JacobCoffinWrites

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

Hugely in favor of helping solarpunk concepts reach people across language barriers! And very interested to see solarpunk stuff from DACH. Having a community here might help ease them into the rest of the instance too

Best of luck!

[–] JacobCoffinWrites@slrpnk.net 7 points 2 weeks ago (1 children)

I appreciate that a significant portion of the 40k universe's problems aren't actually humanity's fault.

[–] JacobCoffinWrites@slrpnk.net 2 points 3 weeks ago

This is really cool! I really appreciate the history and the way they changed things around them, along with changes in the way they're perceived. I also think the distinction between the sort of black box device and the focal thing, directly used and serviced by people, is worth considering.

I'm optimistic that solarpunk as a genre might be able to help with the aesthetic appreciation of modern windmills at least. They show up frequently in solarpunk art (though almost more often in the form of altaeros temporary windmill blimps):

I even included one in a scene of a ship at sea:

Its cool to think that the aesthetics of an optimistic genre/movement could help sway the culture in a way that helps support windmills. I also really like the author's suggestions for education possibilities, helping people engage with them, feel a sense of ownership or pride in them, if they are so hard to ignore.

[–] JacobCoffinWrites@slrpnk.net 19 points 3 weeks ago

So this is a question that's been in the back of my mind for awhile while seeing celebrations of dams being removed, no worries if you don't want to be the one to answer it.

I think I understand the extent of the damage caused by the implementation of dams, but I guess my impression had been that that damage was done, and there wasn't much of a timeline on fixing it. Like, after eighty years or so, are there fish still trying to get past it?

At the same time, we're struggling (failing?) globally to get away from fossil fuels quickly enough to avoid the worst of climate collapse. It seems like hydro is one of the more reliable green power sources, and is compatible with old grid infrastructure that counts on fairly consistent power so there's less than has to be overhauled in order to just keep using hydro for awhile longer.

So at first glance, it seems like new solar and wind etc production would be better prioritized in replacing oil, coal, natural gas. Prioritizing replacing hydro feels like letting the perfect be the enemy of the good.

I haven't seen that discussion anywhere, so I genuinely expect I'm wrong about that, but I'm wondering why.

[–] JacobCoffinWrites@slrpnk.net 3 points 1 month ago

Oh, one more to consider: Reckoning Press is more climate fiction than explicitly solarpunk, but it was one of the things that got me to give solarpunk a chance.

[–] JacobCoffinWrites@slrpnk.net 8 points 1 month ago (1 children)

Ecotopia is a fun one because it hits all the notes but predates the genre.

Murder in the Tool Library is a favorite of mine because the setting is awesome and aspirational while feeling real and human, and because the murder mystery plot is a change from the usual ecofiction.

The solarpunk TTRPG Fully Automated! is free (libre and gratis) and has several sections devoted to its setting and worldbuilding that helped me understand a bunch of solarpunk concepts by seeing them in practice and to start thinking much bigger with my own fiction. It also has some good advice on creating engaging plots in an aspirational solarpunk setting where a lot of the usual problems have been solved.

[–] JacobCoffinWrites@slrpnk.net 2 points 1 month ago

That's interesting, even going with modern tech, it's a neat answer to preserving darkness. Military-grade passive night vision with the analogue tubes are ridiculously expensive but you wouldn't need them just for walking around - simple infrared spotlight goggles are way cheaper, and probably lighter, especially if you remove extra binocular features. They could also be assisted by infrared streetlights if those wouldn't mess up other animals. Downsides: I don't think walking while wearing them would be fun, your depth perception and field of view takes a hit with most designs, and slow update of the screen can be disorienting. They're also more complicated to make than flashlights.

[–] JacobCoffinWrites@slrpnk.net 4 points 1 month ago

That's an interesting idea - instead of carrying a flashlight you might carry an RFID transponder. They'd need to not be linked to any personal records (such as purchase) to protect anonymity and prevent tracking. And a personal flashlight might still be useful.

I'm not sure I love the idea of lights flicking on, identifying where I am to someone waiting in the dark. Maybe it would turn on lights for a block length on the street or something? I'm also wondering if the reduced on-off cycling would wear out lights faster and, if so, how replacing them more often stacks up to more energy spent running them all the time.

Still it's an interesting compromise position on the light pollution situation.

[–] JacobCoffinWrites@slrpnk.net 1 points 1 month ago

That is very cool!!

