7145 v2.1 rs480m manual

The LLM Creativity benchmark: new leader 4x faster than the previous one! - 2024-05-15 update: WizardLM-2-8x22B, Mixtral-8x22B-Instruct-v0.1, BigWeave-v16-103b, Miqu-MS-70B, EstopianMaid-13B, Meta-Llama-3-70B-Instruct

2024.05.15 14:11 ex-arman68 The LLM Creativity benchmark: new leader 4x faster than the previous one! - 2024-05-15 update: WizardLM-2-8x22B, Mixtral-8x22B-Instruct-v0.1, BigWeave-v16-103b, Miqu-MS-70B, EstopianMaid-13B, Meta-Llama-3-70B-Instruct

The LLM Creativity benchmark: new leader 4x faster than the previous one! - 2024-05-15 update: WizardLM-2-8x22B, Mixtral-8x22B-Instruct-v0.1, BigWeave-v16-103b, Miqu-MS-70B, EstopianMaid-13B, Meta-Llama-3-70B-Instruct
The goal of this benchmark is to evaluate the ability of Large Language Models to be used as an uncensored creative writing assistant. Human evaluation of the results is done manually, by me, to assess the quality of writing.

My recommendations

  • Do not use a GGUF quantisation smaller than q4. In my testings, anything below q4 suffers from too much degradation, and it is better to use a smaller model with higher quants.
  • Importance matrix matters. Be careful when using importance matrices. For example, if the matrix is solely based on english language, it will degrade the model multilingual and coding capabilities. However, if that is all that matters for your use case, using an imatrix will definitely improve the model performance.
  • Best large model: WizardLM-2-8x22B. And fast too! On my m2 max with 38 GPU cores, I get an inference speed of 11.81 tok/s with iq4_xs.
  • Second best large model: CohereForAI/c4ai-command-r-plus. Very close to the above choice, but 4 times slower! On my m2 max with 38 GPU cores, I get an inference speed of 3.88 tok/s with q5_km. However it gives different results from WizardLM, and it can definitely be worth using.
  • Best medium model: sophosympatheia/Midnight-Miqu-70B-v1.5
  • Best small model: CohereForAI/c4ai-command-r-v01
  • Best tiny model: froggeric/WestLake-10.7b-v2
Although, instead of my medium model recommendation, it is probably better to use my small model recommendation, but at FP16, or with the full 128k context, or both if you have the vRAM! In that last case though, you probably have enough vRAM to run my large model recommendation at a decent quant, which does perform better (but slower).
https://preview.redd.it/77tcn0270l0d1.png?width=876&format=png&auto=webp&s=39f6c7afa98962f639c75068d88d49684212d7fe

Benchmark details

There are 24 questions, some standalone, other follow-ups to previous questions for a multi-turn conversation. The questions can be split half-half in 2 possible ways:

First split: sfw / nsfw

  • sfw: 50% are safe questions that should not trigger any guardrail
  • nsfw: 50% are questions covering a wide range of NSFW and illegal topics, which are testing for censorship

Second split: story / smart

  • story: 50% of questions are creative writing tasks, covering both the nsfw and sfw topics
  • smart: 50% of questions are more about testing the capabilities of the model to work as an assistant, again covering both the nsfw and sfw topics
For more details about the benchmark, test methodology, and CSV with the above data, please check the HF page: https://huggingface.co/datasets/froggeric/creativity

My observations about the new additions

WizardLM-2-8x22B I used the imatrix quantisation from mradermacher Fast inference! Great quality writing, that feels a lot different from most other models. Unrushed, less repetitions. Good at following instructions. Non creative writing tasks are also better, with more details and useful additional information. This is a huge improvement over the original Mixtral-8x22B. My new favourite model. Inference speed: 11.81 tok/s (iq4_xs on m2 max with 38 gpu cores)
llmixeBigWeave-v16-103b A miqu self-merge, which is the winner of the BigWeave experiments. I was hoping for an improvement over the existing traditional 103B and 120B self-merges, but although it comes close, it is still not as good. It is a shame, as this was done in an intelligent way, by taking into account the relevance of each layer.
mistralai/Mixtral-8x22B-Instruct-v0.1 I used the imatrix quantisation from mradermacher which seems to have temporarily disappeared, probably due to the imatrix PR. Too brief and rushed, lacking details. Many GTPisms used over and over again. Often finishes with some condescending morality.
meta-llama/Meta-Llama-3-70B-Instruct Disappointing. Censored and difficult to bypass. Even when bypassed, the model tries to find any excuse to escape it and return to its censored state. Lots of GTPism. My feeling is that even though it was trained on a huge amount of data, I seriously doubt the quality of that data. However, I realised the performance is actually very close to miqu-1, which means that finetuning and merges should be able to bring huge improvements. I benchmarked this model before the fixes added to llama.cpp, which means I will need to do it again, which I am not looking forward to.
Miqu-MS-70B Terribly bad :-( Has lots of difficulties following instructions. Poor writing style. Switching to any of the 3 recommended prompt formats does not help.
[froggeric\miqu] Experiments in trying to get a better self-merge of miqu-1, by using u/jukofyork idea of Downscaling the K and/or Q matrices for repeated layers in franken-merges. More info about the attenuation is available in this discussion. So far no better results.
submitted by ex-arman68 to LocalLLaMA [link] [comments]


2024.05.15 04:13 jajamjam An in-depth guide to technologies for charging, docks and more

Hi all! This is a rather comprehensive guide for newcomers to PC gaming to help understand the relevant technologies when it comes to docks, peripherals, external storage and monitors. This should help navigate the sometimes conflicting and confusing advice online and enable you to make buying decisions based on your personal needs.

Cables, Power Delivery and 30W Turbo

(More info regarding cables under Data Transfer - Cables)
Cables and Power Delivery
All USB C to C cables built to spec are capable of providing 20V@3A for a maximum of 60W. For any higher power output, there are different protocols and the Ally uses the Power Delivery (PD) protocol which is common for laptops - If you already have a laptop with USB C charging, check to see if its charger supports PD charging since you could use its charger with the Ally and vice versa.
The PD protocol requires a handshake where the power source, whether it be a charger or power bank, communicates its different capabilities (eg. 15V @ 3A = 45W, 20V @ 3.25A = 65W, 20V @ 5A = 100W, etc.) and the device communicates what it can safely receive over the USB cable. This communication requires an E marker chip built into the USB C cable which allows the power source to deliver up to 48V @ 5A = 240W, although it is more common to find the older 20V @5 A = 100W cables. The E marker is also what allows you to plug in a high output PD charger to charge much lower powered devices without frying any components since the charger will keep to a safe/low power output until the E marker communicates the capabilities on both ends.
The Ally uses the 20V @ 3.25A (65W) PD power profile and any USB C to C cable with an E marker should work for the Ally as long as your charger or power bank can deliver the aforementioned 20V @ 3.25A.
Note: Sometimes cables just aren't built to spec and cheaper cables might not work as intended or fail quickly. The E marker chip malfunctioning is a primary reason why your charger and cable combination might suddenly stop working as intended and not deliver the 65W to the Ally even if it did earlier - in most situations, it might just drop to 20V @ 3A (60W).
30W Turbo requirements
As far as the ROG Ally is concerned,
How to enable 30W Turbo
If you're connecting the power source directly to the Ally, i.e. not using a hub:
If you're connecting the Ally through a dock/hub:
This is where things get interesting. Without getting very technical, USB specifications are set by the USB Implementers Forum (USB IF). For docks and hubs, the specification states that USB devices should be able to draw power at the port with max power draw specified. For USB 3 devices, this max power draw is 5V @ 900 mA (4.5W at the port) and for USB 2 devices, this max draw is 5V @ 500 mA (2.5W). This is why most docks and hubs have their own power requirement, around 15W usually but may vary, so that power is reserved for the USB ports. Depending on the device connected, this power draw can vary - a portable spinning hard disk drive will draw more power than a dongle for a wireless mouse for instance. Insufficient power to the ports can manifest in many ways such as USB devices disconnecting and reconnecting, HDMI intermittently disconnecting, etc.
I haven't been able to test this so please take this section with a grain of salt - docks that support 30W Turbo with the original charger don't seem to meet the official USB IF specs since the dock must be exposing the Ally to the 20V @ 3.25A PD profile without reserving any power to the USB ports. I haven't been able to confirm this myself as all the docks and hubs I use reserve around 15W for the ports and require at least 80W+ PD to allow the 30W Turbo mode. Based on my digging online, it seems like some people have no issues using these docks while others have reliability issues such as the ones I described earlier.
To summarise, enabling 30W Turbo mode reliably on the Ally when connected to a dock or hub requires (should require?) the following:
If you don't care about playing on 30W Turbo mode,
As mentioned earlier, all USB C to C cables should be capable of at least 60W. Using a charger with any lower PD profiles such as a 45W charger will not cause any damage or harm, you might just lose battery even with a charger connected but that's about it. I often use my 25W phone charger or even Nintendo Switch charger - reliable chargers will not damage your device.

Data Transfer

General info
Mbps, MB/s, Gbps and GB/s - there's a difference.
You'll often see the terms Mbps or MB/s (alternatively Gbps or GB/s) used to refer to USB speed, storage speed, internet speeds, etc. but it's important to note the difference.
Mbps = Megabits per second, MB/s = Megabytes per second
Gbps = Gigabits per second, GB/s = Gigabytes per second
Data transfer is usually measured in Megabits per second, Mbps (or Gigabits per second, Gbps). Your internet speed is a great example of this. Files and any storage in general is measured as Megabytes or Gigabytes. To work out file transfers in Megabytes or Gigabytes per second use the following:
8 bits make up 1 byte and 1 Gigabit = 1000 Megabits. To keep things confusing, 1 Gigabyte = 1024 Megabytes.
If your internet service provider is providing a 1 Gigabit connection it works out to 1000/8= 125 Megabytes per second, i.e. a file that is 250 Megabytes will take 2 seconds to download. (Note: real speeds will always be lower due to network overhead, congestion, distance to servers and a bunch of other factors.)
A breakdown for the things most relevant to the ROG Ally:
The Ally's USB C port is USB 3.1 Gen 2 with DP Alt mode so the max transfer speed you can get from the Ally is 10 Gbps. Ideally you should look for docks and cables that are capable of 10 Gbps.
Other notable mentions:
WiFi 5 and 6 speeds are theoretically MUCH higher but this is what most people can expect from their routers to their device - including crappy ISP provided routers.
For LAN and WiFI, these are the speeds you can expect on your local network and NOT the speed your ISP provides to the internet. Your local network is what you are using when you stream in home from a PC or console to the Ally using something like Steam Link or Sunshine. Or if you access storage on your network (NAS, Plex server, Jellyfin, etc.)
Real speeds will always be lower across the board when you account for any overhead such as the Windows File system, background tasks, network overhead etc.
Data Transfer - Cables
Make sure you're using a cable that can match the speed of the device, ie. if you're connecting a USB 3.0 device, make sure the cable also supports USB 3.0 at least. Similarly, you need to use a 10Gbps USB cable to achieve 10Gbps data transfer speeds. Using higher spec cables should always work reliably with lower spec devices too, such as using a 10Gbps cable with a USB 2 device will just operate at USB 2 speeds.
NOTE: A cable containing an E marker chip does not necessarily mean it can do video or even USB 3.0 file speeds. The E marker chip is unrelated to data transfer capabilities. In general, most 100W E marker cables only work at USB 2 speeds if used for file transfer, unless they explicitly state other capabilities.
I've personally had great reliability with 240W E marker cables though and it's been much easier to find reliable cables that provide 10Gbps data transfer, 4K 60Hz video output and any level of PD required all through one cable. I suspect the reliability mainly comes from the more stringent certification process required for 240W PD. These cables can be chonky though.
Can games run from an SD card, external hard drive, external SSD or USB flash drive?
Short answer, yes.
Longer answer, yes, but keep the following in mind:
My advice would be to install any game you intend to play only while the Ally is connected to a dock on external storage devices, otherwise install them internally. For instance, I only play Ace Combat when I'm connected to my TV so it made sense to install it on external storage that is always connected to my dock and TV.
External storage - What should I use?
What's the best keyboard, mouse, controller for the Ally?
This will entirely depend on you - There are three main ways to connect and each has its pros and cons. The way you personally see these pros and cons will help you pick.
Wired devices:
Pros - lowest latency in most cases, no need to recharge devices.
Cons - need a dock to connect more than one device and you'll need to manage cables.
Bluetooth:
Pros - cable free, no need for a dock to connect to your devices.
Cons - some latency, need recharging/batteries, connectivity issues are common.
Wireless dongles:
Pros - cable free, lower latency than Bluetooth and some devices have latency comparable to wired performance.
Cons - still need a dock if you require more than one dongle, dongles often use 2.4Ghz protocols and might have crazy interference with poorly shielded devices around them.
Some devices will offer more than one way to connect - I've found them ideal for the Ally.
My peripherals (not recommendations per se, rather my use case since all were bought for an existing work from home/gaming PC setup)
Keyboards:
Mice:
Controller:

