Runescape auto worker

CoinMinerz_CryptoPool

2021.03.18 16:10 Pennyshark2 CoinMinerz_CryptoPool

CoinMinerz.com is alive and kicking! :)
[link]


2016.06.30 06:46 Play_by_Play Virtual Cosplay : Video Game Character Customization & Fashion

Virtual Cosplay is a place to share video game characters customized with in-game editing tools and gear, using the game's official assets without the use of mods. You don't have to recreate anyone famous but it doesn't hurt.
[link]


2017.12.13 20:53 dilatory_tactics Decentralized auto-divestment: policies and tools to combat the global plutocracy

Educating the public and advocating for property right caps and other public policies and tools to end the global plutocracy.
[link]


2024.05.21 12:43 LookLeft_______Idiot Every Machine Monster whose Attack equals Defense

This is for people building Gizmek and will not be updated. The list is sorted by newest to oldest and I will maybe post an alphabetized one. Corrections are welcome.
Drytron Meteonis Alpha Draconids Gimmick Puppet Cattle Scream Gimmick Puppet Little Soldiers Division Ancient Gear Tanker Ancient Gear Dark Golem T.G. Glaive Blaster Storagepod Rescue-ACE Preventer Superheavy Samurai Soulgaia Booster Infinitrack Road Roller Labyrinth Heavy Tank Yaguramaru The Armor Ninja Meteor Rush - Monochroid Kashtira Arise-Heart Rescue-ACE Turbulence Rescue-ACE Hydrant Rescue-ACE Fire Engine Rescue-ACE Fire Attacker Surgical Striker - H.A.M.P. Aileron Vaylantz Voltage Viscount Vaylantz Mad Marquess Vaylantz Genesis Grand Duke Vaylantz Dominator Duke Vaylantz Buster Baron Morphtronic Telefon Gadget Gamer Symphonic Warrior DJJ D.D. Assault Carrier Speedroid Ultra Hound Speedroid Fuki-Modoshi Piper Master's Diploman Gizmek Taniguku, the Immobile Intellect Gizmek Naganaki, the Sunrise Signaler Gizmek Inaba, the Hopping Hare of Hakuto Gizmek Arakami, the Hailbringer Hog Drytron Meteonis Quadrantids Drytron Meteonis Draconids Gizmek Makami, the Ferocious Fanged Fortress Divine Arsenal AA-ZEUS - Sky Thunder Meklord Nucleus Infinity Core Meklord Emperor Wisel - Synchro Absorption Gizmek Okami, the Dreaded Deluge Dragon Appliancer Socketroll Appliancer Copybokkle Appliancer Breakerbuncle Gizmek Uka, the Festive Fox of Fecundity Malefic Paradox Gear Time Thief Chronocorder Gizmek Kaku, the Supreme Shining Sky Stag World Legacy - "World Key" Gizmek Yata, the Gleaming Vanguard Gimmick Puppet Bisque Doll Boot-Up Admiral - Destroyer Dynamo Gizmek Orochi, the Serpentron Sky Slasher T.G. Halberd Cannon/Assault Mode Cyber Dragon Nachster Superdreadnought Rail Cannon Juggernaut Liebe World Legacy - "World Crown" Cyber Dragon Herz Ancient Gear Megaton Golem Inspector Boarder F.A. Auto Navigator World Legacy - "World Armor" Mech Phantom Beast Raiten Fantastic Striborg Chimeratech Megafleet Dragon Cyberdarkness Dragon World Legacy - "World Chalice" Ancient Gear - Ultimate Pound Superheavy Samurai Helper Superheavy Samurai Fist Speedroid Maliciousmagnet SPYRAL GEAR - Last Resort Ancient Gear Reactor Dragon Speedroid Horse Stilts Heavy Armored Train Ironwolf Crystron Quariongandrax Ancient Gear Hunting Hound Duza The Meteor Cubic Vessel Crystron Rion D Cubed Torque Tune Gear Superheavy Samurai Soulpeacemaker Crystron Thystvern Crystron Quan Crystron Citree Heavy Mech Support Armor SPYRAL GEAR - Drone Speedroid Den-Den Daiko Duke Kozmo Dark Planet Deskbot 009 Kozmo Delta Shuttle Deskbot 008 Deskbot 007 Superheavy Samurai Thief Superheavy Samurai Soulclaw Superheavy Samurai Drum Deskbot Jet Deskbot 006 Speedroid Red-Eyed Dice Speedroid Double Yoyo Deskbot 005 Toon Ancient Gear Golem Deskbot 004 Superheavy Samurai Soulbeads Morphtronic Smartfon Deskbot 003 Superheavy Samurai Soulshield Wall Superheavy Samurai Soulbang Cannon Mono Synchron Geargiauger Geargiano Mk-III Superheavy Samurai Soulfire Suit Deskbot 002 Deskbot 001 Night Express Knight Number C6: Chronomaly Chaos Atlandis Gimmick Puppet Shadow Feeler Gimmick Puppet Magnet Doll Gimmick Puppet Dreary Doll Deep-Space Cruiser IX Mech Phantom Beast Warbluran Gimmick Puppet Gear Changer Box of Friends Photon Satellite Photon Pirate Gearspring Spirit Planet Pathfinder Superdreadnought Rail Cannon Gustav Max Vylon Tetra Vylon Sphere Wind-Up Carrier Zenmaity Barbaroid, the Ultimate Battle Machine Meklord Emperor Wisel Vylon Cube Unkown Synchron T.G. Halberd Cannon Morphtronic Lantron Meklord Emperor Skiel Meklord Astro Dragon Asterisk Buster Blaster Meklord Emperor Granel Meklord Astro Mekanikle Malefic Parallel Gear Symphonic Warrior Drumss Synchro Soldier Swift Scarecrow Scrap Mind Reader Neelde Soldier Karakuri Ninja mdl 339 "Sazank" Karakuri Barrel mdl 96 "Shinhuro" R-Genex Crusher Ally of Justice Decisive Armor Ally of Justice Cycle Reader Ally of Justice Reverse Break Ally of Justice Enemy Catcher Morphtronic Vacuumen Changer Synchron Cyber Eltanin Unicycular Tricular Oilman Bicular Genex Worker Turbo Rocket Turbo Cannon Minefieldriller Darksea Rescue Morphtronic Videon Scanner Chimeratech Fortress Dragon Metal Shooter Morphtronic Celefon Gadget Driver Turbo Booster Quillbolt Hedgehog DUCKER Mobile Cannon Cyber Valley Blast Sphere Card Trooper Yellow Gadget Ancient Gear Engineer Cyberdark Keel Cyberdark Horn Cyberdark Edge Cyberdark Dragon Satellite Cannon Chimeratech Overdragon Searchlightman Ancient Gear Cannon Adhesive Explosive UFOroid Fighter UFOroid Steamroid Patroid Gyroid Drillroid Ancient Gear Soldier Ancient Gear Golem Ancient Gear Beast Mecha-Dog Marron Heavy Mech Support Platform Bokoichi the Freightening Car KA-2 Des Scissors Union Rider Dimension Jar Gradius' Option Labyrinth Tank
submitted by LookLeft_______Idiot to yugioh [link] [comments]


2024.05.21 09:44 walkz187 W: Q50c25 Railway, B2525 EPR and listed armour H: Rifles & Armor

When commenting please state what item you have to offer and what you would like in return from my list. thanks
Want:
Q50c25 Railway
Uny AP WWR USA Scout Pieces
OE AP WWR USA Scout Pieces
B2525 Enclave plasma w aligned auto barrel, stock and reflex sight.
Open to other offers
Trades
(Rifles)
B2525 Combat Rifle
BE15V Combat Rifle
J2525 Combat Rifle
AAE25 Handmade
B2525 Handmade
B2515R Handmade
B2515V Handmade
BE15v Handmade
B5015v Handmade
FE25 Handmade
J2515v Handmade
J3325 Handmade
QE15R Handmade
V2515R Handmade
B25FMS Plasma Gun
VE25 Railway
VE25 10MM SMG
AAE50 Fixer
AAE25 Fixer
AA5015c Fixer
AA3325 Fixer
Ari2525 Fixer
AriE15R Fixer
B2525 Fixer
B3325 Fixer
B3350 Fixer
B50c15v Fixer
B50c25 Fixer
BE25 Fixer
B50c50 Fixer
F2525 Fixer
I3325 Fixer
I5015c Fixer
J2525 Fixer
J2515v Fixer
Q251A Fixer
Q2515R Fixer
Q3325 Fixer
TSE25 Fixer
V3325 Fixer
V2525 Fixer
V5025 Fixer
BE25 Lever Action
B5025 Lever Action
I2515R Lever Action
IE15R Lever Action
(Heavy)
AA25/250 50 Cal
EE15v 50 cal
J2590 50 Cal
BE15v Gatling Gun
B2590 Gatling Laser
J2590 Gatling Plasma
BE1A LMG
JE90 LMG
(Melee)
B40 1s Bear Arm
AA40SS 15% less DMG Meat Hook
(Shotguns)
IE15r Combat Shotgun
I2515r Combat Shotgun
TSE15r Pump Action
(Armour)
Mixture of FSA/USA pieces in EA set
Uny AP Sneak
Bol AP Sentinel
Van AP Sentinel
Van AP Cavalier
Van AP Sneak
(Power Armour)
Ass Sentinel Unltracite
OE Cavaliers Ultracite w 2 AP
OE Sentinel Ultracite
OE WWR X-01 w 2 AP
OE Cavalier Excavator w 1 AP / Jet Pack torso
OE Sentinel Excavator / Jet Pack torso
OE WWR Excavator / Jet Pack torso
Van Sentinel Ultracite w 2 AP
Van Cavalier X-01 w 1 AP
Van WWR Raider w 1 AP
Cham WWR Excavator w 1 AP / Jet Pack torso
(Outfits)
Asylum worker Hat Brown
Asylum worker Hat Forrest
Asylum worker Hat Red
Asylum worker uniform Brown
Asylum worker uniform Weathered
BOS Jumpsuit
Bomber Jacket
Emmett Mountain Hazmat Suit
Crazy Guy Mask
Huntes Long Coat
Imposter sheepsquatch outfit
Longshoreman Outfit
Reclaimed deep mining gas mask
Straightjacket Clean
Travelling leather coat
Winter Jacket & Jeans
Bloody Chef Hat
Bloody Chef Outfit
Grillmasters Hat
Cultis Incarnated Helmet
Responders Paramedics Jumpsuit
Urban Scout Mask
Western Outfit
Western Outfits & Chaps
White Powder Jumpsuit
(Plans)
High Capacity
Armor Plated
Insulated
Refrigerated
Lead Lined
Rad Barrel
Fixer
Bear Arm
All serum plans available individually or as a full set
submitted by walkz187 to Market76 [link] [comments]


