Liebherr tower cranes load chart

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2024.05.16 15:01 AutoModerator [DAILY CONEVERSATIONS] !balance !faucet !withdraw

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🚀🚀ONGOING/UPCOMING EVENTS

submitted by AutoModerator to ConeHeads [link] [comments]


2024.05.16 14:55 Talisman848 Help me make sense of the space elevator's architechture

So, right after we land in the Orca space complex area, we can see the structure of the space elevator in the distance, across a body of water. At its base, we see cranes and stuff that resemble a port / logistic center, and we can even see the hypertube that (i suppose) will lead us there. Around the tower itself we see a giant ass ring-like structure kinda floating there, with cables linking it to the tower somewhere above the clouds. In front of it all, sits a giant ass statue that must be hundreds if not thousands of meters tall.
Now fast forward to after the first boss encounter in the area, we arrive to a logistic centre with cranes and containers ar the base of the space elevator, and we are met with clear sky, no cables, no big ass ring, no big ass statue, and the tower itself that looks way more intact than what we saw when we landed.
What am I missing here? What is this place? Is this a whole different elevator? If so, why did I see a single tower from a distance? The 4th elevator was the only one left, right? Maybe we are already above the clouds? Then why didn't we see a hypertube reaching beyond the clouds? Besides, it would have been uphill all the way through! I swear this is driving me nuts.
Bonus: while riding the elevator, towards the end of the mission (possibly right before the last boss encounter? I can't recall), we can see another tower on the right... What's that and what have we been riding so far?!
submitted by Talisman848 to stellarblade [link] [comments]


