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RPG That Focuses on Tactics and Narrative?
2024.05.13 22:42 ShadowKyogre RPG That Focuses on Tactics and Narrative?
Hi RPG Subreddit,
I'm searching around for another rules-medium (or rules heavy) RPG to try, but, I'm a bit lost. Ideally, the RPG should have the following traits.
- Customizable Characters. Multi-classing with easy homebrewing or point buy are nice.
- A Compendium of Pre-built Stuff. Useful to see if I've built stuff properly before I get my engineering brain out.
- Narrative. There should be dedicated subsystems to conflicts that aren't combat. To further clarify this, this is more to point out that the system should have support and tools for rating challenges that aren't combat because it's kind of irritating to be stuck in combat all day (even though I do like combat).
- Tactical. I like positioning my characters to get the most enemies clogged in an AoE.
- Simulationist. To a degree. Some problems encountered in an RP come from logistics, so things like carry capacity and transport speed are nice. At the same time, hardcore simulation might not always be ideal. Like I don't want to be stuck calculating how much character points it takes to lift one more ton. But I do like the idea of, "Yay, progression! I can now carry more stuff!"
[EDIT]: I noticed people were having trouble with figuring out which gameplay needs were the most important. So I changed this list to a numbered bulleted list to help people figure out what's the most important.
Things I've played before are...:
- DnD 5e. Very first game I played when I got introduced to TTRPGs. While it is easy to tell what the designers intended, it's also easy for players to throw balance out the window quickly. Which is kind of sad because I like some of the homebrew out there.
- Godbound. I loved the process of picking out Words, Gifts, and Facts, but the way the game plays (especially in combat) felt... off? That's the best way I can put it. Lexicon of the Throne didn't provide as much guidance as hoped for making DIY Words.
- Mutants and Masterminds 3e. Fantastic for power building! Enemies can be prepared on the back of a napkin. It's much easier to eyeball how difficult a fight is. It also has support for the narrative stuff as nicely as the simulationist stuff with the Complication system.
At the same time, I've... encountered problems with players ignoring how important Complications are or self-declaring that their Complications give themselves Victory Points? It didn't feel right, but, the game's balance also depends on deliberately bringing those to the forefront.
I do like the idea of gating certain powers behind Victory Points expenditure with Flaws, though. Just the refresh rate can be a pain to figure out.
Things on my shelf that I've tinkered with, but haven't played are...
- HERO 6e. I've built a character in this, but haven't played it yet. Does someone have play experience w/Hero to compare with the games I've played? I do remember reading that HERO 6e takes a different approach to their Drawbacks (point discounts that largely stay in the background). Does have a big library of prebuilt stuff.
- Wild Talents. I've also built powers in this, but haven't played it yet. It's significantly more gritty, but, it is fun to build powers in there. I remember making a body plan where all the brain boxes were in different places. But I'm a bit confused at how to scale things at the cosmic level (which I'm sure needs more than 10d or several Boosters).
- Fabula Ultima. Narrative tools seem a lot more focused than with Mutants and Masterminds 3e. I also like the villain system too since that makes it easier to protect conflict stirrers without as much handwavium. Doesn't have as much simulationist components, but, maybe that can be handled by another system's mechanics.
Things I haven't tinkered with, but like collecting for reference are...
- PtbA Games. These are a very good case study for how to emulate a specific genre (or a specific kind of story within that genre). It's a bit hard to plug in characters for a more sandboxy environment, though. I think Calypso (a solo PtbA hack) and City of Mist (and sister games) meet the import whatever requirements.
- FATE Games. I like how there's setting books to collect. I like Fudge Dice as a tool since it makes it easy to bell curve positive to negative modifiers. But I don't quite grok Fate Compels?
- xWN Books. Stars Without Number, Worlds Without Number, etc. I like the free extensive GM tools they provide.
- Cypher. I haven't opened the one setting book I got for Cypher in a while. But I noticed I was doing much of the same math Cypher would do when running other d20 games on my own (including some solo friendly games I play currently). Dynamically calculate the DC, then check how many d20's passed the check. Maybe I should give this system a try?
[EDIT]: Collected suggestions so far are...
- Pathfinder 2e (or DnD 4e). Definitely been eyeing this system for a while. Just need to locate all the DIYing tutorials for edge cases that might not fit.
- HERO or GURPS. Definitely a case of need to DIY, but could be useful for anything that I need to model down to the nitty gritty details.
- Shadow of the Demon Lord/Shadow of the Weird Wizard. I definitely remember reading the book and liking it a lot. Just had nobody to play it with at the time. Also might need to look up a tutorial for DIYing.
- Lancer, ICON, BEACON, and similar games. Looking at games that separate the tactical layer from narrative conflicts might also be helpful. I think much of my experience prior was colored by games that deliberately mixed attributes for multiple game loops to the point where one notices the other side got neglected.
- Genesys. Need to find some DIYing tutorials, but, I also remember liking this system when I first read it.
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2024.05.13 21:56 Dismal_Dragonfly_574 For me this guy is broken asf
| Maybe this is one of the best card that i have used yet in FC Mobile i packed him on exchanges just like some weeks ago and trained him till level 5 but hes still one of the best st i have used he makes nothing into goals 🔥🔥 submitted by Dismal_Dragonfly_574 to FUTMobile [link] [comments] |
2024.05.13 20:42 AlfieUK4 [PC/XBOX/PS] Major Update 1.204 - Signal
Previous Update discussion All Update Threads New official Wiki at https://spaceengineers.wiki.gg/wiki/Space_Engineers_Wiki Hello, Engineers!
The new Signal update is here! “Signal” lays the foundation for a new era of Space Engineers. 2024 will be a year of exploration, battle, and survival. This update focuses on our framework for a new standard in player versus environment.
Signal adds new choices to your creative arsenal with new blocks, specifically created for this occasion. With this new set of blocks, your remote automation can act with an entirely new level of autonomy. Where the wildly popular “Automatons” update added remote mining operations, automated drones, welding assistants and so much more, “Signal” empowers these systems to communicate! Reactive updates, straight-to-chat, as well as complex systems communicating over multiple ships, stations, or any combination are now possible!
Get live chat updates from your remote satellite array, mining drone fleet, or automated defense sentinels in Signal!
Please join us in 2024 as we explore Space Engineers like never before. We can’t wait to see what you create!
Update 1.204 - Signal trailer (
https://www.youtube.com/watch?v=u4Me_6tcxLw)
Features - Scenario selection menu overhaul for Steam Version and XBOX/Microsoft Store
- New Red Ship Starting Scenario (Quick Start) / Quick Start button in Main Menu
- Death and Respawn improvements (A Reason for your death, Cryopod death message)
- Added reload bar for static weapons
- New NPC Grid Claiming
- Reputation System Rebalance
- Improving performance of NPC Grids
- Improvements to Cargo Ship flight paths
- Added warning notifications when grinding Components to Scrap
- Block info/stats improvements (charge efficiency, production blocks)
- Cargo Container Destruction improvements, Temporary Containers
- Disabled scrap item spawning from damaged blocks by default in new Worlds
- Non-unique items can be stacked in the inventory
- Adjustment to Tree collisions
- Lightning damage disabled by default for worlds
- Improvements to F1 help screen
- Npc changes, modding (possibility to spawn paired loot in container), Drone Spawning Improvements, New Loot Container Options
Added new Blocks - Base Game - Broadcast Controller (1 block, L + S grid)
- Action Relay (1 block, L + S grid)
- Additional Round Armor Panels (4 blocks, L grid + 4 blocks, S grid)
- Compact Antenna (1 block, L grid)
Added Content to existing DLCs: - Scaffolding (4 blocks, L grid) (added to Deco Pack 3 )
- 9 music note sheets, concert version of in-game soundtrack (added to Deluxe Edition)
Signal Pack - Truss Set (7 blocks, L grid + 2 blocks S grid)
- Truss Light - S + L grid
- Truss Pillar - S + L grid
- Truss Pillar Diagonal - L grid
- Truss Pillar Offset - L grid
- Truss Pillar T - L grid
- Truss Pillar X - L grid
- Truss Decoy - L grid
- Corridor Blocks (8 blocks, L grid)
- Corridor - L grid
- Corridor Corner - L grid
- Corridor Double Windowed Sides - L grid
- Corridor Light - L grid
- Corridor T Intersection - L grid
- Corridor Windowed Roof - L grid
- Corridor Windowed Side - L grid
- Corridor X Intersection - L grid
- Narrow Corridor (1 block, L grid)
- Narrow Corridor Stowage (1 block, L grid)
- Narrow Door (2 blocks, L grid)
- Inset Walls Set (6 blocks, L grid)
- Inset Wall - L grid
- Inset Wall Corner - L grid
- Inset Wall Corner Inv. - L grid
- Inset Wall Diagonal - L grid
- Inset Wall Light - L grid
- Inset Wall Pillar - L grid
- Decorative Console Blocks (5 blocks, L grid + 5 blocks, S grid)
- Console Module - S + L grid
- Console Module Buttons - S + L grid
- Console Module Corner - S + L grid
- Console Module Corner Inv. - S + L grid
- Console Module LCD - S + L grid
- Bay Windows Set (5 blocks, L grid + 4 blocks, S grid)
- Bay Window - S + L grid
- Bay Window Corner - S + L grid
- Bay Window Dome - S + L grid
- Bay Window End - S + L grid
- Bay Window Railing - L grid
- 9 Tracks added to Jukebox
- Approaching the Start [concert version]
- The Dust
- A New Dawn
- Liftoff [concert version]
- Uncharted Territory [concert version]
- Fight Like One [concert version]
- Warfare Trailer [live]
- Out of Early Access [live]
- We Are Engineers
Official Blueprints Fixes & Improvements - Changed ModAPI behavior for mechanical blocks to accept Attach/Detach only once per tick
- Fixed an issue where pixelated flickering would appear near large amount of light sources
- Fixed a crash when grinding down a parachute hatch at the moment of it being deployed
- Fixed an issue where clicking View (Camera block, etc...) when remotely connected to a grid beyond sync distance would kick you to spectator
- Fixed an issue where NPCs would fall through the planet upon death
- Changed Admin teleport behavior using Ctrl+Space when seated in a station. Character will be unseated and then teleported. Dynamic grid and character behavior unchanged
- Fixed an issue where "Target is out of range" would appear even to other players not currently trying to lock a target on DS
- Fixed an issue where trees would fly away after cutting them down
- Changed hand drill behavior so that at most 15 floating ore objects spawn from single voxel change, floating ores over this number are combined into bigger chunks
- Fixed an issue where the first world in the list would get published instead of the one selected by controller
- Fixed an issue where the deployed parachute would still slow the grid down even after the block was ground down into construction stage
- Fixed an issue where the AI Offensive block would get stuck in an unresponsive state while shooting
- Fixed an issue where a drone would forget "Flee to" GPS on DS
- Fixed an issue where a conveyor line to Hydrogen Tank would not get interrupted even when part of it was ground to construction stage
- Fixed an issue where a Hydrogen Tank would not fill up when the conveyor connection was built in Survival
- Fixed an issue where an alarm in Space Standoff would remain active with a dead enemy character in the area
- Fixed an issue where the removal of an item from Build Planner queue was prevented by the selection of an N/A blockvariant
- Fixed an issue where a Sensor block would fail to detect manually placed asteroids
- Fixed an issue where a Connector status would get desynchronized and appear unlocked for some and locked for others on DS
- Fixed an issue where copypasting Body location GPS would try converting the date and time into coordinates
- Fixed an issue where player would get kicked from DS after trying to weld projection too fast
- Fixed an issue where spherical safe zones would fail to identify what is and what isnt contained in the field
- Fixed an issue where ModAPI IMyTurretControlBlock.Target returned itself
- Fixed an issue where graphical artifacts appeared when weather was present due to precision loss
- Fixed an issue where safe zone would reject and continue rejecting a grid, accelerating it to max speed
- Fixed an issue where Idle movement would not work for Searchlight in MP
- Fixed a crash when attempting to crush a grid with another grid
- Fixed an issue where a turned off Sensor would still visualize the Show sensor field range
- Fixed an issue where a character would jump low and near in low artificial gravity
- Fixed an issue where the Day duration slider and description in Advanced world settings would break visually
- Fixed an issue where the info about Help keybinding would not change on the HUD when key was rebound
- Fixed an issue where NPCs would not be able to follow player onto a ramp of sufficient height and elevation
- Fixed an issue where NPCs would get stuck on steep surfaces or could not follow player near trees
- Changed NPC behavior when they cannot reach a target to wander around instead of stopping and waiting
- Fixed an issue where turning off Saberoids/Spiders on DS would not make them despawn
- Fixed an issue with Z-fighting on the small grid oxygen tank
- Fixed an issue where a copied Rocket turret in combat would continue actively shooting after pasting without having a target
- Fixed an issue where block's destroy particles would not scale with its dimensions
- Fixed Enable drones and Enable voxel hand toggles in Advanced World Settings not having a tooltip
- Fixed an issue where lootable NPCs would not be displaying their names when highlighted
- Fixed an issue where the muzzle flash particle would look as a 1 pixel wide line above the iron sights when in that mode by adding support for ironsight particle
- Fixed an issue where NPCs would stop their AI after reloading a save
- Fixed an issue where a ship would have trouble orientating itself along recorded path in gravity
- Fixed an issue where a server could start with a 3rd party generated or incorrect password salt causing connecting Clients to crash on join
- Fixed an issue where one of the Mission Briefing datapads in the Space Standoff would contain old version of the text
- Fixed an issue where the Space Credits icon would not be displayed in economy screens on PlayStation
- Fixed an issue where the direction of shooting would follow the decoupled crosshair in 3rd person and not the direction the character and weapon was facing on DS
- Fixed an issue with Z-fighting on the Inset Bed block
- Fixed an issue where all Barrel blocks would be under Block Weapons tab. Explosive Barrel moved under Warheads, others moved to Cargo section
- Fixed an issue where Assault turrets would continue to spin after being turned off during idle movement
- Fixed an issue where LCDs would be too bright, causing the text to be harder to read
- Fixed an issue where UI opacity could be set too low, preventing the player from seeing completely
- Fixed an issue where Willis Duct Light would have incorrect research dependency
- Fixed an issue where Small grid Railgun collision models would be too large
- Fixed an issue where ModAPI for IMyExhaust, IMyPowerProducer and IMyReactor interfaces would extend the in-game variants
- Fixed an issue where h2/o2 Generator would mirror incorrectly
- Fixed an issue where a newly added item to a Jukebox playlist would advance the Jukebox UI to the last song but still remain playing the current one
- Fixed an issue where Event Controller would forget assigned blocks on paste on DS
- Fixed an issue where ModSDK tools ModelViewer and BehaviorTree would produce an exception on startup
Support Site Fixes - Fixed a crash when deleting a cargo filled with non-stackable items
- Fixed a crash when splitting a grid with an LCD in a construction stage
- Fixed a crash when Event Controller was set up to attach/detach a mechanical block top part at the same time
- Fixed a crash when a Connector would try to repeatedly attach or detach while already attaching/detaching
- Fixed an issue where the upper parts of an o2/h2 Generator would not have mountpoints
- Fixed an issue where the collisions of small grid Autocannon and Assault cannon turrets would be too large
- Fixed an issue where the Custom Turret Controller would forget assigned weapons and settings after grid split/merge
- Fixed an issue where the Pirate Base on the Moon would spawn drones with Atmospheric thrusters
- Fixed an issue where an LCD with too long of a text would freeze or crash the game. Now text max 65k characters long. Title max 512 characters.
