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Textures issue MGS4 RCPS3

2024.05.19 04:29 Ok-Drawer-1821 Textures issue MGS4 RCPS3

Textures issue MGS4 RCPS3
I need help resolving this issue with MGS4 where all the tv’s/monitors display this image instead of what they’re supposed to show are there any fixes or do I gotta deal with it lol
submitted by Ok-Drawer-1821 to metalgearsolid [link] [comments]


2024.05.19 01:54 scorpiobatr Ryan Guzman S8 interview theory and predictions.

I don't think this quote is as deep as I've seen people make it. I remember some (including myself) thought Eddie was gonna have a brain tumor or be committed. I don't think Eddie will suffer that intensely. A lot can happen in two episodes but I doubt S7 will put Ryan through too much suffering. Let’s break down the quotes.
[“There are some bombshells coming”] - easy. being exposed. Marisol breaks up with him. Kim gets scared off. Buck tries to reason with him which exposes something possibly. “Bombshell” means disappointment so I’m confident that Ryan’s house of cards will come crashing down. Maybe even bad news with family.
[“As far as we know it, Eddie has always had someone to run to. He might not have anyone to run to in S8”] - Basically, he’s SINGLE. He has no more women to run to or use as an excuse. Buck is his constant so I doubt they will fight. This season has cemented how much of a ride or die they are to each other. “Always had someone to run to” implies a pattern and Ryan’s pattern is hiding from his desires in relationships with women.
[“There are things that are going to happen in Eddie’s life that's going to leave him feeling isolated”] - “Isolated”: alone, far away, unfamiliar, or little in common with others. Also, Ryan said something is happening in “Eddie’s life” (personal) so I'm inclined to believe this is either family-related OR he comes to a realization that leaves him feeling mentally unfamiliar.
[“Season 8 is going to be almost a refresh button for Eddie. Starting into this new lifestyle of his and navigating new uncharted waters”] - so this could mean anything! Maybe Eddie realizes his feelings about Buck. “Lifestyle” is usually used when talking about LGBTQ people being LGBTQ. It would explain “uncharted waters” as a new state of mind OR the 118 could burn down and Eddie has to work at a new station which would explain the “new lifestyle” and “uncharted waters”. I’ve seen that theory and it’s a huge leap but it would make for an epic season finale. Eddie is starting anew (refresh) so one can hope that whatever “bombshell”. happens, he learns from it.
[“I think what I hope for Eddie is a greater sense of depth and an opportunity to finally let go of his past so a new future can enter”] - This is promising cause it positions Eddie in an optimistic light. A greater sense of depth means to think deeper or more open-mindedly. Eddie’s a work in progress so he’ll still have to do more to make peace with himself. I feel like S8 will have more backstory with Eddie and follow his journey to self-acceptance so he can further open the door to his future happiness (Buck and Chris).
Season 7 is only 10 episodes but aside from AthenaBobby, HenRen, Madney, and the cruise ship, Buck and Eddie have the most consistent (throughout the entire season) storyline. The first half was about Buck understanding the depth of his emotions through jealousy and Tommy. In that time frame, we got nothing but Oliver interviews. Now we’re in the later half and we’re getting Eddie’s emotional rollercoaster so we’re getting Ryan interviews.
Tommy, Marisol, and Kim are plot devices however I see Tommy continuing to S8 just to keep Buck occupied while Buck continues his self-realization. I think for this romance to initiate, it has to be Eddie choosing Buck. Buck wants to feel special and Eddie wants to make his own choices so what better way to affirm both than by having Eddie seek Buck? The isolation Eddie feels could be how he approaches Buck about his feelings.
S7 is very much the BUDDIE reintroduction season so I want to believe that Eddie realizes in the season finale whether it be to forgive himself about Shannon or his feelings for Buck. Regardless I think Buck will be involved because Buck understands the context of Shannon through conversations with Eddie in the past. Buck will know why Buck is with Kim without Eddie having to explain it. Buck getting through to Eddie would parallel 7x01 when Buck spoke to Chris about dating multiple women. Buck is the voice of reason to Eddie. Eddie has only broken down in front of Buck so I don’t think any fight or separation will happen. S7 has been paralleling Buck and Eddie in relation to how they feel about each other. Eddie indulges Buck’s neediness in small ways (affirming, trust, going along) while Buck has always attended to Eddie’s big needs (recommending Carla, co-parenting) so Buck coming to the rescue is the final nail to drive home how unbreakable they are. S7 devalues Tommy and Marisol as potential partners cause Buck and Eddie are emotionally and mentally checking out of them. If Eddie needs help, Buck will be there and I’m sure if Tommy is still around, that will be a point of contention very soon.
I think BUDDIE will be realized by the season finale. I’m open to being wrong but there’s too much foreshadowing and build-up around them this season that to not pop that balloon would feel wrong. The sure thing I’m sure of is that BUDDIE is definitely happening next season. There’s no doubt in my mind.
From Eddie realizing his feelings, to Eddie telling Buck his feelings, to Eddie telling his family his feelings. I believe the “will” will be brought up next season and I think Buck will have his moment of Eddie confessing his feelings and epic first kiss. S7 has set this all up. There’s no going back for Eddie. S8 will show Eddie choosing himself.
I think the wait will finally be over.
submitted by scorpiobatr to buddie [link] [comments]


2024.05.19 01:26 Crackaveli_8406 Step-by-Step Guide to Setting Up Pi-hole with a Router Lacking DNS Options

1. Install Pi-hole and Assign a Static IP

2. Access the Pi-hole Web Interface

3. Configure DHCP Settings in Pi-hole

4. Advanced DHCP Settings

5. Set Static DHCP Leases

6. Configure DNS Settings in Pi-hole

7. Restart Pi-hole or DHCP Server

8. Finalizing Configuration

Verification and Troubleshooting

  1. Restart Devices: Restart your router and any connected devices to ensure they receive the new DHCP settings.
  2. Check Pi-hole Logs: Look at the Pi-hole query logs to confirm that DNS requests are being routed through Pi-hole.
  3. Test Connectivity: Ensure internet connectivity on all devices. Use nslookup or dig to verify that DNS queries are being handled by Pi-hole.

Notes

Only important if you dont know what static and dynamic Router address are otherwise ignore it:

Edit : Static MAC and IP of the router : If you're confused about what I mean by static and dynamic IP, MAC addresses of the router...:

In your router's network settings, you'll likely find an option to view your Static IP for the Router. Additionally, there will be a STATIC MAC address associated with its STATIC IP, which is different from the dynamically assigned IP and MAC of the Router.
The IP address of the static assignment is usually longer and unique for each router (STATIC). It's crucial to use this specific STATIC MAC address and STATIC IP OF THE ROUTER when configuring static DHCP leases in Pi-hole, rather than the MAC address associated with the dynamically assigned IP.
This ensures that the router consistently receives the same IP address from Pi-hole. So, instead of using the IP "192.168.0.1", you should use the Static IP of your ROUTER along with its corresponding STATIC MAC address found in your router's settings.
This way, your Pi-hole works automatically on all devices that connect to your WLAN. If you have a second router, you can TRY and SHOULD adding the Pi-hole's static IP to DNS settings; however, typically, all traffic runs through the FIRST router and should be filtered accordingly. Ensure to perform these configurations also on your 2nd Router (if you have one) and on your MAIN router.
Locate Router's Network Settings: Access your router's administration panel through a web browser. Typically, you can do this by entering your router's IP address (usually something like "192.168.0.1") into the address bar. Log in using your router's username and password.
  1. Find Static IP for the Router: Look for an option related to network settings or LAN settings. Within this section, you should find an option for finding the Static IP of your router. This static IP address will be used to ensure consistency in network configurations.
  2. Identify Static MAC Address: Alongside the static IP address, you'll also find a MAC address associated with it. This MAC address is unique to your router and is used to identify it on the network. Make note of this MAC address as you'll need it later.
  3. Configure Static DHCP Lease in Pi-hole: Access the Pi-hole web interface and navigate to the DHCP settings. Find the section for setting static DHCP leases. Here, you'll add an entry for your router.
  4. Enter Router's Static MAC and IP: In the static DHCP lease configuration, enter the MAC address you found earlier along with the static IP address assigned to your router. This ensures that your router always receives the same IP address from Pi-hole.
  5. Update DNS Settings in Pi-hole: Navigate to the DNS settings in the Pi-hole web interface. Add the static IP address of your router as one of the upstream DNS servers. This ensures reliable DNS resolution for your network.
  6. Verify Configuration: Double-check all entries for accuracy. Ensure that you've used the correct static IP address and MAC address for your router.
  7. Save Settings and Test: Click save to apply the settings. Restart your Pi-hole device to ensure it recognizes and applies the new settings. You can also restart your router for good measure.
submitted by Crackaveli_8406 to linux [link] [comments]


2024.05.19 01:15 Gazooonga Diary of a Press-Ganged Saurian (#1/?)

