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margin-bottom: var(--line-padding);
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-h4 {
+h4, h5 {
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diff --git a/src/games/🚧eastward.md b/src/games/🚧eastward.md
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--- a/src/games/🚧eastward.md
+++ b/src/games/🚧eastward.md
@@ -5,12 +5,16 @@ draft: true
i bought eastward within a couple of days of release (16th september 2021), and i finally finished it at the start of july. i think that says a lot about both the flaws and strengths the game might have; the story is overall plagued by weird pacing (although i think it might be somewhat intentional), but it has enough going for it to drag me back in and finally finish it ten months later.
+big elements of the games story are key to the experience as a whole, so i'm just going to slap this whole thing with a big spoiler warning. my short thoughts are that eastward is one of the best looking games that i have ever played, and the whole experience is only marred by a story that is paced a little weirdly and is sometimes a bit difficult to get your head around. well worth a look!
+
### feel
the _feel_ of eastward hits you immediately, and there's a good chance that you bought it because of the _feel_ you got from trailers and clips and screenshots. the world is insanely detailed with potentially the best spritework that i have ever seen. there is very little in the way of reused assets except where it makes sense to do so (furniture and combat related items crop up repeatedly, but i can happily give that a pass). every single building is unique with its own structure, history, greebles and crumbling advertisements. everything was hand designed by some of the most talented environment designers i have had the pleasure of witnessing.
the sprite format also works perfectly for this effect, by limiting the amount of detail you can expect to see. this would be much harder to pull off in a 3d engine with realistic assets. when you only have to draw junk and construction debris up to a pixel scale, you can focus on squeezing everything out of a location without fear of not being detailed _enough_.
-these worlds are also filled with people, and no side characters are alike. regular humans, weird mutants and robots all coexist, and while a lot of the dialogue for a lot of them is pretty standard rpg fare, they help sell the feel of an area by giving you a slice of what pepole are thinking about their situation. nothing groundbreaking, to be sure, but not hearing it from a cookiecutter model that has been used multiple times in one area, makes it feel like it's coming from an actual person with actual opinions.
+these worlds are absolutely filled with people, and no side characters are alike. regular humans, weird mutants and robots all coexist, and while a lot of the dialogue for a lot of them is pretty standard rpg fare, they help sell the feel of an area by giving you a slice of what pepole are thinking about their situation. nothing groundbreaking, to be sure, but not hearing it from a cookiecutter model that has been used multiple times in one area, makes it feel like it's coming from an actual person with actual opinions.
+
+the game's structure also does a stellar job of reinforcing the world itself. while the stop and start pacing does feel very odd and definitely made me lose interest once or twice, it gives you an overall feeling of uncertainty; this place might be really nice, but there is a feeling in the back of your mind that something might go horribly wrong at any moment. potcrock isle sounds like somewhere you should be in and out of in thirty minutes but you actually spend quite a bit of time there. greenberg is unbelievably homely but its a fraction of the amount of time before you're forced to leave. you're in new dam city for so long that it feels like this might be it, and it becomes hard to imagine where else you would even go.
the music of the game is lovely, although i'm hesitant to talk about it much after hearing it quite as much as i did. most of the tracks are under two minutes and can loop multiple times through the games long dialogue and exploration scenes. that whinging aside, the music is a perfect fit for the earthbound nostalgia that the game is playing with and i enjoyed it immensely.
