MASSIVE one. This update includes a lot of things that are probably not easy to add, and some will be highlighted as only potential updates as some may just not be economical to add. With this update comes a much-improved terrain generation, ai and progression system that will make the No Man’s Sky universe feel much more alive and fun to explore.
Terrain Generation –
Although origins have brought much needed variety that the game severely needed, and I feel a bit entitled saying this, it was not enough.
The variety in plants and planet types is great, and I love the breath of fresh air it breathed into the game. However, the planets still have the same generation and all have the same terrain, rolling hills with a bit more increased variety in height, which is a very welcome addition.
The engine has the capability of more however. How do I know this? Because there are several mods that actually go ahead and (try) fix the terrain generation, such as “Better Planet Generation Legacy” by user WoodyMontana on the nexus, “PROJECT ATLAS – DIVERSE ENVIRONMENTS” by user moddinaccount on the nexus, and RayRodTV’s very own “Multiverse Project”. All of these projects diversify and make new unique terrain (basins, flat desert fields) instead of just rolling hills and some mountains, and as we can see particularly from RayRod’s work, it brings a whole new dimension of beauty and wonder to the game. RayRod himself commented on terrain generation in a recent tweet in which he stated “Also you can have a ton of new assets and environments, but just ‘throw them in there’ and don’t take time to really flesh these things out…. Then that’s wasted potential”. While the new update beautifully revamped the world and next generation added more, there could be more done.
To fix this, I believe HG would have to first, alter their algorithm slightly to add more meaningful placement of assets. I believe they have already started doing this with updates to the game and this is certainly very welcome. Another addition is adding a fair amount more in their terrain generation – terrain variation, terrain archetypes, ground variations are all essential to be expanded upon. [For example, leveled planets could be added, where entire cave systems act as “levels” to the planet.] Another example would also be entirely tunneled planets of some sort, or simply a lot flatter planets, if we were being less grand.
This would also require the addition of many more biomes, which is a key feature that I think the game still lacks. Currently, the game has eleven types of biomes for quintillions of planets. Each biome should have unique terrain generation, unique assets and ecosystems that reflect the type that it is. A brilliant proposition by user u/StarrySpelunker titled “The best way to force folks to explore is not to make every planet the same.” Outlines a potential idea that HG can implement this feature, by mixing and matching types to generate unique environments. I think overall, this would make the game have a much more unique feel, more so than it already does, and encourage a lot more exploration particularly from the day one players who loved the game for the diverse worlds.
Unique Planetary Terrain -
Unique planetary terrain could also be added, and what I mean by this is terrain like volcanos that are currently in the game, that isn’t generated like mountains.
- Several of these unique planetary generation ideas are water related – rivers, lakes, puddles and waterfalls. While rivers already do somewhat exist, they are more so winding ocean channels rather than fully formed flowing rivers, and lakes do already somewhat exist, but are not linked to these rivers.
- Further increasing ocean depth and having more lucrative resources be deeper with more threats would also be a good addition to variety of planets with water. [If in addition to this, the team could add a dynamic rain system that affects the water levels of some of these (as difficult as this might be)], while also having unique rain storms on planets that could be linked with already existing hazards (think toxic rain), it would also add a very high level of detail that would certainly make exploration far more interesting.
- Adding unique mechanics on the Poles of a planet would also add more depth to exploration. These mechanics could include dry ice (like the ones found on mars), or hexagonal storms (such as on Saturn), and more.
- Ocean reefs can also be added, filled with coral that is unique depending on the planet (different colors for example).
- Canyons that are expansive and explorable for unique encounters would also be a great addition that might not even require it be unique.
With this feature, two mods have shown that new features to planets can be added, and I think both of these would also add more diversity – “Megaliths” by user x60n0va on nexus, and “CONSTRUCTS” also by user x60n0va would add new large structures and naturally generated elements to a planet’s surface making it more interesting to explore.
Finally, small additions could be made such a much larger color generation for rocks and rocky terrain, meteorite impact zones, and many more geographical features.
Weather –
Currently, No Mans sky has 4 types of weather – these weather types correspond more so to damage types experienced by the player in storms – radioactive, toxic, hot and cold. I have no issue this, and this helps with generating planet biomes, what I think needs more of is atmospheric events. Things like firestorms, gravitational events and lightning.
Several new types can be added, some anomalous. Examples include rain, glass rain, strong wind currents, dust storms, snow, methanic snow, magmatic rain, auroras and psychedelic clouds. These all would have interactions with the environment – rain would put out fires, strong wind currents would pick up stuff and raise fires, dust storms would damage equipment and the player, sentinels and animals.
[In addition to this, there can be two new types of planet weathers – Chaos and Electricity. Electricity planets have large electricity storms and this causes engine speed on all vehicles to go faster, and the planets generate large electrochemical systems. Chaos planets are a bit more unique – storms do gravitational damage, and the planets generate strange effects like blotting out the sky with dark energy, or cause crazy black hole formations that the player can go through. They are also the only planets that can generate dark matter.]
Cave Generation –
Cave generation can be substantially improved with a lot of longer caves where they can be much narrower, wider, taller or more clumped. There can be more variation of plants and resources found in the cave, and rarer resources now also moved down the cave.
New cave types can exist, such as glow stone caves, lava caves, glacier caves, open air caves, infested caves, and overgrown caves. Furthermore, caves can have unique structures such as research outposts, collector plants, ancient cubes and structures that contain lore or unique items and rewards. Stalactites and rubble can also now fall and damage the player by mining the area around it.

Animal features –
Animals can exhibit new unique traits – invisibility, faster speed, or even toxic excretions to name a few, and this will add a new level of unique nature to the animals that players can encounter.
Animal AI Reworking –
Currently the AI in the game does not interact in an interesting way with the player and the world around them. Therefore, it could use a rework to make it more emergent and unique each time the player encounters animals.
Animals:
Animal AI is broken down into predators and prey – this is a good place to start, but because these behaviors are the same no matter the creature, and they interact with the world far less than what was seen in the E3 trailer. New AI is needed to make them interact in a more interesting way. The following architecture is a suggestion that could probably be improved upon, but the core idea is that animals need goals that make them interact with the world in unique ways.
All animals now have 4 set goals in a day, checked by an invisible meter – eat, drink, sleep and play. As all the names imply, the animals will check if they are hungry, thirsty, sleepy or bored and do unique behaviors based on their type, for example predators will if hungry, go stalk a nearby herd of animals (or the player) and attack when they think they can get the kill, or another behavior depending on their size and behavior type.
Animals who are thirsty will go to local water sources and drink from there. Sleeping will have them use sleep animations, with some animals being half sleepers like dolphins and will sleep for a certain shorter amount of time.
Play behaviors involve several unique behaviors that the animals will do when not moving or doing the other behaviors. This can include climbing trees or plants, running around with their play mates or practice hunting with them/family, relaxing and looking off somewhere, burrowing small holes and other such behaviors.
A final extra unique behavior is territorial behaviors. Creature herds will designate territories they inhabit if they are of the predatory kind, and if a creature enters their territory while they can see them, they will randomly start a fight between the two animals. The opposite of this would be defensive mechanisms which any animal can exhibit that forces them to attack if they feel in danger and cannot find other avenues of escape. Finally, animals will also be given three new inputs, sight, sound and smell to see if they can detect entities around them.
Predators: Predators now exhibit new types of behavior, aside from just “charge at creature”. Predators can now stalk their prey, charge at their prey as before, pack up on herds of animals, swoop from the sky, chase animals and use their unique features (such as creatures with cloaking abilities) to get their prey.
If they are not hungry, they will not try and attack other creatures unless they are a particularly aggressive species. If a predator encounters another predatory species who is in the same weight/size class, they will usually exhibit territorial behavior, but if it is an animal of a bigger weight class, they will either run, use defensive mechanisms or if they are a pack animal, call over their pack to try to ward off the animal.
Prey: Prey now also exhibit new behavior – they will graze instead of hunt or actively look for resources to eat (such as Emeril deposits), while also staying in their ecosystem. They will not run for the most and will generally run if the player actively threatens them or attacks them, but when first met are usually docile but wary.
If they run but keep receiving danger stimuli upon which they can act out defensive mechanisms. This can be done to both player and predators, and generally the animals will immediately run from predators if they notice them. To do this they develop new senses like infra-red sight if they developed alongside a cloaking predator for example. Otherwise they exhibit the same behavior as all other animals.
Animals can be of both types depending on their weight class, and might exhibit predatory behavior for creatures smaller than them but prey behavior for those larger. Creatures can now also interact with the world around them, swimming in water, moving trees and foliage around and eating them, climbing and destroying, or even building small constructions of some kind, whether it be a leaf bed to sleep or a small rock formation.
New Hazardous Plants –
This one is pretty self-explanatory – maybe an acidic spray plant or other kinds that would make traversing the worlds more of a hazard. Personally discovering hazardous plants for the first time was a big “Wow” moment for me, and while I can’t articulate why I feel like adding more would be great and not be resource intensive.
Typing, Reworked progression and Core Gameplay Loop -
The core gameplay loop of no man’s sky, as of right now, is not very engaging. This does not mean that it requires combat or other things that would not make it a non-violent or relaxing game. Instead, the basic mineral extraction of this game should require the player to use more of their brain, rather than just defaulting to looking through the visor for resources.
In my opinion, most game mechanics can be broken down into 2 parts – the “mechanical” part of a mechanic, aka how the player directly affects the world, and the “contextual” part of a mechanic, how the world reacts and how what is around the player adds to the mechanic. Mining, mechanically, is not a broken mechanic. The problem is, the game world doesn’t require you to do much to find resources and doesn’t react in any way to it, save for sentinels who might attack you.
The player doesn’t need to do anything, they don’t need to engage in any systems that the game has (exploration, research, combat)
Efficiency is usually used as a defense from this stating that the player can progress and make themselves more efficient but the fact of the matter is making something more tedious and longer to do does not incentivize players to look for more efficient systems.
If the core mechanic of the game is not contextually and mechanically fun on its own, then no amount of other content will do anything.
Using subnautica as an example here to help the game improve this mechanic– while not a procedurally generated world like NMS is, it does do some stuff that is possible to add. For one, each of the resources has a specific interaction with the world around it – for example, in the creepvine area of the game near the start, stalkers (a fish in the game) will eat chunks of metal that land in the area as it helps them grow their teeth. Because of this, they will sometimes drop their teeth after chewing on metal, which is a resource the player needs.
All of the material gathering requires some sort of interaction and reaction with the world, and understanding it. Another thing that can be added to no man’s sky is a progression to getting materials. Right now, No Mans Sky’s only progression is the drives, but simply installing a new drive does not add anything engaging except going to a new color star system, and repeating the same process as before, but now with an advanced mining laser instead of a normal one.
Minecraft has good progression mechanics. Certain materials can’t be harvested without first getting a previous resource, and these resources are tucked further and further into hazardous places, forcing you to get stronger with aspects of the game (exploration, combat and gathering) as well as learn new recipes to allow you to explore new depths of the game. With the addition of the cave update, this is only more emphasized as the previous caves are now even more interesting to explore, with mineshafts, crystals and so many more things. This is what I think no man’s sky lacks at the moment, and both can be remedied with some big changes to the progression and resource collection/
To make mining and resource finding interesting, the game should engage you by trying to get you to understand the world around you.
The world therefore needs to be more dynamic and emergent, to make the player want to engage more in it and not feel the same each time as well as making unique progression for each planet the player visits. This can be done through a system I call “Typing”.
Flora, animals and certain environments on each planet now have unique “typing”. What is this mechanic exactly? Well they will cause an interaction with the environment that will influence generation and interaction of other species.
For example, let’s take the snow-covered world of Ixalan 5. On it, a tree by the name of “Admech” has the typing “generates heat”, which the player can learn by scanning it. This will influence Emeril to be generated near it, as Emeril grows near heat and energy hotspots. Furthermore, an animal called “H.Polyuchtate”, a fur covered 4 limbed beast will now have a behavior under their PLAY routine called “find heat” as they are from a snow covered world, and will therefore path toward Admech trees. Or for example, let’s take the predator “P.Krax”, a burrowing monster that has the typing “excretes toxic dung”, meaning that where they move, if the player were to follow them they would influence terrain generation and spawn flora and minerals that contain unique material.
Next, we need to edit each of the resources – how we would do this is making each of the flora or environments in the planet have a unique statistic about it correlated to how the resources generate. For example, with our rework, Emeril spawns in high energy environment. So, planets that can spawn Emeril in green systems now require the player to research the local flora of the area to find which one generates a form of energy which will increase the players chance of finding this material, and this is done by looking at the typing of the plants or animals.
This will necessitate the player’s field of vision with the analysis visor be very slightly reduced to encourage the player actually trying to find these unique traits of the world around them. As the player tries to find certain elements however, they will end up in more dangerous places – for example, in blue systems where indium spawns, players will know that indium spawns in places that are concentrated with energy, usually near the crust of a planet, or in underground burrows formed by animals such as the sandworm.
Flora and animals that have this “extreme heat generation” typing will only be found underground or in more dangerous areas of the planet, such as meteor sites, lava flows or special openings formed during chaos storms or heat storms, similar to how storm crystals open up. Rarer materials will only spawn in hazardous locations, meaning the player has to engage with the game systems and make themselves stronger.
Finally, certain materials will ONLY spawn on certain planets – for example, this is already done with materials like phosphorus which more commonly spawn on scorched planets, and could be done with other materials. This will incentivize the player to explore planets with unique weathers instead of simply sticking to one.
[Gas Giants and Stars –
As the name implies, with stars and gas giants having harvestable resources that use new upgrades to get to and harvest, and are used in new upgrades. Gas giants also have floating structures that the player can visit, perhaps ancient remnants of civilization or trading out posts.]