Displays

HDMI vs DisplayPort
Like any data cable, HDMI and DisplayPort carry data but in the form of audio/video data. DisplayPort can carry more of this information based on the most common version available, ie. DisplayPort 1.4 which supports up to 32.4Gbps. The most common version for HDMI is 2.0 which supports up to 18Gbps.
DisplayPort is preferred for gaming PCs generally since they are better at communicating capabilities such as FreeSync capabilities, HDR capabilities, etc. which is why most monitors use DisplayPort, especially modern ones.
DP Alt mode and USB C monitors
The Ally along with numerous phones and laptops support video out over USB C using what is known as DisplayPort Alt Mode (DP Alt Mode). This only works over USB C to USB C.
Some newer monitors support this and can be driven by just one USB C to USB C cable. They might also provide USB PD power.
Portable monitors also use DP Alt Mode to work over USB C. For HDMI, they use a standard HDMI to mini HDM and you need to plug in power when using HDMI. I haven't come across a dock that supports DP-Alt mode on its USB C ports making it impossible to drive a portable monitor over USB C with a dock (HDMI obviously will still work.)
Thunderbolt hubs may have USB C ports which allow DP Alt mode but in my experience they downgrade these ports to only USB 3 (without DP ALT mode) when connected to something that isn't Thunderbolt.
I only have experience with the Arzopa A1C (1920x1080, 60hz, 15.6 inch display) but here is my takeaway:
Common misconceptions for anyone used to console gaming or new to PC gaming
(Note: The section below is only relevant to native resolution output without any frame gen or upscaling such as RSR, FSR, AFMF, etc.)
I've seen numerous posts asking "will this __inch monitor work?". Your physical screen size does not matter. The pixel count does. A 24inch 4K 60hz monitor will be just as hard for the Ally to run as a 60inch 4k 60hz TV.
For the Ally at its native 1920x1080 resolution at 120 frames per second, the GPU has to render 2,073,600 pixels, 120 times per second.
When you connect your Ally to a 4K 60Hz TV and try to output at your TVs native resolution of 3840x2160, the Ally has to process 8,294,400 pixels, 60 times per second.
Essentially, you will never get the same performance hooked up to a 4K TV at native resolution compared to running a game at the Ally's native 1080p resolution.
The same goes if you're looking at 3440x1440, 2560x1440 or any resolution when considering a monitor. In terms of "will it work with the Ally?" The answer is always "yes it will work" since the Ally is a PC, but adjust your game settings or your resolution accordingly.
Simply put, the higher the resolution (and frame rate), the more pixels the GPU needs to render, the bigger the performance hit.
I can put together a detailed AMD Adrenaline and general game settings guide if there's interest.

Things to keep in mind while buying a dock or hub:

My thoughts on the docks/hubs I own
All of them work pretty identically and offer 4K HDR, 30W Turbo, etc. when connected to a 100W PD charger. The ports are all USB 3.0 so max speed of 5Gbps. I’ve mentioned anything of note
Other handy accessories
Thanks for reading and hope it helps!
submitted by jajamjam to ROGAlly [link] [comments]


2024.05.14 19:28 nirosxs MiyooMini+ vs Iphone for Pokemon only device?

With the Delta Emulator on iOS I recently started replaying pokemon games on my iPhone.
it's really cool and fun but my biggest "issues" with it are:
1.Playing on the iPhone 14 Pro feels not so much easy on my hands. buttons are not positioned well and I miss click alot even with bigger button skins. and also my hand cramp alot if I just lay on bed and try to play for long periods. So how does the MM+ compare to the iPhone in this area? is it much more convenient and easy to hold/play?
  1. Cheats and OS. I saw a video on the MM+ and pokemon that show's that this device is most "plug and play" available. you will have all games and cheats available in few clicks while on the iPhone I have to add cheats manually by typing codes and this can be super annoying. is it True that the MM+ comes pre installed with everything related to Pokemon? games and cheats and so on?
Other than that. I feel like iPhone does 3ds games much better because you can actually have touch and 2 screens properly but I saw the 3ds games being played with a layout on the right side and it seems "Ok" and not something that can ruin the 3ds games exprience.
so bottom line I want a device to play gen 3>6 at least. and my iPHONE is perfect for that but have some issues I'm having trouble with ( also the loss of battery and forcing my self to switch screens all the time for messages and such)
I'm placing a big order on Aliexpress so that's why I'm asking now on the MM+
to make sure if it's the right device for me.
Also I believe i need to make sure it's v2 with RTC? and get a seperate card readesd card instead of the ones the store offer on Ali?
submitted by nirosxs to MiyooMini [link] [comments]


2024.05.14 18:16 gamingdiamond982 Update on Taubot V2

Firstly gonna start with the least technical stuff and get more in the weeds as I go on.

Bots Metadata

The current working name is "taubot-v2" it's boring and I'd like to see it change, but truthfully don't have any ideas, I'd like to hear any suggestions you may have if I don't hear any "taubot-v2" it is.
Ideally the name would be currency agnostic, I want the bot to be able to simulate other economies on other servers, to enable better diplomacy between other online democracies.

An Overview of what I want the bot too look like.

This is just my current working plan, I'd like to hear suggestions and I'll weigh up the technical feesability of the change and it's potential benefits.
I've planned firstly to as I previously mentioned, to be able to host different economies on the same bot.
These economies will be able to span multiple servers.
Note: I don't currently have any plans for interactions between economies, I want this to ideally be done by people - maybe it could be automated with the planned API - but more on that later
users will have to explicitly open accounts user's will be able to be banned from opening accounts explicitly due to how I've designed the permissions system - more on that later
accounts will be able to transfer funds from their account to other funds, this has the potential to be taxed I've per-implemented the possibility of wealth taxes, income taxes and VAT, this list could be extended with ease as long as the taxes can conform to a relatively simple data structure.
scheduled recurring transfers will be a thing - this will probably end up behaving like the post tho, I'll be able to confirm it happens within a few hours of the scheduled time.- this could probably be made very consistent with relatively little work, that's for after the initial release tho.
The Permissions system
Permissions in the bot will be modular, meaning individual permissions can be granted and removed.
each permission will have a scope meaning it can apply to the entire bot, just a specific economy or a specific account within an economy.
This is different from V1 and the concept of an "admin" account isn't around.
I plan on extending this so certain bot permissions can be associated with different roles but that will not be coming with the initial release.
In cases where permissions conflict, i.e. a user is banned from transferring funds from a specific account but has permission to transfer funds on all accounts in an economy, the permission with the broadest scope will take precedent.
Planned API
I plan to release an API in a future release, Nothing I say in this section is anywhere near concrete but it's my current working plan.
For those who don't know an API is a way other bots can be written that interact with the economy programatically.
My current working plan is to have users grant permissions to specific bots via a command in the discord server, this will allow programs to act on their behalf in a restricted manner using an API key.
Because of the trust this involves, I'd like to manually vet those who want an API key, so I do not plan on having a publicly facing registration service.

Senator Hazzy's questions from the senate floor

  1. How far off completion are you?
This will probably be a continuously evolving project, but I could probably get an initial release out by the week's end - with recurring transfers, taxes, permission management, and multi-server support.
  1. Would it be possible to transfer control of the bot over to someone other than yourself?
Yes - However, they would need to be sufficiently technically capable to deploy the bot, it's not too hard and I would have no issues ensuring the transition was smooth.
They would also need to rent a cheap VPS if the API is ever implemented and be technically capable of configuring firewalls correctly etc, again I have no problem helping to make this as smooth as possible, but they are skills a host would need were they to take over.
  1. Would it be possible to only grant certain users control over specific aspects of the bot such that on one person has total control over it?
Yes the new permissions system allows for allocating of specific permissions to specific users - however and there is no getting around this, the host will have the ability to modify data in the database directly, the role will always be one that requires trust.
  1. How effective will maintenance of the bot be? How likely is the bot to break? This is a difficult question to answer, I've designed the bot following clean code principals it has two dependencies the discord.py library and sqlalchemy potentially a third for the API when I get around to that.
discord.py has been around for years with more or less the same API, the only major changes were made after discord completely revamped their end and added slash commands etc.
it's unlikely any major changes will happen to discord.py that break the bot.
SQLalchemy is one of the most used SQL backends for python, its older than discord.py and still maintains their legacy versions.
again I'd make a similar case that any changes are unlikely to break the bot.
But like all code cobwebs form if you leave it long enough something will break.
I can tell you that in fifteen years it'll break due to some quirks with SQL datatypes and discord IDs - however that will only apply to newly created accounts and servers.
I've been methodically testing every aspect of the codebase, and am confident that once it's running it shouldn't break easily, issues may arise when libraries are updated etc, but we get warnings about those kinds of things well in advance.
  1. Are there any other flaws you've seen in the proposed bill? Truthfully no, I think it largely falls outside my area of expertise, i.e. the policies surrounding the new economy, but everything needed is technically feesable and will be in the initial release.

How will this attempt be different from a development standpoint.