diff --git a/src/lists/cool_game_links.md b/src/lists/cool_game_links.md
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+---
+title: cool game links
+---
+
+### splatoon 3 gear seed checker
+[https://leanny.github.io/splat3seedchecker/](https://leanny.github.io/splat3seedchecker/)
+a website for putting together progression paths to get perfect gear in splatoon 3. a little fiddly to use, but fundamental to getting gear that will make other players say "oh, they're just doing a warmup for anarchy mode" when you kill them
+
+### pokemon event distribution roms
+[https://digiex.net/forums/pokemon-content.150/](https://digiex.net/forums/pokemon-content.150/)
+these let you spoof pokemon events like you used to get at game shops from a homebrewed 3ds so that you can get your hands on the event pokemon you wanted but never got
+
+### satisfactory optimal alternate recipes
+[https://www.reddit.com/r/SatisfactoryGame/comments/mpjzfb/optimal_alternate_recipes_pushing_the_raw/](https://www.reddit.com/r/SatisfactoryGame/comments/mpjzfb/optimal_alternate_recipes_pushing_the_raw/)
+[local backup](/unlisted/optimal_alternate_recipes.md)
+this breakdown is so unbelievable solid that i've backed it up to my own damn website. reddit might go down but this thing ain't
+
+### lushfoil walking sims
+[https://lushfoil.itch.io/](https://lushfoil.itch.io/)
+this dude has made a bunch of really neat photorealistic exploration games so you can wander through castle rock beach in western australia or fushimi inari taisha in japan (or one of like six other places)
+
+### divinity: original sin 2 lost sinners guides
+[https://steamcommunity.com/id/teesinz/myworkshopfiles/?section=guides&appid=435150](https://steamcommunity.com/id/teesinz/myworkshopfiles/?section=guides&appid=435150)
+i consider these guides basically necessary to have any kind of fun playing divinity 2, at least in your first runthrough. they more or less just introduce you to the fact that you will need to specialise in one or two skills to get anywhere, but they also point out good skill symbioses
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+---
+title: backup of "optimal alternate recipes"
+---
+
+this guide is absolutely stellar for planning out your satisfactory factory, but with reddit getting flakier by the day i'm going to back it up here. credit to wrigh516, original post [here](https://www.reddit.com/r/SatisfactoryGame/comments/mpjzfb/optimal_alternate_recipes_pushing_the_raw/)
+
+---
+
+
+##### Maximum Output Potential Production Map
+
+A few days ago, I posted a [alternate recipe ranking](https://www.reddit.com/r/SatisfactoryGame/comments/mnwugx/update_4_alternate_recipe_indepth_analysis/?utm_source=share&utm_medium=web2x&context=3) for making the game easier using a mathematical model I created. There were some commenters that didn't like seeing some recipes ranked below others. My reasoning was that there are some major trade-offs, and the post's goal was to choose recipes that make the game easier. **I said I would provide another ranking for maximizing the raw resources.**
+
+First, let's all get on the same page. I'm assuming that you want to build the last tier space elevator parts in the 4-4-1-1 ratio needed to get the "Employee of the Planet" coffee cup and then maximize space elevator parts from there on. Keep in mind, there is a way to maximize Awesome sink points with a single product (Assembly Director System). See my past ranking link above to learn more about that.
+
+Here is what you can get:
+- 124.56 Assembly Director Systems
+- 124.56 Magnetic Field Generators
+- 31.14 Thermal Propulsion Rockets
+- 31.14 Nuclear Pastas
+
+Complete the last tier in 32.11 minutes or get 105,715,131 points/min in the Awesome Shop.
+
+This will only have 2 tiers:
+
+#### Required Alternate Recipes
+
+These are recipes that you MUST have to get the maximum number of items per minute.
+
+#### Optional Alternate Recipes
+
+These are recipes that will reduce the raw resources used and maintain the maximum number of items per minute.
+
+#### Using only Required Recipes
+
+[Here it is on a Satisfactory Tools Calculator](https://u4.satisfactorytools.com/production?share=HkKVDnJCG7rEVjV5QmOl)
+
+_Keep in mind that the this calculator doesn't do the complicated oil setups and power is not accounting for everything. I had to make assumptions for miners in my models._
+
+You'll be somewhere in the vicinity of:
+- Moving about 850,000 items
+- Building about 24,000 machines
+- Needing over 450,000 MW of power
+
+You'll drain the map's maximum resources by the following:
+- Limestone: 45%
+- Iron Ore: 91%
+- Copper Ore: 80%
+- Caterium Ore: 88%
+- Coal: 81%
+- Raw Quartz: 100%
+- Sulfur: 41%
+- Bauxite: 100%
+- Crude Oil: 87%
+- Nitrogen Gas: 51%
+
+Including Optional Recipes
+
+[Here it is on a Satisfactory Tools Calculator](https://u4.satisfactorytools.com/production?share=4bmYR3v9OADCohf5Zmgq)
+
+_Keep in mind that the this calculator doesn't do the complicated oil setups and power is not accounting for everything. I had to make assumptions for miners in my models._
+
+You'll be somewhere in the vicinity of:
+- Moving about 600,000 items
+- Building about 15,000 machines
+- Needing over 420,000 MW of power
+
+You'll drain the map's maximum resources by the following:
+- Limestone: 16.5%
+- Iron Ore: 31%
+- Copper Ore: 95%
+- Caterium Ore: 68%
+- Coal: 66%
+- Raw Quartz: 100%
+- Sulfur: 41%
+- Bauxite: 100%
+- Crude Oil: 65.5%
+- Nitrogen Gas: 51%
+
+#### Powering it
+
+When it comes to power, we have to modify the output. If you power using a mix of Uranium and Plutonium power, you can round down to the following:
+- 120 Assembly Director Systems
+- 120 Magnetic Field Generators
+- 30 Thermal Propulsion Rockets
+- 30 Nuclear Pastas
+
+Complete the last tier in 33.33 minutes or get 101,845,020 points/min in the Awesome Shop.
+
+You can make 9 Plutonium Fuel Rods per minute, and can include the 225GW of Uranium power.