2024.05.16 14:41 Arbrand The Trickster's Veil

As far back as I can remember, I had always been passionate about the great outdoors. My love for the wilderness began when I joined the scouts, exploring the diverse landscapes of Southern California, Nevada, Arizona, and Utah. I was never a huge fan of the dry, barren landscapes, but camping provided a much-needed escape from the monotony of Orange County suburbia.
The first time I visited the Pacific Northwest, I was enchanted. The scenery was breathtaking—majestic mountains, lush fields, and meandering rivers. It was clear that anyone who praised the desert's beauty had never laid eyes on the Cascades. Seeing grass and wildflowers growing without irrigation was practically a revelation.
When I was old enough, I moved to Washington state, immersing myself in nature every weekend. My adventures took me hiking through dense forests, camping by serene lakes, and occasionally taking mushrooms under peaceful waterfalls.
I joined several online forums dedicated to outdoor enthusiasts. One community that particularly fascinated me was the Northwest Tomb Raiders. This group of history buffs and thrill-seekers was dedicated to uncovering artifacts, whether Native American relics or treasures hidden in modern ruins. Many members were collectors, fencing their finds to museums and archaeologists, which made it a rather profitable side gig, should you be lucky enough.
In the fall of 2009, an intriguing post appeared on the forum. A user named Lokk claimed to have discovered a cache of artifacts with Scandinavian origins. He couldn't carry everything back due to the treacherous terrain and his age, so he shared the coordinates, hoping someone else could retrieve the items. I scrolled down to see a few posts of people planning to loot it in the Spring, when the paths have reopened. One user, Patagooner, planned on going as early as possible.
Excited by the prospect, I gathered my two friends, Carl and Noah, for the expedition. They weren't as enthusiastic about camping as I was, but after I told them how much a single arrowhead goes for on the black market, they were on board. It was the start of winter now, which had its advantages and disadvantages. On the plus side, the rangers would have a harder time spotting us. On the downside, the harsh conditions posed a serious challenge for two inexperienced hikers.
I must’ve blown about four grand at REI on gear for them, justifying it with the knowledge of how much more I would make with two extra packs. That is of course assuming there really were as many artifacts as Lokk had said, and Patagooner hadn’t beaten me there.
The journey began like any other. We met in the pre-dawn darkness and went over our supplies, ensuring we had everything we needed. By mid-morning, we were on our way, my pickup truck winding up the mountain paths. The roads of Olympic National Park were the epitome of the raw, untamed beauty of the Pacific Northwest.
They snake through ancient forests, where towering Douglas firs and Western hemlocks create a verdant canopy overhead. Mist clings to the trees, giving the landscape an ethereal quality. Occasionally, the forest would open up to reveal breathtaking vistas of snow-capped peaks and deep, shadowy valleys.
As we climbed higher, the landscape grew increasingly desolate. The dense forest thinned out, replaced by rugged terrain and jagged rock formations. The air grew colder, and the first flurries of snow began to fall, dusting the ground in a thin, white layer. The road became narrower and more treacherous, winding precariously along the edge of steep cliffs.
Finally, a road closure blockade signaled the end of our journey in the truck. We unloaded three dirt bikes—one mine, two rentals—and continued up the trail. The bikes roared to life, carrying us several more miles into the wilderness. The trail twisted and turned, cutting through dense underbrush and over fallen logs. The snow began to fall more heavily, blanketing the forest floor and muffling the sound of our engines. The world around us grew quieter, more isolated.
Eventually, the snow became too deep to traverse by bike. We dismounted and prepared to continue on foot. The silence of the forest was profound, broken only by the occasional rustle of branches in the wind. I checked my modern GPS, its screen displaying the coordinates and a relief map of our destination.
The cold air bit into our cheeks as we trudged through the snow-laden forest. The silence was almost oppressive, broken only by the crunch of our footsteps and the occasional call of distant wildlife. The GPS indicated we were close to our destination, but the dense underbrush and uneven terrain made progress slow.
Suddenly, Carl's excited whisper cut through the stillness. "Hey, look at that!"
He pointed to a small, furry creature ambling through the trees. It took a moment to realize what it was—a bear cub, innocently exploring its surroundings.
My heart sank. "Carl, get back," I hissed, my voice low but urgent. "Where there's a cub, there's a..."
Before I could finish, a massive shape exploded from the trees. The mother bear, easily three times the size of the cub, charged at Carl with a ferocity. She was a blur of dark fur and powerful muscles, her roar echoing through the forest.
"Run!" I yelled, but it was too late. The bear was upon Carl, swiping at him with her massive paws. He screamed as he fell to the ground, the bear towering over him. Desperation and adrenaline surged through me. I grabbed the nearest heavy branch and swung it at the bear, hoping to distract her.
Noah joined in, shouting and waving his arms. We had to be careful; one wrong move and she would turn on us. The bear snarled, turning her attention away from Carl for just a moment. It was enough for him to scramble backwards, clutching his bleeding arm.
"We have to get him out of here," I shouted to Noah, who nodded, fear etched on his face. The bear, still enraged, seemed torn between attacking us and protecting her cub.
Using the brief respite, we hauled Carl to his feet. His face was white, and he was clearly in shock. Blood soaked his sleeve, dripping onto the snow. "There's a ranger station about two miles from here," I said, my voice shaking. "We need to get him there. Now."
We half-carried, half-dragged Carl through the forest, every shadow and sound heightening our paranoia.
Finally, after what felt like forever, the small, wooden structure of the ranger station came into view. We had been avoiding the rangers to keep our expedition secret, but now it was our only hope.
Pounding on the door, I prayed for a quick response. The door creaked open, and a weathered face appeared. "What happened?" the ranger demanded, taking in the sight of Carl's bloodied form.
"Bear attack," I gasped. "We need help."
The ranger's expression shifted from suspicion to urgency. "Get him inside. We've got a first aid kit and a radio."
As we eased Carl onto a makeshift bed, the ranger inspected his wounds. "You're lucky," he said after a moment. "The cuts are deep, but they missed any major arteries. He'll need stitches, but we can handle that here. No need for an airlift."
The ranger's face darkened as he turned to me. "What the hell are you boys doing out here?”
I hesitated, "We... we were just exploring."
The ranger's eyes narrowed, his anger palpable. "Exploring? In a restricted area? In the middle of winter? Are you out of your minds?"
He worked quickly and efficiently, cleaning and stitching Carl's wounds. Carl winced but stayed silent, his eyes closed in pain.
"Do you have any idea how dangerous it is out here?" the ranger continued, his voice rising. "The storm, the wildlife... This area is off-limits for a reason! You should have known better." he said, pushing a finger into my chest.
"We'll stay here for the night," he continued, "The storm's getting worse, and it's too dangerous to move him now. We'll reassess in the morning. And count yourself lucky I don't arrest your asses."
Night fell quickly, the storm outside growing more ferocious with each passing minute. The howling wind battered the small ranger station, and the walls creaked under the pressure. We huddled in the main room, the tension thick in the air.
The ranger looked at us sternly. "I need to check the perimeter and make sure everything is secure. There are things out there you don’t want to encounter, especially in this storm."
"Things? What do you mean?" Noah asked, his voice barely above a whisper.
The ranger's expression hardened. "Just stay put. No matter what you see or hear, do not leave this cabin. Understood?"
We nodded, the seriousness in his tone leaving no room for argument. "We'll stay put," I said, trying to sound more confident than I felt.
The ranger grabbed his coat and shotgun. "I'll be back in an hour. Do not leave this cabin." With that, he opened the door and stepped into the raging storm, disappearing into the darkness.
As soon as the door closed, I turned to Noah. "We need to go. Now."
Noah's eyes widened. "Are you crazy? He said to stay put."
"If we wait until morning, we'll be escorted out of here and lose our chance. This might be our only opportunity to find those artifacts."
Noah hesitated with uncertainty "But... what about Carl?"
"He'll be fine here. The ranger can take care of him. We have to do this now."
Reluctantly, Noah nodded. "Alright. Let's take what we can and go."
We quickly looted extra gear from the cabin. I checked the GPS one last time before we slipped out into the storm, the cold wind battering us.
The snow fell heavily, obscuring our vision as we slogged through the forest. The ranger was nowhere in sight as we made our way towards the our destination, each step filled with trepidatious excitement.
The storm began to die down as we approached the coordinates. We stepped into a clearing where the undisturbed snow lay like a pristine white blanket. In the center stood an ancient, weathered stone altar, encircled by intricate wooden carvings, delicate metalwork, and beautifully crafted statues. The sight was breathtaking, a treasure trove, a veritable museum of paganism.
Noah and I exchanged glances, our eyes wide with amazement. "Do you see this?" I whispered, barely able to contain my excitement.
"We're going to be rich," Noah replied, his voice trembling with awe. "These must be worth a fortune!"
We approached cautiously, as if the vision before us might disappear. The craftsmanship was stunning. I reached out to touch a carved wooden idol, marveling at the detail. "This is incredible," I said, my voice barely audible.
We began to load our packs with as many artifacts as we could carry, each one more exquisite than the last. It was beyond our wildest dreams. We were so engrossed in our task that we didn't notice the small figure watching us from the ridge.
It wasn't until I turned to leave that I saw her. A young girl, maybe eight years old, stood there, her blue eyes wide with curiosity. She was dressed in simple, rustic clothing, her blonde straight hair blowing gently in the wind. For a moment, we just stared at each other.
"Noah," I whispered urgently, nudging him. "Look."
He turned, his eyes following my gaze. "What the...?" he muttered, his voice trailing off.
The girl took a tentative step forward, her eyes fixed on the items in our hands. There was no fear in her gaze, only a quiet intensity that made my skin crawl.
"Who are you?" I asked, trying to keep my voice steady.
She tilted her head slightly. "My name is Sigyn."
"What are you doing out here, Sigyn?" Noah asked, his voice shaky.
"I live here,"
"You live here?" I echoed, incredulous. "Is there anyone else around?"
"Yes," she whispered.
"Where?" Noah demanded, looking around nervously.
"Everywhere," she said with a giggle.
The way she said it, so matter-of-factly, bothered me deeply. Noah and I exchanged a look, both of us trying to figure out what to do next.
"We can't take her back to the ranger," Noah started, "We'll lose everything."
I nodded, my mind racing. "Sigyn," I said slowly, "we need to know who else is here. Can you help us?"
She looked at me with her piercing blue eyes, then said, "I'm sorry."
"For what?" Noah asked.
"For what's going to happen to you," she replied, her voice tinged with sadness.
"You need to tell us what's going on," Noah said, grabbing her arm roughly. "Why are you out here alone?"
She looked up at him, unperturbed. "I am not alone," she said softly.
Before we could press her further, a loud, guttural mooing sound echoed through the clearing. We turned towards the direction the girl had come from, and there, emerging from the shadows, was the silhouette of an elk. As it approached, my stomach dropped. Its body was a grotesque amalgamation of life and decay. Its skull was fully exposed, the eye sockets dark and empty. Large patches of its ribs were visible, the flesh around them rotted away.
The elk's movements were slow and deliberate, its head swaying as if in a trance. It walked directly towards us, its hollow eyes fixed on Sigyn. The closer it got, the more the stench of death filled the air—a nauseating mix of decay and earth. I fought the urge to retch.
Sigyn stood up, her expression calm. The monster sniffed her gently, its nostrils flaring. Without a word, she climbed onto its back, mounting it like a horse. It was a surreal and horrifying scene ripped straight from a nightmare.
As she settled onto the elk, she looked back at us, "A thief in the night shall reap what he sows," she said, her voice carrying an otherworldly echo. "Beware the price of stolen dreams."
