Savanna biome biotic factor

What server to get.

2024.05.15 02:08 Pup5432 What server to get.

I'm looking at putting together a server for summer use (aka I want to switch to using my X10QBi as a backup only server that only gets powered on for weekly backups instead of being the primary workhorse of my lab). I'm considering either a HP Proliant DL160 G10, a Dell Poweredge R640, or a Supermicro x11 Xeon scalable motherboard. A pair of mid-tier 1st gen Platinums or a pair of better Golds should be able to more than handle my workload so I'm looking for something dual socket 3647 in a relatively small form factor since I will be using my backup storage array as the primary storage for this cycle. The only other factor is it would need to be able to take a Tesla P4 since my cloud gaming setup would need to move over the box and some sort of sfp+ pcie card.
As far as I can tell the DL160 would probably be one of the cheaper options since you can get one, sans processors and ram, for around $400 but I'm unfamiliar with what the PCI slots can handle and I'm worried it wont end up being able to meet my needs.
The R640 runs around $550-$600 for a similar setup and while I am more familiar with Dells in general I would much rather save $100+ if the HP would meet my needs.
The Supermicro option is a bit of a blind spot for me. If I want to go this route I would need to go 2U which I'm not opposed to but a cheap 2U chassis is going to run me around $200 and with all the motherboard options I have no clue what would actually be a viable budget option but it looks like I would need to go with at least a $300 board to possibly even get started but like I said all of the Supermicro servers I have came with with chassis+motherboard so I never had to figure out the mix and match side of the Supermicro biom.
Edit: First comment got me thinking and would going with something like an AM5 Ryzen be an option instead of a supermicro dual socket board. I know cpu benchmarks put the 7950x in the same ballpark as my x10QBi but would a lower count of high speed cores be comparable to a pair of 1st gen Xeon scalable in power.
The Xeon does scale up in ram at a much cheaper price than a DDR5 build but if I’m going with my current tower case I would also be able to reuse my 3060ti or 6800 as a much better gpu than the Tesla P4 I’m limited to with a 1U/2U case, saving money on that front and getting a ton more performance gpu wise.
submitted by Pup5432 to homelab [link] [comments]


2024.05.14 17:41 AEDyssonance The Biome Chart for Wyrlde

TLDR: i posted some things previously about how I was developing out my biomes, and thought I would share the chart that came out of it.
So, here is the revision to the overall biomes I did, as part of the larger project of determine the number and type of larger life forms present and how they all fit into the broader ecology of Wyrlde.
The chart lists the Biomes that are present (revised from even my prior note), and organizes them according to the latitude that they exist in (or how they affect the surrounding biome, in some cases).
It then gives the Biomass for that region (which is "grams of carbon per cubic meter over a year net"), the general temperature range information, the amount of rainfall, and then, because I not only am using the world fro an active game, I also like to roll dice when writing so that I have the sense of randomness for certain things, it also includes a relatively random chance for an encounter with a "Critter" or large lifeform, as well as the chances for the storm. I use a 30 sided die for this, because I like to work in 3's, and the die is decent enough.

Biome Chart

BiomeBiomass ProductivityEncd30Avg Yearly LowMax Yearly LowAvg Yearly TempAvg Yearly HighMax Yearly HighAvg Yearly RainfallStorm D30
Frigid These biomes are always very cold, and are based in altitude or proximity to the Arctic Circle. Note that passes in Wyrlde through Mountains are often in Alpine areas.
Arctic501-20-30-15-10011 Alpine5004-40-50-30-20-10105 Taiga34023025404538754 Tundra140120-20253038102
Steppe Cold, Cool, Warm, and Hot Steppes. These are generally rough country, hilly, rocky, and windy; transitional areas.
Moor1,00095040505060502 Scrubland1,100105545586070603 Chaparral1,200106555687080603 Veldt1,300117565788090603
Grassland Cold, Cool, Warm, and Hot Grasslands. They may have small thickets or stand alone trees near riparian areas or where water is easily reached.
Heath1,500123020305060452 Prairie1,750143525506070653 Meadow1,800150-10406575854 Savanna1,6501370607580901106
Forest Cold, Cool, Warm, and Hot Wooded biomes. Wyrlde does not appear to have any temperate rainforests.
Timberland340230254045381754 Woodland1,25011423249556520012 Rainforest2,00018706070809027518 Jungle2,50021706070809032523
Wetland Cold, Cool, Warm, and Hot Wetlands.
Bog1,500125040556070704 Fen2,000185545606575756 Marsh2,500216050687590805 Swamp3,000256555738095905
Sylvan Sometimes called Mediterranean, these are areas where the weather is much kinder to the needs of people.
Arcadian1,480122525505565453 Bucolic1,750143525506070453 Idyl1,750143525506070454 Sylvan1,980184535506575455
Sheltered Small pockets where the unique terrain creates a distinct microbiome.
Glen78066050606070252 Dale96586050606070252 Vale1,327116050606070252 Cove1,480126050606070252
Riparian Where water meets the land, the biome is always different fro the area around it.
Stream1,80015-10-15-5-2+5---- Lake2,00017-10-15-5------25 Oasis1,75014-10-15-5-2+5---- Shoreline1,85015-10-15-10-5-5252
Deserts Cold, Cool, Warm, and Hot Arid regions, divided bytheir underlying nature.
Barrens201-40-50-30-20-1021 Badlands40145407010011051 Aridlands30150457595120102 Sand Sea10140357310513061
Croft Areas settled and impact by the presence of people.
Agrarian2,000-5-------5------ Range1,560-2-5-----10------ Settled650-7--+3+5+3+3---- Ruined1,100+1-5----+2+2----
Agarthan Underground Spaces
Caverns650+26555656575---- Agartha1500+3706580100110--1
Oceanic Surface and below, by general climate.
Ocean, Littoral, F5004-10-15-10-5-5252 Ocean, Littoral, C125010-10-15-5-4-4504 Ocean, Littoral, W160014-10-15+5-3-3758 Ocean, Littoral, H225018-10-15+5-2-210016 Ocean, Benthic, F5004-10-15-10-5-525-- Ocean, Benthic, C125010-10-15-5-4-450-- Ocean, Benthic, W160014-10-15+5-3-375-- Ocean, Benthic, H225018-10-15+5-2-2100--
Now, I did things this way because as I go through the animals, I am generally seeking to establish a few broad "types" of animal, and then demonstrate a bit of variation according to the latitude of the biome. What that means is that I want to have "foxes" -- so there will be a version of a fox that exists in most of the biomes, adapted to the particular biome (so I have a larger speciation profile).
That will carry over in a lot of ways, across trophic levels and throughout the foodwebs, which are also being created as a whole. For the food webs, i am going to use a variation on the larger model, with a 20 part web and 5, 7, or 9 trophic levels.
For those wondering what the hell those are, well, a foodweb is "the circle of life" -- what eats what, in a cycle. The parts are based in that, and I will have 20 creatures in each foodweb and at least three foodwebs in most biomes. The trophic level is the stuff that gives us Predators and prey, and where they sit within a foodweb -- the apex predator concept comes from that. Also, I am not an ecologist, so if an ecologist corrects me, they are probably right, but I am doing this for world and this is how it works there.
Since my world is a fantasy style one, I also have magical creatures and assorted horrible stuff out there, and this is going to help me to determine when and how they appear, as well, so that I have a stronger sense of how the ecology of the planet works, even with the disruptive influence of these problem critters.
I know it’s boring, but I just feel really good about, so thought I would share.
————— - - - Context Basis - - - —————
Wyrlde is a complex planet with a structured ecology maintained both inherently and through divine grace.
The study of this larger natural world, and in particular of the Boonies (as places beyond the settled lands are known), is of ongoing and persistent interest and importance as the scholars seek to understand the way that the world functions.
As part of the series of discussions that have been taking place, the scholar Disōnans has given her detailed accounting of her studies over the last decade, spent within the boonies and through the Empire, herein as reported to this most illustrious body, in the fair hopes of it proving useful to other explorers, especially in light of the future Expedition.
submitted by AEDyssonance to worldbuilding [link] [comments]


2024.05.13 21:23 LeBourgeoisGent Obervations on Starfield’s Tile System

Obervations on Starfield’s Tile System
I’ve been scouring different planets, mostly taking notes on POIs and their distribution, but along the way—in true Bethesda fashion—I got sidetracked by another mission: to dig into the game’s terrain generation.

