One of the scary things about ransomware attacks is to think of the possibility of other actors having gotten in before and copied all the data. I can't imagine the security hole is always an unknown zero day.
A little off topic but does TrueNAS Scale require an Enterprise SSD for the OS drive? IIRC TrueNAS Scale runs Kubernetes under the hood. I'm curious if a regular consumer SSD would be quickly destroyed by the frequent random writes needed for K8s/etcd?
I'm running k3s & have no idea what you are talking about about. There is an incredibly modest write load. Etcd primarily captures the Desired State of the system, and that doesn't change except if you are there telling it to change. Containers logging is a much bigger write load for me, but basically irrelevant.
These are important notes, but I think the key part is that if you’re self-hosted, you presumably have access to the machine without Tailscale aswell, though it may be less convenient. So these aren’t as big of a deal as if, for example, you lost your Google account and you couldn’t access your LastPass login.
How do you keep Tailscale from destroying your battery on iOS? I am trying to do this but it always kills my battery and it’s a pain to only enable and manually sync Bitwarden.
This is my experience with Tailscale wrt battery as well. It also sometimes doesn't disconnect either via the app or Settings and I'm forced to restart the phone hoping it doesn't reconnect on boot.
> This lets people gradually use Tailscale SSH over time without messing with their system one.
That is something I have really appreciated about Tailscale. It seems to consistently not mess with the existing environment. Considering it does networking witchcraft and it works on a variety of architectures and OSs this is quite an accomplishment.
I suspect Tailscale's customers have found the same.
Not really. It messes with DNS big time. Try enabling the "MagicDNS" or "Exit Nodes" features, and watch as /etc/resolv.conf is edited with each change. I can easily reproduce scenarios where it's left empty and there's no working DNS resolution.
This is one of the major things I _don't_ like about Tailscale. I wish they'd just stick to enabling Wireguard and making the authentication easier (i.e., where they started). I'm not a fan of most of the features they've added since. I don't want service discovery, magic DNS, SSH key management and/or the kitchen sink bolted on.
But, yeah, without systemd-resolved Linux DNS is a fight for the death between uncooperating processes. NetworkManager is okay but there are a dozen buggy variants in the wild we have to work around.
Linux is by far the worst platform for DNS config.
I totally recommend systemd-resolved. It's the only thing that does DNS well on Linux.
Consistently I’m unable to use Tailscale on a GCP instance and also use GCP services cleanly, because it messes with the DNS route to the metadata server. Otherwise, it’s a great product.
The firewall is the system. Just like apple bypass its own firewall and just send packet back home. Or the chinese way.
Of course as said by one of the author the key is to control port 22 or rule for ssh. That is not a totally lost. Still, one that is ok … you are breaking the system by promoting a way to bypass it. Or just 1 rule. It is so hard to remember.
No, it's not. Network access control is the whole point of Tailscale; it is the network filtering layer. It serves literally the same function that a Checkpoint Firewall-1 installation would have in 1997, and that's why people buy it. This is basic stuff from the Tailscale website; it doesn't even qualify as analysis. You really ought to understand how these things work before you describe things as "big holes".
> Is the Mac/Linux community still so small that no one cares about it?
I'm battling to find it now... but I read previously that a game studio found 1. they received a lot more variety in support tickets from people on nix (lots of interesting window managers, distros, etc)
2. A huge portion of their support tickets were from the tiny portion of customers running nix.
This was interesting for me to read at the time because I had played with Unity and Unreal Engine. I found developing for a number of platforms to be relatively trivial - but then again I wasn't trying anything particularly impressive or distributing builds etc.
Congratulations and all the best for your venture!
One of my favorite aspects of Factorio was that the environment constrained your scaling. Grow out too fast and your tech won't be able to hold back the evolved hordes. Build too far away before you can defend it and it you'll be defending too far and wide before you even know it.
@iliketrains May I ask if this game will have an environmental component/conflict to constrain the player scaling various concerns and prevent it from becoming a uneventful sim?
Thank you! I think that our game is way more "constraining" your growth than Factorio. Let me explain.
First, you need people to man your machines and vehicles. You need to first get your workers somewhere (takes time) and also take care of them (food, water, trash, etc). If you scale too fast, you might run out of food and people will starve.
Another aspect is maintenance. Unlike in Factorio, you cannot just spam buildings to scale, because you need to spend materials to maintain your buildings. If you scale too fast, your things will start breaking down (later you can recycle spend products in maintenance to recoup the costs).
Finally, there are a many potential dependency "traps". Scaling too fast and ran out of coal => no steam => steam turbines shut down => no electricity => you built backup diesel generators, fine => now they drained all diesel reserves, oops => trucks cannot deliver food => starvation.
There are many ways how to prevent such death spirals, but my point is that in Factorio (or similar sim games), you cannot loose by scaling too fast. But in COI will. :)
PS: There is air/water pollution too! People will get sick and may die.
That is true, but I am not even sure you can cover it all with factory before you computer melts down (and the FPS goes to single-digits). We need to invest a lot more work to optimizations before making larger maps.
You can actually increase the ocean size in settings, making way more space if you decide to move mountains and make new space by landfilling oceans.
Did you fallow a sociotechnical approach? What school if any?
What about the economics and political things I can found there? Did you think about how this game could work as capitalism? Socialism? Cooperative factory? Having an union among the workers? Having a legislation about protecting industries of something?
What about events like the current container crisis? Or the lack of labor?
Unfortunately we haven't tapped into these topics. We used to have a mechanic based on worker skill level, universities, etc, but that was just not working well for us. The game is already quite hard and we didn't want to add more layers of complexity.
However, we are hoping to polish our modding APIs and allow players to add more layers to the simulation like what you described :)