- Fixed an issue where a CTC powered rocket launchers would not lead a target
- Fixed an issue where small grid Small Connector was able to connect from the sides
- Fixed an issue where an assigned toolbar action would work even through a physical connection like Landing gear instead of logical like Connector
- Fixed an issue where it was possible to receive an invite dialog from a multiplayer game other than SE, resulting in an error
- Fixed an issue where CTC selected weapons would not persist through save/restart on DS
- Fixed an issue where an AI offensive block with intercept would be prevented from retargetting by collision avoidance
- Fixed an issue where an AI recorder would not trigger setup actions at the waypoints
- Fixed an issue where the time to target lock was too long. When the target is a grid, the locking time is 5 seconds down from 10 seconds.
- Fixed an issue where purple texture would get used on voxels after changing graphics settings
- Fixed an issue where Alt+mouse camera control would not work when controlling CTC
- Fixed an issue where Preserve aspect ratio would not work on curved LCDs
- Fixed a crash when entering a cockpit with specific toolbar setup
- Fixed an issue where it was impossible to access interactive elements of other blocks obscured by the Holo LCD
- Fixed an issue where it would spawn players under the ground if the spawn point was embedded in voxel
- Fixed an issue where AI offensive block would lose assigned weapons on grid split
- Fixed a crash when a missile type projectile hit a door subpart while mid open/close
- Fixed an issue where the Flare launcher had an incorrect dummy
- Fixed an issue where the the Safezone would incorrectly determine if something was in or not
- Fixed an issue where a character in jetpack on a DS would start copying rotation of a nearby spinning grid
- Fixed an issue where the small grid Rocket turret would have a hole in its model
- Fixed an issue where the displayed mass of a grid would not update on change due to the calculation not taking multipliers into account
- Fixed an issue where the UV textures on the ladder block decals would not be correct
- Fixed an issue where small grid Landing gear collision models would be too large
- Fixed an issue in the Industrial cockpit model
- Fixed an issue where large grid Connector collision models would be too large
- Fixed an issue where small grid Ship drill collision models would be too large
- Fixed an issue where Oxygen farm collision models would be too large
- Fixed an issue where small grid Rotor collision models would be too large
- Fixed an issue where small grid Advanced Rotor collision models would be too large
- Fixed an issue where Ship Welder model would have a see-thru seam around the conveyor port
- Fixed an issue where {player_count} in server Motd would count NPCs as players
- Fixed an issue where the Medical room block had incorrect mounpoints
- Fixed an issue where the grid would explode after attaching it to a fallen tree with a Landing gear
- Fixed an issue where the large grid Ship welder was not able to touch the conveyor with its conveyor port
- Fixed an issue where the Oxygen farm model was not able to touch the conveyor with its conveyor port
- Fixed an issue where hydrogen would not flow through sorters in the opposite way
- Fixed an issue where the AI blocks would not calculate with the mass of subgrids as well
- Fixed an issue where NPCs would attack through closed doors
- Fixed an issue where a Beacon would interfere with Remote control and remote connection to a grid
- Fixed an issue where the base of a large grid Antenna was not centered
- Fixed an issue where Large oxygen tank conveyor port models would intersect with conveyor lines a bit
- Fixed an issue where large grid Large cargo container conveyor ports would not touch with other connected blocks
- Fixed an issue where the small grid Gyroscope would appear to levitate above the surface
- Fixed an issue where Jump drive had holes in its model
- Fixed an issue where smal grid Small cargo models would not visually connect
- Fixed an issue where Ion thruster models did not visually connect
- Fixed an issue where Atmospheric thruster model would have a gap in it
- Fixed an issue where Programmable block API for Laser antenna was not working
- Fixed an issue where the Offset door collision models would be too large
- Fixed an issue where filled gas Tanks would show damage effects after being ground below functional
- Fixed an issue where the Chat spam protection would time out even Admins
- Fixed an issue where the scrollable server Player list would not fit all players
- Fixed an issue where Aquarium bubbles would show and animate in projections
- Fixed an issue where Inset couch would mirror incorrectly
- Fixed an issue where the Sensor block would not be able to detect players laying in beds
- Fixed an issue where the small grid Beacon did not require radio components to be functional
- Fixed an issue where the Pillar model construction stages were rotated by 90 degrees
- Fixed an issue where the player would not be informed that they are unable to spawn outside of the world size limit
- Fixed an issue where Alt+MMB would allow for items to pass through sorters the wrong way
- Fixed an issue where Solar panels either worked when they shouldn't or did not work when they should
- Fixed an issue where left CTRL would get ignored for crouching in localised languages, right CTRL would always be ignored when key was bound to it
- Fixed an issue where small grid Blast door edge collision models would be too large
- Fixed an issue where AI blocks would be ignored in the power priority rankings and lose power
- Fixed an issue where a multiplayer lobby would fail to download specific mods
- Fixed an issue where control of a remote grid would not persist through save/restart of a server
- Fixed an issue where a Piston would not allow other Pistons being placed around it
- Fixed an issue where a Drone collision avoidance would try to avoid its own subgrids and refuse to fly to Waypoints
- Fixed an issue where there would be less planetary boulder spawning
- Fixed an issue where AI Offensive block would continue shooting even after target was destroyed
- Fixed an issue where it would not be possible to place a block onto the top part of a piston placed horizontally on a surface
- Fixed an issue where sounds would be almost inaudible in the right channel of a Stereo setup
- Fixed an issue where a leftover Debug Draw would appear when target pattern was set to hit and run on AI Offensive block
- Fixed an issue where AI recorder would name waypoints differently in the Detailinfo than in the Waypoints list
- Fixed an issue where Offensive word filter would try to protect player even in non-shareable areas of the UI
Hotfixes will be listed in a reply comment below: submitted by
AlfieUK4 to
spaceengineers [link] [comments]
2024.05.12 23:07 Alters_Reap Huion H160PRO issues
Just got a new-to-me, old but sealed Huion H160PRO and set it up on my windows computer. I CANNOT get it to work properly in GIMP. Works fine on the pressure test function within the driver and works fine in Microsoft Whiteboard.
I changed all the proper settings in the input device dialogue, and made sure the pen settings are correct but every time the pen gets close to the tablet, it opens the curves dialogue. Cannot get it to do anything else.
Would love some guidance.
Edit: Pushed some of the buttons on the tablet itself and it seems like the tablet is tied to weird functions. The zoom buttons don’t zoom, they toggle inside of the current dialogue, the pen icon opens the circular selection tool. Now the drawing pen is locked to the “creation path” function.
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2024.05.11 19:03 FIGJAM17 Ronaldo R9 Base ICON SBC
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2024.05.11 07:39 SpareForever1035 Optimize Your Farming Experience: Register and Install Grass Chrome Extension Now
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submitted by
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2024.05.10 23:15 SuspiciousMolasses54 Crazy how when it’s just her dogs her phone is super HD but when she is in the shot it’s blurry as my blackberry curve pictures used to be.
2024.05.10 16:30 Immediate_Gur5953 I find this important for the future of The Finals
2024.05.10 12:59 Money_Nothing1575 Elevating Your Lamborghini Experience: The Integration of Apple CarPlay and Android Auto
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2024.05.10 10:16 metamemphamineman A Extremely Long Map Ranking Rant For Squidcels
F Tier (Abominable worthless garbage)
Scorch Gorge- Boy, did they really gut the trailer version of this map. The main reason why this map is all the way down here in F tier is for having hands down the worst route to get out of mid in the entire series. The second you drop into that death pit you are required to go across a ten mile long grate bridge in extremely open sightlines to escape mid in some modes. And everything else about the map is also awful. Most of the defensive spawn area doesn't work whatsoever, the sides of the map are so pathetically useless, and the zone is just like the feared kelp dome zone times two. None of the modes on this map are even remotely fun, splat zones being my least favorite map mode combination in all of splatoon, which is why this map deserves F tier.
Hammerhead Bridge- Remember when hammerhead bridge was good? Well I don't, because I never played the first game, but it doesn't take a genius to see just how badly they gutted this map. This is quite literally choke point: the map, because at every part of this stage the amount of options you have boils down to one. This is literally just a straight line that we call map design, because splatoon 3 has lowered our standards. If you genuinely enjoy this map then I am honestly happy for you because this map is like the bubonic plague for the rest of us. I can't even fathom why the devs managed to change on of the best maps in the entire series into one of the worst maps in the entire series in one fell swoop. -1 goptillion social credit points./
D Tier (Garbage)
Brinewater Springs- They should rename this one to dogwater springs, because that's what it is. For starters, the map is tiny, taking two seconds to get to mid and back. There are no paintable walls whatsoever and most matches here devolve into special spam. The only saving grace of this map are the tiny extra routes on this map, like the drop to mid flank and the useless retake route, but outside of clams, where there is an extremely useful inkrail, this map is trash, which is why it gets D tier.
Eeltail Alley- The spawn area is useless, the map is a hallway, long range weapons are way too oppressive here, the zone is so insanely massive and hard to cap for no reason, there is one route into the enemy base and that is through an uninkable, there are too many one-way drops, the map is one of the most lockout heavy maps in the series and the theming of the map is just mid, which is terrible compared to all the other maps having amazing themes. All the marks of bad map design in one is what best defines eeltail alley. So why is this map not in F tier? One simple reason: the bridge is a semi-cool gimmick that adds a bit of complexity to fights and uniqueness to the map. Basically, at least it tries to be cool, which is more than I can say for some of the maps in this game. D tier, because this is my tier list and I can do whatever I want.
C Tier (Bad)
Wahoo World- Wahoo is the exact opposite of what you'll be saying when you play this map, because you're gonna have a bad time here. The fact that the main route is gone for half the match is such a obvious flaw and drags the map down by so much. But to be fair, this map really isn't as bad as people say it is. The spinning carousel gimmick is very useful and enjoyable, and you have many routes out of spawn. But at the end of the day, it's still wahoo world, you already know that this one isn't placing very high. C tier.
Mincemeat Metalworks- This is a name that strikes fear into the hearts of all splatoon players, and for good reason- it used to be arguably the worst splatoon map of all time, next to walleye warehouse. Luckily, they did renovate the stage, and while the changes were lacking in most of the serious issues, I think people don't give it enough credit for the changes it did make. Specifically, the improvement of the main route into the enemy spawn and the center block has made rainmaker a mode I actually somewhat enjoy. Tower control and splat zones are just meh, but clam blitz really drags this map down, as it is the easiest clam blitz map to stall on in all of splatoon. Sometimes, both teams will even go into overtime because nobody has scored the entire 5 minutes. For that reason, I have to place mincemeat in C tier.