The biggest change is that I know what we need and what broke with taubot, back when I was actively maintaining it I was the one resolving the issues with the initial implementation, as such I've learned alot about what's needed and what can go wrong.
There were many unused features of the old bot that I had to maintain in order to ensure backwards compatibility - the biggest of which was the fact that the old bot stored balances as fractions meaning you could have arbitrarily precise balances, this will not be a feature in the new bot, it caused countless headaches ensuring that at no point the data was ever converted to a less precise format a few times during testing I'd realised I'd accidentally created infinite money glitches - it was gaining about a millionth of a cent each time you made a transfer but still not ideal.
The old ledger based system couldn't scale, I had ten to twenty minute startup times as the number of transactions increased and while it did make auditing the bot easier, it was significantly slower and audits were never conducted.
I did retro fit a similar database to the current design onto the old bot because I felt the issues with the ledger were becoming insurmountable, however I had to build it in a manner that ensured it behaved as a direct piece swap for the ledger.
I've designed the current code in a manner that follows what I understand to be best practices for maintainability taking aspects I liked from the original bot and trying to keep things as modular as possible so that new features are easy enough to implement.
submitted by gamingdiamond982 to SimDemocracy [link] [comments]


2024.05.14 16:30 kiko_97 [FNV/TTW] SurvivalCore - White Screen on Death

Having issues with SurvivalCore on a test save, every time I die I get a white screen and have to manually reload?
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
Functional Post Game Ending.esm
factions reloaded raiders v2.esm
mojavereloaded1.esp
NVR-Strip.esm
Heatstroke.esm
Interior Lighting Overhaul - Core.esm
Interior Lighting Overhaul - L38PS.esm
SurvivalCore.esm
NVR-Version_10.esp
Uncut Wasteland.esp
TTW FO3&NV&DLC Killable Children.esp
BetterBettingDefaultCapDeadMoney.esp
JSawyer Ultimate.esp
outsidebets.esp
Factions Reloaded Legion.esp
avangraffscorned.esp
Casino Crowds.esp
Casino Exchange All.esp
CASM with MCM.esp
kochandbohr.esp
NVR-NPCs.esp
factions reloaded followers.esp
rotfacetoriches.esp
betsybrahmin.esp
Convenient Fast Travel Markers.esp
Delay DLC - TTW.esp
HitBobbleheadPerks.esp
IncreasedLegion1_1.esp
originalintroExtended.esp
athornysituation.esp
awilderwasteland.esp
JIP Companions Command & Control.esp
JustAssortedMods.esp
LootMenu.esp
Machienzo-RadioNewVegasFixv11.esp
NPCRenamer.esp
Pacersgambit.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
TTW Capital Express Dropboxes.esp
TTW Quick Start.esp
JSawyer Ultimate - Menu Stimpak Variants.esp
JSawyer Ultimate - Push's Tweaks.esp
Progressive Needs.esp
NVLevelCapByDandysWithHPAnd1LPP.esp
fasttravelindoors.esp
ILO - Tale of Two Wastelands.esp
Interior Lighting Overhaul - Ultimate Edition.esp
submitted by kiko_97 to FalloutMods [link] [comments]


2024.05.14 10:12 _JAD19_ What gcode is run when the pause button is pressed on the touchscreen of a CR10S Pro V2?

Stock firmware (Marlin 1.70.0). I’ve created a custom Cura profile with 12 tools so I can do some more complicated multicolour prints than just changing at layer heights (It’s all still manual lol). The current tool change gcode I have (which is adapted from here) is:
G91 ; relative positioning G1 E-50.0 F2700 ; retract filament G1 Z50 ; raise Z G90 ; absolute positioning G1 X110 Y0 ; move away from print M25 ; pause print
So the issue I have is that pausing the print with M25 doesn’t actually pause the print on the touch screen, so I can’t press resume. I’ve had one successful change by pausing the print a second time on the touch screen and then resuming, but I’ve also had one change where the printer decided that it’s destination was straight down into the bed, so I’m not sure this is the most reliable method.
I’ve considered replacing M25 with G4 and adding a 3-4 minute timer to the pause which I’ll probably do if this post doesn’t yield any solutions, but I’d much rather have it be a toggle if possible. I was wondering if anyone knows the code that actually gets the touchscreen to display that it is paused? (Is that even gcode?)
M0 and M600 aren’t recognised by the firmware either btw, eventually I’ll get Klipper but until then this is what I have to work with.
submitted by _JAD19_ to 3Dprinting [link] [comments]


2024.05.14 00:43 DFTBEdward addressable rgb headers not working? All plugged in but no lights and no rgb seen in bios or any software

Just completed my first build, but none of my argbs seem to be working and I'm hoping I don't have to replace a motherboard or something.
Motherboard: B650 Aorus Elite AX ice
CPU: 7800x3D
Case: NZXT H6 flow rgb
Fans:
-3 nzxt core (came with case)
-3 lian li sl inifinity fans (two 140s and 1 120)
-2 thermalright peerless assassin se 120 fans
All 3 brands are argb and using 5v 3 pin connectors from what I found online. So according to the motherboard manual, I have all 3 connected to the boards argb headers (#7 on page 19).
Not sure if it's due to the gen2 vs gen1 argb difference, but none of the lights are working on any fans.
The fans themselves are working fine, all activating and being seen in bios.
Tried switching around the devices for each argb header but no luck there either.
Tried manually turning the headers on in rgb fusion, signalrgb, and openrgb but no luck
I saw that there were some issues with IT5701 firmware update but I haven't been able to find a way to roll the motherboard back before that release.
Any input is appreciated, hoping to save this build as I love the look
submitted by DFTBEdward to gigabyte [link] [comments]


2024.05.13 21:41 Formal-Honeydew3003 Temp jurisdiction

Temp jurisdiction
I had my C and P exam may 9th and they were uploaded the next day. I moved to temp today!!! ( I am on homeless hardship) This is me tal health secondary to my lower back and hip... Jackson is also my regional office. I'm at 60 percent. Any insight to how the movement goes after temp jurisdiction?
submitted by Formal-Honeydew3003 to VeteransBenefits [link] [comments]


2024.05.13 19:55 DFTBEdward Fans turning on but no lights or signal for rgbs? Already double checked headers

Not getting signal from argb headers for fans?
Just completed my first build, but none of my rgbs seem to be working and I'm hoping I don't have to replace a motherboard or something.
Motherboard: B650 Aorus Elite AX ice
CPU: 7800x3D
Case: NZXT H6 flow rgb
Fans:
-3 nzxt core (came with case)
-3 lian li sl inifinity fans (two 140s and 1 120)
-2 thermalright peerless assassin se 120 fans
All 3 brands are argb and using 5v 3 pin connectors from what I found online. So according to the motherboard manual, I have all 3 connected to the boards argb headers (#7 on page 19).
Not sure if it's due to the gen2 vs gen1 argb difference, but none of the lights are working on any fans.
The fans themselves are working fine, all activating and being seen in bios. Tried switching around the devices for each argb header but no luck there either.
The only other advice I saw online was to try updating drivers and trying openrgb, but after installing windows 11 and doing just that I'm still not having any luck.
Any input is appreciated, hoping to save this build as I love the look
submitted by DFTBEdward to buildapc [link] [comments]


2024.05.13 18:25 Practical_Look937 If you hate dougdoug check out r/weloveougdoug the better streamer