[–] JacobCoffinWrites@slrpnk.net 3 points 1 month ago

These are all awesome! You've given me a bunch to think about

[–] JacobCoffinWrites@slrpnk.net 5 points 1 month ago

I've seen the clipper ship Grain de Sail II, and I'll definitely check these ones out too! I really like seeing some proof that modernized sail (with fairly traditional-looking rigging) is viable, and especially seeing which cargoes and routes make it viable. I think that might be a good look at what makes for worthwhile shipping in a solarpunk setting (high value goods, ingredients that only grow effectively in certain areas, humanitarian aid, etc). I think some takes on adding sails are perhaps too unwilling to compromise on the massive container ship design, grasping for how to keep that format running rather than examining if we should.

I wrote about this on the photobash I mentioned, but I genuinely like the optimization and logistical advantage of using standardized, stackable shipping containers which fit on ships, trucks, and trains without the need to load and unload the cargoes by hand at each transition in their journey. That’s great stuff, no complaints. What I wonder about is if that cost efficiency has caused other problems. We ship cargo all over the world but much of the time, we do it because it’s so cheap to do so. We ship raw material from one continent to process it on another, we ship that material again so we can shape it into parts, which are shipped back to the second continent for partial assembly, and then for final assembly on a fourth. Is that efficient? It’s cost efficient. But we burn terrible amounts of fuel each time we do it, and we do it for so many things. I'm not sure if there's a green stand-in for that kind of dirt-cheap bulk shipping.

The Passat, the steel-hulled barque I borrowed parts from to make my last image (and its sibling ships) hauled nitrate, grain, concrete, and other stuff using a pretty traditional-looking hull (and loading it was apparently an important process which could and did lead to issues if done poorly. Like I said, most of the designs I've seen for container ships look a lot like regular ones with masts added on where they won't get too in the way. I'd like to find or work out a design that starts with a viable sail ship and tweaks it towards modern features, like a way to somehow still load cargo in shipping containers, without messing up its form/function.

So thanks for the link (and for reading my rant)!

[–] JacobCoffinWrites@slrpnk.net 5 points 1 month ago

I like both of those ideas! I've seen a few cool takes on repurposed oil rigs, I'll have to read up on them a bit to see what kind of resources they offer to long term residents, but I'd enjoy doing a take on it - maybe a ship charging station from windmills plus merchant hub/repairs like a bartering outpost from waterworld?

Nuclear powered ships are definitely proven and it's be cool to see the tech put to a nonmilitary use - though the regulation/control aspect would be challenging to do safely.

Thanks!

 

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

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

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

So far suggestions from reddit and discord have included:

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

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

And thanks!

 

This is one I’ve had on my list for months now, and I finally decided to just go ahead and make it. Back when I was researching solar cookers, solar concentrator, and solar furnaces, I ran into a few really interesting ideas around fresnel lenses. Look them up on youtube and you can find all kinds videos of people melting glass or burning skillsaw blades in half, but the ones that kind of showed me how useful a really-concentrated point of heat could be was this 3D printer for sintering sand into glass objects and this solar rig for smelting zinc or aluminum. Both used fresnel lenses, but were limited by the size of their portable builds.

So here’s my take on something bigger and more permanent, though hopefully still flexible enough to do multiple jobs using concentrated sunlight. The building’s tower houses an observatory-style dome with an irising shutter around a very large fresnel lens. This lens is meant to gather light, but deliberately doesn’t focus it too much, just directs it to another lens, which aims the light straight down. There, on a motorized rig which allows for some adjustment up and down, is the third lens which actually brings it to a searing focal point.

With that focal point reliable and known, the people at the workshop could move several different tools underneath it as necessary, from a crucible for smelting, to a firepot for solar forging, perhaps a glassblowing oven, a 3D sinterer, or the large CNC plasma cutter-style rig shown in the scene.

A set of computers would be set up with light sensors and control over the rotation of the dome, to allow it to track the sun, and the width of the aperture in the shutters, to allow it to regulate the amount of light. The upper limit on the light would be based on how bright the day is, but if they need anything less than full sun, then the opening and closing of the shutters should help with providing consistency. If it starts around half open in full sun and a cloud moves in front of the dome, it might open all the way, then close partially as the cloud leaves. With many minute adjustments, the overall amount of light could remain very consistent down on the ground.

As for the level of focus, I suspect the kerf while cutting would almost definitely be wider than with a modern plasma cutter, but like I said before, people have cut through skillsaw blades with just a lens from a rear-projection TV. So it's possible a larger lens could concentrate even more heat, allowing it to burn through much faster, with less damage to the surrounding material. The tightness of the point would mostly come down to the quality of the lens, as far as I know.