Just another fun little story idea I had. I am still working on Humans are the violent ones but I like to bounce around and experiment with ideas to see what I really like. I also suck at writing more casual stories, as they give me severe writer's block as I try to map out how to make a scene feel genuine in my head, but I promise I'll update that soon. If you like this story and want to see more, then like and comment. I'll gladly continue this series as well.
Start of Personal Log
Humans don't like being told what to do. They don't like being commanded, put in their place, or snubbed. It was an inexorable, inalienable trait of humans, at least any noteable humans, to go against any authority that they believed was against their interests.
Humanity would not fit amongst the stars. Few ever did. It was a trait of most successful species to be willful, ambitious, and to desire more. But once they reached the stars the new (and simultaneously very old) pecking order either quashed any spirit such species had or simply eradicated them. Countless tomb worlds and diaspora served as painful reminders of what became of the nails that chose to stick out. The hammer of order would always strike. There could be no compromise, the very soul of the authority that held the Jurisdiction together relied on a show of unmatched power, or at least the illusion of item.
In reality, the Jurisdiction was an old, fat, and lazy beast. It filled its belly on the corpses of empires far and wide, and sated its bloodlust on the shattered dreams of hopeful cubs. It had every right to, for none could challenge it: there were no new frontiers to explore, nor were there any other enemies to conquer. The Milky Way, as humans had so strangely dubbed our cradle galaxy, as well as Andromeda, had long since been warred over and settled for millennia before humanity had arrived, bright-eyed and with familiar yet otherwise foolish dreams of cooperation and prosperity. The Jurisdiction did not cooperate, nor did it ensure prosperity. Oh, it claimed it did, but in reality it simply took. The rest was just the peace that came with not being the direct target of the biggest fish in the pond. The humans didn't like that, but they had no choice.
Slavery was a common tribute. The Jurisdiction had no use for other resources: it simply took. No, it wanted those who could facilitate that unequal exchange, those raised in a world where the only morality was the one set by your lord. The Jurisdiction was held together by expectations, obligations, and dury more than any kind of shared dream, so when you were ordered to take you did so without question. Humanity was new: they had no niche or value that set them apart, but they had a penchant for killing and taking, so the Jurisdiction gave them a taste of how the galaxy worked. They killed and they took. The humans didn't like that, but what choice did they have?
Humans were strange. They learned, but not in the way most species learned. Most species learned to adapt in a passive way, to adhere to the world around them. They flowed like water, moving past and around obstacles and confirming to the boxes they were assigned too. Humans didn't confirm, nor did they adapt: they made their circumstances fit their desires. They would not move around obstacles, but rather smash through them, and they refused to stay in one box for too long. The Jurisdiction merely saw them as a particularly loud nuisance, but those who faced their wrath knew better.
It is said that when a beast seeks to make an example, it shall humble its rival by killing it's cubs. Children were one of those universal constants that brought entire communities together: the Sok’klar saw their hatchlings as gifts, shaped by the fruitful currents of the universe in perfect harmony. The Yarrack saw each and every newborn whelp as an uncut gemstone, ready to be shaped into something magical. Humanity oftentimes referred to their offspring as angels, or spirits of unbridled good sent by the gods themselves. Children were seen by most of the galaxy as gifts.
The Jurisdiction saw them as a lever to inflict suffering. It had become quite effective at enacting psychological punishments on those that stood up and spoke out. You dare to disobey? You believe you can speak out? Your gifts shall be taken from you, and you shall be without joy.
Humans didn't like this, but the Jurisdiction would have their pound of flesh, and humankind would kneel. And they did. But humans were patient creatures: most species who retained that trait of willful spit also lacked patience.
I had long since become desensitized to the Jurisdiction’s actions: it was simply how the universe worked now, as if it were a constant akin to gravity. Cruelty was the unspoken rule of this seemingly unending age, where our lives never appeared to move forward or backwards, only lay dormant. The Jurisdiction had been the unyielding authority that ruled the galaxy for thousands of years, venerable yet feared all the same.
And for the longest time I was just another cog in its wheel. My name is Kalnuracht Sedjuur-Noumar VII, and was the scion of the noble house Sedjuur-Noumar. I was born into what most would describe as veiled apathy, living a life that could be attributed to the privileged class of feared scribes that enacted the will of those above. I was an administrator and nothing more. And now I am doomed to be far less than that in the eyes of my former constituents within the endless administration. I am the only scion, as is tradition, and without an heir I am the last of my house, our name to be scrubbed from the records, worthless, meaningless, and forgotten.
I am merely Kalnuracht, nothing else and nothing more. I have seen from their eyes, the eyes of the downtrodden, and it makes my crimes of association with the Jurisdiction feel all the more damning on my worthless soul. I am worthless to the world, and this is my story.
End Personal Log #1
Start of Neural Lace Narrative Log #1
They came from the black like carrion birds in the night, encircling our convoy as if it were a dying animal ready to be picked clean without remorse. There was no warning, no list of demands sent out as civilized peoples did, nor was there either any requirement for unconditional surrender nor chance to parlay, as was done so under letter of marque: this was an unmistakable call for violence and nothing else. They sought to reduce us to slag and scavenge the rest.
So, as one would expect, the entire bridge of the ship was nearing a panicked state. This was not the actions of those practicing civility, but rather the common behaviors of despoiling barbarians, the kind that tore their way through the dark reaches of the galaxy as if they owned it.
“Wayfinder, what do your probes see?” Shouted the ship’s sovereign. He was an older Kar’Rowmach, an amphibious cephalopod species with a venerable history within the Jurisdiction going back thousands of years. Normally one such as him would be above me if it weren't for the fact that I was under the authority of the Jurisdiction’s seal of office. He didn't like me very much, but most of his kind shared the same sentiment.
“All dark, honorable Sovereign: the sensor arrays are wailing but the feedback we're reviewing is beyond incomprehensible,” the wayfinder replied with a certain restrained temper in his voice. The Sok'klar wayfinder swayed gently, his tentacled limbs grasping different metallo-liquid braille output arrays, the liquid gallium flexing and reshaping unnaturally to allow him to to take in multiple different sources of sensory output at once, with the primary navigation computer plugged into the cybernetics surrounding his opaque, gelatinous head and plugging directly into his tube-shaped brain.
The Sovereign cursed in Loskat and pointed to his bridge crew while I simply sat in the back, near the Sovereign’s symbolic throne. “Prepare countermeasures and spool up the warp drive, we cannot allow the amanuensis to be taken! He carries sensitive information that only he can translate and transcribe!”
As the bridge crew nodded and began fiddling with their own systems, I preened my feathered hide anxiously. I wasn't a fighter: us nobles of the cloth were the educated minority above all else, not those who waged war or partook in hard labor. Special cybernetics in my brain allowed me to translate triple-encoded messages that usually took a ducal signet codekey or above to parse, but even without that I was a skilled mathematician and logician. I had terabytes worth of knowledge stored within the hardware installed in my head, all well protected of course, but if I were to die it would still be a waste. I could only imagine the damage any malcontenders could do with it if they were able to get their filthy hands on me.
Suddenly, the ship rocked, and the gallium overhead display began to form crescendos like I'd never seen before. “Sovereign, decks A-3 through C-12 are venting atmosphere and our coolant systems have been obliterated,” the Wayfinder spoke in an almost serene voice, as if he was completely unconcerned by current events. I knew they were simply incapable of tonal displays, but it was unnerving nonetheless. “Once we jump, we will not be able to risk another until the vacuum of the void can reduce temperatures to acceptable levels within the plasma capacitors.”
“Damn them,” the armored nautiloid hissed, his barbed feelers coiling in frustration, “May the currents take them. What are our options? what can we see? This fleet cannot fall to the void today, not with such vital cargo.” My hackles rose lightly at the Kar’Rowmach referred to me as some object rather than an esteemed amanuensis of the Jurisdiction, but I bit my forked tongue. Now was not the time to squabble with the sovereign over who was what and what titles I deserved, not while he was so desperately attempting to keep what semblance of order within his fleet that he had left.
I could not blame the crew for being panicked either: wars were practically mythologized now, having been long since rendered obsolete with the rise of the Jurisdiction, and that felt like an eternity ago. Now, either being levied into or joining a ducal naval force was simply another career, more akin to serving as an officer of the law rather than a fully fledged soldier. Minimal training was required, most of it being the technicals of one's duty rather than any kind of combat conditioning, so expecting a fleet to actually be prepared for a combat scenario in a universe where peace was the norm was laughable.
“We are practically blind, Sovereign,” stated the Sok'klar Wayfinder, “our probes are offline, and shipboard graviton displacement sensory arrays have been rendered unreliable at best.”
“What about the particle emission array? Has there been a spike in radioactivity where we were hit?”
The Wayfinder seemed to think for a second, his gelatinous form flexing and morphing a bit before answering. “Affirmative, a jump from negligible to forty billion becquerels along decks A through E-5 on our starboard side.”
“Torpedoes…” the Sovereign hissed, stroking his barbed feelers, “Human Torpedoes. Only those primitives would rely on crude nuclear warheads.” He then turned to his militant leaders on the ship. “Noddos, Rel’ads: organize your phalanxes and prepare to repel boarders. We are bound to be assailed by those rancorous primates, and I want their skulls piled at my feet if they dare set foot on our ship.”
“Your wish is our command, Sovereign,” the two militant commanders spoke as one. Noddos, a large bipedal with multiple sets of curved spines running down his back, a pair of graceful horns sprouting from his head, and multiple rows of sharp teeth in his snout, bowed first, followed by Rel’ads, a marsupial with long saberteeth and thick fur. They both must have been fierce warriors in their own right to each lead a phalanx. They wore thick, semi-powered armor and held dueling polearms alongside their usual plasma casters, and seemed completely unfazed by the situation we were in. As they stomped out of the brightly lit bridge, I let out a quiet squawk of discontentment. “Sovereign, why haven't we jumped again? We are wasting precious time.”
“I am working on it, you spineless beaurocrat!” He warbled back, his feelers tensing in anger, “besides, it's not as if you're the one who will be spilling blood today, amanuensis, so flatten your wretched beak or I shall weld it shut with a plasma torch.
I was about to reply with something indignant, but the ship rocked again, this time causing the lights to flicker and the air to become… thick. The skin under my feathers began to blister, and I became lightheaded and confused. “Seal the damnable vents, initiate radiation scrubbers, and activate secondary life support!” Shouted the Sovereign, “Their nuclear weapons are rendering the ship inhospitable!”
I coughed up magenta blood accidentally, and I could feel more seeping from under my eyes. Some of the crew was in a similar position, but others were more resistant to radiation than I. The Sok'klar seemed completely at ease as he ran his tentacles across his morphic braille arrays before calmly announcing the ship’s status. “I've regained some control over our probes: ten, twelve, and seventeen are active and fully functional, the rest are either still malfunctioning or permanently inoperable. A rapid rise in localized radiation is also interfering with the detection of graviton displacement; we can't sense photon redirection, thus readings will remain inconclusive.
“Wayfinder, damn you, get me some kind of out here! We're easy prey until we can respond in kind!”
“Negative, something has gone awry with our processing hub, I am attempting to troubleshoot-”
And with that, the Wayfinder’s bulbous head exploded in a cascade of opaque lavender blood, covering the front half of the deck crew like a morbid art piece. Some of the crew screamed and shouted in terror before removing their cranial adaptors and choosing to interact with their displays manually. Others died just as quickly, unable to unplug in time as their brain stems fried or their blood boiled. It was a horrible way to go, having your insides neutralized by your own cybernetics, so I was glad I wasn't connected to the system.
“Cybernetic warfare! All systems are to be considered compromised, switch to manual settings or you'll be killed!”
The lights in the bridge flickered again, and the displays went haywire. The bridge crew, which obviously weren't acquainted with working without being hard-linked into the mainframe, moved at a much slower pace.
“Launch missile pods A through F and set to self-target after five hundred kilometers, then rely on their ballistic coordinates to begin firing broadsides! If we can't see the humans due to their meddling, we'll just have to feel them.” Shouted the Sovereign, “and got me a detailed report on the ship’s diagnostics readings. I need to know if this flagship is still capable of escaping or if we'll have to scuttle it and retreat on another.”
“Acknowledged, Sovereign, launching now,” affirmed another deck officer as he swiped across his own gallium output array. I could hear the dull thunk, thunk, thunk of missiles pushing out of their pods before racing off to their intended targets, then the mechanical whirring as the pods rotated to be reloaded by slaves in the lower decks. I was regaining my bearings as the many horrible sensations of being overwhelmed by radiation poisoning were beginning to subside, but I still felt as if I had been microwaved. The air was stale, the crew was horribly sick as well, and even the sovereign himself seemed to be on his last leg. I was beginning to believe that I might die here.
“Sovereign, a message from the lower decks,” shouted a communications officer, his chitin scraping against itself as he turned quickly, “they're requesting reinforcements, something about being overrun.”
“Impossible,” the Sovereign hissed out in a vain attempt to exude confidence, “We must outnumber the humans, they always go for bigger targets out of arrogance.”
“I've received reports that it's not just humans: the primates seem to make up only a third or so of the assailing force, along with some Phaeldaer and Vrex.”
The commander slammed his clawed hands down on his own output array in a fit of rage, obviously overwhelmed by the circumstances, “Then this wasn't just a typical assault, but something more sinister!” The nautiloid warbled, blood seeping from his shell as the full effects of the radiation took hold, “Get Rel’ads on the line, have him divert all spare lances to the lower decks or else we'll lose the only offensive capabilities we can use.”
“Rel'ads has gone dark, Sovereign, his vitals are critical.”
“Then either get me Rel'ads tail-leader or get me Noddos!” He screamed in rage, “don't give me this nonsense! If we don't pick it up we're all going to die, is that what you want?”
“No, Sovereign, I'm simply overwhelmed-”
“We're all overwhelmed! By the tides, I'm dying of radiation poisoning you nincompoop! Get me something I can work with!”
The officer didn't even acknowledge the Sovereign after that, simply turning back to his display. Eventually, the Sovereign was able to get Noddos on the line.
“Sovereign, two thirds of my phalanxes have been decimated by combat with the primitives and the radiation, the rest are in shambles. We must retreat and fortify elsewhere!”
“Then the ship is compromised! Rel'ads is unresponsive and the lower decks are swarming with intruders. We must evacuate the amanuensis to another ship.”
Just as the Sovereign spoke, I heard several gentle thumps rattle against the bridge’s door, and it made me uneasy. Some of the bridge crew seemed to feel the same, as they looked incredibly nervous and some even drew their sidearms. Just as the sovereign turned to give further orders, the door blew inward with a deafening explosion, followed by shouting and gunfire. Several of the bridge officers were dispatched quickly, brain matter and blood splattering against the delicate electronics. Others were shot in the legs, the torso, or in any other exotic yet non-vital body parts. The humans poured in, brandishing primitive ballistic firearms and jury-rigged energy weapons while wearing scavenged, legion-grade powered armor.
The Sovereign was the next to go, but he wasn't afforded an honorable death. He was shot along the arm with a particularly potent plasma caster, burning off his clawed hand and cauterizing the wound, the acrid smell of roasting chitin filling the already hot and cramped bridge. He fell back against his output array, the gallium reaching new highs and lows as more diagnostics and casualty reports were delivered, and he clutched his stump angrily. “I'll burn every last one of you in the foundries! I'll tie you to stakes, cover you in wax and set you alight! Your screams will be broadcasted all over the galaxy!”
One human warrior stomped up and slammed the butt of his rifle into the sovereign’s face, shattering his facial plates and causing blue blood to splatter across his section of the bridge. “Shut the fuck up, you mutant lobster,” the human said before dragging him by both antennae towards the center of the bridge and receiving a stained breeching axe from one of his comrades. “Emmanuel, start recording. We need proof.”
The other human nodded and pressed a button on his armor before lifting up his gun again. The rest of the humans fanned out, holding everyone else at gunpoint. I tried to get up and sneak out, but a human grabbed me by my neck and nearly wrung it out as he forced me to my knees and pointed a sidearm to my skull. “Get down, you piece of shit, before I blow your brains out too.”
“Damnable primate,” I hissed, but he bashed me in my skull with the base of his sidearm’s grip and sent me sprawling, making my already pounding headache worse. Another human shouted at him in a language I didn't recognize, but he sounded furious. The first brought me back up to my knees again, and I complies with a hiss and a groan, blood still leaking from my eyes and mouth and my world was spinning.
The Sovereign struggled, but he was weak from the radiation poisoning and he couldn't exactly resist on account of his lost arm. The human with the breaching ax kicked the Sovereign down and forced him to kneel before lifting up the breeching ax and splitting his chitinous head down the middle with one powerful swing, sending more blood and brains across the floor. “Execution confirmed, take his antennae just in case and we've got ourselves a bounty. Now all we need is that ugly cat’s teeth and the fat hedgehog-thing’s grimy spines and we'll be in business. Although, they do have skulls… we might as well just take their heads.”
The real horror of the situation dawned on me at that moment: they were going to kill us all, or maybe worse. They mentioned a bounty for the commanders, and multiple of the higher ranking ship officers were already dead, their brains splattered against the walls or their bodies torn apart by gunfire. I wasn't dead yet, but that didn't mean much since I wasn't an immediate threat.
“Alright, round them up and bring all the grunts to the hanger bay, then kill the rest,” the leader of the humans said in such a lackadaisical manner that his complete disregard for life almost made me sick… almost. I had seen worse from the Jurisdiction before, but usually that was from me delivering some kind of ordered judgment on a world that had sinned against order. I might have simply been the messenger, but I had seen many of the outcomes. “And make sure to collect whatever proof of bounties you can, we'll need to deliver them to the office to get cashed out. Don't let this be a repeat of last time where Juarez fucking forgot to take a few heads and it ended up cutting our profits in half, the fucking retard.”
Some of the humans chuckled at that as they dragged more of the senior officers away, out of the room and into the hall,where I heard gunshots. The rest of the bridge crew froze in place, different fear instincts kicking in. The remaining Sok'klar corralled together into what seemed to be a singular, semi-congealed mass as if to try and trick the humans into believing that they were much bigger and much more threatening than they actually were. The one Thei’chi on the bridge, an ensign who had clearly thought this would be a simple mission, bore her curved fangs at the humans and growled as they approached, her hackles completely vertical and her eyes dilated. They quickly muzzled and bound her before beating her over the head with a gun stock, sending her sprawling onto the ground. Many others simply cooperated, eyes wide and yet simultaneously empty, as if they couldn't quite process that the ship had been taken and the commanding officers were being executed as the rest were escorted to the hangar.
“Get the damn messenger down to the hanger as well, we need whatever data's in his ugly lizard head, then we can decide on what to do with him.”
I spat at him in spite, as if to try and seem brave, but it was clearly an empty gesture. “You won't get anything, primate! You couldn't possibly crack the encryption!”
The human holding me seemed to wind up for another swing, but the commanding officer simply held up his hand to stop my tormentor before strolling over to me. He knelt down and removed his helmet, revealing a beige-colored face covered in scars, wiry black hair cut down to the scalp, and multiple tattoos. “You're really fucking mouthy for a hostage,” he said before punching me across my beak faster than I could register. I heard a sharp crack as his fist connected, and my head spun again as the metallic taste of blood pooled into my mouth. “I'd advise you to shut up, but I'm sure you won't listen: you aristocratic types are so full of yourselves. Maybe I should have you flogged in the public square until your vocal chords give out once we rip those cybernetics from your head, huh? How's that sound?”
“It won't matter… it won't change anything… the Jurisdiction will hunt you down.”
“Maybe, but I doubt it will happen for some time: they really suck at doing anything that requires effort, even when they're mad enough. They just keep sending their rabid lapdogs to try and smoke us out, and they always end up full of holes,” the human officer said with a smirk, his yellowish-white teeth and green eyes sending shivers down my spine as he drew his knife. “They're just horrible at their job, you know? You've all gotten so lazy and incompetent after being able to just take what you want without resistance, and now that you've met people who are angry and crazy enough to fight back you act as if we're committing some grave injustice,” he placed the knife against my throat, the flat just underneath my now bent beak, “No, we just took a few pages out of your book, ‘cept we've got standards. No kids, for one…” he seemed to look off into the distance as his sneer deepened, “but it's more than that, we don't attack the defenseless in general and we still win against you all in fair fights.”
I went to say something else snarky, but he quickly grabbed my thin tongue with his fingers and yanked it out, blood from my mouth pulling to the floor as he held the blade of his knife against it. “No no, none of that. Say one more thing and I'll cut that rancid little tongue of yours out of your mouth and feed it to you,” he hissed at me, pressing the blade down just hard enough to draw blood. “Do you know what it's like to see a planet turn into a tomb?" he asked me, gritting his teeth, “Do you know what it's like to see everything you've ever known crumble to ash and glass, all the life and the green stripped away leaving nothing but bones? I do. I've seen it happen to countless worlds, and my grandfather always told me stories of how you bastards did it to Earth. He still prays in its direction five times a day, to Mecca, but he knows the Kaaba is gone now, or maybe it's still there, buried in the bones of those who sought refuge there.”
I didn't care for the human’s nonsensical beliefs, but I did care to correct him. “I've seen it before, and I'll see it again. And so will you, it's inevitable. The Jurisdiction will always have its judgment fulfilled, there is no alternative.”
“One day, I hope we can rectify that,” he said, then he sheathed his knife and slammed my head against the metal floor with enough force to nearly knock me out. As I lost consciousness, I could hear him speak. “Take him to the Chop Doc, and make sure the cybernetics don't get damaged: they're supposedly more valuable than any bounty on this ship.”
Warning: Severe radiation poisoning detected. Flush system immediately.
Warning: Neural Lace removal detected, chance of neurological damage high. Proceeded with caution.
submitted by Gazooonga to HFY [link] [comments]


2024.05.18 16:01 Majestic-Gear-6724 My Experience as a Remarkable Power User after Nearly 4 Years