2024.05.21 08:07 smk3509 Nanny Auto Insurance

I am in need of suggestions on the best approach on auto insurance for our 22 year old live-out nanny. The nanny has no history of accidents or tickets but has only been driving since age 18. We are in Indiana.
-The nanny is a W2 employee and we have an employer ID. I doubt it matters but we carry a workers compensation policy for her through the local farm bureau.
-We have two vehicles, a Toyota and a Lexus. The nanny drives the Toyota 1-2x per week. She does not ever drive the Lexus.
-I am currently with USAA. Adding such a young driver to our policy very significantly raises our rates. USAA has no mechanism to exclude the nanny from driving the Lexus.
-We explored lowering our liability limits and adding an umbrella. It did not provide any savings.
-The nanny only carries state minimum coverage on her own vehicle and the vehicle is in her parents name. I am concerned about our liability if she had an accident while driving on the job.
Right now I don't see a better option than just paying the higher rates to have her on our policy. I'm not an expert on property/casualty though so I'm wondering if there are other options I should be exploring. For example, should I look at a commercial auto policy? Split the Toyota off to a different carrier and only add her to that policy so the rates on the Lexus don't skyrocket? Pay for her to increase the liability limits on her personal vehicle instead of having her drive our vehicle?
Thanks in advance for the suggestions!
submitted by smk3509 to Insurance [link] [comments]


2024.05.21 06:45 herozorro "I hereby authorize the employer to deduct from my earnings and to transmit to SEIU 1021 membership dues, fees, and/or contributions, at rates determined by the Union."

This is the Union group suing to remove Prop 22.
https://www.seiu1021.org/article/gig-workers-continue-fight-against-unconstitutional-proposition-22
This is the real reason why
https://memberlink.seiu1021.org/SEIU1021MemberApplicationStep1.aspx
To deduct from every drivers 'payroll' their cut.
Union wants to tax drivers. lol
I designate SEIU 1021 to represent me regarding terms and conditions of my employment. I hereby authorize the employer to deduct from my earnings and to transmit to SEIU 1021 membership dues, fees, and/or contributions, at rates determined by the Union. This authorization will remain in effect unless revoked in writing, signed, via U.S. mail to SEIU 1021 headquarters. If such payments are not made by payroll deduction and forwarded to the Union each month, it is the obligation of the employee to make the payment directly to the Union. Contributions or gifts to SEIU 1021 are not tax deductible as charitable contributions. However, they may be deductible as ordinary and necessary business expenses.
Employee Signature*
The entire AB5 Prop22 battle is between a union that wants to bring in millions of desperate drivers (the saviours!!) against an abusive gig monopoly. And you dear driver are their pawn
How about the union taking your new ubereats driving paycheck?
https://preview.redd.it/lz355de3mp1d1.png?width=945&format=png&auto=webp&s=204549084977f6059008c1c7dcab2c1b45d42186
submitted by herozorro to UberEatsDrivers [link] [comments]


2024.05.21 06:21 Upbeat_Judgment9056 what would you do

in february i was in an auto accident at work which left me with a corneal laceration from broken glass hitting my eye which still irritates me to this day (im currently treating it). The main cause for the accident was snow on the road as far as everyone knows. However, i believe it was highly avoidable and my coworker smoking marijuana on the job impaired his reaction time heavily here. Initially i didn’t think i was left with any bad injuries so i played dumb and said i didn’t know anything about him smoking at the scene of the crash cause i knew it would pretty much ruin his life (not to be rude but he’s 35 living with his parents and the dui would put him out of a job). I quickly learned this was not the case. on top of all of this my employer did not follow up with workers compensation and what’s causing me to write this now they terminated me?? Thankfully im still with my parents otherwise i would’ve been left with a fucked eye and been homeless. i absolutely have no idea what to do here it seems like so much.
submitted by Upbeat_Judgment9056 to legal [link] [comments]


2024.05.21 04:29 featherwinglove Tightniks Run One: You Probably Should Go...