I’ve tried to include a number of controls, caution markings, and red emergency stop buttons, but the one thing I really don’t like about the design as drawn is that it’s not obviously fail-safe. I think ideally there’d be some kind of hanging weight or other mechanism so that when power is lost (not just to the building, as that probably happens fairly often on a less-reliable grid, but to the system’s control unit) the shutters or another light-blocking mechanism slams into place.

Other notes about the scene, I’ve tried to include a diversity of ways to use the sun, the photovoltaic panels for powering the electronics and perhaps some of the tools, a set of fiberoptic solar daylighting systems, which track the sun and pipe light down to the shop floor, along with the simplest version, large windows. This emphasis on daylight should help avoid the risk of electric lights strobing in sync with moving items (such as on a lathe or milling machine) which can cause them to appear stationary and safe to grab onto, though they likely have two sources of light on each just in case. I’ve also included a water wheel, either for power generation, or for the direct motion, to be connected to certain tools or machinery via axles and belts.

 

Houses require maintenance. How much and how often depends on the design and its surroundings. They also require occupants - in my brief experience at least, they degrade much faster when they’re left cold and empty than when someone lives there, even if that someone doesn’t fix things. Weather, encroaching water, mold, ice, and animals can all cause compounding damage surprisingly fast.

I think of the solarpunk society I've been depicting as being post-postapoclyptic. They’ve been through the worst of the climate crisis, wars, plagues, and all kinds of shortages, and they’re trying to rebuild better. In some of my previous postcards, I’ve tried to imagine what the rural communities I grew up in would look like transformed into a modern version of how they looked a hundred years ago, with denser villages, trains, and wide stretches of forests and farmland in between. They were set up this way back when because it was practical for people who walked or relied on horse carts to get around day-to-day, and who traveled to use a boat or a steam train for a longer trip. A solarpunk society that doesn’t want to rebuild the infrastructure(s) to produce and maintain personal vehicles, fuel them, and to drive them on, might have to look pretty similar out here.

But what happens to the houses and developments spattered across the land between those villages? Every road with a house a quarter mile from its nearest neighbor, now miles from those hubs of public transit? In a society where public transit is effective, and cars are rare, I think a lot of roads will degrade pretty quickly. They already need tons of maintenance, and that’s with people using them every day, totally dependent on them, grudgingly agreeing to pay for it. It’s not uncommon to live thirty minutes or an hour from your grocery store today, but on badly broken roads, that kind of travel is going to be more difficult and costly. Some people will do it, heck, some will have held out through all the bad times and will stay no matter what else changes. But I suspect a lot of houses will have been abandoned a long time ago.

There’s tons of embodied carbon stored in those structures. In their carefully-refined materials, their transportation, and in the act of construction. Some of those materials might be very difficult to produce for a society that carefully watches its externalities and seeks to do as little harm as possible. And the longer they’re left abandoned, the more they’ll degrade. The structures will become unsafe, the materials will rot or break, or become inaccessible, and in some cases, they’ll pose environmental risks as fuel tanks rust out, chemicals escape their storage, or damaged structures catch fire (even with the powerlines cut upstream, abandoned solar panels or poorly-isolated generators backfeeding into the grid might allow for damage to an abandoned house to cause a fire). This is especially true with modern buildings, particularly the kind of McMansion featured in the scene, with their heavy reliance on petro-products like “structural” foam columns and facades, which will go up like a struck match in the next wildfire.

In some cases, old buildings could be put back into use. Perhaps they’re nearby something the rebuilding society needs. Maybe one development will make for a good farming community, and another the barracks of a logging camp. Maybe one near a river can support trade or fishing. But there will be others that are simply not very useful. They were practical enough for semi-suburban life when gas was cheap, cars were plentiful, and roads were maintained. But in a world where most people have other priorities, live in closer communities, use public transportation, and aren’t interested in rebuilding a car-centric world, these houses don’t make sense. And of course there's the ones in unsafe locations (flood plain, unstable/eroding cliff, etc) where they won’t last no matter what. To that society, deconstruction might be a very practical answer to both the long term threat posed by these structures and to their own building material needs.

Deconstruction is an alternative to home demolition. It means carefully dismantling the constructed components of a house so the materials can be salvaged and reused. Materials are typically removed in the opposite order in which they were installed, to maximize reuse.

By carefully disassembling these structures and hauling the materials back to their communities, they can build and expand for a much lower overall cost (both environmentally and in resources harvested from the world) while removing potential toxin or fire threats. And by filling in their cellarholes and replanting, they can rewild developed land, build better habitats, and restore their local ecosystems.

On top of that, even buildings picked over by looters may be full of usable stuff - furniture, dishes, cooking tools, hardware - which a society with an interconnected library economy could use to meet its needs without producing new items.