+
+You'll drain the map's maximum resources by the following:
+- Limestone: 19%
+- Iron Ore: 30%
+- Copper Ore: 95%
+- Caterium Ore: 72%
+- Coal: 65%
+- Raw Quartz: 98%
+- Sulfur: 61%
+- Bauxite: 100%
+- Crude Oil: 66%
+- Nitrogen Gas: 73%
+
+#### Required Alternate Recipes
+> Pure Iron Ingot
+> Pure Copper Ingot
+> Pure Caterium Ingot
+> Solid Steel Ingot
+> Pure Aluminum Ingot
+> Pure Quartz Crystal
+> Electrode - Aluminum Scrap
+> Sloppy Alumina
+> Alclad Casing
+> Iron Wire
+> Recycled Rubber/Plastic/etc.
+> Encased Industrial Pipe
+> Heavy Encased Frame
+> Heat-Fused Frame
+> Insulated Crystal Oscillator
+> Silicon Circuit Board
+> Crystal Computer
+> Super-State Computer
+> Classic Battery
+> Heat Exchanger
+> Radio Connection Unit
+> Turbo Pressure Motor
+
+#### Optional Alternate Recipes
+> Rubber Concrete
+> Coated Cable
+> Fused Quickwire
+> Steel Rod
+> Steel Screw
+> Coated Iron Plate
+> Adhered Iron Plate
+> Steamed Copper Sheet
+> Copper Rotor
+> Quickwire Stator
+> Electric Stator
+> Plastic Smart Plating
+> Flexible Framework
+
+#### Uranium/Plutonium Alternate Recipes
+> Nuclear Fuel Unit
+> Fertile Uranium
+
+That's it. Everything else is not useful to maximize resource use. (If you find something, let me know. I'll update the post if it's true.)
+
+#### My "Sanity and Productivity" Strategy Comparison
+
+[Here it is on a Satisfactory Tools Calculator](https://u4.satisfactorytools.com/production?share=oPcFLzRCqGneYGvRiqYR)
+
+In my [alternate recipe ranking](https://www.reddit.com/r/SatisfactoryGame/comments/mnwugx/update_4_alternate_recipe_indepth_analysis/?utm_source=share&utm_medium=web2x&context=3) for making the game easier, we are able to get the following:
+- 80 Assembly Director Systems
+- 80 Magnetic Field Generators
+- 20 Thermal Propulsion Rockets
+- 20 Nuclear Pastas
+
+Complete the last tier in 50.00 minutes or get 67,896,680 points/min in the Awesome Shop.
+- Moving about 400,000 items
+- Building about 8,700 machines
+- Needing over 220,000 MW of power
+
+You'll drain the map's maximum resources by the following:
+- Limestone: 29%
+- Iron Ore: 46%
+- Copper Ore: 90%
+- Caterium Ore: 78%
+- Coal: 55%
+- Raw Quartz: 88%
+- Sulfur: 44%
+- Bauxite: 96%
+- Crude Oil: 68%
+- Nitrogen Gas: 30%
+
+Leaving plenty of resources for the power using just Oil and Uranium alone. You can sink the Plutonium Rods!
+
+We cut the following items from the production chain:
+- Polymer Resin
+- Compacted Coal
+- Cable
+- Iron Rod
+- Screw
+- Alclad Aluminum Sheet
+- Plastic
+- Crystal Oscillator
+
+#### Compare Strategies at Same Rates
+
+If we compare that to the previous strategy (using optional recipes, but not powering it to keep it fair) at the same production rates, we see the following for the same number of items/min:
+- Moving about 380,000 items
+- Building about 9,600 machines
+- Needing over 270,000 MW of power
+
+You'll drain the map's maximum resources by the following:
+- Limestone: 11%
+- Iron Ore: 20%
+- Copper Ore: 61%
+- Caterium Ore: 44%
+- Coal: 42%
+- Raw Quartz: 64%
+- Sulfur: 26%
+- Bauxite: 64%
+- Crude Oil: 42%
+- Nitrogen Gas: 33%
+
+We cut the following items from the production chain:
+
+- Polymer Resin
+- Compacted Coal
+
+The production map from the two is extremely different. The Sanity and Productivity strategy is far less complex. It also makes ratios work better, reduces output balancing, does not required crazy oil setups, removes many items from the production chain, and allows you to dump the plutonium rods in the Awesome sink.
+
+The Employee of the Universe strategy makes 50% more products at full capacity, but uses 72% more buildings. The choice is up to how much time you are willing to put into it. It's the same ratios when scaled down, so if you don't plan to max out the game, go for Sanity and Productivity.
+
+#### Sanity and Productivity
+
+
+#### Employee of the Universe (Plus Optional Recipes)
+
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+ "layout": "layout/base.njk"
+}
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