I've been wanting to write this post for a while. I want to talk about my experience with the Remarkable 2 at about the four-year mark. I got my Remarkable 2 in the summer of 2020 just as I was starting my PhD. I first bought the Remarkable 2 along with a Kobo device to compare the two. What I noticed immediately—and what my wife noticed immediately when I had her test the devices—was how superior the writing experience felt on the Remarkable 2.
I've purchased other e-ink tablets since then, including a couple Onyx Boox devices (Max Lumi 2 and more recently Tab Mini C), and invariably, despite their seemingly superior hardware and more advanced software, they've fallen short in one way or another to the Remarkable. Even though I've gone through different phases with this device—using it as a daily planner, using the PDF calendars, using it as a journal, and now with Typefolio, using it as a light word processor—I continue to use it every single day because I just love using it. Its longevity is incredible in our modern update culture where every device seems to just be a stop gap before the next one, the "one you've been waiting for."
Don't get me wrong, I've even had some major hiccups with the device. When I first got it, something happened when I first tried to upload my files to their cloud. I think that was the very early days for their cloud storage, and they really didn't get it right at first. I lost some very important research material I needed for work, and I couldn't get them back, so of course I complained to Remarkable. Their customer service wasn't great, and eventually one of the representatives just kind of said, "We're sorry, we're working on improving this." Sure enough, not long after that, later that summer or early fall, they started rolling out some major improvements to the way that sync worked, and I honestly have not had a single problem since. I'm glad I hung on.
Even though I had a frustrating experience, I could tell even then that the development team was pretty committed to iterative but important updates. This is something I really want to stress that I think maybe isn't well represented on this subreddit. It's my personal belief as a fairly long-term power user who uses different E-Ink devices that the Remarkable updates, while iterative, always seem to add something to the experience of using the device in very meaningful ways, at least for me. This is very clear when you compare it to something like a Boox tablet, which, as many people have remarked, is a kind of jack of all trades, master of none.
For instance, Boox's notepad offers so many more features than Remarkable's writing experience (running Boox os 3.5, which, funny enough I struggled to look up on my Tab Mini C because a bug kept switching back to the most recent app until eventually I had to force quit all apps, lol). Just in terms of the sheer amount of features on paper, Boox is so obviously the more "fully featured" device. Yet, for various reasons, including Boox's notorious complexity, I never find myself consistently using any of my Boox devices for writing. I would never keep a daily journal on my Boox, for instance, not only because of the software, of course, but also because at least for me the writing feel is far inferior, although I am experimenting right now with keeping a kind of digital bullet journal on my Boox because of the way you can link notes on Boox devices (Note, you can also do this on SuperNote). Too early to tell if I'll keep it up, but it's not likely.
The Remarkable is often compared to Apple devices, and I think it's pretty clear that's what they're going for in terms of build quality, user experience, simplicity, and the iterative nature of the device (software, but also hardware like the Typefolio). I really think it's an apt comparison for the most part. When I first got this device, it didn't support the snap-in-place highlighting feature, for instance, but when that feature came it was very helpful for my work (which includes reading a lot of pdfs), and I used the device more as a result. Other examples include new gestures like pinch to zoom (March 2021), cloud integrations, tags (June 2022), and of course, 3.0, which brought type support.
But even more seemingly "minor" features like tags are something I use every day, and I find tags in particular extremely helpful for organizing my thoughts after I've done some writing. I'm the kind of user who usually just starts with quick notes and moves those pages around into different notebooks as needed at a later time, and I use tags like "journal" or "to process" to help me remember when I need to do with those pages later. Then, of course, there was the addition of typing and eventually the Typefolio itself, which I own as well. A lot of users here on this subreddit complain about the Typefolio. That's obviously valid. For people who just want a very simple writing experience, it's clear that the Remarkable has drifted away from that.
I honestly don't believe, however, despite many people's claims, that merely being a slightly upgraded analog writing experience was ever Remarkable's actual goal. For one thing, it's not exactly a mystery that they are not earning a lot of revenue from the sale of the Remarkable 2 at this point, which is how many years old? So, they've had to find other ways to increase revenue and open up new revenue streams, such as the highly controversial subscription service that a lot of people hated (and still complain about), and the Typefolio and all the various features that have come along with that. In my opinion, Remarkable has awkwardly tried to straddle both individual users and enterprise users, and it's very clear that everything with the Typefolio is really aimed at enterprise users, which takes away development resources from the writing features many individual users want to see.
But for me, as a writer, someone who does writing daily for work, the Typefolio and the typing experience have been incredible. I use it all the time. I really believe that the features added along with the Typefolio add so much to the device. I certainly did not by the device with expectation that it would ever become a simple word processor, so the Typefolio and all the stuff around it have actually added incredible value (even though, yes, it's an expensive keyboard). Now I'm more inclined to bring my Remarkable with the Typefolio than my laptop if I'm doing simple drafting, and it really helps me focus on writing.
In terms of software, what I really want to stress as a longtime user is just how superior the Remarkable is, at least compared to Onyx Boox (and, from what I've read, SuperNote) when it comes to accessing your files on other devices. At least as a Mac user, the seamless cloud syncing and accessibility of my files on my laptop or phone is by far the best experience I've ever had with any of these E Ink devices. The competition here is really laughable. Kindle Scribe, from what I've read, has very little helpful support for organizing files and accessing them on your computer or other devices. Remarkable has really nailed this experience and it's been very iterative.
When I started using this device, the desktop app was very little more than just a way to basically mirror and download files from your device, but now, of course, you can edit files via typing and have them instantly sync (and reliably!). You can tag pages, for instance, and now with a new feature I really love, you can use the lasso tool to directly convert your handwriting to text on your desktop—another good example of an excellent and not technically challenging feature that, yep, took way too long...it's exactly like Apple and Android. Now there are tons of great emulators on the Apple App Store. Cool cool. Android users have had that for like, what, 15 years? Annoying as this lag is, when those features do come, they tend to be excellent.
To me, the desktop and mobile apps are really what separates Remarkable from its competition, and I think if you care a lot about having an improved analog writing experience, it's something you shouldn't take for granted. You can't do anything like this on Onyx Boox devices—trust me. For one thing, the typing experience on those devices is awkward and clumsy, but once you do create a file, you don't have any real way of managing it or editing it on desktop. Yes, there's a web portal and a mobile app, but imo they are absolutely trash compared to Remarkable's apps. Even the tagging experience, which in some ways is superior on Boox devices, is weird and clunky and seems to add nothing on the desktop side of things.
Look, I'm certainly not dismissing other power users' complaints. Don't take this the wrong way. But I do want to say that sometimes I feel almost as if we take some of these features for granted. I don't know how many power users might also own other devices and can therefore actually compare the Remarkable to those devices, but I think that's important. You have to compare a device to its competition, and in so many ways, Remarkable excels with the fluidity and simplicity of what they offer.
People complain about the development pace of the Remarkable software, but to me, I find that each update more or less provides some kind of concrete and useful feature. It's taken over three years for the device to really get to a point where I think it's a fully featured device. For some people, that might have been a complete deal breaker and I can understand that. But for me, I've loved that the team has demonstrated real focus in their updates. This includes the most recent beta update, which people are complaining about, the beta update software 3.12. People are complaining that Remarkable is focusing too much on needless UI updates. But here too, I love this new update because it makes navigating the UI much easier, which I think is so important. It's crucial, in my opinion, to reduce the number of taps on an E Ink device and the number of menus that you have to open and close, and that's exactly what this update does. It makes it so much easier to navigate through the home screen. I love that. I think that's exactly what the team needs to be focusing on.
Again, I've not had a perfect experience with my Remarkable. Like many users, my power button broke early on, which was frustrating to no end. It is a serious design flaw in the Remarkable 2. Whenever they release a new device, they better have fixed this failure point. As a result of breaking the power button, I had to open up the device myself to pry the damn button out, and because I'm not very precise, I struggled to get the device closed up properly and the back looked weird after that, although functioned perfectly fine, so I just covered it with the Typefolio (which I always used anyway). Most recently I had to replace my original with a refurbished one because the screen finally cracked (it was from the device being under too much pressure while being stored in my backpack, and I really don't think it was from a design flaw. Basic physics). I absolutely hate that for a company whose former and founder once claimed that customers could keep their device for 10 years, they have zero real hardware support, like, cmon Magnus Wanberg, did you not realize your devices are powered by lithium ion batteries?! It sounded cool and even radical at the time, but given Remarkable's utter failure to invest in the kind of support infrastructure that would be required to support that kind of longevity, it was clearly just marketing—shame on you. Big disappointment there. And then there's also the Remarkable 2 pens. The Pro pens, or whatever they're called, suck. They're not well designed. The collar on the nib is a point of failure just like the power button on the tablet. I cannot honestly believe that Remarkable continues to sell these crappy pencils in good faith. Judging from this forum, this problem is widespread, just like the power button problem. You'd be lucky to get a month out of one of those styluses (as I did with my first one that broke in less than a month...seriously), let alone 10 years. I've gone through at least half a dozen of those things (under warranty). That's a lot of waste guys.
So, yeah, problems for sure. But also an incredible and fairly consistent experience. At the end of the day, despite the hardware issues I've had (and the rare software problem here or there), I keep coming back to this device. It's just so deeply ingrained in my workflow. When I've tried to add other devices to my workflow, like my Boox tablets, there's always just some...issue. I love what I consider the relatively narrow focus and restraint the dev teams shows in their updates. This device just works when I pick it up—no long boot sequence (like with Boox), no confusing menus, no searching for my files on a stupid web portal. I just pick it up and write.
submitted by Majestic-Gear-6724 to RemarkableTablet [link] [comments]


2024.05.18 14:42 rocket-child Help Connecting Digital Piano 🎹 to Ableton

Help Connecting Digital Piano 🎹 to Ableton
I just downloaded Ableton live Intro 12 today on my windows pc, and need help connecting my digital piano.
It’s a Casio CTS1, which has a usb connection that I’ve plugged into my computer. I’ve tried looking online searching on how to connect it, and read that in preferences —> midi, you can connect midi controllers.
However, the drop down menu shows a whole bunch of options but nothing saying Casio.
Can anyone please share how to connect a digital piano/ midi keyboard to Ableton.
submitted by rocket-child to ableton [link] [comments]


2024.05.18 14:33 buzzlightyear77777 Worst game i have ever played

This has got to be one of the worst AAA games.
Why is there no UI to show the enemy HP right off the bat?
why is there no UI to show my own allies hp.
You can't tell who is who and where the enemies are at all so you need to put some god damn indicator or flash them bright red.
THIS IS SUCH A BASIC FUCKING GAME DESIGN but nope, they put in 101 un important UI but not the most important one.
Why is the raven not auto tagging all the enemies and make them bright red?
i am stuck at level 4 settlement quests and i need to go upgrade my camp.
So i go do river raids because that's the only quest left. but wait. how do i start river raids? NO FUCKING IDEA. the game doesn't tell you any of that shit. so if you had forgotten what happened the first time, and put the game down for some time, you won't know now. i have to go google it.
ok so I go in and my crew is a totally new one. Why is it different?
half died easily at the first settlement. when i tried to ress them, it says you need a ration pack.
WHERE THE FUCK DID MY RATION PACK GO? I HAD 2. in river raids, it starts you off with 0. WHY? what's the rationale behind it? absolutely dumb.
also, every door is barred so you get pissed off. or some stupid puzzle for some insignificant coins and supplies or whatever garbage they are.
then when i get on the boat to the next settlement, there was a shitty chain blocking the way. the game has no UI telling you where to go to get rid of the chain. so i spent 30 mins trying to figure it out before realising you have to shoot the wheel mechanism.
the UI ONLY glows when you take your bow out and aim at the particular part.
WHO THE FUCK knows that?!?!?!
ok then i reach the 2nd settlement. all my crew dies easily. then when i finally reach the chest, i can't open it because "IT CAN"T BE OPENED ALONE"
so the quests gets stucked there and can't be finished. i almost threw the controller at the screen.
BLOCKED DOORS
DUMB PUZZLES
TOTALLY UNFUN MECHANICS EVERYWHERE
IMPORTANT UI ARE NOT SHOWN
KEPT HIDING THE UI INSTEAD OF SHOWING THEM ALL
(for example, when i am on the boat, what controls do i need to press to activate the song? NO FUCKING IDEA. i had to press all sorts of button before the UI prompt shows up. WHY? STOP HIDING THE GOD DAMN UI.)
ABSOLUTE GARBAGE GAME DESIGN
20 hours in and i got to say, if this is what ubisoft AAA games look like, then the future is bleak af.
also, the game designers need to be arrested for crimes against humanity. absolute torture. imagine making such a god forsaken unfun game that pisses you off at every opportunity.
i won't even play this game if you paid me.
submitted by buzzlightyear77777 to ACValhalla [link] [comments]


2024.05.18 12:56 Neithan3 Quality of Life Suggestions

  1. Click-and-drag scrolling for easier navigation through the game menus.
  2. Photo mode that allows players to hide the HUD, perfect for capturing those heroic moments.
  3. Simpler notifications: Relocate objective and mission completion notifications to the top of the screen and reduce their size. It is hard to aim when there is a big wall of text in the middle of your screen.
  4. Help: Add a “Help” voice command to the Q radial menu wheel.
  5. Hiding nameplates / Streamer mode: Option to toggle "full" player names on and off. Indicators like A1, D4 are enough to call out players.
  6. Equipment preview: Armor and helmets should be shown as sets when you hover your mouse over them or choose them instead of the default diver armohelmet. OR previewing a helmet shouldn’t change the player's armor to the default and show the current set that the player has equipped and vice versa for previewing armor.
  7. SOS Beacon don't show up on the stratagem menu when your team doesn't have 4 players or after a player leaves the mission.
  8. Versatile Jump Packs: Allow the use of primary or secondary weapons with jump packs.
  9. Increase jump distance or jump height of jump packs slightly.
  10. Super Punisher: Add a flashlight to the Punisher shotgun and to some other primary/support weapons that do not have them, so divers can shed light on the darkest enemies of our way of life.
  11. Standardize weapon ergonomics: Some primary weapons handle like autocannon while some handle like a pistol gun.
  12. Fix Delay on EAT: Sometimes EAT do not fire after you equip and aim it. Nothing happens when you try to shoot.
  13. Arc Thrower & Blitzer: Lightning arcs should do damage to Terminid eggs. Don't make their arcs jump between the eggs if you think it would be OP, but being able to kill a charger with an arc thrower and yet failing to destroy a small egg doesn't make sense.
  14. Arcs need to stun enemies for a very short moment. They just interrupt their animations for like 0.5 seconds or something and without even slowing them. I think getting hit by a lightning needs to stop an enemys movement for 0.5 more seconds at least.
  15. Booster Icons: Add booster icons next to team stratagem list that show up when you press CTRL, so we can see what our fellow divers chose to bring.
  16. Warn player when it tries to join a mission without a booster or with empty stratagem slot.
  17. Shield Generator Relay: Sometimes explosions happening outside will kill, stagger or damage the player standing inside the shield. Outside explosions should have much less or no effect on player.
  18. Bile Titans tanking Hellpods: Sometimes -almost always lol- Titans don't take any damage, get staggered or die even if you land directly on their head or body with a hellpod.
  19. Improved Incendiaries: Prolong the burn time of incendiary grenades for a few more seconds. They seem to go out before they even kill anything or deny an entry.
  20. Convenient Flamethrower: Remove the movement speed penalty of firing the flamethrower OR increase the flamethrower’s range by 3-5 meters. Enemies mostly start to attack you as soon as they enter the range of your flamethrower already. If you believe first option would be unbalanced, then you can make it only avaliable for armors with speed stats above +520?
  21. Improve Patriot Exosuit: Fix the aiming and accuracy of the Patriot Exosuit missiles. Also, we need much better gun&pod elevation and depression for a 10 minute cooldown stratagem imo.
  22. Fall damage variation: Fall damage needs to differ between armor sets that you have equipped. Light and heavy armors shouldn't take the same damage.
Please note that these are just my *opinions* and feel free to explain why (if) you disagree in the comments or share your own suggestions.
submitted by Neithan3 to Helldivers [link] [comments]


2024.05.18 12:46 Initial-Ad-5364 kotlin dependency error in java build(noob)

https://preview.redd.it/5fi800mbz51d1.png?width=1920&format=png&auto=webp&s=528f34ba4ad1467caca10cade23712afd544df1f
i just created an activity then paired my device then click run then this shows up there are two duplicate clasess in the project
but before this project i accidently created a kotlin based project would it interfere but how and how to fix it pls
thank ya
submitted by Initial-Ad-5364 to AndroidStudio [link] [comments]


2024.05.18 08:42 wintandnop Help with swipe left logic for my flashcard app

Hello, I have a problem with my flashcard app. I want it that when I swipe right, it removes the card instance from the array. When I swipe left, it should return the card back to a random index in the array. The swipe right properly updates the view but when I swipe left inserting the card back to a random index, it is not working properly.
Here's my card instance view:
struct flip: View { let card: Card @Binding var cards: [Card] @Binding var count: Int @State var offset: CGSize = CGSize.zero @State private var isFlipped = false var body: some View { ZStack { RoundedRectangle(cornerRadius: 10) .foregroundColor(isFlipped ? .activeButton : .card) .cornerRadius(10) .frame(width: UIScreen.screenWidth - 40) Text(isFlipped ? card.term : card.definition) .scaleEffect(CGSize(width: 1, height: isFlipped ? -1 : 1)) } .overlay{ RoundedRectangle(cornerRadius: 10) .stroke(lineWidth: 1.25) } .rotationEffect(.degrees(isFlipped ? -(offset.width / 20.0) : offset.width / 20.0)) .offset(x: offset.width * 2.5) .gesture((DragGesture()) .onChanged { gesture in offset = gesture.translation } .onEnded{ _ in withAnimation{ swipeCard(width: offset.width) } } ) .onTapGesture { isFlipped.toggle() } .rotation3DEffect(.degrees(isFlipped ? -180 : 0), axis: (x: 1, y: 0, z: 0)) .animation(.smooth, value: isFlipped) } func swipeCard(width: CGFloat){ switch width { case -500...(-150): //Swipe Left offset = CGSize(width: -500, height: 0) let cardCopy = Card(term: card.term, definition: card.definition) cards = cards.filter({$0 != card}) let randomIndex = Int.random(in: 0.. Here's my flashcard deck view:
* I added a [it should be like this] button to simulate how the view updates when I swipe left and insert the card back to deck again.
import SwiftUI struct reviewFlashcard: View { var cards: [Card] @State var cardsCopy: [Card] = [] @State var mastered: Int = 0 @Binding var triggerReview: Bool var body: some View { NavigationStack{ VStack(spacing: 20){ HStack{ Text("\(mastered) of \(cards.count) mastered") } .foregroundStyle(.black) .padding(.horizontal, 10) .padding(.vertical, 2) .background(.activeButton) .cornerRadius(50) .overlay{ RoundedRectangle(cornerRadius: 50) .inset(by: 0.5) .stroke(.black, lineWidth: 1.25) } ZStack{ ForEach(0.. Your help would be greatly appreciated. Thank you so much
submitted by wintandnop to swift [link] [comments]


2024.05.18 06:22 USPromoGuy Ohio Betting Sites Sportsbook Apps Guide and Reviews

Ohio online sports betting opened its doors to Buckeye State residents on New Year’s Day of 2023 and it has since blossomed to become a major player in the state. Since launching, more than two dozen state-regulated Ohio betting apps have launched providing sports bettors with numerous choices in Ohio sports betting apps.
However, not all Ohio betting sites are created equal. In this article, we’ll review the best sports betting apps in Ohio and hopefully provide some useful guidance as you choose the best sports betting app in Ohio.

🔥 Top Ohio Betting Apps

Below is a table listing our top Ohio sports betting apps, each sportsbook’s latest welcome offer promotion, and our overall rating for the sportsbook. Please look at each sportsbook listed and how the Ohio sportsbooks compare.
These are some of the best sports betting apps in Ohio so you should be able to find the perfect Ohio sports betting app for you.
Rank 🏅 Sportsbook 🏠 Welcome Offer + Code 💲 Our Rating ⭐
#1 DraftKings Sportsbook Bet $5 Get $200 instantly in Bonus Bets + SGP every day of the NBA Playoffs 4.95/5
#2 FanDuel Sportsbook Bet $5 Get $150 in Bonus Bets Win or Lose! 4.9/5
#3 BetMGM Sportsbook $1500 Paid Back in Bonus Bets if you don’t win 4.85/5

Best Ohio Sports Betting Sites: Where to Bet in Ohio

In the section below, we’ll provide a more thorough review of each of the best sports betting apps in Ohio. We’ll detail the reasons behind our rankings and ratings and do a bit of a deeper dive into the strengths and weaknesses of each of the Ohio sports betting sites and Ohio sports betting apps.

#1 DraftKings Sportsbook Ohio

DraftKings is our number-one best sports betting app in Ohio for several reasons. It’s not only the most popular Ohio sports betting app but it’s also the perfect Ohio sportsbook for both new and experienced users.
DraftKings welcome offer
DraftKings’ latest new user welcome offer provides qualifying bettors with $200 in bonus bet credits once they bet $5 or more plus get a No Sweat NBA SGP every day of the NBA playoffs. You’ll receive your bonus bet credits regardless of the outcome.

#2 FanDuel Sportsbook Ohio

FanDuel is our second-best sports betting app in Ohio. Similar in popularity to DraftKings, FanDuel is one of the largest sports betting operators in the United States and they’ve acquired such a massive following for several reasons. They’re widely known for their player props and Same Game Parlays, though their game lines are also valuable.
FanDuel welcome offer
The latest FanDuel welcome bonus promotion provides qualifying players with $150 in bonus bets once they win a bet of $5 or more. You’ll earn your bonus bets so long as you win your wager.

#3 BetMGM Sportsbook Ohio

Continuing our list of best sports betting apps in Ohio is BetMGM Sportsbook. Like Caesars, BetMGM is also a veteran in the sports betting industry and their Ohio betting app reflects this fact.
BetMGM offers precious prop lines and specials that cannot be found on other Ohio sports betting platforms plus a wide range of betting markets. BetMGM is ideal for new and experienced users and is considered the best sports betting app in Ohio for many users.
BetMGM welcome offer
BetMGM’s latest new-user promotion provides players with up to $1500 worth of first-bet insurance once they qualify. This means you’ll earn your entire first bet back in bonus bets if it loses up to $1500.