What are “tiles,” exactly?

They may not be what you think they are.
Take a look at your map. Ever notice how hilly or mountainous areas rising from surrounding plains—or even right next to each other—seem to be squared off? Look closely…
https://preview.redd.it/bzh3s3n5180d1.png?width=1920&format=png&auto=webp&s=287c591a71ac111a20b2633f992832bd2ae37cf2
Once you see it, you can’t unsee it.
https://preview.redd.it/dbskcu38180d1.png?width=1920&format=png&auto=webp&s=c8da2670dd1b957f0e1db001a24b5f59833e806c
Those are the “tiles.” And you’ve been crossing them the whole time.

Why do we call them “tiles”?

Todd Howard, of course. Here’s a relevant quote:
Well, the planets themselves, the landscape's pretty much all procedural. We kind of make these large... Think like kilometer-sized tiles we've generated. And those get kind of wrapped around the planet.
https://www.ign.com/articles/todd-howard-interview-starfield-sgf-2023
People latched onto the idea that “tiles” represented distinct world spaces because that’s what they were looking for, but Todd never said that. He was simply talking about the way blocks of terrain are distributed across a whole planet. That’s a wholly separate question from what gets loaded and how. Mind you, I’m not touching that latter question at all, just noting what a “tile” refers to.
As Todd indicated, tiles are (usually!) just 1 square kilometer in size. They contain a few distinct topographical features. They level off at their edges so they can fit with any other tiles, and the world’s landscape is generated by procedurally arranging them in a mosaic. It’s a pretty basic system and one people have long used with pen-and-paper RPGs, just not to this scale.
Occasionally there are bigger tiles. The largest mountains outside Akila City, for instance, appear to be 2X2.
https://preview.redd.it/aa06orvn180d1.jpg?width=1920&format=pjpg&auto=webp&s=82674ddcf5fc98012d51698f42a9b4321e538b66
The playable world space itself is 64 square km, so each zone contains dozens of tiles.
The tile placement is consistent across separate playthroughs, so there must be underlying rules that yield consistent outcomes. Doesn’t mean they’re not at least partly random, though, as they could’ve just tagged an initial randomized outcome to lock them in place.

Déjà vu

Another thing about the tiles is that they’re preset components, finite in number, and, yes, they can and do repeat, even within the same zone.
Here’s a nice location on Maheo I. Swamp biome.
https://preview.redd.it/ekplojzf280d1.png?width=1920&format=png&auto=webp&s=91210848723410910ead8ea69a2587b40bf776a9
Here’s what the tile itself looks like in the map view.
https://preview.redd.it/fptdw6pg380d1.jpg?width=1920&format=pjpg&auto=webp&s=e24240daf407ce6ea844e239454baa04807c98cb
You can see just how big that one tile as it takes up most of the visible landscape, although you can see beyond it in the distance.
Here’s the “same” location elsewhere in the same zone.
https://preview.redd.it/08q0cl2p280d1.png?width=1920&format=png&auto=webp&s=6c623dcbf853b3a5914c51247c747ae6c3942119
Here’s what that tile looks like in the map view.
https://preview.redd.it/tphc13x5380d1.jpg?width=1920&format=pjpg&auto=webp&s=590772b4a673972ef0652670c05f98d02fff5b15
Note how it’s been rotated 180 degrees. Rotating tiles is a quick and easy way of creating additional landscape variation since you can’t literally make an infinite number of presets. (Same trick you use when installing laminate flooring.) Also note how, despite being in the very same zone, the objects placed on the tiles (rocks/trees/bushes) differ somewhat. They’re presumably subject to separate procedural variation, and they’ll make a bigger impression on anyone looking around at ground level.
Here’s the “same” location on Indum IV-d, in another swamp biome. Note how we have a very different terrain texture, as it’s an icy moon.
https://preview.redd.it/vp54bwy9280d1.png?width=1920&format=png&auto=webp&s=07408d6c342cc5c713b24b1b3abb8bd0febde8fc
And here we have the “same” location on Charbydis II. Another swamp.
https://preview.redd.it/cdk80kxy280d1.png?width=1920&format=png&auto=webp&s=61330bad1e9a560e7aaca62edc150fe70c0515b7
In this case, the tile has actually been reversed. That further doubles the number of potential variants, and—Jessamine, I told you to get out of the way!

Different biomes and POIs

While conducting this exercise I accidentally stumbled on a different example that illustrates a couple of other points. After dropping off a group of workers relocating to Waggoner Farm (savanna biome), I looked at the surrounding map and noticed a familiar feature, so I had to go there and check it out.
https://preview.redd.it/qihrclqx480d1.png?width=1920&format=png&auto=webp&s=c1d91a3268637275c8ac82ece8b67e6269cfb5c7
This same feature can be found northeast of Sonny Di Franco’s estate on Maheo I (swamp biome).
https://preview.redd.it/ma3jk88r380d1.png?width=1920&format=png&auto=webp&s=b7ab9f22485ac496609bcb95b2c7cfafd8f92fe1
A couple of takeaways from this:
First, the same tile appeared in two different biomes, which means tiles aren’t completely restricted by biome. That said, some restrictions presumably exist to ensure biomes have more distinct characteristics. For instance, cratered surfaces only appear with other cratered surfaces and not in the middle of forests.
Second, Maheo I had two POIs, while Montara Luna only had the one. (I was literally standing where the other one should be.) But the one on Montara Luna is nevertheless in the same spot as one of the two on Maheo I. This is just a guess, but each tile may have certain nodes for possible POIs that may or may not generate when the space is loaded in the same way other Bethesda games have nodes that may or may not trigger random encounters as you approach them.

Please don’t be disillusioned!

This is just in case anyone was thinking terrain was continuously procedural and unique on every planet. I’ve seen posts in the vein of “Hey, look at this big mountain/crater I found!” and winced as I thought about the possible implications of my findings. I’m not looking to rain on your parade! You still discovered what you discovered. But don’t be surprised if you discover it again somewhere else.
Despite chasing down dupes, I’m impressed with the number of distinct tiles. I’d wager there are thousands of tiles in all. If you examine any map closely enough you might find a couple of duplicate tiles out of the dozens within any one zone, and it’s not until you pore over a handful of zones, especially those with the same biome, before the dupes really start adding up.
And if you’re not looking closely at the maps, you might never notice at all. It's not you're going out of your way to stand in the same spot facing the same direction the way I've been!
But looking at them can tell us interesting things about how they work, as we've already seen.

“Are the planets real?”

Of course not, it’s a video game.
Okay, serious answer. It depends on what we mean by “real.” I assume the game has a virtual map of each planet, and different tiles procedurally assigned to different parts of that map. When we select a landing site, the game plants it at the nearest available POI spot and loads in a world space centered around it, 64 square km of which is traversable, with the remainder existing for the sake of filling out the background. Ironically, the edge of traversable space is often in the middle of a distinct terrain tile.
It's worth noting that unique locations, like New Atlantis and Akila City, don’t necessarily form the center of their respective zones. (Those two certainly don't.)
The size of the loaded world space is arbitrary, and Bethesda probably settled on one that allowed for sufficient stability on lower-end hardware.
Beyond that, I have no idea.

Implications for theorycrafting

Thinking about tiles as modular landscape components has a lot of potential for pointless naval-gazing theorycrafting about terrain possibilities. For instance, just imagine if certain tiles could be required to line up in certain ways depending on their edges, creating larger superstructures. There could already be something like that in place to keep coasts aligned. (Me, I’ve got river ideas, even if they’re just a pipe dream…)
Also, any given tile in the game could potentially be cleanly replaced with a customized tile as needed.