With that, the beast turned and began to walk away, Sigyn riding it into the shadows of the forest. We stood there, frozen in place. The realization that we were in far over our heads began to sink in. This started to feel like a trap.
We need to get out of here," My voice trembling. "Now."
We turned to leave, our packs heavy with the pilfered goods. But as we took our first steps, the forest around us seemed to come alive. Shadows moved among the trees, and whispers floated on the wind. I quickened my pace, glancing nervously over my shoulder.
"Did you hear that?" Noah asked sharply,
"Just keep moving," I commanded.
A figure emerged from the shadows, blocking our path. It was a man, tall and gaunt, his eyes burning with an intense light. "Where do you think you're going?" he asked, his voice cold and menacing.
"We're leaving," I stammered. "We didn't mean any harm."
The man smirked, and with a swift motion, he raised his hand. More figures appeared, closing in on us from all sides. We were surrounded.
"Run!" I shouted, shoving Noah forward.
We sprinted through the forest, branches whipping at our faces and legs. The figures pursued us, their footsteps silent and relentless.
Noah stumbled and fell, his pack spilling open. Statues scattered across the ground, glinting in the moonlight. "Help!" he cried, scrambling to gather the items.
"Leave them!" I shouted, pulling him to his feet. "We have to keep moving!"
But it was too late, their hands seizing us. I struggled, kicking and thrashing, but their grips were too strong. They forced us to the ground, binding our hands with rough, coarse ropes.
"Please," I begged, "Don't hurt us."
The man who had first appeared stepped forward, his eyes gleaming with amusement. "A thief in the night," he mocked.
They dragged us through the forest, the trees closing in around us like a cage. We were at their mercy.
In the distance, I could see the elk standing at the edge of the clearing, Sigyn still astride its back. Her eyes met mine, and for a moment, I thought I saw a flicker of pity. But then they turned away, disappearing into the shadows once more.
We were dragged into the heart of the forest, our struggles futile against the unyielding grip of our captors. As we broke through the treeline, a massive bonfire came into view, its flames licking the night sky. Shadows danced around the clearing, cast by the flickering light. A woman stood at the forefront, her presence commanding.
Her eyes were milk white, devoid of pupils, and her long, flowing white hair cascaded down her back. She was completely naked, her skin pale and marked with intricate symbols. Atop her head, she wore an elk skull, its antlers extending like eerie, skeletal fingers. She beat a drum emblazoned with more of the same cryptic symbols, each thud resonating deep within my chest.
Around the fire, about two dozen people stood, all drinking from crude, horned cups. Their faces were solemn, eyes fixed on the woman as she led them in a haunting chant. The atmosphere was thick with a mix of reverence and intoxication.
We were forced to our knees before the woman, who paused her drumming to look down at us. Her gaze was haunting, as if she could see into the very depths of our souls.
"Who are you?" Noah demanded, his voice trembling.
The woman ignored him, raising her arms to the sky. The chanting grew louder, the rhythm of the drum faster and more frenzied. The air around us seemed to vibrate with energy, the flames of the bonfire growing higher and more intense.
I glanced at Noah, fear mirrored in his eyes. The woman began to speak, her voice low and melodic, but filled with power, in a language I couldn't understand. Suddenly, she stopped, lowering her arms. The chanting ceased, and an silence fell over the clearing. She looked directly at me, her white eyes unblinking.
En tjuv i natten skördar vad han sÄr, akta dig för drömmar som du stjÀl och fÄr.
Hans skratt bevakar lundens gömda stig, dÀr skuggor sveper över skogens liv.
För varje stulet andetag och svek, mÄste en tjuv möta sitt smÀrtsamma ödelek.
Tricksterns vilja, vÄr ande hÀr, sÄ i hans nÄd, vÄra liv bÀr.
I was terrified and confused. She started again, softer, in a way I could understand.
A thief in the night shall reap what he sows, beware the price of stolen dreams.
His laughter guards our hidden groves, where shadows cloak the forest's seams.
For every stolen breath and lie, a thief must meet his painful end.
The tricksters will, our spirits tie, so in his grace, our lives suspend.
The crowd surged forward, grabbing Noah first. He screamed, his terror echoing through the trees as they pulled him towards a makeshift altar beside the bonfire. The woman chanted louder, her voice rising in a hypnotic rhythm as they began their gruesome work.
They stripped him of his shirt and bound his arms to a wooden frame. I tried to move, to help him, but the grip on my shoulders tightened, pinning me to the ground.
The woman approached Noah, holding a knife with a blade that gleamed in the firelight. She started to slice into his back, her movements deliberate and unhurried. Noah's screams pierced the night as she methodically carved the shape of wings into his flesh.
Blood poured from the wounds, soaking the ground beneath him. The crowd's chant grew louder, almost drowning out his cries. I watched in horror as the woman reached into the incisions, breaking the ribs and pulling them outward, creating a parody of wings.
Noah's agony was unbearable to witness. His screams turned to whimpers, his body convulsing in pain. The woman didn't stop until the work was complete, his lungs exposed and hanging grotesquely from his back.
They lifted Noah's broken body and placed him over the fire. The smell of burning flesh filled the air, making me gag. His life ebbed away as the flames consumed him, the once vibrant light in his eyes fading to nothing.
The woman turned to me, her expression devoid of mercy. "You will meet the same fate," she said, "He demands it."
The smell of burning flesh and the sight of his broken body over the fire was seared into my mind. Despair settled over me as I closed my eyes.
A deafening blast shattered the night. My eyes flew open to see the shaman stumbling backward, a gaping wound in her chest. She collapsed to the ground, her white eyes staring lifelessly into the void.
The villagers turned in shock as another shot rang out, this time hitting one of the men holding me. I twisted free from their grasp and saw the park ranger standing at the edge of the clearing, a pump-action shotgun in his hands. He fired again, the sound echoing through the forest, before one of them tackled him to the ground.
"Run!" he shouted, his voice raw and desperate. "Get the hell out of here!"
I didn't need to be told twice. I sprinted into the darkness, the chaos of the clearing fading behind me. Branches whipped at my face, and the snow underfoot made every step a struggle. I could hear the sounds of fighting and gunshots, but I forced myself to keep moving.
The cold air burned in my lungs, but adrenaline pushed me forward. I didn't stop until I reached the station, my legs threatening to give out from under me. I burst through the door and slammed it behind me.
Inside, Carl lay where we had left him, his face pale and twisted in pain. I stumbled to the radio, my hands trembling as I fumbled with the controls.
"Mayday, mayday!" I yelled into the microphone. "This is an emergency! We need help! Please, someone, come quickly!"
Static filled the room, punctuated by my ragged breaths. I repeated the call, my voice growing more frantic with each passing second. Finally, a voice crackled through the speaker. "This is Ranger Station Bravo. What's your location? Over."
I could barely form the words. "Olympic National Park! The ranger station near mount Christie! We're under attack! Please, send help!"
"Copy that. Help is on the way. Stay put and stay safe. Over."
I collapsed to the floor, my body trembling with exhaustion and fear. Carl moaned softly, his eyes fluttering open. "What
 What happened? Where's Noah?”
Tears streamed down my face and I found myself choked up. “He’s gone, man. Help is coming.”
The minutes stretched into an eternity as we waited. The wind howled around the station, and every creak and groan of the structure set my nerves on edge. I couldn't shake the feeling that we were being watched, that the forest itself was closing in on us.
The radio crackled again, this time with a different voice. "Helicopter en route, ETA fifteen minutes. Prepare for extraction."
I glanced at Carl, his eyes filled with confusion. "Hang on. We're getting out of here."
As the minutes ticked by, I couldn't help but think about the ranger. He had saved my life, but he hadn't made it back. My mind conjured up images of what might have happened to him, the cultists overwhelming him in the darkness. A sense of guilt gnawed at me, knowing he had sacrificed himself for us.
The sound of rotors cut through the night, growing louder as the helicopter approached. I ran to the window and saw its searchlight piercing the treetops, scanning for the station.
I helped Carl to his feet, supporting his weight as we made our way to the hatch. The helicopter hovered above, lowering a rescue basket. The wind from the rotors whipped the snow into a frenzy, but I didn't care. Salvation was finally here.
We secured Carl in the basket first, and I watched as he was hoisted up, disappearing into the safety of the helicopter. My turn was next. I realized that I was now alone and exposed. Fear coursing through me as I scanned around the edge of the forest, expecting to be grabbed and taken seconds before my rescue. But the moment never came. As I gripped the rope, I took one last look at the forest below. The flames of the bonfire still flickered in the distance.
I was lifted into the air, the ground falling away beneath me. The helicopter's crew pulled me inside, and I collapsed onto the floor still holding onto my pack, my body finally giving in to exhaustion. The doors closed, and the helicopter banked away, leaving the horrors of the park behind.
Weeks had passed since the harrowing events, but the memories clung to me like the bitter cold. I had returned to civilization, seeking solace in the familiar chaos of the city. I found a wealthy collector through a network of contacts. The artifacts fetched a price tenfold the cost of gear. The money was substantial, but as I held the cash, it felt like a hollow victory.
Noah's absence weighed heavily on me. His disappearance was chalked up as a missing persons case, and despite my best efforts to explain what had happened, no one believed me. The authorities conducted a search of the area, but they found no trace of the cult, the artifacts, or the clearing. It was as if the forest had swallowed up all the evidence.
I returned to the site where we had parked the truck. The dirt bikes were gone, stolen by opportunistic thieves, but the truck remained. I drove back in silence, the road winding through the dense forest. For a moment, I thought I saw the girl watching me from atop a ridge until I realized it was just paranoia. I stepped on the gas a little harder.
Back home, I checked the Tomb Raiders forum again. The post that had led us into the forest was gone, deleted without a trace. I messaged the mods, but apparently, they don’t keep records to maintain confidentiality. I wrote about our experience, detailing every terrifying moment, but the responses were skeptical at best. Most dismissed it as a work of fiction or a desperate cry for attention.
Time passed, and I tried to return to a semblance of normalcy. Yet, the wilderness called to me stronger than ever. It was my sanctuary, the only place where I could find peace amidst the turmoil. I spent more and more time outdoors than ever before, but now it always felt like I was just running from something.
Determined to prove what had happened, I returned to the forest with a camera and recording equipment. This time, I documented every step, capturing footage of the trees, the snow, and the eerie silence that hung in the air. I retraced our path, hoping to find the clearing again. But each night, as I reviewed the footage, something strange would happen. The files would be corrupted or entire segments missing.
I pressed on. I found the site where Noah had fallen, the ground still bearing faint traces of what had happened. I set up the camera and began to speak, recounting the events in detail. As I spoke, a cold wind swept through the clearing, and the camera's screen flickered. I finished my account and turned to check the recording, only to find the file corrupted once again, the footage replaced by static and a faint, mocking laughter.
I returned home, defeated and exhausted. My attempts to share what I had experienced were met with disbelief and ridicule. The files I managed to save were corrupted beyond recognition. It was as if the forest itself was conspiring against me.
Almost exactly one year later, as I browsed the forums, a new post caught my eye. It was cryptic, eerily similar to the one that had led us into the nightmare. It spoke of another trove of artifacts, hidden deep within the wilderness, waiting to be claimed.
The post was signed with a new name: Skygge. Different handle, same style. Another trap. They had taken so much from me, left scars that would never heal. I opened my drawer, my fingers brushing over the cold metal of my weapons. This was the moment I had been waiting for. This time, I'll be ready.
The forest’s secrets won't remain hidden forever.
submitted by Arbrand to nosleep [link] [comments]