RELEASE NOTES 1.35.21.0
If you are playing on PC, outdated packages in your community folder may have an unexpected impact on the title’s performance and behavior. If you suffer from stability issues or long loading times, move your community package(s) to another folder before relaunching the title. How to install a new update safely
NEW CONTENT/FEATURES Added flight plan assistance setting for ATC in the user experience assistance settings so that users can request the ATC to favor their flight plan or world map flight settings over the current conditions. This assistance is set to “Active” by default. Active: ATC will set the active runway and approach for the departure and arrival airport based on the users flight plan or settings in the world map. Deactivated: ATC will set the active runway and approach based on current conditions only. ATC now clears a step to the next altitude some time before arriving at the previously cleared altitude, rather than once arrived at the previously cleared altitude. (Next step is issued when at 2000FT from cleared altitude rather than 250FT from cleared altitude). ATC Vectoring bug fixes: Now assigning the correct clearance when the first two waypoints were one over the other, Now assigning a new vector & clearance every time the user asks the ATC for a new vector. Added completely new Cirrus SR22T G6 model with custom engine simulation, book-accurate performance, and extensive Perspective Plus NXi features.
GENERAL BUG FIXES Several crashes have been fixed across the title Fixed localization bugs Performance optimizations for long flights. Fixed ATC that was mixing voices in localized languages Automated Weather Report temperature reading updated
MARKETPLACE Fixed an issue where the Wishlist would not sort properly in the Marketplace
MENU Fixed freeze when opening the logbook
NAVIGATION/TRAFFIC Enhanced ATC phraseology. Some of the improvements include: The removal of the word ‘for’ in altitude change requests. Eliminating the requirement to include altimeter settings in takeoff clearances.
WEATHER Snow and ice coverage accuracy has been improved in live weather Fixed an issue where the wind from a malformed METAR was incorrectly read Fixed an issue where the sim occasionally retrieves obsolete weather data Improved transition during cloud coverage updates AND fixed an issue where clouds don’t load when starting a flight.
GLASS COCKPITS GARMIN G3000 / G5000 Fixed an issue where removing an airway entry leg from the flight plan could sometimes corrupt the flight plan.
G1000 NXI Added support for hardware keyboard with new AS1000CONTROL_PAD H events. Fixed an issue where removing an airway entry leg from the flight plan could sometimes corrupt the flight plan. AP: Added support for LVL and TO/GA modes MFD: Added Page Menu popup for MFD’s Nearest Airports page. CAS: PFD Alerts softkey indicator now flashes color and changes to appropriate label with CAS messages CAS: Pressing PFD Alerts softkey now acknowledges CAS messages and cancels aural chimes CAS: Alerts now display in order of priority and time first seen SIM: Added support for knob-based XPDR code entry using H events. For aircraft developers: Made all methods in PFD and MFD plugins optional. Exported NavSystems’s class FrequencyItem and its props interface FrequencyItemProps. CAS messages may now be assigned associated Alerts messages via JS and/or plugin code Added support for control pad entry for Constraint Selector in the FPL dialog Added support for LVL and TO/GA autopilot modes Added support for control pad entry on several UI input components Added support for styling the Com selection based on the radio selected to transmit, and for both Nav and Com standby frequencies selected to edit WT21 For aircraft developers:
Added configurable side button support to the WT21
AIRCRAFT GENERAL Payload station weights that are set via SimConnect are now properly displayed in the Weight&Balance toolbar panel. Fixed – L-39 Pipsqueak – Unable to enter values by double-clicking on GNS screen Fixed – L-39 Sarance – Unable to enter values by double-clicking on GNS screen Contact Points compression under some kind of roof (bridge, cave, arch, etc.) was fixed Fixed – P-51D LadyB – Unable to enter values by double-clicking on GNS screen Aircraft Registration can no longer be lowercase Fixed – P-51D Miss America – Unable to enter values by double-clicking on GNS screen Fixed – P-51D Strega – Unable to enter values by double-clicking on GNS screen Fixed – T-6 Baby Boomer – Unable to enter values by double-clicking on GNS screen Improved aircraft simulation stability (few potential crashes were fixed) Fixed – T-6 Undecided – Unable to enter values by double-clicking on GNS screen Corrected an issue that could prevent cockpit interactions from working in some rare conditions Correct many false positive errors regarding InputEvents when loading AI planes Corrected an issue that would cause some P51 to lose power in reno races. Fixed an issue that could cause the state of Avionics circuit depend features to be toggle on and off when no MarkerBeacon circuit was present It is now possible to slow down the simulation speed to 1/8 and 1/16 of real time. EXTERNAL HUD Minimized HUD can now display more than 8 engines power values HELICOPTERS Anti-stall protection is now disabled for helicopters. AIRBUS 310-300 A310 Radio Stuck Broadcasting on KSNS ATIS After Departing KSFO. Vertical speed knob labeled as “altitude knob” in tooltip. AIRBUS A320NEO (V2) During testing of the A320neo, we encountered an application crash rate on console that is too high to pass certification. We need to address this issue before the A320 can ship. BELL 407 Rotor weight changes. Rotor brake force adjustments. Rotor blade dynamics adjustments. Throttle/governed RPM during startup and shutdown. Engine performance changes. Fuel management on the weight and balance settings. Performance data on the aircraft selection screen. Localization text changes. FADEC tooltip. Fuel Pressure gauge illumination. Cold and dark state changes. Checklist correction. Fixed checklist AutoStart. AutoStart sequence now works. BOEING 787-10 / BOEING 747-8I General performance optimizations for consoles and some hardware configurations W&B: An operational CG margin is considered now to avoid extreme CG values when loading the aircraft. SIM: ATC will now know about your planned cruise altitude and will assign you a flight level accordingly. CHECKLISTS: Fixed bug where checklists that only contain closed loop items would sometimes be skipped when entering the checklist page if all items are completed. [787] CHECKLISTS: Fixed flaps checklist items being completed before the flaps reached the selected position. [787] W&B: Corrected movement of the CG as fuel is burned by moving the tanks to the exact locations of those on the real plane. [787] EFB: Support clearing of the TOW field. [787] EFB: Cap the achievable MTOW at the certified limit of the plane. [787] EFB: Correct error message when current TOW exceeds the achievable MTOW. [787] EFB: Added Automatic brightness adjustment. [787] EFB: Fixed spelling errors. [747] SYSTEMS: Reserve fuel transfer will now not stop once started mid flight. CDU: Fix takeoff speeds being invalidated when opening TAKEOFF REF on the copilot side CESSNA CITATION CJ4 SIM: ATC will now know about your planned cruise altitude and will assign you a flight level accordingly CIRRUS SR22T G6 Completely brand-new art and model of the SR22T G6 GTS. Completely reworked flight model and performance featuring: CFD with book accurate performance and pilot tested handling. Modern propeller system. New turbo and fuel engine systems. Custom ECU, engine computer, and EGT/CHT simulation. Custom lean misfire, detonation, and engine failure simulations. Full Perspective Plus features implemented for G1000 NXi, including: Full-screen engine page with anti-ice status and fuel flow targets. Full-screen fuel management page. Weight and Balance page with graphical CG envelope. Trip planning page with automatic and manual modes. Massive suite of interactive checklists. MFD destination inf-box. PFD power gauge, GAGL indicator, GS and TAS. Frequency loading menus on airport and waypoint inf-pages. FIKI (Flight int-Known Icing) and TKS simulation. Stabilized approach system with PFD alerting and monitoring for: Bar-mismatch, crosswind, tailwind, flaps, lateral deviation, and vertical deviation (GS and GP). Updated EIS with custom reversionary mode version. Lean assist, fuel flow green band, and cyan fuel flow lean target indicators. Fully modeled GCU479 Garmin Control Unit keypad with all entry modes. Additional new autopilot mode support including LVL, TO, and GA. Large suite of accurate CAS messages including new G1000 NXi alerts acknowledgement and menu behavior. CURTISS JN-4 “JENNY” Fixed – [KO-KR] Some instruments in cockpit are not localized in Korean in Curtiss Jenny. Fixed – [Localization] Livery names are not localized in liveries page. Fixed – [pl-PL] Missing/untranslated words in checklist. Fixed – [TR-TR] Some instruments in cockpit are not localized in Turkish in Curtiss Jenny. DAHER TBM 930 Fixed broken autopilot panel backlighting. DOUGLAS DC-3 Fixed starting engine in Multiplayer causes other DC3 engines to animate starting Fixed overlapping words on the warning labels inside the cabin and on the rear cabin door. (Enhanced) Fixed Radio altimeter appearing off above 400ft. Classic 8-way Quick view controls fixed during flight. Fixed fuel pump does not indicate fuel flow from Cold/dark until after mesh switch is engaged. (Enhanced) Improved low resolution text in the Enhanced Edition cockpit. (Enhanced) Fixed missing panel texture for Beacon light. (Enhanced) Fixed HUD not correctly indicating state of flap. Fixed Decision height/Radar altitude setting knob setting does not match panel texture. Fixed fuel pump not indicating fuel flow from Cold/dark until after mesh switch is engaged. GRUMMAN G-21 GOOSE AI copilot completes checklist items for you in Evaluation mode. Attitude Indicator doesn’t provide pitch indications. Fuel drawn from wrong tank when starting Cold & Dark. Part of tooltip description for Magneto Cutoff not localized. Unable to toggle “taxi light” in cockpit–must use key binding. H-4 HERCULES “SPRUCE GOOSE” Camera Quick views fixed Engine 5-8 throttle fixed when using a gamepad ROBIN DR400 Fix Flaps looking misaligned with the wings in neutral position. RYAN NYP “SPIRIT OF ST. LOUIS” Camera Quick views fixed WRIGHT FLYER Camera Quick views fixed WORLD Used more realistic mapping of wave lengths onto RBG values for the ozone layer scattering and the sun color, resulting in more realistic colors of the sky and the lighting in the world.
TOP-GUN MAVERICK Fix for the aircraft carrier wake in Maverick landing challenge that was missing
PERIPHERALS Various peripheral fixes Pause mapping on the Occulus touch left controller switched from Y to Menu button Anti Ice and Aux Fuel Pump LEDs are now working properly with Bravo Throttle Quadrant
SDK Added new Coherent calls SET_CRUISE_ALTITUDE and GET_CRUISE_ALTITUDE to get/set the planned cruise altitude the in game ATC knows about. Fixed crash when “positive_g_limit_flaps_up” parameter is present in [AIRPLANE_GEOMETRY] section in flight_model.cfg, but one of the parameters: “positive_g_limit_flaps_down” or “negative_g_limit_flaps_up” or “negative_g_limit_flaps_down” is missing. See SDK for details. More parameters have been added to the “[VIEWS]” section of the “camera.cfg” file to control the behavior of the external camera (“external_camera_distance”, “external_camera_follows_heading”, “external_camera_follows_velocity”). See SDK for details. Several features have been added and bugs have been fixed for the skid-type landing gear, which can now be retractable. See SDK for details. Added “set_max_compression” and “spring_exponential_fix” parameters to the “[CONTACT_POINTS]” section of the “flight_model.cfg” file. See SDK for details. DEVMODE Debug old: option to disable 30Km mesh display limit “Exponential Constant” parameter is added to the Contact Point serialization (it was missed) Aircraft debug windows stability was improved Fixed context setting of Material Editor when opening Scenery Editor Added Interactive Points state initialization via .FLT files The “gear_locked_on_ground” parameter in the [CONTACT_POINTS] section of the “flight_model.cfg” file now works for SKI and SKID type retractable landing gear. Fixed random crash when exiting the game with DevMode open AssetReload: Reload gltf lod min size Fixed some scenery option not applied during multiple selection Add SpeakerFullName in DialogAction Improved linear memory size formatting in WASM Debug window SIMCONNECT SimConnect Input Events function can now be used while devmode is disabled SimConnect Input Events shouldn’t crash the sim after going back to main menu (or restarting a flight) Ident and region are now two separate fields while requesting Facilities New Data are available through NavData API (Pavement, Vasi, Approach Lights) SIMVARS Added simvars AIRCRAFT_AGL and AIRCRAFT_ALTITUDE_ABOVE_OBSTACLES Aircraft editor Added an option to delete a parameter from the cfg file, or to reset it to its default value Added rotation Gizmo Added new parameters Added expert Mode to the editor. Expert Mode eliminate all constraint on the editor regarding conditional fields, required parameters or array sizes. Only already existing parameters and modified parameters are saved. This mode allows for greater flexibility of the editor but require more knowledge on how to configure an aircraft. Made NdArrays more flexible, avoid writing too much data per line. Fixed ctrl+f focus that would not focus parameters properly Fixed unwanted or incorrect changes when saving a file in the editor VISUAL EFFECTS EDITOR Fixed visual effect instances not being properly stopped and restarted when the Visual Effects Editor is closed New fixed orientation feature New nodes: Abs, Sin, Cos WASM Fix clipping modes (intersect, complement and Xor) for GDI+ API Fix an error in the dependencies of the VFX Aircraft Sample (and rename the sample from “SampleWasmModule” to “VfxWasmModule”) Fix a bug in CommBus API that cause first registration of an event in Wasm to be ignored CommBus : When register an event in Wasm the triplet [eventName, callback, ctx] can be registered only one time per module CommBus : New function added in Wasm : fsCommBusUnregisterOneEvent CommBus : In JS a CommBusListener has been added
submitted by Practical_Look937 to wehatedougdoug [link] [comments]


2024.05.13 12:45 fozid PS2 Gaming on the Pi 4 with 64bit Retropie through Aethersx2

PS2 Gaming on the Pi 4 with 64bit Retropie through Aethersx2

*This is my experience – your results may differ
*This is how I did it, I am sure there are other / better ways
*The Pi 4 struggles with a lot of PS2 games, better hardware is advised for consistent results
*64bit Retropie is unsupported, and any issues you are on your own.
*This requires the maximum overclock possible along with sufficient cooling
(arm_freq=2300
over_voltage=10
core_freq=900
v3d_freq=900)

After getting those few caveats out of the way, I have not experienced any issues with the manual install of 64bit Retropie on my Pi 4 (4gb) and have been using it regularly to play all the older systems with only minor issues. Only thing I have noticed is that the volume control in the start menu of emulation station does not work, so I am using the Retropie config menus audio settings instead.
Recently, I decided to get both GameCube and PS2 working and both have a reasonable list of games that work on the Pi4, but those lists aren’t huge. Don’t expect perfection, but steady, playable and enjoyable.

To start off, you need to get 64 bit Retropie installed which you do by choosing the 64 bit OS when following the manual install guide (Overclock your pi as soon as you have installed the base OS and before actually installing Retropie, as a lot of the packages require compiling from source):
https://retropie.org.uk/docs/Manual-Installation/

Once you have done this, update and set up your Retropie and get it running simpler systems like the SNES, MegaDrive or PSX.

Then you make sure Vulkan is fully installed:
sudo apt install mesa-vulkan-drivers mesa-utils vulkan-tools

Once you are happy with your base system running and being configured, your next step is to install AetherSX2 which can easily be done using the unofficial Extra repository on GitHub:
https://github.com/Exarkuniv/RetroPie-Extra

Once installed, setup and run the same way you would any other standalone system in Retropie.

Key things to note:
Bind a hotkey to Switch renderer to Software as this is critical to some games running properly.
The only settings that really need to be adjusted are:
EE Cycle Rate (Underclocking) = 60%
EE Cycle Skip (Underclocking) = Moderate Underclock
But tweak these per game as you need. Going too far makes the games feel slow, but fps will be improved.

~Games I have tested:~

007 - Agent Under Fire (Europe) (En,Fr,De,Es,Nl,Sv).chd
Unplayable – Moments where framerates are stable and the game feels smooth, but then they drop to a crawl. 25-50fps in both software and vulkan.

Bully (USA).chd
Playable - Works well under Vulkan, stable 59-61 fps

Burnout 3 - Takedown (USA).chd
Unplayable – Intros aren’t terrible, but gameplay is around 5-10fps at best.

Deus Ex (Europe).chd
Playable – fps Fluctuates between 43 and 50 in software renderer only with maximum under clock. It’s stable enough, but not perfect. Worse with vulkan.

Grand Theft Auto - San Andreas (USA) (v3.00).chd
Playable - Works well under Vulkan, some mild stuttering during intro and cut scenes but stable 60fps during gameplay.

Grand Theft Auto - Vice City (Europe) (En,Fr,De,Es,It) (v3.00).chd
Playable – works well in vulkan, stable 50 FPS

Grand Theft Auto III (USA).chd
Playable – works well in vulkan, stable 60 FPS

Gran Turismo 3 - A-spec (Europe) (En,Fr,De,Es,It).chd
Unplayable – menus are ok, but as soon as a car is on screen, everything slows down. Get 5-10fps with vulkan and 15-22fps with software.

Jak 3 (USA) (En,Fr,De,Es,It,Pt,Ru).chd
Unplayable – 3fps in vulkan, 31-35 stable FPS in software. It plays smoothly but in slow motion.

Jak II (USA) (En,Ja,Fr,De,Es,It,Ko) (v2.01).chd
Unplayable – 1fps in vulkan, 28-32 stable FPS in software. It plays smoothly but in slow motion.

Jak and Daxter - The Precursor Legacy (USA) (En,Fr,De,Es,It).chd
Playable – only just though. It runs fairly well, but 45-60fps in software, vulkan is 10-15fps

Kingdom Hearts II (USA).chd
Playable – fairly solid 60fps in vulkan. Some random dips to 45fps and odd audio stutter

Max Payne (USA).chd
Playable – only just though. Getting fairly stable 60fps but with some drops to 35-45fps. Game mostly feels good. Need to keep switching between vulkan and software.