A final desperate plea

Anyway, please stop calling the entire loaded world space a “tile.” Or else…
No animals were harmed in this production
…I might just swat you with an old rolled-up magazine.
submitted by LeBourgeoisGent to NoSodiumStarfield [link] [comments]


2024.05.13 15:45 Nice_Tradition_3090 [Gen9] Shiny-Lock Completed. 141 hours.

[Gen9] Shiny-Lock Completed. 141 hours.
Completed Violet Shiny-Lock: 141 hours
So, last summer I started a Shiny Lock based on Nokimon’s shiny lock series, but with a twist. I started a new game. Meaning I could only progress to new areas once I found a shiny, but also meant I had no access to the Shiny Charm.
Furthermore, I didnt use their exact specifications of what counted as an area. This mostly came up in the Teal Mask DLC. Basically, if an area was subtitled as a different main area, it didnt count as it’s own area to me. That was because I noticed all the little caves in Paldea had a name but were subtitled as the General Area anyway. This mattered only in South Area 6 in the main game but also cut out 2 areas from Kitakami (Both Infernal Pass and Oni’s Maw are just Oni Mountain).
I kept their own restrictions of no Shiny Sandwich boosts, no doubles, and no Outbreaks as well. (I only got one double anyway. An Oinkolonge but it was like 5 minutes into my West Area 3 hunt so I didnt mind)
It was… a lot of fun. Very relaxing and made me think up the best ways to reset mons while keeping in mind I still wanted a rounded team to beat the game.
My final team for the main game ended up being my Flamigo, Ampharos, Gogoat, Gyarados, Lycanroc, and Volcarona. Mostly pokemon from the first few areas I went to.
For Kitakami, I decided to find a whole new team before tackling the storyline and ended up with Victreebell, Ninetales, Meinshao, Indeedee, Mamoswine, and Weezing.
For the Terrarium, by using my own area specifications technically every area was the Terrarium. But that isnt fun. And by using the Biomes and the two caverns, I was able to lock myself and make a new team exactly: Farigiraf, Slowbro, Golurk, Graveller, Rotom, and Magmar.
This ruled and I already miss it and plan on starting again when the summer comes around.
Here’s my list of mons and the areas that they were caught:
Oinkolonge (Lumpi)- Poco Path Flamigo (Natalia)- South Area 1 Ampharos (Candy Floss)- South Area 2 Gogoat (Sarajevo)- South Area 3 Pawmi (Julip)- South Area 4 Chewtle (Boxer)- South Area 5 Salandit (Toady)- South Area 6 (Alfornada Cavern)
Gyarados (Francine)- East Area 1 Sqwakabilly (Betty)- East Area 2 Carcoal (Roz)- East Area 3 Passimian (Hoffman)- Tagtree Thicket
Lycanroc (Blue Moon)- West Area 1 Murkrow (Duchess)- West Area 2 Volcarona (Smooshie)- Asado Desert Scyther (Ada)- West Area 3
Gallade (Bedi)- Glaseado Mountain Scovillain (Cappy)- North Area 1 Noibat (Dubs)- North Area 2 Kilowattrell (Wilbur)- North Area 3 Amoongus (Agroopa)- Socarrat Trail
Iron Bundle (Prinze)- Area Zero
Spinarak (Scuttles)- Kitakami Road Victribell (Pitchoulli)- Apple Hills Ninetails (Demure)- Reveler’s Road Seedot (Popcorn)- Mossfell Confluence Meinfoo (Chops)- Wistful Fields Nosepass (Basoon)- Paradise Barrens Surskit (Kit)- Kitakami Wilds Indeedee (Florence)- Timeless Woods Bombirdier (Kareen)- Fellhorn Gorge Growlithe (Borksworth)- Oni Mountain Mamoswine (Bjorn-Bjorn)- Chilling Waterhead Weezing (Poots)- Oni Mountain Summit (Crystal Pool)
Farigiraf (Liza)- Savanna Biome Galarian Slowbro (Butterbear)- Coastal Biome Golurk (Bustah)- Polar Biome Alolan Graveler (Grizz)- Canyon Biome Rotom (Watt)- Chargestone Cavern Magmar (Magda)- Torchlit Labyrinth
submitted by Nice_Tradition_3090 to ShinyPokemon [link] [comments]


2024.05.13 13:55 piratepixie I need only friends from sandstorm, sun, savanna and tundra biomes!

279108705406 Sandstorm is the only one i'm missing, but the others are low too <3
submitted by piratepixie to PokemonGoFriends [link] [comments]


2024.05.13 10:22 mister-choo My suggestions for season 6

Theme of the update - Back to basics.
I think what DRG already has is already great. And I would honestly be alright if it's stays as it is, the replay-ability is quite good, but I think a couple of small things would boost it even more.
Main thing I propose is bringing double objectives outside of deep dives, not as a mutator but as a regular thing. Different mutator, objective, biome combinations would truly expand replay factor through combinatorial explosion.
Secondly, develop a couple of "budget" and modular objectives. (More like aquarcs, morkite mining, blackbox recovery and less like industrial sabotage). These new mission types would bring more variaty and would play well with double objectives.
Some other mission ideas:
  1. Branch mining. Reuse the drilldozer, but change it slightly to have deposits. Drilldozer goes through caves with refuel stages, but instead of approaching the heartstone, you collect minerals(maybe even morkite) in each new cave you visit.
  2. Refining recovery. You reach the cave and pipes already installed but, but in damaged state. You repair them and finish refining.
  3. Industrial sabotage 0.5. Bring the objectives from rival presence events as a mission type.
Thanks for reading and feel free to write your suggestions in the comments!
P.S. English is not my first language so sorry for clunky phrasing.
submitted by mister-choo to DeepRockGalactic [link] [comments]


2024.05.12 19:26 safethensorry How to stop the graphics info from overlapping the Z coordinate on the debug screen?

How to stop the graphics info from overlapping the Z coordinate on the debug screen?
So, my brother is having this issue where the text line with his graphics card(?) info is so long that it overlaps with and blocks his Z coordinate number, which makes it really annoying to navigate using coords. Is there any way to fix this? Would changing the screen resolution make the text comparatively smallemore spread out or would the text just scale up along with it?
submitted by safethensorry to Minecraft [link] [comments]


2024.05.12 18:44 jGatzB The Loss of Worry (archived from Arcadelore)

Originally posted by [Redacted] (Argonius Doge)
Chronicles of the Arcade: The Loss of Worry
There are many stories surrounding the oddities of the arcade and the denizens that dwell within, but nothing is as odd as the phenomenon commonly known as "The Loss of Worry". Details are sparse, as the only accounts are from those who survive The Loss of Worry with their memories intact.
None of the sources can corroborate a given initiator for The Loss of Worry, but they can all attest to a single common factor: Someone gets a brand new regular pet. Now, pets in the arcade aren't too uncommon, with many being tamed creatures from The Arcade, such as Cabinet Mimics. What is uncommon, are 'normal' pets. Sure, there are pet shops stocked with pets in the mall biomes of The Arcade that never seem to eat, but many avoid these places filled with prospective lifelong companions because they fear it is a lure. One that would entrap someone in the pet store forever, only for another animal to be added to the stock. Those that have managed to acquire pets from such locations did so by convincing one of the pets to leave the store from outside, rather than actually go in to retrieve one.
What marks the beginning of The Loss of Worry is the fact that a normal pet suddenly shows up, with the apparent owner of said pet firmly believing they have always had this pet since entering The Arcade, and can even vividly recall all events from acquiring the pet by going into a pet store and buying one with a continuity coin. One common thing when it comes to The Loss of Worry is the fact that, usually, the individuals who are 'Patient Zero' in these accounts is always someone who, up until that point, always felt an immense amount of despair at being stuck within The Arcade. It's now believed that The Loss of Worry might either be some sort of balancing check made by The Arcade, as severe 'negative vibes' can cause The Arcade to shift in ways that maybe It doesn't even want, or the result of a greater being using the severe despair to temporarily anchor themselves in realspace. Whatever the case may be, what matters the most is what happens after it manifests.
Slowly, The Arcade will shift around Patient Zero to make them happier. Shifts in The Arcade are not too uncommon, and many more permanent settlements will see trade and the number of travellers wax and wane as the routes between settlements shift. The shifting in The Loss of Worry, however, is more sinister. Things which would cause them stress or worry will either change, such as the crops being grown changing from wheat to potatoes, or vanish entirely if changing them would be too difficult, which is the common answer for any sapient creatures. Only a handful of people remember what used to be when these changes happen. Many who remember what used to be will be disoriented by the changes, and ask questions and affirm things which will endanger the newfound happiness of Patient Zero. This will cause a number of them to slowly vanish, one by one. Those who survived were those who figured out what was happening, and either stopped trying to affirm how things used to be, or left town before they would vanish through the more sinister means. Those that stayed got to watch as one by one, everything that used to be there, will vanish, until it is just Patient Zero, the 'pet' and the survivors. The last thing to vanish for good is both the 'pet' and Patient Zero, never to be seen again, and only remembered by the few that survived.
submitted by jGatzB to cadelore [link] [comments]