[Run Zero chapter: https://redd.it/1csb71x not every run will have a chapter; it won't be long before there are multiple runs per chapter.]
Portal load: Agility 1, Bait 3, Trumps 1, Pheromones 1, Packrat 1, Motivation 1, Power 2, Toughness 2, Looting 5, Discipline Challenge, 54 of 54 He allocated, 7.8% AP at start.
[This is probably the lowest helium load I've ever done, and sorta keeping my own advice on a recent Reddit post, Bait and Looting are up. Especially Looting, but it's not like I don't always do something like this.]
The human emerges from the glowing green mist and hits the ground. Groans. Pushes against that ground, trying to get back up. I feel really heavy. I'm not that fat, am I? He's got a dark blue button-down shirt on. A uniform? A shoulder patch. Rolls over- Ah, what's that? His shoulder pressed into something hard and metallic, He reaches over and his hand naturally seems to find a folding handle. He pulls it out from under himself and gets it up on his chest, sort of in a semi-comfortable position to hold it up and look at the screen while lying on his back. Some fiddling around the edges gets the power button pressed and the screen lights up with:
"Manual portal activation 1 successful: Void enabled. / 54 He loaded / Discipline challenge active / Total portal activation 955"
"Kakka," its one of his trimps.
'My' trimps? The human sets aside the portal pad and gets up.
Are you the guy? They all seem to be looking at him, as though they have a frickin' huge problem to solve and they need his help to solve it.
32s: First trap.
Do you bite? It doesn't matter much to us. The trimps look hopefully up at him through the trap's grating, We're so friggin' screwed.
I didn't think four of you could fit in there! He opens it and they all start following him around like imprinted hatchling birds. It seems his tactic of making a catch-alive trap confirmed to them that he was 'the guy' to help solve whatever problem...
26m42s: Z2c15, 58 pop, 7.7s RC with Z1/2; 29m44s: Fresh turkimp c25.
"Hey, buddy," he says to his first scientist, "can you speak yet?"
"Shijou?" it says, then it starts writing, "Hi Tightniks."
"Who do you mean 'Tightniks'?" he asks, "I mean, it's not like I remember my own name, but what makes you think it's Tightniks?"
"Tai," it points right at him with one paw.
"Just pointing at me isn't going to answer that," he chuckles.
The trimp's hands are quite prehensile, but it's hard to tell without it holding something, they don't seem able to make their fingers visually distinguishable. [Puchim@s all the puchidoru, although some have big round hands and some have small pointy hands; Takanya is the latter. Probably Final Fantasy Red XIII as well, but I'm not familiar enough with him to be satisfied.] This one starts climbing up his leg.
"Wait, wait," he stops it. It's a challenge to stoop in this gravity, but not as much of one as carrying a trimp. He gets down on his knees and back on his haunches and-
"Tai," it points again to a spot on his chest just left of his heart, then climbs on his lap and grabs his uniform at that spot, "Tai!"
He looks down and sees "Tightniks" embroidered into the fabric above his pocket. "Ah," he sighs, "Well, if that's my name, that's my name."
"Shijou," it gives him a friendly whack on the shoulder.
2h38m55s: Mskel in Z11c3.
"Hey guys?" Tightniks points at his bone box, waving his finger, "Does anyone remember where these came from?"
"Nope," the yellow one says.
"Yeah, there are 12 more in here than we got kills to account for," Tightniks says.
"I've been getting a sense of deja vu about just about everything," the red one points at the metal box on the strap over his shoulder, "That's a big exception. Any clues there?"
"It says it's for something called a DT Experimental Industries Time Portal," the human shrugs, "I have no idea what it's talking about, honest."
3h25m46s: Block PB, 0.3% AP sub-4h, 540 pop, 8.3s RC, no turkimp
That thing is beeping? He takes a look at his TPCS pad and he's got a message saying that he finished the Block in under 4 hours and there's a little attack bonus- Under 4 hours? It's been over 4 days!! Checking the time on the device reveals that the portal times in terms of a "map frame" out there in space, and the passage of time has been vastly dilated on this planet.
4h15m56s: Zone 15, 954 pop, 11.9s RC with Z14/60, no turkimp.
"Tightniks," the yellow one comes back from the second full bin to the filling third bin, watching the human fold up another of his very first inventions, the very first thing he built after jumping through the mysterious green phenomenon exiting the crashed ship, "Why in blazes are you building so many traps?"
The human had finished another and tossed it into the bin, then picked up the now ever-present portal control pad, gets it out of auto-sleep and called up the "Achievement Points" page. "I have this weird hunch," he says.
"Deja vu? That familiar feeling we always have?" the yellow one inquires politely, slightly tilting its head.
"May I?" Tightniks turns up his hand and waves it up and down in a lifting gesticulation, then points at the trap pile.
"Sure," the yellow one understands, "if you'll put me back down after."
The human sets the pad down, stoops at the knees and gets his arms under the yellow trimp scientist's front limbs and lifts it up onto that stack of traps with a grunt; it is an impressive demonstration of his improving strength against the planet's high gravity. Then he picks up the pad again and points at one of the blank purple squares near the bottom.
"You don't know what that is," the yellow one says, "Are we going after that first one that is readable?"
"Yes," the human nods, "it's for finishing something called a Dimension of Anger, whatever that is, before getting something called Bounty."
"Whatever that is," the trimp chuckles.
"No, I know what it is," the human says, "I remember it being access to a resource-rich area on the other side of a green Wall we'll find with our next map route. It doubles our resource production."
"That would be handy," the yellow one says.
"Hmm," he nods, "But all the traps are for this one," pointing at the third square in the top row of the array the pad labels "Feats", the second of three that are purple.
"Oh," a stylus materializes in the yellow one's paw, "Well, all it says is 2.5%. It doesn't say how to get it. Something to do with traps?"
"Something to do with traps," the human chuckles, "that's only convenient to do now."
4h29m46s...
Other trimps can understand the grey one better than the human, "Shijou shijou shijou?" is what a human ear would hear, but it's really asking the yellow one, "You mean he knew it was going to be here?"
"Yeah," the yellow one nods.
"Well, it's gotta be that pad none of us finds familiar," the grey one insists.
"I don't think so," the yellow one argues, "He showed the reason for all these traps to me on the pad, and the information is not yet available there."
"Well, it can't be just a coincidence," the grey one grumbles.
6h23m16s: Our first void map dropped.
"What is that?" The red one asks the yellow one. It grabs a stick and lifts the strange square object up by an edge from as far away as he can.
"I have no idea," The yellow one says.
"It seems to have some sort of cooling effect," the red one says, looking underneath it, having tilted it up with the stick, "Like it's not just cold, but actually cooling down, as though it were the opposite of on fire."
"Shijou," the grey one says, holding a note.
"It's a void map. Grab it with a blanket and put it on the cart please. - Tightniks"
"Shijou shijou," the grey one clarifies, "The new pad said 'void enabled'. Guessing it's that."
10h06m21s: Zone 21, 1975 pop, 19.6s RC with Z20/232, no turkimp.
"Ooooookay," Tightniks growls, "There is something off about this thing."
"Shijou?" the grey one looks at the yellow one with concern about their human starship pilot friend.
The human stoops, picks up the little green gem on the ridge between Zone 20 and 21, looks at it, huffs, and asks, "Any idea where this comes from?"
"Err..." the red one seems hesitant to say, "I think you made it."
"Really?" the human huffs, "How could that be?" Then he tosses it at Red, "See if anything reacts to it. It might be radioactive, so we should take turns to minimize exposure."
"Really?" Red's holding it now, "What makes you say that?"
"Because I'm pissed off for no reason I can figure out," the human says, "I think it's coming from-" he gasps, "Waitamint!" He starts searching for the portal pad.
"Frags," the red one says quickly, "I think it's arranging a route. You're good with maps," it tosses the gem to the grey scientist.
The human has his portal pad up and reads aloud, "You have the Discipline challenge active. Tweak the portal to- yada yada yada. Tiss tiss t- completing The Dimension Of Anger will cause Trimp damage to return to normal." He snaps his fingers, "That's gotta be it."
"Shijou," the grey one says hopefully, and has a map drawn within a few minutes.
12h30m06s: Portal, 45 He, 3.600 He/hr, 2098 pop, 18.3s RC, 1% AP for Portal-before-Bounty.
The last head of the map's boss monster goes limp as one of the fighting trimps' dagger points goes into it, and the huge thing settles on its tail, resting on the package that seems to be the prize of this map. And there's a popping sound, and then something mechanical.
Is that a scroll compressor? Tightniks looks at the package. The deflating monster's lifting envelope material drapes over everything underneath it. "Red, Shijou!" he snaps and points, "roll up that side of it. Keep this part from sucking down on the extractor nozzle!"
All fifty of the scientists jump in, literally, pushing the gas in the bag towards the compressor. Tightniks as well, rolling up the front.
Until he kicks, and nearly trips over, a smaller package that might be the explanation for the reason why the center of the monster's defense seemed to be a little away from the big package he could see. It's in the right place, he realizes. He gets it uncovered and reads stenciled-and-sprayed block letters on it:
"DT TIME PORTAL / THIS SIDE DOWN"
Perhaps the Dimension of Anger is so named because of the rage suddenly rising up in Tightniks' throat. It isn't so much as the free-floating aggression suddenly has an answer, there is definitely a fresh batch of rage and anger as he grips the nearest Dagger V, Mark 2 with both hands- ...I must have gotten used to destroying it at some point. He lets go of his weapon with his right hand first and dangles his left arm while holdi-
Refocusing on surviving the next few seconds, the pilot turns on the radar for the final approach and takes a last look around, then straight ahead at his forward camera and primary flight display...
He crouches, sets the dagger down gently, then starts clearing the debris from the box's grab iron. He tries to lift it- Damn, this is heavy!
Surprised at this turn of events, his two oldest scientists, Grey and Yellow, rush to either side of him and help out. They get it flipped over and read the other side of the device, Tightniks chuckles a bit at its predictability:
"DT TIME PORTAL / THIS SIDE UP" There's a square cutout in the middle of one side of it, with a sliding cover at the bottom of it.
"Thanks," he pats his scientists, "but back off, please." He gets the cover unlatched, and slides it open to see, first a big rainbow-colored wide data cable and card edge connector, then several fluid ports. "There's something missing," he says aloud as he gets the cover completely off and onto the grass, "this connects to some-" he's got the wide flat cable up in his hand, realizing what it plugs into. He looks at his scientists, lips trembling, "G-g-g-get the pad."
The grey one already has the survival data pad and offers it to him.
"No, the other pad," Tightniks clarifies, "The big one. The big one," he picks up wide flat rainbow cable and its edge socket in one hand, "It goes here," he points at it with the other. "It must have come with me end of the last cycle."
Both the yellow one and the red one bring it, one on each side.
"Thank you," the human takes it, gets its hinge lugs on the trunnions at the top of each corner of the cavity, then gets the cable connector on the card edge in the pad's base recess, "See, that's where it came from." It comes on:
"12h30m05s: You have completed the Discipline challenge, unlocking a new memory-enable coolant loop and restoring your trimps to normal combat discipline."
"Do you have any idea what that's about?" the yellow one points at the edge of the left side.
"That's-" Tightniks examines it, then suddenly realizes, "It's gotta be for the void map."
He's got a port cover open, and the bottom of it says, "NULLIFIUM/VOID HEIRLOOM INTERFACE"
"Shijou?" the grey one brings the blanket-wrapped void map.
The human clears an edge of the map; doesn't seem to matter which one, and then gets it into the slot. It disappears and the blanket settles down while the environment goes deep blue and suddenly goes super cold. "Hoe Lee!" he shivers, wrapping the blanket around himself, "I hope this isn't too much of a Napolean-Hitler Maneuver!" He glances around, but all the trimps don't seem to discomforted by the sudden cold.
12h35m24s: Void 1, 55 He, 4.369 He/hr, 2098 pop, 18.3s RC, first void AP 1% and 0.3% AP for 100 He simultaneously, we got a rare shield, but it's lame with attack, storage, and empty.
As the environment around them return to normal, the trimps cheer over the deflated corpse of the- ...whatever, who give a hoot? Tightniks finds a flurry of messages on the portal screen, two regard APs, one is about having recovered 10 He units, and the big one was about a "shield". Through the touchscreen, he enables it, and gets the status effects that it's talking about.
"Where to now, boss?" the yellow one asks, Tightniks can feel the draft off the cold trimps. They seem to be extraordinarily robust ectotherms, unlike him.
"Let's go back to that friggin' Wall, where it's warmer," he shivers, "We got that AP and could use the resources." As he leads them to the L15 route, he thinks, Maybe I did that void too early. It takes on the level of our most recently entered Zone, and the resources probably go up accordingly. [I did for character reasons after seriously considering running it at Z25 or 30.]
12h49m37s: Nursery unlocked.
"Four hundred thousand gems!" the human squeaks, "Are you kidding me?"
Grey and Yellow glance at each other, the former says "Shijou?" and starts doodling a real answer.
"I'm not sure if you've noticed, but young trimps have special diets for healthy bones," the yellow one explains.
"You eat gems?" the human gasps.
"Shijou," Grey says with a shit eating grin just above a little sign that says, "Babies eat aluminate, and gems are the best!"
"Do they like the taste?" Tighniks tosses a gem from the helium compressor in the direction of the nearest house.
"Uh-Uuuuh!" after it bounces off a paving stone, a yellow juvenile with red head fur jumps into the air to catch it in its mouth. [Puchim@s Yayo. Liek seriously, she jumps after pennies.]
13h32m59s: Zone 25, 84 He, 6.199 He/hr, 2217 pop, 52.6s RC with Z24/568, no turkimp.
It has an unusually light colored body, dark head fur that lies flat, and for trimp tails, wide and not all that prehensile, reminds Tightniks of a- ...he remembers what the animal looks like, but not that his home planet is called Earth nor that the animal is called a tanuki raccoon. Just the tail, the rest of the trimp looks like a trimp for the most part. Oh yeah, the mining foreman. [Puchim@s Yukipo] He turns to Red and asks, "What's wrong with it?"
"It's in a bad mood," the red one answers.