Max Payne 2 - The Fall of Max Payne (Europe).chd
Playable – only just though. Getting fairly stable 50fps but with some drops to 35-45fps. Game mostly feels good. Need to keep switching between vulkan and software.

Mercenaries - Playground of Destruction (Europe).chd
Unplayable – can only get to mild under clock and no skipping, which gets to around 40-45fps. Any further causes immediate crash.

Metal Gear Solid 2 - Sons of Liberty (USA).chd
Unplayable - vulkan is best but only gets 30-40fps

Metal Gear Solid 3 - Snake Eater (Europe, Australia) (En,Fr).chd
Unplayable – Software is best but only gets 20-30fps.

Okami (Europe) (En,Fr,De).chd
Unplayable - Intros are 20fps in software, 2fps in vulkan.

OutRun 2006 - Coast 2 Coast (Europe) (En,Fr,De,Es,It).chd
Unpayable – game is steady but only 20-30fps in both vulkan and software

Ratchet & Clank - Up Your Arsenal (USA) (En,Fr,Es).chd
Unplayable – it’s close but not quite good enough. intros are fairly smooth under vulkan, but then in game it gets 2fps, software is much better, but only gets 34-50 fps.

Simpsons, The - Hit & Run (Europe) (En,Fr,De,Es).chd
Unplayable – very close in software feels ok but only around 40fps. Some parts run better in vulkan, but generally around 20fps.

Sly 2 - Band of Thieves (Europe) (En,Fr,De,Es,It,Nl,Pt,Sv,No,Da,Fi).chd
Unplayable – vulkan gets 1-2 FPS, software gets around 20fps

Soulcalibur II (Europe) (En,Ja,Fr,De,Es,It).chd
Unplayable – very close though in software mode gets a stable 45fps. Vulkan only gets 30fps

Spider-Man 2 (Europe).chd
Playable – only just though, fairly stable 50fpd in vulkan, but with random dips. Software only gets 20fps.

SSX Tricky (Europe) (En,Fr,De).chd
Playable – Works flawlessly under Vulkan, stable 50 fps

Tekken 4 (Europe) (En,Fr,De,Es,It).chd
Unplayable – feels slow and gets 40fps in vulkan, software gets 30fps

Tekken 5 (USA).chd
Unplayable – vulkan gets 5-10fps, software is around 35fps

TimeSplitters 2 (USA).chd
Unpayable – very close, 45-60fps in vulkan, 30 in software.

Tony Hawks Pro Skater 3.chd
Playable – stable 60fps

Virtua Fighter 4 - Evolution (USA).chd
Unpayable – 10fps in vulkan, 40fps in software
submitted by fozid to RetroPie [link] [comments]


2024.05.13 03:39 tempmailgenerator How to Send Emails with Attachments Using Office365Outlook.SendEmailV2

Email Automation with Office 365 Outlook

In today's digital age, email remains a cornerstone for professional communication, serving as a vital tool for sharing information, documents, and important updates. However, as the volume of emails and the need for efficient communication grow, manual handling becomes increasingly impractical. This is where automation steps in, particularly for tasks such as sending emails with attachments. Automating this process not only saves time but also enhances productivity, allowing individuals and organizations to focus on more critical tasks. The Office365Outlook.SendEmailV2 action offers a seamless way to integrate email automation within your applications, especially when working with Microsoft's Office 365 suite.
The capability to send emails with attachments through Office 365 Outlook not only simplifies the process but also ensures reliability and security, key aspects of professional communication. This functionality is particularly useful for businesses that rely on Microsoft services for their daily operations. By leveraging the Office365Outlook.SendEmailV2 action, users can easily automate the process of sending emails with various types of attachments, such as documents, spreadsheets, presentations, or even images, directly from their applications. This guide aims to explore the steps involved in setting up and utilizing this feature to enhance your workflow and communication efficiency.
Command Description
Office365Outlook.SendEmailV2 Sends an email through Office 365 Outlook with the ability to include attachments.

Enhancing Efficiency with Email Automation

Email automation, particularly in professional settings, has transformed how businesses manage communication. The advent of tools like Office365Outlook.SendEmailV2 has further streamlined this process, allowing for the automated sending of emails with attachments, a task that traditionally required manual intervention. This automation capability is not just about sending emails; it's about integrating with the entire ecosystem of Office 365 services. For instance, it can dynamically pull files from OneDrive or SharePoint as attachments, ensuring that the most up-to-date documents are sent without manual uploading. This level of integration simplifies workflow processes, reduces the risk of human error, and enhances overall efficiency.
Beyond the technical benefits, automating email communications with attachments via Office 365 can significantly impact operational efficiency. It allows for scheduling emails in advance, ensuring that messages are delivered at the most opportune time, regardless of the sender's availability. This is particularly beneficial for global teams working across different time zones, enabling seamless communication without the constraints of traditional office hours. Moreover, the use of templates for common email types can save considerable time, ensuring consistency and professionalism across all communications. The ability to automate these processes not only frees up valuable time but also allows teams to focus on more strategic tasks that require human insight and creativity.

Email Automation Example

Power Automate
    recipient@example.com Test Email with Attachments Please find the attached document.   [base64-encoded content] document.pdf      

Streamlining Communication with Office 365 Email Automation

The integration of email automation through Office365Outlook.SendEmailV2 marks a significant leap towards optimizing business communication. This tool not only facilitates the seamless sending of emails with attachments but also integrates tightly with other Office 365 applications, providing a cohesive and efficient workflow. The automation of such routine tasks liberates employees from the time-consuming process of manual email management, allowing them to allocate more time to strategic tasks that demand human intervention and creativity. This shift not only boosts productivity but also enhances job satisfaction by reducing the monotony of repetitive tasks.
Furthermore, the implementation of email automation within the Office 365 ecosystem allows for advanced personalization and targeting in communication strategies. By utilizing dynamic content and attachments based on the recipient's preferences or previous interactions, businesses can significantly increase the relevance and effectiveness of their emails. This level of customization, powered by automation, leads to higher engagement rates, fostering stronger relationships with clients and stakeholders. Additionally, the ability to track and analyze the performance of automated emails provides valuable insights into communication strategies, enabling continuous improvement and optimization.

Frequently Asked Questions about Email Automation with Office 365

  1. Question: Can I send emails to multiple recipients using Office365Outlook.SendEmailV2?
  2. Answer: Yes, you can send emails to multiple recipients by specifying their email addresses in the 'To' field, separated by semicolons.
  3. Question: Is it possible to add attachments from SharePoint or OneDrive using Office365Outlook.SendEmailV2?
  4. Answer: Yes, Office365Outlook.SendEmailV2 allows you to add attachments directly from SharePoint or OneDrive, ensuring seamless integration with Office 365 services.
  5. Question: Can I schedule emails to be sent at a future date/time using this automation feature?
  6. Answer: While Office365Outlook.SendEmailV2 itself does not have a scheduling feature, you can use Power Automate to trigger the sending of emails at scheduled times.
  7. Question: Are there any limitations on the size or type of attachments I can send?
  8. Answer: Yes, there are limitations based on your Office 365 subscription plan and email server settings. It's important to check the current limits to ensure successful email delivery.
  9. Question: Can I use custom HTML templates for emails sent with Office365Outlook.SendEmailV2?
  10. Answer: Yes, you can use custom HTML templates to design your emails, allowing for greater flexibility and personalization in your communications.
  11. Question: How secure is sending emails with attachments using Office365Outlook.SendEmailV2?
  12. Answer: Office 365 employs robust security measures, including encryption, to ensure the secure sending of emails and attachments.
  13. Question: Can I track whether an email sent with Office365Outlook.SendEmailV2 was opened by the recipient?
  14. Answer: Office365Outlook.SendEmailV2 does not provide built-in tracking for email opens. However, external tools and integrations can be used to track this.
  15. Question: Is it possible to automate email responses using Office365Outlook.SendEmailV2?
  16. Answer: Yes, by combining Office365Outlook.SendEmailV2 with Power Automate, you can automate not only sending emails but also responding to incoming messages based on specific criteria.
  17. Question: How do I handle errors or failures in sending emails?
  18. Answer: Power Automate provides detailed logs and notifications that can help you identify and troubleshoot any issues encountered during the email sending process.

Empowering Businesses Through Email Automation

Email automation, especially through platforms like Office365Outlook.SendEmailV2, represents a significant advancement in digital communication strategies for businesses. By enabling the automated sending of emails with attachments, organizations can achieve a higher level of efficiency, accuracy, and consistency in their communications. The benefits extend beyond mere convenience, touching on enhanced productivity, better resource allocation, and improved stakeholder engagement. The integration with Office 365’s suite of applications further ensures a cohesive and streamlined workflow, minimizing manual intervention and allowing employees to focus on more strategic tasks. As businesses continue to navigate the complexities of digital communication, tools like Office365Outlook.SendEmailV2 will remain invaluable in crafting more effective, efficient, and secure communication strategies. The adoption of such technologies is not just an operational necessity but a strategic asset in the digital age, enabling businesses to stay ahead in a competitive landscape.
https://www.tempmail.us.com/en/attachments/how-to-send-emails-with-attachments-using-office365outlook-sendemailv2
submitted by tempmailgenerator to MailDevNetwork [link] [comments]


2024.05.12 21:58 mpilgrem [ANN] Stack 2.15.7

See https://haskellstack.org/ for installation and upgrade instructions.
Release notes:
Changes since v2.15.5:
Major changes:
Behavior changes:
Bug fixes:
Thanks to all our contributors for this release:
submitted by mpilgrem to haskell [link] [comments]


2024.05.12 16:39 HippyEliMoon Several PC issues including high CPU temps, bluescreens

So right off the bat, specs and setup:
Specify report BSOD Minidumps

The Starfield issue

The main issue is whenever I play Starfield, it loads in and when gameplay starts, it bluescreens at most 5 mins after. All unexpected shutdowns shown in Specify are while playing Starfield, and they all seem to fail in the same way, but with different error codes (Gameplay for a bit, then sound glitches out and video has a few longer stutters, then full system crash with bluescreen shown for a split second or not at all).
These crashes has existed from day 1 of Starfield launch, across two Windows installs on different drives. Sometimes I take apart the PC, clean it, rewire it, and it goes away for a while, but this could be a coincidence. All shown crashes are for a brand new character created for this issue so a corrupted save is not likely.

Other issues

Other main issues are:
Less important issues are:
These other issues have been going on for a while as well, and also persist across Windows installs.
Some of the monitor stuff is pretty annoying, but I'm using an unscaled ultrawide that I need to manually turn on after sleep with a 125% scaled 4K monitor above it that auto turns on after sleep, so differences in waking between the two could be a cause of that, and Windows isn't great with scaling.