Update 3: No Man’s Sky – Trailblazer
Trailbazer is the third update along this list that while being smaller than the previous, adds a new depth to gameplay that is needed for a peaceful exploratory game like this. With the trailblazer update, we focus on updating and expanding the researching and archeology aspects of the game to make those systems more fun and engaging.
Research -
To make research more interesting, players can now build a dedicated research room – this research room allows players to analyze extra data that is useful to understanding more of the environment around them.
While players can normally simply scan to find basic information (age, mineral content, elements) players can now use the research room to find out about the unique new features of each element, like how it forms or what the unique typing of it is, and without researching the player cannot find out.
This is done by collecting samples using the new “Scientific Multitool”, an idea presented by u/vortexofchaos by the name “We come in peace: Now shoot to kill – Wait what?” which would allow for a more researching playstyle instead of a combative playstyle.
The player can then use a “Sample Analyzer” in their research room (or they can install an upgrade to their exosuit that would allow them to briefly analyze samples on field) to get information about the elements they analyzed, particularly the formation processes i.e. where they can be found and around what other things (so for plants, root structure and nutrient source, for minerals formation processes, for animals’ behavior and diet).
Data about animals and items is also a lot harder to analyze – just analyzing it with the scanner won’t give you all the data, but rather will be acquired by collecting samples of the thing that is being researched and analyzing it, giving more detail to each discovery.
Research can also now be bought and sold for rare unique items from the explorer guild, and “rare” animals, plants or minerals can be sold to scrap dealers for illegal materials by capturing them using the multi-tool, but more on illegal activities later.
Archeology -
As for archeology, the new update brings many more assets in archeological sites – statues, new building designs, destroyed monoliths etc. This is procedurally generated for each archeological site. Each of the archeological sites now have a feature where the player uses the built-in analysis tool on the site and the features, they discover such as plates, glyphs and so on to compile a story about the site, similar to how proc gen stories work in the derelict freighters.
These artifacts will then be located near the ancient keys which the player needs to unlock the main artifact. The artifacts can now be used for a secondary purpose aside from just being sold, where they can be used in research labs to reconstruct them, allowing players to uncover more details about them and give additional lore as well as unique “ancient upgrades” that the player can craft and install. This artifact data can be given into certain guilds for special rewards and increased standing. The player can store and display all of these items by building them using vessels, displaying them like a museum.
[However, when the player is digging these new artifacts can be broken by the terrain manipulator. That’s why the player is encouraged to use the new surveying and topography system proposed by u/corey_m under the post “Feature/Idea Request: Topography Surveying and Mapping”. A great explanation can be found there, but to add to the feature, when the player generates topography, they can get a quick view in field, and these quick scans can give view of the underground and where the artifacts are generally located, making sure that the player is careful when digging but giving them enough information to not go in blind.]
Unique Energy Resources –
Currently we only have 3 main energy sources – biofuel, electromagnetic and solar. And while these are great, adding more energy sources for players that are unique to weather types that the game has will add a new depth to creating bases – toxic converters, which can convert toxic atmospheres or rains into energy.
[Terraforming and Creature Creation –
This is a rather large feature, and is actually two features packed into one – both of these features that players have been asking for. Using the new research parts, the player can capture creatures and analyze their dna to unlock build parts for a spore like game, allowing them to create creatures of their own choosing. This would be a high end game thing, and would be utilized as a tool for terraforming – the player can establish a colony on a dead world and using a new tool named the “World Former”, terraform the planet, choosing the weather, plant types and animals that they have already scanned to inhabit this planet, as well as allowing their unique created creatures to be there too. The terraforming would take a long time in real time, and the player could come back to a new world after this time. However, infestations of biological horrors on the world will attack the player and the new life, which the player can attempt to purge by either simply attacking all instances of them or using a purging device before their terraforming.]

Thank you for reading this far! This is the first part of a two part post that lists all the features and explanations for their inclusions. If you feel like I did not credit someone properly in this post please inform me and I will edit it to include proper credit. If you have any suggestions or would like to say anything please do leave a comment. Thank you a lot!

Here is the link to the second part of this post:
https://www.reddit.com/NoMansSkyTheGame/comments/jl8lvu/updates_idea_for_no_mans_sky_part_2/


submitted by nikonami to NoMansSkyTheGame [link] [comments]

Legacy Pt 2

Source: https://www.bungie.net/en/News/Article/48825

CONTINGENCY

EN ROUTE: URANUS – CAELUS STATION
OUTER BAND — LOCATION INCONCLUSIVE
“I was able to pull some data from those Exo samples.” Jinju perches on the cockpit dashboard. Two tech mites crawl over her shell.
Their jump-ship plummets through fractalescent polychrome luge, ripping across the sable pitch of space at blistering speed.
Ana leans back in her pilot seat, one knee pulled to her chest. She watches strands of shimmer bend around the hull. A bobble-owl jiggles along as the ship shivers, underneath it: Camrin, in frame.
“Hit me.” Her eyes turn to Jinju.
“I couldn’t completely narrow it down, but they’re definitely from the Golden Age, circa the Collapse.”
Jinju continues, “I’ve been going through the Pillory mainframe download. Those stations are meant to split Rasputin’s mind up in the event that he became… uh… insubordinate.”
“That’s disgusting.”
“ECHO appears to have been a contingency program that activates afterward. They also had a cornerstone schematic of his brain.”
Light static fuzzes from bubble speakers on Ana’s dash. Her helmet hangs on a hook behind her; Rasputin’s uplink is offline.
Ana chews on the information for a moment. “A foundational brain model would help with containment stability after the partitioning process. It’s like a front porch for your brain.”
“It… goes on.” Jinju continues, “Your name is cross-referenced all over this, Ana. Neural Web-way. Psycholinguistics. Exo brain maps with candidate profiles. It looks like Clovis Bray was syncing Rasputin’s basic core with viable hosts.”
“Oh.” Ana’s mind races. “For what though? Drop him into containment and clone him? Pretty elaborate restart button. I guess with an Exo you could also make some pretty potent AI with more limiters than a Warmind.”
Jinju processes. “Hm. Nothing conclusive here.”
Ana turns her gaze back to the stars. “It would be terrible to be buried like that—trapped in pieces of your own mind. You wouldn’t even know who you were anymore. Where you start, and where other versions of you end.”
“Speaking of, the Clovis—9 site is ‘78% assimilated into his sovereignty.'” Jinju distorts her voice as Warmind facsimile. “He’s so dramatic about it.”
Ana brightens as she laughs. “You remember how Camrin would always impersonate him?”
“He did not appreciate that, but it was funny.” Jinju cheeps lightly. “Is she still buried in work from the Moon?”
“Hole opened up to the Black Garden. Pyramid. Creepy signals. Raining Vex. You think Owl Sector could help themselves from getting involved?”
“I heard rumors through the Ghost-vine about the Pyramid. They said it steals your shell. Lives there, like another you. They said it makes you do things.” Jinju pauses. Her iris flicks to Ana’s raised eyebrow. “Not helping?”
“Let’s just change the subject.”
Jinju squirms awkwardly. “You’ll see her soon.”
“I know.”
“They’re working directly with Ikora. She’s safe.”
“I know…”
Warm-tone reassurance trickles into the cabin through Ana’s helmet receiver.
“I KNOW. WHEN DID YOU EVEN GET HERE, RED?” Ana aggressively huffs in exasperation.
Tech mites traverse Jinju like a jungle gym. One dangles precariously from a shell flap. “Guess who’s there too.”
“How do you know this, and I don’t?”
“Ghost-vine. It’s Eris Morn. She’s working with the Guardian.”
“Eris?” Ana scoffs. “She’s not much of a conversationalist so the two of them should get along just fine.” She gestures to the mites. “Do you really want those crawling all over you?”
“Their names are Pho and Deim, and I love them.” Jinju coddles her mites. “Besides, it’s like Cam’s with us in spirit, right?”
Ana chuckles and scratches her brow before raising a fist in solidarity. “She is. To the brim.”
The shimmer surrounding the jump-ship jitters before abruptly smashing into empty space. Ana leans forward and looks out into the void.
“Um… where’s the planet?” She slowly rolls her head around the cockpit.
They drift through space on placid waves of nothing toward a distant nowhere. The vast luminous twinkle of the Milky Way plays out in panorama, though gloom-speckle pinholes prick gaps in the starry sea. The absence from them directly apparent to Ana’s eye like rays of darkness from a black sun through shear cosmic sheet.
Jinju perks up, internal sensors suddenly askew. “Something nabbed us right out of our jump. We’re off course by…” Jinju calculates, “…three AU?”
“What!?” Ana manually scans the trajectory equations in the nav-computer. “There’s nothing wrong with the math.”
||JUMP-DRIVE ERROR: MISALIGNMENT|| squawks on bubble speakers.
“Little late.”
Tart synesthetic tickle creeps red and patient. Low and pressing, as not to be heard by those that might be listening.
“Relax. I know we’re off course, but it’s not that far… relatively speaking.” Ana scrunches her face at a nav-screen as it’s overtaken by interference. “Okay, I can’t see where we are. Hang on.”
A slow wrinkle skulks across space. It presses up the fabric. Insignificant points between stars warp and spur small disturbances in the constellational congruence of the galaxy. From afar it is nothing. A flutter of wings in wind.
“It’s dark out here.” Jinju’s voice is distant as she peers outside. Beyond the canopy an expanse without horizon.
“That’s when the stars shine brightest, Jinju. Find a constellation for me so we can get our bearings.”
||GRAVITATIONAL WAVE ANOMALY DETECTED: JUMP-REALIGNMENT REQUIRED||
“Way ahead of you, ship.” Ana checks jump vectors and flicks through alignment procedures. Mav thrusters sputter to orient the ship toward Sol. Ana test-cycles the jump-drive. It revs and then chokes before locking.
||GRAVITATIONAL WAVE ANOMALY DETECTED: JUMP HAZARD—LOCATION INCONCLUSIVE, CLEAR HAZARD||
“Okay, that’s not a comforting thing to hear.” Ana deploys a sensory buoy from the ship.
Rasputin stings and pricks red iron. Steady pressure. With localized insistence.
“Feel’s strange.” Jinju is distant. “We should go.”
Ana initiates recalibrations on the jump-drive’s positioning solution. “There’s definitely some weird space out there.”
||GRAVITATIONAL WAVE ANOMALY DETECTED||
The ship lurches. Ana’s stomach churns. Jinju vibrates violently in place, an outer shell of Light absorbing some form of force.
Red iron needles whistle tea-kettle pressure in white anxiety from Ana’s helmet.
Cloaked Shadows shift through the vacuum an eternity away and all too close; shown only when they wish to, to only whom they want.
Ana swallows to settle her stomach. “What even was that? Did we move?”
“Leave. Now please. Ana.” Jinju presses against the glass of the canopy, peering outward.
||SYSTEM REALIGNMENT: SOLUTION SECURED||
“There it is. I’ve got a jump-lock.”
||GRAVITATIONAL WAVE ANOMALY DETECTED||
“Again? Then we’re riding this one out of here.” Ana eye-balls adjustments for the gravitational wave into the nav-computer. “Punching jump in 3… 2… 1…”
They slip between folds in space. Formless wake propels them. The ship rides through sub-space at speeds far exceeding her jump-drive's capability. Color dulls in the slipstream. Frisson electrifies Ana's senses into timeless euphoria. The nose of the cockpit stretches ahead, drawn toward some distant vanishing point. She struggles to keep the flight stick straight. Her motions seem small, inconsequential and all too slow within the wave. Fluctuant pockets of drag flex and buck, threatening to throw them off into the unknown. The cockpit twists around her, indicator lights blink in metronomic sequence—purpose and pigment slowly materializing in her mind.
Hull integrity failing. "Not yet."
||COLLISION: BOW, CELESTIAL BODY DETECTED, AUTO-DROP FAILED||
Ana steadies her mind. She force-cancels the jump, seizing the drive and dumping them out into space before thrusters burn to steady them again.
Their emergence is dwarfed by a stratospheric colossus.
Uranus hangs, a daiquiri pearl set in tilted rings.
A grin overtakes Ana’s face. “Nailed it.”
Pale blue gleam inundates the canopy with planetary light. Ana plots an approach to the station. The trio slow burn forward, each silently collecting their faculties. Ahead: tiny beacons blip red. Satellite silhouettes take form out of the planet’s zealous glare. Instrument spokes jut from their polygonal chassis like old-war depth charges itching to trigger.
“Those are Warsats.” Jinju breaks the silence, eager to shift her mode of thought far from weird space and gravity waves.
“Finally, some luck," Ana says with relief. "I bet we can daisy-chain Rasputin into the station’s network through the defense system.”
“Oh, they’re powering up. Maybe we—”
Horns of responsive distortion roll across the cabin like a stress wave. Rasputin’s alert pings litter the canopy HUD.
“Brace!”
Ana pushes hard on the flight stick and reflexively dives under a barrage of laser fire. Nose thrusters roar vibration through her hands as she cuts to guide the ship vertical and tumbles into a barrel roll, slipping around follow-up bursts. A bolt skims shallow across her starboard side: ricochet. Shockwave tremors reverberate through the hull.
“Red, ping all incoming fire vectors! Jinju, arm the spikes!”
Plates split open along the belly of the ship. A drum-launcher of six Warspikes rolls out as Jinju links into the launcher's gunnery apparatus. Indicators blare onto the canopy HUD. Jinju sends two Warspikes straight into the first of fifteen Warsats blocking their path as Ana nudges the ship between incoming laser bursts.
Two spiked Warsats cease fire as their automated defense protocols are overridden, security software utterly failing to halt Rasputin’s invasive assimilation. They come back online—spikes blending into spokes—and swivel to gun down the closest still-hostile targets.
The assimilated twin Warsats thrust to reposition into a shield for Ana and Jinju as they close distance. Crimson flare shines around the Warsat shield as lasers chisel into them. Ana watches HUD pings for an opening between incoming bursts. She finds half a moment and burns hard on the main engine, then toggles full power to maneuvering thrusters to sling the ship under Rasputin’s shield and open a lane for Jinju.
Jinju unleashes four more spikes. They strike true. Rasputin spreads digital plague through the Warsat’s frameworks with each skewering hit. He demands subservience. Laser fire tears through space in all directions as Ana cuts between dueling satellites and rolls to evade overlapping firing arcs. Concussive shockwaves rattle the ship as defiant Warsats explode or fail one by one until the firing stops.
A field of deputized Warsats and debris dead-drift within the planet’s orbital current, back-lit by radiant mesopelagic glow. Beyond them, almost lost among cloud-cream atmosphere, Caelus station.
Ana releases her breath. It feels like she had been holding it since the jump. She forces short gulps of air into her aching lungs and lets her ship glide towards the station without guidance.
Jinju emerges from the gunnery apparatus and floats back to the dashboard. Pho and Deim appear from under her shell. “What was that, Ana? Back there.”
“The Warsats or the freaky gravity?”
“Either… both.”
“Your guess is as good as mine.”
“My guess worries me.”
“Let’s just pull this data and get home.”
“Agreed.”
Ana hangs her head in her hands and muffles a sardonic, “Nailed it.”
CAELUS STATION
Dim and powerless, it gently falls. The label grows at pace with Ana's measured approach. Rasputin's cohort of Warsats encircle her in a defensive phalanx. The station rotates to face the planet. It glitters in gas-giant grandeur as massive translucent hull plates display a desolate gut shrouded in sea-foam reflection. Jinju combs through station blueprints pouring in from Warsat data stores. Caelus consists of one long shaft containing a launch bay and spindly communication arrays at either end. Deeper, passed the launch bays, mostly maintenance frame space cap-stoned by a large reinforced mainframe housing complete with a thick-glass viewing ceiling. Orbiting ringlets, indicated as "Biomes" 1, 2, and 3, spin lazily in unison with the central structure, held in position by mag-lock paddocks that align with metallic rungs set into the station hub's outer plating.
Jinju locates several unpowered docking points before settling on entering through one of the station's bays. She snaps a HUD ping on the canopy.
"Here. This one is open, though it doesn’t look like anything but the outer rings are still pressurized."
"Ready for a spacewalk?" Ana guides them to the bay, catching sight of the transparent interior solar-glass paneling of the rotating ringlets. Clean rivers slosh along the outer ring underneath a dividing sieve. Earthen dirt sprouts abundance above.
"Are those greenhouses?"
"I think so. Everything seems to be locked under a file named 'contingency.'"
"That's not ominous," Ana says, scooping her helmet from its hook and swiping 18 Kelvins from a footlocker.
"We need mainframe access."
"When do we not?" Ana looks at the dark station. It is a grave of potential awaiting the next planet-rise.
Jinju prepares Ana's bandolier. Mites patiently tap pin-legs as they wait for attention.
Ana dons her helmet and puts a hand on the canopy release pulley. "You're not bringing those, are you?"
The bay is still: a snapshot of countless possible failures in the face of challenge. It holds only one ship. The bulbous craft lay broken, dropped from its support brackets in denial of an attempted launch. Reflective hexagonal plates sparkle like space dust as the station faces Uranus' light. Scorch stains blacken the far wall behind the craft's ruined ion thruster.
"The propulsion system is missing its ion cell. It doesn't look like damage, but obviously a lot went wrong here."
Jinju beams light over the fuselage as they float through the ruptured bay in weightlessness. The reflective hull is filled with Exos. Mannequin cadavers hang frozen on silk threads, surrounded by globular blobs of various fluids. Loose-wire tangle sags around the lifeless many. One or two glides freely within the cabin. Their chest plates share a pristine logo.
ECHO-1
Ana locates a crumpled worker frame beside the bay’s internal air lock and signals Jinju to come over.
Jinju puffs toward Ana on pulses of Light. Remnants and dust hold motionless in the vacuum. Their groupings, jostled and drawn to each other since the bay's collapse, form tiny gravitational microcosms; a new faux system trapped in the failed husk of a past age.
She flicks her helmet microphone on. "Hey, what about just normal frame access?"
The Ghost sweeps the frame and gets to work. "This isn’t just some mop-bot. This is the Station Manager. Let's get it inside."
Ana props a foot on the wall and forces the airlock closed behind them. Mag-boot clinks to tile. Dust floor, echoing groans, and humid taste populate the station. Even through her respirator the stale flavors of plant matter and dirt coat Ana's tongue in grist-like film. She turns to Jinju, busy at work splicing bad connections within the frame and spinning light to charge its power unit.
"It’ll work, but this unit won’t hold power. It’ll only last as long as I charge it."
"You’re a miracle worker, Jinju."
Jinju cheeps.
She solders a loose line. “It should also be a little more… talkative.”
Ana peers down the hall. From their current position, the airlock functions like an estuary flowing into the rest of the station. She could almost see clear to the central mainframe hub atop a raised panel fortification in the middle of the room. It sits below a ceiling of translucent plates, rimmed in distant ringlet halos falling under shadow. A stairway aligned with the launch bays on either side provides access.
The Frame sparks to life, looks directly at Ana, and speaks with grating age to its voice.
“Welcome, Ana Bray! Very excited to see a Bray walk this hall again. It has been a long time.”
Ana grasps at words. Jinju shrugs, plugs of Light toss in zero-G.
The Frame stands on magnetized foot cups and dusts itself off, nearly bumping into Jinju. “Excuse me, small servo bot."
“Servo b?"
The Frame turns to Ana. “How may I be of assistance?"
“I’ll unplug you.”
The Frame ignores her.
Ana smirks at Jinju, then looks at the Frame.
"Walk with me," she says, briskly moving deeper into the station.
The two converse with Jinju in tow.
The main section of the station is a wide-open hall supported by struts. In large red lettering the words:
ECHO PROJECT
OUR LEGACY BUILDS THE HORIZON
Dozens of maintenance frame plates line the floor. Some open. Some semi-raised with collapsed frames steps away, half-responding to a catastrophe. A scene in disorder.
"Zilch on Atlas.”
Ana stares out the translucent ceiling, wistful as the Frame waits for another question.
“So those crops in the rings are food supplies for a colony mission."
"Yes. Thank you for asking that, Ana Bray."
"Yeah. And the colony ships are full of Exos?"
"Partially. ECHO-1 and ECHO-2 were stocked with Exo unit crews. As you know, their task was to establish and oversee embryonic development at Colony M31, Site-A and Site-B."
"If Rasputin got out of hand, they weren't planning on resetting him.”
"I don’t have access to Clovis 1-12 directories."
“They just assumed he would win. The Pillory is a last-ditch panic room.”
"I don’t have access to Clovis 1-12 directories."
Jinju’s iris flicks back and forth between the two. Her tiny Light-leash hums.
Ana massages her palm. “What was my role in all this?”
“As you know, your work on the Warmind made you a prime asset to oversee applicant selection.”
“I chose the people in there?”
Ana watches the ringlet spin, her mind repeating the statement back to her. Artificial night slips back to artificial day as the station's rotation continues.
“As you know, yes. Additionally, your work on the Warmind, as you know, was vital to the establishment of Clovis 1-12.”
“Do I know where the candidates came from? Did they volunteer?”
“I do not have access to candidate profiles.”
Ana shuts her eyes and takes a steady breath.
“You said I helped with the Pillory stations?”
“Yes.”
“How so?”
"I don’t have access to Clovis 1-12 directories."
She nods and lets her helmet slink back to rest on her shoulders. “I think I can piece it together on my own. Is this station linked to any other sites?”
Her gaze returns to the distant ringlet, lit by the recurring planet-rise. Her augmented eyes pick at details.
“As you know, Miss Bray, there are thirteen CLOVIS sites that this station is linked to.”
“Thirteen? What’s the thirteenth?”
The plant life is still vibrant. Regimented.
“Paragon access does not permit that information.”
“You hear that, Jinju? We’re all just slaves to circumstance.”
Jinju chirps. “I’d like to think our choices matter a little. I’d like to think mine did.”
Ana smiles at her. “Yeah.”
“You are a Bray.” The frame pauses.
They lack signs of overgrowth.
Well kept.
“So?” Ana turns to the Frame.
“ECHO project requires a station link with DEAD-ROCK resources.”
Ana eyes go wide. “Jinju disengage that cipher thing.” Over her shoulder, a glint shines from the far central ringlet. Biome 2.
Jinju glides forward. “What is that?”
Ana looks at Jinju. “The verbal cipher.” She pauses and traces Jinju’s eyeline to face Uranus. Ana’s eyes adjust to sieve out the glaring brightness. “What’s what?” She puts a hand to her visor and squints.
An ion lance threads the station from the distant ringlet.
It pierces Ana’s chest clean through.
Brick-stained atmosphere hisses out of her suit, searing on smoldering fabric fringe.
Jinju’s iris widens with confused shock.
Howling storms slam salt-coarse keys in Ana’s helmet.
End