"I can tell," Tightniks glares angrily at the red one for a moment, cools off, takes a breath, and asks kindly, "Why is it in a bad mood?"
"We've never been out this far," the yellow one offers, "...well, with the portal captured at least. Now, it was in a good mood before it got near the cart after we started this zone. Something new on the cart?"
Tightniks approaches the mopey mining foreman and asks it, "What's the matter, little fella?"
It sighs, then starts struggling to climb [see 1x6] onto the compressor cart. Tightniks helps it up with a lift, then it goes to the portal pad and turns it on, opens up the coolant page, the challenges tab there, and sort of sighs and looks questioningly at him.
"Metal challenge:" the pad reads, "Tweak the portal to bring you to an alternate reality, where the concept of Miners does not exist..."
"Oh," Tightniks realizes, then huffs, "That explains the bad mood." He sits down with the mining foreman trimp and brushes its tail, "Don't worry, my friend. You'll be back after one cycle, and I'm sure I'll miss you and your miners. These guys," he nods at the scientists, "we're scared they wouldn't be back when I first used it on purpose, but they came back. If there's a 'Science challenge' later on, I'll have you and not them-"
The scientists flinch.
"It'll be okay," he assures the mining foreman he hasn't yet realized has fallen comfortably asleep in his lap, "It'll be okay, buddy."
16h11m02s: Gymnastic Z25 taken and gyms rapidly increasing now.
The 710 fighting trimps are majestic with their new gymnastic skill and nearly impossible to hit. Only occasionally did the gorillimp do damage. They took it down easily.
Then the dragimp they faced next blew them away with a fireball that made Tightniks flinch. It took him a second to get the dragimp back in his bee nickels. The next group was all ready to relieve their fallen comrades before they went down, even without the welcoming traps for the wild volunteers (of which Tightniks has just started into the 41st bin of ten thousand.) The dragimp can do nothing to them; anything that hits gets deflected by their V-8 shields; they never got sufficiently blindsided.
[Funny: V-8 is a veggie drink similar to clamato juice I can't find anymore, but it's really five-eight, which just happens to be the squadron number of the cast in Space: Above and Beyond. Herp-a-derp!]
19h11m12s: Spammed some random biome maps...
"Tai?" the grey one looks up at the human holding a little sign, "Last couple zones, you've been mapping a lot of random biome routes we never used. Is there any point to that?"
"Stats," the human says, fitting another one together, "Oh, and this," he tosses the trimp the completed forest route map."
As it registers in the portal system, the pad starts beeping and flashing its screen.
"What?" Tightniks sneers incredulously, "There's an AP for that?" He checks and sure enough, there's a 5% Achievement Point for making a 'perfect' map, by a full notch the biggest AP so far.
The yellow one was relaxing on the corner of the latest filled up trap bin, the 49th, notices, and leans back, "Yarey yarey..." shaking its head.
19h13m28s: Uberhouse taken.
"Shijou," the grey one stands at Tightniks feet holding a small book.
Tightniks takes a brief break from his trapmaking and stoops for his oldest scientist.
"Shijou," the grey one bobs the small book in its hands to offer it to Tightniks.
"Flush toilets and septic systems?" Tightniks reads, "You do this yourself?"
"Oh, don't you wish," the red one snickers, "No, it was in that perfect route you mapped up."
20h39m26s: Zone 30, 161 He, 7.794 He/hr, 4656 pop, 20N, 74.5s RC with Z29/1735, no turkimp, 2.5% AP for sub-60 He Z30 start...
"Oh?" Tightniks has an Ax V-3 over one shoulder and screws the helium hose connector to the portal system with one hand. He grunts, sounds kinda disappointed, sets the ax down and continues working on his massive pile of traps; he's almost finished the 55th of, he just learned, 100 huge bins.
The mining foreman had struggled up onto the cart to see, and just looks baffled. It usually looks a bit lost just as part of its demeanor, but this time it looks really quite confused, and makes rather bemused sounds too.
"Oh, what is this?" Red jumps up on the cart, sounding like it's gotta be silly.
The mining foreman climbs back down and spots a purple ore vein, makes a happy sound and pulls its shovel out of its back pocket to start digging into it.
[OC: This is not even close to an exaggeration vs. OG Puchim@s Yukipo who, in 1x2, just pulls out her shovel from nowhere and digs a hole through Project 765's indoor tile-and-concrete office floor to have a nap in the cold open of a 137 second long cartoon episode. Never run out of mushroom boxes! Also, 2nd season Golden Week gold medallion, she and Yayo dig into a volcanic island and hit an oil gusher ...you don't need to know much geology to realize...]
"Really?" Red groans, "Sheesh."
What's on the pad? "Hoarder: Have over 1 million traps at once, 2.5% damage."
20h48m06s: Gateways.
"Hmm," Tightniks pauses from his trap building and gazes over where they came from.
"Thinking of something?" the yellow one asks from the stack he's building under his feet as he puts the most recent trap on the pile.
"Yunno, we have a lot of territory back there that should be pretty pleasant to live in," Tightniks says, "You'd think we should be able to just map an enemy-free route that trimps can just sit down and live peacefully in. I'd love to be able to do that."
"Shijou," the grey one is at his feet with a massive shit-eating grin, not really "hiding" a big piece of documentation behind its back. Obviously it's not so dumb as to realize that it isn't concealed. It then pulls it out and offers it to the human, "Shijou."
"What's this-" the human gasps, "Are you kidding?"
"Shijou."
"Well?" the yellow one prompts, "Let's friggin' try it, shall we?"
21h34m53s...
For some odd reason, that quiet little mining foreman is on the trap pile, fiddling around. Seems to be trying to arm one, has the spring catch on-
"Hey, buddy!" the human notices, "What are you-"
SPROING and it goes flying through the air. Does a few flips and turns, and then sticks the landing, strikes a pose, and makes a happy sound. [op cit. 1x57]
"What the-" Tightniks says, scratching his head, I wonder how much more damage the fighters could avoid if they could do stuff like that.
"Shijou," the grey one is carefully copying out the trimpese from a tattered and dusty scroll.
"What is that?" Tightniks asks.
"Where mining buddy learned that flip," Yellow says from the cart with feet playfully dangling, "another gymnastic book we picked up a few NMEs back. Probably another chapter from the same book, actually. It seems to have been torn apart and scattered."
"Is that right, bud-" the human looks around, can't seem to find the mining foreman, "Buddy, where are you?" It can't move so fast as to get out of sight this quickly!
"Po-wee!" it cheers from the bottom of its latest hole, which is beside a pile of rich bluish-greenish copper ore, onto which another shovelful flies out of the hole onto it.
22h44m17s: Zone 32, 205 He, 9.016 He/hr, 9548 pop, 30N, 37.7s RC with Z31/2712, no tkp.
"You should probably go," Red whispers.
The exhausted human has just sat down for a nap after tossing yet another trap into the huge bin stenciled "61".
"Really, I mean it," the red trimp scientist gently sets a paw on the pilot's shoulder, "Listen to sense please. Charge all this helium and use the portal; it'll make us so much stronger."
"Only 392 thousand to go," Tightniks sighs, "All the ones I've made go to waste if I use it now. I know it's only a two-and-a-halfer, but if I go now, I'll never be in de-" his head slumps into the nodding-off of post-all-nighter fatigue, "moo."
Red and the mining foreman help the snoring human gently down onto his side. The former quietly asks the latter, "Do you think he's doing the right thing?"
The mining foreman makes a particularly delighted squeak, grabs its latest flask of leafy-flowery infusion, which is just now cool enough not to punish such a maneuver with a nasty burn, and upends the whole thing in a couple seconds. It then bounds off joyfully towards the big pit mine over there. It does not often lead the general laborers because of the gymnastic and shield driven block fight, which needs wood, but it happens to be doing so today.
Yellow stands next to the grumbling unhappy green lumber foreman trimp, who is standing on the head of its dual bit ax with its chin on the end of the haft sticking up from the head on the ground. "Cheer up!" the yellow scientist gently prods it in the elbow, "There isn't a Lumber challenge."
1d00h20m05s: Zone 33, 229 He, 9.410 He/hr, 10120 pop, 50N, 40.8s RC with Z32/3390, no turkimp.
"It's a familiar smell," the human says.
"There's no way we've been out this far since whatever it is that shtfed Trimp civilization," Red grumbles. [Word based on acronym SHTF, which stands for "stuff hits the fan" in its G-rated version. Long time ago, similarly derived "nsfw" was a kerbalese cuss word.]
"I think it's from before that," Tightniks clarifies, "from before the time loop stuff."
"I'm worried our fighting group is nearly a third of our population," Yellow sighs.
"Casualties bother you?" Tightniks asks, "I thought we talked about that."
"It's taking forever to breed up new groups, and these things, *snap* ow," Yellow didn't quite touch that one the right way, "you've got 661 thousand of are too small to help. If you don't go now, this will probably be our last Coordination and we won't be able to finish the next zone."
1d06h52m14s: Gymnastic Z35 finally away.
"Did you know it was there?" The red one asks the human as they watch the grey one transcribe another lost chapter of the Gymnastic book.
"No," Tightniks huffs, in a few minutes' break from his trap building, "But I'm not surprised, I hope it gets us Zone 36. In any case, as soon as I finish that millionth trap-"
The mining foreman makes a mournful sound.
"Don't worry, buddy," Tightniks pats it on the head, "I'll brush your tail again last thing before I go." He's working on bin #88.
1d08h00m10s: 12802 pop, 80N, 43.7s RC with Z34/5298, down from 27.4s; '31m00s...
Tightniks, wearing wool-lined leather gloves mixing shimp and bovimp ingredients, plugs the void map that they got from earlier in the zone into the portal, bundled up against the expected cold. He hopes that the fresh Gymnastic Z35 and Coordination Z34 will get them through it.
1d08h33m03s...
"Do you think you can get it back out of there?" Red asks the shivering human as he reaches for the portal.
There are a pair of ejector levers beside the void map slot which clicked when he inserted it, but the void map disappears, so it remained an open question as to whether they could get it back out. Making sure not to have his hands over the void map slot, Tightniks gets a thumb over each one and there's resistance like something is in the empty slot. He grunts and pushes down until they suddenly snap down, the ejected void map rematerializes. "Well, that's a relief," he sets it down and the starts doffing his coats and sweaters to let the warm air of the normal world reach him.
"Try again later?" Yellow asks.
"Yes," the human says.
"What, are you kidding?" Red scoffs, these things level up with the zones!"
"Later on in this zone, obviously," Tightniks grunts with a huff, and then turns to see the grey one holding its little sign with those exact words on it, can't help but smile.
1d09h08m09s: Snimp in Z36c74...
Having just finished yet another trap for bin #95 of the hundred that he needs for the million-traps AP, he tosses it in and looks to the front. There's not much left of that snimp, but it just killed a third fighting group. "The training bonus from running ten laps in an on-level map route doesn't transfer to the void, does it?"
"Shijou," the grey one says with a note of confirmation.
"And I'm getting close to done this pile of traps we need for that 2.5% AP damage bonus."
"Shijou," it says again.
1d09h08m21s: Snimp in Z36c75...
Tightniks sighs, "...and there's another one. So much for that void map with its heinous critically accurate fast voidsnimps and ugly boss fight." And he returns to building traps.
1d10h14m08s: Trying again...
"NULLIFIUM/VOID HEIRLOOM INTERFACE," Tightniks tightens the stuff around himself and then finishes getting the void map inserted with his gloves, and his fingers come together as it puffs out in a brief blue mist in the void environment.
"Timba timba," Tightniks hadn't even noticed that the lumber foreman was up on his head, pats him on the head, wants to get back to work. [No Puchim@s resembles the lumber foreman.]
"Oh, there you are," the human says, "Sorry, I wanted to finish the run with the mining foreman in charge of the resourcing workers. I don't know what's about to happen to it when I hit the Metal challenge."
"Who the devon talked you into into trying this thing again?" Yellow grumbles, looking up at the indigo sky and mysteriously shrunken and dim sun, hands- ...forepaws on its waist, not discomforted by the cold, but bothered by the re-attempt. [This cuss-word after Disturbed song "Inside the Fire".]
"Shijou," the grey one grins above a Rosetta-stone-like sign it's holding with "It was me." in forty-seven languages both human and trimp.
"Zone 37 is hopeless in the time it'll take me to finish building the traps," Tightniks says.
"Won't the cold slow you down?" Red inquires, "It seems to get to you for some reason we don't get."
"Timba timba," the lumber foreman confirms from its perch on Tightiks' jacket hood.
"Yeah," he huffs, tightening it down, "but it slows down the portal clock by the same amount, so who cares?"
1d10h38m48s: Voidsnimp in c12...
Even in the void, Tightniks has gotten used to the sounds of the combat and trimps dying en masse, but when he heard that voidsnimp screech, which is similar to a "drill" robot from an Earth video game he has almost totally forgotten called Descent (Interplay 1995), he almost involuntarily turned to see, Even way back here, they can damage us despite all that gymnastic training? Then it landed the critical hit and wiped them out, as all critical hits do on this void route. He still finished the trap he was working on before going back to the portal, "Forget this, we're just getting the zone blimp." He pops the map from the portal's void slot, and starts getting his void gear off. His uniform long since wore out, so he's wearing something much more cave-manny. [I picked that sound because that sucker was dangerous and terrifying and carried the nearly hitscan Vulcan cannon. There was no Descent II equivalent, but the Thiefbot was pretty annoying.]
1d10h45m30s: 1M traps AP for 2.5%. 1d10h47m36s: Zone 37, 345 He, 9.916 He/hr, 13120 pop, 100N, 33.6s RC with Z34/5298, 2774 pop short, no turkimp.
Tightniks had nearly finished the long procedure for loading and configuring the portal, then sat down with the mining foreman to brush its tail like he promised.
The scientist trimps tried to hit the portal's activation plunger, but it refused to travel the full distance closed for any of them. Quite tired themselves out trying. The only one not exhausted into total silence was the grey one with its exasperated "Shijou..."
The mining foreman refused to go to sleep, and watched intently as Tightniks finally reached over and set it home with one hand. Its last nervous little sigh was the only thing he remembered-
The ship is without power, and Tightniks can't run the radar much without draining the batteries...
submitted by featherwinglove to Trimps [link] [comments]