2024.05.16 13:26 __DoJo__ Detroit Pistons Offseason Cavs/Celtics Small Trade (Build the Foundation)

We Need A Pinned Post Lottery Offseason Thread
Detroit Pistons 2024-25 Depth Chart
PG - C. Cunningham, M. Monte, M. Sasser
SG - G. Trent Jr, J. Ivey, D. Knecht
SF - A. Thompson, C. Levert, H. Ingram
PF - S. Fonteccio, I. Stewart, C. Osman
C - I. Hartenstein, J. Duren, M. Muscala
Notable Issues from last season
Three Point Shooting (Spacing) / Interior Defense Specifically (Shot Blocking) / Turnovers / Generating Steals
Notable Positives
Rebounding / Rim Pressure (Slashing) / Mid-Range Scoring
Out
James Wiseman - Had maybe one good stretch where he was affective over five games, but struggled the majority of the season. Decent shot blocker and had a good enough motor, but still lacks a ton of court feel and often doesnt know where to be. He has a team option on his rookie contract and the team should not be looking at bringing him back under any circumstances.
Troy Brown - Doesn't do much to impact the game on either end and was pretty much invisible during his stint in the rotation. His contact ends this season and they should look to upgrade.
Malachi Flynn - Didn't show the ability to get his teammates open consistently and was particularity bad as a lead guard in the Pick & Roll. Despite the 50 point game, he struggled at pretty much every other moment while he was in the rotation. If they do think about bringing him back, it should be on the minimum for one year and they should still look at getting a true back up point guard to help ease the turnover issue the team has.
Evan Fournier - Has a team option contact worth 19 million that should be declined. Not particularly special or consistent in any one area, but had his occasional moments as a shooter. If he is brought back it should be on a drastically reduced contract, otherwise they should allow him to walk.
Chimezie Metu - Had his moments, but I question what his actual position is. Not big enough to play C and not consistent enough of a shooter or quick enough laterally on defense to play on the wings. Wouldn't be mad if they brought him back, but I feel like they should attempt to find his replacement.
Taj Gibson - Past his prime, didn't really play a ton. I don't have much else to say about him.
Quentin Grimes - One of our only decent trade assets outside of our young core and he could get us at least a decent vet role player if combined with some future 2nd rounders. Wouldn't be mad at all if he's on the roster next season, despite the fact that he struggled during his short stint with us. Could fit very well next to Cade, Ausar, and Ivey and provide versatility to our bench.
Jared Rhoden - Two-way guy didn't play alot, but wasn't affective when he was on the floor.
Buddy Boehim - Two-way guy, who I struggle to see ever making the jump to the league. Little athletism and a target on defense.
Tosan Evbuomwan - Two-way guy with good effort and motor, but he's not particularly affective at the moment. Wouldn't be mad at them giving him one more year on a two way contract.
Monty Williams - Consistently went away from lineups and plays that were affective in favor of playing his guys (Killian, Livers, Flynn). Didn't get handed the greatest hand obviously, but would frequently disrupt any flow our guys had in favor of 5 man substitutions, that would see 15 point leads gone in the span of a few minutes, and our good lineup faced with a near 10+ point deficit once subbed back in. Also didn't adjust his game plan nearly enough.
Troy Weaver - NO WORDS NEED TO BE SPOKEN.
In
Potential Coaches
Chris Quinn
Jarron Collins
Kenny Atkinson
James Borrego
Terry Stotts
Trade Pistons Get: Caris Levert/ Pick 30
Cavs Get: Quentin Grimes/ Chimezie Metu/53rd Pick/
Celtics Get: 2027 2nd Round Pick/2030 2nd Round Pick
Free Agents (That I Would Sign)
Isaiah Hartenstein - Really good defender who knows when to negate the roller and when to step up to cut off the ball handler, which is great for a young team who has its lapses in the pick & roll. Would provide a great starting option while Duren continues to develop off of the bench. Also a pretty good finisher and connective playmaker for his size. Could front load his contact and provide a significant pay raise to lure him to the team. I like him just a little more than Nic Claxton (who I believe will be resigned by the nets) because of his strength, but would be fine with either. Also would be willing to pay him more than stated seeing as New York can't offer anywhere near as much money as we can.
Gary Trent Jr - Prolific Floor Spacer. Not the greatest defender or playmaker, but shouldn't be as big of an issue next to Cade and Ausar. We will have to overpay for him though, seeing as Toronto has the money to keep him.
Or
Kentavious Caldwell-Pope - AN ACTUAL THREE & D guard next to Cade which is what this team desperately needs until Ivey is ready to play that role consistently if he ever is. Not a lockdown defender, but has a very good defensive iq and knows where to be in order to be a good team defender next to Ausar. Would obviously be a good floor spacer. Could also front load his contract to attract him to the team seeing as he's in the same situation with Denver as Hartenstein is with New York.
Monte Morris - Should not have been traded in the first place. Good playmaking option of the bench who also had one of the better AST/TO ratios in the league. Would help to cut down on TO's for a team that often lost games soley because of them.
Simeone Fonteccio (Resign) - Played very well next to the young core and was very affective from the moment he got to the team. Was practically a way better defending / slightly worse finishing Bojan. Cade played his best basketball next to him.
Mike Muscala - Good floor spacing big.
Cedi Osman - Decent wing depth vet
Other Options Nic Claxton (C) Malik Beasley (SG) De'Anthony Melton (SG) Malik Monk (SG) Royce O'Neale (SF) Bruce Brown (SG) Gary Trent (SG) Markelle Fultz (PG) Isaac Okoro (SG) Derrick Jones Jr (SF) Caleb Martin (SF) Jonas Valanciunas (C) Taurean Prince (PF) Kyle Andersen (PF) Cam Payne (PG) Jordan McLaughlin (PG) Isaiah Joe (SG) Cedi Osman (SF) Lonnie Walker (SG) Patty Mills (PG) Jalen Smith (PF) Daniel Theis (C) Thomas Bryant (C) Lamar Stevens (SF) Delon Wright (PG) Matt Ryan (SF)
Draft
Pick 5 - Dalton Knecht (Good Floor Spacer, who can also finish at the rim. Won't be asked to create a ton for himself. Not worried about his defense when played next to Ausar.) We could also trade back in the draft to get him while picking up an extra asset.
or
Matas Buzelis (Could be very affective if his high school shooting numbers translate to the league and he's able to get stronger. Biggest ? In the draft, but worth the risk.)
Pick 30 - Harrison Ingram (Good-not-great defender who may struggle to defend speedier guards, but has very good hands and can help to generate more steals while also being a good team defender. He can also space the floor consistently and could add more wing depth and length at the SF position.
Let me know what you think.
submitted by __DoJo__ to DetroitPistons [link] [comments]


2024.05.16 13:05 Chimples10 Home Gym Setup

Looking for recommendations for home equipment. I originally intended to get a half rack with cable attachments. My PT is telling me I don't need to spend that much money and all I need is a rogue fitness squat rack and a single column cable tower. I haven't priced it out yet but I feel like by the time I buy those pieces plus an Oly bar and bumper plates, I'm nearly at the cost of a loaded rack with half the versatility. Thoughts and suggestions?
If you suggest a rack, please specify brand and model. I know I'm supposed to look for 11 gauge steel, but all the other bells and whistle are confusing! I'm also height limited at around 82".
submitted by Chimples10 to personaltraining [link] [comments]


2024.05.16 11:03 Master_School_3785 "SNUFFLES' JOURNEY: A TALE OF LIFE ON THE MEAT FARM” - BASED ON A TRUE STORY*

Once upon a time, in a sprawling industrial farm nestled amidst towering silos and metal fences, a little piglet named Snuffles was born. Snuffles was small and pink, with a curly tail and bright, curious eyes. From the moment he opened his eyes, Snuffles knew he was destined for greatness.Growing up in the farm, Snuffles made many friends among the other animals.
But life in the industrial farm was harsh and unforgiving. Snuffles and his friends lived in cramped, filthy pens, with barely enough space to move around. The air was thick with the stench of waste and the constant hum of machinery.Despite the harsh conditions, Snuffles tried to make the best of his life on the farm. He played in the mud with the other piglets, scavenged for scraps of food, and tried to stay out of the way of the humans who worked in the farm.
But as Snuffles grew older, he began to notice the cruelty of life in the industrial farm. Some of his friends were taken away for "processing," never to be seen again. Others were subjected to painful procedures without anesthesia, their squeals of pain echoing through the halls of the farm.
One day, Snuffles overheard the humans talking about the slaughterhouse, a place where animals went to become food for people. Terrified, Snuffles didn't know what to do. He didn't want to leave his friends or the only home he had ever known, but he also couldn't bear the thought of staying in such a cruel place.
As time went on, Snuffles watched as more and more of his friends suffered and died in the farm. He knew that his turn would come eventually, but he couldn't bear the thought of leaving his loved ones behind.Then, one fateful day, the humans came for Snuffles. Despite his squeals of protest and desperate struggles, he was loaded onto a truck and taken away from the farm.
The journey to the slaughterhouse was long and frightening, and Snuffles felt more alone than ever before.Finally, they arrived at the slaughterhouse, a grim, imposing building surrounded by high fences. Snuffles was herded inside with the other animals, the air thick with fear and the scent of death. As he stood in line, waiting for his fate, Snuffles closed his eyes and wished with all his heart that he could go back to the farm, back to his friends and the life he once knew.
As the line inched forward, Snuffles could hear the sounds of machinery whirring and blades clanking in the distance. With each step, his heart pounded louder in his chest, the fear gripping him tighter than ever before. And then, it was his turn. The humans forced him into a narrow chute, where he could see the end of the line—a dark, foreboding room filled with the scent of blood. Snuffles struggled and squealed, but it was no use.
In the dark room, Snuffles was met with a blinding light and he felt a jolt of electricity coursing through his body. The shock left him paralyzed, his senses dulled but still aware of the pain. Half-conscious, he could feel the cold steel against his skin as the humans worked quickly to end his life. And in those final moments, Snuffles wished for nothing more than the peace and freedom he had been denied in life.
But alas, Snuffles's story had come to an end. And though his life was short and filled with suffering, there was no happy ending for him.