So that’s what I’ve tried to depict here, a deconstruction crew carefully disassembling old world structures so that everything, from the windows to the metal roof panels, to the cabinets to the stick framing itself, can be reused elsewhere rather than produced new.

They’ve been working from left to right in this scene, taking each house apart in reverse order to how it was built. Much as with construction, this would require different crews of specialists: inspectors, roofers, carpenters, electricians, plumbers, and others who can safely remove resources without doing unnecessary damage. Once a crew finishes their part of a building, they’d hopefully be able to move on to another one nearby.

They’re also replanting/rewilding the old backfilled foundations, something that would certainly help with breaking up the concrete (eventually). Roots are great at that.

I’m not sure if it’d be worthwhile to use concrete saws to cut at least some of the concrete foundations into construction blocks. It’d certainly help with restoring the site quicker, and it’d be a low-ish carbon source for concrete blocks, but the tradeoffs in labor, transportation, and power for the saw might not be worth it. In that case, they’d probably crack it up with a jackhammer before filling it back in.

There’s a lot of vehicles in this scene, so I should emphasize that these aren’t daily drivers. These are equipment used to haul work crews and construction materials on fairly short trips.

All the big trucks in the scene are old internal combustion engine vehicles converted to run on woodgas. I imagine they burn a lot of the wooden construction debris which were otherwise too small or damaged to be worth salvaging. Perhaps some trucks are even set up with plastic de-refineries and are able to use astroturf lawns, broken plastic siding, or “structural” foam facades as fuel on their trips. This isn’t perfect: it still produces pollution and releases CO2, but if the goal is to salvage as much material as possible, and to prevent it from burning pointlessly in the next wildfire, I could still see an aspirational society accepting that use of it.

As a bonus, woodgas vehicles are often used as generators, so they may be able to serve that role part-time on-site, powering lights and air pumps for confined spaces like basements, and even certain tools. Otherwise they’d probably use portable solar panels.

The other (smaller) vehicles are electric minitrucks and rickshaws.

I imagine that the workers are a mix of specialized crews brought in by the larger community for the scheduled deconstruction, and local volunteers who are working for trade in recovered materials. I imagine a lot of the cargo bikes, Chinese wheelbarrows, rickshaws, and minitrucks belong to them. I figure in place of real roads, the really small villages and isolated homesteads maintain a surprisingly dense web of rough trails suitable for mountain bikes or snowmobiles, which connect to all their neighbors.

Last art thoughts: I have another scene of a golf course and its surrounding McMansions turned into a solarpunk intentional community that I’d like to do, but the scope on that one is big enough it’ll be awhile before I can get to it. At this point, I’m confident I’ll make it though. McMansions, with their pointless, wasteful scale, their cheap construction, their reliance on petro-product materials, and their often vain attempt to spend their way to classiness, seem kind of like the antithesis of solarpunk design to me. Golf courses with their endless, expensive-to-maintain grass monocrop hold a similar, though less severe place in my mind.

If you read all that, thank you! And if you’re a person who owns a building in real life, and you’re thinking about doing some renovations, please consider reaching out to your local chapter of Habitat for Humanity or another group who will do deconstruction, rather than just smashing everything up and throwing it away.

 

One of my goals for my postcard series is to show a rebuilding society that prioritizes reducing waste and externalities, and examining what weird technologies might appeal to them because of those goals/limitations. So I've been wanting to do a scene of a caustic soda locomotive ever since I first heard about them.

Soda locomotives were a type of fireless steam locomotive that barely made it out of the prototype phase, where the boiler is surrounded by a tank of ‘caustic soda’ (usually one of several possible chemicals), which generates heat when mixed with water. The heat produces steam in the boiler, which is used to drive the pistons, but instead of being released, its condensed and added to the soda to create more heat. This goes on until the soda gets too dilute to produce more heat, but it can be 'recharged' by drying it out again.

These never really took off because it took more coal to dry the soda at the station than to just run a conventional steam locomotive, and electric trains quickly came into their own and filled the niche of quiet, low-pollution trains for inside cities and tunnels.

But I feel like these could pair well with solar steam generators (another late-1800’s design) stationed along the tracks, to create analogue, solar-powered trains. These could run on existing unpowered tracks, without requiring any new electrical infrastructure, just the isolated drying stations.

The train crew would just exchange wet soda for dry and start again (looks like that took about 45 minutes). The cool thing is that this arrangement could be asyncronous - the station can dry out the caustic soda, then store it for when the train shows up. The train can run on cloudy days or at night, as long as they get enough sunny days to dry out big batches of soda at the stops along the way. And the solar concentrators can be huge and optimized for their location because they don’t have to move.