2024.05.12 18:36 jGatzB The Gambit Hall (archived from Discord)

The Gambit Hall (archived from Discord)
Originally posted by OG WASD.
KEY ELEMENTS
  • Serves as a "mini-game" in the style of Chess, as a biome (named The Gambit Hall?), is artistically Gothic.
  • No one is entirely aware that the "game" actually has no rules.
  • In truth, the hall is, for all intents and purposes, a random number generator (RNG).
  • Motivations for engaging the biome are, mainly, unveiling/reactivating unique features of the Arcade(can be very wide reaching or a simple minor convenience) and receiving random gifts/boons (these are gifts without consideration, from the Arcade itself, without any defined rhyme or reasoning).
  • All results of unlocking features and gift giving are subject to both, generally deemed, positive AND negative effects/repercussions (at a rate of roughly 75% "positive", 25% "negative"?)
this is kinda where im at with it so far, maybe has potential? If this has any interest or worth, ill gladly attempt to flesh it out with a sumission
https://preview.redd.it/g2nfg5rgw00d1.png?width=1024&format=png&auto=webp&s=104dc7b8b1839984fa3c290fb891ccb2c9c58efd
https://preview.redd.it/56aw92uhw00d1.png?width=1024&format=png&auto=webp&s=60df13594624b2a81798c71a23ced95a637f74b0
https://preview.redd.it/ge7cz4liw00d1.png?width=1024&format=png&auto=webp&s=ab8cfbb14155b26644004723d59724e793023bc7
As many cadesmen are aware, The Arcade has long since developed varying "biomes" in the alleyspaces that differ in seeming function and aesthetic from the normalcy of The Central Network. But what very few know is, far beyond even the surrounding biomes of the network, exist areas that The Board has declared, the Farthest Corners.
While there is still much left largely unknown of the Farthest Corners, there is confirmed, a quite puzzling biome within coined, The Gambit Hall.
Rarely does one seek these portent halls, be it for reason of requiring tremendous effort to reach or fear of both the known and unknown. Indeed a sense of apprehension has right to stir in those who are aware of the possible outcomes of tampering in such a preternatural place. However, there exists no lack of motivating factors that might lure a cadesborn to make such a venture.
Lined in chiseled, mossy mortar and dark walnut, the walls feature many faux doors and massive but stone-filled windows, each with immensely detailed tracery. Between each section and at each corner rise broad, engraved stone columns; seamlessly conjoined with pointed arches. The vaulted ceilings, hardly visible, loom much taller than that of the average alleyspace. Dimly lit sconces frequent the span of these halls, giving life to dancing shadows who dare break the otherwise perfect symmetry. As foreboding a visage as these great halls can be, not a single element of the area hopes to deter from the prominence gained by the statues and grand crests on which they rest.
'Statue' as a defining term is inaccurate, however. One could never see a clear enough form of these figures to know whether they've been carved or even what material they could be made of. When eyes are laid upon these effigies, they appear in a way comparable to strangers we meet in a hazy dream. Unable to give facial definition or texture to clothing and skin, though you can perceive basic properties such as height, general appendages and posture, they highly resemble varying forms of Chess pieces. Invoked images of mounted knights with longsword thrust forward, clergymen in long-robe, palms outreached and stoic kings, adorned with the weight of the world upon their heads. These are only possibly encountered at the middle of intersections within the biome though hardly at every junction; they each face one of the four possible directions of the hallways. As you might imagine, this lends to terribly stressful travel through the halls when first noticed from a distance, sometimes being unable to differentiate the statues from some other wild machination of The Arcade.
At each intersection also lies the strange crests, embedded within the center floor tile where one might find the ominous statues situated. A perfect circle in shape, with diameter just short of the tiles edges, its most enthralling quality is the inner design. Imagine, if you will, a birds eye view of a flat desert plain, then witnessing fine walls hastily rising and sinking through the sands surface. The walls are arranged in astounding geometric patterns, but always change in design with each set that rises and falls. Such is the ever-continuous sight of the crests interior.
But of what significance are these wonderous elements? What of these known dangers and bounty? The Gambit Hall truly offers no dearth of mystique, terror and reward alike, often viewed as a high-stakes game by those audacious enough to engage the inscrutable expanse. With a recent discovery of import pertaining to the functions of the Hall however, details of its workings are being withheld for a time, for sake of safety to those still unfamiliar. By commission, The Wanderer has been assigned to supplement and re-release official documentation on these matters, promising to articulate all aspects to the highest degree possible with our given knowledge.
submitted by jGatzB to cadelore [link] [comments]


2024.05.12 06:43 xLinkmain Hardcore Changing Biome Gen? [1.20.5]

Hardcore Changing Biome Gen? [1.20.5]
So I started a hardcore world yesterday and thought I would use some cool QOL mods (clientside only). Upon completing the early objectives like diamonds, blaze rods, simple villager trades, base, etc. I thought I would go and search for a new biome as I had only seen plains up to that point.
Upon searching in a straight line, I found many villages (like a crazy amount in a straight line) and oceans, however EVERYTHING was plains, even the oceans. I traveled 10,000 blocks before I finally had enough and did some digging. I recreated the world with the same seed, but not on hardcore so I could teleport to where I was and investigate. Upon teleporting to the same place I discovered that the place I was in was indeed not plains and I was not crazy.
Portal In Hardcore world
https://preview.redd.it/h4n8g01faxzc1.png?width=1920&format=png&auto=webp&s=033adb43fd4bf712e221ea1bc584f93e2b705047
Overview in Hardcore world
https://preview.redd.it/v8lk3l1faxzc1.png?width=1920&format=png&auto=webp&s=4e8f0b16867b77edbd1f360595d216354ba68636
https://preview.redd.it/zera721faxzc1.png?width=1920&format=png&auto=webp&s=c6cfd84bdcda31a4f82b83bfa469db22d5a27d5f
https://preview.redd.it/y003b01faxzc1.png?width=1920&format=png&auto=webp&s=5266170976fe7fe073fcf6748d04c80487acf7d0
https://preview.redd.it/1milzng4exzc1.png?width=1920&format=png&auto=webp&s=216688c7ab3796dcc2b4fd4c420169c57d8e38bb
https://preview.redd.it/4d6s201faxzc1.png?width=1920&format=png&auto=webp&s=8da0052d458f19c0a63f128c87257f81ef999f2f
After I found this out I discovered a few things:
  • Terrain gen stayed mostly the same between the two worlds (except biome specific things like mesa spikes)
  • The Hardcore version of the world would always be created in Hardcore with the seed
  • Upon testing the seed in vanilla 1.20.5, it would always generate the non-Hardcore version regardless of difficulty
  • If I tried /locate to find biome specific structures or poi's in the hardcore world it would say "could not find a structure of type "minecraft:[structure]" nearby"
https://preview.redd.it/c67k1dpsdxzc1.png?width=1920&format=png&auto=webp&s=7ed7f0df8d995a218dd56e35fe316f94bc014b08
Non-Hardcore
This is so confusing and doesn't seem to happen with any other seeds I can generate. The seed is -1276526980720392107 and was generated by the game when I made the world. Does anyone know what may be causing this? I also think that I will continue my hardcore world as I find it interesting to be so limited in terms of what biome specific resources I have access to :)
Modpack I'm using if anyone wants to test: Modrinth Launcher, Zip
Edit: Image issues and formatting, if images or captions aren't showing up, here is a link to the named screenshots
submitted by xLinkmain to Minecraft [link] [comments]