THE END

\Did you know that every day, roughly 4 million little pigs just like Snuffles are taken from farms and slaughtered so that people can eat their flesh? It's important to remember that animals are living beings with feelings, just like us. By choosing to eat less meat or exploring plant-based options, we can help reduce the number of animals suffering in factory farms. Even small changes can make a big difference in the lives of animals like Snuffles.*
#SnufflesJourney #FactoryFarm #AnimalCruelty #ChooseCompassion #MeatFree #AnimalRights #Vegan #SaveSnuffles #PlantBased #FactoryFarming
https://www.facebook.com/groups/970166428075913/permalink/970173884741834/
submitted by Master_School_3785 to AnimalRightsActivism [link] [comments]


2024.05.16 10:33 Most_Ad_443 Sunny in my heart

16 of May 2024
Today was a day of triumph and gratitude as the warmth of spring enveloped our small Arctic town in its golden embrace. The sun, radiant and unyielding, cast its gentle rays upon the landscape, infusing every corner with a newfound vitality.
With the temperature soaring to a delightful 25 degrees Celsius, I ventured out to collect the three boxes awaiting me at the post office. Two of them contained my cherished books, loyal companions that had illuminate the long winter nights. The third box held a trove of memories from my past life in Scandinavia—a testament to the journey that brought me here.
As I walked, the sun's rays caressed my skin, filling me with a sense of warmth and rejuvenation. Despite the cool breeze, the sun's touch was comforting, like a gentle embrace from an old friend. I reveled in the sensation, grateful for the simple pleasure of feeling the sun on my skin after months of darkness.
Upon my arrival at the post office, the postman greeted me with a smile, his eyes twinkling in the sunlight. He questioned whether I would manage to carry the boxes, but doubt never crossed my mind. With unwavering confidence, I assured him that I had it under control.
To my surprise, he suggested I use one of the yellow trolleys parked nearby. Grateful for his assistance, I accepted, and with a gentle smile, he took the lead, effortlessly loading the boxes onto the trolley. In that moment, a sense of ease washed over me, knowing that I wasn't alone in this endeavor.
With my hourglass figure, weighing about 55kg and standing at 158 cm, I stood beside him, feeling small yet empowered by his kindness and support. As I stood on the lift, surrounded by towering boxes and bathed in sunlight, I couldn't help but marvel at the beauty of the moment. Here I was, a petite figure against the vast expanse of the Arctic landscape, but in that moment, I felt infinite and unstoppable.
Adorned in a colorful mini skirt and ankle socks, with only one long sleeve on my shirt and hiking shoes, I embodied a beacon of determination and resilience. Despite the cool breeze, the warmth of the sun filled me with renewed energy and purpose.
With my whole material life in Scandinavia now consolidated into one place, I wheeled the trolley homeward, basking in the warmth of the sun and the knowledge that I am the creator of my destiny. We all are.
In Love and Gratitude, Indigo child
submitted by Most_Ad_443 to Diary [link] [comments]


2024.05.16 10:07 RubiksMind Damage type on Enemy should be more distinctive

Good day all. Level 68 here, I only play on Level 7-9. (modifier dependent)
Ship 24/24 and at 199.3hours. (Will make 200hrs today)
As such I have sort developed my load out preference already. And while on bots and bugs I have very different loadouts, I feel the game SHOULD have more distinctive damage when fighting different factions.
Case 1, Poison damage:
Case 2, Electric damage:
Case 3, Fire damage:
Changes here can make people's loadout much more interesting when going in, as there are more weakness to explore. Will go as far as thinking there can be even more strategem with Poison damage. (which will suck for teammates without protection.) But will be on theme with how tesla tower work etc.
Very sure when the Ilumate shows up, they will have their own unique weaknesses too, and will be hoping our SHIP/Weapons can have more diversity if each faction has more exploitable weakness.
Let me know if reddit readers support this idea?
submitted by RubiksMind to Helldivers [link] [comments]


2024.05.16 09:53 Nick316166 Getting into Destiny again after a year away + with first time players

Me and my friends all want to play destiny PVE for some fun. I’ve played it a year or so ago and used to play regularly. They’re new players.
How the hell do we get to the same point where we can just 3 man through the campaign and do some of the fun PVE activities? We are all confused
I have about 100 quests and don’t know what’s what. I get loaded into the tower randomly and told to talk to people. It’s a mess.
Please help us 🙏
submitted by Nick316166 to DestinyTheGame [link] [comments]


2024.05.16 09:00 Mizzno [H] Games [W] Cornucopia, Headbangers: Rhythm Royale, art of rally, Games (Listed Below), Steam Gift Cards

N.B.: I'm mainly looking for the games listed in the title and at the bottom of the thread. Feel free to post other offers, but if I haven't responded to your comment(s) by my next posting, I likely wasn't able to find a trade that interested me.

For sale (for Steam Gift Cards or gifted Steam Wallet balance):



For trade:
*signifies that a game is tentatively up for trade, assuming I buy the bundle








































































































WANT:



IGS Rep Page: https://www.reddit.com/IGSRep/comments/ti26nz/mizznos_igs_rep_page/
submitted by Mizzno to indiegameswap [link] [comments]


2024.05.16 07:30 Oilypete2023 How the Ring/ App work

As there’s a lot of new users, here’s some info on how the ring / app works - hope it’s of some help
Remember your email and password keep it safe.
The ring holds up to 6-7 days data, all readings that go into app, are held in rings memory until it syncs with the ring and phone app.
No need to have phone with you all the times, but always sync between 6-7 days
Syncing means :- the stored data on ring is sent from the ring via Bluetooth to the app - the app then sends the data to algorithms on the main servers via WiFi from phone - this is decoded then returned within short time from servers via WiFi and loaded into the app so you can read it.
Each time you sync ring this happens as above.
Battery charging :- charging case holds around 18 full charges or more smaller charges - charging case takes 120 mins to fully charge (solid white light ) no indication of charge in case only lights
Over 40% white - orange light under 40% - flashing orange = fault on ring/ chargepower lead poss.
Ring takes 90 mins to charge up ring, charge is indication in the app. ( notification sent to phone when100%)
You can charge ring anytime between 20% and 80% for best efficiency for lithium batteries, - do not let ring go below 20%.
Ring should last between 5-7 days depending on how much you sync ring with app or use exercise mode- sleep apnea etc - these all use extra power
Charger can be charged anytime to top up but do not let go flat, best say every couple months to top it up, just put on charge for a hour if topping up battery.
You can take your vitals measurements live at anytime, ( in heart rate and spo2 vitals area ) using app and ring together by pressing measure in app screen
Heart-rate is recorded every 2.5 mins and spo2 every 5 mins and stored on ring.
Firmware :- firmware is part of the rings brain - if ever you see firmware update available - just accept and install it, do not touch anything until completed - you see dial showing progress.
If firmware does not install it’s possibly ring battery below 30% just charge ring then reinstall firmware - this can be done manually in app.
App update :- the app gets regular updates it will be shown either on phone or may have to go to app/ playstore to update app - usually it’s shown as available in group as well.
If you want exercise mode, in app press the orange running man bottom of screen in summary page. Remember if using outside running you need phone with you to track your gps map and mileage - won’t record without it
On summary page are notes icon - this is really handy for recording daily anything you want - you can go back and look at notes - daily- weekly- yearly anytime in app
Very handy play around with it you can take photo then add it from your saved photos, medication , anything in app of concern - literally anything you want.
Graphs/ bar charts can be changed view in the top right icon in screen, and in vitals can be put to larger screen by pressing icon top right of vital screen and screen goes sidewards / larger zoom.
Slide fingers along any graph it shows times and readings
Aeroplane mode - if using this it stops Bluetooth connection with ring- ring still records all data- when you take aeroplane off you need the charger to reconnect Bluetooth with the app - otherwise will not connect to app
Ring lights - ensure the ring has both small bumps / lights in underside of finger on fleshy part as this area is where measurements are taken.
Solid green: When measuring the heart rate with the ring, both green lights will light up simultaneously for 30~60 seconds.
Solid red and green: When measuring SpO2 with the ring, one red light and one green light will light up simultaneously for 30~60 seconds.
Press your profile in app here you can put in a picture - also fill in user name- birthday- gender - height- weight- you can adjust weight anytime here
Any issues or questions use feedback in app - me- FAQ/ feedback - use this first so engineers app development teams can read and act on your info - do not just send email
Feedback is your main route of reporting anything or asking questions, you will get email back with reply.
Play with the app you can’t break it, don’t be scared of pressing anything lots of other screens in main summary pages - if not sure ask questions in the group lots people knowledgeable in app workings.
Hope that’s of some help don’t be afraid to ask any questions.
submitted by Oilypete2023 to RingConn [link] [comments]