The focus of these postcards isn’t on technological utopias so much as on societies that are reexamining how to do things as they rebuild, anachronistically combining all kinds of tech. So trains and solar concentrators built with 1800’s technology seem like an easier starting place.

The concentrators require fairly simple materials (mirrors or polished metal) and math to make (plus some simple mechanical timing or basic motors/electronics to get them to follow the sun without a human turning a crank).

Most of the descriptions I've seen of drying the caustic soda mention pumping superheated steam through the dilute mix from another (coal) boiler, so it seems like you could use almost any design from the earliest solar steam generators to something like these modern ones depending on the society’s manufacturing capabilities. The solar concentrator/boiler I referenced for the art is a design from 1901.

(The most common modern design for solar steam generation I've seen is that sort of mirrored-trough-and-vaccum-lined-tube system. I mostly went with the big round reflector because I was worried the trough design wouldn't read as distinct from photovoltaic panels in this art style.)

The trains could run with minimal pollution using these simple technologies, and even if their range is lower, or they're not as fast, that might be a trade off this society would accept.

Ideally they would use existing tracks and passenger or freight cars, and only need new infrastructure around whatever station fueled them up on their route (or at a destination). I think this applies to the compressed air locomotives just as well as the caustic soda ones.

(If you don’t like the idea of caustic soda locomotives, but you still want this idea to work, another option with a shorter range is compressed air locomotives. Instead of drying the soda, the station would be using a solar steam engine or windmill or water wheel to run an air compressor, steadily filling a tank which would be used to top up locomotives on their route. This would still allow for isolated infrastructure to power a train along unpowered rails. IRL these mostly saw use in mines.)

The locomotive in the scene is based on a real-life fireless locomotive. They’re similar, but filled with super-hot steam by external sources. They seemed like a good reference for what a caustic soda locomotive might have looked like had the concept reached a more polished, production format. But they don’t really fit my goal for tolerating intermittency as they’d need the heat source to be going when they stopped for a refill.

 

Apologies if this doesn't fit the community

I've been helping my neighbor replace his lawn with a garden - last summer our project was building a terraced raised bed thing with secondhand soil and secondhand cinder blocks, and some new pavers in the front. I'd very much like to set up a water feature on that raised bed. He spends most days sitting on his porch, reading scifi novels and talking to folks walking by, so he could hear it while he's out there. I know it's kind of a silly luxury so I'm trying to use used components and I'd really like to set it up using a solar panel to power the pump.

I can handle the wiring and electronics with some guidance, but I know very little about pumps and solar panels for finding something that'll fit our use case. I think ideally it'd be a secondhand panel a few feet in size and a pump that can handle a varying amount of power based on the time of day. I'd like to move more than a trickle of water, and I'll make sure there's some shade plants so we don't lose much water to evaporation, though we don't get many droughts where we are.

 

I've been working on the photobash I posted about apparently two months ago (jeez) and I think I'm getting close to being able to stop working on layout and start working on details. The problem is that the scope of this scene involves a lot of stuff, like agroforestry, that I only read about for making this picture, so I know I don't know enough to render it accurately.

So I thought I'd post again and basically ask what did I mess up? I haven't really started locking stuff down yet so it's a good time to make changes.

The basic goal was to show a small, dense village surrounded by different types of agroforestry, power generation, and agriculture. I'm happy to identify anything that's unclear

I'm especially interested in info on the overall layout. Like, I haven't settled yet on where in the dirt patch the greenhouses will go, and I'd like to add a centralized composting facility, wastewater treatment, possibly some animal barns/grazing areas, possibly a grove of coppiced trees for wood gas/biochar. I'll be adding more houses to both the village proper and the outskirts of the fields in some places.

I'm just a guy who's okay at cutting up photos, so any advice on making the farming more practical/realistic would be a huge help.

 

I'd read you could transplant them in the fall, after they've died back a bit but before the ground freezes. I finally dug a few out of two local groves and it turns out they're different varieties! My neighbor gave me the okay to plant them (I've been helping him replace his lawn with local plants, and we're emphasizing local food plants in the back). I know they can take over a space a bit, but he seems excited at the idea. He has just about the only bees I've seen in our neighborhood, so he's happy to give them more flowers. And if the sunchokes go too crazy I have a friend who knows how to cook them.