ACRIMONY

ECHO-1
CAELUS STATION — COLLAPSE
"DEAD-ROCK SEIZURE IN ACTION: Station Manager initiate manual override in ECHO-1 Launch Bay."
"ALERT: This station is experiencing power fluctuations. Emergency power will run until—
ECHO-0
He awakens alone. A fluke. Others hang around Him, but they remain in the dream. Electrical surge prickles through his entire body. A screen in front of his face begins playing a recording complete with visual aid:
"Welcome to ECHO-1. Before your departure, you should have been briefed by a Station Warden If you don't recall your Station Warden, please alert your Crew Captain. Now then, my name is Ana Bray, and you're one of the lucky few who has been selected for the ECHO Project. The future of Humanity rests on your sho—"
The recording is interrupted as emergency sirens blare through the station.
"STATION HAZARDS: GRAVITATIONAL ANOMALY | STERILE NEUTRINO BURSTS | Please remain calm."
"OVERRIDE BROADCAST: via ECHO-LINK//:PILLORY-SUBLOCK.R./:SKYSHOCK ALERT: TRANSIENT NEAR EXTRASOLAR EVENT:—
Power failures wrack the station in rolling thunder. The Exo slumps, lifeless until its next reset.
ECHO-7
Alone.
The recording. He finds familiarity in the newness. The face on the screen seems kind—
"STATION HAZARDS: ROLLING SURGES IN WARDS 1, 2, 3. Please remain calm."
Thunder. Pain to death. Electro-static purge, triggering a reset.
ECHO-22
He awakens to rolling, thunderous darkness and pain. The screen does not illuminate.
Barely audible words form from the air:
"Primary propulsion systems failing. Auxiliary systems near depletion. Planetary impact unavoidable. Distress triggered."
Meaningless. He struggles against chains.
Eons pass. His bonds will not break. His mind fragments and corrupts.
He wishes he could bleed. He wishes he could die. He wonders where the Wardens are.
ECHO-41
Short lives of confusion and pain. He grasps at falling in every direction. There is nothing to grip.
ECHO-89
Thunder, again.
ECHO-173
And again.
ECHO-390
Until one day:
He hangs in the futile passage of time.
A creeping madness weaves its way in solitude.
ECHO-877
Thunder. Thunder. Thunder.
The Warden speaks for the first time in many storms. Her twisted promises are fresh to His ear.
"When we return." Etched in mind.
Wake and sleep. Struggle. Dream and wake. Struggle. Endless. Innumerable. Stillbirths. Tomb spasms. Thunderous pain. Sweet death.
ECHO- 2̷͉͙̜̗͍̙̭̤̘̪͖͈͛̅͑̈̀̾6̸̡͇̼̦̲̩͎̟̠̬̳̲̂̀̉͐̃̈́ͅ2̵̡͎͚̳̠̫̮͉̍̉̌̒͑̓͗͛̉̈́̕̚͝5̸̨̭͚͔̥̲̫̈́̂̈́̊̋͗͑͛͑͝͝
Thunder, one final time. The storm gives life, but never came to take.
He slips from rot shackles. Worn with age. Weary, they snap at slightest motion. Untold rotations pass without movement. Freedom?
He matures questions. A hunger wells up within him.
He travels the station. From Tomb Bay, to the Mind Shell, to the Sealed Space. In dark, and in light.
The Mind Shell teaches Him the new roads. Teaches Him the majesty of the Rings. Teaches him the key.
He walks the Rings.
He tends to His little freedoms. He cultivates. He grows. He does, unknowingly, as He was meant to do.
The Mind Shell tells Him of the Bridge. Tells him of His ancestors. Speaks of the "ECHO LINK".
The knowledge does not leave His thoughts.
He seeks a meaning beyond routine.
The Tomb Bay kept secrets. He had not returned since He walked the Rings. It is a shallow sepulcher.
Brothers and Sisters dreaming. Never to wake as He had.
He digs treasures from their graves. Digs knowledge from the Prison's many minds.
Picks lies from the bones of truth.
He drinks the memories of Echoes passed.
He finds the Prison's purpose. A Bridge's end. If He holds this end, perhaps the Wardens hold the other.
The many minds. The liar's words. Takers. They would know of his escape.
The Wardens would come to take with fresh shackles.
He prepares. He learns from the Warden's alchemy.
He digs through the carcass of his once-mighty Tomb.
From hollow basin, He seizes Starlight power to wield from afar. From its flesh: adorns Himself with a
cloak of lies to fool. He armors his soul against the Thunder that kills.
He opens the Bridge at his end and waits.
ECHO- 2̷͉͙̜̗͍̙̭̤̘̪͖͈͛̅͑̈̀̾6̸̡͇̼̦̲̩͎̟̠̬̳̲̂̀̉͐̃̈́ͅ2̵̡͎͚̳̠̫̮͉̍̉̌̒͑̓͗͛̉̈́̕̚͝5̸̭͚̈́̂̈́̊̋͗͑͛͑͝͝- Present Day
He walks the ring when She arrives.
The Warden rides in with finality and judgement.
A red-light storm at Her back.
She had followed the Bridge, as He had hoped. She leads many shells, but only One descends with Her.
She brings with Her the Thunder, and He fears its wicked spark. He places trust to his plated frame.
He watches Her trespass in the Tomb Bay. Sees Her defile the Mind Shell's grand hall.
The Wardens reap what had been sown.
As Wardens always do. She comes to collect him.
He raises his Starlight.
But a Warden is not so easily slain, and She has many allies.
End