2024.05.11 08:48 Altruistic-Light5275 World generation and biome placement on the world map in Outpostia

World generation and biome placement on the world map in Outpostia
Hello there! Today, I will talk about how the world generation for the global map works in Outpostia. After the player chooses their preferred scenario, the world generation menu appears, and that's where the fun begins. For procedural generation, I'm using Simplex noise, which looks somewhat similar to old TV static noises. Simplex noise is a type of noise function commonly used in computer graphics, particularly for generating natural-looking patterns and textures. Explaining it in simple terms, imagine spilling milk on a table. If you look closely, you'll notice that the milk spreads out in a somewhat random and uneven pattern, forming clusters, with each drop having some percentage of transparency.
Now, I specify that I want water to cover about 35% of the map. Then, I go through every "drop" (world tile) and check if the visibility of "milk" (noise value) is greater than X%, and place a water tile or not during the world generation. Here's how it would look:
World generation with the sea level = 35%
And here's the same map, where I want water to cover about 75% of the map:
World generation with the sea level = 75%
For biome placement and selection, the same principle applies with precipitation and temperature where the sea is absent: I generate a random noise scaled up to a certain point and check which biome is best suitable for the given combination. Here's another map with the sea level even lower:
World generation with the sea level = 15%
And here is the same map with the temperature overlay: where red color is visible, the temperature is highest.
World generation with visible temperature overlay
The same map exists for precipitation. Basically, this means "if the temperature is very high, there will be a desert" and if "the temperature is high enough and precipitation allows, there will be a tropical jungle". For now, I'm using the following biomes:
  • Hot biomes: Desert, Savanna, Tropical forest
  • Medium biomes: Grassland, Temperate forest, Wetland
  • Cold biomes: Polar desert, Tundra, Boreal forest
The values for biome generation are taken from the Whittaker Biome Diagrams. Later, I plan on generating mountains (and rivers), so modified versions of those diagrams will be used.
Whittaker Biome Diagram
Among other things worth mentioning, these random noises support "seeds", which means for the same unique seed, you could generate the same world. The only problem with such noises is the fact they are too random and uncontrollable.
An issue on Godot forum
Basically, it's not programming anymore, but more like taming arcane magic, where unless you have multiple PhDs in the field, you're basically working with tuning "magic numbers" up and down.
Magic numbers found on the Internet proving to generate Earth-like continents patterns
Stay tuned! In following parts, I'll explain how Factions and Settlements are generated and placed on the world map in Outpostia.
submitted by Altruistic-Light5275 to Outpostia [link] [comments]


2024.05.11 02:20 TheFlagMan123 What is Gaiadom? - What if their was a more habitable solar system and it was younger than ours? (2045 AD)

What is Gaiadom? - What if their was a more habitable solar system and it was younger than ours? (2045 AD) submitted by TheFlagMan123 to imaginarymaps [link] [comments]


2024.05.10 16:24 Tacitus2389b4h5ii405 FAQ for "Steel the Show", a PPT Official Strategy for 7* Primarina Tera Raid Event

FAQ for
Welcome one and all to the greatest show on Earth! In this post, we're going to talk about some common questions about the Steel the Show strategy. Be sure to see it live and in person in the Primarina Raids Chat Channel!

Other Useful Resources:

Items and TMs

Where can I find the held items for this strategy?
  • Choice Band
    • This can be found at Delibird Presents in Mesagoza after completing The Way Home
    • Additionally, one can be obtained in the Teal Mask DLC by defeating seven Ogre Clan Members and speaking with a man at the bottom of the stairs leading to the Mask Festival
  • Focus Sash
    • This can be found at Delibird Presents in Mesagoza after defeating four gyms
    • Can be obtained from a Battle League Rep at the Pokemon Center East of Porto Marinada after defeating four trainers around West Providence Area Two
    • Can be obtained in the Teal Mask after defeating one Ogre Clan Member and speaking with a man at the bottom of the stairs leading to the Mask Festival
    • Can be obtained in the Indigo Disk by defeating Nemona for the first time when summoning her as a coach
  • Zoom Lens
    • This can be found at Delibird Presents in Levincia after completing four gyms
Why are these items important? Can I replace them with something else?
  • Choice Band increases the power of physical attacks by 50%. There is no other item in the game which increases physical attack damage as much as Choice Band, so it cannot be substituted
  • Focus Sash allows the holder to survive one hit if it started with full HP. The holder will be left with at least one HP. In the case of the untrained Alcremie, it will have one HP left. Without Focus Sash, an untrained Alcremie will not survive
    • If your Alcremie is level 100 with 252 HP and 252 SpeDef Evs, Hypertrained HP and SpeDef, and has a SpeDef increasing nature like Calm or Sassy, then it can go without an item.
  • Zoom Lens increases the accuracy of the holder's move by 20% as long as the holder moves after their opponent. No other item provides as large a boost to accuracy and with the large boost to accuracy, Screech will have a chance to miss which could cause the entire raid to fall apart. So it cannot be substituted
Where can I find the TMs for this strategy?
  • TM 121 Heavy Slam
    • Is added to your craftable TMs after beating the Team Star Fairy Base
    • Can be found near one of the tents in the Team Star Fighting Base
    • In the southeastern ruins on the Glaseado Mountain
    • On a cliff overlooking some ruins in the northern section of South Province Area Three
    • Next to a cave in the southeastern area near a cliff in the Kitakami Wilds in the Teal Mask DLC
    • By some trees on a raised platform east of a lake with multple waterfalls in the southern section of the Coastal Biome in the Indigo Disk DLC
    • Can be crafted for 5000 LP using 3 Bronzor Fragments, 3 Cufant Tarnish, and 3 Dondozo Whiskers
  • TM 130 Helping Hand (Optional)
    • On a cliff south of the Pokémon Center in South Province Area Three
    • On a rocky island in the northwest section of the Northern Paldean Sea
    • On a cliff above the shrine in West Provence Area One
    • Behind Kitakami Hall in the Teal Mask DLC
    • Near the southeastern Rest Stop in the Savanna Biome in the Indigo Disk DLC
    • Near the Team Star Dark Base
    • Purchased at Blueberry Academy’s School Store for 10 BP (DLC)
    • Can be crafted for 400 LP using 1 Eevee Fur
  • TM 221 Throat Chop (Optional)
    • Can be obtained after defeating five trainers by talking to the League Club representative near Rest Stop 2 in the Savanna Biome in the Indigo Disk DLC
    • On top of a rock in the southeastern section of the Savanna Biome in the Indigo Disk DLC
    • Can be crafted for 5000 LP using 2 Scraggy Sweat and 3 Zorua Fur