Undertow Spillway- The fact that this map takes place in a sewer is fitting because a sewer is indicative of the quality of this map. The main problem we all know and love here is the hourglass design of the map that funnels you into mid. This ruins the entire flow of the map in most modes. Another big problem is how the other side of the enemy spawn is totally inaccessible to the enemies, making that whole side of the map useless. The so called "Rework" did absolutely nothing to change this map, other than the strange underpass in mid. The only thing that boosts this map into C tier is how rainmaker here is one of the best map modes in all of splatoon 3, and is definetly the best rainmaker map. The flow between the two sides works very well, and the terrible mid is usually irrelevant in this mode. For those reasons, undertow gets C tier.
B Tier (Ok)
Barnacle and damn- Probably one of the most disappointing maps ever. It must have taken the devs two years just to make the background of this map, and two hours for the layout, because this map is just another generic tetris block. This is probably the map I want to get a rework the most, because it could be seriously cool and unique, but right now it's just bland. With that sasid the map still doe shave some decent albeit boring terrain, and the plat area is actually pretty fun, so I have to give this map a B tier.
Umami Ruins- I don't really have a lot to say about this map. It's good in two modes, and bad in the other two, and it's got a good mid but a bad spawn. I wish that there was another route on this map(and not just some grates), or if they made the spawn less prone to camping. This stage could be way better if it got a rework, especially if it made the map wider, or gave us back the trailer version of the map. The map also looks cool ig. B tier map.
Hagglefish Market- Another map that I have very little to say about. This map is literally the definition of mid. It's just average in all modes, has a bland layout and zero gimmicks or interesting pieces of terrain. The only notable set piece is the tents scattered across the map. The only thing about this map that I particularly like is the amount of sponges for defenders to backtrack, and the only thing I particularly dislike is how the long flank that goes behind the enemy plat is only accessible in some modes. With all that said, this is the perfect B tier map.
Crableg Capital- Mr. Krabs's favorite map. The amount of grates in this stage is immense, making it feel similar to the old S1 hammerhead. Unfortunately, crableg is not, in fact, S1 hammerhead, mainly due to the fact that there is(most of the time) only one route into the enemy base, and no sponges, making pushing and retreating a massive pain. Still, the wide-open mid is a huge boon to the map's overall feel, and in rainmaker and clams the added route(s) make the map exponentially better. Of course, you can't talk about crableg without talking about the background. The view from the skyscraper down to the city is genuinely beautiful, and easily contends as one of splatoons best looking areas. Sadly, this map having amazing looks and being Mr. Krabs's favorite does not save it from the curse of the one route, making this map a high B tier.
A Tier (Good)
Sturgeon Shipyard- Cool stage I like. Going under mid is very nice and the spinny block makes my two braincells go brrr. Rainmaker very good cause side route has spinny thing the second which make for twice the brrr. Clam blitz a no-no cus basket too close and such,make brain go rruuuu(unpleasant). Also I played on this map like 1000000 times already so why is it always on rotation seriously nintendoofus I don't want to play sturgeon shipyard for the rest of my life. Shadow realm tier.
Inkblot art academy- I forget this map is even in the game at all. Sides good, Mid good, multiple routes good and theming good. Will anyone even bother to read this? I mean, even if someone has the attention span to read this far into the post, they'll probably just skip this one because everybody knows inkblot is just a average good map, but nobody's favorite. What are you wasting you time doing here? Your time is of zero value. The braincells you kill here will never be remembered. You gain nothing by staring at this paragraph, and no matter what you do in life, you never will. You mean nothing to anyone. You serve zero purpose. You should kill yourself NOW. A tier ig.
Shipshape Cargo Co.- This map has easily one of the best look of any splatoon map, especially in splatfest mode. The map in general is pretty decent all around, having a decent amount of paintable walls, defensive ground and width. Tower control especially on this map is great because of the genius tower path with many routes and jumps. This map only falls flat is on retake, as you have two routes to push on, but one will get you shot down by the backline while the other is where the other three enemies will be camping. Other than that, this is a all-round pretty good map.
Flounder shorts- The Splatoon Flounder Shorts are a vibrant burst of color and creativity, mirroring the exuberant energy of the game they're inspired by. With their striking design featuring the iconic flounder fish motif, these shorts encapsulate the quirky charm of the Splatoon universe. Crafted for both style and comfort, they boast a relaxed fit and high-quality materials, making them perfect for a day of gaming or outdoor adventures. Whether you're battling it out in the Turf War or simply strolling around town, the Flounder Shorts are a playful statement piece that celebrates the spirit of Splatoon in every stitch. They easily deserve 4 gold stars in my 100 percent competitively viable tier list.
Humpback Gumptrack- The only splatoon 2 stage ported to this game that actually feels significantly better in this game. While the changes to the map are minor, this map mainly benefits from the absence of stingray, tenta missiles, ink armor and other spammable S2 specials. The sides on this map are actually amazing, and the stage is one of the biggest in the game, which, combined with the curved slopes, makes this one of the most unique maps we have right now. Humpback is good in all modes, but it's never really that great, which is why I can't give it S tier. Maybe someone else would have placed this map higher, but I'm giving it a high A tier.
Bluefin Depot- This map is one of the few splatoon 1 maps that wasn't actually made worse in splatoon 3. Compared to the splatoon 1 version, I'd say that this map is slightly better. The cool gimmicks that this map has makes it always fun to play on, and it also marks the return of the super tall tower from splatoon 1. The zones moving zones gimmick is also fun and notable. While this map has many small issues, it's mostly made up for in positives. The only exception to this though, is clam blitz. There is no way to approach the basket without being seen from far away, making this one of the most painful and stally clam blitz maps in the game, which drags the rating down by a little bit. For that, I give this map A tier.
S Tier (Great)
Manta Maria- The paintable walls in this map are second to only flounder shorts in terms of quantity, which gives the map a great flow in most areas. In addition, the spawn area is extensive and the grates are pretty good too. Clam blitz in this mode is a blast with the amount of routes you have. If only the clams block was available in all modes, this map would be an easy X tier, but nintendo does not know what a map design is because reggie skipped thinking class, which is why this map will never be more than S tier.
Marlin Airport- The newest map in splatoon 3 as of the time of posting, and probably one of the best. This map is very cool casually cuz it is one of only two stages ever to include the propeller lifts, alongside anchovy. This map gives you very good routes to drop into mid, as well as good routes around it via the propellers. The mid are is decently wide, and has a nice balance of snipe spots and cover. The propeller platforms are super cool, and the way they are implemented leads to unique fights. While it has alot of upsides, there is one major issue that this map faces, that being the one route in the enemy side of the map, but to be fair, this is the single most lenient choke point in all of splatoon, being very wide and with lots of cover, and in rain and clams there is a extra route via a side propellor, making this a small issue. aSs tier map.
Mahi-Mahi Resort- After the rework, this map is honestly one of the best in the game. The islands now actually function as alternate routes around mid, the water lowering gimmick gives you more terrain to play around, and while the map still is small, there are tons of routes and paintable walls that make this a blast to play on. This is probably the only map in the game where I genuinely think that the turf war variation is the best, because unlike the other maps, they don't remove half of the routes here. While this map is slightly worse than the S1 version, I still think that this map deserves an S tier.
Robo ROM-en- This is a stage everybody was expecting to be up here, and for good reason- It has probably the best mid in the entire game. The amount of paintable walls and the trench flank add so much depth and complexity to how you move around mid, and the spawn area has some pretty nice defensive terrain that actually works, unlike other maps. However, there is one big issue that I have that keeps this map from X tier, and that is that in half the modes, there is only one single way to get into the enemy spawn. The map suffers from having this totally unnecessary chokepoint that makes sub and special spam way more effective and gives defenders little opportunities to back up. Without this issue, the map would flow much better between the bases and mid rather than stagnating at one point, but as it is now, I can only give this map an S.
XXX Tier (Makomart)
Makomart-That's right, in my opinion makomart is the best map in all of Splatoon 3. Makomart is a map that isn't special in any way, but every aspect of the map is executed so perfectly that it is always peak on every modes. It checks all the boxes of good map design- multiple routes around mid, multiple routes into the enemy base, paintable walls, not too small but not too big, open mid area, lots of spawn terrain and even has a cool theme. In rainmaker especially the amount of cool jumps you can do is insane, and the map flows easily through all the different areas. If you don't like makomart then I suggest you seek serious medical attention because this stage is seriously without a single flaw. Triple X tier.
Z- Tier
Museum D'Alphonsino- Fuck this map 0/69
Yeah, I wrote this whole post instead of doing an english essay becuz funni squd game is better than English.
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2024.05.10 09:56 PQDesignGroup Innovative Solutions: Leading Industrial Product Design Companies in Italy
PQ Design, one of the premier industrial
product design companies in Italy, continues to revolutionize the landscape with its innovative solutions. With a focus on delivering cutting-edge designs and unmatched quality, PQ Design has established itself as a frontrunner among product design companies in Europe.
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With its headquarters located in Milan, Italy, PQ Design is strategically positioned in the heart of Europe's design capital. The company draws inspiration from the rich cultural heritage and vibrant design scene of Milan, leveraging its unique blend of tradition and modernity to create truly exceptional designs.
As an industrial product design company in Italy, PQ Design has worked with clients from a diverse range of industries, including automotive, consumer electronics, and home appliances. By combining creativity with technical expertise, PQ Design delivers innovative solutions that not only enhance the functionality and aesthetics of products but also drive business growth.
"At PQ Design, we approach each project with a fresh perspective and a commitment to excellence," said Marco Bianchi, Head of Design at PQ Design. "Our multidisciplinary team brings together expertise from various fields, allowing us to tackle complex challenges and deliver outstanding results. Whether it's designing a new product from scratch or improving an existing one, we strive to exceed our clients' expectations every step of the way."
PQ Design's portfolio showcases a diverse range of projects, demonstrating the company's versatility and creativity. From sleek automotive designs to cutting-edge consumer electronics, PQ Design has left its mark on some of the most iconic products in the market.
With a strong emphasis on research and innovation, PQ Design remains at the forefront of the industry, constantly exploring new technologies and trends to stay ahead of the curve. By combining Italian craftsmanship with a global perspective, PQ Design continues to set new standards for industrial product design companies in Italy and beyond.
For more information about PQ Design and its innovative solutions, please visit
https://www.pqdesign.com/ submitted by
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2024.05.10 02:52 YurdleTheTurtle [CoH3] Welcome New Players! Beginner's Guide and list of other helpful resources here!
With the free weekend and the first large discount Coh3 has seen in a year, we will hopefully receive a whole bunch of new players. Welcome!
I've written out a lot of beginner-orientated stuff over the year. Yeah I know not everyone likes reading, but until I can learn how to make my stuff in video form, these written resources will hopefully help you out on your journey to learning CoH3!
Beginner Guides I've Written
Beginner's Guide to Coh3 Skirmish/Multiplayer Part 1 Beginner's Guide Part 2 I've written a massive beginner's guide to CoH3 skirmishes / multiplayer in two parts. Skirmish = the typical mode most players play where players or AI face off against each other, starting with just one unit and fighting for resources and ultimately, domination/victory. These guides assume you are not new to RTS games, but you are new to Coh3. Thus both parts explain in-depth the mechanics of CoH3 which make it different from other RTS games, such as cover, suppression, vehicle handling, etc.
Part 2 covers some more advanced stuff too, explaining even more complicated game mechanics as well covering the most complex part of RTS games, the 'strategy and philosophy' side of things. This is typically where a lot of beginner players struggle after putting some hours in. That is, one can know the basics of the game but still not know how to
actually play the game, as the learning curve becomes less about memorizing knowledge and more about dealing with multi-task struggles in real time under pressure, in addition to thinking 'properly' about strategy and philosophy.
Relic's Official Youtube Playlists
Official Relic Beginner's Playlist (Beginner): Relic has an official playlist of Youtube videos helpful for beginners. Yes, it even includes the very basics if you've never played an RTS before, such as moving the camera around and commanding units! If you don't like reading, this is the place to start with!
They go beyond this however, and offer many short videos for more advanced concepts too.
See their playlist page for more details.
Additional Guides For More Intermediate Players
Head over to
https://cohdex.com/guides to see more guides I've written. Some examples:
CoH3 Glossary: Confused by all the weird lingo people keep using? What the heck do things like micro, pen, kiting, Tommy, etc. mean? Check this out.
Healing and Reinforcement Guide: Explains the not-so-obvious mechanics of healing and reinforcement in CoH3 of all factions. Very helpful for beginner and intermediate players especially those playing team games.
Guide to unit variants with the same name: Coh3 unfortunately features many units that share identical names, despite the units themselves not actually being fully identical. That can lead to a lot of confusion and frustration for players. This guide explains all the differences between all those Panzergrenadiers, Shermans, and pretty much the entire Axis vehicle arsenal.
There's a few more guides I've written so just check it all out in at the cohdex website.