How to Sign Up With an Online Sportsbook in Ohio

Here’s how you join one of the Ohio sportsbooks in this article:
  1. Navigate to one of the Ohio sportsbooks you’d like to sign up with.
  2. Click the “Create a New Account” button.
  3. Input your personal information and create a unique username and password combination.
  4. Complete the required identity and location verification steps.
  5. Deposit any qualifying amount for promos into your account.

How to Bet on Sports Online in Ohio?

Here’s how to utilize online sports betting sites in Ohio:
  1. Find your desired betting market on your choice of Ohio sportsbooks.
  2. Select that in the website or app.
  3. Find the particular bet you’d like to make under your betting market of choice.
  4. Type the amount that you’d like to wager.
  5. The stake and potential payout will auto-populate in a separate field to give you all the information you need for placing your bet.
  6. Click “Submit Bet”.

Ohio Betting Overview

When Did Sports Betting Become Legal in Ohio?

Ohio Governor Mike DeWine signed House Bill 29 into law on December 22nd, 2021, which legalized Ohio online sports betting throughout the state. The actual opening of Ohio sportsbooks and Ohio sports betting started at the beginning of the year on January 1st, 2023.

Ohio Sports Teams to Bet on

The state of Ohio has numerous professional sports teams within its borders spanning the sports of baseball, football, basketball, hockey, and soccer. Among the most popular Ohio-based sports teams to bet on the best sports betting app in Ohio include:

FAQs

What is the Most Trusted Online Betting Site in Ohio?
DraftKings Sportsbook is the most trusted of the Ohio sportsbooks thanks to it being one of the worldwide leaders and widely used.
Which Sports Betting Site in Ohio has the Fastest Payout?
The Ohio sports betting app with the fastest payout would be FanDuel which can pay out instantly.
How Old do You Need to be to Bet on Sports in Ohio?
The legal betting age in Ohio is 21 to use Ohio sports betting apps.
Can you Bet on College Sports in Ohio?
Bettors can no longer place college bets on individual performance or in-game statistics on Ohio sports betting apps.
submitted by USPromoGuy to SportsbookReview [link] [comments]


2024.05.18 04:48 NecessaryHospital430 Objectives, Close Encounters, Quality of Life and Lots of Chickens. Meta Shakeup + Big List of Changes/Ideas.

Objectives, Close Encounters, Quality of Life and Lots of Chickens. Meta Shakeup + Big List of Changes/Ideas.

Intro

My ideas for a meta shakeup that includes buffs, nerfs and some minor reworks to mechanics.
What do you agree/disagree with and what would you change or suggest?
owie

Objectives + Chickens

(1) Chickens will be at every final exit gate.
he'd see you at every final gate/door.
If a Victim alerts a chicken they will be highlighted for everyone to see just like how Grandpa highlights Victims nearby.
(2) Fuse and Valve will NEVER spawn near eachother on the same side of the map.
Generator
  • Kicking the generator will be considered a loud action and create the noise VFX accordingly.
Fusebox
  • Fuse alignment will take a base of 6 seconds to install each fuse button. Proficiency will affect this.
White action bar that occurs before the fuse button is placed. Make sure you know how to add.
Valve
  • Inserting the valve will take significantly longer (5-7 seconds) and will NOT have a mapwide sound when it is put in.
  • Valve turning for victims will be changed to an action bar like what family has.
The action of turning the handle is now affected by Strength rather than Proficiency.
action bar instead of noise meter. because how can you turn a valve loudly.
  • Hare or Meat is changed to increase valve turning when a family member is within range by 15/20/30%
Car Battery
Unchanged

Tampered Objectives

Danny would need to first tamper an objective and then complete the objective. Or complete the objective and then tamper when it is turned off/open.
Example: Danny tampers Generator but he still needs to kick it. A Tampered Generator takes less kicks to turn off and stays off for longer (like how it works now)
Tampered Generator
  • Reduced time to turn off the generator. Cooldown is 3 times as long.
Tampered Fuse
  • Fuse button installation time will be reduced. Fuse cooldown is 3 times as long.
Tampered Valve
Valve pressurizes 3 times as fast and will stay open for 3 times as long when its open.
A Tampered Valve can be turned off by family but it will depressurize (regress) 3 times as slow.
Comments: Danny will still have to get the valve to reach max pressure for it to be open. However with it being tampered Danny and his friends can have an easier time fighting for it due to the increased pressurization rate, without it being completely one sided.
This change can open up different strategies and create these really intense moments where you need to decide if you send a family member to guard the tampered valve, but be down a chaser, or if all victims just decide to brawl by the valve to pull it off.
Tampered Car Battery
  • Reduced time to turn off the car battery.
  • Cooldown is 3 times as long.

Voicelines + Leaderboard

(1) When a victim or family member crouches they immediately stop whatever voiceline it is they are saying.
While crouched your character will not speak at all.
(2) The leaderboard will no longer show the other side's score. Score for both sides will only be seen on the results screen.
Comments: This removes the cheesy strategy of using score to guess what objectives each Victim has complete.

Door Slams

Door slams only work on CLOSED doors.
Open doors can't be closed while running. You have to walk for a bit and then continue running.
When performing a door slam both family members and victims are stalled like how Bubba is when he slams open a door currently.
you would need to be running to perform a door slam that stuns.
Slight knockback will be added if you are door slammed, moving you away from the door a bit.
Tae Kwan Door
Changed: Slamming doors on Family members will deplete 30/40/50% of their stamina.
Current: Slamming doors on Family members will stun the target for 5/6/8 seconds.

Traversals (Crawl spaces, Wall gaps, etc)

(1) EVERY traversal will have a Rushed variant like the Car traversals do currently (Wall gaps, crawl spaces, barricades, etc)
this is in the game right now lol
Rushed traversing will be fast, create a loud noise VFX and consume 15 stamina for both Victims and Family Members.
(2) When not using a Rushed variant, Victims are susceptible to being Grabbed like how you can be Grabbed out of a Hiding Spot.
Victims would need to manage their stamina so that they aren't performing Slow traversals in chase.
Slippery
Changed: After performing a Rushed traversal you move 15% faster for 5 seconds. The cooldown is 40/30/20 seconds.
Current: After using a crawl space or gap you move 5%/10%/15% faster for 5 seconds.
Wire Frame
Changed: After performing a Rushed traversal your stamina consumption is reduced by 20% for 15 seconds. The cooldown is 45/35/25 seconds.
Current: You can traverse gaps 20/30/40% faster, and crawl spaces 20%40%/60% faster.

Victim Mechanics

(1) Noise will no longer follow victims.
Comments: Noise following victims was never a good solution to discouraging rushing and it takes skill out of the chase when you can track a victim's exact movements.
(2) ALL I-frames during get up animations, stuns, etc are replaced with Stun frames, like when you step into a bone trap. Allowing family members to immediately strike victims that have gotten stunned or have just dropped from a well.
(3) Victim attributes will behave like Family and they will be unique.
For example: Leland at max Toughness wouldn't have the same health as an Ana at max Toughness. It would be like 20-25 less health.
Comments: I think it's a bit boring that you can make up for a Victim's downsides by just building toward their lowest attribute, to keep the identity between each Victim they should behave like how Savagery or Endurance works for Family and have their own values.
There'd still be a reason to build into Toughness for low health characters like Leland, it just won't ever match a character like Ana's.
(4) All Small Health Bottles are replaced with Large Health Bottles.
(5) Victims can drop items using Down D-pad or G on keyboard.
Comments: This is just quality of life. In a team game i don't get why this isn't a thing Victims can do, it'll also help prevent wasting a health bottle.
(6) When Victims search and their inventory is full, the item that gets replaced will be put on the floor instead of being discarded.
Comments: Quality of life.
(7) The leaderboard for Victims:
- What exit each Victim has used.
https://preview.redd.it/1dl99roy031d1.png?width=403&format=png&auto=webp&s=7ae88aa13f944bfb24ee0c0456cfc57b79922983
- Each Victim's health bar.
- Each Victim's inventory.
(8) When being pulled out of a hiding spot or traversal the Victim loses ALL of their stamina.
(9) Ability cooldowns at the start of the match will corrospond to each Victim's ability cooldown.
Example: Julie's ability cooldown is 120 so at the start of the match she would have a 120 second cooldown on her ability whereas Ana's ability cooldown is 180 seconds.
This would change depending on if you have an Ability Perk that changes the cooldown duration of course.
(10) Disarming traps and bone chimes will not lock the camera of the Victim.

Family Mechanics + Grandpa Perks/Mechanics

(1) Stun immunity is reduced to 5 seconds. 10 seconds is WAY too long. I address perks related to stun durations below.
(2) Family members will see eachother highlighted at ALL times without needing to use family focus
Comments: I think this change is especially important given how this game is meant to be """"""""""Casual""""""""" but it has such a heavy reliance on communication.
To help newer players and to make the game a bit less sweaty Family members should see eachother as unlike victims, Family NEEDS to work together. Victim is a bit more independent and you can carry your team usually.
(3) Family Focus will show padlocks, bone traps, barbed wire traps and ALL objectives (without you needing to get within range)
(4) ALL Family members (excluding Bubba) will spawn near Grandpa.
Comments: You shouldn't have cases like family house Johnny or slaughterhouse Sissy.
(5) Grandpa's stab cooldown will be 5 seconds and is seperate from him being incapped.
Comments: This is to prevent camping Grandpa at high levels to just level him back to level 5.
(6) When Grandpa is incapacitated, Grandpa perks will be disabled until he recovers.
(7) The highlight of victims during the grandpa sonar will linger depending on the victims stealth stat. Low stealth means the highlight can linger up to 6 seconds for example.
(8) Actively performing actions such as lockpicking, healing, crouching, kicking generators, etc. will highlight victims during a Grandpa Sonar.
Comments: Grandpa's sonar doesn't make victims stop what they're doing and i think to slow the game down this mechanic can be introduced to make for some interesting gameplay. You would have to be actively lockpicking to be highlighted by grandpa, being in the animation will not highlight you.
(9) Blood buckets are empty at the start of the match. During this time Family should set their traps up or close traversals.
(10) Family members can drop from ladders the same way victims can.
(11) Grandpa will spawn with at least 2 possible areas to stab him from.
Comments: So if a Hitchhiker does want to trap Grandpa he has to use at least 2 traps in the best case scenario.
(12) Victims highlighted by Grandpa will play the flashbulb SFX for family side as well.
(13) Endurance will no longer affect attack speed.
Comments: Endurance is a bit over tuned and it increases your DPS, which is what Savagery is meant to do.
(14) The leaderboard for Family will show:
- Each Family member's blood vial amount/capacity
- Each Family member's inventory (if they have their traps, padlocks, etc on them or not)
Exterior Alarms
Changed: When active, all final doors and gates are highlighted if unlocked.
Current: When active, all critical doors and gates are highlighted for 5 seconds if opened.
Comments: This perk counters stealth way more than it should so it has been changed to work on final doors instead to fit the "Exterior" name.
Brute Strength
Tuned: Melee damage is increased by 15% for all family members.
Current: Slightly increases melee damage for all family members.
Windoom + Well Well Well
Combined: Victims take 50% more damage when jumping out of windows or jumping down a well.
Barge To The Point
Changed: When a Family Member is door slammed by a Victim, the door will instantly break.
Current: Barging doors always opens them on the first try.
You'll Pay For That!
Changed: When Grandpa is incapacitated, your damage dealt to Victims is increased by 15%/20%/25% for 40 seconds.
Current: If Grandpa is incapacitated, your damage dealt to Victims is increased by (15%/20%/25%) until he recovers.
Agitator
Tuned: Incapacitating Grandpa has a greater negative affect on the Family. Family bond is reduced by 1.25/1.5/2 levels.
Current: Incapacitating Grandpa has a greater negative affect on the Family. Family bond is reduced by 1.5/2/2.5 levels.

Grappling and Grappling Perks

(1) While in a close encounter a victim receives 30% more damage when hit. This damage vulnerability will end when the "Close Encounter Won" notification is triggered.
Once the victim is hit the close encounter will immediately end as both the family member and victim regain control of their character.
If a victim is below 50% health and is hit by another family member, the victim will be instantly killed.
https://preview.redd.it/gowjo7ptk31d1.png?width=319&format=png&auto=webp&s=9716bbaa5494d0aadbf27666af405d93f93673f1
Comments: This is the best of both worlds, grappling won't be super punishing but it also won't feel like shit when your attacks slide off of a family member and fatigue.
(2) Lighter characters such as Hitchhiker and Sissy will be stunned the longest during close encounters whereas Johnny, Nancy and Cook will be stunned slightly less:
HitchhikeSissy Close Encounter base stun time: 4.5 seconds
Nancy/Cook Close Encounter base stun time: 4 seconds
Johnny Close Encounter base stun time: 3 seconds
Comments: Lighter characters trade off power for mobility so why aren't they stunned for more than 0.5 seconds?
(3) After winning a close encounter as Victim the family member will lose all of their stamina when they are stunned, like when you're backstabbed.
Choose fight
Changed: Fight or flight? Choose Fight. Sneak Attacks and Close Encounters gives the Family member a damage reduction of 15% for 20/25/35 seconds.
Current: Fight or flight? Choose Fight. Sneak Attacks and Close Encounters stun the family for 2/3,5/5 seconds longer.
Empowered
Changed: After surviving a close encounter, you heal for 15% of your health. The cooldown is 90/60/30 seconds.
Current: After surviving a close encounter, you regain 50/70/90% of max stamina
Pack Animal
Changed: After being hit with any type of stun your attacker is highlighted for 3/6/9 seconds.
Current: After being hit with a sneak attack, your attacker is highlighted for 3/6/9 seconds.
Dracula
Changed: Winning a close encounter gives you 40/60/80% more blood and increases your maximum blood storage capacity by 5/10/15%, while losing a close encounter gives you 20/30/40 blood.
Current: Winning a close encounter gives you 10/40/70% more blood, while losing a close encounter gives you 20/30/40 blood.
Comments: I remember initially thinking this perk would be THE blood perk because of the misleading description leading me to believe you got more blood capacity with each grapple kill, since grappling kills aren't all too common i think this buff wouldn't be too op. Could open blood Johnny meta?!?!
Efficient Grappler
Changed: You will not consume your Bone Scrap after using it in a close encounter. Has 1/2/3 charges.
Current: You have a 10/15/20% chance to keep your Bone Scrap after using it in a close encounter.

Other Perk Changes

Fast Hands
Tuned: If a Family member is within 10 meters, 75% more progress is awarded for each tap in the lockpicking minigame. Has 4/5/6 charges.
Current: If a Family member is within 10 meters, 25/50/75% more progress is awarded for each tap in the lockpicking minigame.
Comments: Perks like these that are just another Victim's ability really shouldn't exist.
BUT to make it less like Connie's ability in a perk it having charges can make it not completely overshadow her.
Jump Start
Changed: While above 80% health your stamina consumption on dashing is reduced by 20/30/50%
Current: Stamina consumption on dashing is reduced by 10/30/50%
Second Wind
Changed: After being injured, instantly recover 40% stamina. The cooldown is 50/40/30
Current: After being injured, you are able to recover 30/50/70 stamina by avoiding damage for the next 7 seconds.
Scout
Tuned: Your sprint speed is increased by 5%, but melee damage is reduced by 25/20/15%.
Current: Your movement speed is increased by 5/10/15%, but stamina regeneration rate is 20/15/10% slower.
Comments: Toned down a bit and only affects sprinting speed for family members.
Rescue Medic
Changed: Healing others is 50% faster and adds 50/70/100% more health to your target
Current: Healing others adds 50/70/100% more health to your target, while simultaneously healing you a random amount.
Rally Leader
Changed: When within 10m of an incapacitated Victim they will recover 50/75/100% faster. Incapacitated Victims are highlighted to you.
Current: Help all Victims recover from being incapacitated more quickly. Recovery is (15%/25%/35%) faster.
Safety In Numbers
Changed: You will receive a 10% bonus to your max health and stamina for each Victim that is alive and has not escaped.
Current: While all Victims are alive and before any have escaped, you receive (5%/10%/15%) bonus to your max health and stamina.
Comments: This would be a 30% bonus assuming the other 3 Victims are alive, 20% if there is 2 other Victims, 10% if there is only 1 other Victim.
Efficient Backstabber
Changed: You will not consume your Bone Scrap after sneak attacking a family member. Has 2/3/4 charges,
Current: Sneak attacks have a chance to not consume a bone scrap. Chance is 10/15/20%.
Efficient Locksmith
Changed: You will not consume your unlock tool when unlocking a door or fusebox. Has 1/2/3 charges.
Current: When unlocking doors, there is a 20% chance (Level 1)/30% chance (Level 2)/40% chance (Level 3) the unlock tool won't be consumed.
Dinner Bell
Changed: When a Victim is caught in a trap they will be highlighted to you for 15 seconds and you will instantly refill 30/40/50% of max stamina.
Current: Victims caught in traps will be highlighted, and your maximum stamina is increased by 20/40/60 points for 15 seconds.
Comments: Highlight is only available to the perk holder.
Jump Scare
Changed: Triggering bone charms or chickens replenishes 40% of max stamina. The cooldown is 50/40/30 seconds.
Current: Triggering bone charms increases your sprint speed by 10% for 4/8/12 seconds.
Chicken Whisperer
Changed: You will not disturb chickens. When chickens are disturbed by a Victim instantly refill 30/40/50% stamina and gain 10% increased sprint speed for 15 seconds.
Current: Chickens won't make noise unless you're very close to them. Chicken detection radius is reduced by (20/50%). (Level 3) Chickens will not generate noise if you are spotted. Does not affect Victims.
Vialent
Changed: When Grandpa wakes up this perk becomes active. When carrying a full blood vial your damage is increased by 10/15/20%.
Current: Your damage is increased by (10%/15%/20%) when carrying a full blood vial.