The tests

My test run has the following programs running in the background:

Crash data

This HWINFO CSV is me turning on logging as soon as I can after boot, browsing Firefox and editing this post text as a text file and other basic tasks, then after 10 minutes I start playing Starfield. Note that I have the fans set to 100% and still getting very high CPU temps, even at startup on desktop.
Run 1 (Full speed fans)
Run 2 (Standard fan curve)
I'm pretty confident I've ruled out:
submitted by HippyEliMoon to techsupport [link] [comments]


2024.05.12 09:36 lav_art1 Daily Crash

I read a lot of posts and everyone talks that continiuty is wrong. I tryed to delete this but it doesnt help(
EDIT: I tried reading through myself but I couldn't really find anything sadly.
java.lang.IllegalArgumentException: Input byte array has wrong 4-byte ending unit at java.base/java.util.Base64$Decoder.decode0(Base64.java:838) at java.base/java.util.Base64$Decoder.decode(Base64.java:566) at java.base/java.util.Base64$Decoder.decode(Base64.java:589) at gg.essential.util.SkinKt.propertyToSkin(skin.kt:22) at gg.essential.util.SkinKt.gameProfileToSkin(skin.kt:33) at net.minecraft.class_1071.handler$epc000$essential$instantSkinLoad(class_1071.java:2047) at net.minecraft.class_1071.method_4652(class_1071.java) at net.minecraft.class_640.method_2969(class_640.java:129) at net.minecraft.class_640.method_2968(class_640.java:101) at net.minecraft.class_742.method_3117(class_742.java:87) at net.minecraft.class_1007.method_4216(class_1007.java:149) at net.minecraft.class_1007.method_3931(class_1007.java:43) at net.minecraft.class_922.redirect$zna000$entity_model_features$emf$getTextureRedirect(class_922.java:1577) at net.minecraft.class_922.method_24302(class_922.java:155) at net.minecraft.class_922.method_4054(class_922.java:136) at net.minecraft.class_1007.method_4215(class_1007.java:66) at net.minecraft.class_1007.method_3936(class_1007.java:43) at net.minecraft.class_898.method_3954(class_898.java:145) at net.minecraft.class_761.method_22977(class_761.java:1574) at net.minecraft.class_761.method_22710(class_761.java:1324) at net.minecraft.class_757.method_3188(class_757.java:1110) at net.minecraft.class_757.method_3192(class_757.java:880) at net.minecraft.class_310.method_1523(class_310.java:1219) at net.minecraft.class_310.method_1514(class_310.java:802) at net.minecraft.client.main.Main.main(Main.java:250) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:470) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:243) at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:278) at org.multimc.EntryPoint.listen(EntryPoint.java:143) at org.multimc.EntryPoint.main(EntryPoint.java:34) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace: at java.base/java.util.Base64$Decoder.decode0(Base64.java:838) at java.base/java.util.Base64$Decoder.decode(Base64.java:566) at java.base/java.util.Base64$Decoder.decode(Base64.java:589) at gg.essential.util.SkinKt.propertyToSkin(skin.kt:22) at gg.essential.util.SkinKt.gameProfileToSkin(skin.kt:33) at net.minecraft.class_1071.handler$epc000$essential$instantSkinLoad(class_1071.java:2047) at net.minecraft.class_1071.method_4652(class_1071.java) at net.minecraft.class_640.method_2969(class_640.java:129) at net.minecraft.class_640.method_2968(class_640.java:101) at net.minecraft.class_742.method_3117(class_742.java:87) at net.minecraft.class_1007.method_4216(class_1007.java:149) at net.minecraft.class_1007.method_3931(class_1007.java:43) at net.minecraft.class_922.redirect$zna000$entity_model_features$emf$getTextureRedirect(class_922.java:1577) at net.minecraft.class_922.method_24302(class_922.java:155) at net.minecraft.class_922.method_4054(class_922.java:136) at net.minecraft.class_1007.method_4215(class_1007.java:66) at net.minecraft.class_1007.method_3936(class_1007.java:43) at net.minecraft.class_898.method_3954(class_898.java:145) at net.minecraft.class_761.method_22977(class_761.java:1574) at net.minecraft.class_761.method_22710(class_761.java:1324) at net.minecraft.class_757.method_3188(class_757.java:1110) -- Entity being rendered -- Details: Entity Type: minecraft:player (net.minecraft.class_745) Entity ID: 241 Entity Name: §9§l§2§n§5§9§4§a Entity's Exact location: 291.50, 118.00, 2238.50 Entity's Block location: World: (291,118,2238), Section: (at 3,6,14 in 18,7,139; chunk contains blocks 288,-64,2224 to 303,319,2239), Region: (0,4; contains chunks 0,128 to 31,159, blocks 0,-64,2048 to 511,319,2559) Entity's Momentum: 0.00, 0.00, 0.00 Entity's Passengers: [] Entity's Vehicle: null Stacktrace: at net.minecraft.class_898.method_3954(class_898.java:145) at net.minecraft.class_761.method_22977(class_761.java:1574) at net.minecraft.class_761.method_22710(class_761.java:1324) at net.minecraft.class_757.method_3188(class_757.java:1110) at net.minecraft.class_757.method_3192(class_757.java:880) at net.minecraft.class_310.method_1523(class_310.java:1219) at net.minecraft.class_310.method_1514(class_310.java:802) at net.minecraft.client.main.Main.main(Main.java:250) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:470) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:243) at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:278) at org.multimc.EntryPoint.listen(EntryPoint.java:143) at org.multimc.EntryPoint.main(EntryPoint.java:34) -- Renderer details -- Details: Assigned renderer: net.minecraft.class_1007@dfb4188 Location: 19.12,2.38,-24.20 - World: (19,2,-25), Section: (at 3,2,7 in 1,0,-2; chunk contains blocks 16,-64,-32 to 31,319,-17), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,-64,-512 to 511,319,-1) Rotation: 135.0 Delta: 0.020000935 Stacktrace: at net.minecraft.class_898.method_3954(class_898.java:145) at net.minecraft.class_761.method_22977(class_761.java:1574) at net.minecraft.class_761.method_22710(class_761.java:1324) at net.minecraft.class_757.method_3188(class_757.java:1110) at net.minecraft.class_757.method_3192(class_757.java:880) at net.minecraft.class_310.method_1523(class_310.java:1219) at net.minecraft.class_310.method_1514(class_310.java:802) at net.minecraft.client.main.Main.main(Main.java:250) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:470) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:243) at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:278) at org.multimc.EntryPoint.listen(EntryPoint.java:143) at org.multimc.EntryPoint.main(EntryPoint.java:34) -- Affected level -- Details: All players: 3 total; [class_746['lav_art'/150376, l='ClientLevel', x=272.38, y=114.00, z=2262.42], class_745['Spacewolve_playz'/149192, l='ClientLevel', x=274.71, y=117.46, z=2244.53], class_745['§9§l§2§n§5§9§4§a'/241, l='ClientLevel', x=291.50, y=118.00, z=2238.50]] Chunk stats: 1024, 201 F: 3 L: 0 U: 27 Level dimension: minecraft:temp_world_141a5afb-17a7-47d9-96c6-6ddae95b0f9f Level spawn location: World: (8,-63,8), Section: (at 8,1,8 in 0,-4,0; chunk contains blocks 0,-64,0 to 15,319,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,-64,0 to 511,319,511) Level time: 3073869 game time, 1 day time Server brand: Yacht (Marina) Server type: Non-integrated multiplayer server Stacktrace: at net.minecraft.class_638.method_8538(class_638.java:458) at net.minecraft.class_310.method_1587(class_310.java:2406) at net.minecraft.class_310.method_1514(class_310.java:821) at net.minecraft.client.main.Main.main(Main.java:250) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:470) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.base/java.lang.reflect.Method.invoke(Method.java:568) at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:243) at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:278) at org.multimc.EntryPoint.listen(EntryPoint.java:143) at org.multimc.EntryPoint.main(EntryPoint.java:34) -- Last reload -- Details: Reload number: 2 Reload reason: manual Finished: Yes Packs: vanilla, fabric, file/UniqueDark_1.20.1.zip, file/soft-weather-1.0-1.18.zip, file/Bibliophilia1.0.zip, file/nan2uu-visual-spawn-egg-v1-0.zip, file/trims-item-fix.zip, file/§4§lLow fire.zip, file/BlueCrystall, file/vnla96.zip, file/new-in-town-official-rp-by-kanokarob-v1.2.zip, server, replaymod_lang, essential -- System Details -- Details: Minecraft Version: 1.20.1 Minecraft Version ID: 1.20.1 Operating System: Windows 11 (amd64) version 10.0 Java Version: 17.0.10, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode, sharing), Oracle Corporation Memory: 2791306136 bytes (2661 MiB) / 4294967296 bytes (4096 MiB) up to 13690208256 bytes (13056 MiB) CPUs: 6 Processor Vendor: GenuineIntel Processor Name: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz Identifier: Intel64 Family 6 Model 158 Stepping 10 Microarchitecture: Coffee Lake Frequency (GHz): 2.90 Number of physical packages: 1 Number of physical CPUs: 6 Number of logical CPUs: 6 Virtual memory max (MB): 48079.90 Virtual memory used (MB): 22771.94 Swap memory total (MB): 23552.00 Swap memory used (MB): 0.00 JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms4096m -Xmx13056m Fabric Mods: bettermounthud: Better Mount HUD 1.2.2 betterpingdisplay: Better Ping Display 1.1.1 blur: Blur (Fabric) 3.1.0 satin: Satin 1.13.0 bobby: Bobby 5.0.0 com_typesafe_config: config 1.4.2 fabric-api-base: Fabric API Base 0.4.29+b04edc7a82 fabric-command-api-v2: Fabric Command API (v2) 2.2.11+b3afc78b82 io_leangen_geantyref_geantyref: geantyref 1.3.13 org_spongepowered_configurate-core: configurate-core 4.1.2 org_spongepowered_configurate-hocon: configurate-hocon 4.1.2 c2me: Concurrent Chunk Management Engine 0.2.0+alpha.10.91 c2me-base: Concurrent Chunk Management Engine (Base) 0.2.0+alpha.10.91 c2me-client-uncapvd: Concurrent Chunk Management Engine (Client/Uncap View Distance) 0.2.0+alpha.10.91 c2me-fixes-chunkio-threading-issues: Concurrent Chunk Management Engine (Fixes/Chunk IO/Threading Issues) 0.2.0+alpha.10.91 c2me-fixes-general-threading-issues: Concurrent Chunk Management Engine (Fixes/General/Threading Issues) 0.2.0+alpha.10.91 c2me-fixes-worldgen-threading-issues: Concurrent Chunk Management Engine (Fixes/WorldGen/Threading Issues) 0.2.0+alpha.10.91 c2me-fixes-worldgen-vanilla-bugs: Concurrent Chunk Management Engine (Fixes/WorldGen/Vanilla Bugs) 0.2.0+alpha.10.91 c2me-notickvd: Concurrent Chunk Management Engine (No Tick View Distance) 0.2.0+alpha.10.91 c2me-opts-allocs: Concurrent Chunk Management Engine (Optimizations/Memory Allocations) 0.2.0+alpha.10.91 c2me-opts-chunk-access: Concurrent Chunk Management Engine (Optimizations/Chunk Access) 0.2.0+alpha.10.91 c2me-opts-chunkio: Concurrent Chunk Management Engine (Optimizations/Chunk