CoH3 Wiki (at CoHdex)
I've basically solo written the entire Coh3 Wiki over at
https://cohdex.com/wiki/units. This is a community website primarily made by two guys. While I do not work on the website development, I was impressed with what they were trying to do last year and thus I wrote in very detailed wiki articles for every single unit for every faction (for skirmish modes, not campaign-exclusive stuff) over time.
This is an extremely useful resource for everyone, as I explain all the relevant things for each unit. Each wiki page covers their role, their abilities, etc in massive detail. I even cover damage curves (basically what range each unit is effective at), which is something that is never explained in the game despite being extremely important to learn. Complete beginners probably do not need to bother looking up detailed unit info, but for those who have learned the basics, this resource I hope is extremely helpful in figuring out all the complex stuff units can do as CoH3 features much more complicated units compared to other games.
As mentioned above, I've written guides on that website too.
Examples:
USF Riflemen Squad UKF Infantry Section (also known as Tommies) Wehrmacht Grenadier Squad DAK Panzergrenadier Squad Additional Resources
CheatCommand Mod: A very helpful mod after you've learned the basics. This is a fantastic mod that allows you to experiment in a controlled sandbox environment, where almost all aspects of the game can be controlled at will. It allows you to toggle the AI and fog of war, add infinite resources, turn off cooldowns, summon any unit from any faction (even ones not available in multiplayer), and more. Want to see how specific units perform if you pit them against each other? Easily do-able in no time. Need to check out how some abilities and upgrades work? Create your own conditions and spam away!
On Steam you simply download it from the mod workshop. Then when in CoH3 and you create a single player skirmish lobby, you can change the game mode to CheatMod (as opposed to victory points or annihilation).
coh3stats.com: A great website if you're into numbers and stats. Allows you to look up your own or any player's profile and see things like matches played and win rates, or find info on a faction's general win rate and map-specific performances. The website also has a great DPS calculator which allows one to easily see the DPS numbers when comparing two units against each other.
cohdb.com: Allows for uploading and downloading CoH3 replays, which you can then view in-game. Keep in mind that any new patches (even minor ones) can break older replays and thus render them no longer viewable.
cohdex.com: As mentioned above. Another website with more emphasis on learning, due to having a massive wiki I wrote out as well as various guides.
What about content creators?
There are plenty of Coh3 content creators (streamers and video makers). I do not want to make a list as not only would it be difficult to list
all of them, but it'd also be unfair to only list a few and ignore the rest.
That said, if you do not like reading there's plenty of videos out there. As I mentioned above the
official Relic playlists are a good place to start especially as a beginner. For more intermediate players looking to get the scoop on the meta, tournament videos, etc., there are some great creators out there for that.
Keep in mind multiplayer balance and design has changed dramatically over the year, so specific videos talking about 'builds' and 'how to win super easily!' may be outdated.
That's it for my post. Feel free to ask questions if you have any. Also, I am willing to teach on a more 1-on-1 basis for beginners especially really new ones who often find guides are teaching them to run instead of walk, so to speak. Just send a DM. There is no catch, I just like teaching.
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2024.05.09 16:24 ploopypatrick Best RM?? (not bergkamp)
| I have level 16 Bergkamp but I seriously need to replace him (he can’t pass for shit). After just completing the Di Maria exchange I happened to get Sané who used to do wonders for me in the past, Who do you guys think deserves to be on my team? submitted by ploopypatrick to EASportsFCMobile [link] [comments] |
2024.05.09 15:00 stuffdontworkY 3d curved effect tweak for dock? Ios 16 dopamine 2.0
| Does anyone know of a tweak that makes the icons in the dock curve like the one in the pic? The example I provided doesn’t have the most extreme curvature I’ve seen on a dock, but it’s same effect im looking for. Any info, as always, is greatly appreciated😁 submitted by stuffdontworkY to jailbreak [link] [comments] |
2024.05.09 06:29 andy333co Thoughts on possible queue changes
Problem: PvP must feel fair and balanced.
Gear based matchmaking has been introduced to HR to try to address this issue. So the premise seems solid to build on and talk about. The system of requiring a calculator to see what split you're in is poor design. It's also complicated due to the quality of the rolls and the fact players can get the exact rolls with ease from the market place.
Normals seems to have a reasonable consensus (from my perception), that the fights feel fair and fun however this suffers long term as there is no progression. I have a couple thoughts I wanted to discuss to try to help make pvp feel fun and make the game feel a bit more dungeon crawly than battle royale.
- I suggest normals swaps to a 'found in dungeon' queue. Items get a found in dungeon attribute. You can share with teammates items found in same match but can't bring in from another raid to drop them. This introduces loot progression but since the gear is not lab crafted the disparity between gear is on a much less significant curve as there will be a lot more dead rolls and a lot less synergy in builds.
- Add gear based match making to this normals mode. Defaults are their own queue. Greens/blues another. Purple and higher another. Can only bring in found in raid items. This can be tweaked but now without having perfect synergy loadouts sorting by rarity is more reliable. No calculators needed. Throw a color icon in the inventory screen that shows the color of level of loadout if you must.
- Remove gear based matchmaking from HR. For the sweat lords who want to run the lab crafted gear this is more of a an arena mode rather than a dungeon crawler.
Anyways, curious as to everyone's thoughts.
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2024.05.09 05:33 Whole_Confection_314 My Meta Quest 2 Isnt Working Right!
Hello! I am so freaked out right now because I got on my oculus and saw the updating box icon so I was like oh it’s just an update but then that’s when my oculus got so many errors! I have a password for my oculus and you’re oculus support so I’m guessing you know what this is, The password screen was working but it was curved like circular edges like normal and the background wasn’t gray it was transparent and it’s usually to where you can’t see your house background so I was like is this apart of the update? And I went to go play gorilla tag and then the picture wasn’t the normal picture like the 2 gorilla tag monkeys and it says gorilla tag instead it was just a pixelated monkey just like the one I saw on YouTube when you get a hacked gorilla tag but I just got this meta quest and I was freaked out I don’t know if I got hacked so I was gonna immediately shut it off and tell my parents I went to turn it off and it said it had an update but also the background when you go to turn it off is usually grey and it was transparent just like the beginning one so I just ignored it and updated it now I refuse to turn it back on until I figure out what’s going on. I looked up what it could be and it just said literately nothing so this is my last idea and then I’m done with VR cause I am scared I don’t know what to do now pls help me.
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2024.05.09 02:46 Ralts_Bloodthorne Nova Wars - Chapter 57
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The Weeping of Podlings Sustains My Rage! - Warbound N44/Naxen
Chief Warrant Officer-Two Reklak hustled onto the dropship. It was an older model, but aboard the Gray Lady, everything was obsolete or an older model. He had on his firm-plate armored flight suit, his helmet, and his pistol at his side. He moved up the ramp, glanced and frowned with confusion at the four closest to the ramp. On both sides, in the first two seats, were Terrans only wearing a basic uniform and a breathing mask. He shook his head as he kept going, past the two columns of dismount troops, two squads of Telkan Marines and two squads of Terran Army, both species clad in heavy power armor. On either side of the dismount doors in the middle of the troop bay were more Terrans wearing only the standard adaptive camouflage and breathing masks. The ramp started moving up as he went through the crew space, where the communications/sensors, electronic warfare, damage control, and weapons crew were already strapped in.
His co-pilot, one First Lieutenant Samantha Samuel Tiklak
Ik Raiderson was already strapped in. The large Terran was already going through the pre-flight checks. He got into his seat, strapped himself in, and started doing his section of the pre-flight checks.
Weapons Control reported Green. ECM/ECCM reported green. Damage Control reported green. Communications reported green. External mass tanks green.
It was startling to see he had six green mantid engineers on board.
Green mantids were somewhat rare in the service, unlike when the Gray Lady was commissioned.
Only three of the dismount crew had them. There was 8814 and 2289, Telkan Marine Armor Engineers, the other was 774, a Terran Army Combat Engineer.
That there was only three numbers for that green mantid was surprising.
He continued with the checks.
Once those were done, he checked the status of the dismount crew.
Captain Nakwel, Telkan Marines, was reporting his team was green across the board. First Lieutenant Jacobell was reporting the Terran Army troopers were ready.
Then came the permission to take off.
Easy peasy.
Once they were away from the Gray Lady they took a looping course to nearly two light hours away from the Gray Lady.
It was only a nine hour flight, even under power.
Chief Reklak noted that the Telkan Marines were just as active as ever. Chatting across the linkages, getting up to stretch or otherwise work off nervous energy and get the kinks out of their muscles. Napping then taking hits off of the nutripaste.
The Terrans didn't move.
Reklak had to admit it was almost creepy. The suits of heavy power armor, adorned with spikes and made of grey alloy, just sat motionless. Not even inter-suit communication.
The only sign they gave of life was a verbal checkin by their CO. He listened in once.
"Corporal Narwhaler," the CO said.
"Online, sir," the Terran Army "heavy weapons specialist" stated.
"I have four apples. A Mar-gite has stolen one. What do I have?" the Lieutenant asked.
"Three apples and Mar-gite chunky salsa," the Corporal answered.
"Jacobell, out," was all the officer said.
Reklak frowned. That didn't make sense.
He checked the flight profile, doublechecking the autopilot was still keeping them 'in the pipe' as the ship moved through the rings the computer put on the semi-transparent HUD it projected on the inside of the dropship's forward smartglass.
Finally, at hour seven, he looked over at his co-pilot.
"Done this before?" he asked.
The Terran turned her head to face him. For a moment, the visor was completely opaque and Reklak felt a little intimidated. Then it went clear, to reveal a Terran female with short cut blonde hair, freckles on her cheeks, pearlescent blue cyber-eyes, and tan skin.
"A few," she said. "You?"
"Move through space to board a disabled ship of an unknown species?" he asked.
The Terran nodded slowly.
"No," he said.
The Terran's faceshield went black again and they turned to stare out the forward windows.
It was weird. He had read that Terrans were known to be chatty, passing back and forth memes, bragging, laughing, and other interactions.
Instead, he'd met robots with more personality than the Terrans.
He listened in on the Terran channel for a moment.
"Sergeant Tgonga, check," the 1LT again.
"Gary, sir," was the rumbling reply.
"Out," there was a click. "Sergeant Natchez, check."
"Gary, sir."
"Out."
Reklak sighed and switched channels. Four of the Telkan Marines were tossing memes back and forth at each other. He watched for a minute. They were mostly Kawral memes, which weren't his favorite. He went back to staring at the rings slowly moving by.
"Your metrics are up," his co-pilot suddenly said. "Do your mantras, Chief."
Reklak glanced at the sidebar on his visor's HUD. His heartbeat and blood pressure were slightly up. He sighed, closed his eyes, and recited his mantras.
Time slowly went by.
He tagged his overhead HUD tag with 'sleeping' and closed his eyes. He recited his mantra and was asleep halfway through the second recitation.
"Wake up, Chief," the Terran's voice was calm, undisturbed. "We're in sensor range of the target."
Reklak shook his head, tabbing up a piece of stimgum and chewing on it.
Before being assigned to the Gray Lady he would have thought the derelict was large. Nearly three kilometers long, three hundred meters thick. It looked like a chunk of sedimentary rock that had broken along the bedding planes. It was multiple levels, the scanners counted twenty, of a silvery metal. There were massive holes in the sides, part of the rear section was missing, and a chunk was missing from the top.
Reklak moved the ship in a slow corkscrew that let the scanners play over the entire surface, looped around, and slowly caught back up to the drifting ship.
"Got an atmospheric reading," Staff Sergeant Pruwak said. "Bottom of Crater Epsilon."
Reklak shifted the dropship around the derelict, Crater Epsilon coming into view.
The crater had a whitish-yellow mist at the bottom.
"Sensors say it's a nitrogren-ammonia-methane mix," SSG Pruwak said. "Low oxygen content. Looks like some fire damage, probably from methane/oxygen interaction with flame exposure."
Reklak triggered a scan with the landing sensors.
"Derelict has artificial gravity, that's why the atmosphere hasn't left the crater, unknown why it hasn't turned to frozen crystals," Pruwak added.
There was easily enough room to land the dropship. He triggered the wings to fold in and the hull to reconfigure for landing.
His co-pilot kept her hands off the stick, kept them folded in her lap, looking for all the world like Reklak had tucked a mannequin into the co-pilot seat to skirt regs.
The dropship bumped and settled. He activated the grav-system, keeping the grav-anchors at roughly a tenth of a meter long.
"Dismount crew, status?" Reklak asked.
"Team One, Ready," the Terran reported almost before he'd finished speaking.
"Team Two, Ready," the Telkan Captain said.
"Lowering rear ramp," Reklak said. He hit the stud and could feel the vibration of the ramp lowering. Then the slight shaking of the power armored troops leaving the dropship.
"Deployed," the Telkan Captain said.
The Terran officer just flashed his icon twice.
"Keep commo open. We'll be ready for a hot dustoff," Reklak said.
"Roger," the Captain said.
The Terran officer just flashed his icon twice.