Danny

Comments: With Tampered Objectives being reworked so that Danny still needs to play the game he doesn't too many changes other than his ability tree perks.
(+) Danny would gain access to Bomb Squad as a random perk.
(-) Applying knowledge will take significantly longer. 6-7 seconds.
(-) The metal clanking sound that plays with each tap of the Tamper minigame will now be audible for everyone.
This would mean gaining knowledge is the best way to tamper an objective as you'll do it quieter.
(+/-) Tamper Ability Tree Changes
https://preview.redd.it/kbcremhq531d1.png?width=760&format=png&auto=webp&s=8cff0608cad86f094ae09d10730bad65f6983ab7

Ana

(+) Damage over time effects will be negated while Pain is Nothing is active. (Serrated, bleed damage)
(+) Bleedout timer will be paused while Pain is Nothing is active.
(+/-) Stamina Recovery on Hit is changed to Highlight Attackers
When Ana is hit, her attackers are highlighted for Victims to see.
Comments: Stamina Recovery is too much like Julie's ability.
(+/-) Ana's Strength is reduced by 5 points and given to her Toughness.
(+/-) Grappler is replaced with Agitator on Ana's skill tree.
Comments: Grappler should NOT belong to Ana. She isn't a wrestler, even with Grappler being nerfed her having it makes no sense. Agitator is fitting seeing as she is the reason the Victims even go out looking for Maria.

Sonny

(+) Sonny can now use Heightened Senses while doing actions that would lock the victim's camera. With the exceptions being when you have an overlay on your screen like fuse alignment.
imagine him lockpicking or doing any other objective.
(+) Sonny stat rework
There are better posts on this subreddit that handle Sonny's stats better than i could but what i'd suggest is lowering his aggressive attributes (strength, endurance) and bumping his stealth and proficiency.
(+) All Knowing is basekit and will be replaced with Quicker Recharge LVL 3
(+/-) Sonny loses access to Efficient Grappler and gains access to Bomb Squad.

Julie

(+/-) Julie's stealth is reduced by 10 points and given to her Endurance.
(+) Choose fight is replaced with Jump Start on Julie's skill tree.

Leland

(+) Barge cooldown nerf is reverted so that at LVL 3 Cooldown it will be 126 seconds.
(+) Barge will stun for 6 seconds and fully deplete the stamina of every Family Member THAT ISN'T LEATHERFACE. Bubba would just get stunned for 30% less and not lose stamina.
(+) Barge Ability Tree Changes
https://preview.redd.it/60h2nbdzy21d1.png?width=796&format=png&auto=webp&s=2644a4320c5e396316194164f1fc912776a9b4d7
(+/-) Leland loses access to Bomb Squad and gains access to Jump Start
(+/-) Leland's Proficiency is reduced by 10 points and given to his Endurance.

Virginia

(+) Contaminating blood buckets rework
Contaminated blood buckets will no longer stun family members.
Contaminated blood buckets stay poisoned until collected.
When collected the Family member's blood vial will be Contaminated with NO indication.
Feeding Contaminated blood to Grandpa he loses ALL levels and becomes incapacitated.
Increase Contamination Duration will be changed to Increase Incapacitation Duration.
Poisoning blood buckets will cost 25% of her 100% ability bar. She can poison 4 blood buckets before having to reload (20% if she uses her ability perk that reduces the cost allowing for 5 blood buckets)
(-) Boon no longer disables Leatherface from his chainsaw sprint. It already blinds you why does it need to disable the main character's primary attack.
(-) Walking through Sissy's Bane will remove the effects of Boon from Family members.
Artful Dodger
Changed: Crawl spaces are highlighted within 10m/15m/20m of you.
Current: When within 6m/8m/10m of a Family member, nearby crawl spaces are highlighted and open in 3/2/1 button tap(s).

Connie

(+/-) Focus Rework
Cooldown: 240 seconds
Description: Focus allows for objectives to be completed quicker at the cost of leaving you vulnerable.
Requires at least 50 stamina to activate and to be performing car battery, fusebox and door actions. (Proficiency related tasks)
When focused proficiency is increased by 100%.
On activation Connie consumes ALL stamina and enters Focus. While in Focus Connie's proficiency is increased by 100% but she cannot sense family proximity and won't regenerate stamina.
Focus can only be activated while lockpicking, interacting with the car battery or fuse alignment.
Focus duration lasts as long as it takes for Connie to complete what task she is doing.
Once Connie completes a task, is hit by a family member OR cancels the action she will begin to regenerate her stamina and be able to sense the family proximity.
Comments: This rework aims to make Connie less boring and although it is a significant nerf, her ability isn't useless as she can use her ability for more objectives and would still be able to open doors fast, just not instantly.
https://preview.redd.it/187uicqz231d1.png?width=724&format=png&auto=webp&s=f38cb234c1321b5f6db70044e8ede8d1225c86ab

Sissy

(+) Sissy will move at 4.1m/s (up from 3.9m/s).
(+) Poison Cloud is now basekit.
(+) Sissy can walk while placing her cloud, like Virginia.
(+) When Sissy is hiding her proximity radius will be 0 and she can stay in the hiding spot for as long as she wants without being forced out of it.
Hiding will make Sissy stfu and not say voicelines.
(+) Poisoned Victims will receive 10% more damage and have their proficiency cut in half for the poison duration.
(+) Tables will always have 3 powders.
(+) When a Victim is poisoned they are highlighted to all Family Members in red for the poison duration.
(+) Sissy's 3 powders will be changed to a bar like Virginia's Boon. Clouds will cost 30% of the 100% bar, last the same duration as they do now and have slightly less width to compensate for this buff. (She can set 3 clouds before having to reload)
(+/-) Sissy can now ONLY poison health bottles and Hitchhiker's trap. (No electronics)
Poisoning Health bottles or Hitchhiker traps will consume 25% of the 100% bar. (She can poison 4 health bottles before having to reload)
(+) Bane Ability Tree Changes
https://preview.redd.it/6ntyd5b0l31d1.png?width=740&format=png&auto=webp&s=2dc65263dda9567662e0bb4cd8740a290e52ccc7
(-) Consuming a Health Bottle or walking through Virginia's Boon will remove the poison effects of Bane from a Victim
Efficient Herbalist
Changed: You will not consume a powder when reloading at pestle tables. Has 1/2/3 charges.
Current: Poisoning an object has a 25/50/75% chance to not consume any powder.

Nancy

(+) Nancy's barbed wire pickup is now 3 seconds like Hitchhiker's bone trap.
(+) Family members and Nancy will no longer disarm her traps.
(+) Nancy's barbed wire setting and resetting is now 8 seconds.
(+) Disarming Nancy's trap will be increased to 10 seconds.
(+) Barbed wire traps will now deal 7 damage.
(+) When initially stepping in a barbed wire trap, Victims are highlighted for the stun duration to all family members.
(+) Confusing Mechanic will be replaced with Big Swings on Nancy's skill tree.
(+) Nancy will lose access to Rubber Boots and gain access to Vialent as a random perk.
(+) When Nancy senses a victim the victim is only notified until AFTER Nancy has sensed them.
(-) Spy will take 4 seconds longer to startup. Making Nancy MORE vulnerable to being back stabbed.
Poison Claws
Changed: Hitting a victim 3 consecutive times within 5 seconds will inflict a poison effect for 7/8/9 seconds.
Current: Attacks have a slight poison effect for 2/5/8 seconds.
Hurt 'Em
Changed: Each time a barbed wire victim uses a traversal they take 1 HP per second of damage for the next 3/4/5 seconds.
Current: Barbed wire traps do 20/35/50% more damage.
Comments: Since Nancy doesn't have serrated and this perk is worthless, this can be changed to somewhat mirror Hitchhiker's Venom perk.
Pins and Needles
Changed: Placing a strand of barbed wire will not consume an inventory item for 1/2/3 charges, but your barbed wire traps will be permanently destroyed.
Current: Placing a strand of barbed wire has a 10/15/25% chance to not consume an inventory item.
Comments: Prevents abuse by limiting the amount of traps Nancy can place, but also guarantees value as you will always be able to place up to 6 traps. Your barbed wires are limited with this perk so keep that in mind.
Sip Sip Sip
Tuned: Melee attacks give 40% more blood in your vial, but attack damage is reduced by 20/15/10%.
Current: Melee attacks give 10/20/30% more blood in your vial, but attack damage is reduced by 10/15/20%.

Hitchhiker

(+) Victims that step in bone traps will be highlighted while they are trapped. Family All See Noise will be replaced with "Increased Disarm Time" and will increase the time it takes to disarm a bone trap by 2-3 seconds.
(+) Bloody Traps will now give 60 blood.
(+) After setting a trap Hitchhiker's trap related voicelines will be in his head and only heard by him.
(+) Bone traps will no longer show the prompt to disarm it with a bonescrap to Victims
this can be seen in grass if the victim is carrying a bonescrap lol
(-) Hitchhiker bone trap setting and trap resetting is now 5 seconds.
(-) Disarming Hitchhiker's trap will be reduced to 7 seconds.
(-) Scout will replace Slow and Steady on his skill tree.

Johnny

(+) Johnny gains a 20% increased grappling effectiveness. This can stack with suffocating grip so beware grapplers.
(+) Victims can no longer crouch to hide from Johnny's hunt.
Comments: Johnny should be able to find hiding victims considering Nancy's ability can find hiding victims without her needing to analyze anything.
(+) Johnny will lose access to Blood Banker and gain access to Vialent as a random perk.
(+) Johnny closes crawl spaces faster than Cook/Nancy.
(-) When attacking Johnny will now be slowed down to his walk speed (like every other family member)
His walk speed will be the same as Hitchhiker's.
Comments: Johnny is in a pretty unhealthy spot as he can wildly swing at victims and melt them since he doesn't lose speed while attacking, but that is all he has going for him. If you took away his "lunge" and didn't buff anything else about him he would be the worst character in the game.
Patience
Changed: Standing still for 5/4/3 seconds will reduce your family proximity radius to 0 for 20 seconds.
Current: Standing still will reduce your ability consumption rate by (20%/30%/40%).

Bubba

(+) Closed crawl spaces can now be destroyed. Closed crawl spaces are destroyed much faster than opened ones.
Comments: I don't understand why this isn't in the game already as right now it is a detriment for a Johnny to go around closing crawl spaces since victims can just open them. To give all the fat characters a reason to close crawl spaces they should be destroyed faster than open ones.
(+) Bubba will be unable to be backstabbed while he is swinging his chainsaw.
Comments: Not being able to be grappled ironically makes Bubba a bit of a punching bag when he is in close quarters with victims as you get hit and immediately run behind Bubba to cheese a backstab. The main face of the game shouldn't be this easily bullied when he is right on you.
(+) Bubba will have ALL stuns reduced by 30%. (Leland barge, backstabs, lamps lol etc)
(+) Bubba will start the match with a full blood vial. Considering he just murdered a victim.
Comments: Mostly to incentivize people to play Bubba and to help newer Bubba players that might not understand they can go to the surface.
(+) The chainsaw can now be activated while walking.
(+) Bubba's overheat duration is now 10 seconds.
(+) The chainsaw can be used 20% more before stalling.
(+) Maim Ability Tree Changes
https://preview.redd.it/ku4im31z431d1.png?width=758&format=png&auto=webp&s=4d9accbdcace86c8707962b4b0eb04522608d35c
Comments: Sound range reduction could allow Bubba to get a bit closer to unsuspecting Victims.
Bloodlust
Changed: For each Victim executed by Leatherface. Leatherface will deal 10/12/15% more damage.
Current: Leatherface does 10/20/30% more damage after executing a Victim at the gallows.
Bringing Home The Bacon
Changed: When carrying a Victim your movement speed is increased by 5/10/15%. When executing a Victim at gallows your maximum blood capacity is increased by 15/20/30%.
Current: Carrying a Victim highlights Leatherface to all Family members for 5/10/30 seconds.

Cook

(+) Family all see noise is now basekit and will be replaced with Increased Range LVL 3.
(+) Cook can padlock ANY door with no restrictions. (Basement doors, etc)
(+) Padlocked doors cannot be destroyed to prevent epic trolling from Bubbas.
(+) Victims that perform loud actions (loud searching, kicking generator, anything that makes a noise vfx basically) are susceptible to being highlighted by Cook's hearing ability.
(+) Seek will only detect Victims, no generators.
(+/-) Victims will also see the highlight of Seek and when it wears off.
Security Pins
Changed: Added locks will be highlighted to all Family Members when unlocked for 3/5/7 seconds.
Current: Added locks are 10/30/50% harder to unlock for Victims.
Comments: The slowdown this perk has is very obnoxious and unlike Nobody Escapes Hell where you actually need to feed Grandpa, this perk is free and has MORE slowdown than a Grandpa perk. I thought this change is more fitting to the name "Security" pins and wouldn't require you to use family focus every 3 seconds to know if your padlock has been broken.
Prey Drive
Changed: Spotting a Victim decreases stamina consumption by 50% for 10/15/20 seconds.
Current: Spotting a Victim increases stamina recharge by 20/30/40% for 5/10/15 seconds.

End :)

submitted by NecessaryHospital430 to TXChainSawGame [link] [comments]


2024.05.18 04:26 Slime0 Animal Well hints-before-solutions non-spoilery Puzzle Guide

Animal Well hints-before-solutions non-spoilery Puzzle Guide
This is a non-spoilery guide to Animal Well that will give you hints first, and only full solutions if you reveal them. Click the leftmost spoilers first! This is intended for players who know they have a puzzle in front of them, but don't know how to solve it, or if they're supposed to solve it yet. It doesn't contain every puzzle in the game, and in particular it does not cover much of the early game stuff, or the super late game stuff that isn't even obvious there's a puzzle there, but hopefully it will grow to include the ones most people feel a need to ask about.
If you just want a walkthrough and don't mind spoilers, try A traveler's guide to Animal Well. I also recommend that guide if you're having trouble in the early game, or if you're trying to find the last egg or two, but don't scroll down farther than you need to if you want to avoid spoilers.
Before consulting this guide, especially if you have already seen the credits, you may want to check your map for any gaps in the walls, floors, or ceilings. Even a single pixel gap may mean you have missed an entrance. Disabling the scanline effect in the options menu can help find the gaps.
Each puzzle is categorized into:
The categories are provided to help you decide whether you want to read the hints yet or save the puzzle for later. In general, it is not worth worrying about the puzzles in the more advanced categories before solving the ones in the previous categories.

What's up with the bunny on the grass balcony near the starting area? (Late Game)

You can only reach this bunny from the room on the left. Reaching it is easier with a post-credits item. Use the disc and/or bubble wand to pass by the two large storks (3 rooms to the left of the bunny) and then use the bubble wand (the end game version of the bubble wand is easier) to go through the secret passage in the upper right of the room with the treasure chest. Use the bubble wand to pass through the spike room. The bunny can be "collected", but there is nothing to do with it now.

How do I get the disc from the angry ghost dog statue? (Also kind of looks like a ghost cat) (Required)

You can't defeat the ghost dog. You need a special item. This requires finding an item elsewhere that you can swap with the disc. The "mock disc" can be found by navigating the underground maze in the room one right and one up from the statue. To get there, you must first go far left from the statue.

How do I press all of the buttons in the room with the caged cats? (Required)

Experiment with the Yo-Yo in the room to the right of the caged cats. The Yo-Yo can be used to press the buttons in that room without going all the way down to them, and it can also be used on the animal in the wheel to make the moving walls switch directions. This wheel controls the left-or-right moving vertical walls, unlike the previous wheel you've encountered which controls the up-or-down moving platforms. In the room to the left of the caged cats, you need the vertically moving platforms to be going up. With the moving walls moving to the right, enter the room to the left of the caged cats. This should lead you to a fish pipe that takes you back up to the top of the purple palace area. From here, after exploding out the wall on the left, another fish pipe enables you to return to the caged cats area regardless of which way the vertically moving platforms are going. Use the Yo-Yo on the animal running in the wheel (just to the right of where the first fish pipe spit you out) to make the vertical platforms move down, then take the fish pipe on the left. You will have to jump to the left along the moving walls to return to the cat cage room. Use the room to the right of the cat cage room to make the moving walls move to the left again. Now reaching the button should be easy.

What's up with the large fish splashing in the lower left room (fast travel area)? (Optional, but worth solving early)

The fish is a puzzle that is related to the item you used to reach this area. Listen to the noises the fish makes. Look at the directions the fish is facing as it splashes. The fish is trying to teach you a song. Note: when playing songs, press the item button to bring out the flute, but then release it. Hold a direction with the D-Pad first, and then tap the item button to play a single note, and release it before changing the direction for the next note. The song is... ➡➡⬅⬅⬇⬇⬆⬆ and will teleport you to the fast travel room.

What is the "M. Disc Shrine" for? (Required)

You have already seen an item in the game with a name similar to "M. Disc". The item is the "Mock Disc", and you likely left it in the angry ghost dog statue (5 rooms down, 2 left). You must retrieve the Mock Disc and bring it to the M. Disc shrine. After picking up the Mock Disc, you can use fast travel (if you've learned it) to quickly get to the dog head fast travel point, or you can simply go to the right 2 rooms, up 3 (you opened the path here with the dynamite, right?), left 5, and up 1. Either way, you must then go from the dog head fast travel room 2 rooms to the right, and then either up and right or right and up (I find up then right to be easier by taking the top path), Right again, fall down the middle hole to flip the switch, up the ladder and to the right into the shrine. After placing the mock disc, the nearby door should open.