Tucked one in to a sunny spot where someone clearcut along a bike path too. Maybe it'll take off. I've been thinking about trying a little guerilla forest gardening along the path, perhaps starting with edible mushrooms next. I guess they make plugs - you drill holes in dead logs, tuck the mushroom plug in, and you get mushrooms. We'll see.

 

For a long while, I'd been picturing a society that handled reuse the way I do IRL - if you have a thing, you make it last as long as possible, fix it if you can, and when it's finally worn out you find another use for it (even if just as component parts). I'd imagined the transfer of usable items would be handled informally, through community networks or something similar to Everything is Free/Buy Nothing groups IRL.

But conversations awhile back got me imagining a bigger, community/societal-level focus on reuse. Perhaps a society where most people's first source for some household items or appliances or furniture would be some kind of community stockpile. I imagine warehouses where items are sorted and tested, fixed, and perhaps broken down to components for other repairs. Where they're catalogued and posted to some kind of library- or eBay-like website. I imagine community drop off and collection points, where someone who's downsizing might bring extra appliances, and young folks just starting out might pick their first furniture. I picture a separate refuse stream for things that are still good or could be fixed, emphasizing that there's a difference between something you don't need anymore, and something nobody needs (actual garbage). I could even see work crews combing through long-abandoned houses, hauling out items to put back into circulation, before disassembling the building, Habitat For Humanity -style, to use the lumber and counters and cabinets etc elsewhere.

I don't think this would be the only source of stuff, probably not even the primary one. If you want fancy furniture I figure you'd go to a local workshop and see what they've got, or commission something from an open-source design. But I could see this system of reuse taking the place of something like Walmart or IKEA. Sort of your default for cheap stuff (I'm weak on economic theory; I'd love a society where it's all free, but I don't know enough to describe that with confidence. Hopefully it'd at least be a government org, or a worker run nonprofit type thing where all profits go to the workers and continuing operation?). I like the idea of a society with an institutional focus on reuse rather than extraction and disposal.

Normally I don't start off with a whole chunk of world building like that, but I'm planning some photobash scenes around these ideas, and I'd love to work out some of the questions and discussions about logistics before I've made the things and done something wrong.

The first question I had was around collection of these items. I'd been imagining some kind of vehicle operating a bit like a garbage truck, making rounds through various neighborhoods collecting the things people don't want, but less frequently and with a slower pace because they have to be more careful with the stuff they pick up and have to make more trips back to the depot. I'd love to do a streetcar or something other than a generic box truck, but I think a truck makes the most sense. Streetcars were occasionally used to deliver the mail, but I've found no examples of them even being used as garbage trucks, which might be able to maintain a pace that wouldn't disrupt everything else on the line. Depending on the level of service offered, they could need a lot of flexibility - do they pick up just from community drop off points, or from the curb outside people's homes, or do they assist with moving things out of homes for those who are elderly or disabled? Maybe different levels of service for different circumstances?

I hope people would do their best to re-home items directly using the future equivalent of EIF or Buy Nothing, but it'd be nice if there was an option besides the landfill for items that don't generate interest in their immediate community, or where the person just wants it gone with the convenience of throwing it out. I feel like this could help with that.

Then there's the question of how do you get bulky items home in a society where almost no one drives? IKEA and Walmart design a lot of their products to fit, flat-packed, into your sedan or hatchback. And they offer delivery. This society would be handling a lot of already built items and have a lower reliance on personal cars. Maybe most street cars would let you lug a dresser onboard if they're not crowded? I've certainly done similar with the local trains, though the guy at the turnstile wasn't paying attention and probably would have stopped us. Maybe you'd use a cargo bike and trailer? Maybe you just have to hire a delivery service for big things? Is it abelist if the small storefront-style drop-off/pickup sites first answer is to hand you a push cart with your bulky item and send you down the street with it?

Do you have any thoughts on the idea of reuse at this scale?

 

I'm mostly asking because I posted a photobash of an airship yard I did to the solarpunk subreddit and someone brought up combining airship mooring masts and screw conveyors like grain silos use (though we might be closer to concrete-industry-scale once you lift stuff to mooring-mast-height). A combined mooring mast and silo might be practical in a place with a lot of flavors of agroforestry, where they might not want to clear a patch of empty land just for landing airships.