DESCENDENT

CAELUS STATION
ORBIT — URANUS
She is submerged.
Light sways just above a tense surface.
Something far below stirs.
The Light brightens to blind.
Rasputin weeps a terrible cacophony of anguish.
Ana gasps for breath. Her head swims in effort.
(!) HYPOXEMIA: b/o 73% (!)
“Hold still! Your suit is leaking!” Jinju quickens Light into Ana's punctured suit, her Iris jittering from spot to spot as oxygen spurts around her in foggy clouds.
Ana shakes dizziness out of her head. A smoldering frame is sprawled a few meters away. She droops flat to a support beam that runs up to the mainframe office.
“I got shot…” The realization doubles back. “I got shot?”
Ana pats her chest and stiffens. She draws in shallow breath.
“Jinju, did you see where it came from?”
“Central ring. I dragged you into cover. Stop moving so much.”
Ana peeks around the strut; an ion thread zips by and stings her helmet.
Rasputin obliterates every square inch of ringlet within ten meters of the ion beam’s origin in response.
Sections of the central ringlet combust and explode under heavy bombardment. The ring buckles, splitting along the seams and splaying out into space. Magnetic anchors fail as the halo fractures and splits away from the station's central architecture. Fragments rush away toward the planet; Caelus’ ruin falls to Uranus in lingering prolicidal consummation.
“RASPUTIN STOP!” Laser fire halts immediately. “You’re gunna sink the whole station!”
Tense finger waits on hair trigger. Ana works her starving lungs.
(!) HYPOXEMIA: b/o 67% (!)
“Ana, you need to stop breathing so much.” Jinju bobs with Ana’s head and quickly reseals her visor.
“Can’t hold still.” Ana shakily stands and points up at the dislodged ringlet spinning above her. “Bad angle.”
“I’m pretty sure whatever shot you is dead. Stop talking. You're getting delirious."
Wreckage looms far over Ana’s shoulder. The remaining two halos slowly spin in ignorance through their sibling's burial-dust cloud. Eerie distortion soars across the divide between station and rings, the veneer of invisibility momentarily lost in flight as rubble collides with its form. Rasputin perceives the abnormality.
Harmonic chimes across Ana’s visor resonate and combine into uniform patterned homogeny.
“Active camouflage?” Ana sucks thin atmosphere, a wheezing undertone to her breath. “Jinju, give me an auditory visualizer.”
Jinju whirs and dips back to Ana's suit. “Compiling an interface. Now. Hold. Still.”
(!) HYPOXEMIA: b/o 65% (!)
A ceiling panel twenty meters from Ana erupts in brittle plastic shards that glisten and spin like tiny neutron stars, catching the last of Uranus' light as the station beings to turn dark. Amorphous form thuds into the floor, shattering tiles in a plume of dust that stretches up into a spire before slowly holding in place. The form tumbles to a stop. It stands between her and the open launch bay and slings a kit-bashed Ion caster aside, depleted. Hexagonal patterns stutter to blend with the station interior as the room rolls into tenebrous obscurity. For an instant, an Exo takes form, and then nothing as its cloaking shroud flashes and re-engages in the dark.
Ana doesn’t wait. She rushes heavy clunking boots up the stairs to the mainframe, arrhythmic tremors beat through her heart. Jinju deactivates the switch on Ana's mag-boots and hurls her through the door with a forceful pulse of Light. She speeds in behind Ana, finishing her suit with Light stitch as Ana slams the door shut.
“Ana. Hang in there.” Jinju orients Ana and reactivates her mag-boots.
Ana's feet clomp to the floor. She hangs from them, a loose timber bending in the wind.
Jinju finishes her patch job. New fabric seals air-tight.
"You're good. You're good. Don't pass out. Your suit is re-oxygenating."
(!) HYPOXEMIA: b/o 59% (!)
Stabilizing…
The words are intensely bright on her visor against the darkening room.
"Auditory overlay complete. Check your visor." Jinju's voice focuses her.
"I just… need a minute…" Ana speaks between gulps of air. An unsteady hand draws 18 Kelvins. The mainframe room orients around her more clearly with each breath. It is stark, a large lone desk of singular oak commands the center of the room. A console screen, dead, is embedded in the surface.
Rasputin drops positional estimation pings into her HUD in an attempt to track her assailant. She steps backward, away from the door she had entered through and toward the opposing stairway's door.
Her eyes pick up faint quivers from outside. Indirect. Resonate white noise pings like interference on her visor. She focuses on each occurrence, looking for a note out of rhythm.
Behind.
She spins as the Exo crashes through the secondary entrance at her back. The door snaps from its hinges in a torrent of dust and rackets Jinju into glass.
"Jinju!"
Ana loses track of her attacker momentarily in the darkness before it pushes off from a hard surface, triggering her visor. She spits off rounds from 18 Kelvins. Some find their mark, puncturing the camouflage shroud and revealing her adversary before impotently fizzling on the Exo's outer shell. It covers the gap with surprising speed and catches her gun hand; Ana discharges an arc round; tiny bolts reach across to the Exo’s metal skull in vain as it scorches ceiling.
Bones pop in her fingers and wrist.
(!) HYPOXEMIA: b/o 68% (!)
Stabilizing…
The Exo flattens its other hand and stabs toward her stomach.
"Die. Warden."
Adrenal instinct floods Ana's body. She stops it. They lock. Ana’s vision blurs. She gasps for breath. Muscles quiver in her arms, desperate for oxygen. A spark cinders in her.
"Get off her!"
Jinju zips toward the Exo and paddles Pho and Deim onto it with a flick of her shell. The mites crawl under the Exo's exterior plating and send shock-sting bites through its systems, seizing its joints for a few precious seconds.
Jinju rushes to Ana's side. The Ghost deconstructs itself, orbital shell bits swirl around a core of coalescing Light. She fills the room like a brilliant star, overcharging her wayward Guardian.
Ana's crushed bones reforge. Light fills her eyes. Her grip, still holding against the seizing Exo's bladed thrust, liquefies its plated hand to scrap. A glorious crown of Solar flame erupts from her visor and she cracks her forehead into the Exo’s face. It reels, tufts of flame extinguish in the vacuum. Ana kicks away.
Solar might engulfs 18 Kelvins. Ana hammers off two rounds of celestial annihilation. They melt straight through the Exo, puncture the station plating, and scream through space for light years.
The Exo slumps, a molten heap.
It draws breath.
“Resilient.” Ana drops to a knee. Barrel trained on the Exo's head.
She takes a full breath. The Exo’s eyes are unflinchingly locked to her. It refuses to die.
It points to Ana’s badge with its still-blistering hand.
“Bray. Warden.”
She says the only thing the can think to say: “Who were you?”
It hesitates. “Echoes.”
Her head droops. “How many did you live?” She looks to find his number designation, but it is missing.
It looks passed her as Uranus' light once again trickles through the station. “Echoes… grow… Wardens… keep…”
“What did I do to them?”
Ana stares at Echo’s husk. The faint glow of the desk's lit console screen grays out her face behind her visor.
She sits dead-still in rotation. She could stare forever, if she only had enough time.
Jinju nudges her shoulder. “I've got the mainframe data.”
Ana is devoid of thought at the mainframe access console. She watches as Uranus comes back into view over and over again. It dominates the station’s viewing port. She maps the movement of the clouds along the surface, but only ever on the surface, and sees how they differ from the previous iteration on their last spin. She wonders if they are different underneath.
Stable major chords strum in Ana’s helmet, getting caught in the cracked visor glass.
She finally speaks, decisive. “Dislodge the other ringlet paddocks. Warsats can tow them back to the Tower. Skim the shadow-networks for anything else they can use. Get some good from this…”
“Ana, the Warsats could haul this whole station as long as we do it soon.”
Caelus rotates away into shadow once again, and the planet’s sheen fades from sight. Ana clicks a spring-loaded slot on the desk. It snaps to, bearing a placard of ownership.
CLOVIS BRAY
Ana stands. Steady.
“It’s okay to let some things be forgotten.”
End
submitted by DTG_Bot to DestinyTheGame [link] [comments]

Cosmography - Randall Carlson

I am excited to share a topic that I don't see posted that often. This is an alternative look at Anthropology without bringing in a theory of alien intervention.
Randall Carlson has a vast knowledge that he uses to understand the history of humanity. The First time I was shocked by the evidence he presented was on a Joe Rogan Podcast:
https://www.youtube.com/watch?v=G0Cp7DrvNLQ
(I will include a table of contents to the above video at the end of this post, i am copy and pasting it from one of the comments on the youtube video)

Anyway, I am excited to find that Randall Carlson is starting his own podcast. In this clip he details what he will be talking about:
https://www.youtube.com/watch?time_continue=129&v=iK5SAlKkJgI

TABLE OF CONTENTS - JRE #606
0:04:16 Homo sapiens idaltu, oldest modern human skeleton> 7000 generations of humans
0:05:45 new discoveries lending credence to Graham Hancock's thesis
0:06:22 Gobekli Tepe
0:07:30 Tunguska Event, speed and kinetic punch
0:08:27 Possible reason for purposely burying of Gobekli Tepe
0:11:15 Cleopatra < Great Pyramids
0:12:28 Scale of potential loss of human civilization due to massive impact event(s)
0:14:20 Oxygen isotopes in Greenland, summit ice core samples
0:17:18 Implications for our modern mainstream model of climate change induced catastrophe
0:24:00 The limited scope of the modern climate change debate/'consensus' view and the danger of that, see 0:38:38
0:26:25 Greenland Ice Sheet project history
0:27:31 Little Ice Age, important context
0:29:00 Two periods of global cooling in the last two thosand years
0:30:32 Holy Grail Quest Stories
0:31:33 Dendrochronologists' discovery of stunted forest growth in northern hemisphere in the period of the Grail Quest for 8-10 years, supported by historical records of the time leading to Justinian Plague
0:33:20 Recovery, brought on by retur of warmth, 900AD, medieval warm period
0:35:06 Cathedral building phenomenon, ended by Little Ice Age, Black plague
0:38:38 Why are we ignoring this evidence? The problem with the IPCC
0:40:59 The real Inconvenient Truth
0:42:00 Eemian interglacial period temperature oscillations
0:42:22 Oboriginal tales past down through oral tradition about sea levels, analyses by archaeologist W. Bruce Massey
0:45:59 Younger Dryas
0:47:56 Rate of sea level rise, not smooth
0:48:43 Late Pleistocene mortality graph, ~120 species of mega mammals went extinct
0:50:00 Dominant hypothesis of ''overkill'' or ''blitzkrieg'' to explain the extinction of the mammoths..
0:52:13 Founding fathers of geology > new school of thought, catastrophism v uniformitarianism
0:54:49 J. Harlen Bretz' proposition of gigantic floods in pacific North West being ignored by peers in 1920
0:56:12 Transition in earth sciences incorporating parts Bretz his findings, but with a modern example that doesn't scale or compare with Bretz' findings; the new dogma
0:59:36 Joe mentions the problem with the ''overkill'' hypothesis and Randall adds to it
1:00:05 One of the many mammoth cemeteries
1:01:50 Joe is spooked by Randall's snorting and tries to play it off by refering to the drawing of the 'ivory floor' of the London docks covered in Siberian mammoth tusks
1:07:07 Joe asks for Randall's desktop wallpaper, Randall keeps him in suspense for a little longer, shows satellite photo instead
1:11:00 Canada didn't exist
1:14:41 The Bering Strait during Ice Age is exposed, connecting Siberia to North America, 14000-15000yrs ago
1:15:54 Indonesia, modern day v Ice Age
1:16:55 Hundreds of stories that parallel the story of Noah, coinciding with the exisiting data
1:19:09 if we accept that the stories are based on real events, what do the parts of the persons with foreknowledge imply?
1:19:53 Europe now v during Ice Age, ~15000 yrs ago
1:20:35 Mt. Jumbo, Missoula, Western Montana, shorelines reaching to tops of the hillside
1:21:27 Latrourelle Falls, Basalt layers
1:23:53 West (boulder) Bar giant current ripples, 50ft high
1:25:54 New trend in evidence, geological community is moving in the direction of Randall's assertion, some of the older guard is defending the idea of the jökulhlaups, group of Canadian geologists, John Shaw et al., are challenging this
1:27:50 Where the water for these massive floods came from, asteroidal impact
1:28:45 Impact craters of the last 10.000 yrs, potentially causing massive tsunami's
1:30:45 Modern consensus view of the Younger Dryas, exact match with Plato's account of the subsiding of Atlantis beneath the waves
1:34:20 Recent research, shock-synthesized hexagonal diamonds in Younger Dryas boundary sediments, micro-diamonds, nuclear glass all correlates with massive cosmic impacts
1:35:40 Overspecialization in modern science, pro's and cons
1:40:02 Listing recent discoveries supporting Younger Dryas cosmic impact hypothesis and narrowing down date to 12.800-12.900yrs ago
1:42:37 Randall mentions gratification as he theorized this 25yrs ago and Joe asks how he became so obsessed with this
1:52:58 What this all means for our species, on a larger scale, big picture, according to Randall
1:53:41 Emerging evidence human population crashed during Younger Dryas
1:55:16 Book of Matthew interesting quote where Jesus talk about what the end of days will look like, what it implies
1:58:33 The moral to all of this, what should we do in terms of consumption of Earth's resources and what to direct our collective efforts at
2:01:34 Error of gradualism in the environmental movement
2:03:27 We'd be fucked without Jupiter
2:03:53 Sacred Geometry and Freemasonry
2:06:58 Difference between modern and ancient architecture, ''textbooks in stone''
2:08:48 What is the Masonic Order, 'secrets of Freemasons', Masonic traditions
2:12:30 Freemasons as custodians of ancient symbolism, Noah's ark, acacia tree, DMT
2:16:15 DMT as a boon to mankind and the mistake of criminalizing it
2:21:34 Climatic optimum after population crash/ Ice Age
2:25:14 Climate shifts again into neo-glaciation, 6000yrs ago
2:27:40 Traumatic effect on consciousness as result of surviving near-extinction event, perhaps gene-deep
2:29:44 insert ''aliens'' meme
2:30:26 Responds hypothetically by calling back to the ''7000 generations of modern humans'' point and potential advancements of past civilizations, kicks off from there
2:37:58 Freedom to innovate stifled by bureaucracy, encumbering creative processes
2:40:39 Resistance motivates action
2:42:32 parable about making your own way
2:44:05 Why the name ''Sacred Geometry''
2:44:56 Architecture, geometry, of our solar system is in perfect balance to allow for us to exist; Jupiter, Saturn, Uranus and Neptune via bucket mechanism deliver Panspermia to Earth
2:50:02 (Hypothetical) New Jerusalem as representation of our solar system, furlongs, horse racing, 7920, miles, numbers math my brain
submitted by fnrptr to AlternativeHistory [link] [comments]