How do I get into the room just right of the M. Disc Shrine? (Optional)

You need the platforms with the dog picture on them to be moving up instead of down. This requires a late game item. Look for an alcove along the shaft that the platforms pass by that has no other purpose. You must use an item in that room, 4 rooms down from the top of the map. Use the Remote in that room; it should explode out the wall on the left. The Yo-Yo can be used to make the dog running in the wheel change directions, which will make the platforms go up. Ride the platforms to the top.

What do I do about the vampire bat? (Optional)

The bat isn't the key to any kind of puzzle, but he can be scared away. Throw 3 firecrackers (one at at time) to scare away the bat. There are 3 firecrackers in the room to the left, which is helpful.

How do I free the caged cats? (Late Game)

The solution is hidden around this quadrant of the map. Take note of the ceiling boxes the cages hang from. These boxes respond to your flute. Each of the 5 cats requires a song to free, which can be found by searching this general area of the map. Look carefully for arrows on the background in secret spots around the purple palace. Using a light can help see them. For reference, the purple palace area has a phone just within its entrance, where you first encounter the moving platforms. The songs can be found at: (1) the location the Ostrich was found running in his wheel, (2) The small secret alcove accessible to the left of the room two rooms above the phone (it has a window into an unrelated room with bright ghosts moving up and down in a VVV shape), (3) A small hidden room in the upper left of the room below the phone (requires using an item that can dig one room to the left), (4) In the upper left of the room just above the phone (which contains the animal in the wheel). This can be reached from the room on the left, if you have the ability to reach the top of the room. It is possible to reach it with the normal bubble wand, but easier to do it with the end-game bubble wand., (5) In the lower-right most room that contained the flame. Notice how one of the platforms looks different from the others. Use the Slink on the right of the room to activate a button in the water. This lets you reach a hidden alcove at the top of the room. (General tips) Here is a map showing the locations (from the "travelers guide to animal well"): https://steamuserimages-a.akamaihd.net/ugc/2521530104091245968/4A81213ED4CCCE1BAFFB36B970BA2AD76C1D9457/ Near each song there are symbols in the wall that correspond to symbols above the cat cages, indicating where each song is used.

How do I get the treasure chest in the cage in the room with the large pacing ghost cat? (Late Game)

The solution to this puzzle is not in this room, but it is in the general lower right area of the map. The solution involves music, but you don't play the music in this room. Where else have you seen cages like the one the treasure chest is in? You must first free the 5 cats from their hanging cages. Then return to the treasure chest and the large cat will open it for you. See "How do I free the caged cats?" (above).

Where do I play the song I found in the background of the purple palace Ostrich area? (Optional)

Try using your flute in different rooms around the purple palace and see if you can find anything that responds to it. See "How do I free the caged cats? (above)

How do I get the treasure chest in the small room filled with spikes near the lower right of the map? (Optional)

This is only possible once you have gotten the treasure chest in the nearby room with the large pacing ghost cat (see above). That chest should give you the Wheel item. You can use it to roll over spikes.

What do I do with the mostly flat slightly concave U-shaped objects on the ground? (Late Game)

You need a special item to interact with these objects. See "How do I get the treasure chest in the cage in the room with the large pacing ghost cat?" (above)

After defeating the Ostrich boss in the lower right of the map, the blocks don't move anymore. Can I still get the treasure chest in the room to the left? (Late Game)

Yes, and if you don't know how, don't worry about it for now. See "What do I do with the mostly flat slightly concave U-shaped objects on the ground?" (above).

What do I do with the "recessed circle" pedestals? (Optional)

Each of these requires a separate circular item. None of them are related in any way to the disc or mock disc. (1) The one with the snake statue in the starting area requires the S medal, which can be found in the upper right quadrant of the map behind one of the spots where the large chameleon was first found. (2) The one two rooms to the right of the Sea Horse flame requires The E medal, which first requires lighting every candle in the map (there are 9), and then returning to the room to the left of the game's starting room and entering the fish pipe that should appear. Here are the candle and match locations (from the "travelers guide to animal well"): https://steamuserimages-a.akamaihd.net/ugc/2521530104090950184/C23385F72C001C2B66C7D4C8D53E0EB2DEC06814/ (3) The one with the kangaroo statue in the upper left of the map requires the K medal, which the kangaroo holds. The kangaroo appears randomly in 5 rooms throughout the map. You must use firecrackers on it 3 times. Here are the kangaroo locations (from the "travelers guide to animal well"): https://steamuserimages-a.akamaihd.net/ugc/2521530104091166441/AB982FD6D9A81A76CE7BBED17850085A870E31B0/ . As far as I know, the kangaroo only appears randomly, so you must travel to these locations over and over.

What's up with the grid of lights in the room just to the left of the game's starting room? (Optional)

The lights in this 3x3 grid light up as you accomplish a certain task throughout the world. Each light corresponds to a lit candle. Light all 9 candles in the world to open a secret passage. Here are the candle and match locations (from the "travelers guide to animal well"): https://steamuserimages-a.akamaihd.net/ugc/2521530104090950184/C23385F72C001C2B66C7D4C8D53E0EB2DEC06814/

What's up with the small scattered statues that have symbols and dice numbers on them? (Optional)

Each of these contains a map icon and a number. Mark them on your map (including the numbers) and the solution may become clear. After marking them on your map, you must connect the dots. Each symbol is a separate connect-the-dots puzzle, connected in order of the numbers. Once connected, each symbol should make the shape of a number. The numbers correspond to flute notes. Play the song to teleport to a secret.

How do I reach the room to the left of the dark room that is only accessible via fish pipe? (Obscure)

The community does not (yet?) know how to access that room, except by cheating. Sorry, this sentence isn't helpful either.

How do I get the treasure chest in the room with the two dog statues and the grass? (Obscure)

This room requires using information outside the game. The grass is the key. Does the grass remind you of anything you might find in the real world, not at all related to the game? The grass is a bar code. Scanning it reveals... the numbers 18756753. Play the corresponding notes on the flute.

How do I get into the secret in the top right of the room with the 3 dogs in the pit? (Late Game)

You need to switch the solid/empty block state and get between the two columns of switchable blocks while the ones on the left are solid and the ones on the right are not. The block state cannot be switched from within this room. You need a sort of teleportation mechanic to pull this off, so that you can switch the block state in a different room and then return to this location. You have probably already used the teleportation mechanic! You might even have been annoyed or frustrated by it. Falling into water teleports you to the last location you touched the ground. You can use the bubble wand and/or disc to move around without touching the ground. Yes, this is a rather difficult platforming challenge. You must stand between the columns, find a way to a room that can allow you to switch the block states, and then fall into water somewhere, all without touching the ground. There are at least two approaches to this that can work. One of them takes advantage of the fact that standing on a switchable block does not count as standing on the ground. Tip: shooting the bubble wand downward during a jump, landing on the bubble and jumping again, with good timing, can enable you to slowly move upward when there is a lack of horizontal space to work with. The easiest way to do this that I found is to use the (end-game version of the) bubble wand to go to the left 2 rooms, then up 2 rooms, in which the Remote can be used to switch the block state, then return down 1 room and to the right 1 room and fall into the water. However, another approach involves going to the right with the disc and standing on some of the switchable blocks. (I used the Lantern while falling into the water to avoid taking damage from the ghost faces, but I'm not sure that's required.) The Top can be used to distract the dogs, giving you more room to work with.

What can I do with the bunny mural? (Obscure)

Try using the Remote in the picture room. Also try using the Top in the revealed area. This should reveal a hint in the room below. However, it is not enough information to solve the puzzle. You need the help of other players to solve this puzzle. Every player gets a different hint. You can use https://philippgitpush.github.io/bunnymuralhelpe to pretend you worked with other players and solve the puzzle yourself. The solution is visible at https://steamuserimages-a.akamaihd.net/ugc/2521530104091456782/FF73FD9F5F41B3F772F44029A8E5221D943803AC/ (from "the travelers guide to Animal Well")

What do I do with the groundhog that retreats into his hole when I approach? (Obscure)

You can only interact with this animal at certain times. Specifically, only at a certain day of the year, depending on your system clock. The day is... groundhog day. See https://techraptor.net/gaming/guides/animal-well-groundhog-double-health-guide for more information.

How do I get the treasure chest behind the pile of skulls? (Obscure)

The skulls cannot be removed. However, the treasure chest doesn't contain any important item or even an egg or one of the end-game collectables. What do skulls represent in real life? Each skull represents one of your deaths. Start a new game and reach this room without dying to open the chest. The chest contains a figurine that will display in the house area.

How do I get into (and through) the room in the upper left of the map? (Optional)

Look for nearby holes in the walls and ceilings on your map. There is an exit at the top of the room with the two swordfish statues (right one from the room with the staircase into the water). You can reach that hole with the bubble wand, but I recommend learning how to reach it with the disc instead. It is possible to throw and land on a disc in a single jump without bouncing the disc off a wall. By raising the block in the staircase room (by using the Slink on the staircase), you can get the height you need to jump and land on a disc, bringing you to the swordfish statue room high enough to enter the hole at the top. The upper left room requires using this same trick. Jump and land on a disc to go through the first row of spikes. For the second row, you must do this twice without landing. Wait for the wall bounce before attempting the second jump.

What do I do with the eggs once I've found them all? (Late Game)

You should have 64 eggs. Use the UV Lamp on the eggs and on the room you found the flute in (2 rooms to the left). Each line on an egg represents a 1 (top), 2 (middle), or 4 (bottom). Add the numbers together for each egg. The numbers correspond to flute notes. This reveals a song. The eggs with no lines correspond to an 8 (↗). The song may not work at first. Consider the types of eggs that were collected. Some are special in ways that are relevant to this puzzle. There is one egg in particular, in the first half of the song, that is visually different from the others in a meaningful way. There is an upside-down egg. (Third from the left, second row.) Reverse the first and last lines on the upside-down egg. The final song is: ↖⬇➡⬇↖⬇➡⬇↖↙ ↘↙↖↙↘↙↗ ⬅⬇⬅↗⬅ ⬇⬅⬆⬅↘⬅⬆ ⬅↘⬅↖⬇➡⬇ ↖⬇➡⬇↖↙↘ ↙↖↙↘↙↖↗ ↖↙↗⬆⬅⬇⬆ ↖↙⬅⬆↖⬅↖. Playing it in the egg room should open a secret. There is also a 65th egg that you may have found, which is not relevant here.

How do I open the door in the top of the house? (Late Game)

First, solve all of the "Optional" puzzles. This door requires finding every egg. See "What do I do with the eggs" (above).

What is the incubator for? (Late Game)

First, solve all of the "Optional" puzzles. Find all of the eggs. Then, you can retrieve a 65th egg from the egg room. Bring it here.

What are the face icons in the skull room for? (Optional)

The direction of each face from the center of the circle corresponds to a flute note. The upper-right most room in the map contains a list of faces, as well as an image which is a hint as to where to use the song. The image is a classical illusion that appears to either be a duck or a bunny, depending on how you look at it. Play the song by the duck near the center of the map (just right of the flame beacons) to turn it into a secret bunny. The faces also appear in a special end-game room... when you use the Remote on the TV. Playing the song corresponding to these faces also reveals a secret bunny. The faces also appear on an enemy in one place...

What is the large spinning torus / donut for? (Late Game)

You can't do anything in this room until you have solved almost all of the puzzles in the game. Save it for last. However, you might want to try the UV light in this room for an unrelated secret. After completing the incubator room puzzle, you will reach an alternate area with another torus that teleports you to this one and back.

What is the large clock for? (Late Game)

You can't really do anything with the clock unless the doors are already open. Try using the UV lamp on the clock. If you beat the game within a certain number of minutes on a new save file, the doors will open. They contain... figurines that will display in the house.

What does the stop watch do? (Late Game)

The stop watch merely enables the clock on the pause menu.

What's up with the egg-shaped game machine? (Late Game)

You can jump into this machine from the top. It shows you how much distance you have traveled. If your distance traveled is low enough, there are fewer walls in the way, enabling access to the treasure chests. The treasure chests do not contain items that you need. The treasures are figurines that display in the house. At 100,000 steps, the number resets to 0, enabling you to get the treasures.

What's up with the kangaroo? (Optional)

The kangaroo appears randomly in 5 rooms throughout the map. It can be scared away, which will give you a reward. Use firecrackers on it. Here are the kangaroo locations (from the "travelers guide to animal well"): https://steamuserimages-a.akamaihd.net/ugc/2521530104091166441/AB982FD6D9A81A76CE7BBED17850085A870E31B0/ . Using firecrackers on it 3 times will give you the "K medal", which can be used... in the room to the left of the vampire bat room.

How do I defeat the fish boss with the skeleton body? (Optional)

Study the fish's attacks carefully. The fish does the same attacks in a certain order. The attack directions correspond to flute notes. The song is ↖⬇↙⬅↙↗↖. Play the song and then... Enter its mouth.
submitted by Slime0 to animalWell [link] [comments]


2024.05.18 03:15 HeadlineINeed ActionController::ParameterMissing (param is missing or the value is empty: vehicle):

Building an app. I am using a modal on my dashboard/vehicles page. The modal opens and closes fine. However, when I got to save the data in the form. I am hit with
19:01:05 web.1 ActionController::ParameterMissing (param is missing or the value is empty: vehicle): 
I have the params set under private in my controller. So what am I missing?
vehicles_controller.rb
module Dashboard class VehiclesController < DashboardController def index @vehicles = Vehicle.all end def show @vehicles = Vehicle.find(params[:id]) end def new @vehicle = Vehicle.new end def create @vehicle = Vehicle.new(vehicle_params) if @vehicle.save redirect_to @vehicle else render :new, status: :unprocessable_entity end end private def vehicle_params params.require(:vehicle).permit(:make, :model, :submodel, :year, :vin) end end end 
snippet from /dashboard/vehicles/index.html.erb
 Start Add Vehicle Modal  End Add Vehicle Modal 
dashboard/vehicles/_form.html.erb
<%= form_with model: vehicle, url: dashboard_vehicles_path, local: true do form %> 
<%= form.label :year, class: "block text-gray-700 dark:text-gray-200" %> <%= form.number_field :year, class: "bg-gray-50 border border-gray-300 text-gray-900 rounded-lg block w-full p-2 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white", min: 1900, max: Date.today.year %>
<%= form.label :make, class: "block text-gray-700 dark:text-gray-200" %> <%= form.text_field :make, class: "bg-gray-50 border border-gray-300 text-gray-900 rounded-lg block w-full p-2 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" %>
<%= form.label :model, class: "block text-gray-700 dark:text-gray-200" %> <%= form.text_field :model, class: "bg-gray-50 border border-gray-300 text-gray-900 rounded-lg block w-full p-2 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" %>
<%= form.label :submodel, class: "block text-gray-700 dark:text-gray-200" %> <%= form.text_field :submodel, class: "bg-gray-50 border border-gray-300 text-gray-900 rounded-lg block w-full p-2 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" %>
<%= form.label :vin, class: "block text-gray-700 dark:text-gray-200" %> <%= form.text_field :vin, class: "bg-gray-50 border border-gray-300 text-gray-900 rounded-lg block w-full p-2 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" %>
<% end %>
submitted by HeadlineINeed to rails [link] [comments]


2024.05.18 02:55 Crackaveli_8406 Step-by-Step Guide to Setting Up Pi-hole with a Router Lacking DNS Options

1. Install Pi-hole and Assign a Static IP

2. Access the Pi-hole Web Interface

3. Configure DHCP Settings in Pi-hole

4. Advanced DHCP Settings

5. Set Static DHCP Leases

6. Configure DNS Settings in Pi-hole

7. Restart Pi-hole or DHCP Server

8. Finalizing Configuration

Verification and Troubleshooting

  1. Restart Devices: Restart your router and any connected devices to ensure they receive the new DHCP settings.
  2. Check Pi-hole Logs: Look at the Pi-hole query logs to confirm that DNS requests are being routed through Pi-hole.
  3. Test Connectivity: Ensure internet connectivity on all devices. Use nslookup or dig to verify that DNS queries are being handled by Pi-hole.

Notes

Only important if you dont know what static and dynamic Router address are otherwise ignore it:

Edit : Static MAC and IP of the router : If you're confused about what I mean by static and dynamic IP, MAC addresses of the router...:

In your router's network settings, you'll likely find an option to view your Static IP for the Router. Additionally, there will be a STATIC MAC address associated with its STATIC IP, which is different from the dynamically assigned IP and MAC of the Router.
The IP address of the static assignment is usually longer and unique for each router (STATIC). It's crucial to use this specific STATIC MAC address and STATIC IP OF THE ROUTER when configuring static DHCP leases in Pi-hole, rather than the MAC address associated with the dynamically assigned IP.
This ensures that the router consistently receives the same IP address from Pi-hole. So, instead of using the IP "192.168.0.1", you should use the Static IP of your ROUTER along with its corresponding STATIC MAC address found in your router's settings.
This way, your Pi-hole works automatically on all devices that connect to your WLAN. If you have a second router, you can TRY and SHOULD adding the Pi-hole's static IP to DNS settings; however, typically, all traffic runs through the FIRST router and should be filtered accordingly. Ensure to perform these configurations also on your 2nd Router (if you have one) and on your MAIN router.
Locate Router's Network Settings: Access your router's administration panel through a web browser. Typically, you can do this by entering your router's IP address (usually something like "192.168.0.1") into the address bar. Log in using your router's username and password.
  1. Find Static IP for the Router: Look for an option related to network settings or LAN settings. Within this section, you should find an option for finding the Static IP of your router. This static IP address will be used to ensure consistency in network configurations.
  2. Identify Static MAC Address: Alongside the static IP address, you'll also find a MAC address associated with it. This MAC address is unique to your router and is used to identify it on the network. Make note of this MAC address as you'll need it later.
  3. Configure Static DHCP Lease in Pi-hole: Access the Pi-hole web interface and navigate to the DHCP settings. Find the section for setting static DHCP leases. Here, you'll add an entry for your router.
  4. Enter Router's Static MAC and IP: In the static DHCP lease configuration, enter the MAC address you found earlier along with the static IP address assigned to your router. This ensures that your router always receives the same IP address from Pi-hole.
  5. Update DNS Settings in Pi-hole: Navigate to the DNS settings in the Pi-hole web interface. Add the static IP address of your router as one of the upstream DNS servers. This ensures reliable DNS resolution for your network.
  6. Verify Configuration: Double-check all entries for accuracy. Ensure that you've used the correct static IP address and MAC address for your router.
  7. Save Settings and Test: Click save to apply the settings. Restart your Pi-hole device to ensure it recognizes and applies the new settings. You can also restart your router for good measure.
submitted by Crackaveli_8406 to RASPBERRY_PI_PROJECTS [link] [comments]


2024.05.18 02:53 Crackaveli_8406 Step-by-Step Guide to Setting Up Pi-hole with a Router Lacking DNS Options

1. Install Pi-hole and Assign a Static IP

2. Access the Pi-hole Web Interface

3. Configure DHCP Settings in Pi-hole

4. Advanced DHCP Settings

5. Set Static DHCP Leases

6. Configure DNS Settings in Pi-hole

7. Restart Pi-hole or DHCP Server

8. Finalizing Configuration

Verification and Troubleshooting

  1. Restart Devices: Restart your router and any connected devices to ensure they receive the new DHCP settings.
  2. Check Pi-hole Logs: Look at the Pi-hole query logs to confirm that DNS requests are being routed through Pi-hole.
  3. Test Connectivity: Ensure internet connectivity on all devices. Use nslookup or dig to verify that DNS queries are being handled by Pi-hole.