The Ringmaster role

Does it matter whether I use Copperajah or Metagross?
  • No, as long as the following requirements are met:
    • Has an Attack stat greater than or equal to 394
      • In order to achieve this, you will likely need to invest EVs into Attack
    • Is holding a Choice Band
      • See the Items section above for information about this
    • Can either survive an attack from Primarina or be faster than Primarina
      • Metagross is naturally able to move faster than Primarina if it has either a full 31 Speed IV or has been hyper trained in Speed
      • Copperajah, on the other hand, can only move faster than Primarina if it has 252 Speed EVs and 31/hyper trained Speed
What is the difference between EVs and IVs? How do I hyper train?
  • IVs are the base values that every Pokémon has when they are caught. EVs, by contrast, are gained as a Pokémon battles or by the use of vitamins, feathers, or mochi. EVs can be reset by Fresh Start Mochi, but IVs cannot be reset. IVs range from 0 to 31. Any IV which is below 31 can be hyper trained so that, for all intents and purposes outside of breeding, it acts like it is a full 31 IV. EVs, by contrast, can range from 0 to 252 on a single stat and cannot exceed 510 across all stats.
  • Hyper training can be done in Montenevera. There is a man standing next to an Abomasnow near the Pokemon Center. He can hyper train a Pokemon which is level 50 or higher and has at least one stat that is not a full 31 IV
    • This man will require either a Bottle Cap or a Gold Bottle Cap, A regular Bottle Cap can be bought from Delibird Presents and can be used to hyper train one stat. A Gold Bottle Cap can be obtained from the item printer in the DLC and can be used to hyper train all of a Pokemon's stats at once
  • For more information on this topic, check out 's guide on how to train your raid Pokémon with EVs and IVs here!
Can I use other Steel types instead?
  • There are other Steel types that will work. For example, Dusk Mane Necrozma works. However, not all Steel types will work with this exact set up. Check if your substitute works using the Tera Raid Builder and be sure to check using the Worst Case Scenario option.
Okay, but I want to use a different Steel type that doesn't work with this set up
  • That's great! We encourage you to create an alternative strategy using the Tera Raid Builder where you can easily check your strategy, make an infographic, and share it with others. If you ask, people will often try to help you test and run your strategy. Just don't try to take over someone else's raid if they're trying to run the main strategy! Remember that the host has final say in what strategy gets used

Alcremie

My Alcremie doesn’t look like the pink one in the infographic, is that okay?
  • Yes.
  • Alcremie has a large number of unique appearances, but these differences are purely cosmetic – they are all identical in terms of stats, moves etc.
I don’t have the DLC for Scarlet/Violet, how can I catch an Alcremie for this strategy?
  • If you don’t own the DLC for Pokémon Scarlet/Violet, you may obtain an Alcremie in Pokémon Sword/Shield and transfer it to Scarlet/Violet by using the Switch version of Pokémon HOME.
  • Alternatively, you may trade for an Alcremie on the GTS in the mobile version of Pokémon HOME, or on PokePortal ’s Trading Megathread.
    • Keep in mind that the sweets used to evolve Milcery into Alcremie are only obtainable in Scarlet/Violet via the DLC – trade for an Alcremie or a Milcery holding a sweet if possible.
Can I use a Pokémon other than Alcremie for this role?
  • Short answer, NO
  • Alcremie is the only Pokemon that can buff the Ringmaster and prevent sleep from Primarina's Sing
    • Alcremie does this with its ability Sweet Veil and its signature move Decorate.
    • While other Pokemon can help keep raiders awake or buff the Ringmaster, none can do both except for Alcremie
I have an Alcremie with Aroma Veil, can I use that instead?
  • No
    • See the above question
Can I use a different item?
  • Not if you have an untrained Alcremie
    • Focus Sash is necessary to keep untrained Alcremie alive
    • If your Alcremie is level 100 with 252 HP and 252 SpeDef Evs, Hypertrained HP and SpeDef, and has a SpeDef increasing nature like Calm or Sassy, then it can go without an item.
Can I really use an untrained Alcremie for this?
  • As long as it holds Focus Sash, yes

Perrserker

Where can I get a Perrserker in Scarlet/Violet?
  • You can only obtain a Galarian Meowth, which will evolve into Perrserker, by completing the friendship events with the Language class teacher Salvadore
    • It is important to note that this Galarian Meowth does not have its hidden ability which Perrserker will need for this raid
    • Perrserker can also be captured in Sword and Shield and transferred using HOME
Do I really need the hidden ability? How do I change to the hidden ability?
  • YES
  • Without the hidden ability Steely Spirit on both Perrserkers, the Ringmaster will only be able to do half the damage it needs
  • You can change from the regular ability to the hidden ability by using an Ability Patch, which you can get from raids
Can I use a different item for Perrserker?
  • No
    • Zoom Lens increases the accuracy of the holder's move by 20% as long as the holder moves after their opponent. No other item provides as large a boost to accuracy and with the large boost to accuracy, Screech will have a chance to miss which could cause the entire raid to fall apart. So it cannot be substituted
Can I use an untrained Perrserker and have it hold Focus Sash like Alcremie?
  • No
    • Perrserker needs to hold a Zoom Lens so its Screech will always hit Primarina so it must be trained
Can I use a different build?
  • No
    • Perrserker needs to have less than 156 Speed in order for Zoom Lens to work. To help ensure this, Perrserker should have a Sassy Nature to reduce its Speed
    • Additionally, the EVs in HP and Special Defense, as well as the Sassy Nature, are needed to ensure Perrserker can survive in the worst case scenarios
Do I need the optional moves? What if I want to use different ones?
  • Optional moves are not required and are only recommended in the event that something goes wrong. You can change them out however you like
Can I use a different Pokemon instead of Perrserker?
  • No
    • Perrserker has a unique ability which is vital to the success of this raid

What Could Go Wrong?

Incorrect Builds/Pokemon
  • If any one of the raiders has a build different to the one outlined in the infographic and on the Tera Raid Builder or is a completely different Pokemon altogether, there is no guarantee of the strategy working as intended
Ringmaster moves too soon or a support moves too late
  • This can make it impossible to get enough power to KO in one hit and may cause shields to go up
    • This isn't the end of the raid! Communicate with your team and you may be able to recover by using optional moves
    • Throat Chop can be used to prevent Primarina from using sound based moves like Sparkling Aria and Sing
    • Iron Head can be used to help deal damage
    • Helping Hand can be used to help increase the damage done by the Ring Master
    • Screech will no longer be useful once shield is up
    • Don't forget Cheers! Attack, Defense, and Heal Cheers can help a raid recover
    • If attacking, be sure to activate your Tera as soon as possible! Even if the Tera isn't Steel, it will still help you deal more damage against a shielded raid boss!
As always, feel free to reach out here, in the Primarina Raids Chat Channel, or in the Questions Megathread if you have more questions!
https://preview.redd.it/r347488aslzc1.jpg?width=1440&format=pjpg&auto=webp&s=62a384ae7d59698bbb24302fa55012fda2917235
submitted by Tacitus2389b4h5ii405 to PokePortal [link] [comments]


2024.05.10 10:52 somdummy Ancient city with mineshaft and ruined portal

Ancient city with mineshaft and ruined portal submitted by somdummy to minecraftseeds [link] [comments]


2024.05.10 05:06 Bigbossboy2007 List of Possible Improvements to Mages

I’ve been brainstorming ideas while smoking weed. These are some of what I think are my best ones. I’ll organize them into each mage type and how I think they should be changed or altered.
—————————————————————————
•Misc.
-I think the ability for mages to teleport should be turned into a trait, that way if you want a mage to stay in a specific area, or want to give a different being the ability to teleport it’d be possible.
-Only the White Mage and Evil Mage should have the teleporting trait inherently (I’ll expand why the necromancer shouldn’t in my opinion in their section).
-Witches. I think it fits the vibe and would be cool. They should give out different status effects (Both positive like Powerup and negative like Madness) and be a semi neutral party, interacting with beings differently depending on some factor (like what species they are or something).
—————————————————————————
•Evil Mage
-They should naturally try to make their way to an Infernal Biome (whether through teleporting or walking if the teleporting trait is taken away).
-Once they are there, I think it would be interesting if they’d set up some sort of mage tower (It doesn’t need to serve a purpose necessarily, even just to make the world fuller).
-Their wanting to kill everything should be lowered a bit. I understand they’re supposed to be natural disasters but it’s hard to get attached to any when they fuck around and find out 5 minutes after I spawn one.
—————————————————————————
•White Mage
-In the same way Evil Mages would seek out Infernal Biomes, White Mages should seek out civilizations to protect.
-When they’re not hunting down an Evil Mage, (Which should also be lowered a bit, I’d like them to be able to coexist in the same world) I think it’d be cool if they also hunted the undead or things afflicted with madness.
—————————————————————————
•Necromancer
-They should have a hard cap on the amount of skeletons they can control based on their current level (Like the total amount of skeletons they can control going up X amount per level gained).
-Like I mentioned earlier, I don’t think they should be able to teleport. What happens for me is they go throughout the world building multiple armies with 10s or 100s of skeletons, then teleporting away making that land uninhabitable, where I then have to commit a skeleton mass genocide to fix the problem.
-Like Evil Mages seeking out Infernal Biomes and White Mages seeking out civilizations they can protect, Necromancers should seek out Cursed Biomes. Once they’re there they should set up some sort of house or tower (I think them seeking out a specific biome would also fix them making skeleton armies all over the world, because they’ll naturally want to go to Cursed Biomes to build their army, effectively condensing where any skeletons could be).
—————————————————————————
submitted by Bigbossboy2007 to Worldbox [link] [comments]