Reklak started to lean back when the Terran co-pilot spoke.
"Raise the ramp," she said.
"What if they need to come back in a hurry?" Reklak asked. "SOP to keep the ramp lowered."
"Good way to get a Mar-gite or twenty in here with us before we know it," 1LT Raiderson said. She paused for a moment. "Or worse."
Reklak reached out and hit the switch to close the rear ramp.
He pretended not to notice 1LT Raiderson reach down and hit the power-cell for her heavy magac pistol.
Jaskel looked around. The shot that had created the crater had only penetrated roughly a hundred meters into the vessel's hull, leaving huge cliff walls around the two hundred meter hole. The whole thing was filled with thick yellowish-white fog.
"Check out the Terrans," Corporal Presjak, second squad, said over the channel.
"What about them?" Gunny Zolpad asked, turning to look.
There were two Terrans visible, standing next to the side door, two at the back of the dropship where the ramp was raising.
They were only wearing adaptive camouflage, boots, fingerless gloves, and breathing masks.
Two of the big Terrans, easily eight feet tall and over a meter across the shoulders, moved up to Captain Nakwel. One saluted, fingertips touching just above his eyes.
Jaskel noted that the breathing mask didn't cover the Terran's eyes. He wondered how the Terran's eyes weren't frosted over.
"Sergeant First Class Elizabeth Louis O'Sharma," the Terran said. "Terran Polyphasic Infantry. We're assigned to your men, one per squad."
"Uh, where are you weapons?" Captain Nakwel asked.
The Terran male held up a big fist. "Implanted, sir. You'll want to put us near the front of the squads to engage any Mar-gite or heavy enemy."
Captain Nakwel nodded. His implant was only tossing back that the SFC had implanted weaponry, no other capabilities.
"All right. You go with Second Squad," Captain Nakwel said.
"McMartinez, that squad," the big Terran said.
The Terran he was looking at nodded and moved over next to PFC Hetrik.
The one that had been speaking moved over to Gunny Zolpad and Jaskel.
"Sergeant First Class McSharma, Terran Army," the Terran said. They reached up and pulled the breathing mask away, taking a slow deep breath. "High nitrogen, high ammonia, high methane, presence of oxygen. Presence of hydrogen and water vapor."
"You can breathe that?" Private Xulrek asked. "Then why are you wearing the breathing mask."
"So I don't use any of my mass in vacuum," the Terran said. They reached up and tapped their nose. "Hydrogen and water vapor would be the byproducts of something that breathes the major components of this atmosphere," they looked back down at the power armor clad Telkan. "We may encounter non-Mar-gite creatures that may put up an intelligence resistance."
Jaskel blinked rapidly.
--he isnt wrong-- 8814 said. --new round templates are loaded up weapons ready and loaded with new ammo---
"I don't get it, it's lye," Jaskel said, moving to get behind the big Terran, who was larger than Jaskel even in his power armor.
--NaOH eats silicon like podling eat cookie-- 8814 said.
"McSharma, take point. Jaskel, up next. Xulrek, five meter separation when able," Gunny Zolpad said.
"Waypoints incoming. Keep your mapping software updates at five second intervals," Captain Nakwel ordered.
Jaskel saw a wireframe of the crater appear, with a dozen openings leading out at 'ground' level. He could tell by the orientation of the passages that the gravity would twist ninety degrees.
The floor of the crater was basically the wall.
The Terran moved smoothly, easily, and Jaskel noted that it was almost power-armor movement.
They moved up to the first opening, the Terran easily making the ninety-degree transition. He helped Jaskel, Jaskel helped Xulrek, Xulrek helped the next man in line.
They moved deeper, the corridor full of mist.
The Terran paused, leaning forward and pressing his tongue against the metal. The Terran stepped back and spit.
Jaskel saw the data get passed back.
**No liquid or memetic polyalloy detected. No pico or nanoscale devices present. Primary construction element is maraging steel: high vanadium and titanium content, high nickel content, high chromium external layer with rapid dropoff of chromium content further into metal structure. Percentages incoming** appeared on his visor with "SFC MCSHARMA" at the end.
"You can tell all that just from tasting it?" Jaskel asked, keeping his voice low.
"Yes," the Terran said.
The corridor ended in twisted wreckage. Jaskel's armor highlighted live power conduits, what looked like data conduits, and what looked like piping, all twisted together with the metal.
"Back or forward?" Jaskel asked.
There was silence for a moment.
"NavInt wants it cleared if you can," Captain Nakwel said. "Let the Terran do the work, Jaskel."
"Roger."
The Terran moved forward, grabbing the struts and wreckage. Jaskel noted that his bare fingers impressed deeply into the material. The Terran began pulling it to the side. Four times the Terran stuck a finger into liquid and tasted. Three times it sniffed vapors leaking from pipes. Once it wrapped a hand around a glowing conduit and closed his eyes.
Compressed datastreams went by on the channel.
"Oh, great," the Terran said.
Jaskel moved up. "What?"
"Got remains here," the Terran said. He kneeled down. "I hate this."
"What?" Jaskel asked.
The Terran looked over the crushed body. It was hard for Jaskel to even tell what it was. It looked like multiple tentacles with one side covered with suckers and bone hooks. There was a round section, crushed and mangled, shards of bone and cartilage poked out of the shredded flesh. He could see at least a half dozen eyes, most ruptured.
"Get imagery, Jaskel," the Terran rumbled.
Jaskel carefully had his suit log the image.
"Done," Jaskel said.
"Ew, I hate this part. It's gross," the Terran complained.
It dipped a finger in one of the pools of fluid, orangish-yellow, and then put its finger in its mouth. It repeated it with several different fluids, then picked up a scrap of flesh and put it in its mouth. After a few seconds it spit it out, pulled a canteen out, swished his mouth out, and spit on the floor.
"Gross. Silicate XNA creature, messy XNA structure," the Terran said, standing up. "NavInt and genetic warfare are going to have a field day."
"Why?" Jaskel asked. "I mean, I get the NavInt part, but why do you have to taste it?"
"Best chemical analyzer with the heaviest protection I can field," the Terran said, shrugging and sticking out his tongue. "More receptors per micrometer than you could ask for."
"Ew," Jaskel said.
"Yeah, ew," the Terran said.
Jaskel's ultrasonic mapping showed him that the corridor ended in a flat surface. As they got closer what was obviously an irised door appeared out of the fog.
The Terran moved forward and touched it.
"Vibration. Has power," he said.
"How can I hear you?" Jaskel finally asked.
"Tracheal and mastoid implants," the Terran said. He put his hand on the door. "Where are you, where are you," he said softly.
"I don't see any controls," Jaskel said. His hand went to his side. "Fusion cutter?"
"No, these guys are one-trick pony, they'll have the same overly clever idea all of the others had and... found it," the Terran said. He had one hand on the wall and as Jaskel watched he spread his thumb out to a 90 degree angle from his fingers. "You got a greenie, right?"
"Yeah," Jaskel said suspiciously.
"How's his telemechanics rating?" the Terran asked.
--class IIB-- 8814 said.
"Class IIB," Jaskel said.
"Not strong enough. Damn," the Terran said. He moved his hand and used his thumbnail to scratch a square in the metal. "Fusion torch at two millimeter extension, cut that out."
Jaskel moved up, grabbing his fusion torch and adjusting it.
"What's going on, Gunny? You've stopped again," Captain Nakwel said.
"Have an intact door, Terran says atmosphere on the other side," Gunny Zolpad said.
"Keep me posted," the Captain said. "Out."
Jaskel cut it and as soon as the cut was finished he saw that amid the wiring and piping there was a simple press button.
"Psykers," the Terran snorted. "Can't put the button where the normies can find it. Relay to your Gunny that the door can be opened."
"Now what?" Jaskel asked after letting Gunny Zolpad know.
He could see on his HUD that the squad was moving to either side of the corridor.
"You open the door, I'll stand in front of it. Whoever is on the other side shoots at me, you back me up," the Terran said. He flashed a grin. "Easy peasy matron squeezie."
"Are your sure? I'm in power armor, you're in... uh... duty uniform," Jaskel said.
"I'm sure," the Terran said. He knelt down on one knee, opposite fist against the deck, head raised, other hand in a fist and by his waist, other leg bent slightly and the toe of his boot pressed against the deck.
"Gunny?" Jaskel asked.
"Captain said go ahead, his funeral," Gunny answered.
Jaskel pressed the button.
The door irised open.
The other side was revealed. Three creatures looking like they were made of black metal and random chunks of chrome, all writhing tentacles around a thick tubular body, glowing green eyes, and a huge cavernous mouth full of spiraling rows of sharp teeth. Past that were two beings of crystalline beauty, sparkling and shining in the dim white light, organs suspended in the large central trunk, the brownish red blood visible as it pumped through veins. Behind that was another creature.
It had a rounded head/body, with easily a dozen writhing mechanical tentacles. Eight larger red eyes, six smaller green ones, across the forward part of the head. From the body was ten thick appendages, with three thick blades at the end of each tentacle. It was obviously armored, heavy plating, with multiple joints on the appendages, with green lights above and below the joint and on each side.
The three of black metal lunged forward, giving a loud atonal shriek. The ones in the back, all crystal, gave a shriek that rippled the air and made Jaskel's phasic shielding jump to 65% instantly. The one all the way in the back whipped its tentacles furiously in the air.
Jaskel was looking right at the Terran when it happened.
The Terran was already coming up to his feet with a roar of aggression that made the floor shiver. It suddenly got larger somehow, the uniform vanishing as the Terran roared into the face of the creatures it was lunging toward.
Molten warsteel poured from the Terran's mouth.
It's eyes burned red.
It slammed into the creatures on the other side of the door even as Jaskel yelled "CONTACT!" over the comlink.
It was shredding tentacles, grabbing a handful of them and twisting, ripping them apart, the fingerless gloves giving the Terran excellent purchase for its grip.
It roared as energy bolts impacted the skin, doing nothing more than creating pretty showers of sparks.
All Jaskel could do was just stare at the Terran, now easily four meters tall, all muscle, the uniform shirt gone, leaving behind only the equipment belt, trousers, and boots. Spikes erupted from the Terran's skin, heavy bone-spurs, curved and wickedly sharp looking. Its skin was dark gray, almost dusty looking.
--eeeeeeeeeeeeeee--
"HOLY SHIT!" someone yelled over the comlink.
One. Each.
[First Contact] [Dark Ages] [First] [Prev] [Next] [wiki]
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2024.05.08 19:24 dennis-t Just finished setting up FanControl!
2024.05.08 14:27 ramatopia TOTS players are much less impactful this year and I think I love it
Previous years you would change your entire team because of the power curve upgrade. But this year having cards like Golazo promo, or even Birthday Icons like Pirlo (who btw is the best card I used) makes them less appealing.
Not even mentioning evos which are great too.
Fck TOTS man. (and this horrendous pack weight)
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2024.05.08 09:07 SkyAnimal Timeline of Human Evolution.
Earth's orbit experiences an “Orbital Eccentricity”, 100,000 year cycle orbit and inclination variation, going from circular to elliptical, the hemispheres experience more or less sun or exposure to the sun for extended periods, causing ice ages. Scientists estimate we are near the minimum, a 6% change in solar energy. At peak, the earth experiences a change of 30%.
Modern Day Primates, in the wild and captivity, are able to communicate, near and far, using verbal and gesture components, even to other species. Have been observed using wood as tools, and in using medicinal plants to treat wounds.
44 million y a - Hominid ancestors acquire Herpes virus.
10 million y a - Primate ancestors develop genes to digest alcohol.
6 million years ago - Primate ancestors split from Chimpanzee/Bonobo line (15 million DNA mutations have occurred since then; each person born today has 100 mutations distinct to them, most don’t survive.)
5.3 m y a - Mediterranean Sea experiences the Messinian Salinity Crisis, for 600,000 years the Straight of Gibraltar closed off, causing the Mediterranean to shrink down to two inland seas with Italy and Greece separating them. Ends in the Zanclean Flood, a river of Atlantic sea water flows thru Gibraltar and fills the Mediterranean in 2 years.
5 m y a - Arabian-African continent reconnects with Asia. Land based Turtle species start going extinct.
4 - 3 m y a - Hominid ancestors acquire pubic lice from Gorillas (genetic evidence).
3.6 - 2.58 m y a - Considered the Neogene Period.
3.3 m y a - Stone tools found in Kenya and Ethiopia.
2.6 m y a - Mode One Stone Tools found in Ethiopia, would subsequently spread. Flourished to 1.7 million y a in southern and eastern Africa. Paleolithic (Old Stone Age) Era (2.6 m y a till end of last Ice Age, 11,000 y a). Subdivided into the Early- or Lower Paleolithic (c. 2,6 million years ago - c. 250,000 years ago); the Middle Paleolithic (c. 250,000 years ago - c. 30,000 years ago); and the Late- or Upper Paleolithic (c. 50,000/40,000 - c. 10,000 years ago)
2.58 million - 11,700 years ago - Considered the start of the Quaternary Period, and covers the Pleistocene.