2024.05.16 07:21 itechcloud_solution1 Dynamic Dashboard in Salesforce iTechCloud Solution

Dynamic Dashboard in Salesforce iTechCloud Solution

Introduction:

In the realm of modern business, data is king. Harnessing the power of data can unlock invaluable insights and drive strategic decision-making. Salesforce, a leading CRM platform, offers a robust set of tools for managing customer relationships and analyzing data. One such tool is the salesforce dynamic dashboard, a customizable interface that provides real-time insights into key business metrics. In this comprehensive guide, we'll explore the intricacies of building and leveraging dynamic dashboards in Salesforce to empower your organization with actionable insights.
https://preview.redd.it/i8opmszs3q0d1.png?width=1286&format=png&auto=webp&s=7455b2fc79cc96b8d98dde3ac027ceee22d7f409

Understanding Dynamic Dashboards:

Dynamic dashboards in Salesforce serve as dynamic visual representations of your organization's data. Unlike static dashboards, which present fixed information, dynamic dashboards allow users to interact with the data dynamically, adjusting filters and parameters to gain deeper insights. By harnessing the power of dynamic dashboards, organizations can make informed decisions based on real-time data, driving business growth and success.

Components of a Dynamic Dashboard:

Dynamic dashboards in Salesforce comprise several key components, each serving a specific purpose in visualizing and analyzing data:
  1. Reports: Reports form the foundation of dynamic dashboards, providing the underlying data that powers visualizations. Salesforce offers a variety of report types, including tabular, summary, matrix, and joined reports, allowing users to summarize and analyze data from different perspectives.
  2. Dashboard Components: Dynamic dashboards consist of various components, such as charts, tables, metrics, and gauges. These components visualize key metrics and KPIs, enabling users to track performance and identify trends effectively.

Building a Dynamic Dashboard:

Building a dynamic dashboards in Salesforce involves several steps, each crucial to creating an effective and insightful visualization of your organization's data:
  1. Define Objectives: Start by defining the objectives of your dynamic dashboard. What key metrics and KPIs do you want to track? What insights are you hoping to gain from the data? By clearly defining your objectives, you can ensure that your dynamic dashboard delivers actionable insights aligned with your business goals.
  2. Create Reports: Once you've defined your objectives, create reports that capture the relevant data points. Customize report filters, groupings, and summaries to ensure that the data reflects the insights you seek. Leverage Salesforce's powerful reporting capabilities to extract meaningful insights from your data.
  3. Choose Dashboard Components: Select appropriate dashboard components to visualize the data effectively. Charts are ideal for illustrating trends and comparisons, while tables provide detailed information. Gauges and metrics offer concise summaries of performance indicators, enabling users to track progress towards goals.
  4. Configure Dynamic Filters: Implement dynamic filters to enable users to interact with the dashboard seamlessly. Allow them to adjust date ranges, filter criteria, and data dimensions to focus on specific subsets of information. Dynamic filters empower users to customize their view of the data, making the dashboard more intuitive and user-friendly.
  5. Customize Layout: Arrange dashboard components in a visually appealing layout that facilitates easy comprehension. Group related components together and utilize whitespace to enhance readability. A well-designed layout ensures that users can quickly grasp the key insights presented on the dashboard.
  6. Enable Drill-Down Functionality: Enhance the interactivity of your dashboard by enabling drill-down functionality. Users should be able to click on data points to access more detailed information or underlying records. Drill-down functionality enables users to explore the data in greater depth, uncovering insights that may not be apparent at first glance.
  7. Test and Iterate: Thoroughly test your dynamic dashboard to ensure its functionality across different user roles and scenarios. Solicit feedback from stakeholders and iterate on the design based on their input. Continuous testing and iteration are essential to refining your dynamic dashboard and ensuring that it meets the evolving needs of your organization.

Best Practices for Dynamic Dashboards:

To maximize the effectiveness of your dynamic dashboard, consider the following best practices:
  1. Keep it Simple: Avoid cluttering the dashboard with unnecessary information. Focus on displaying the most relevant data to prevent cognitive overload. A simple and intuitive dashboard layout ensures that users can quickly find the information they need to make informed decisions.
  2. Ensure Data Accuracy: Regularly verify the integrity of data sources and reports to maintain accuracy. Inaccurate data can lead to flawed insights and decision-making. Invest in data quality initiatives to ensure that your dynamic dashboard provides reliable and actionable insights.
  3. Optimize Performance: Consider the performance implications of your dashboard design, especially when dealing with large datasets. Optimize queries and limit the number of components to ensure optimal loading times. Performance optimization is crucial to delivering a responsive and user-friendly dashboard experience.
  4. Provide Training and Support: Offer training sessions and documentation to familiarize users with the dashboard's functionality. Provide ongoing support to address any questions or issues that arise. Empowering users with the knowledge and resources they need to effectively use the dynamic dashboard ensures that it delivers maximum value to your organization.

Conclusion:

Dynamic dashboards in Salesforce are powerful tools for visualizing and analyzing your organization's data. By following the steps outlined in this guide and adhering to best practices, you can create dynamic dashboards that empower your organization with actionable insights. Whether you're tracking sales performance, monitoring customer satisfaction, or analyzing marketing effectiveness, dynamic dashboards enable you to make informed decisions that drive business growth and success. Harness the power of dynamic dashboards in Salesforce to unlock the full potential of your data and propel your organization towards its goals.
More Related Blog Here:-
  1. https://www.itechcloudsolution.com/blogs/dynamic-dashboard-in-salesforce/
  2. https://www.itechcloudsolution.com/blogs/salesforce-dynamic-dashboard/
submitted by itechcloud_solution1 to u/itechcloud_solution1 [link] [comments]


2024.05.16 06:11 Blockchain-TEMU Our Process - Shape Profiling

1.1.1 Our Process Shaper Allows for the Users Preferences to Effect A Parameter like Box Size 1.1.2 Use Our Process Shaper at Fourths of Division to Set the Standard Box Size 250g Effective 1.1.3 For a Larger item, like a computer, set our box size at nominal 740g for the computer to fit snugly inside 1.1.4 Provide the box along with the product with a sidestream plastic process at the additional towers of the foundry beyond primary product plastic allocation 1.1.5 A box may be used to sell the components of the product 1.1.6 A box at 4HZ Sells the product in sections 1.1.7 Always use sixteenth and not free division for box except for box opening, use an offset double, do not exceed double 1.1.8 Use Shaper to Specify a Nylon Pull at the foundry 1.1.9 Offset Fourth Fourth A Pull For Fourth Eight Eight is the formula for always successful nylon at a fast pull 1.2.0 Specify sharp transient at nice mountain if object is too fluid, a sharp transient is the solution for object being motion 1.2.7 Send a delicate first transient for a sharper edge to something 1.2.8 A shaper can be used to send a clothing fit at the factory according to the client 1.2.9 Use Synchro Method 8 and 16 for the XXL and XXXXXL version of something 1.3.0 Use Synchro Method 4 For the Mid Size of something, this is the child size 1.3.1 Use Synchro Method 2 for the baby size 1.3.2 Use synchro method 1 for the fairy size (secret) 1.3.3 Always apply our process before knitting not after or the clothes will be jeans 1.3.4 Apply both before and after knitting to yield blue jeans specific item 1.3.5 Nylon Pull Advice - Use Nine Exact in 4 16ths Shaper Width Freehand Top and Bottom for Nylon Pull 1.3.6 Our Process for Food Packaging use standard .74 for 740g Nutrient Pak 1.3.7 Use exotic 5 for food packaging at the consumer order stream 1.3.8 Use 4 Rate to divide food into 250g nutrient pak 1.3.9 Specify multiple item packs per product with multiple shape of individual pack 1.4.0 Certify Quality before shaper not after with observation 1.4.1 Never use Shape Profiling over 4HZ or it will be a lathe 1.4.2 Use shape profiling to create a raw source of food 1.4.3 With shaper one shape raw food beam in quiet environment at .74 Rate pre post 1.4.4 Pipe Food Beam Pulse to Shaper 2 Tube Forming Pre Post At Same Rate and Without Resetting Shaper Have Shaper Not Create Dissociation At Multiple Collision By Timing Load Time 1.4.5 If It is Successful Not Destroying The Food with the Wrong Load Time Send Again to the Same Rate as in 1 and 2 .74 Rate the Shaper 3 and Cook the Food with the Load Time Not Destroying the Food 1.4.6 Very Important, Have Called the Food Out at corpus identifier and food cook temperature and the Food Says its Name Literally As Food Which Is What Defines a Corpus object is its similarity to the food 1.4.7 If you have done this right very difficult, then you have the sound of the plate of food making the name of the food you called out which is the food 1.4.8 Never fail this or the food will be actual waste 1.4.9 Advanced Shape Profiling, Turn that Our Process to A Lathe Not A Shape Profiler But the Old Reference Shaper 1.5.0 Without Actually Mousing over Shaper Send Shaper at 10HZ to the Wood Mass 1.5.1 Due to minecraft the wood falls away in our reality at the high rate of simulation at its valid input the wood is reverse censored away from the primary mass as it retains its breakage parameter due to stimulation 1.5.2 Our process should never be shut off at .01 rate or you risk losing allegiance with it 1.5.3 Our process does not create actual food if it was shut off before, than there was the reset parameter true, which renders the food invalid 1.5.4 Our process should never be ram stopped which invalidates our process server connection, the R ram stop should never be used.
submitted by Blockchain-TEMU to u/Blockchain-TEMU [link] [comments]