2024.05.21 03:49 Interest- A detailed list of suggestions for Relink

There's been a lot of discussion about the game's future, especially with 1.3 looming on the horizon. There's understandably been a bit of pessimism, but also many discussions with suggestion and feedback regarding how the game should continue to be updated.
Over a month ago, I threw my hat into the ring in one such thread and suggested a bunch of stuff I'd like to see for the game in the future. After 1.2, I ruminated on the ideas more and ended up writing a Google Doc with detailed versions of these suggestions, plus additional ones with the intention of sending it to the dev team. What follows below is the result of that and hopefully it's an interesting read at least. Feedback would be awesome so that these ideas can be refined further.
This is the Google Doc in question. It's quite long, so here's a cliff notes version:
QoL fixes:
Higher Knickknack Voucher limit, allow Sigil and Wrightstone locking during mass transmutation, and more.
High Priority Additions:
-Lets players make rare Sigils like Supplementary Damage 5+.
-Makes excess Tier 4 and 5 Sigils way more useful.
-Serves as a Rupie sink.
-Is forward compatible with higher tier Sigil additions.
-Wrightstone Refinement lets players fuse traits from 3 different Wrightstones together.
-Wrightstone Enhancement lets players consume Wrightstones to increase trait levels on another Wrightstone up to the maximums of 10/7/5 (or higher if stronger Wrightstones are introduced).
For example, Attack Up would slightly increase Attack by a percentage and the EXP/Rupie/Mastery Point boost Sigils are all stronger.
-There would be three courses of increasing difficulty and length.
-This game mode should have multiplayer matchmaking support, making it an alternative to Quick Quest.
-Players choose Blessings to empower themselves after every fight.
-Players could activate Toils for Rupies to make the Boss Rush harder in exchange for increased point gain.
-There would be an Endless Mode with some tweaks for players who want an endurance challenge.
-Points could be used to buy T4 Curios, among other useful items.
-Similar to the Gauntlet from Old School Runescape or level 1 dungeons in Chunsoft’s various Mystery Dungeon games. Also similar to battle royale games, but without the PvP.
-Players start with only their character at level 1, no Masteries, no Sigils, and a level 1 generic weapon.
-Players have a specific amount of time to explore the area for party members, loot, and enemies to increase their strength.
-After the time limit expires, the player must fight a powerful final boss.
-This game mode would be a good source of Damascus Ingots and Azurite’s Splendor - drop rate is based on the chosen time limit.
-Future large, open area maps could be used for this game mode too.
Long-term Additions:
  • Paid expansions would be awesome to have.
-Main feature that players pay for would be the story content. New stories could be added or existing stories from the mobile game could be adapted.
-New areas should be made with a focus on exploration to accommodate specific content.
-Expeditions would be a new type of exploration content similar to MMORPG overworld content and the Guiding Lands from MHW:IB that takes place in the aforementioned areas.
-Updates after the expansion release should still be available to all players, not just to buyers of the expansion.
-New bosses and characters should also be available to all players.
  • Add a personal space called the Captain’s Quarters that could be decorated with new cosmetic rewards.
-Said rewards could come from various sources such as achievements, treasure trade, and existing content.
-The Expeditions suggested above would be one major source of these cosmetics.
  • Add a party AI development system that allows players to fine-tune how their AI party members behave.
-AI characters could be developed towards specific tendencies that relate to aggression, self-preservation, and support. Increased development unlocks and reinforces new behavior.
-AI settings could be tweaked further once a character is fully developed based on how they were developed.
-Mastery Points could be spent to develop the AI faster.
Monetization:
  • Ongoing development needs to be funded somehow.
  • Cosmetics and expansions are good, but please don’t make them overpriced.
  • Paid early character unlocks are fine as long as they can be unlocked for free too.
  • Don’t sell items that increase power like rare Sigils.
submitted by Interest- to GranblueFantasyRelink [link] [comments]