2.4 – 1.4 m y a – Homo Habilis (4.5-3.5 feet tall).
2 m years ago - Earliest Hominids start eating meat.
1.9 – 1.8 m y a – Homo Rudolfensis.
1.89 m y a to 110,000 y a - Homo Erectus (first to leave Africa and spread across Asia).
1.8 m years ago - Mode One Stone Tools found on Java.
1.7 m years ago - Mode Two Stone Tools (slicing, hand-axe/butchering, evidence of drilling tools) appear in Kenya and southern Africa.
1.6 m years ago - Mode One Stone Tools found in northern China.
1.6 - 1.5 m y a - Africa, Turkana Boy dies, likely from a tooth cavity infection. He was either 8 or 11-12 years old and 61 inches tall. Brain 880 ccm.
1.5 m y a - Kenya, possible start of Hominids using fire to cook food. (increase in caloric intake, which would lead to evolution; however, Paranthropus Boisei is the local species, brain 500-550 ccm, 54 inches tall)
1 million years ago - Likely split between ancestor of Homo Sapiens and proto-Neanderthal-Denisovan species. (Mitochondrial DNA evidence.) South Africa, evidence of fire use for cooking.
1 m - 700,000 y a - Java, Java Man dies, brain 900 ccm. 5' 8" tall.
900,000 y a – Possible earliest use of boats.
820,000 - 580,000 y a - Durum Wheat develops out of natural hybridization with Einkorn Wheat (genetic analysis).
800,000? y a - Low world temperatures recorded. Height of Ice Age?
790,000 y a - Levant, oldest Fire hearths found. (Homo Heidelbergensis, 1,250 ccm brain, 69 in tall)
740,000? y a - Height of Ice Age?
7-200,000 y a – Homo Heidelbergensis (East Africa and Europe, likely first to hunt large animals with spears)
640,000? y a - Height of Ice Age.
550,000? y a - Height of Ice Age?
540,000 - 430,000 y a - Art: Sea shell formed into decoration by Homo Erectus. (Could indicate when sea shells began to be used as whistles and horns.)
530,000? y a - Interglacial Peak (between Ice Ages, high CO2 content in the atmosphere, 524-474,000).
500,000 y a - South Africa, evidence of Spears. Genetic evidence of Neanderthal spread from Europe to Caspian Sea, Denisovans occupied land from Caspian to the east.
450,000 y a - Earliest physical evidence of Neanderthal.
450,000 y a - Global temperatures had dropped, stayed that way for thousands of years.
430,000 - 230,000 y a - Durum Wheat cross-breeds with wild Goat Grass (genetic analysis).
400,000 y a - Interglacial Peak (between Ice Ages, 424-374,000).
400,000 y a - Germany, oldest Spears found. France (Terra Amata), possible evidence of manmade shelter using prepared wood.
360,000? y a - Height of Ice Age.
335-236,000 y a – Homo Naledi (South Africa, 4’9”)
310,000 y a - Interglacial Peak (between Ice Ages, 337-300,000).
300,000 y a – Mode Three Stone Tools (smaller knife-like, scrapers, developed in Europe by Neanderthals)
300,000-200,000 y a – Africa, Origin of Male Y-Chromosome that all current males are descended from. (40% of males do not reproduce.)
270,000? y a - Height of Ice Age.
240,000 y a - Interglacial Peak (between Ice Ages, 242–230,000).
200,000 y a - France, evidence of Neanderthals fishing. Africa, "Mitochondrial Eve," source of all Human Haplo-groups that everyone is descended from, existed at this time.
194,000-135,000 y a - Penultimate Glacial Period.
190,000 y a - Early physical evidence of Denisovans. (At least three interbreeding events would occur with Homo Sapiens. EPAS1 gene, hemoglobin concentration, Tibetan plateau.)
190,000-50,000 y a - Flores Island, evidence of tool use by the Human Hobbit.
170,000 - 80,000 y a - Body Lice evolve (genetic evidence, feed on human skin, live in clothing; evidence of clothing)
164,000 y a – South Africa, heat treating Silcrete Stone to enhance stone tool production.
140,000 y a - Homo Sapiens found in Europe.
130,000 y a - Evidence of humans in North America. Crete, earliest human settlements found on the island. Art: Neanderthal necklace made of eagle talons. Croatia: Neanderthal teeth show possible dental work.
125,000 y a - Interglacial Peak (between Ice Ages, 130-115,000). Sea levels 4-6 meters (18 feet) higher then today.
110,000-15,000 y a - Last Glacial Period. Grey Wolves would migrate from North America back to Asia prior to the maximum.
100,000-60,000 y a - Flores Island, bone fossil evidence of the Human Hobbit.
100,000 y a - Oldest example of proper human burial. South Africa, Pigment (paint) Creation Kit found. (would cover bodies in mud/clay and then spray the paint over the bodies, sun screen-protection from insects)
90,000 y a – Harpoons.
86,000-37,000 y a – Neanderthal and Homo Sapiens begin interbreeding, based on genetic evidence found so far.
75,000 years ago - Likely rise of Hunter Genotype in Homo Sapiens.
75,000 y a - Art: Drilled snail shells found in South African cave.
73,000 y a - South Africa (Blombos Cave), evidence of Red Ochre art on pieces of stone, stone with deliberate lines cut into it possibly representing count marks.
72,000 y a - South Africa, Beads found in cave.
70,000 y a - Mitochondrial DNA suggests this is when the Haplo-group of early humans migrated out of Africa to populate the rest of the world.
70-60,000 y a - Earliest evidence of bone and stone arrowheads (for Spear Throwers), found in South Africa. 64,000?
70,000 - 35,000 BCE - Neanderthal burials in Europe and Middle East.
68-16,000 y a – Smallpox evolves from an African Rodent Virus.
67,000 BCE - France, burial shows skulls with Trepanation (cutting holes to relieve brain pressure), earliest example of surgery.
65,000 y a - First humans settle Australia.
64,000 y a - Spain, oldest evidence found of Cave Art (Neanderthal hand).
61,000 y a - South Africa, possible evidence of a Sewing Needle.
60,000? y a - Height of Ice Age?
60,000 y a - Evidence of man/Neanderthal using herbal medicine.
55,000 - 40,000 y a - Italy, evidence of Neanderthal using Pine Tree Resin and Beeswax for hafting tools, in cave. (Beeswax can be used in making Candles.)
52,000 y a - Last evidence of Denisovans.
52,000 – 41,000 y a – Archaeological find of “Bast” tree fiber twisted into primitive cordage, possibly as handle for a Stone Tool. (meaning they had access to Clothing, Nets, Cord for Fishing or Hafting tools, rope; thinking processes of Counting, Sets, Patterns, and possibly abstract thinking)
50,000 - 10,000 y a - Mode Four Stone Tools (long blades).
50,000 y a - Australia, last evidence of megafauna. Siberia, needle made from bone found in Denisovan cave. Genetic evidence of Neanderthal spreading to western edge of China.
50,000 years ago - End point of development of Gatherer Genotype (can survive famine), Teacher Genotype (can handle new and different environments, analytical).
45,000 y a - Evidence of Neanderthal and Homo Sapien interbreeding. (Fossil found, DNA tested.) (France, to create stone tools required precision, “Soft Hammers” were likely used.)
44,000 y a - Evidence of art found in Indonesia.
44,000-40,000 y a - Europe experiences cold and dry weather, displacing populations.
43-42,000 y a - Germany, oldest musical instruments (flutes) found.
42,000 y a - Australia, skeleton of man suggests Atlatl use, pre-dating earliest evidence; earliest example of cremation found. Spain, small amounts of Natural Gold found in a cave.
40,000 y a - (Mankind is at the “Forager” level.) Last evidence of Neanderthal. (Inheritance of "STAT2" gene, immune response. HYAL2 gene, helps skin recover from sunburns.) China, test on body found that ate a lot of fresh water fish. Possible example of oldest petroglyphs. Beads found in Lebanon.
40,000 - 26,000 y a - Studying toe bones, showed they became smaller and weaker, indicating shoes were worn. Prior to this, shoes were likely bags wrapped around feet to protect from cold.
38,000 BC - First appearance of Mode Five Ground Stone tools on Japan. (rock was quarried; thin slivers of flint stone, attached to hafts, man is learning the use of a "handle" for tools and "leverage", create Adzes, Celts, and Axes; grinding helps to penetrate trees and was likely discovered when grinding plant matter; found buried with owners; were traded) Lasted till 14,000 BC. (Would not become popular elsewhere until 10,000 BC?) Germany: Clay Figurine featuring human with lion like appearance, thought to be earliest representation of a Deity.
35,000 BCE - Europe, earliest examples of "Venus figurines" found buried in graves (some showing they were deliberately broken or stabbed repeatedly); would later spread to rest of Eurasia. Early examples of skulls and long bones showing red ochre, indicating possible relic worship.
35,000 y a - Germany, flute made from a vulture bone found.
30,000 BCE – Solomon Islands, first humans settle (60 km sea voyage).
31,000 - 27,000 y a - Evidence of Pit Fire (Earthernware) Pottery developing.
30,000-20,000 years ago - Explorer genotype (Ice Age refugees, idiosyncratic, asymmetrical, contrarian mentality)
30,000 y a - Evidence of starch residue on rocks, indicating where plant matter was pounded and ground. (Would likely be the pre-cursor of developing bread from roots of cattails and ferns. Quern Grinding Stones would spread and gain popularity.) Georgia, Flax used as a textile (harvested, dyed, and knotted) found in Dzudzuana Cave. Fertile Crescent, Einkorn wheat harvested in it's wild form. Evidence of man using the Atlatl. Poland: Boomerang carved from mammoth tusk found. France, Lunar Calendar. Likely when Bolas (stone weight(s) and length of cord) began to be used.
28,000 y a - Europe, oldest evidence of rope.
25,000 - 15,000 BCE - Blood Type A develops in the Fertile Crescent. (able to survive Plague, Cholera, Smallpox)
27,000 y a - Australia, oldest example of petroglyphs found. Czech Republic, earliest example of "Weaving" of material together to create baskets and basic cloth. (Leads to counting and simple math, organizing.)
26,000-13,300 y a - Considered "Glacial Maximum", ice sheets extend to the 45th parallel north. (26,500 considered to be maximum glacial reach.)
23,000 - 12,000 y a – Europe, Perforated Batons found, made of antler, assumed to be a form of Atlatl that uses a leather strap or string to wrap around the spear and give it a slight spin, arrow or spear thrower (similar to Swiss Arrow). Right and left handed throwers find preference. Most carved with Horses, have one or two holes (one had 8 holes).
23,000 y a - Israel, Ohalo archaeological site, hunter-gatherer society (6 brushwood shelters, 132 stone tools some attached to hafts, stone Sickles, dwellings showed flint tools were made at entrance, cooking at other end, grind stone showed sand and cobbles to place and had U-shape of seeds around it) that grew/harvested Barley, Millet, Bromus (grass in same tax tribe as wheat/barley/rye, can be used for fermenting beverages, can be eaten by humans and animals), Rubus (same family as Rose plants, similar to blackberries), and various fruits (seeds from 13 different species), earliest evidence for “Bedding” material.
22,000 – 17,000 y a – France, Solutrean inhabitants make use of Antler.
21,000-17,000 y a - France, Atlatl's found in caves.
20,000 y a - Height of the Ice Age, sea levels 120 meters (360 feet) lower. Mode Five Stone Tools (microliths glued to handles, Fertile Crescent). Earliest example of a building/house found. Ukraine, Bullroarer (wood on rope that is swung around to create sound over long distance) found. Iraq-Iran, Zarzian Culture, had domesticated Dogs.
19,050? - 13,050 y a - Oldest Dryas Period, stadial, abrupt cooling period. Sea levels rose 10-15 m in 500 years.
17,000 BCE - Mesopotamia, Wild Emmer Wheat harvested.
18,000 - 17,500 y a - Siberia, earliest example of a domesticated dog found frozen. Germany, Bow and Arrows found. Early evidence of Darts used.
18,000 y a - Japan, oldest pottery discovered.
15,100 - 14,000 y a - Morocco, earliest example of a cemetery.
15,000 y a – Mode Five Stone Tools reach Europe. Southern France, cave art depicting possible Musical Bow, Nose Flute; "The Sorcerer," a figure showing human and many animal qualities (bison), made out of Clay.
15,000 – 10,000 y a – France, Stone Oil Lamps.
14,500 y a - Oldest example of bread making, Jordan desert.
14,160 - 13,820 y a - Archaeological find: infected tooth partially cleaned out with flint tools.
14,600 - 13,600 y a - "Melt Water Pulse," sea levels rose 16-24 m.
14,000? y a - Older Dryas Period, around 200 year cooling period.
13,500 - 8,200 y a - China, wild Rice domestication event occurs.
15-10,000 BCE - Himalayas, development of Blood Type B.
11,050 BCE - Syria, attempts at domesticating Rye.
13,000 y a - Greece, evidence of lentils found. Earliest evidence of Amber used in jewelry. Israel, archaeological evidence of beer like gruel for ceremonial purposes found at Haifa. Likely beginning of Slavery.