It got me thinking about grain silos and how they'd fit. I know folks on this instance generally don't like industrial scale farming and monocrops, which is what I generally associate with grain, but I know so little about it. So I guess my questions are pretty broad and open to correction - could the mooring mast/silo idea work in a society with a lot of airborne shipping, what's a solarpunk way to grow those crops? Anything you'd like to see in art of farming? (I'm still working on the scene of the village, which includes all the suggestions from last time)

 

Hi, I've been working on a few photobashes lately, of different scenes in a fictional solarpunk future. I recently started a scene of a solarpunk village. I’ve been thinking a lot about rural places lately, since that’s where I’m from, and how they might change with some of the societal crumbles and contractions I feel like are impending. In my grandparents’ time, the region where I grew up was lots of small villages, usually bunched up around water and local industry, with farms spread out beyond that. With cars, people have spread out in these sprawling bedroom communities that are becoming ever more dense with people. Gas and groceries are 40 minutes away by car (more if you're looking for a box store), and I feel like most people I knew drove an hour each way for work.

I wanted to do a scene sort of showing how things might change in rural areas if cars became impractical (due to shortages etc) and how things could be rebuilt better.

I've realized that this is a bit bigger in scope than most of the things I've depicted before. I'm trying to show most of a community in one shot here (albeit at a distance). And there's so much we could do differently, I don't really want to miss any ideas/opportunities.

I know I want to include the following:

  • A dense village surrounded by farms and forest, an abandoned mcmansion or large house far enough out to be impractical
  • High speed rail access to the village
  • Solar panels
  • Waterwheels
  • Farms
  • Algae farming
  • Maybe a bit of an inside-out appearance where they've cleared farmland around the town but planted lots of trees between the buildings for cooling?

But when it comes to stuff like the layout and other societal-structure stuff, I don't really have any specifics in mind, which is why I feel like I should look for input from others rather than just drag along my own assumptions. As always I plan to emphasize reuse, so I can grab some existing bits and pieces of towns, but this'll be in the US where even the small towns aren't (in my experience) clumped this densely, so we have some flexibility with what the current residents have changed.

Here's the really rough version I currently have, so you can get an idea as to the general layout I'm planning for. The big green blank space and the surrounding woods etc is where the village and fields will go.

Sorry if I'm asking around too much, I posted to /c/farming yesterday for ideas for the fields (which I'm also happy to get) but I feel like a solarpunk society should be very consensus-driven, so it makes sense for depictions of it to be as well. I'll be doing smaller, simpler scenes for a bit after this one and should be more self-sufficient.

 

Hi, recently I've been making these pictures/photobashes of different places in a solarpunk world, trying to demonstrate technologies or other possibilities, or values like reuse that I consider to be solarpunk. I'm working on some cityscapes but I've been thinking a lot about rural places since that's where I'm from, and how they might change with some of the societal crumbles and contractions I feel like are impending. In my grandparents' time, the region where I grew up was lots of small villages, usually bunched up around water and local industry, with farms spread out beyond that. With cars, people have spread out in these sprawling bedroom communities that are becoming ever more dense with people. Gas and groceries were 40 minutes away by car, and I feel like most people I knew drove an hour each way for work.

I wanted to do a scene sort of showing how things might change in rural areas if cars became impractical (due to shortages etc) and how things could be rebuilt better. I have a sense of what I want to include:

  • Dense village surrounded by farms and forest, an abandoned mcmansion or large house far enough out to be impractical
  • High speed rail access to the village
  • Solar panels
  • Waterwheels
  • Farms
  • Algae farming

For the farms, I could drop in bits and pieces of photos of farmland and make it work, I worked on a farm for a few years and feel comfortable enough for that. But I suspect folks who know more about farming, and especially folks who are into solarpunk visions of the future, might have stronger opinions on how it should be done, so I figure now is a good time to ask. What would you like to see? What should be done differently than we do now? Anything from layouts to the size of fields, to specific crops would be useful.

Edit: this'll be in North America, by the way. (Probably northern US States though I haven't picked one) The surrounding trees, general style of mountain, and the buildings will be based on that assumption anyways.

edit 2: here's the current rough draft to give you an iea of the space I'm planning around

Thanks!

 

cross-posted from: https://slrpnk.net/post/2544266

I’ve been thinking a lot about how lifestyles, routines, and the overall pace of life might be different in a more solarpunk society. That, combined with some recent discussions and research into solar cookers made me want to try a scene of a solarpunk kitchen.

Specifically, I decided to render a summer kitchen, a fixture of old farmhouses around here, usually slung between the house and the barn, just a place where you could cook without heating up the rest of the house. They fell out of favor as stoves got more efficient, and they're a luxury for people with lots of space, but I think there's value in a spot where we can cook without making air-conditioning fight the oven. Seasonality may play a much bigger role in our lives in a more solarpunk world.