2024.05.21 00:25 LukienKT W: OE/AP/WWR Excavator Torso (with jetpack), Uny/?/WWR CE , Groll Heavies H: Apparel/weapons/armor trade list

Looking primarily for CE pieces, will bundle weapons, armor or apparel for CE Uny/?/wwr pieces depending on the second star. I am also looking to move some of the weight out of my stash so feel free to offer on the weapons and armor with consumables or apparel offers. Not looking to trade off the apparel or high value Grolls for anything but CE pieces everything else is available for offers.
Bundling apparel and weapons/armour for Uny/AP/WWR CE pieces depending on the 2nd legendary mod.
Looking for the chest peice with the Jetpack now with OE/AP/WWR, offering 500 LL3 or a full set with jetpack (FSA mask + 1000LL3)
Also looking for Q/50c, E/25 HM (already have ffr) or Groll GP/UGL/GL rolls (AA or B/ffdur or 90
Apparel:
2xTFJ
Responders fireman Set (uniform + helmet)
2x Asylum Worker Uniform Red
Lvl 35 prototype hazmat (legacy)
2xUSA mask
2xFSA mask
WPJS
Loon Mask
Weapons:
Small guns
Q/E/dur HM
B/50c/15r HM
J/25ff25 HM
V/25ff/25 HM
Ari/50c/25 HM

Q/50h/25 Fixer
Q/E/250 Fixer
Q/RepAP/25 Fixer
AA/E/15r Fixer
TS/E/25 Fixer
Ari/E/25 Fixer

B/50c/25 Rail
Q/RepAP/25 Rail
Q/E/Ghost Rail
J/E/Dur Rail

AA/50c/90 10mm Pistol
AA/E/15r 10mm Pistol
B/25ffdur 10mm Pistol

B/50c/25 Elders Mark (groll)
V/25ff15 Elders Mark
Ass/50c/25 Elders Mark
B/50c/90 Elders Mark
Ari/50c/25 Elders Mark
Q/25ff90 Elders Mark

V/25ffDur EPR (aligned flamer, calibrated capacitor, stabilized stock, reflex) (Groll)
B/E/15r Double Barrel Shotgun (Groll)
Q/25ff15r Tesla (Groll)
Q/50c/15r Ultracite Laser Rifle
Q/25ff15vc Laser Rifle
Q/25ff15r Assault Rifle
B/E/25 Hunting Rifle
AA/E/25 Western Revolver
J/50c/25 Radium Rifle
Q/50h/25 Pipe Rifle (level 10)
TS/E/25 Lever Action Rifle

Misc heavy guns

AA/25ffdur Holy Fire (Groll)
TS/50c/25 Auto Grenade Launcher
AA/25aim/90 Flamer
V/25aim/90 Gattling Plasma
Ari/25ffdur Gatling Plasma
J/25/90 LMG
J/E/25 Gattling Gun
B/25ffdur Pepper Shaker (Groll)

Melee

V/40pa/1s Chainsaw (Groll)
V/SS/25 Chainsaw
Armor
Unyielding

Uny/Fire Res/Cav CE CP
Uny/Rad Res/Cav CE RA
Uny/7%/limb CE RL
Uny/Int/Sent Wood
Uny/Rad Res/AWR Marine RL
Uny/Fire Res/AWR Heavy Robot RL
Uny/Fire Res/WWR FSA CP
Uny/End/AWR FSA LA
Uny/Rad Res/WWR Heavy Raider LA
Uny/Cryo/WWR Metal RL
Uny/Cryo/WWR sturdy Combat LA
Uny/Cha/FDCWR USA LL

Over Eaters

OE/AP/WWR T-45 Torso
OE/AP/WWR T-60 RL
OE/AP/Sent Sturdy Combat RL
OE/1s/WWR Robot CP
OE/Int/Water Breathing CE CP
OE/Hunger and Thirst/Cav CE LL
OE/Cha/AWR CE LL
OE/hazard/FDCWR CE LL
OE/PeAWR CE RL
OE/Poi res/FDCWR FS LL
OE/Fire Res/RadRec CE RL

Misc

Full Set Ass/AP/Sent USA Armor
Ass/Fire Res/Sent CE RL
Ass/Rad Res/Cav CE RL
Bol/1p/WWR CE RL
Bol/Poi Res/AWR
submitted by LukienKT to Market76 [link] [comments]