13,000 - 12,700 y a - Fertile Crescent, archaeological evidence of man corralling and using pigs.
12,900 - 11,700 y a - The Younger Dryas Period, when temperatures went cold instead of warming from the Last Glacial Maximum.
10,000 BCE - Jericho, considered mankind's first town, is established. Buildings of clay and straw, dead buried under homes. (Would reach 70 dwellings by 94,000 BCE.) Chickpeas domesticated. Earliest evidence of the Bottle Gourd being domesticated and used (Africa and Asia variety). Azerbaijan (Caspian Sea), petroglyphs of reed boats. Starting point of Ocarina type flutes. Cyprus, humans arrive. Germany, Jet artifact (Botfly larvae, which can be eaten). Curved Stone Oil Lamps.
11,700 y a - Considered the beginning of the Holocene.
9600 BCE - Southern Levant, earliest use of wild Emmer Wheat.
11,500 - 11,000 y a - "Melt Water Pulse," sea levels rose 28 m.
11,400 y a - Cypress, archaeological evidence of pigs (indicating they had been domesticated and brought from the mainland).
9400 - 9200 BCE - Jordan Valley, Fig trees found, indicating earliest agriculture since these trees could not reproduce.
9130 - 7370 BCE - SE Turkey, Gobekli Tepe, oldest known worship location.
9000 BCE - Syria, oldest (Saddle) Quern found. Mesopotamia, Copper first used. Bartering of Cattle and agricultural products likely occurring at this time.
9000 - 3300 BCE - Neolithic Era, roughly. Time period of when man has begun herding, before using bronze.
11,000 - 9,000 y a - Mesopotamia, domestication of Sheep; Rammed Earth construction technique developed. Iran, Domestication of Goat (focused on management of the animal, varieties would come later).
11,000-4,000 years ago - Warrior genotype (farmers, soldiers, inventors); Nomad genotype (life upon a horse, can handle different environments, good immune system)
11 or 10,000 y a - Last Ice Age ends.
8800 BCE - Emmer Wheat spreads beyond the Levant.
8700 BCE - Iraq, Copper pendant.
8500 BCE - Domestication of Barley. Domestication of peas occurs around this time. Turkey, Beer production found at Gobekli Tepe. Domestication of Cattle from the Aurochs (two separate populations, one in Mesopotamia [pop. 80], the other Pakistan). (Rendering cattle bones into Tallow allows for the creation of Candles. Beeswax also used.) Oregon, oldest pair of shoes found made from bark twine. Oats possibly start to be harvested, crop mirrors wheat (is like a weed).
8400 BCE – Cyprus, earliest dug Water Well (26 ft).
10,300 - 8,700 y a - China, Millet harvested.
10,200 - 9,500 y a - Emmer Wheat domesticated(?).
10,000 - 7,000 y a - Archaeological evidence of boats.
8000 BCE (10,000 years ago) – Genetic evidence of breeding Pigeons. Palestine, archaeological evidence of pastoralism. Pre-Pottery Neolithic people in the Fertile Crescent form perfectly smooth stone vases. Iran, Goat domestication. Believed to be when primitive dairy-cheese making began. Flax cultivation. China, Quern Grinding Stones. England, Antler used in headdress costume.
9,500 y a - Cyprus, earliest evidence of cat domestication. SE Anatolia, cold-working, annealing, smelting, lost wax casting of Copper.
7570 BCE – Indus Valley, Lapis Lazuli artifacts.
7500 - 5700 BCE - Anatolia, Catal Hoyuk develops as a spiritual center, found many clay figurines and impressions (feminine, phallic, hunting).
7400 BCE - A monolith ends up submerged in the Straight of Sicily.
7176 B.C. – Earth hit by one of the most massive Solar Storms from the sun ever recorded (visible at night with the magnetic field interaction).
7000 BCE - Archaeological evidence for pastoralism in Africa. China: evidence of mead (honey, rice, water fermented) in pottery; evidence of musical instruments. India, first archaeological evidence of Dance (cave art); evidence of dentistry. Armenian Highlands, art depictions of Cymbals. Durum Wheat made thru artificial selection in Europe and Near East. Greece, earliest evidence of grain silos. Turkey, Catal Hoyuk, art depiction of a Slinger. Afghanistan, Lapis Lazuli mined and traded to Indus and Mesopotamia societies. Europe, Cave Wall art of Honey Collecting.
7000 - 6600 BCE - China, domestication of Soy beans.
7000 - 6000 BCE - Turkey, domestication of Bitter Vetch. (Too bitter for human consumption without being boiled several times, has been found to be great for cattle feed.)
6500-3800 BCE - Ubaid Period (Mesopotamian citystates rise, evidence of specialized workers, evidence of taxation)
6500 BCE - Turkey, evidence of lead smelting at Catal Hoyuk. (Wrapping the dead in textiles, too.) China, archaeological evidence of Silk. Kosovo, oldest Ocarina found in Europe.
8,200 - 7,600 y a - Sea levels rise rapidly. Linked to North American great fresh water lake (Agassiz, Ojibway) sudden draining into Atlantic Ocean. 8,400 y a?
6050 BCE - Moldova, evidence of man extracting salt from a natural spring.
8,000 y a - Western Europe, white skin first appears. Iran: earliest evidence of irrigation; man starts choosing sheep for their wooliness, not just meat and skin (2-3,000 years later, would start wearing wool). Georgia, earliest evidence of wine. Spain, cave painting shows people collecting honey from a wild hive, using a container to hold. China, Buckwheat cultivated (near Tibetan plateau), possible first example of Influenza. Earliest evidence of the Ard Plow used (castrating bulls to train 4 years to become Draft Oxen, also means they can be used to haul logs thru and from forests). Mediterranean, Broad (Fava) Beans, Broccoli. Portugal: Almendres Cromlech, begins, aligned to equinox and solstice, occupied for 2,000 years, would become largest complex in Iberian peninsula, equal to other large complexes in Europe. Anatolia: Obsidian polished into mirrors. Spelt Wheat appears. First Stone hafted Axes. Earliest evidence of “Cock Fighting” game fowl. (Iraq, Kiln.)
6000 - 3500 BC - Mesopotamia (Sumer), Poppy domesticated.
7,8-5,000 y a - SE Turkey, Einkorn Wheat grown and domesticated.
5600 BCE - Evidence of The Black Sea Flood, turning the fresh water lake into a salt water sea, rose shorelines and displaced populations (source of flood myths in religions).
7500 y a - Earth experiences a cold climate period? Lasts for 500 or more years.
7500 y a - Earliest example of chickpeas being used. Poland, archaeological evidence of cheese making. Ukraine, Romania, earliest examples of traps used for hunting. Pakistan, evidence of Cotton found in copper beads. Egypt, earliest Combs found (placing a leaf in the teeth can create a primitive sound instrument).
5500-5000 BCE - Serbia, Copper Smelting.
5200 - 4700 BCE - Iran, earliest evidence of a wheel, for pottery, made of stone or clay.
7,000 y a - Earliest example of Dolmen, single chamber tomb, consists of two stones supporting another on top (table design), found in western Europe, would spread and be common 4000 - 3000 BCE in Europe. Iranian plateau, evidence of Bronze made with naturally occurring arsenic. Tin would replace as the major ingredient (and releasing non-toxic vapors) in the late 3000 BCE period. Iran, evidence of wine found, using sealed containers. China, Hemp domestication (smoking was likely cause for spread, Iron Age would use for production); Rammed Earth construction technique, Silkworm domestication begins. Egypt, Badarian culture starts farming, used boomerangs. Roundels, circular enclosure often with entrances aligned to solstice, would be constructed in Central Europe (Germany, 120-150 altogether). Siberia, oldest carpet found (likely a funeral gift, from Armenia, featured griffons). Mesopotamia: first use of Stamp Seals for government purposes; Rotary Quern milling stones are introduced. Armenia: possible origin of Apricots. Lake Zurich, cultivation of Pear. Indus Valley Civilization, using Bitumen aka Asphalt for waterproofing (a basket), adhesive. Bulgaria, Turquoise beads.
6950 - 6440 y a - Papua New Guinea, cultivation of Taro and Yam.
4800 BCE - Egypt, early evidence of peas being grown. Cairn of Barnenez, Brittany, England, begins (burial monument and later bronze age use, considered one of the oldest and largest man made structures).
4700 - 4200 BCE - The town of Solnitstata, considered the oldest known settlement in Europe. Built around a salt deposit.
6,500 y a - Croatia, earliest example of an oven found. Slovenia, dental filling made with beeswax. Indus Valley, irrigation. Wine production reaches Greece. Carnac Stones, Brittany, France; would become large complex of standing stones, menhirs, domens, tumuli (burial mounds, with passage tombs), large rectangle formed by stone. Americas: various tribes domesticated “chili peppers.” Bulgaria, Carnelian beads. Manufactured Red Pottery Oil Lamps.
4500-4000 BCE - China, Investment Casting develops.
4200 - 4000 BCE - Mesopotamia develops true, easy to spin pottery wheels.
6,000 y a - Earth experiences a cold climate period? (Starting maybe 500 years earlier and ending 500 years later.)
4000 BCE - (Mankind has achieved “Farmer status.”) (Thought to be when Cattle were turned into Oxen for Draft Animal purposes.) Egyptians start building big Brick structures; manufacturing Papyrus; Gold artifacts; (domesticated Donkeys?). Earliest examples of Kilns. NE Italy, archaeological find of Appleseeds. Sicily, evidence of wine found. Ukraine, Kazakhstan, Horse domestication begins (they became small and varied in size as compared to their wild ancestors). “Pontic Language Explosion”. [People from north of the Caspian and Black Seas migrated around Eurasia, ancestor of western languages. (shared origins with: milk, horses, sheep, cattle, pigs, goats, grain, copper, carts, yoke, weaving, mead; patrilineal clans)]. Earliest examples of Viticulture (wine making). Levant, earliest examples of harvesting Olives; start using grain Silos. Art: Earliest depiction of Shoes, Sandals. China: example of a Loom for Silk production; Ramie (similar to flax, requires chemical processing, not as popular, believed to be used for Egyptian mummy wraps). Persia (Iran), Mung Bean domestication?, Chang (precursor to Harp) found on artwork, made with sheep guts. Mesopotamia: Stamp Seals come into use; Mirrors made of Copper; 30-40% of animal bones in settlements were pork (understood to be a way of removing trash from community, easy to feed and raise many); Uruk clay tablet describes two temples owning a herd of 95 pigs to be rendered into soap to clean linen; clay pipes for sewage. Europe, farming reaches northern regions. Anatolia, Silver production.
4000 - 1000 BCE - Ethiopia, Teff is discovered (can feed people and livestock, building material).
3800 - 3500 BCE - Czech Republic, possible evidence of earliest plowed fields.
5,700 y a - Lolland Island, a blue eyed, dark haired, dark skin woman spits out some Birch Bark gum; oldest complete human genome extracted; had Mononucleosis ("kissing disease"). Possible archeological evidence of pit traps used for migrating animal hunting.
3630 BCE - Oldest example of silk fabric found.
3600 BCE – Pork bones in settlements (Levant, Mesopotamia) dropped to 16-30% of total livestock.
5,500 - 4,700 y a - Georgia, tomb found had honey remains on pottery. (This culture could identify Linden, Berry, and Meadow-Flower varieties.)
3500 BCE - City of Uruk: (Mesopotamia) begins outward expansion and influence, later first example of organized warfare (would influence Egyptians to start building pyramids); "Cylinder Seals," a type of noble seal, that can be rolled unto wet clay (would be popular until 1000 BCE). Iraq, Kish Tablet, considered to represent the early transition from pictographic to cuneiform. Mesopotamia, earliest Harps and Lyres found; Gold artifacts. Modern humans settle the western coast of Europe, hunter-gatherers. Egyptians show Cat domestication; Gold Smelting; used a vertical Gnomon as a primitive Sundial? Iran, Beer made from Barley. Armenia, earliest Leather Shoe found. China, Pottery in shape of silkworm indicates earliest example of Sericulture (silk worm production).
3500 - 3350 BCE – Mesopotamia, earliest evidence of wheeled vehicles. Indus Valley civilization uses Stamp Seals with a type of script.
3400 BCE (5,400 years ago) - First metal casting. France, Cow skull showing Trepanation found.
5,400 -5,100 y a - Itzi the Iceman dies in the mountains of Northern Italy. Had a copper axe. Earliest evidence of tattoos. Shoes made from two types of animal skin (bear and deer). Arsenic residue in his hair.
3300 BCE - Egypt, tomb paintings show people Dancing. Indus Valley, develop Sanitation.
3200 BCE - Examples of using symbols to represent real life objects (would go to form written language). Ireland, construction begins on Newgrange, largest passage tomb in Europe, aligned to winter solstice. Egypt, Bead made of Meteoric Iron found.
3100 - 2900 BCE - Jemdet Nasr period (following fall of Uruk) would be known as establishing Cuneiform as a proper language.