2024.05.09 14:00 itzlax [PC] [2010s] YouTube Gameplay of a Minecraft Modpack with Dinosaurs

I'm not specifically looking for a game, but rather a YouTube gameplay series, so mods feel free to delete this -- I just didn't know where else to post and I've been getting random memories of this series for ages now.
Back in maybe 2013 to 2016, I watched a gameplay series by a guy playing a Minecraft Modpack where he was building a Dinosaur zoo of sorts. My memories are surely a bit spotty and jumbled up, but I'll try to list what I remember.
I don't remember much else, but please help me find this!
submitted by itzlax to tipofmyjoystick [link] [comments]


2024.05.09 03:52 Tartar666 World map of human low-impact areas

World map of human low-impact areas submitted by Tartar666 to MapPorn [link] [comments]


2024.05.09 03:28 Interesting_Move_753 Tips for Trapping Characters

Tips for Trapping Characters
Here are some tips I have found that have helped me trap characters for photos. Feel free to add any additional advice I may have missed!
I apologize for the weird character combo but they were the ones closest to me 😅.
I’ve never used more than 2 characters personally.
  1. Make sure to not build too much before testing. You might need to place your build a bit further back or place a character more forward before your final. I usually just hang out with one and push them into their spot and take a quick snap to see if I like their placement in adjacent to their surroundings.
  2. Make sure to block off your area and make sure the wishing well is accessible in your build before you grab your companion(s) for your final. You can travel to the well points in the valley’s biomes but DON’T go indoors.
  3. Test where you want your character to be by pushing them about where you want them and block them in with rocks as placeholders, getting their spot(s) ready. That way if you do mess up by going inside, you’ll know exactly where to put them.
  4. Use small things like rocks, Anna’s picnic blanket, foliage, etc. There are small items like a plant or mortar and pestle that can be used.
5 Make sure the characters and their traps fit naturally into the scene. Like they belong there and don’t feel out of place.
  1. You can sometimes trap characters by using tables, bushes, or using items that might fit the theme. Like putting a couple of the small pumpkin clusters around the fairy godmother for a Cinderella photo.
  2. Place your character, tell them bye, then grab your other character(s) you want in the shot, repeating the process above.
  3. Try to work with characters with similar schedules so you don’t have to worry about them sleeping or in being in the restaurant or Scrooge’s.
  4. Be patient!!! Working with too many characters and trying to time their animations or time them being still can be very trying and exhausting and can sometimes take many wasted hours. Always make sure to have the character closest to you be the one you hang out with as they’ll be more front. Or hang out with the one who has the weirdest animations like Mike Wazaowski or sully, as they might ruin the photo.
  5. Work with one character at a time, nudging and pushing them into the place you want to be, as you’re testing the final placement.
  6. Use selfie mode to get characters to face the direction you want them to face. They may face different directions if their trap is too wide.
  7. Take a test shot with each character by themselves, using the share QR code feature to dowlonad on your phone. That way you can look back and see if you like their placement as you work with your build.
So for my monstersona, I had sully trapped behind the sushi bar and Mike behind a table, using Merlin’s bag for both of them, to keep them from moving. I had to hang out with sully because he wouldn’t stop moving but I had Mike trapped where he couldn’t move at all.
For Moana’s I used rocks and coconut baskets to trap Maui and Moana and then covered them with flowers. I hung out with Moana so I could get Maui to pose.
For my theme park I used the celebration baskets to trap goofy because he kept following me.
And for savanna style I used some rocks behind the tall grass for Nala.
I hope this helps anyone who’s trying to work with characters and there’s a better understanding of how to do it! 😊
submitted by Interesting_Move_753 to Dreamsnaps [link] [comments]


2024.05.08 00:48 kathrynxdegrassitng Trent or Guelph

Hi, I’m a grade 12 student and have gotten accepted to Trent (Peterborough) for the medical professional stream and am planning on doing a double major in biomed and forensics (don’t know if I wanna be a vet or in the forensics profession as of rn), and I got accepted to Guelph for Biological science (which was an alternative offer, first choice was animal biology but grades did not meet the requirement). I’m having a difficult time choosing what school would be best to do my undergrad in. I know that I’ll end up at Guelph eventually for Med-school (vet school), but am unsure of where to do my undergrad.
For insight/questions:
-I have a high honors scholarship at Trent, no scholarship at Guelph - Does prestige of undergrad schools matter for med school/post grad? - If you go/went to either of these schools, what was your experience?
Edit: another thing I want to note is that I want to be HAPPY! I don’t want to go to a place where people are overly competitive with grades, as I’ve never particularly liked high school for that reason. I love both campus’ so that doesn’t matter for me either!! Main factor is I want to go somewhere that I’ll feel happy and will give me the chance to grow academically!!
Thank you!
submitted by kathrynxdegrassitng to OntarioUniversities [link] [comments]


2024.05.07 22:47 SoapMcMuscles Compromised Connection When the Game Launches?

Compromised Connection When the Game Launches?
I have Malwarebytes installed on my machine, and anytime I start up Abiotic Factor, it gives me a notice that a connection to an IP Address has been blocked due to that endpoint being compromised.
https://preview.redd.it/h8z6buxi72zc1.png?width=530&format=png&auto=webp&s=9182e5d548f65bcdfa1e7109ad0498c5fdaeb820
I'm hoping it's just a weird false positive from Malwarebytes, but I've never seen it reporting anything like this before. The AbioticFactor-Win64-Shipping.exe is a file required to run the game, so I'm unable to just remove it. In the meantime I've just blocked traffic on that port, but haven't had any time to test if that has caused any issues.
Has anyone experienced anything similar?
submitted by SoapMcMuscles to AbioticFactor [link] [comments]


2024.05.07 20:32 LionLoewe Revisiting Information from Previous Dev Logs

Revisiting Information from Previous Dev Logs
Hello there!
Most of the mechanics that I introduced way back have been changed in some way, some only slightly but others moreso. In this post I will reference some of the previous logs and make a short summary, however many other changes will be explained in the other upcoming posts.

---

Population


The population types themselves have mostly stayed the same, only the "Worker" has been renamed "Craftsman" for a bit more clarity.


I did completely remove the "artificial population caps", setting a maximum like this is somewhat pointless micromanagement.

Same as before, the pops change their profession depending on promotion factors, some of which can be directly influenced by the player such as government wages, buildings and needs fulfilments.

https://preview.redd.it/yd5z7pvvq1zc1.png?width=1102&format=png&auto=webp&s=b04493b0f3d8fd0411c0c647193fe9838671da5b

Population Needs (as well as building costs etc.) are now more dynamic in general and allow for multiple goods to fulfill the same need For example, food needs now have a total maximum that can be fulfilled by various food types, some buildings may be built with either wood or stone, with each resource potentially having different efficiency at fulfilling the need.

https://preview.redd.it/h6h179r1r1zc1.png?width=425&format=png&auto=webp&s=b914cfb353ec7d7d3e9425b400cda4cc9ac648af


Something that I have only mentioned in passing so far are also the different resource categories of Basic, Advanced and Luxury goods. The categories themselves have no real effect and are only relevant when it comes to pop needs.

https://preview.redd.it/jd1ecud5r1zc1.png?width=1244&format=png&auto=webp&s=bc0132b7011e33229e22aa2ae23dca016e7a283d

All pops have Basic Needs, which includes food, firewood and housing material, and not fulfilling these comes with a hefty happiness penalty (and likely starvation). Advanced Needs include clothing, furniture and pop-type specific things such as tools, weaponry or books which improve the happiness or the efficiency as a worker. Luxury Needs are randomly selected from what is available to your country and the count of potentially consumed luxury goods depends on your technology, with multiple luxury goods allowing for even higher happiness.