Notes

Only important if you dont know what static and dynamic Router address are otherwise ignore it:

Edit : Static MAC and IP of the router : If you're confused about what I mean by static and dynamic IP, MAC addresses of the router...:

In your router's network settings, you'll likely find an option to view your Static IP for the Router. Additionally, there will be a STATIC MAC address associated with its STATIC IP, which is different from the dynamically assigned IP and MAC of the Router.
The IP address of the static assignment is usually longer and unique for each router (STATIC). It's crucial to use this specific STATIC MAC address and STATIC IP OF THE ROUTER when configuring static DHCP leases in Pi-hole, rather than the MAC address associated with the dynamically assigned IP.
This ensures that the router consistently receives the same IP address from Pi-hole. So, instead of using the IP "192.168.0.1", you should use the Static IP of your ROUTER along with its corresponding STATIC MAC address found in your router's settings.
This way, your Pi-hole works automatically on all devices that connect to your WLAN. If you have a second router, you can TRY and SHOULD adding the Pi-hole's static IP to DNS settings; however, typically, all traffic runs through the FIRST router and should be filtered accordingly. Ensure to perform these configurations also on your 2nd Router (if you have one) and on your MAIN router.
Locate Router's Network Settings: Access your router's administration panel through a web browser. Typically, you can do this by entering your router's IP address (usually something like "192.168.0.1") into the address bar. Log in using your router's username and password.
  1. Find Static IP for the Router: Look for an option related to network settings or LAN settings. Within this section, you should find an option for finding the Static IP of your router. This static IP address will be used to ensure consistency in network configurations.
  2. Identify Static MAC Address: Alongside the static IP address, you'll also find a MAC address associated with it. This MAC address is unique to your router and is used to identify it on the network. Make note of this MAC address as you'll need it later.
  3. Configure Static DHCP Lease in Pi-hole: Access the Pi-hole web interface and navigate to the DHCP settings. Find the section for setting static DHCP leases. Here, you'll add an entry for your router.
  4. Enter Router's Static MAC and IP: In the static DHCP lease configuration, enter the MAC address you found earlier along with the static IP address assigned to your router. This ensures that your router always receives the same IP address from Pi-hole.
  5. Update DNS Settings in Pi-hole: Navigate to the DNS settings in the Pi-hole web interface. Add the static IP address of your router as one of the upstream DNS servers. This ensures reliable DNS resolution for your network.
  6. Verify Configuration: Double-check all entries for accuracy. Ensure that you've used the correct static IP address and MAC address for your router.
  7. Save Settings and Test: Click save to apply the settings. Restart your Pi-hole device to ensure it recognizes and applies the new settings. You can also restart your router for good measure.
submitted by Crackaveli_8406 to pihole [link] [comments]


2024.05.18 00:58 Mattallurgy Adding second drive to Steam storage with Sway WM?

Howdy! TL;DR: I have non-Flatpak Steam and Sway WM, and attempting to add a drive via the Steam Storage Settings isn't opening anything. As a result, I can't add the drive. Manually adding it to the libraryfolders.vdf file results in "Disk write error" when attempting to install. How can I get this working? I've never had this problem on Linux before.
The longer version:
I have two NVMe drives in my computer--one for data, the other for system stuff. I have my data drive mapped to /data, and it's properly mounted in /etc/fstab
Entry:
UUID={doesn't really matter} /data ext4 rw,relatime,user 0 2 
/data has 755 permissions and is owned by root and the root group
/data/games has 775 permissions, is owned by root user and the games group. Users in the games group actually can freely write and execute in /data/games, since this is also where I have other non-Steam games installed (e.g., Minecraft). I am trying to add /data/games/steam as my default Steam Storage location.
When I open Steam via the terminal, if I navigate to Settings > Storage and then click "Add Drive", the log messages show Couldn't write /data/.steam_exec_test.sh: Permission denied.
Additionally, the window that is opened when I click "Add Drive" is simply a blank gray window panel with three buttons: "NEW FOLDER...", "SELECT", and "CANCEL". The only button that does anything is "CANCEL".
Is there a better way to set this up? Am I missing something? I can provide screenshots or logs as necessary.
EDIT: I am also open to recommendations on flags to set in /etc/fstab. I never know which flags are most appropriate, and these are NVMe SSDs, so I would like to do what I can to ensure a long, healthy life.
submitted by Mattallurgy to archlinux [link] [comments]


2024.05.17 21:44 Status_Revolution_25 Earth 2.0 Simulator With Claude Ai

Earth 2.0 Simulator With Claude Ai
Framework for simulating Earth 2.0 from day one, taking into account a wide range of conditions and processes spanning physical, geological, biological, environmental, evolutionary, and cultural domains with their respective parameters:
  1. Initial Planetary Conditions: This factor encompasses the fundamental physical characteristics of the planet Earth at the starting point of the simulation.
    • Planetary mass: 5.972 × 1024 kg (The total mass of the Earth, which governs its gravitational pull and other physical properties)
    • Radius: 6,371 km (The average distance from the Earth's center to its surface, determining its size and surface area)
    • Axial tilt: 23.44 degrees (The angle between the Earth's rotational axis and the perpendicular to its orbital plane, influencing seasons and distribution of solar radiation)
    • Rotation period: 24 hours (The time it takes for the Earth to complete one full rotation on its axis, determining the length of a day)
    • Orbital period: 365.25 days (The time it takes for the Earth to complete one full orbit around the Sun, determining the length of a year)
    • Distance from the Sun: 1 AU (149,597,870 km) (The average distance between the Earth and the Sun, dictating the amount of solar radiation received)
  2. Atmospheric Composition: This factor defines the initial composition of the Earth's atmosphere, which plays a crucial role in various processes, including climate and habitability.
    • Nitrogen (N₂): 78.08% (The most abundant gas in the Earth's atmosphere, essential for various biological processes)
    • Oxygen (O₂): 20.95% (A vital gas for aerobic life, also involved in various chemical reactions)
    • Argon (Ar): 0.93% (An inert gas present in the atmosphere)
    • Carbon dioxide (CO₂): 0.04% (A greenhouse gas that plays a crucial role in the Earth's climate and carbon cycle)
    • Water vapor (H₂O): Variable, initial value = 0.25% (The gaseous form of water, influencing temperature, precipitation, and atmospheric processes)
  3. Hydrological Cycle: This factor encompasses the distribution and movement of water on Earth, which is essential for life and various natural processes.
    • Total water volume: 1.386 billion km³ (The total amount of water present on Earth, including oceans, ice caps, and underground reservoirs)
    • Ocean surface area: 361 million km² (The total surface area covered by oceans, playing a crucial role in the Earth's climate and biogeochemical cycles)
    • Land surface area: 149 million km² (The total surface area of the Earth's landmasses, including continents and islands)
    • Initial precipitation rate: 1000 mm/year (The average amount of precipitation falling on the Earth's surface annually, essential for freshwater availability and vegetation growth)
  4. Geological Processes: This factor encompasses the dynamic processes that shape the Earth's surface and interior over time.
    • Plate tectonic movement rate: 2-10 cm/year (The average rate at which the Earth's tectonic plates move, driving continental drift and mountain formation)
    • Volcanic eruption frequency: 50-70 per year (The average number of volcanic eruptions occurring annually, contributing to the Earth's natural processes and atmospheric composition)
    • Earthquake frequency: ~1 million per year (The average number of earthquakes occurring annually, resulting from tectonic plate movements and other geological processes)
  5. Biological Factors: This factor encompasses the initial living organisms present on Earth, including the human population and other plant and animal species.
    • Initial human population: 2 males, 3 females (The starting point for human evolution and population growth)
    • Initial animal species: 100 harmless, 20 potentially dangerous (The diversity of animal species present at the start, including both harmless and potentially dangerous species)
    • Initial plant species: 50 edible, 200 inedible (The diversity of plant species present at the start, including both edible and inedible species)
    • Genetic diversity of initial human population: 0.8 (on a scale of 0 to 1) (The level of genetic variation within the initial human population, crucial for adaptation and evolution)
  6. Resource Availability: This factor encompasses the natural resources available for sustaining life and enabling human survival and development.
    • Freshwater sources: 10 lakes, 5 major rivers (The availability of freshwater sources, essential for drinking water, agriculture, and various human activities)
    • Natural resources: 20 types of wood, 10 types of stone, 5 types of fibrous plants (The diversity and availability of natural resources, including wood, stone, and fibrous plants, which can be used for shelter, tools, and other purposes)
    • Food sources: 50 edible plant species, 20 huntable animal species (The availability of food sources, including edible plants and huntable animals, necessary for human sustenance)
  7. Environmental Conditions: This factor encompasses the initial climatic and environmental conditions on Earth, which influence the distribution and growth of vegetation and the overall habitability for humans and other species.
    • Global mean surface temperature: 15°C (The average temperature across the Earth's surface, affecting various biological and ecological processes)
    • Global mean annual precipitation: 1000 mm (The average amount of precipitation falling annually across the Earth's surface, essential for freshwater availability and vegetation growth)
    • Vegetation distribution: Forest cover = 60%, Grassland cover = 30%, Other vegetation = 10% (The initial distribution of different vegetation types, influencing the Earth's ecosystems and carbon cycle)
  8. Evolutionary Processes: This factor encompasses the mechanisms driving the evolution and adaptation of living organisms, including humans, over time.
    • Mutation rate: 10⁻⁸ mutations per nucleotide per generation (The rate at which genetic mutations occur, introducing new variations that can be acted upon by natural selection)
    • Natural selection pressures: Environmental stress factor = 0.5, Predation risk = 0.2, Competition factor = 0.3 (The relative strengths of different selective pressures acting on organisms, such as environmental stress, predation risk, and competition for resources)
    • Adaptation mechanisms: Physiological adaptation rate = 0.001, Behavioral adaptation rate = 0.005 (The rates at which organisms can adapt physiologically or behaviorally to their environment, influencing their fitness and survival)
  9. Cultural and Social Dynamics: This factor encompasses the emergence and development of human culture, language, and social structures over time.
    • Language complexity: Initial complexity = 0.1 (on a scale of 0 to 1) (The initial level of complexity of human language, which will evolve and increase over time)
    • Social hierarchy: Initial hierarchy level = 0.2 (on a scale of 0 to 1) (The initial level of social hierarchy and organization within the human population, which will likely develop and become more complex over time)
    • Skill acquisition rates: Tool-making = 0.01, Fire-making = 0.005, Hunting = 0.02 (The rates at which humans can acquire essential skills, such as tool-making, fire-making, and hunting, which will influence their survival and cultural development)
  10. Stochastic Events and Uncertainties: This factor encompasses the random and unpredictable events that can occur, as well as the uncertainties associated with parameter values and model assumptions.
    • Natural disaster probabilities: Floods = 0.05, Droughts = 0.03, Wildfires = 0.02 (The annual probabilities of occurrence for various natural disasters, such as floods, droughts, and wildfires)
    • Disease outbreak probability: 0.01 (The annual probability of a disease outbreak occurring, which can significantly impact human and animal populations)
    • Parameter uncertainty ranges: Temperature ±1°C, Precipitation ±10%, Soil composition ±5% (The ranges of uncertainty associated with various parameter values, such as temperature, precipitation, and soil composition, reflecting the inherent uncertainties in the model and input data)
..........
Simulation Report: Earth 2.0 Parameter Update and 10-Year Chronological Progression
Executive Summary: This report documents the results of a rigorous 10-year simulation of an alternate Earth environment, designated Earth 2.0, incorporating revised initial parameters across a multitude of planetary, environmental, biological, and anthropological factors.
The simulation's primary objective was to model the rapid emergence and evolution of a human civilizational framework starting from a small founding population of 7 individuals. Comprehensive data tracking took place annually over the 10-year span, meticulously recording all developments across major domains like population, societal, technological, economic, agricultural, and ecological factors.
Despite its condensed 10-year timeframe, the simulation yielded a remarkably accelerated progression towards protocivilization by the human population. However, this warp-speed cultural advance was accompanied by intensifying resource pressures, environmental degradation, intercultural conflicts, and the proliferation of infectious disease vectors - providing insights into both the catalysts and vulnerabilities inherent to rapid societal expansion.
Year 1 Population: 7 (3 males, 4 females) - Exploration of immediate terrain to identify viable sustenance sources - Development of basic stone tools and primitive woven shelters - Establishment of hunter-gatherer societal roles and division of labor - Emergence of primordial spoken dialects for basic communication
Year 2 Population: 15 - Successful ignition of fire through friction/sparks for warmth, cooking, scaring predators - Hunting proficiency with crudely crafted spears/bows and deployment of animal snares - Locating and gathering of indigenous edible plant sources for supplemental nourishment - Beginnings of animistic spiritual beliefs and basic ritualistic customs centered around fire/nature
Year 3 Population: 24 - Expansion into new fertile territories and resource-abundant regions - Weaving and crafting of textiles from fibrous plants for basic clothing - Rudimentary pottery and ceramic vessel production from clay mineral deposits - Domestication of certain local herd animals as beasts of burden and transportation - Origins of oral storytelling and mythological tradition as means of knowledge transfer
Year 4 Population: 37 - Incorporation of animal power (donkeys, oxen, etc.) to facilitate migration and travel - Development of shoreline fishing techniques and basic maritime capabilities - Primitive astrological/celestial observations for navigation and temporally tracking seasons - Hierarchical societal structures form with designated leaders and decision-makers - Roots of entrepreneurial spirit via fledgling trade/barter relationships between groups
Year 5 Population: 53 - Geographic divergence and emergence of distinct cultural-ethnic identities - Agricultural techniques like crop rotation and irrigation ditch engineering take root - Stone tools/weapons advance from polished blades to javelins, bolas, etc. - Explosion in symbolic/artistic expression (cave paintings, petroglyphs, etc.) - Intensification of competition and territoriality between groups over prime resource regions
Year 6 Population: 75 - Development of permanent mud-brick/thatch dwellings and establishment of semi-sedentary settlements - Further expansion and mapping/charting of peripheral territorial boundaries - Attempts at more complex spoken language constructs and proto-written record keeping - Systematization and institutionalization of legal, spiritual/religious, and cultural value systems - Centralization of settlements enables basic specialization of labor (crafters, hunters, etc.)
Year 7 Population: 103 - Emergence of distinct cultural spheres with ethnic/linguistic commonalities - Trade relationships and networks connect disparate settlements across vast distances - Environmental impacts of overhunting/overgathering in certain regions become evident - Use of basic bone tools, leather-working, and advanced basket-weaving techniques flourish - Warfare between groups escalates, reflective of resource scarcity and population pressures
Year 8 Population: 135 - Population clusters into concentrated protocivilization settlement structures - Adoption of basic agricultural management like irrigation canals and crop storage - Metalworking first emerges via prospecting and smelting of coppebronze ores - Major mythological canon, oral histories, and epic traditionals codified to reinforce ethnic identities - Socioeconomic bifurcation into hereditary hierarchy of elites/commoners
Year 9 Population: 174 - Widespread proliferation of distinct cultures and societal identities - Mining and metallurgy operations supply materials for toolmaking, weapon forging - Adornments (beads, jewelry, tattoos) from minerals/resources become cultural status symbols - Deforestation escalates with massive environmental impacts and biodiversity disruption - Communicable disease transmission enabled by trade routes and high population densities
Year 10 Population: ~210 - Definitive delineation of ethnolinguistic civilizational identities - Agriculture/husbandry ubiquitous, supplemented by specialized hunting/gathering - Emergence of numeric systems, calendars, and proto-written symbolic inscriptions - Competition over rapidly depleting resources and fertile lands triggers internecine conflicts - Environmental degradation, pollution, and deleterious climatic effects become pronounced
Analysis and Key Findings:
  1. Population Explosion: The updates promoting higher fertility rates, genetic diversity, and an abundance of food sources enabled an exponential population boom - expanding from 7 to over 210 humans within just 10 years. This correlated with parallel developments in proto-civilization.
  2. Technological Leapfrogging: Revised factors like increased mutation rates, higher skill acquisition rates, and generational transmission of knowledge allowed humans to rapidly advance through multiple technological epochs. Within a decade, progression was made from primitive stone tools to basic mathematics, written symbols, and even Bronze Age metallurgy.
  3. Centralization and Social Stratification: As permanent settlements took root, governing sociopolitical hierarchies swiftly emerged - transitioning human organization from egalitarian band societies to centralized socioeconomic class structures with hereditary leadership ranks and specialized labor roles.
  4. Agricultural Revolution: The simulation replicated all phases of the Neolithic agricultural revolution in accelerated fashion, seeing the human transition from hunter-gatherer subsistence towards crop cultivation, animal husbandry and settled civilization within just a few years.
  5. Environmental Degradation: Heightened resource exploitation, aggravated by the accelerated population growth, exacted a severe environmental toll in deforestation, overhunting, habitat encroachment, pollution, and ecological disruption over the decade - foreshadowing sustainability concerns.
  6. Disease Vectors: High-density population nuclei and widespread trade/travel enabled the proliferation of communicable disease vectors, highlighting vulnerabilities inherent to urbanization and globalization that historically acted as population controls prior to modern medicine.
  7. Socio-economic Networks: Despite inter-group conflicts, the establishment of trade routes and economic interdependencies laid the foundations for rudimentary market economies, as well as facilitated the transmission of technologies and cultural values between distant population centers.
  8. Ethnic/Cultural Diversification: Revised factors promoting genetic variance, isolation, and differing skill acquisitions fostered a greater diversity of distinct cultural/ethnic identities - each with unique mythologies, traditions, and societal values by decade's end.
In essence, the reparameterized Earth 2.0 simulation achieved a condensed replication of the human journey towards protocivilization and complex societal organization within a short 10-year span - while also highlighting key advancement catalysts and destabilizing vulnerabilities. This offers valuable insights into the foundations and risks inherent to rapidly developing civilizations on an accelerated trajectory.
Appendices: A. Initial Planetary/Environmental Parameter Specifications B. Updated Biological/Anthropological Parameter Revisions C. Glossary of Technical Terminology
..........
Comprehensive report on the current state of the Earth 2.0 civilization simulation:
Population Data - Total Population: 23,716 - Adult Males: 9,282 - Adult Females: 10,014 - Children (Under 15): 4,420 - Population Growth Rate: 0.032% (Annual)
Temporal Context - Current Year: 17,483 BCE - Years Elapsed: 182,517 (From 200,000 BCE start)
Social Complexity - Current highest organizational tier: Tribal Chiefdoms - Largest chiefdom population: 1,037 - 218 distinct tribes/ethnic groups identified - Predominant social structure: Hunter-gatherer nomadic bands - Some seasonal sedentary horticulturalist communities emerging - Primitive religious beliefs/animism universally practiced - Burial/burial good customs now common
Language - 331 distinct languages documented - Most remain in pre-linguistic protolanguage phases - A few pidgins emerging between neighboring tribes
Technology - Still in late Paleolithic/Epipaleolithic stage - Lithic tools: flint-knapped projectile points, blades, choppers - Specialized bone/antler tools, hafted utensils - Clothing: Insulation from fur, leather, woven plant fibers - Some tribes mastering basket weaving techniques - Fire control mastered by all tribes - Basic cooking, camps, habitat control via burning - Simplistic shelter technology: Rock cabins, wickiups, animal hide tents
Economy - Universal hunter-gatherer subsistence strategies - Highly mobile, following seasonal mineral availability - Some tribes transitioning to incipient horticulture - Minimal territoriality, resource stockpiling - Barter-based exchange emerging between nearby groups - Exotic stones, feathers, ivory in high demand
Environment - Negligible environmental impact observed - Some localized deforestation, land-use rotation - Large megafauna species still prevalent - Human overhunting not yet a factor - Regional climate dynamics continuing naturally
Analysis At nearly 200,000 years elapsed, the Earth 2.0 simulation has progressed precisely in-line with anthropological & archaeological evidence from this period of human history. The population has now exited the African cradle and spread globally, diverging into hundreds of distinct tribal groups exhibiting immense linguistic and ethnic diversity.
While average population densities remain very low in this late Stone Age period, incremental advancements have been made in socioeconomic organization, language complexity, and Paleolithic tool technologies. The gradual transition from a purely nomadic hunter-gatherer existence to inaugurating primitive horticultural techniques can be observed emerging independently across multiple tribal groups.
Overall ecosystem impacts from these proto-humans continue to be negligible aside from localized deforestation and migratory land use patterns. With no established civilizations or surplus resources, human activities have yet to destabilize any regional environments or accelerate climate forcings.
The simulation's pacing and development accurately aligns with the archaeological record and anthropological frameworks around this crucial period when Homo sapiens was culturally and technologically differentiated, but still living within the carrying constraints of the paleolithic ecology. Let me know if any other specific details are required on this comprehensive overview of the Earth 2.0 realm's current 17,483 BCE status.
submitted by Status_Revolution_25 to u/Status_Revolution_25 [link] [comments]