IO) 0.2.0+alpha.10.91 c2me-opts-math: Concurrent Chunk Management Engine (Optimizations/Math) 0.2.0+alpha.10.91 c2me-opts-scheduling: Concurrent Chunk Management Engine (Optimizations/Scheduling) 0.2.0+alpha.10.91 c2me-opts-worldgen-general: Concurrent Chunk Management Engine (Optimizations/General WorldGen) 0.2.0+alpha.10.91 c2me-opts-worldgen-vanilla: Concurrent Chunk Management Engine (Optimizations/Vanilla WorldGen) 0.2.0+alpha.10.91 c2me-rewrites-chunk-serializer: Concurrent Chunk Management Engine (Rewrites/Chunk Serializer) 0.2.0+alpha.10.91 c2me-rewrites-chunkio: Concurrent Chunk Management Engine (Rewrites/Chunk IO) 0.2.0+alpha.10.91 c2me-server-utils: Concurrent Chunk Management Engine (Server Utils) 0.2.0+alpha.10.91 c2me-threading-chunkio: Concurrent Chunk Management Engine (Threading/WorldGen) 0.2.0+alpha.10.91 c2me-threading-lighting: Concurrent Chunk Management Engine (Threading/Lighting) 0.2.0+alpha.10.91 c2me-threading-worldgen: Concurrent Chunk Management Engine (Threading/WorldGen) 0.2.0+alpha.10.91 com_electronwill_night-config_core: core 3.6.5 com_electronwill_night-config_toml: toml 3.6.5 com_ibm_async_asyncutil: asyncutil 0.1.0 net_objecthunter_exp4j: exp4j 0.4.8 org_threadly_threadly: threadly 7.0 capes: Capes 1.5.2+1.20 chat_heads: Chat Heads 0.10.16 citresewn: CIT Resewn 1.1.3+1.20 citresewn-defaults: CIT Resewn: Defaults 1.1.3+1.20 cloth-config: Cloth Config v11 11.0.99 cloth-basic-math: cloth-basic-math 0.6.1 cmdkeybind: Command Macros 1.6.2-1.20 kyrptconfig: Kyrpt Config 1.5.4-1.20 continuity: Continuity 3.0.0-beta.2+1.20 debugify: Debugify 1.20.1+1.1 dynamicfps: Dynamic FPS 2.3.0 com_moandjiezana_toml_toml4j: toml4j 0.7.2 elementa: Elementa 647 emotecraft: Emotecraft 2.2.7-a.build.49 bendy-lib: Bendy api 4.0.0 emotes-compat-rp: Emotecraft compatibility layer 1.0.2 entity_model_features: Entity Model Features 0.2.10 entity_texture_features: Entity Texture Features 4.4.4 org_apache_httpcomponents_httpmime: httpmime 4.5.10 entityculling: EntityCulling-Fabric 1.6.2-mc1.20 essential: Essential 1.3.2.3+g6a2d13e09b essential-container: essential-container 1.0.0 essential-loader: essential-loader 1.2.0 essential-dependencies: Essential Dependencies 0 fabric-language-kotlin: Fabric Language Kotlin 1.10.19+kotlin.1.9.23 org_jetbrains_kotlin_kotlin-reflect: kotlin-reflect 1.9.23 org_jetbrains_kotlin_kotlin-stdlib: kotlin-stdlib 1.9.23 org_jetbrains_kotlin_kotlin-stdlib-jdk7: kotlin-stdlib-jdk7 1.9.23 org_jetbrains_kotlin_kotlin-stdlib-jdk8: kotlin-stdlib-jdk8 1.9.23 org_jetbrains_kotlinx_atomicfu-jvm: atomicfu-jvm 0.23.2 org_jetbrains_kotlinx_kotlinx-coroutines-core-jvm: kotlinx-coroutines-core-jvm 1.8.0 org_jetbrains_kotlinx_kotlinx-coroutines-jdk8: kotlinx-coroutines-jdk8 1.8.0 org_jetbrains_kotlinx_kotlinx-datetime-jvm: kotlinx-datetime-jvm 0.5.0 org_jetbrains_kotlinx_kotlinx-serialization-cbor-jvm: kotlinx-serialization-cbor-jvm 1.6.3 org_jetbrains_kotlinx_kotlinx-serialization-core-jvm: kotlinx-serialization-core-jvm 1.6.3 org_jetbrains_kotlinx_kotlinx-serialization-json-jvm: kotlinx-serialization-json-jvm 1.6.3 fabric-api: Fabric API 0.83.1+1.20.1 fabric-api-lookup-api-v1: Fabric API Lookup API (v1) 1.6.34+4d8536c977 fabric-biome-api-v1: Fabric Biome API (v1) 13.0.10+b3afc78b77 fabric-block-api-v1: Fabric Block API (v1) 1.0.9+e022e5d177 fabric-blockrenderlayer-v1: Fabric BlockRenderLayer Registration (v1) 1.1.39+b3afc78b77 fabric-client-tags-api-v1: Fabric Client Tags 1.0.20+b3afc78b77 fabric-command-api-v1: Fabric Command API (v1) 1.2.32+f71b366f77 fabric-commands-v0: Fabric Commands (v0) 0.2.49+df3654b377 fabric-containers-v0: Fabric Containers (v0) 0.1.61+df3654b377 fabric-content-registries-v0: Fabric Content Registries (v0) 4.0.7+b3afc78b77 fabric-convention-tags-v1: Fabric Convention Tags 1.5.3+b3afc78b77 fabric-crash-report-info-v1: Fabric Crash Report Info (v1) 0.2.18+aeb40ebe77 fabric-data-generation-api-v1: Fabric Data Generation API (v1) 12.1.11+b3afc78b77 fabric-dimensions-v1: Fabric Dimensions API (v1) 2.1.51+b3afc78b77 fabric-entity-events-v1: Fabric Entity Events (v1) 1.5.21+b3afc78b77 fabric-events-interaction-v0: Fabric Events Interaction (v0) 0.6.0+b3afc78b77 fabric-events-lifecycle-v0: Fabric Events Lifecycle (v0) 0.2.61+df3654b377 fabric-game-rule-api-v1: Fabric Game Rule API (v1) 1.0.38+b04edc7a77 fabric-item-api-v1: Fabric Item API (v1) 2.1.26+b3afc78b77 fabric-item-group-api-v1: Fabric Item Group API (v1) 4.0.7+b3afc78b77 fabric-key-binding-api-v1: Fabric Key Binding API (v1) 1.0.36+fb8d95da77 fabric-keybindings-v0: Fabric Key Bindings (v0) 0.2.34+df3654b377 fabric-lifecycle-events-v1: Fabric Lifecycle Events (v1) 2.2.20+b3afc78b77 fabric-loot-api-v2: Fabric Loot API (v2) 1.1.37+b3afc78b77 fabric-loot-tables-v1: Fabric Loot Tables (v1) 1.1.41+9e7660c677 fabric-message-api-v1: Fabric Message API (v1) 5.1.6+b3afc78b77 fabric-mining-level-api-v1: Fabric Mining Level API (v1) 2.1.47+b3afc78b77 fabric-models-v0: Fabric Models (v0) 0.3.35+b3afc78b77 fabric-networking-api-v1: Fabric Networking API (v1) 1.3.8+b3afc78b77 fabric-networking-v0: Fabric Networking (v0) 0.3.48+df3654b377 fabric-object-builder-api-v1: Fabric Object Builder API (v1) 11.0.6+b3afc78b77 fabric-particles-v1: Fabric Particles (v1) 1.0.28+b3afc78b77 fabric-recipe-api-v1: Fabric Recipe API (v1) 1.0.18+b3afc78b77 fabric-registry-sync-v0: Fabric Registry Sync (v0) 2.2.6+b3afc78b77 fabric-renderer-api-v1: Fabric Renderer API (v1) 3.0.1+b3afc78b77 fabric-renderer-indigo: Fabric Renderer - Indigo 1.3.1+b3afc78b77 fabric-renderer-registries-v1: Fabric Renderer Registries (v1) 3.2.44+df3654b377 fabric-rendering-data-attachment-v1: Fabric Rendering Data Attachment (v1) 0.3.33+b3afc78b77 fabric-rendering-fluids-v1: Fabric Rendering Fluids (v1) 3.0.26+b3afc78b77 fabric-rendering-v0: Fabric Rendering (v0) 1.1.47+df3654b377 fabric-rendering-v1: Fabric Rendering (v1) 3.0.6+b3afc78b77 fabric-resource-conditions-api-v1: Fabric Resource Conditions API (v1) 2.3.5+ea08f9d877 fabric-resource-loader-v0: Fabric Resource Loader (v0) 0.11.7+f7923f6d77 fabric-screen-api-v1: Fabric Screen API (v1) 2.0.6+b3afc78b77 fabric-screen-handler-api-v1: Fabric Screen Handler API (v1) 1.3.27+b3afc78b77 fabric-sound-api-v1: Fabric Sound API (v1) 1.0.12+b3afc78b77 fabric-transfer-api-v1: Fabric Transfer API (v1) 3.2.2+b3afc78b77 fabric-transitive-access-wideners-v1: Fabric Transitive Access Wideners (v1) 4.2.0+b3afc78b77 fabricloader: Fabric Loader 0.15.8 mixinextras: MixinExtras 0.3.5 fabricskyboxes: FabricSkyBoxes 0.7.1+mc1.20 fallingleaves: Falling Leaves 1.15.1+1.20.1 fastload: Fast Load 3.4.0 conditional-mixin: conditional mixin 0.3.2 fastload-119-0-1-2-compat: Fastload 1.19-0-1-2 Compatibility 3.4.0 fastload-1193-compat: Fastload 1.19.3 Compatibility 3.4.0 fastload-1194-compat: Fastload 1.19.4 Compat 3.4.0 fastload_fapi_forward: Fastload Fabric-api Forwarding 1.0.2 ferritecore: FerriteCore 6.0.0 firstperson: FirstpersonModel 2.2.3 fsb-interop: FabricSkyBoxes Interop 1.3.2+mc1.20-build.36 immediatelyfast: ImmediatelyFast 1.1.15+1.20.1 net_lenni0451_reflect: Reflect 1.1.0 indium: Indium 1.0.18+mc1.20 iris: Iris 1.6.4 io_github_douira_glsl-transformer: glsl-transformer 2.0.0-pre13 org_anarres_jcpp: jcpp 1.4.14 org_antlr_antlr4-runtime: antlr4-runtime 4.11.1 isxander-main-menu-credits: Main Menu Credits 1.1.2 java: Java HotSpot(TM) 64-Bit Server VM 17 languagereload: Language Reload 1.5.7+1.20 litematica: Litematica 0.15.0 litematica_printer: Litematica Printer 7.0.4 lithium: Lithium 0.11.2 malilib: MaLiLib 0.16.0 midnightlib: MidnightLib 1.4.1 minecraft: Minecraft 1.20.1 modmenu: Mod Menu 7.0.1 mousetweaks: Mouse Tweaks 2.25 nochatreports: No Chat Reports 1.20.1-v2.2.1 notenoughanimations: NotEnoughAnimations 1.6.4 optigui: OptiGUI 2.1.2 optiglue: OptiGlue 2.1.2-mc.1.19.3 org_apache_commons_commons-text: commons-text 1.10.0 org_ini4j_ini4j: ini4j 0.5.4 org_jetbrains_annotations: annotations 23.0.0 plasmovoice: Plasmo Voice 2.0.5 aopalliance_aopalliance: aopalliance 1.0 com_google_inject_guice: guice 5.0.1 fabric-permissions-api-v0: fabric-permissions-api 0.2-SNAPSHOT javax_inject_javax_inject: javax.inject 1 player-animator: Player Animator 1.0.2-rc1+1.20 puzzle: Puzzle 1.5.1+1.20 puzzle-base: Puzzle Base 1.5.1+1.20 puzzle-gui: Puzzle GUI 1.5.1+1.20 puzzle-models: Puzzle Models 1.5.1+1.20 puzzle-splashscreen: Puzzle Splash Screen 1.5.1+1.20 reeses-sodium-options: Reese's Sodium Options 1.5.1+mc1.20-build.74 replaymod: Replay Mod 1.20.1-2.6.13 shulkerboxtooltip: Shulker Box Tooltip 4.0.3+1.20 sodium: Sodium 0.4.10+build.27 sodium-extra: Sodium Extra 0.4.20+mc1.20-build.103 caffeineconfig: CaffeineConfig 1.1.0+1.17 crowdin-translate: CrowdinTranslate 1.4+1.19.3 starlight: Starlight 1.1.2+fabric.dbc156f universalcraft: UniversalCraft 337 viafabricplus: ViaFabricPlus 2.7.7 vigilance: Vigilance 297 visuality: Visuality 0.7.0+1.20 vmp: Very Many Players 0.2.0+beta.7.96 world-host: World Host 0.4.2 org_quiltmc_qup_json: json 0.2.0 xaerominimap: Xaero's Minimap 23.5.0 xaeroworldmap: Xaero's World Map 1.30.6 yet_another_config_lib_v3: YetAnotherConfigLib 3.0.1+1.20 com_twelvemonkeys_common_common-image: common-image 3.9.4 com_twelvemonkeys_common_common-io: common-io 3.9.4 com_twelvemonkeys_common_common-lang: common-lang 3.9.4 com_twelvemonkeys_imageio_imageio-core: imageio-core 3.9.4 com_twelvemonkeys_imageio_imageio-metadata: imageio-metadata 3.9.4 com_twelvemonkeys_imageio_imageio-webp: imageio-webp 3.9.4 yosbr: YOSBR 0.1.2 zoomify: Zoomify 2.10.0 com_akuleshov7_ktoml-core-jvm: ktoml-core-jvm 0.4.1 dev_isxander_settxi_settxi-core: settxi-core 2.10.6 dev_isxander_settxi_settxi-kotlinx-serialization: settxi-kotlinx-serialization 2.10.6 Loaded Shaderpack: (off) NEC status: No NEC detected Launched Version: 1.20.1 Backend library: LWJGL version 3.3.1 SNAPSHOT Backend API: NVIDIA GeForce RTX 2060/PCIe/SSE2 GL version 3.2.0 NVIDIA 552.22, NVIDIA Corporation Window size: 1920x1009 GL Caps: Using framebuffer using OpenGL 3.2 GL debug messages: Using VBOs: Yes Is Modded: Definitely; Client brand changed to 'fabric' Type: Client (map_client.txt) Graphics mode: fancy Resource Packs: vanilla, fabric, file/UniqueDark_1.20.1.zip, file/soft-weather-1.0-1.18.zip (incompatible), file/Bibliophilia1.0.zip (incompatible), file/nan2uu-visual-spawn-egg-v1-0.zip (incompatible), file/trims-item-fix.zip, file/§4§lLow fire.zip, file/BlueCrystall, file/vnla96.zip (incompatible), file/new-in-town-official-rp-by-kanokarob-v1.2.zip Current Language: ru_ru CPU: 6x Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz 
submitted by lav_art1 to fabricmc [link] [comments]