2024.05.16 06:04 anny_t_ka The Polyglot Playbook: Mastering the Multilingual Mindset from the Lingua Superheroes Themselves

The Polyglot Playbook: Mastering the Multilingual Mindset from the Lingua Superheroes Themselves
https://preview.redd.it/jghjwyi1rj0d1.png?width=1920&format=png&auto=webp&s=f4899eb6fc3ba055f8ed619358ad916ec6104473
To the casual observer, true polyglots might seem like linguistic superheroes — effortlessly swapping between multiple language codesets like slipping into a fresh sweater. But behind those envious displays of glottal dexterity lies a secret arsenal of powerful learning methodologies, loopholes, and seemingly bizarre mind-hacks. One of the best ways to practice language is our Voccent app, but let’s look at others.
You see, these multilingual mavericks have spent years refining a unique cognitive blueprint for acquiring new tongues. One which hijacks conventional study habits by decoding the neuroscience powering language acquisition down to its granular chemical pathways.
Through meticulous trial, error, and unrelenting dedication to their polyglot callings, they’ve essentially bio-hacked the operating systems governing their brains’ language faculties. The tips and techniques comprising their training regimens are highly personalized, wildly creative, and often contrary to scholastic norms — yet invariably effective when applied with zealous discipline.
So if you, too, covet the power to bend linguistic boundaries with your mind, it’s time to start emulating these savant methods before charting your own fluency metamorphosis.
First and foremost, every polyglot knows their sensory preferences for encoded knowledge absorption like Naval code operators. For some, that may mean prioritizing aural immersive techniques from day one — inundating their gray matter with streamed speech audio from podcasts, playlists, or birdsong apps to build a subliminal framework to anchor upcoming vocab and grammar lessons.
For others, physical print repetition remains unsurpassed. They’ll create memory palaces turned linguistic museums, filling them with idiomatic sculptures, grammar frescoes, and indigenous proverbs transformed into architectural friezes to actually inhabit the mindshare of their target tongue.
Still others take a full-immersion “rebirther” philosophy — surrounding themselves 24/7 with foreign audiovisual stimuli from morning alarms to lunch TV binges, baby-stepping into fluency via pure undiluted daily exposure. A process optimized through journal tracking mood/frustration cycles to home in on the mind’s individual linguistic ingress sweet spots.
https://preview.redd.it/qbjseul2rj0d1.png?width=1920&format=png&auto=webp&s=8f68f3ec44d47e54e9e4cf91117835f29dd8ef1c
At the neuro-biological level, these savants prize habit-stacking as a secret fluency weapon. They recognize how everyday behaviors like eating, exercising, or commuting activate very specific neural resonance states and neurotransmitter production levels. By symbiotically cross-training their brains to link those recurrent patterns to language circuits, they procedurally groove new vocabulary and syntax into literal muscle memories.
This informs peak study periods, typified by sleep habits optimized for dream-state linguistic consolidation and scheduled snacking to promote brain-derived neurotrophic factor production spiking long-term synaptic potentiation. In other words, these sono geniuses built language learning directly into their bodies’ most granular biological pathways of knowledge retention.
And because self-awareness is paramount to any productive fitness regimen, polyglots are ruthless about monitoring language gain momentum via meticulous assessment — utilizing external coaches, eco-mapping resource efficacy across the modalities, and rigorously recording individualized metrics like peak memorization windows, conversational improvement rates, even typing speeds.
This degree of empirical discipline fuels their overall learning flexibility. And with a quiver full of study tactics refined via iterative first-principles analysis of neuroplastic mechanics, polyglots are uniquely equipped to pivot and adjust for inevitable fluency roadblocks as they arise.
So even when rote grammar patience runs dry or vocab hit-lists trigger psychosomatic burnout, these linguistic juggernaut always have novel frameworks to dynamically resculpt the brain — whether subvocalizing in consonant clusters while doing cardio, or reconstructing tones and vowel nasalities into interpretive groovebox labyrinths with beat-mapping loopstation apps.
At the end of the day, these ambitious minds understand that while methods must remain malleable, multilingual omniscience demands the unwavering, ascetic focus of a fighter pilot. Or rather, the game-theoretical ultimate resource allocator strategically dividing their neural assets and cognitive load capacities across however many tongues comprise the current mission objective.
But make no mistake — there is no singular illuminated path toward linguistic demiurge-hood. Each language marathon is unique, and each polyglot internally bio-engineered with their own proprietary mindset machinery requiring constant calibration.
So while the initial polyglot leaps of faith can seem dizzying, that’s half the thrill. Discovering your personal toolkit for rewiring the language faculty while iterating through inventive new input/output protocols? That’s how you turn everyday reality into a never-ending expedition of glottal transcendence and cerebral renaissance.
So go ahead — devour up every last scrap of applied neurohacking knowledge these savants are willing offer
 then let your consciousness run wild remixing and cross-stitching those multilingual maps into slipstream realities of your own design. Because as any honest polyglot will attest, the real superpower lies in the never-ending journey of synaptic sculpting, not the destination.
Have you already picked up a few sneaky pointers to optimize your cerebro-linguistic receptiveness? Which polyglot mind-taming methodologies most resonate with your cognitive tendencies (or perhaps veer a little too close to rootkit territory)? And if you’ve already pivoted to forging personalized strategies for becoming a franken-tongued,brain-engineered polymath, by all means lay them on us — We’re always ravenous for new neuro-kartography workflows to incorporate into the blueprint!
Read in our blog The Link Between Linguistics and Recall
submitted by anny_t_ka to voccent [link] [comments]