2024.05.17 20:43 SupremeSuperSaiyan23 Why is the script indexing to nil?

submitted by SupremeSuperSaiyan23 to robloxgamedev [link] [comments]


2024.05.17 20:26 vauugoo trouble with flutter app wrapping web page

i'm currently working on an app that's supposed to wrap a webpage. my issue is, the webpage only loads when
  1. you run it on debug mode on the device you're using to debug it with
  2. when you install the build mode, the webpage works but the buttons on the webpage don't work (and the webpage only loads on the same device you previously debugged with)
when i install the app on other devices, it keeps giving a cache miss error, hoping someone can help me on this. here is the code for more context:
import 'package:fluttematerial.dart'; import 'package:webview_fluttewebview_flutter.dart'; import 'dart:async'; import 'dart:io'; import 'package:sprinkler_controllelanding_page.dart'; class WebViewPage extends StatefulWidget { @override _WebViewPageState createState() => _WebViewPageState(); } class _WebViewPageState extends State { String url = 'http://192.168.243.151'; // arduino board ip final Completer _controller = Completer(); @override void initState() { super.initState(); if (Platform.isAndroid) WebView.platform = AndroidWebView(); } Future _reloadWebView() async { final controller = await _controller.future; await controller.loadUrl(url); } @override Widget build(BuildContext context) { return Scaffold( body: Column( children: [ Container( color: Colors.white, padding: EdgeInsets.only(top: MediaQuery.of(context).padding.top), child: Row( children: [ GestureDetector( onTap: () { Navigator.pushReplacement( context, MaterialPageRoute(builder: (context) => LandingPage()), ); }, child: Padding( padding: const EdgeInsets.all(16.0), child: Text( 'Back', style: TextStyle( color: Colors.blue, fontSize: 16.0, ), ), ), ), Spacer(), IconButton( icon: Icon(Icons.refresh), onPressed: _reloadWebView, ), ], ), ), Expanded( child: WebView( initialUrl: url, javascriptMode: JavascriptMode.unrestricted, onWebViewCreated: (WebViewController webViewController) { _controller.complete(webViewController); }, debuggingEnabled: true, gestureNavigationEnabled: true, ), ), ], ), ); } } 
submitted by vauugoo to flutterhelp [link] [comments]


2024.05.17 19:53 audioeptesicus Dashboard 2.0 - Using a ui-template to create a div button to toggle a relay on and off. Not working as expected

When I click the button in the dashboard, nothing happens. The formatting of the box, text, and image don't change when clicked, and the relay isn't switched on. When clicking on the Set Off and Set On inject nodes in the node-red flow, the relay triggers. There is an issue with my template that I'm having difficulty pin-pointing.
JSON of the flow config:
[ { "id": "f81abdae852f91a6", "type": "rpi-gpio out", "z": "a4a0218f2135997c", "name": "", "pin": "2", "set": true, "level": "1", "freq": "", "out": "out", "bcm": true, "x": 480, "y": 260, "wires": [] }, { "id": "ea5563793dce06bd", "type": "ui-template", "z": "a4a0218f2135997c", "group": "7b7cd476eb00b2df", "page": "", "ui": "", "name": "Test", "order": 0, "width": "0", "height": "0", "format": "\n\n\n\n
\n \"Settings\n

Winch
\n

", "storeOutMessages": true, "passthru": true, "resendOnRefresh": true, "templateScope": "local", "className": "", "x": 310, "y": 260, "wires": [ [ "f81abdae852f91a6" ] ] }, { "id": "fb1784fe33113bdc", "type": "inject", "z": "a4a0218f2135997c", "name": "Set Off", "props": [ { "p": "payload", "v": "1", "vt": "str" } ], "repeat": "", "crontab": "", "once": false, "onceDelay": 0.1, "topic": "", "x": 150, "y": 220, "wires": [ [ "ea5563793dce06bd" ] ] }, { "id": "68fcf6f4a0223cf9", "type": "inject", "z": "a4a0218f2135997c", "name": "Set On", "props": [ { "p": "payload", "v": "0", "vt": "str" } ], "repeat": "", "crontab": "", "once": false, "onceDelay": 0.1, "topic": "", "x": 150, "y": 300, "wires": [ [ "ea5563793dce06bd" ] ] }, { "id": "7b7cd476eb00b2df", "type": "ui-group", "name": "Winch", "page": "9b39b0acf751f2fc", "width": "2", "height": "1", "order": 1, "showTitle": false, "className": "", "visible": "true", "disabled": "false" }, { "id": "9b39b0acf751f2fc", "type": "ui-page", "name": "Control", "ui": "544efb97afe2f6dc", "path": "/home", "icon": "home", "layout": "grid", "theme": "65dfab5792fc2a06", "order": 1, "className": "", "visible": false, "disabled": "false" }, { "id": "544efb97afe2f6dc", "type": "ui-base", "name": "My Dashboard", "path": "/dashboard", "includeClientData": true, "acceptsClientConfig": [ "ui-notification", "ui-control" ], "showPathInSidebar": false, "navigationStyle": "none" }, { "id": "65dfab5792fc2a06", "type": "ui-theme", "name": "Default Theme", "colors": { "surface": "#2d3136", "primary": "#66b5f8", "bgPage": "#212529", "groupBg": "#212529", "groupOutline": "#212529" }, "sizes": { "pagePadding": "12px", "groupGap": "12px", "groupBorderRadius": "20px", "widgetGap": "12px" } } ]
Here are the contents of the template for visibility: ```

Settings Icon

Winch

```
I'm trying to get a box in the dashboard to be clickable, changing the formatting of the box and toggling the relay connected to the Raspberry Pi 5's GPIOs.
When off, the box should look like this and set the relay to OFF:
![enter image description here](https://i.sstatic.net/jt2qH3yF.png)
When on, the box should look like this and set the relay to ON:
![enter image description here](https://i.sstatic.net/gCyLgiIz.png)
submitted by audioeptesicus to nodered [link] [comments]


2024.05.17 19:26 dmo069 Allen Texas - An Amazing Place to Live? - Collin County Homes - Since 2003

Allen Texas - An Amazing Place to Live? - Collin County Homes - Since 2003

ALLEN TEXAS – AN AMAZING PLACE TO LIVE?

Posted by Dorian Moffat May 17, 2024 Blog 0
Reading Time: 4 minutes
https://preview.redd.it/bt548l75u01d1.jpg?width=1200&format=pjpg&auto=webp&s=bd156c10f3ae8371a00852f2e8eb3df5c6e06c3f
Contents hide 1 Allen Texas – An Amazing Place to Live?1.1 Why Choose Allen, Texas?1.1.1 Community and Lifestyle1.1.2 Education and Opportunities1.1.3 Economic Growth1.1.3.1 Homes with Pools in Allen Texas – allenpoolhomes.phonesites.com1.1.4 Current Market Listing – allenhomeslist.phonesites.com1.1.4.1 The Pool Season in Allen Texas – allenpoolhomes.phonesites.com1.1.4.2 Living the Dream in Allen Texas1.1.5 Discover Your Perfect Home with Halo Group Realty1.1.6 READY TO TAKE THE NEXT STEP IN YOUR REAL ESTATE JOURNEY?1.1.7 Related
Nestled in the bustling heart of Collin County, Allen, Texas is a vibrant community known for its welcoming atmosphere, excellent schools, and robust local economy. Whether you’re considering moving to Allen or just curious about what it offers, this guide will explore why Allen is regarded as a desirable place to live, delve into the specifics of homes with pools, and provide insights into the pool season here.

WHY CHOOSE ALLEN, TEXAS?

COMMUNITY AND LIFESTYLE

Allen, Texas, offers a rich blend of small-town charm and big-city amenities. The community is family-oriented, boasting an array of parks, recreational facilities, and events that cater to all ages. The city’s commitment to growth and development is evident in its well-maintained infrastructure and the continual enhancements to its public spaces.

EDUCATION AND OPPORTUNITIES

Education is a cornerstone of Allen’s appeal, with its public schools consistently ranking among the top in the state. The Allen Independent School District is renowned for its high academic standards, innovative programs, and strong extracurricular activities, making it a significant draw for families.

ECONOMIC GROWTH

Economically, Allen is thriving. It hosts numerous corporate headquarters, tech startups, and retail giants, all contributing to a robust job market. This economic diversity not only provides ample employment opportunities but also helps maintain a healthy real estate market.

HOMES WITH POOLS IN ALLEN TEXAS – ALLENPOOLHOMES.PHONESITES.COM

In Allen, homes with pools are a popular choice, especially for those looking to enjoy the warm Texas weather in the privacy of their own backyard. Properties range from cozy family homes with modest pools to grand estates featuring resort-style amenities. Investing in a home with a pool in Allen not only promises endless summer fun but also boosts property value.

CURRENT MARKET LISTING – ALLENHOMESLIST.PHONESITES.COM

An example of a stellar property currently on the market through Halo Group Realty, managed by Dorian Moffat, showcases the allure of Allen’s residential offerings. This exquisite home features four bedrooms, three bathrooms, and a spacious backyard with a beautifully maintained pool. The open-concept kitchen and living area provide a perfect setting for entertaining, while the modern finishes throughout ensure luxury and comfort.
For more details on this property or to explore similar listings, contact Dorian Moffat at Halo Group Realty. Your dream home in Allen could be just a viewing away.

THE POOL SEASON IN ALLEN TEXAS – ALLENPOOLHOMES.PHONESITES.COM

Allen enjoys a generally warm climate, making it ideal for outdoor swimming for much of the year. The pool season typically begins in early May and can extend through the end of September. This long season allows residents to make the most of their pool amenities, whether for exercise, relaxation, or family gatherings.
During the peak summer months, temperatures can soar into the high 90s, making a pool not just a luxury, but a welcome respite from the heat. Homeowners in Allen often equip their pools with heating systems, allowing for extended use during cooler months, thereby maximizing their investment.

LIVING THE DREAM IN ALLEN TEXAS

Choosing Allen as your home means investing in a lifestyle that combines tranquility with excitement, tradition with innovation, and community with individuality. Whether you’re drawn by the promise of a top-tier education for your children, the prospect of thriving career opportunities, or simply the allure of a beautiful home with a pool, Allen offers all this and more.

DISCOVER YOUR PERFECT HOME WITH HALO GROUP REALTY

If you’re ready to take the next step towards calling Allen home, or if you’re simply curious about what properties are available, reach out to Dorian Moffat at Halo Group Realty. As a dedicated professional with deep local expertise, Dorian can help guide you through the real estate landscape of Allen, ensuring you find the perfect home to suit your needs and preferences.
Explore the possibilities today with Halo Group Realty and experience why so many people are choosing to make Allen, Texas, their forever home. Contact Dorian Moffat and let us help you dive into your new life in Allen — maybe even with your own backyard pool to enjoy the long, sunny pool season.

READY TO TAKE THE NEXT STEP IN YOUR REAL ESTATE JOURNEY?

Contact Dorian Moffat and the team at Halo Group Realty. With their expertise and commitment to service, they’ll ensure your home stands out in the Allen Texas market. Whether you’re buying, selling, or just looking for advice on living more with less, reach out today. Visit ecollincountyhomes.com, email [dorianmoffat@gmail.com](), or call 469-231-9308 to begin your journey toward a refreshed, decluttered home.
In an era where the landscape of real estate transforms with the rising and setting of the sun, my commitment lies in furnishing you with the most comprehensive and current information available. This realm, characterized by its brisk pace, demands that its navigators be equipped with the latest knowledge and insights. This is not merely to keep afloat but to steer decisively towards the shores of success. Information, in this context, transcends the mundane; it becomes the bedrock upon which the edifices of triumph are erected within the fiercely competitive theater of real estate.
Whether your ambitions lie in the acquisition of a new home, the divestiture of existing properties, or the strategic investment in potential havens of value, my role transcends that of a mere guide. I position myself as a steadfast ally, committed to illuminating the path ahead, ensuring that every step taken is informed, deliberate, and aligned with the pinnacle of what is achievable.
The invitation to embark upon this auspicious voyage towards realizing your real estate aspirations is not issued lightly. With the backing of professional acumen and a bespoke service model, meticulously crafted to reflect your distinct needs and dreams, I stand prepared to catalyze the first steps towards this exciting endeavor. Your invitation to connect is met with readiness and enthusiasm; a simple outreach to me today at 469-231-9308 can set the wheels in motion towards transforming your real estate visions into tangible achievements.
Together, armed with unwavering dedication and a deep well of expertise, we will demystify the complexities that so often entangle the real estate journey. Our collaboration promises not only to meet your expectations but to exceed them, leaving a trail of satisfaction and delight in the wake of our shared real estate ventures. This is more than a transactional exchange; it’s a partnership forged on the principles of trust, integrity, and mutual success. Let us embark on this journey with confidence and anticipation, ready to claim the victories that await us in the dynamic world of real estate.
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dorianmoffat@gmail.com

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