2024.05.20 22:08 AstridMz Need Help. No Error in Modrinth and Still Crash

Error Since the first WARN. Rest of the logs is in the comments.
[17:02:26] [main/WARN]: Reference map 'ctov-fabric-fabric-refmap.json' for ctov.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/WARN]: Reference map 'ctov-common-common-refmap.json' for ctov-common.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/WARN]: Reference map 'Fastload-1.19.4-Extension-refmap.json' for fastload-1194-compat.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/WARN]: Reference map 'InvMove-mc1.20_fabric-refmap.json' for invmove-fabric.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/INFO]: Loaded configuration file for Lithium: 115 options available, 2 override(s) found
[17:02:26] [main/WARN]: Reference map 'memoryleakfix-fabric-1.17+-fabric-refmap.json' for memoryleakfix-fabric.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/INFO]: Loaded configuration file for ModernFix 5.17.0+mc1.20.1: 55 options available, 1 override(s) found
[17:02:26] [main/WARN]: Option 'mixin.perf.deduplicate_wall_shapes' overriden (by mods [dashloader]) to 'false'
[17:02:26] [main/INFO]: Applying Nashorn fix
[17:02:26] [main/WARN]: Reference map 'packetfixer-fabric-fabric-refmap.json' for packetfixer-fabric.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/WARN]: Reference map 'panorama_screens-fabric-refmap.json' for panorama_screen.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/INFO]: Loaded configuration file for Sodium: 42 options available, 4 override(s) found
[17:02:26] [main/INFO]: Loaded configuration file for Sodium Extra: 34 options available, 0 override(s) found
[17:02:26] [main/INFO]: Successfully started async appender with [ServerGuiConsole, SysOut, File]
[17:02:26] [main/WARN]: Reference map 'yungsextras.refmap.json' for yungsextras.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/WARN]: Reference map 'yungsextras.refmap.json' for yungsextras_fabric.mixins.json could not be read. If this is a development environment you can ignore this message
[17:02:26] [main/WARN]: Error loading class: io/vram/frex/base/renderecontext/rendeEntityBlockRenderContext (java.lang.ClassNotFoundException: io/vram/frex/base/renderecontext/rendeEntityBlockRenderContext)
[17:02:26] [main/WARN]: u/Mixin target io.vram.frex.base.renderer.context.render.EntityBlockRenderContext was not found porting_lib_base.mixins.json:client.frex.EntityBlockRenderContextMixin from mod porting_lib_base
[17:02:27] [main/WARN]: Error loading class: me/jellysquid/mods/sodium/client/model/quad/blendeLinearColorBlender (java.lang.ClassNotFoundException: me/jellysquid/mods/sodium/client/model/quad/blendeLinearColorBlender)
[17:02:27] [main/WARN]: Error loading class: net/fabricmc/fabric/impl/client/indigo/rendererendeAbstractQuadRenderer (java.lang.ClassNotFoundException: net/fabricmc/fabric/impl/client/indigo/rendererendeAbstractQuadRenderer)
[17:02:27] [main/WARN]: u/Mixin target net.fabricmc.fabric.impl.client.indigo.renderer.render.AbstractQuadRenderer was not found bedrockify.mixins.json:client.features.bedrockShading.lightBlock.AbstractQuadRendererMixin from mod bedrockify
[17:02:27] [main/WARN]: Error loading class: me/jellysquid/mods/sodium/client/model/quad/blendeLinearColorBlender (java.lang.ClassNotFoundException: me/jellysquid/mods/sodium/client/model/quad/blendeLinearColorBlender)
[17:02:27] [main/WARN]: Error loading class: net/minecraft/client/font/FontManager$1 (java.lang.ClassNotFoundException: net/minecraft/client/font/FontManager$1)
[17:02:27] [main/WARN]: u/Mixin target net/minecraft/client/font/FontManager$1 was not found dashloader.mixins.json:option.cache.font.FontManagerOverride from mod dashloader
[17:02:27] [main/WARN]: Error loading class: mezz/jei/library/load/PluginCaller (java.lang.ClassNotFoundException: mezz/jei/library/load/PluginCaller)
[17:02:27] [main/WARN]: Error loading class: net/coderbot/batchedentityrendering/impl/FullyBufferedMultiBufferSource (java.lang.ClassNotFoundException: net/coderbot/batchedentityrendering/impl/FullyBufferedMultiBufferSource)
[17:02:27] [main/WARN]: Error loading class: net/coderbot/iris/layeInnerWrappedRenderType (java.lang.ClassNotFoundException: net/coderbot/iris/layeInnerWrappedRenderType)
[17:02:27] [main/WARN]: Error loading class: net/coderbot/iris/layeOuterWrappedRenderType (java.lang.ClassNotFoundException: net/coderbot/iris/layeOuterWrappedRenderType)
[17:02:27] [main/WARN]: Force-disabling mixin 'alloc.blockstate.StateMixin' as rule 'mixin.alloc.blockstate' (added by mods [ferritecore]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'world.player_chunk_tick.ThreadedAnvilChunkStorageMixin' as rule 'mixin.world.player_chunk_tick' (added by mods [vmp]) disables it and children
[17:02:27] [main/WARN]: Error loading class: net/coderbot/iris/Iris (java.lang.ClassNotFoundException: net/coderbot/iris/Iris)
[17:02:27] [main/WARN]: u/Mixin target net.coderbot.iris.Iris was not found notenoughcrashes.fabric.mixins.json:iris.SilentNEC from mod notenoughcrashes
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.entity.CuboidMixin' as rule 'mixin.features.render.entity' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.entity.ModelPartMixin' as rule 'mixin.features.render.entity' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.entity.cull.EntityRendererMixin' as rule 'mixin.features.render.entity' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.entity.shadows.EntityRenderDispatcherMixin' as rule 'mixin.features.render.entity' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.gui.font.GlyphRendererMixin' as rule 'mixin.features.render.gui.font' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.world.sky.BackgroundRendererMixin' as rule 'mixin.features.render.world.sky' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.world.sky.ClientWorldMixin' as rule 'mixin.features.render.world.sky' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.render.world.sky.WorldRendererMixin' as rule 'mixin.features.render.world.sky' (added by mods [iris]) disables it and children
[17:02:27] [main/WARN]: Force-disabling mixin 'features.shader.uniform.ShaderProgramMixin' as rule 'mixin.features.shader.uniform' (added by mods [dashloader]) disables it and children
[17:02:27] [main/INFO]: [SSPB] Indium detected. Option to toggle vanilla path block lighting will be enabled unless modded dirt path rendering is detected
[17:02:27] [main/WARN]: Error loading class: com/ishland/c2me/notickvd/common/NoTickChunkSendingInterceptor (java.lang.ClassNotFoundException: com/ishland/c2me/notickvd/common/NoTickChunkSendingInterceptor)
[17:02:27] [main/INFO]: [MemoryLeakFix] Will be applying 3 memory leak fixes!
[17:02:27] [main/INFO]: [MemoryLeakFix] Currently enabled memory leak fixes: [targetEntityLeak, biomeTemperatureLeak, hugeScreenshotLeak]
[17:02:27] [main/WARN]: Error loading class: org/jetbrains/annotations/ApiStatus$Internal (java.lang.ClassNotFoundException: org/jetbrains/annotations/ApiStatus$Internal)
[17:02:27] [main/INFO]: I used the json to destroy the json
[17:02:27] [main/INFO]: Searching for graphics cards...
[17:02:27] [main/INFO]: Initializing MixinExtras via com.llamalad7.mixinextras.service.MixinExtrasServiceImpl(version=0.3.5).
[17:02:28] [main/INFO]: Found graphics card: GraphicsAdapterInfo[vendor=NVIDIA, name=NVIDIA GeForce RTX 4070 SUPER, version=DriverVersion=31.0.15.5222]
[17:02:28] [main/WARN]: Sodium has applied one or more workarounds to prevent crashes or other issues on your system: [NVIDIA_THREADED_OPTIMIZATIONS]
[17:02:28] [main/WARN]: This is not necessarily an issue, but it may result in certain features or optimizations being disabled. You can sometimes fix these issues by upgrading your graphics driver.
[17:02:29] [main/WARN]: Method overwrite conflict for getEntityManager in spark.mixins.json:ClientWorldAccessor from mod spark, previously written by me.jellysquid.mods.lithium.mixin.chunk.entity_class_groups.ClientWorldMixin. Skipping method.
[17:02:30] [main/WARN]: u/Inject(@At("INVOKE")) Shift.BY=2 on porting_lib_entity.mixins.json:common.LivingEntityMixin from mod porting_lib_entity::handler$fkp000$porting_lib_entity$port_lib$onFinishUsing exceeds the maximum allowed value: 0. Increase the value of maxShiftBy to suppress this warning.
[17:02:31] [main/WARN]: Error loading class: org/spongepowered/asm/synthetic/args/Args$4 (java.lang.ClassNotFoundException: org/spongepowered/asm/synthetic/args/Args$4)
[17:02:31] [main/INFO]: Injecting BlockStateBase cache population hook into getOpacityIfCached from ca.spottedleaf.starlight.mixin.common.blockstate.BlockStateBaseMixin
[17:02:31] [main/INFO]: Injecting BlockStateBase cache population hook into getNeighborPathNodeType from me.jellysquid.mods.lithium.mixin.ai.pathing.AbstractBlockStateMixin
[17:02:31] [main/INFO]: Injecting BlockStateBase cache population hook into getPathNodeType from me.jellysquid.mods.lithium.mixin.ai.pathing.AbstractBlockStateMixin
[17:02:31] [main/INFO]: Injecting BlockStateBase cache population hook into isConditionallyFullOpaque from ca.spottedleaf.starlight.mixin.common.blockstate.BlockStateBaseMixin
[17:02:31] [main/INFO]: Injecting BlockStateBase cache population hook into getAllFlags from me.jellysquid.mods.lithium.mixin.util.block_tracking.AbstractBlockStateMixin
[17:02:34] [main/WARN]: Static binding violation: PRIVATE u/Overwrite method method_21740 in modernfix-common.mixins.json:perf.remove_biome_temperature_cache.BiomeMixin from mod modernfix cannot reduce visibiliy of PUBLIC target method, visibility will be upgraded.
[17:02:34] [main/WARN]: Method overwrite conflict for method_21740 in modernfix-common.mixins.json:perf.remove_biome_temperature_cache.BiomeMixin from mod modernfix, previously written by me.jellysquid.mods.lithium.mixin.world.temperature_cache.BiomeMixin. Skipping method.
[17:02:34] [main/INFO]: Minecraft bootstrap in 4.4s
[17:02:34] [main/INFO]: Vanilla bootstrap took 4532 milliseconds