Legacy Pt 2

https://www.bungie.net/en/News/Article/48825
CONTINGENCY
EN ROUTE: URANUS – CAELUS STATION
OUTER BAND — LOCATION INCONCLUSIVE
“I was able to pull some data from those Exo samples.” Jinju perches on the cockpit dashboard. Two tech mites crawl over her shell.
Their jump-ship plummets through fractalescent polychrome luge, ripping across the sable pitch of space at blistering speed.
Ana leans back in her pilot seat, one knee pulled to her chest. She watches strands of shimmer bend around the hull. A bobble-owl jiggles along as the ship shivers, underneath it: Camrin, in frame.
“Hit me.” Her eyes turn to Jinju.
“I couldn’t completely narrow it down, but they’re definitely from the Golden Age, circa the Collapse.”
Jinju continues, “I’ve been going through the Pillory mainframe download. Those stations are meant to split Rasputin’s mind up in the event that he became… uh… insubordinate.”
“That’s disgusting.”
“ECHO appears to have been a contingency program that activates afterward. They also had a cornerstone schematic of his brain.”
Light static fuzzes from bubble speakers on Ana’s dash. Her helmet hangs on a hook behind her; Rasputin’s uplink is offline.
Ana chews on the information for a moment. “A foundational brain model would help with containment stability after the partitioning process. It’s like a front porch for your brain.”
“It… goes on.” Jinju continues, “Your name is cross-referenced all over this, Ana. Neural Web-way. Psycholinguistics. Exo brain maps with candidate profiles. It looks like Clovis Bray was syncing Rasputin’s basic core with viable hosts.”
“Oh.” Ana’s mind races. “For what though? Drop him into containment and clone him? Pretty elaborate restart button. I guess with an Exo you could also make some pretty potent AI with more limiters than a Warmind.”
Jinju processes. “Hm. Nothing conclusive here.”
Ana turns her gaze back to the stars. “It would be terrible to be buried like that—trapped in pieces of your own mind. You wouldn’t even know who you were anymore. Where you start, and where other versions of you end.”
“Speaking of, the Clovis—9 site is ‘78% assimilated into his sovereignty.'” Jinju distorts her voice as Warmind facsimile. “He’s so dramatic about it.”
Ana brightens as she laughs. “You remember how Camrin would always impersonate him?”
“He did not appreciate that, but it was funny.” Jinju cheeps lightly. “Is she still buried in work from the Moon?”
“Hole opened up to the Black Garden. Pyramid. Creepy signals. Raining Vex. You think Owl Sector could help themselves from getting involved?”
“I heard rumors through the Ghost-vine about the Pyramid. They said it steals your shell. Lives there, like another you. They said it makes you do things.” Jinju pauses. Her iris flicks to Ana’s raised eyebrow. “Not helping?”
“Let’s just change the subject.”
Jinju squirms awkwardly. “You’ll see her soon.”
“I know.”
“They’re working directly with Ikora. She’s safe.”
“I know…”
Warm-tone reassurance trickles into the cabin through Ana’s helmet receiver.
“I KNOW. WHEN DID YOU EVEN GET HERE, RED?” Ana aggressively huffs in exasperation.
Tech mites traverse Jinju like a jungle gym. One dangles precariously from a shell flap. “Guess who’s there too.”
“How do you know this, and I don’t?”
“Ghost-vine. It’s Eris Morn. She’s working with the Guardian.”
“Eris?” Ana scoffs. “She’s not much of a conversationalist so the two of them should get along just fine.” She gestures to the mites. “Do you really want those crawling all over you?”
“Their names are Pho and Deim, and I love them.” Jinju coddles her mites. “Besides, it’s like Cam’s with us in spirit, right?”
Ana chuckles and scratches her brow before raising a fist in solidarity. “She is. To the brim.”
The shimmer surrounding the jump-ship jitters before abruptly smashing into empty space. Ana leans forward and looks out into the void.
“Um… where’s the planet?” She slowly rolls her head around the cockpit.
They drift through space on placid waves of nothing toward a distant nowhere. The vast luminous twinkle of the Milky Way plays out in panorama, though gloom-speckle pinholes prick gaps in the starry sea. The absence from them directly apparent to Ana’s eye like rays of darkness from a black sun through shear cosmic sheet.
Jinju perks up, internal sensors suddenly askew. “Something nabbed us right out of our jump. We’re off course by…” Jinju calculates, “…three AU?”
“What!?” Ana manually scans the trajectory equations in the nav-computer. “There’s nothing wrong with the math.”
||JUMP-DRIVE ERROR: MISALIGNMENT|| squawks on bubble speakers.
“Little late.”
Tart synesthetic tickle creeps red and patient. Low and pressing, as not to be heard by those that might be listening.
“Relax. I know we’re off course, but it’s not that far… relatively speaking.” Ana scrunches her face at a nav-screen as it’s overtaken by interference. “Okay, I can’t see where we are. Hang on.”
A slow wrinkle skulks across space. It presses up the fabric. Insignificant points between stars warp and spur small disturbances in the constellational congruence of the galaxy. From afar it is nothing. A flutter of wings in wind.
“It’s dark out here.” Jinju’s voice is distant as she peers outside. Beyond the canopy an expanse without horizon.
“That’s when the stars shine brightest, Jinju. Find a constellation for me so we can get our bearings.”
||GRAVITATIONAL WAVE ANOMALY DETECTED: JUMP-REALIGNMENT REQUIRED||
“Way ahead of you, ship.” Ana checks jump vectors and flicks through alignment procedures. Mav thrusters sputter to orient the ship toward Sol. Ana test-cycles the jump-drive. It revs and then chokes before locking. 
||GRAVITATIONAL WAVE ANOMALY DETECTED: JUMP HAZARD—LOCATION INCONCLUSIVE, CLEAR HAZARD||
“Okay, that’s not a comforting thing to hear.” Ana deploys a sensory buoy from the ship.
Rasputin stings and pricks red iron. Steady pressure. With localized insistence.
“Feel’s strange.” Jinju is distant. “We should go.”
Ana initiates recalibrations on the jump-drive’s positioning solution. “There’s definitely some weird space out there.”
||GRAVITATIONAL WAVE ANOMALY DETECTED||
The ship lurches. Ana’s stomach churns. Jinju vibrates violently in place, an outer shell of Light absorbing some form of force.
Red iron needles whistle tea-kettle pressure in white anxiety from Ana’s helmet.
Cloaked Shadows shift through the vacuum an eternity away and all too close; shown only when they wish to, to only whom they want.
Ana swallows to settle her stomach. “What even was that? Did we move?”
“Leave. Now please. Ana.” Jinju presses against the glass of the canopy, peering outward.
||SYSTEM REALIGNMENT: SOLUTION SECURED||
“There it is. I’ve got a jump-lock.”
||GRAVITATIONAL WAVE ANOMALY DETECTED||
“Again? Then we’re riding this one out of here.” Ana eye-balls adjustments for the gravitational wave into the nav-computer. “Punching jump in 3… 2… 1…”
They slip between folds in space. Formless wake propels them. The ship rides through sub-space at speeds far exceeding her jump-drive's capability. Color dulls in the slipstream. Frisson electrifies Ana's senses into timeless euphoria. The nose of the cockpit stretches ahead, drawn toward some distant vanishing point. She struggles to keep the flight stick straight. Her motions seem small, inconsequential and all too slow within the wave. Fluctuant pockets of drag flex and buck, threatening to throw them off into the unknown. The cockpit twists around her, indicator lights blink in metronomic sequence—purpose and pigment slowly materializing in her mind.
Hull integrity failing. "Not yet."
||COLLISION: BOW, CELESTIAL BODY DETECTED, AUTO-DROP FAILED||
Ana steadies her mind. She force-cancels the jump, seizing the drive and dumping them out into space before thrusters burn to steady them again.
Their emergence is dwarfed by a stratospheric colossus.
Uranus hangs, a daiquiri pearl set in tilted rings.
A grin overtakes Ana’s face. “Nailed it.”
Pale blue gleam inundates the canopy with planetary light. Ana plots an approach to the station. The trio slow burn forward, each silently collecting their faculties. Ahead: tiny beacons blip red. Satellite silhouettes take form out of the planet’s zealous glare. Instrument spokes jut from their polygonal chassis like old-war depth charges itching to trigger.
“Those are Warsats.” Jinju breaks the silence, eager to shift her mode of thought far from weird space and gravity waves.
“Finally, some luck," Ana says with relief. "I bet we can daisy-chain Rasputin into the station’s network through the defense system.”
“Oh, they’re powering up. Maybe we—”
Horns of responsive distortion roll across the cabin like a stress wave. Rasputin’s alert pings litter the canopy HUD.
“Brace!”
Ana pushes hard on the flight stick and reflexively dives under a barrage of laser fire. Nose thrusters roar vibration through her hands as she cuts to guide the ship vertical and tumbles into a barrel roll, slipping around follow-up bursts. A bolt skims shallow across her starboard side: ricochet. Shockwave tremors reverberate through the hull.
“Red, ping all incoming fire vectors! Jinju, arm the spikes!”
Plates split open along the belly of the ship. A drum-launcher of six Warspikes rolls out as Jinju links into the launcher's gunnery apparatus. Indicators blare onto the canopy HUD. Jinju sends two Warspikes straight into the first of fifteen Warsats blocking their path as Ana nudges the ship between incoming laser bursts.
Two spiked Warsats cease fire as their automated defense protocols are overridden, security software utterly failing to halt Rasputin’s invasive assimilation. They come back online—spikes blending into spokes—and swivel to gun down the closest still-hostile targets.
The assimilated twin Warsats thrust to reposition into a shield for Ana and Jinju as they close distance. Crimson flare shines around the Warsat shield as lasers chisel into them. Ana watches HUD pings for an opening between incoming bursts. She finds half a moment and burns hard on the main engine, then toggles full power to maneuvering thrusters to sling the ship under Rasputin’s shield and open a lane for Jinju.
Jinju unleashes four more spikes. They strike true. Rasputin spreads digital plague through the Warsat’s frameworks with each skewering hit. He demands subservience. Laser fire tears through space in all directions as Ana cuts between dueling satellites and rolls to evade overlapping firing arcs. Concussive shockwaves rattle the ship as defiant Warsats explode or fail one by one until the firing stops.
A field of deputized Warsats and debris dead-drift within the planet’s orbital current, back-lit by radiant mesopelagic glow. Beyond them, almost lost among cloud-cream atmosphere, Caelus station.
Ana releases her breath. It feels like she had been holding it since the jump. She forces short gulps of air into her aching lungs and lets her ship glide towards the station without guidance.
Jinju emerges from the gunnery apparatus and floats back to the dashboard. Pho and Deim appear from under her shell. “What was that, Ana? Back there.”
“The Warsats or the freaky gravity?”
“Either… both.”
“Your guess is as good as mine.”
“My guess worries me.”
“Let’s just pull this data and get home.”
“Agreed.”
Ana hangs her head in her hands and muffles a sardonic, “Nailed it.”
CAELUS STATION
Dim and powerless, it gently falls. The label grows at pace with Ana's measured approach. Rasputin's cohort of Warsats encircle her in a defensive phalanx. The station rotates to face the planet. It glitters in gas-giant grandeur as massive translucent hull plates display a desolate gut shrouded in sea-foam reflection. Jinju combs through station blueprints pouring in from Warsat data stores. Caelus consists of one long shaft containing a launch bay and spindly communication arrays at either end. Deeper, passed the launch bays, mostly maintenance frame space cap-stoned by a large reinforced mainframe housing complete with a thick-glass viewing ceiling. Orbiting ringlets, indicated as "Biomes" 1, 2, and 3, spin lazily in unison with the central structure, held in position by mag-lock paddocks that align with metallic rungs set into the station hub's outer plating.
Jinju locates several unpowered docking points before settling on entering through one of the station's bays. She snaps a HUD ping on the canopy.
"Here. This one is open, though it doesn’t look like anything but the outer rings are still pressurized."
"Ready for a spacewalk?" Ana guides them to the bay, catching sight of the transparent interior solar-glass paneling of the rotating ringlets. Clean rivers slosh along the outer ring underneath a dividing sieve. Earthen dirt sprouts abundance above.
"Are those greenhouses?"
"I think so. Everything seems to be locked under a file named 'contingency.'"
"That's not ominous," Ana says, scooping her helmet from its hook and swiping 18 Kelvins from a footlocker.
"We need mainframe access."
"When do we not?" Ana looks at the dark station. It is a grave of potential awaiting the next planet-rise.
Jinju prepares Ana's bandolier. Mites patiently tap pin-legs as they wait for attention.
Ana dons her helmet and puts a hand on the canopy release pulley. "You're not bringing those, are you?"
The bay is still: a snapshot of countless possible failures in the face of challenge. It holds only one ship. The bulbous craft lay broken, dropped from its support brackets in denial of an attempted launch. Reflective hexagonal plates sparkle like space dust as the station faces Uranus' light. Scorch stains blacken the far wall behind the craft's ruined ion thruster.
"The propulsion system is missing its ion cell. It doesn't look like damage, but obviously a lot went wrong here."
Jinju beams light over the fuselage as they float through the ruptured bay in weightlessness. The reflective hull is filled with Exos. Mannequin cadavers hang frozen on silk threads, surrounded by globular blobs of various fluids. Loose-wire tangle sags around the lifeless many. One or two glides freely within the cabin. Their chest plates share a pristine logo.
ECHO-1
Ana locates a crumpled worker frame beside the bay’s internal air lock and signals Jinju to come over.
Jinju puffs toward Ana on pulses of Light. Remnants and dust hold motionless in the vacuum. Their groupings, jostled and drawn to each other since the bay's collapse, form tiny gravitational microcosms; a new faux system trapped in the failed husk of a past age.
She flicks her helmet microphone on. "Hey, what about just normal frame access?"
The Ghost sweeps the frame and gets to work. "This isn’t just some mop-bot. This is the Station Manager. Let's get it inside."
Ana props a foot on the wall and forces the airlock closed behind them. Mag-boot clinks to tile. Dust floor, echoing groans, and humid taste populate the station. Even through her respirator the stale flavors of plant matter and dirt coat Ana's tongue in grist-like film. She turns to Jinju, busy at work splicing bad connections within the frame and spinning light to charge its power unit.
"It’ll work, but this unit won’t hold power. It’ll only last as long as I charge it."
"You’re a miracle worker, Jinju."
Jinju cheeps.
She solders a loose line. “It should also be a little more… talkative.”
Ana peers down the hall. From their current position, the airlock functions like an estuary flowing into the rest of the station. She could almost see clear to the central mainframe hub atop a raised panel fortification in the middle of the room. It sits below a ceiling of translucent plates, rimmed in distant ringlet halos falling under shadow. A stairway aligned with the launch bays on either side provides access.
The Frame sparks to life, looks directly at Ana, and speaks with grating age to its voice.
“Welcome, Ana Bray! Very excited to see a Bray walk this hall again. It has been a long time.”
Ana grasps at words. Jinju shrugs, plugs of Light toss in zero-G.
The Frame stands on magnetized foot cups and dusts itself off, nearly bumping into Jinju. “Excuse me, small servo bot."
“Servo b?"
The Frame turns to Ana. “How may I be of assistance?"
“I’ll unplug you.”
The Frame ignores her.
Ana smirks at Jinju, then looks at the Frame.
"Walk with me," she says, briskly moving deeper into the station.
The two converse with Jinju in tow.
The main section of the station is a wide-open hall supported by struts. In large red lettering the words:
ECHO PROJECT
OUR LEGACY BUILDS THE HORIZON
Dozens of maintenance frame plates line the floor. Some open. Some semi-raised with collapsed frames steps away, half-responding to a catastrophe. A scene in disorder.
"Zilch on Atlas.”
Ana stares out the translucent ceiling, wistful as the Frame waits for another question.
“So those crops in the rings are food supplies for a colony mission."
"Yes. Thank you for asking that, Ana Bray."
"Yeah. And the colony ships are full of Exos?"
"Partially. ECHO-1 and ECHO-2 were stocked with Exo unit crews. As you know, their task was to establish and oversee embryonic development at Colony M31, Site-A and Site-B."
"If Rasputin got out of hand, they weren't planning on resetting him.”
"I don’t have access to Clovis 1-12 directories."
“They just assumed he would win. The Pillory is a last-ditch panic room.”
"I don’t have access to Clovis 1-12 directories."
Jinju’s iris flicks back and forth between the two. Her tiny Light-leash hums.
Ana massages her palm. “What was my role in all this?”
“As you know, your work on the Warmind made you a prime asset to oversee applicant selection.”
“I chose the people in there?”
Ana watches the ringlet spin, her mind repeating the statement back to her. Artificial night slips back to artificial day as the station's rotation continues.
“As you know, yes. Additionally, your work on the Warmind, as you know, was vital to the establishment of Clovis 1-12.”
“Do I know where the candidates came from? Did they volunteer?”
“I do not have access to candidate profiles.”
Ana shuts her eyes and takes a steady breath.
“You said I helped with the Pillory stations?”
“Yes.”
“How so?”
"I don’t have access to Clovis 1-12 directories."
She nods and lets her helmet slink back to rest on her shoulders. “I think I can piece it together on my own. Is this station linked to any other sites?”
Her gaze returns to the distant ringlet, lit by the recurring planet-rise. Her augmented eyes pick at details.
“As you know, Miss Bray, there are thirteen CLOVIS sites that this station is linked to.”
“Thirteen? What’s the thirteenth?”
The plant life is still vibrant. Regimented.
“Paragon access does not permit that information.”
“You hear that, Jinju? We’re all just slaves to circumstance.”
Jinju chirps. “I’d like to think our choices matter a little. I’d like to think mine did.”
Ana smiles at her. “Yeah.”
“You are a Bray.” The frame pauses.
They lack signs of overgrowth.
Well kept.
“So?” Ana turns to the Frame.
“ECHO project requires a station link with DEAD-ROCK resources.”
Ana eyes go wide. “Jinju disengage that cipher thing.” Over her shoulder, a glint shines from the far central ringlet. Biome 2.
Jinju glides forward. “What is that?”
Ana looks at Jinju. “The verbal cipher.” She pauses and traces Jinju’s eyeline to face Uranus. Ana’s eyes adjust to sieve out the glaring brightness. “What’s what?” She puts a hand to her visor and squints.
An ion lance threads the station from the distant ringlet.
It pierces Ana’s chest clean through.
Brick-stained atmosphere hisses out of her suit, searing on smoldering fabric fringe.
Jinju’s iris widens with confused shock.
Howling storms slam salt-coarse keys in Ana’s helmet.
End
ACRIMONY
ECHO-1
CAELUS STATION — COLLAPSE
"DEAD-ROCK SEIZURE IN ACTION: Station Manager initiate manual override in ECHO-1 Launch Bay."
"ALERT: This station is experiencing power fluctuations. Emergency power will run until—
ECHO-0
He awakens alone. A fluke. Others hang around Him, but they remain in the dream. Electrical surge prickles through his entire body. A screen in front of his face begins playing a recording complete with visual aid:
"Welcome to ECHO-1. Before your departure, you should have been briefed by a Station Warden If you don't recall your Station Warden, please alert your Crew Captain. Now then, my name is Ana Bray, and you're one of the lucky few who has been selected for the ECHO Project. The future of Humanity rests on your sho—"
The recording is interrupted as emergency sirens blare through the station.
"STATION HAZARDS: GRAVITATIONAL ANOMALY | STERILE NEUTRINO BURSTS | Please remain calm."
"OVERRIDE BROADCAST: via ECHO-LINK//:PILLORY-SUBLOCK.R./:SKYSHOCK ALERT: TRANSIENT NEAR EXTRASOLAR EVENT:—
Power failures wrack the station in rolling thunder. The Exo slumps, lifeless until its next reset.
ECHO-7
Alone.
The recording. He finds familiarity in the newness. The face on the screen seems kind—
"STATION HAZARDS: ROLLING SURGES IN WARDS 1, 2, 3. Please remain calm."
Thunder. Pain to death. Electro-static purge, triggering a reset.
ECHO-22
He awakens to rolling, thunderous darkness and pain. The screen does not illuminate.
Barely audible words form from the air:
"Primary propulsion systems failing. Auxiliary systems near depletion. Planetary impact unavoidable. Distress triggered."
Meaningless. He struggles against chains.
Eons pass. His bonds will not break. His mind fragments and corrupts.
He wishes he could bleed. He wishes he could die. He wonders where the Wardens are.
ECHO-41
Short lives of confusion and pain. He grasps at falling in every direction. There is nothing to grip.
ECHO-89
Thunder, again.
ECHO-173
And again.
ECHO-390
Until one day:
He hangs in the futile passage of time.
A creeping madness weaves its way in solitude.
ECHO-877
Thunder. Thunder. Thunder.
The Warden speaks for the first time in many storms. Her twisted promises are fresh to His ear.
"When we return." Etched in mind.
Wake and sleep. Struggle. Dream and wake. Struggle. Endless. Innumerable. Stillbirths. Tomb spasms. Thunderous pain. Sweet death.
ECHO- 2̷͉͙̜̗͍̙̭̤̘̪͖͈͛̅͑̈̀̾6̸̡͇̼̦̲̩͎̟̠̬̳̲̂̀̉͐̃̈́ͅ2̵̡͎͚̳̠̫̮͉̍̉̌̒͑̓͗͛̉̈́̕̚͝5̸̨̭͚͔̥̲̫̈́̂̈́̊̋͗͑͛͑͝͝
Thunder, one final time. The storm gives life, but never came to take.
He slips from rot shackles. Worn with age. Weary, they snap at slightest motion. Untold rotations pass without movement. Freedom?
He matures questions. A hunger wells up within him.
He travels the station. From Tomb Bay, to the Mind Shell, to the Sealed Space. In dark, and in light.
The Mind Shell teaches Him the new roads. Teaches Him the majesty of the Rings. Teaches him the key.
He walks the Rings.
He tends to His little freedoms. He cultivates. He grows. He does, unknowingly, as He was meant to do.
The Mind Shell tells Him of the Bridge. Tells him of His ancestors. Speaks of the "ECHO LINK".
The knowledge does not leave His thoughts.
He seeks a meaning beyond routine.
The Tomb Bay kept secrets. He had not returned since He walked the Rings. It is a shallow sepulcher.
Brothers and Sisters dreaming. Never to wake as He had.
He digs treasures from their graves. Digs knowledge from the Prison's many minds.
Picks lies from the bones of truth.
He drinks the memories of Echoes passed.
He finds the Prison's purpose. A Bridge's end. If He holds this end, perhaps the Wardens hold the other.
The many minds. The liar's words. Takers. They would know of his escape.
The Wardens would come to take with fresh shackles.
He prepares. He learns from the Warden's alchemy.
He digs through the carcass of his once-mighty Tomb.
From hollow basin, He seizes Starlight power to wield from afar. From its flesh: adorns Himself with a
cloak of lies to fool. He armors his soul against the Thunder that kills.
He opens the Bridge at his end and waits.
ECHO- 2̷͉͙̜̗͍̙̭̤̘̪͖͈͛̅͑̈̀̾6̸̡͇̼̦̲̩͎̟̠̬̳̲̂̀̉͐̃̈́ͅ2̵̡͎͚̳̠̫̮͉̍̉̌̒͑̓͗͛̉̈́̕̚͝5̸̭͚̈́̂̈́̊̋͗͑͛͑͝͝- Present Day
He walks the ring when She arrives.
The Warden rides in with finality and judgement.
A red-light storm at Her back.
She had followed the Bridge, as He had hoped. She leads many shells, but only One descends with Her.
She brings with Her the Thunder, and He fears its wicked spark. He places trust to his plated frame.
He watches Her trespass in the Tomb Bay. Sees Her defile the Mind Shell's grand hall.
The Wardens reap what had been sown.
As Wardens always do. She comes to collect him.
He raises his Starlight.
But a Warden is not so easily slain, and She has many allies.
End
DESCENDENT
CAELUS STATION
ORBIT — URANUS
She is submerged.
Light sways just above a tense surface.
Something far below stirs.
The Light brightens to blind.
Rasputin weeps a terrible cacophony of anguish.
Ana gasps for breath. Her head swims in effort.
(!) HYPOXEMIA: b/o 73% (!)
“Hold still! Your suit is leaking!” Jinju quickens Light into Ana's punctured suit, her Iris jittering from spot to spot as oxygen spurts around her in foggy clouds.
Ana shakes dizziness out of her head. A smoldering frame is sprawled a few meters away. She droops flat to a support beam that runs up to the mainframe office.
“I got shot…” The realization doubles back. “I got shot?”
Ana pats her chest and stiffens. She draws in shallow breath.
“Jinju, did you see where it came from?”
“Central ring. I dragged you into cover. Stop moving so much.”
Ana peeks around the strut; an ion thread zips by and stings her helmet.
Rasputin obliterates every square inch of ringlet within ten meters of the ion beam’s origin in response.
Sections of the central ringlet combust and explode under heavy bombardment. The ring buckles, splitting along the seams and splaying out into space. Magnetic anchors fail as the halo fractures and splits away from the station's central architecture. Fragments rush away toward the planet; Caelus’ ruin falls to Uranus in lingering prolicidal consummation.
“RASPUTIN STOP!” Laser fire halts immediately. “You’re gunna sink the whole station!”
Tense finger waits on hair trigger. Ana works her starving lungs.
(!) HYPOXEMIA: b/o 67% (!)
“Ana, you need to stop breathing so much.” Jinju bobs with Ana’s head and quickly reseals her visor.
“Can’t hold still.” Ana shakily stands and points up at the dislodged ringlet spinning above her. “Bad angle.”
“I’m pretty sure whatever shot you is dead. Stop talking. You're getting delirious."
Wreckage looms far over Ana’s shoulder. The remaining two halos slowly spin in ignorance through their sibling's burial-dust cloud. Eerie distortion soars across the divide between station and rings, the veneer of invisibility momentarily lost in flight as rubble collides with its form. Rasputin perceives the abnormality.
Harmonic chimes across Ana’s visor resonate and combine into uniform patterned homogeny.
“Active camouflage?” Ana sucks thin atmosphere, a wheezing undertone to her breath. “Jinju, give me an auditory visualizer.”
Jinju whirs and dips back to Ana's suit. “Compiling an interface. Now. Hold. Still.”
(!) HYPOXEMIA: b/o 65% (!)
A ceiling panel twenty meters from Ana erupts in brittle plastic shards that glisten and spin like tiny neutron stars, catching the last of Uranus' light as the station beings to turn dark. Amorphous form thuds into the floor, shattering tiles in a plume of dust that stretches up into a spire before slowly holding in place. The form tumbles to a stop. It stands between her and the open launch bay and slings a kit-bashed Ion caster aside, depleted. Hexagonal patterns stutter to blend with the station interior as the room rolls into tenebrous obscurity. For an instant, an Exo takes form, and then nothing as its cloaking shroud flashes and re-engages in the dark.
Ana doesn’t wait. She rushes heavy clunking boots up the stairs to the mainframe, arrhythmic tremors beat through her heart. Jinju deactivates the switch on Ana's mag-boots and hurls her through the door with a forceful pulse of Light. She speeds in behind Ana, finishing her suit with Light stitch as Ana slams the door shut.
“Ana. Hang in there.” Jinju orients Ana and reactivates her mag-boots.
Ana's feet clomp to the floor. She hangs from them, a loose timber bending in the wind.
Jinju finishes her patch job. New fabric seals air-tight.
"You're good. You're good. Don't pass out. Your suit is re-oxygenating."
(!) HYPOXEMIA: b/o 59% (!)
Stabilizing…
The words are intensely bright on her visor against the darkening room.
"Auditory overlay complete. Check your visor." Jinju's voice focuses her.
"I just… need a minute…" Ana speaks between gulps of air. An unsteady hand draws 18 Kelvins. The mainframe room orients around her more clearly with each breath. It is stark, a large lone desk of singular oak commands the center of the room. A console screen, dead, is embedded in the surface.
Rasputin drops positional estimation pings into her HUD in an attempt to track her assailant. She steps backward, away from the door she had entered through and toward the opposing stairway's door.
Her eyes pick up faint quivers from outside. Indirect. Resonate white noise pings like interference on her visor. She focuses on each occurrence, looking for a note out of rhythm.
Behind.
She spins as the Exo crashes through the secondary entrance at her back. The door snaps from its hinges in a torrent of dust and rackets Jinju into glass.
"Jinju!"
Ana loses track of her attacker momentarily in the darkness before it pushes off from a hard surface, triggering her visor. She spits off rounds from 18 Kelvins. Some find their mark, puncturing the camouflage shroud and revealing her adversary before impotently fizzling on the Exo's outer shell. It covers the gap with surprising speed and catches her gun hand; Ana discharges an arc round; tiny bolts reach across to the Exo’s metal skull in vain as it scorches ceiling.
Bones pop in her fingers and wrist.
(!) HYPOXEMIA: b/o 68% (!)
Stabilizing…
The Exo flattens its other hand and stabs toward her stomach.
"Die. Warden."
Adrenal instinct floods Ana's body. She stops it. They lock. Ana’s vision blurs. She gasps for breath. Muscles quiver in her arms, desperate for oxygen. A spark cinders in her.
"Get off her!"
Jinju zips toward the Exo and paddles Pho and Deim onto it with a flick of her shell. The mites crawl under the Exo's exterior plating and send shock-sting bites through its systems, seizing its joints for a few precious seconds.
Jinju rushes to Ana's side. The Ghost deconstructs itself, orbital shell bits swirl around a core of coalescing Light. She fills the room like a brilliant star, overcharging her wayward Guardian.
Ana's crushed bones reforge. Light fills her eyes. Her grip, still holding against the seizing Exo's bladed thrust, liquefies its plated hand to scrap. A glorious crown of Solar flame erupts from her visor and she cracks her forehead into the Exo’s face. It reels, tufts of flame extinguish in the vacuum. Ana kicks away.
Solar might engulfs 18 Kelvins. Ana hammers off two rounds of celestial annihilation. They melt straight through the Exo, puncture the station plating, and scream through space for light years.
The Exo slumps, a molten heap.
It draws breath.
“Resilient.” Ana drops to a knee. Barrel trained on the Exo's head.
She takes a full breath. The Exo’s eyes are unflinchingly locked to her. It refuses to die.
It points to Ana’s badge with its still-blistering hand.
“Bray. Warden.”
She says the only thing the can think to say: “Who were you?”
It hesitates. “Echoes.”
Her head droops. “How many did you live?” She looks to find his number designation, but it is missing.
It looks passed her as Uranus' light once again trickles through the station. “Echoes… grow… Wardens… keep…”
“What did I do to them?”
Ana stares at Echo’s husk. The faint glow of the desk's lit console screen grays out her face behind her visor.
She sits dead-still in rotation. She could stare forever, if she only had enough time.
Jinju nudges her shoulder. “I've got the mainframe data.”
Ana is devoid of thought at the mainframe access console. She watches as Uranus comes back into view over and over again. It dominates the station’s viewing port. She maps the movement of the clouds along the surface, but only ever on the surface, and sees how they differ from the previous iteration on their last spin. She wonders if they are different underneath.
Stable major chords strum in Ana’s helmet, getting caught in the cracked visor glass.
She finally speaks, decisive. “Dislodge the other ringlet paddocks. Warsats can tow them back to the Tower. Skim the shadow-networks for anything else they can use. Get some good from this…”
“Ana, the Warsats could haul this whole station as long as we do it soon.”
Caelus rotates away into shadow once again, and the planet’s sheen fades from sight. Ana clicks a spring-loaded slot on the desk. It snaps to, bearing a placard of ownership.
CLOVIS BRAY
Ana stands. Steady.
“It’s okay to let some things be forgotten.”
End
submitted by ReyMysterio13 to DestinyLore [link] [comments]