---

Workflows


Workflows have mostly remained the same, although now there are rudimentary overviews of what is available and what has actually been produced. Could probably do with some UI redesign in the future, just like other trade screen information. Sadly I do not find it very easy to present all these data points in a readable and pretty way :)


https://preview.redd.it/gijlybadr1zc1.png?width=1919&format=png&auto=webp&s=bed89317ced82c95b783aa028a6f74613718ce16

---

Policies


National Policies are now more concrete and most of them require certain technologies to be unlocked, currently pertaining to things like the status of citizenship in your nation, religion, serfdom, migration and more, with some being a heavier burden on your administration than others and the value of any policy heavily depends on the situation of your country.

I've also largely stepped back from implementing "provincial policies", for two main reasons, the big one being unnecessary microing and the other the realism of implementing certain "strict" national policies and then going against it on a provincial level. Provincial Policies still exist as a mechanic though, however currently only to restrict automatic land claiming.

Policies in general are also one big topic for future development, and perhaps more provincial policies will also be included then.

---

Taxation Types


Taxes have received a big overhaul, initially only income taxation existed.

Now there is the Poll Tax, Income Tax, Value Added Tax and Wealth Tax, each coming with (dis)advantages and the latter three have to be unlocked with technology first.

For example, the big obvious downside of the Poll Taxis that it can only be extracted after a pop has paid their daily expenses, and a pop with no money can not pay taxes.

---

Diplomacy


Diplomatic actions are now more moddable and I recently added a few new actions. Many are also tech gated now. Some things are still missing such as trade deals and advanced subject interactions. More on Diplomacy will follow in later posts.

---

Cultures


One thing I removed: Hybrid cultures. As assimilation speed is also dependent on the share of a culture, hybrid cultures would usually form tiny ~1-10 pop entities that would fully assimilate before becoming a sizable minority. Perhaps this will return in a changed form in the future but for now it created nothing but performance drain and very long culture names.

On the other hand, cultures can now be given specific rights and become fully accepted in your nation if you fulfill the necessary conditions.

https://preview.redd.it/m5joxt8tr1zc1.png?width=1379&format=png&auto=webp&s=4d51c8d9ce596ff9d1addf2a4fdfb7df8a505405
---

Religion


Also changed quite a bit. More in a later post.

---

Technology Tree


Is now larger and more organized but not yet finished, currently reaching until around ~1800 of real life technology.

https://preview.redd.it/uzboywpur1zc1.png?width=1920&format=png&auto=webp&s=8b5263def63092f65783c5ad5fd2b770779c5914
---

Biomes and map generation


Map generation has been reworked completely as were terrain types, now there are proper biomes with smoother transitions as well as cliffs on steep terrain where armies will be unable to pass through.

https://preview.redd.it/kfggpguwr1zc1.png?width=1920&format=png&auto=webp&s=39f864fe2105dd11bcaa9d18915809ce24029677
---

Armies/Navies


Combat has changed a little bit, there are now multiple damage and armor types. Navies are now using up morale while at sea, requiring them to go back to shore if depleted (until you have certain techs).

However, a rework of some unit-related mechanics and specifically better moddability for it is already planned. More on that in a later post.

---

That is it for now. Other reworked and newly introduced mechanics will be covered later. The next post will be entitled National Creeds, Government and your Nation among others

submitted by LionLoewe to RiseOfHegemony [link] [comments]


2024.05.07 15:50 cats64sonic Globalization's Shadow: Exploring the Downsides and Population Ecology Dynamics

Introduction:
Globalization, characterized by increased interconnectedness and integration of economies, cultures, and societies, has brought about profound transformations in the modern world. While globalization has led to economic growth, technological advancement, and cultural exchange, it also has significant downsides, particularly in its impact on population ecology. This essay delves into the downsides of globalization and its intersection with population ecology dynamics, highlighting the challenges posed to biodiversity, ecosystem stability, and human well-being in a globalized world.
The Downsides of Globalization: Disruption and Degradation
Globalization has been associated with a range of negative consequences for the environment, ecosystems, and populations worldwide. One of the primary downsides is environmental degradation, as increased industrialization, urbanization, and resource extraction have led to habitat destruction, pollution, and loss of biodiversity.
Globalization has also facilitated the spread of invasive species, diseases, and pollutants across continents, disrupting ecological balances and threatening native species and ecosystems. Invasive species outcompete native species for resources, alter habitats, and disrupt ecological processes, leading to declines in biodiversity and ecosystem resilience.
Furthermore, globalization has contributed to overexploitation of natural resources, including forests, fisheries, and freshwater sources, as increased demand for commodities drives unsustainable extraction and consumption patterns. Deforestation, overfishing, and water scarcity have negative impacts on ecosystems, species populations, and the livelihoods of local communities dependent on natural resources.
Population Ecology Dynamics: Interactions and Adaptations
Population ecology is the study of how populations of organisms interact with each other and their environments, including factors such as population size, distribution, growth, and regulation. Population dynamics are influenced by a variety of biotic and abiotic factors, including resource availability, predation, competition, and environmental conditions.
One of the key concepts in population ecology is carrying capacity, which refers to the maximum population size that a particular habitat or ecosystem can sustain over the long term. Population growth may be limited by factors such as food availability, space, and predation, leading to density-dependent regulation of population size.

Population ecology also encompasses the study of population interactions, such as competition, predation, symbiosis, and disease transmission, which shape population dynamics and community structure. These interactions influence the distribution and abundance of species within ecosystems and can have cascading effects on ecosystem functioning and stability.
Intersection of Globalization and Population Ecology
Globalization intersects with population ecology dynamics in various ways, influencing patterns of population distribution, abundance, and interactions across different spatial and temporal scales. The movement of people, goods, and organisms across continents has led to the spread of invasive species, diseases, and pollutants, with implications for population dynamics and community structure.
Globalization also affects population dynamics through its impacts on habitat loss, fragmentation, and degradation, which can disrupt breeding patterns, migration routes, and food availability for wildlife populations. Fragmentation of habitats can isolate populations, reduce genetic diversity, and increase the risk of local extinctions, particularly for species with limited dispersal abilities.
Furthermore, globalization influences human population dynamics through its effects on urbanization, industrialization, and socio-economic development. Rapid urbanization and population growth in urban areas can lead to habitat destruction, pollution, and resource depletion, affecting both human and wildlife populations.
Challenges and Opportunities for Population Ecology in a Globalized World
In the face of globalization's downsides, population ecology faces numerous challenges, including habitat loss, fragmentation, overexploitation of resources, and the spread of invasive species and diseases. Addressing these challenges requires interdisciplinary approaches that integrate ecological, social, and economic perspectives to promote sustainability and resilience.
Conservation efforts must focus on protecting and restoring habitats, mitigating the impacts of invasive species and pollutants, and promoting sustainable land and resource management practices. Strategies such as habitat restoration, protected area management, and community-based conservation initiatives can help to conserve biodiversity and ecosystem services in a globalized world.
Furthermore, efforts to address global environmental challenges, such as climate change, deforestation, and biodiversity loss, require international cooperation and collaboration. Global agreements, such as the Convention on Biological Diversity and the Paris Agreement on climate change, provide frameworks for collective action to protect and sustainably manage the planet's ecosystems and resources.

Conclusion
Globalization presents significant challenges for population ecology, including habitat loss, fragmentation, overexploitation, and the spread of invasive species and pollutants. However, it also offers opportunities for collaboration, innovation, and conservation on a global scale. By addressing the downsides of globalization and promoting sustainable development practices, we can work towards a more resilient, biodiverse, and equitable world for both human and non-human populations. As we navigate the complexities of globalization and population ecology, it is essential to embrace the principles of sustainability, stewardship, and interconnectedness to ensure the health and well-being of present and future generations.
submitted by cats64sonic to DecreasinglyVerbose [link] [comments]


http://activeproperty.pl/