At the beginning of the 20th century, Chilean workers had no social or labor legislation that favored or protected them. It was they themselves, through mutual benefit societies, resistance societies and mancomunales, who organized themselves to protect their associates and promote proletarian solidarity.

The Federación Obrera de Chile (FOCH) began as a grouping of railroad workers with a mutualist orientation linked to the Democratic Party. In the mid-1910s, saltpeter workers began to join and it acquired a national character. Likewise, the Democratic Party lost influence when the revolutionary ideas of the Socialist Workers Party led by Luis Emilio Recabarren, who later became the Communist Party, were imposed on the organization, and the Federation assumed an anti-capitalist and revolutionary attitude that was strongly manifested in the social mobilizations that characterized the 1920s.

However, the enactment of the social laws and the Labor Code, between 1925 and 1931, radically changed the conformation of the labor movement and workers' organizations. From then on, the unions and their federations debated whether to accept the new legislation and submit to its rules, as was the case of workers and employees in the state sector and large companies, or to continue with the classist and revolutionary discourse. The leadership of the workers' movement, which adhered to the latter line, was divided between three large organizations: the FOCH, linked to the Communist Party, the CGT (National Confederation of Workers), of anarchist inspiration, and the CNS (National Confederation of Trade Unions), of socialist origin.

In 1934, the violent repression by Arturo Alessandri's government of a national railroad strike was reacted by the unity of the different workers' organizations. Thus, the Unified Command that emerged from the strike was transformed into a Trade Union Unity Front, which organized a Trade Union Unity Congress in December 1936, giving rise to the Confederation of Chilean Workers (CTCH).

The strength acquired by the new workers' organization allowed them to form part of the political alliance that supported the candidacy of the radical Pedro Aguirre Cerda in the 1938 presidential election. The triumph of the Popular Front gave the CTCH a direct link with the new government, which, although it allowed it to grow as an organization, would later be the cause of its division and loss of prominence.

Indeed, at the end of the 1940s, the workers' movement, which was strongly linked to the Communist Party through the Confederation of Workers of Chile, was strongly repressed and weakened by the government of Gabriel Gonzalez Videla when he enacted the Law for the Defense of Democracy or "Damned Law". Consequently, the leadership of the workers' movement was taken over by employee organizations, especially in the public sector, which through the leadership of Clotario Blest managed to organize a new workers' confederation in 1953: the Central Unitaria de Trabajadores (CUT).

1872-1995: Anarchism in Chile

Chile: anarchism, the IWW and the workers movement

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  • Hexagons [e/em/eir]
    ·
    8 months ago

    I'm trying to learn godot (because game dev seems pretty neat and it's a kind of coding with lots of near-instant visual feedback, which I find appealing). It's going well, pretty fun, I'm getting decent at reading the godot docs, everything is cool.

    Except. I've been using vim (and then later spacemacs) for like 15 years and godot doesn't have a vim mode and it's fucking killing me! How am I supposed to edit text without vim-like key bindings?! How the hell do people work like this?!

    If I'm going to seriously make games, even as a hobby, I need a solution and so far I haven't found one. I think I may have to write a gdscript layer for spacemacs, but that's not a great solution, for a couple of reasons.

    First, I have very little experience with emacs lisp. I'd have to learn more about the inner workings of emacs than I ever wanted to. And like, that's cool and good, emacs lisp is neat and learning how to customize emacs is worthwhile, but I think it'll be really hard and the final product will be far from perfect.

    Second, using an external text editor is going to break the workflow I've gotten pretty comfortable with, and also it would take up valuable screen space in a way that godot's built in text editor doesn't.

    I don't know what to do. I was hoping I could maybe just live without vim key bindings. That worked for my first project (a flappy bird clone) because there wasn't really that much code that needed writing (and editing afterwards). But as I'm now working on a real project that has me writing much more complicated and longer code that I've already had to refactor once, it's become clear to me that just straight up isn't going to work. It's rage inducing to try to code in a modeless text editor.

    Anyway, if anyone happens to have any ideas about solutions I've missed, please do let me know!

    • hello_hello [comrade/them]
      ·
      8 months ago
      • Godot Proposal: https://github.com/godotengine/godot-proposals/issues/622
      • Godot Addon: https://github.com/joshnajera/godot-vim
      • If you use a Windows operating system and want system wide vim emulation: https://pit-ray.github.io/win-vind/

      TL;DR: Godot Engine will not support vim emulation in its editor, but you're free to use an external editor or third-party add-ons.

      I'm not sure if this will completely fix your issue, but it's good to know that you're not the only one having this issue. I think all editors should support some level of vim and emacs keybinding emulation since you'd only use them for specialized tasks like Godot engine.

      • Hexagons [e/em/eir]
        ·
        8 months ago

        I hadn't seen that thread, but there are some avenues to explore there. Like maybe trying neovim, which has matured and stabilized since last I looked at it. It doesn't quite solve my screen space issue, but maybe the answer there is to mess with the layout of godot itself so I can fit a text editor on the same screen as the godot window at the same time.

        Thanks!