3100 BCE - Upper and Lower Egypt unified. Mesopotamia, likely evidence of the earliest Lute type device.
3000 BCE - Onset of Bronze. Mesopotamia, Irrigation; Glass Beads appear (possible side effect of making metal); possible earliest Iron working (required higher temperatures), cuneiform mention of Pigeons. Sumer, Medical text found on tablet, believed oldest ever found. Egypt, Hieroglyphs of Pigeons and use of Homing Pigeons for message delivery, first record of a Doctor named, Imhotep; Antimony harvested from rock and made into eye makeup; earliest evidence of domestic Donkeys in the south. Egyptian Mummies show evidence of Smallpox (deathrate 30% especially among babies, can leave people blind). Dromedary Camels likely domesticated in Somalia at this time. (Camel hair can be harvested for shelter and clothing, outer guard hairs make for water proof coats. Camel milk readily turns into yogurt. To turn into butter requires a clarifying agent and extended process.) Chicken reaches Europe from Asia. England, earliest Stone Circles found. Slovakia, Romania, earliest chainmail found. Sheep chosen for wooly coat, not long hair. China, Clay Bells found. India, River Buffalo domesticated (water buffalo); Jute grown for fiber (burlap). Northern Iran, earliest examples of Trumpets. SE Asia, earliest records of Radish. Pakistan, Terracota female figurines.
2800 BCE - Solid evidence of plowed fields. China, Copper smelting discovered. Babylon, evidence of manufacture of soap like substance.
2700 BCE - Chinese treatise on health. 40 kinds identified.
2650 BCE - Egypt, dental work found.
2630-10 BCE - Egypt, Pyramid of Djoser constructed by Imhotep, considered first.
2600 BCE – Egypt, domestication of Honey Bee complete.
2600 - 1900 BCE - Indus Valley, Stoneware Pottery (meaning fired at 1000 degrees Celsius), would become a major industry; (Ivory?).
2580-50 BCE – Egypt, creates first true Ocean Dock for sea trading vessels (with Indus Valley).
2560 BCE - Great Pyramid of Giza completed.
2500 BCE - Evidence of The Amber Road, trade route from the Baltic Sea to Mediterranean Sea. E Iran, Bactrian Camels domesticated. Iraq, "Lyres of Ur," considered world's oldest stringed instruments. Peru, oldest Sling ever found. Egypt, earliest depiction of a Khopesh (sword). Sumerian Clay Tablet with instructions for manufacturing soap (heating mixture of oil and wood ash, earliest record chemical reaction, used for washing woolen clothing). China, axes with Corundum (precious stone). Harappan Culture of Indus Valley, chicken used for Cock Fighting, not food.
2500 - 2000 BCE - Mali, domestication of Pearl Millet. Turkey, Meteoric Iron dagger.
2400 BCE - Sumer, description of Prostitution and a Brothel-Temple to Fertility Goddess.
2300 BCE - Mesopotamia, Urukagina of Lagash, considered the earliest Law Code. (Widows and orphans exempt from taxes, state pays for funeral expenses, the rich must pay in silver and cannot force the poor against will, checked power of priests, protect from usury, abolished polyandry). Iran, Quince (fruit). China, oldest Gnomon (painted stick that casts a shadow for sundial purpose).
2200 BCE - China, first known tax, using salt. Iraq, tablet reads “22 jars of Pig Fat” (each jar 18 liters of Lard, 396 liters total, require 45 adult pigs; likely used to make soap to clean wool of sheep before turning them into textiles)
2200-2000 BCE - Turkey, Iron Smelting.
2100 - 2050 BCE - City of Ur: Earliest written Code of Law discovered. References Butter. (Fines for bodily harm, references murder, robbery, adultery, rape. Two classes of people: free and slave.)
4000 - 3000 y a - Mesopotamia, earliest Scissors (shear, spring type). India, Mung Bean domesticated.
2000 BCE - Murals show horses pulling chariots. Horses become common in western Europe. England, Great Orme Mine started, would become largest copper mine in region (most productive between 1700 - 1400 BCE), used bone and stone tools. China, Bells made out of metal (Bellfounding); domestication of the Swamp Buffalo (water buffalo). Ghana, earliest evidence of Cowpea (black eyed pea). India, Canola/Rapeseed; Diamonds being used to drill beads. Egypt, Lupin Beans. Greece, Kale grown.
1900 BCE – Homing Pigeons used for warfare.
1800 BCE - Egypt, medical text on gynecological issues; Safflower for pigment. India, Iron working.
1754 BCE - Code of Hammurabi (recognized Prostitution and gave women protection and inheritance; theorized that a fertility goddess had a temple that offered sex workers).
1700 - 1200 BCE - (Late Bronze Age) 8 societies in Middle East: Aegean, Egyptian, Hittite, Canaanite, Cypriot, Mitanni, Assyrian, Babylonian. Considered a "globalized world system." Next time this would occur is today.
1700 BCE – Mesopotamia: The "Mari Letters" reference Minoan society, King Hammurabi; clay tablets list Trigonometry Tables and Applied Geometry (for land ownership, speculated to aid in construction).
1628 BCE - Island of Thera/Santorini experiences huge volcanic eruption, possibly causing a tsunami thru eastern Mediterranean.
1600-1500 BCE - Greece, Helmet formed of boar tusks found.
1600 BCE – Levant, Mesopotamia, Pork bones rarely found in settlements (banned from temples in Anatolia, Mesopotamia, Egypt). (Found amongst the poor classes, difficult to tax since it did not produce wool or milk or could plow a field.)
1550 BCE – Papyrus Ebers, Egyptian medical text, mentions Chlamydia.
1500 BCE - Modern Trumpet design found in eastern Mediterranean. India, Pigeon Pea domesticated. Egypt, Mercury found in tombs; archaeologists find earliest Sundials; Emerald mines. China, Water Clocks.
1400 BCE - Syria, Hurrian Songs, cuneiform music tablet in Ugarit. Greece, oldest body armor found, made of bronze, Dendra Panoply (not actually worn, more of a showpiece, but clear representation of body armor for battle). China, Meteoric Iron axeheads. Art representation of Scale Mail in Egypt. Art: representation of Shields.
1350 BCE - Turkey, Hittites chronicle Egyptian prisoners of war bringing "the plague.”
1300 BCE - Uluburun Shipwreck, off coast of Turkey, had 300 sixty pound copper ingots (10 tons), 1 ton of tin, and tin objects and ingots of colored glass (blue, rose, brown). From Cypress/Minoa.
1300? - 900? BCE - Eastern Mediterranean experiences a 300? year drought. (Could also be: Cypress 1200- 850. Syria 1250-1187. Galilee 1250-1100)
1279 BCE - Battle of Qadesh (Egypt vs Hittites).
1200 BCE (3,200 years ago) - Onset of Iron smelting. Earliest Camel saddles appear. Last appearance of Megaliths. India, earliest evidence of Firewalking.
1200 BCE - Eastern Mediterranean civilization collapse. Drought in Greece. Earthquake series.
1188-1177 BCE - Egypt suffers invasions from "The Sea People."
1185 BCE - Syria, Ugarit Letter, Famine.
1140? BCE - Ramses 6th, mummy found to have Smallpox. No record of people dying from Smallpox.
1100 BCE - Phoenicians establish nation. Europe, Iron Age.
1100? BCE - Earth experiences a cold temperature period?
1100-750 BCE - Egypt, Iron Smelting.
1070 BCE - Egyptian mummy found with Silk in hair, earliest evidence of Silk Road.
1000 BCE - Early Cuneiform script (late stages, still pictograph in nature). Bactria, Barbat (primitive lute). Egypt, Kenaf is grown for fibers, leaves can be eaten by animals and humans (similar to Jute and Hemp; rope, rough fabric, sails). Mediterranean, Cabbage domesticated. China, Iron Age. Sport: racing Homing Pigeons.
930 BCE - Camel bones found in Arabian peninsula. Jordan, earliest Bloomery for Iron working found.
800 - 600 BCE - Ethiopia, Sorghum Wheat begins to be harvested.
800 BCE - Considered the beginning of Ancient Greece, after the Mycenae Civilization. China, Bloomeries used.
700-500 BCE - The Illiad orally composed. India, Diamond mining starts.
708 BCE – Greece, Olympics, Discus Throw.
700 BCE - Turkey, first Coins in Lydia. Assyria, first equipment recognized as a Saddle for a Horse.
660 BCE – Massive Solar Storm hits Earth.
600 BCE - Earliest example of a Steel Sword.
600-400 BCE - Ancient Greece rise of scientific inquiry and philosophy
550 BCE - The Illiad written down.
540 BCE – Sri Lanka, earliest record of Pearls.
500 BCE - Camels used in warfare. Persians use kettle drums for military maneuvers, frighten enemies. Greece, Grape Syrup, early form of sweetener and preservative; earliest written mention of what could be Influenza. Blackberries consumed around Europe. Spain, Disk Quern developed. India, Cholera described in Sanskrit. Romans manufacture dipped Candles.
430 BCE – Athens, Typhoid Fever outbreak during siege by Sparta.
400 BCE - The "Celts/Gaeil" settle Ireland. Greece, the “Hippocratic Corpus” seventy collected medical texts, mentions Pneumonia, Meningitis, Valerian Root.
396 BCE - Olympics, horn blowing competitions.
314 BCE - China, first mention of Sweet Orange.
298 BCE - Foot powered Loom.
200 BCE - China starts making paper.
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2024.05.08 08:59 Creative-Drag-6650 New Captivate vs Rise 360 :User's Review
Recently, I got a chance to explore the new Adobe Captivate. It piqued my interest as it allows you to create responsive eLearning with the use of text and media blocks. Just like Rise 360, it doesn’t need manual authoring for different devices. I have used Rise 360 to develop a few responsive courses and considered comparing these two tools on various criteria.
Here is a high-level comparison that is purely from a usability perspective for developing eLearning.
CriteriaNew Adobe CaptivateArticulate Rise 360 Authoring environment/UIDesktop-based app with an easy, intuitive UIWeb-based app with easy navigation Learning curveQuick learning curve but compared to Rise 360, it might be steeper due to its advanced features and capabilities Quick learning curve Ease of useEasy to moderateEasy Quick start courses with real contentCurrently 16 courses with real content, new quick-start courses getting added on a bi-weekly basisHundreds of courses and micro- learnings with real and placeholder content Built-in responsive designYesYes Multi-device previewYesYes Interactivity/ Interactive elementsIntermediate to advancedIntermediate Course navigationSlide-based and long scrollLong scroll Customization capabilitiesHighly customizable Pre-built blocks and slides with customizable content, design, and functionalityLimited Pre-built blocks with customizable content and design Audio syncingYesNo Software simulation recordingYesNo Multimedia integrationYesYes Built-in asset libraryExtensive library of slide templates, characters, images, icons, audio, and video filesSmaller library including photos and illustrations Audio editing and text-to-speech audioYesNo Quizzing and assessmentAdvanced quizzing capabilities with up to 7 question typesBasic quizzing capabilities with up to 4 standard question types Course themesA couple of themes that can be customizedVariety of prebuilt course themes for all global elements Collaboration capabilitiesNot available yet, coming soon (Ref: https://
www.adobe.com/products/ captivate/captivate-classic.html) Built-in review and collaboration tools Built-in accessibility featuresYesYes Integration with other toolsNo direct integration, any web object can be integrated using JavaScriptIntegrates with Articulate Storyline 360 Course translation/localizationNoYes Publishing formatsHTML5HTML5 and PDF SCORM/xAPI compatibilitySCORM, xAPI, and AICCSCORM, xAPI, AICC, and cmi5 Subscription planBoth annual and monthly subscription plans are availableOnly an annual subscription plan is available Access included in the plan· All-new Adobe Captivate · Adobe Captivate Classic · Extensive asset library · Live and on-demand training· Course authoring apps such as Rise 360, Storyline 360, and more · Review 360 app · Stock content · Live and on-demand training PriceUSD 33.99 per person per month (for individuals)USD 1,099 per person per year (for individuals)
Hope this comparison helps you gauge which tool is better suited for you. I think both tools have their own capabilities and limitations. Ultimately it will all boil down to your specific project/eLearning development needs and the given budget. Do share your thoughts and experiences with these tools.
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2024.05.08 06:09 xlukekx Anybody else having issues?
This new update sucks. The only time you can catch any pokemon is after the jump stage trying to stay out of the ball. You can throw straight, you can throw a curve, but the balls aren't landing. They're either way too long, or they come up just short. I started to notice things changing on Sunday evening, then Sunday around 2230 EST, I got completely dumped out of the game. Kept clicking my icon, and it would just instantly close. Tried for 20 minutes to get in, and nothing.
I'm thankful to have a Pokemon Go Plus to catch these punks, but I like the physically clicking the pokemon and catching it too. But right now, I have to bank on the pogo plus because it's the only thing that is still consistent. I might be nit picking, but I have never complained about this game. It took almost 8 years for me to complain about this lifestyle, and this I think, finally warrants an excuse.
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http://rodzice.org/