Cosmography - Randall Carlson

I am excited to share a topic that I don't see posted that often. This is an alternative look at Anthropology without bringing in a theory of alien intervention.
Randall Carlson has a vast knowledge that he uses to understand the history of humanity. The First time I was shocked by the evidence he presented was on a Joe Rogan Podcast:
https://www.youtube.com/watch?v=G0Cp7DrvNLQ
(I will include a table of contents to the above video at the end of this post, i am copy and pasting it from one of the comments on the youtube video)

Anyway, I am excited to find that Randall Carlson is starting his own podcast. In this clip he details what he will be talking about:
https://www.youtube.com/watch?time_continue=129&v=iK5SAlKkJgI

TABLE OF CONTENTS - JRE #606
0:04:16 Homo sapiens idaltu, oldest modern human skeleton> 7000 generations of humans
0:05:45 new discoveries lending credence to Graham Hancock's thesis
0:06:22 Gobekli Tepe
0:07:30 Tunguska Event, speed and kinetic punch
0:08:27 Possible reason for purposely burying of Gobekli Tepe
0:11:15 Cleopatra < Great Pyramids
0:12:28 Scale of potential loss of human civilization due to massive impact event(s)
0:14:20 Oxygen isotopes in Greenland, summit ice core samples
0:17:18 Implications for our modern mainstream model of climate change induced catastrophe
0:24:00 The limited scope of the modern climate change debate/'consensus' view and the danger of that, see 0:38:38
0:26:25 Greenland Ice Sheet project history
0:27:31 Little Ice Age, important context
0:29:00 Two periods of global cooling in the last two thosand years
0:30:32 Holy Grail Quest Stories
0:31:33 Dendrochronologists' discovery of stunted forest growth in northern hemisphere in the period of the Grail Quest for 8-10 years, supported by historical records of the time leading to Justinian Plague
0:33:20 Recovery, brought on by retur of warmth, 900AD, medieval warm period
0:35:06 Cathedral building phenomenon, ended by Little Ice Age, Black plague
0:38:38 Why are we ignoring this evidence? The problem with the IPCC
0:40:59 The real Inconvenient Truth
0:42:00 Eemian interglacial period temperature oscillations
0:42:22 Oboriginal tales past down through oral tradition about sea levels, analyses by archaeologist W. Bruce Massey
0:45:59 Younger Dryas
0:47:56 Rate of sea level rise, not smooth
0:48:43 Late Pleistocene mortality graph, ~120 species of mega mammals went extinct
0:50:00 Dominant hypothesis of ''overkill'' or ''blitzkrieg'' to explain the extinction of the mammoths..
0:52:13 Founding fathers of geology > new school of thought, catastrophism v uniformitarianism
0:54:49 J. Harlen Bretz' proposition of gigantic floods in pacific North West being ignored by peers in 1920
0:56:12 Transition in earth sciences incorporating parts Bretz his findings, but with a modern example that doesn't scale or compare with Bretz' findings; the new dogma
0:59:36 Joe mentions the problem with the ''overkill'' hypothesis and Randall adds to it
1:00:05 One of the many mammoth cemeteries
1:01:50 Joe is spooked by Randall's snorting and tries to play it off by refering to the drawing of the 'ivory floor' of the London docks covered in Siberian mammoth tusks
1:07:07 Joe asks for Randall's desktop wallpaper, Randall keeps him in suspense for a little longer, shows satellite photo instead
1:11:00 Canada didn't exist
1:14:41 The Bering Strait during Ice Age is exposed, connecting Siberia to North America, 14000-15000yrs ago
1:15:54 Indonesia, modern day v Ice Age
1:16:55 Hundreds of stories that parallel the story of Noah, coinciding with the exisiting data
1:19:09 if we accept that the stories are based on real events, what do the parts of the persons with foreknowledge imply?
1:19:53 Europe now v during Ice Age, ~15000 yrs ago
1:20:35 Mt. Jumbo, Missoula, Western Montana, shorelines reaching to tops of the hillside
1:21:27 Latrourelle Falls, Basalt layers
1:23:53 West (boulder) Bar giant current ripples, 50ft high
1:25:54 New trend in evidence, geological community is moving in the direction of Randall's assertion, some of the older guard is defending the idea of the jökulhlaups, group of Canadian geologists, John Shaw et al., are challenging this
1:27:50 Where the water for these massive floods came from, asteroidal impact
1:28:45 Impact craters of the last 10.000 yrs, potentially causing massive tsunami's
1:30:45 Modern consensus view of the Younger Dryas, exact match with Plato's account of the subsiding of Atlantis beneath the waves
1:34:20 Recent research, shock-synthesized hexagonal diamonds in Younger Dryas boundary sediments, micro-diamonds, nuclear glass all correlates with massive cosmic impacts
1:35:40 Overspecialization in modern science, pro's and cons
1:40:02 Listing recent discoveries supporting Younger Dryas cosmic impact hypothesis and narrowing down date to 12.800-12.900yrs ago
1:42:37 Randall mentions gratification as he theorized this 25yrs ago and Joe asks how he became so obsessed with this
1:52:58 What this all means for our species, on a larger scale, big picture, according to Randall
1:53:41 Emerging evidence human population crashed during Younger Dryas
1:55:16 Book of Matthew interesting quote where Jesus talk about what the end of days will look like, what it implies
1:58:33 The moral to all of this, what should we do in terms of consumption of Earth's resources and what to direct our collective efforts at
2:01:34 Error of gradualism in the environmental movement
2:03:27 We'd be fucked without Jupiter
2:03:53 Sacred Geometry and Freemasonry
2:06:58 Difference between modern and ancient architecture, ''textbooks in stone''
2:08:48 What is the Masonic Order, 'secrets of Freemasons', Masonic traditions
2:12:30 Freemasons as custodians of ancient symbolism, Noah's ark, acacia tree, DMT
2:16:15 DMT as a boon to mankind and the mistake of criminalizing it
2:21:34 Climatic optimum after population crash/ Ice Age
2:25:14 Climate shifts again into neo-glaciation, 6000yrs ago
2:27:40 Traumatic effect on consciousness as result of surviving near-extinction event, perhaps gene-deep
2:29:44 insert ''aliens'' meme
2:30:26 Responds hypothetically by calling back to the ''7000 generations of modern humans'' point and potential advancements of past civilizations, kicks off from there
2:37:58 Freedom to innovate stifled by bureaucracy, encumbering creative processes
2:40:39 Resistance motivates action
2:42:32 parable about making your own way
2:44:05 Why the name ''Sacred Geometry''
2:44:56 Architecture, geometry, of our solar system is in perfect balance to allow for us to exist; Jupiter, Saturn, Uranus and Neptune via bucket mechanism deliver Panspermia to Earth
2:50:02 (Hypothetical) New Jerusalem as representation of our solar system, furlongs, horse racing, 7920, miles, numbers math my brain
submitted by fnrptr to conspiracy [link] [comments]

Cosmography - Randall Carlson

I am excited to share a topic that I don't see posted that often. This is an alternative look at Anthropology without bringing in a theory of alien intervention.
Randall Carlson has a vast knowledge that he uses to understand the history of humanity. The First time I was shocked by the evidence he presented was on a Joe Rogan Podcast:
https://www.youtube.com/watch?v=G0Cp7DrvNLQ
(I will include a table of contents to the above video at the end of this post, i am copy and pasting it from one of the comments on the youtube video)

Anyway, I am excited to find that Randall Carlson is starting his own podcast. In this clip he details what he will be talking about:
https://www.youtube.com/watch?time_continue=129&v=iK5SAlKkJgI