I pictured our summer kitchen as a kind of three-season porch or sunroom, somewhere you could grow herbs in the windows and overwinter less-hearty fruit trees. And maybe as we reconsider cooking around slower processes, in less hectic lives, add some seating for company (conventional wisdom has it that they're gonna hang around your kitchen either way, so we might as well build the space with that in mind). By building one wall mostly out of sliding doors (with bug netting I didn’t bother to show) we can open the space to cool it, and to reduce any risk of humidity building up from the greenhouse part and rotting the house.

There are a few benefits to this design, I think – in addition to cooling, by building the summer kitchen as an outcropping from the house, we add options for north-facing sides to point our south-facing Scheffler reflector at, making it easier to retrofit old houses. And if we have a south wall to work with, we can add a proper greenhouse wall to get the most out of our natural light. And if we’re building an addition anyways, we can add a root cellar underneath, for preserving vegetables and some fruits without the use of electricity. Once I had a basic layout in mind, I turned to the folks on the solarpunk community and included as many of their ideas as I could.

So, features of this kitchen of the future:

Solar oven: I borrowed the design (and the reflector) from Tamara Solar Kitchen. The big dish beside the house uses the curved, parabolic mirrors to concentrate light on a small opening on the firebrick north wall of the summer kitchen. This light bounces off an angled mirror so it enters the oven from underneath, allowing you to bake in the brick oven, or use the cast iron plate set into the top as a stovetop.

Several of these devices exist IRL and work just fine with only manual controls. But I included the computer control panel because I wanted to show that despite some of my other pictures and their emphasis on analog designs, there's a place for technology in a solarpunk society. Modern tech, without the corporate surveillance state, and focus on wasteful extraction, is a huge part of what I think can make solarpunk work. A lot of the older technologies I'm reexamining may benefit from or become viable with better sensors and automation.

For the screens, my head cannon is that they're old, out-of-support tablets, and the co-op that makes these setups flashed them with a custom ROM, essentially turning unsupported, insecureable tablets into secure, single-purpose devices. Making them less generally useful, perhaps, but still extending their service life far beyond what their manufacturer intended. A motoring system that helps you keep track of your mirror and makes sure it’s not cooking the wrong part of your house would be a good thing to have.

Solar hot water: on the roof, another opportunity to use sunlight directly, and to make the most of our south-facing roof.

Pedal-powered appliances: This was a recommendation from the instance which would not have occurred to me, though I’ve used old pedal-powered grindstones before. I built these ones into the bar both because it made for easy access/maintenance, and because I wonder what 'keeping up with the Joneses' looks like in a solarpunk future, I think in any society, no matter what its values are, there will be people who go way out of their way to demonstrate those values, and I could see things like this being used as statements. This is largely remixed from a real thing a design student made, though I modified the pedal system so it would use a step set under the counter, rather than the version that stuck out the side, as I felt like I’d kick that thing whenever I walked past the bar.

Root cellar: another idea from the group, and something the people living here could benefit from all year long. You might notice that the refrigerator is missing. We talked a bit about perhaps modifying a propane-driven camper fridge to run off a solar cooker, but ultimately I decided they probably have one refrigerator, maybe set up like a chest freezer for maximum efficiency, back inside the winter kitchen.

Fermenting kit: another option for preservation and a fun hobby and another idea from the group. They might be making beer, or soy sauce, or any of a bunch of things. Similarly, I included a shoebox tempeh incubator on the counter as well.

As for making the image itself, these more realistic-looking ones take a lot more time as I can’t rely on filters or other stylizations to hide details. But I wanted this one to be detailed. While I was planning this one, I referenced some of the AI art out there of solarpunk kitchens for visuals I liked – the very fancy dark wood, red accent walls, and bright sunlight streaming in were elements I reused here. But one thing I think that sets this apart, besides the ideas I want to demonstrate, is that you can zoom in on this and really look at the bits and pieces, and they hopefully make sense. Someone (me) had to find and cut out all the jars and plants and nicknacks. There’s a reason that they’re there. Hopefully the version of the image you’re seeing still has enough detail to allow you to do that, if not let me know and I’ll find a way to send the high rez version.

I’ll say here that the stained glass windows and the carved wood panels were contributed by a friend’s midjourny bot.

One last note: buildings in a solarpunk world are going to vary drastically based on local conditions. Building in cooperation with our surroundings is one way to really cut our consumption of resources. This kitchen is built for North America because that’s what I know. Other continents, other longitudes, other climates, will call for much different designs. I’d love to see those if anyone can depict them.

And, like the other Postcards from a Solarpunk Future, this image is CC-BY, meaning you can use it for whatever you like. I'm not sure how, in-world, this ended up as a postcard, maybe the homeowners won a contest or made it to the cover of a homesteading zine or something.

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