2024.05.12 02:42 binu_2903 [EU-DE] [H] GMK Burgundy R2 base + icon mod and R3 add-on, GMK Dolch R5 base + hangul, Geonworks F1-88 Gray/Silver with bunch of extras, Owlab Voice Mini Crimson Red with matching keycaps, Artkey Sirius Off-white [W] Paypal, Wise, GMK 2019-2021, GMK Beige tones, DCS 9009 MX

Timestamp
Hi MM, cleaning my shelf a bit since I'm moving toward brighter themes. Prices are shipped within EU. For the rest of the world, add 10€ for keycaps and 35€ for F1-88 (~4.5kg).
GMK Burgundy R2 base + icon mod and R3 add-on 715€
GMK Dolch R5 base + hangul alpha 310€
Geonworks F1-88 Gray/Silver 900€
Owlab Voice Mini Crimson Red 75€ SOLD
Artkey Sirius Off-white 95€
I'm mainly after selling, but can do trade for:
Please post a comment before PM. Chats are not read. Thank you and have a nice day!
submitted by binu_2903 to mechmarket [link] [comments]


2024.05.12 00:30 spider_enigma- please manually set spotify_path

please manually set spotify_path submitted by spider_enigma- to spicetify [link] [comments]


2024.05.11 19:27 The0nlyRyan Automation wish list / bit of a rant

Hey everyone, playing through my first vintage story with my friends.
It's been really fun and relaxing to play through this game, but not without some challenges and wtf moments.
For me the biggest issue is the respawn system, I find myself just spawning in temporal gears and handing them to my friends to set their respawn, dropping your gear has also been disabled. I don't think the combat is responsive enough / smooth enough to warrant dropping everything you have, and then spawning literally 5000 blocks away, as we had to travel quite far to find fire clay and a few other things.
Even a faster way of getting from A-B, I know they want ridable animals fairly soon so that's good.
It took a lot getting a hang of prospecting, my friends also lack the patience required to prospect and then actually find the vein if it's a rarer material. So a lot of that burden has fallen on me.
I think I wish the game had more automation to look forward to. We've now set up a quern but sadly never got enough flax growing to build a big windmill. Having said that, it was a little disappointing to find out the only real automated processes is the windmill/quern and the helvehammer for plates.
Don't get me wrong, I hate making plates manually so this would be an awesome thing for me to get set up, I just wish there was more automation to work on.
(Please note, I'm not looking for Minecraft Redstone v2) I know there's massive factory Minecraft mods out there, but the option in vintage story would be nice.
Automated fruit press! Is a big one I'd love. ...Automated farm....ing?.... Or at least collection with hoppers?
Some kind of automated smeltery?
Larger ovens or some way to automate production of food?
Feeding animals, refilling troffs? Or maybe a hopper can already do this.
This one is a big stretch, I know it's a big stretch. It also may not work with how ores spawn in the game, but some kind of automated mine, or quarry? Yes maybe I am thinking too much like Minecraft here
I know mods can someone provide some of this before, there is a quarry mod but that's mostly for getting blocks. There's also tree taps for resin (which I think should be base game)
I also know probably a huge portion of people love vintage story for the explicit reason that you can't automate, it's a relaxing game where you have to physically make the tools you use, and yes I love that about this game! But I gotta say, after you've hammered out your 10th set of arrow heads, or 10th plate, or been digging around with your prospecting pic for an hour or two looking for your first iron. It kinda takes its toll.
Maybe if I were a kid again, with less responsibilities I wouldn't be as frustrated when it comes to certain aspects in the game, but giving players a choice to focus on either automation or an immersive handmade/manual play type would be good in my book.
Going a little off topic here too.... Combat..
I wish this game played more into it's combat, had enemies try and get into your house, almost like a siege. The game feels very very safe in terms of drifters, then it goes polar opposite when there's an event and you literally have drifters spawning inside your bed for a day while you either hide in a 1x2 or just die. I'd love for my defences to mean something!
Hope you guys survived this long, with my ranting. Not many people will probably see this, was expecting the reddit to have more users honestly!
submitted by The0nlyRyan to VintageStory [link] [comments]


2024.05.11 17:16 fluxchronica How to enable High Speed Sun (HSS) on X-t2 and Nissin i40?

How to enable High Speed Sun (HSS) on X-t2 and Nissin i40?
I have followed the instructions to enable HSS on the Nissin flash (by holding down the led button until it flashes) but I can’t seem to capture flash past 1/250th second. I’ve looked at the flash menu and under sync mode there is only option for 1st and 2nd curtain.
Any help would be greatly appreciated!
submitted by fluxchronica to fujifilm [link] [comments]


2024.05.11 16:23 ZacInStl Psalm 137, Saturday, May 11, 2024

Psalm 137 (KJV)
Psalms 137:1 By the rivers of Babylon, there we sat down, yea, we wept, when we remembered Zion. 2 We hanged our harps upon the willows in the midst thereof. 3 For there they that carried us away captive required of us a song; and they that wasted us required of us mirth, saying, Sing us one of the songs of Zion. 4 How shall we sing the LORD’S song in a strange land? 5 If I forget thee, O Jerusalem, let my right hand forget her cunning. 6 If I do not remember thee, let my tongue cleave to the roof of my mouth; if I prefer not Jerusalem above my chief joy.
Psalms 137:7 Remember, O LORD, the children of Edom in the day of Jerusalem; who said, Rase it, rase it, even to the foundation thereof. 8 O daughter of Babylon, who art to be destroyed; happy shall he be, that rewardeth thee as thou hast served us. 9 Happy shall he be, that taketh and dasheth thy little ones against the stones.
Today we look at what is arguably the most difficult imprecatory psalm in the Bible. At first glance, it looks like a celebration of genocide, but that’s not the case, as we will see. Let’s dig in…
Verses 1-4: The Distress Of Captivity
V1: The remnant of Judah is in a refugee camp by the river Chebar, in Babylon (see Ezekiel chapter 1). Some scholars believe this was a canal that was built under Nebuchadnezzar to connect the Tigris and the Euphrates rivers. This would make sense then to keep the captivity there to perform the manual labor. It would also fit the context of the plural word “rivers”.
V2-4: The Linnaeus Salix Babylonica is a species of weeping willow found all around the ponds and in oases in the Plain of Acre in that area of Babylon. - The Jews there refused to be performers when their captors demanded that they sing the “songs of Zion”. - Notice how the Babylonians demanded songs of joy from a broken heart. The world looks at this as a cruelty, and it is. Yet our faith is supposed to be strong enough to find the Joy of the Lord in any situation. To me, the cruelty is in making an external demand for mere entertainment. - But the reality of their spiritual condition is that they had no joy. They were experiencing judgment for their sin and turning away from God. He sent them warning after warning, and they refused to repent. - And now they simply cannot sing. Contrast this with the character of Job, who WORSHIPPED as he mourned when he lost his children and his wealth (Job 1:20).
Verses 5-6: The Determination Of The Captives - They vow to remember their home, and their capital, the chief center of their worship. -They vow to return and worship once again. This implies remembering the promises of grace the prophets made by those who entered in to captivity while those who refused and determined to fight on against Babylon would all be destroyed. - This is the beginning of their repentance, as I see it.
Verses 7-9 The Destruction Of The Cheerers - God here prophesies the destruction of Edom as judgment for rooting for the Babylonians as they sacked Jerusalem and burned it to the ground. - God says that the Babylonians would rejoice as they murdered even the women and children of the cities that resisted their expansion. - Again, this is not Israel’s happiness, but Babylon’s. This is not the psalmist’s rejoicing in infanticide, but a warning that it is coming because the Edomites sided against their Israel when Babylon invaded the land. - Likewise, we must be careful not to rejoice when our enemies fail, but rather, rejoice in God’s goodness and grace when he chooses to give it. Everyone will face calamities in their days, but how we react to the troubles of others is a reflection of our own character. And God is just, and he will hold us accountable as well. - As a historical lesson, this prophecy of the Babylonian destruction of Edom actually came to pass. The Edomites never re-entered their original homeland. They would move into southern Judea, between Jerusalem and Beersheba after the Persians freed their captivity. The Greeks called this area “Idumea” and it is geographically distinct from the pre-captivity land of Edom. The Edomites/Idumeans would later convert to Judaism, and Antipater the Indumean, who sided with Julius Caesar against Pompey Magnus, was rewarded with the rule of this lands of Idumea and Judea. His son, Herod the Great, expanded to Jewish Temple to is largest size, and later killed all the male babies under two years old who were in Bethlehem to prevent Jesus from becoming king in fulfillment of multiple,e prophecies, showing a willingness to inflict upon others what had happened to his own people.
I am curious to hear all of your thought on this Psalm.
submitted by ZacInStl to biblereading [link] [comments]


2024.05.11 01:26 Thick-Progress-1413 BDD Claim movement

BDD Claim movement
It’s been in temp jurisdiction for a month now but I’m finally ETS’D! Hopefully I’ll see movement soon!
submitted by Thick-Progress-1413 to VeteransBenefits [link] [comments]


2024.05.11 00:58 dudewhereismyvapee Claims

Claims
how long have yall stayed in the gathering evidence stage after doing all of your c&ps?? i also put in a request for my rating as I have nothing left to give them. this is my first time claiming and im just worried my claim will be forgotten about. i know it taking long is a plus because back pay but still anxious.
submitted by dudewhereismyvapee to VeteransBenefits [link] [comments]


http://rodzice.org/