TABLE OF CONTENTS - JRE #606
0:04:16 Homo sapiens idaltu, oldest modern human skeleton> 7000 generations of humans
0:05:45 new discoveries lending credence to Graham Hancock's thesis
0:06:22 Gobekli Tepe
0:07:30 Tunguska Event, speed and kinetic punch
0:08:27 Possible reason for purposely burying of Gobekli Tepe
0:11:15 Cleopatra < Great Pyramids
0:12:28 Scale of potential loss of human civilization due to massive impact event(s)
0:14:20 Oxygen isotopes in Greenland, summit ice core samples
0:17:18 Implications for our modern mainstream model of climate change induced catastrophe
0:24:00 The limited scope of the modern climate change debate/'consensus' view and the danger of that, see 0:38:38
0:26:25 Greenland Ice Sheet project history
0:27:31 Little Ice Age, important context
0:29:00 Two periods of global cooling in the last two thosand years
0:30:32 Holy Grail Quest Stories
0:31:33 Dendrochronologists' discovery of stunted forest growth in northern hemisphere in the period of the Grail Quest for 8-10 years, supported by historical records of the time leading to Justinian Plague
0:33:20 Recovery, brought on by retur of warmth, 900AD, medieval warm period
0:35:06 Cathedral building phenomenon, ended by Little Ice Age, Black plague
0:38:38 Why are we ignoring this evidence? The problem with the IPCC
0:40:59 The real Inconvenient Truth
0:42:00 Eemian interglacial period temperature oscillations
0:42:22 Oboriginal tales past down through oral tradition about sea levels, analyses by archaeologist W. Bruce Massey
0:45:59 Younger Dryas
0:47:56 Rate of sea level rise, not smooth
0:48:43 Late Pleistocene mortality graph, ~120 species of mega mammals went extinct
0:50:00 Dominant hypothesis of ''overkill'' or ''blitzkrieg'' to explain the extinction of the mammoths..
0:52:13 Founding fathers of geology > new school of thought, catastrophism v uniformitarianism
0:54:49 J. Harlen Bretz' proposition of gigantic floods in pacific North West being ignored by peers in 1920
0:56:12 Transition in earth sciences incorporating parts Bretz his findings, but with a modern example that doesn't scale or compare with Bretz' findings; the new dogma
0:59:36 Joe mentions the problem with the ''overkill'' hypothesis and Randall adds to it
1:00:05 One of the many mammoth cemeteries
1:01:50 Joe is spooked by Randall's snorting and tries to play it off by refering to the drawing of the 'ivory floor' of the London docks covered in Siberian mammoth tusks
1:07:07 Joe asks for Randall's desktop wallpaper, Randall keeps him in suspense for a little longer, shows satellite photo instead
1:11:00 Canada didn't exist
1:14:41 The Bering Strait during Ice Age is exposed, connecting Siberia to North America, 14000-15000yrs ago
1:15:54 Indonesia, modern day v Ice Age
1:16:55 Hundreds of stories that parallel the story of Noah, coinciding with the exisiting data
1:19:09 if we accept that the stories are based on real events, what do the parts of the persons with foreknowledge imply?
1:19:53 Europe now v during Ice Age, ~15000 yrs ago
1:20:35 Mt. Jumbo, Missoula, Western Montana, shorelines reaching to tops of the hillside
1:21:27 Latrourelle Falls, Basalt layers
1:23:53 West (boulder) Bar giant current ripples, 50ft high
1:25:54 New trend in evidence, geological community is moving in the direction of Randall's assertion, some of the older guard is defending the idea of the jökulhlaups, group of Canadian geologists, John Shaw et al., are challenging this
1:27:50 Where the water for these massive floods came from, asteroidal impact
1:28:45 Impact craters of the last 10.000 yrs, potentially causing massive tsunami's
1:30:45 Modern consensus view of the Younger Dryas, exact match with Plato's account of the subsiding of Atlantis beneath the waves
1:34:20 Recent research, shock-synthesized hexagonal diamonds in Younger Dryas boundary sediments, micro-diamonds, nuclear glass all correlates with massive cosmic impacts
1:35:40 Overspecialization in modern science, pro's and cons
1:40:02 Listing recent discoveries supporting Younger Dryas cosmic impact hypothesis and narrowing down date to 12.800-12.900yrs ago
1:42:37 Randall mentions gratification as he theorized this 25yrs ago and Joe asks how he became so obsessed with this
1:52:58 What this all means for our species, on a larger scale, big picture, according to Randall
1:53:41 Emerging evidence human population crashed during Younger Dryas
1:55:16 Book of Matthew interesting quote where Jesus talk about what the end of days will look like, what it implies
1:58:33 The moral to all of this, what should we do in terms of consumption of Earth's resources and what to direct our collective efforts at
2:01:34 Error of gradualism in the environmental movement
2:03:27 We'd be fucked without Jupiter
2:03:53 Sacred Geometry and Freemasonry
2:06:58 Difference between modern and ancient architecture, ''textbooks in stone''
2:08:48 What is the Masonic Order, 'secrets of Freemasons', Masonic traditions
2:12:30 Freemasons as custodians of ancient symbolism, Noah's ark, acacia tree, DMT
2:16:15 DMT as a boon to mankind and the mistake of criminalizing it
2:21:34 Climatic optimum after population crash/ Ice Age
2:25:14 Climate shifts again into neo-glaciation, 6000yrs ago
2:27:40 Traumatic effect on consciousness as result of surviving near-extinction event, perhaps gene-deep
2:29:44 insert ''aliens'' meme
2:30:26 Responds hypothetically by calling back to the ''7000 generations of modern humans'' point and potential advancements of past civilizations, kicks off from there
2:37:58 Freedom to innovate stifled by bureaucracy, encumbering creative processes
2:40:39 Resistance motivates action
2:42:32 parable about making your own way
2:44:05 Why the name ''Sacred Geometry''
2:44:56 Architecture, geometry, of our solar system is in perfect balance to allow for us to exist; Jupiter, Saturn, Uranus and Neptune via bucket mechanism deliver Panspermia to Earth
2:50:02 (Hypothetical) New Jerusalem as representation of our solar system, furlongs, horse racing, 7920, miles, numbers math my brain
submitted by fnrptr to conspiracytheories [link] [comments]

Randall Carlson New Podcast

Randall Carlson has a vast knowledge that he uses to understand the history of humanity. The First time I was shocked by the evidence he presented was on a Joe Rogan Podcast:
https://www.youtube.com/watch?v=G0Cp7DrvNLQ
(I will include a table of contents to the above video at the end of this post, i am copy and pasting it from one of the comments on the youtube video)
Anyway, I am excited to find that Randall Carlson is starting his own podcast. In this clip he details what he will be talking about:
https://www.youtube.com/watch?time_continue=129&v=iK5SAlKkJgI
TABLE OF CONTENTS - JRE #606
0:04:16 Homo sapiens idaltu, oldest modern human skeleton> 7000 generations of humans
0:05:45 new discoveries lending credence to Graham Hancock's thesis
0:06:22 Gobekli Tepe
0:07:30 Tunguska Event, speed and kinetic punch
0:08:27 Possible reason for purposely burying of Gobekli Tepe
0:11:15 Cleopatra < Great Pyramids
0:12:28 Scale of potential loss of human civilization due to massive impact event(s)
0:14:20 Oxygen isotopes in Greenland, summit ice core samples
0:17:18 Implications for our modern mainstream model of climate change induced catastrophe
0:24:00 The limited scope of the modern climate change debate/'consensus' view and the danger of that, see 0:38:38
0:26:25 Greenland Ice Sheet project history
0:27:31 Little Ice Age, important context
0:29:00 Two periods of global cooling in the last two thosand years
0:30:32 Holy Grail Quest Stories
0:31:33 Dendrochronologists' discovery of stunted forest growth in northern hemisphere in the period of the Grail Quest for 8-10 years, supported by historical records of the time leading to Justinian Plague
0:33:20 Recovery, brought on by retur of warmth, 900AD, medieval warm period
0:35:06 Cathedral building phenomenon, ended by Little Ice Age, Black plague
0:38:38 Why are we ignoring this evidence? The problem with the IPCC
0:40:59 The real Inconvenient Truth
0:42:00 Eemian interglacial period temperature oscillations
0:42:22 Oboriginal tales past down through oral tradition about sea levels, analyses by archaeologist W. Bruce Massey
0:45:59 Younger Dryas
0:47:56 Rate of sea level rise, not smooth
0:48:43 Late Pleistocene mortality graph, ~120 species of mega mammals went extinct
0:50:00 Dominant hypothesis of ''overkill'' or ''blitzkrieg'' to explain the extinction of the mammoths..
0:52:13 Founding fathers of geology > new school of thought, catastrophism v uniformitarianism
0:54:49 J. Harlen Bretz' proposition of gigantic floods in pacific North West being ignored by peers in 1920
0:56:12 Transition in earth sciences incorporating parts Bretz his findings, but with a modern example that doesn't scale or compare with Bretz' findings; the new dogma
0:59:36 Joe mentions the problem with the ''overkill'' hypothesis and Randall adds to it
1:00:05 One of the many mammoth cemeteries
1:01:50 Joe is spooked by Randall's snorting and tries to play it off by refering to the drawing of the 'ivory floor' of the London docks covered in Siberian mammoth tusks
1:07:07 Joe asks for Randall's desktop wallpaper, Randall keeps him in suspense for a little longer, shows satellite photo instead
1:11:00 Canada didn't exist
1:14:41 The Bering Strait during Ice Age is exposed, connecting Siberia to North America, 14000-15000yrs ago
1:15:54 Indonesia, modern day v Ice Age
1:16:55 Hundreds of stories that parallel the story of Noah, coinciding with the exisiting data
1:19:09 if we accept that the stories are based on real events, what do the parts of the persons with foreknowledge imply?
1:19:53 Europe now v during Ice Age, ~15000 yrs ago
1:20:35 Mt. Jumbo, Missoula, Western Montana, shorelines reaching to tops of the hillside
1:21:27 Latrourelle Falls, Basalt layers
1:23:53 West (boulder) Bar giant current ripples, 50ft high
1:25:54 New trend in evidence, geological community is moving in the direction of Randall's assertion, some of the older guard is defending the idea of the jökulhlaups, group of Canadian geologists, John Shaw et al., are challenging this
1:27:50 Where the water for these massive floods came from, asteroidal impact
1:28:45 Impact craters of the last 10.000 yrs, potentially causing massive tsunami's
1:30:45 Modern consensus view of the Younger Dryas, exact match with Plato's account of the subsiding of Atlantis beneath the waves
1:34:20 Recent research, shock-synthesized hexagonal diamonds in Younger Dryas boundary sediments, micro-diamonds, nuclear glass all correlates with massive cosmic impacts
1:35:40 Overspecialization in modern science, pro's and cons
1:40:02 Listing recent discoveries supporting Younger Dryas cosmic impact hypothesis and narrowing down date to 12.800-12.900yrs ago
1:42:37 Randall mentions gratification as he theorized this 25yrs ago and Joe asks how he became so obsessed with this
1:52:58 What this all means for our species, on a larger scale, big picture, according to Randall
1:53:41 Emerging evidence human population crashed during Younger Dryas
1:55:16 Book of Matthew interesting quote where Jesus talk about what the end of days will look like, what it implies
1:58:33 The moral to all of this, what should we do in terms of consumption of Earth's resources and what to direct our collective efforts at
2:01:34 Error of gradualism in the environmental movement
2:03:27 We'd be fucked without Jupiter
2:03:53 Sacred Geometry and Freemasonry
2:06:58 Difference between modern and ancient architecture, ''textbooks in stone''
2:08:48 What is the Masonic Order, 'secrets of Freemasons', Masonic traditions
2:12:30 Freemasons as custodians of ancient symbolism, Noah's ark, acacia tree, DMT
2:16:15 DMT as a boon to mankind and the mistake of criminalizing it
2:21:34 Climatic optimum after population crash/ Ice Age
2:25:14 Climate shifts again into neo-glaciation, 6000yrs ago
2:27:40 Traumatic effect on consciousness as result of surviving near-extinction event, perhaps gene-deep
2:29:44 insert ''aliens'' meme
2:30:26 Responds hypothetically by calling back to the ''7000 generations of modern humans'' point and potential advancements of past civilizations, kicks off from there
2:37:58 Freedom to innovate stifled by bureaucracy, encumbering creative processes
2:40:39 Resistance motivates action
2:42:32 parable about making your own way
2:44:05 Why the name ''Sacred Geometry''
2:44:56 Architecture, geometry, of our solar system is in perfect balance to allow for us to exist; Jupiter, Saturn, Uranus and Neptune via bucket mechanism deliver Panspermia to Earth
2:50:02 (Hypothetical) New Jerusalem
submitted by fnrptr to SacredGeometry [link] [comments]

hexagonal architecture sample video

Hexagonal Architecture - Ivan Paulovich Hexagonal Architecture - Writing real domain example in ... Hexagonal Architecture - Writing real domain example in ... Hexagonal Architecture - Writing real domain example in ... Hexagonal Architecture - Writing real domain example in Java & Spring #4

Hexagonal Architecture tackles this issue by building the application around the core. The main objective is to create fully testable systems that can be driven equally by users, programs and batch scripts in isolation of database. The core alone is not very useful. Something has to drive this application, call the business logic methods. It may be a HTTP request, automatic test or integration ... I created a small sample application.It shows a way to implement a hexagonal architecture in Java: bertilmuth/poem-hexagon. A simple example for a hexagonal architecture. Contribute to bertilmuth/poem-hexagon development by creating an account… github.com. Poem-hexagon just prints a random poem from a fixed list to the console. But there’s a Spring Boot adapter as well. Built on the ... Hexagonal Architecture ,also known as Ports and Adapter pattern is an architectural style which promotes and gives structure for achieving separation between actual application / domain logic and various technology concerns and external actors.Alistair Cockburn has a detailed article on this architecture style and below is short definition from the same article. Another example is the Hexagonal Architecture. The domain sits in the core of the application, with the persistence aspect implemented by an adapter. The adapter layer corresponds to the infrastructure and the interfaces layer combined from the ddd sample architecture diagram. The important part is that the domain does not depend on anything else. The hexagonal architecture is based on three principles and techniques: Explicitly separate User-Side, Business Logic, and Server-Side. Dependencies are going from User-Side and Server-Side to the Business Logic. We isolate the boundaries by using Ports and Adapters. Hexagonal architecture is an application design pattern. It solves some problems of the layered architecture by introducing ports-and-adapter for the dependencies between our components of the application toward our domain objects. The domain objects are the core part of the application and it is the part of inside a hexagon. Hexagonal architecture is a style that talks about layering your objects in a way that isolates your core logic from outside elements. The core logic is the piece specific to your business, and... hexagonal-architecture-sample. Contribute to zhongpan/hexagonal-architecture-sample development by creating an account on GitHub. Those applications seem to present Hexagonal Architecture as an over-engineered approach, where one copies the same field values from class to class just for the sake of the pattern on its own. I believe the underlying example is better suited for explaining the Hexagonal Architecture pattern. Code examples . If you are interested in the implementation of the example service, fragments of ... Hexagonal architecture was proposed by Alistair Cockburn in 2005. “Hexagonal architecture” was actually the working name for the “ports and adapters pattern,” which is the term Alistair settled on in the end. But the “hexagonal architecture” name stuck, and that’s the name many people know it by today.

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Hexagonal Architecture - Ivan Paulovich

W dzisiejszym odcinku wraz z Pawłem Wenerskim z http://m04.pl konfigurujemy infrastrukturę aplikacji demo krok po kroku wporwazając CommandBus. Na live ideal... Feel free to join Us Zoom: https://us04web.zoom.us/j/77802500916?pwd=SU9FcVUvM0p4eHBMWjgzajlaZGRadz09 Today i'm talking about package structure in the infras... Hexagonal Architecture Its inside the Application Layer that we develop the uses cases, these objects interact with the Domain layer and the application services. The use cases are called ports ... Feel free to join Us Zoom: https://us04web.zoom.us/j/74703289869?pwd=Rm9yeW9oS0JuSHllY0E4OUI2QzdEZz09Today i'm talking about package structure in the infrast... Today i'm talking about package structure in the infrastructure part of the application. I'm going to talk about hexagonal architecture in Java and I'll write some real domain example in Java. I ...

hexagonal architecture sample

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