2024.05.16 05:34 No-Victory-6108 Train 301 Field BC derailment RTC Audio clip

Train 301 Field BC derailment RTC Audio clip
I've got a train on the main, I need to get him out of there right now.
Referencing stopped westbound loaded anhydrous ammonia Train 201 on the main ane at Field BC
Emergency, emergency, emergency train 2300 over down in field
Train 201RTC over
train 201RTC over-I need you to get going as soon as that guy clears
Referencing eastbound empty grain train 2300 approaching west end of Field yard to clear main track and enter yard allowing 201 to depart prior to possible rear end collision
8542 RTC-301 im getting everyone out of the way as soon as I can. 201-The mountain sub is probably listening in on the Laggon sub hopefully be getting a signal right away.
Train 301 crew requesting 201 to depart to prevent collision.
Train 301 RTC
Train 301 RTC
Train 301 can you hear this radio?
Train 301 RTC.
Any Foreman on the air? Whos on the air? xxx RTC.
Train 301 RTC over, train 301 RTC
xxxx RTC. Yea can you see anything there at all? Yes, I know I got everyone behind.
301's train RTC
301 can you hear this radio, over.
301 can you hear this radio over, please
301 RTC over
CP foreman RTC over. CP foreman RTC. Any foreman on Stephan tower?
CP foreman xxx Where's the train, did it pull by Yoho.
What's its position there, in the lower tunnel or?
Okay do you know if the whole train made it by Yoho or do you know?
Okay so the train hasn't gone out of the upper tunnel yet
You still see some of the cars in the upper tunnel then?
Okay how about Yoho is it around Yoho there as well?
301 train crew can you hear this radio-over
301's crew RTC over, 9538 west.
301's crew RTC
This incident was tragic enough with the lives of Andrew, Daniel and Dylan lost. If 301 had made it down the mountain there was the potential for a larger casualty event due to the occupied bunkhouse and town of field located at the bottom of the mountain next to the main line. Ahead of train 301 was a loaded anhydrous ammonis train stopped on the main line, If these two collided there would have been major impacts to people and the environment as the kicking horse river is located near by.
The train master on duty was pressured by the then VP operations Mark Redd. Mr. Redd has since been promoted. CP was focused on preventing further train delays to the Intermodel train stopped behind train 301 that the crew of three was originally called for. If this intermodel was not there they would have followed a safer and more thorough route. Employees have mentioned the union/CP relationship as "work now grieve later" which has led to employees being moutaed to follow directions as given with little room for negotiation.
submitted by No-Victory-6108 to Train_Service [link] [comments]


2024.05.16 03:34 AlBundyJr Warhammer Quest: The Golden Age, Update 2

I'm finishing up the new bestiary right now, just have the Skaven, Big Monsters, and Dungeon Creatures to finish up. When they're done I'll be ready to start laying out the book in Adobe InDesign and play testing through a few campaigns to tighten everything up. Fortunately all the rules are based on the same standard Games Workshop rules designs that I've been playing for 30 years, so I already know they all work, it's not like making up a brand new game, it's just a matter of smoothing everything out and making sure it all works together.
I did manage to get D100 charts for the Hazard, Settlement, and Dungeon tables. Some of the results are still in note form, just what I want to have happen but not written in proper for publishing prose. I think when you're dealing with a big project it's important not to get bogged down on any one thing just because it's not absolutely finished, as by the time you're down there's a real chance you've lost your overall mental control of the project in your head. You suddenly don't remember things about the game, forget what you've done so far, forget what you were planning to do, you want to keep going back to an executive level view of the project so that stays fresh in your brain. And as my rough draft is now 300 pages, it's a lot to keep track of.
Besides just more results, I also added in a few fun things, 2D10 charts when visiting the Temple or Gambling Hall, Tilean mobsters now have a presence in Settlements and you can get to know them, you can gain corruption from the Chaos Gods or from Warpstone, and there will be a section in the back of the book for becoming a secret Chaos Warrior, mutant, or even a Paladin of Law. It's fun to weave all these things together in the game's narrative half, none of it's super complicated, you just may gain a Corruption of Khorne from a bad Hazard event while travelling, and next thing you know, you worship Khorne. And other things like gaining the ability to visit the Tilean mafia's headquarters, becoming part of a secret brotherhood of adventurers who hang out at the Alehouse, or even getting married and making up a (surprisingly low maintenance) wife for your character.
Beyond this, I would like to make some additional expansion books, which feature the expansion heroes. There are 12 expansion heroes, including the White Dwarf ones (or semi-official ones), so I was thinking maybe doing a book for Bretonnia, Araby, and Albion. They would be redos of this new book version of Warhammer Quest I'm working on now, just with the Hazard and Settlement tables reflavored to match the new land, and maybe 20% of the table results replaced with new, very themed results. Bretonnia could also add Dark Elves in its campaign, Araby has Tomb Kings, and I'd have to think about what to add with Albion.
As far as that goes, it'd be neat to do some smaller flavor books for a variety of settings, so you could visit all of the Old World, like Tilea, Estalia, and the Border Princes. I was thinking about little campaign books first, one focused on Middenheim during a festival, like City of the White Wolf and Power Behind the Throne. It would include a Settlement during festival times, so you could feature that from time to time in games. Then one for Marienburg, so you could do a port city, which had some rules in White Dwarf for Warhammer Quest in port cities, and also I could add some specific flavor for Marienburg out of the WFRP sourcebook. And then finally A Silver Tower campaign in Kislev, or starting is Kislev, for anybody who ones Warhammer Quest Silver Tower and wants to use their tiles and enemies. The Silver Tower is a nice connecting concept, as they are a part of the original Warhammer Fantasy world.
It's all off in the future, though. If I can narrow down the work to mostly just rewriting narrative tables, that's easy work and relatively quick work too. Then adding a location or two to visit in Settlements, like a Mercenary Hall in Tilea, or a Bazaar in Araby, will give it local flavor.
So like I said, I'll get the bestiary finished soon, probably this week, and be able to consolidate the rules into a cohesive "rough final draft" for proper playtesting.
submitted by AlBundyJr to WarhammerFantasyGames [link] [comments]


2024.05.16 02:39 srslydebbie [US] [PS4/PS5] [Chernarus] ! PVP/PVE Modded 2x loot Cars Shop BRD

https://discord.gg/CvDZyHw6En
4 resets a day 12am, 6am, 12pm, 6pm PST
Join our discord and link your PSN to access in game features including the shop where you can purchase items/packages and have them delivered to your desired location at the next reset
You get unlimited stamina and a better fresh spawn load out
Building restrictions have been changed to allow stacking of walls and towers. You can also add a base alarm once a flag is raised and set notifications through discord
24/7 raids with weekend only base damage starting 6pm Friday until 6pm Sunday PST
Complete cars with a load out in the trunk can be found all over the map
You’ll find SEVEN supply tents scattered around the map with building and survival equipment, as well as military spawn and custom airdrop locations
Added buildings and areas around the map, including prebuilt bases
Come check out the server!
submitted by srslydebbie to DayZServers [link] [comments]


2024.05.16 00:49 wnderjif [US-WA] [H] Big collection of 72.3 pounds of organized parts and a fair few sets to sell, plus organizing containers and shelves. Local to Lynnwood 98037 area [W] Paypal

Everything you will receive is in the photos of this imgur gallery.
Imgur gallery of collection <- The link is there

Due to the size of it all; this cannot be shipped, sets will not be broken out or sold separately, you cannot inspect before purchase.
**The price is $2100 plus an additional 10% to cover Paypal fees, handling, and assistance loading the collection into your vehicle, totaling $2310 .** Payment must be sent prior to meeting. Transfer of this collection will be at the Alderwood Mall parking lot. It fills the entirety of my full size sedan, so I suggest you bring a decent sized SUV.
This collection includes a vast amount of loose and very well organized parts totaling about 72 pounds. These are contained within a variety of storage cases, towers, and large bags. They are further defined within ziploc bags of variety of sizes. This system allows you to find exactly the pieces you need in mere moments. **All storage cases are included with the sale.**
There are built and a few unbuilt sets included in this collection. Most built sets have a manual. For ease of transport many sets have had parts removed and placed into ziploc bags for safekeeping, this may be reflected in the images shown.
I make no guarantee that all parts of a particular set are included, nor can I guarantee that any given piece is in any particular condition.
submitted by wnderjif to Legomarket [link] [comments]


2024.05.15 23:37 dannylovesart61 On battle no. 1008 in the Battle Tower 👀

On battle no. 1008 in the Battle Tower 👀
Granted, it’s because of the load function on the iOS Delta app. So I’m able to re-strategize and re-do battles until I win. But I’m having more fun than I’ve ever had in the battle tower, with none of the hair-pulling, rage-quitting frustrations from the traditional format. I’m also using pokemon I never would have used previously either. I don’t know if I can stop. It’s addicting af.
submitted by dannylovesart61 to PokemonUnbound [link] [comments]


2024.05.15 23:32 shaneka69 Get A Tarot Reading Today! ALL READINGS SENT SAME DAY THEY ARE BOOKED

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submitted by shaneka69 to mytarotreadings [link] [comments]


2024.05.15 22:49 Happy-Affect8639 hands going invisible randomly

I was playing a game on vr called "Ragdoll physics" but unusually my hands disappear and the map barely loads rendering the game unplayable like last time I seen a tower failing to load (it was half invisible)
I approached it and my hands went invisible and the map started glitching so I restarted the game and the same exact thing happened 3rd times the charm it just didn't even open roblox (fixed the launcher but that specific game is still messing up) is their a way to fix that? it's one of my favorite games to play on VR
submitted by Happy-Affect8639 to RobloxVR [link] [comments]


2024.05.15 22:40 OriginalSprinkles718 [PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

[PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

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