[17:02:34] [main/INFO]: [bclib] Added Config betternether.main to auto sync (file hash)
[17:02:34] [main/INFO]: [bclib] Added Config betternether.generator to auto sync (file hash)
[17:02:34] [main/INFO]: [bclib] Added Config betternether.blocks to auto sync (file hash)
[17:02:34] [main/INFO]: [bclib] Added Config betternether.items to auto sync (file hash)
[17:02:34] [main/INFO]: [bclib] Added Config betternether.biomes to auto sync (file hash)
[17:02:34] [main/INFO]: [bclib] Added Config betternether.mobs to auto sync (file hash)
[17:02:34] [main/INFO]: [bclib] Added Config betternether.recipes to auto sync (file hash)
[17:02:35] [main/WARN]: [bclib] Recipe betternether:bone_block_bone_button only takes in a single item and should be shapeless
[17:02:35] [Render thread/INFO]: [LOAD MY RESOURCES] PackHandler initialized!
[17:02:35] [Render thread/INFO]: [LOAD MY RESOURCES] Pack registered!
[17:02:35] [Render thread/INFO]: Environment: authHost='https://authserver.mojang.com', accountsHost='https://api.mojang.com', sessionHost='https://sessionserver.mojang.com', servicesHost='https://api.minecraftservices.com', name='PROD'
[17:02:36] [Render thread/INFO]: Setting user: {MINECRAFT_USERNAME}
[17:02:36] [Render thread/INFO]: Bypassed Mojang DFU
[17:02:36] [Render thread/INFO]: [bclib] Added Config bclib.generator to auto sync (file hash)
[17:02:36] [Render thread/INFO]: [bclib] Added Config bclib.main to auto sync (content diff)
[17:02:36] [Render thread/INFO]: [bclib] Added Config bclib.biomes to auto sync (file hash)
[17:02:36] [Render thread/INFO]: Initializing BedrockIfy.
[17:02:36] [Render thread/INFO]: Reflections took 72 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:36] [Render thread/INFO]: Reflections took 3 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:36] [Render thread/INFO]: Reflections took 2 ms to scan 1 urls, producing 1 keys and 3 values
[17:02:36] [Render thread/INFO]: Reflections took 2 ms to scan 1 urls, producing 1 keys and 3 values
[17:02:37] [Render thread/INFO]: [bclib] Added Config betterend.entities to auto sync (file hash)
[17:02:37] [Render thread/INFO]: [bclib] Added Config betterend.blocks to auto sync (file hash)
[17:02:37] [Render thread/INFO]: [bclib] Added Config betterend.items to auto sync (file hash)
[17:02:37] [Render thread/INFO]: [bclib] Added Config betterend.biomes to auto sync (file hash)
[17:02:37] [Render thread/INFO]: [bclib] Added Config betterend.recipes to auto sync (file hash)
[17:02:37] [Render thread/INFO]: [bclib] Added Config betterend.enchantments to auto sync (file hash)
[17:02:37] [Render thread/INFO]: Reflections took 0 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:37] [Render thread/INFO]: Reflections took 0 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:37] [Render thread/INFO]: Reflections took 0 ms to scan 1 urls, producing 1 keys and 1 values
[17:02:37] [Render thread/INFO]: Reflections took 0 ms to scan 1 urls, producing 1 keys and 1 values
[17:02:37] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 3 values
[17:02:37] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 3 values
[17:02:37] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:37] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:37] [Render thread/INFO]: [betternether] =^..^= BetterNether for 1.20 =^..^=
[17:02:37] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 1 values
[17:02:37] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 1 values
[17:02:38] [Render thread/INFO]: BetterPingDisplay mod loaded
[17:02:38] [Render thread/INFO]: Reflections took 2 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:38] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:38] [Render thread/INFO]: Reflections took 0 ms to scan 1 urls, producing 1 keys and 1 values
[17:02:38] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 1 values
[17:02:38] [Render thread/INFO]: Fixing MC-151457. Crafting remainder for minecraft:pufferfish_bucket is now minecraft:bucket.
[17:02:38] [Render thread/INFO]: Fixing MC-151457. Crafting remainder for minecraft:salmon_bucket is now minecraft:bucket.
[17:02:38] [Render thread/INFO]: Fixing MC-151457. Crafting remainder for minecraft:cod_bucket is now minecraft:bucket.
[17:02:38] [Render thread/INFO]: Fixing MC-151457. Crafting remainder for minecraft:tropical_fish_bucket is now minecraft:bucket.
[17:02:38] [Render thread/INFO]: Fixing MC-151457. Crafting remainder for minecraft:axolotl_bucket is now minecraft:bucket.
[17:02:38] [Render thread/INFO]: Fixing MC-151457. Crafting remainder for minecraft:powder_snow_bucket is now minecraft:bucket.
[17:02:38] [Render thread/INFO]: Fixing MC-151457. Crafting remainder for minecraft:tadpole_bucket is now minecraft:bucket.
[17:02:38] [Render thread/INFO]: Loading Collective version 7.57.
[17:02:40] [Render thread/INFO]: Deserializing DDConfig from 'C:\Users\{COMPUTER_USERNAME}\AppData\Roaming\com.modrinth.theseus\profiles\1.20.1 Fabric\config\deeperdarker.json5'
[17:02:40] [Render thread/INFO]: Instantiating Mojang DFU
[17:02:41] [Render thread/INFO]: Packet Fixer has been initialized successfully
[17:02:41] [Render thread/INFO]: Constructing common components for puzzleslib:main
[17:02:41] [Render thread/INFO]: [Fabric Seasons] Trying to read config file...
[17:02:41] [Render thread/INFO]: [Fabric Seasons] A config file was found, loading it..
[17:02:41] [Render thread/INFO]: [Fabric Seasons] Successfully loaded config file.
[17:02:41] [Render thread/INFO]: [Collective] JSON file 'entity_names.json' generation requested by mod 'villagernames'.
[17:02:41] [Render thread/INFO]: Constructing common components for visualworkbench:main
[17:02:41] [Render thread/INFO]: Loading client config for visualworkbench
[17:02:42] [Render thread/INFO]: Reflections took 2 ms to scan 1 urls, producing 1 keys and 4 values
[17:02:42] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 4 values
[17:02:42] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:42] [Render thread/INFO]: Reflections took 1 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:42] [Render thread/INFO]: Reflections took 0 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:42] [Render thread/INFO]: Reflections took 0 ms to scan 1 urls, producing 1 keys and 2 values
[17:02:42] [Render thread/INFO]: AdvancementInfo initialized
[17:02:42] [Render thread/INFO]: Initializing BedrockIfy Client.
[17:02:42] [Render thread/WARN]: Injection warning: LVT in net/minecraft/class_332::method_51435(Lnet/minecraft/class_327;Ljava/util/List;IILnet/minecraft/class_8000;)V has incompatible changes at opcode 152 in callback iceberg.mixins.json:GuiGraphicsMixin from mod iceberg->@Inject::storeLocalsOptifine(Lnet/minecraft/class_327;Ljava/util/List;IILnet/minecraft/class_8000;Lorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;Ljava/lang/Object;IIIILorg/joml/Vector2ic;)V.
Expected: [Ljava/lang/Object;, I, I, I, I, Lorg/joml/Vector2ic;]
Found: [I, I, I, I, Lorg/joml/Vector2ic;]
Available: [I, I, I, I, Lorg/joml/Vector2ic;]
[17:02:42] [Render thread/INFO]: Initialized BedrockIfy Client
[17:02:42] [Render thread/WARN]: Method overwrite conflict for isHidden in mixins.iris.compat.sodium.json:copyEntity.ModelPartMixin from mod iris, previously written by dev.tr7zw.firstperson.mixins.ModelPartMixin. Skipping method.
[17:02:42] [Render thread/INFO]: [BetterF3] Loading...
[17:02:42] [Render thread/INFO]: [BetterF3] All done!
[17:02:42] [Render thread/INFO]: [citresewn] Registering CIT Conditions
[17:02:42] [Render thread/INFO]: [citresewn] Registering CIT Types
[17:02:43] [Render thread/INFO]: Initializing model layers
[17:02:43] [Render thread/INFO]: Registering models
[17:02:43] [Render thread/INFO]: Initializing Distant Horizons
[17:02:43] [Render thread/INFO]: Java.awt.headless set to true. Distant Horizons can correctly display error and info dialog windows.
[17:02:43] [Render thread/INFO]: Distant Horizons, Version: 2.0.4-a-dev
[17:02:43] [Render thread/INFO]: DH Branch: main
[17:02:43] [Render thread/INFO]: DH Commit: 6254f7156fa3981e1c1191d6a17e3559dc73c33e
[17:02:43] [Render thread/INFO]: DH Jar Build Source: GitLab CI (1274215544)
[17:02:43] [Render thread/INFO]: Registering Fabric Client Events
[17:02:43] [Render thread/INFO]: Registering Fabric Server Events
[17:02:43] [Render thread/INFO]: Registered mod compatibility accessor for: [Sodium-Fabric].
[17:02:43] [Render thread/INFO]: Registered mod compatibility accessor for: [Starlight-Fabric-1.18.X].
[17:02:43] [Render thread/INFO]: Registered mod compatibility accessor for: [BCLib].
[17:02:43] [Render thread/INFO]: Registered mod compatibility accessor for: [iris].
[17:02:43] [Render thread/INFO]: Distant Horizons Initialized
[17:02:43] [Render thread/INFO]: Initialising config for DistantHorizons
[17:02:43] [Render thread/ERROR]: Unable to convert config value [{}] from [class java.lang.String] to [class java.util.HashMap] for config [mapTest], the default config value will be used instead [{}]. Make sure a converter is defined in [ConfigTypeConverters].
[17:02:43] [Render thread/INFO]: Config for DistantHorizons initialised
[17:02:43] [Render thread/INFO]: Loaded config file.
[17:02:43] [Render thread/INFO]: Saved config file.
[17:02:43] [Render thread/INFO]: Loading Entity Model Features, PI = 3.1415927 and you can't convince me otherwise.
[17:02:43] [Render thread/INFO]: 6 new ETF Random Properties registered by entity_model_features.
[17:02:43] [Render thread/INFO]: Loading Entity Texture Features, one of the mods ever made!
[17:02:43] [Render thread/INFO]: [Indigo] Different rendering plugin detected; not applying Indigo.
[17:02:43] [Render thread/INFO]: Fastload Perceived Version: 1.20.1
[17:02:43] [Render thread/INFO]: Fastload Abstraction Supported Versions: [1.19.4, 1.20]
[17:02:43] [Render thread/INFO]: DEBUG: FALSE
[17:02:43] [Render thread/INFO]: CHUNK_TRY_LIMIT: 250
[17:02:43] [Render thread/INFO]: LOCAL_RENDER_CHUNK_RADIUS: 10
[17:02:43] [Render thread/INFO]: LOCAL_RENDER_CHUNK_AREA: 314
[17:02:43] [Render thread/INFO]: SERVER_RENDER_CHUNK_RADIUS: 3
[17:02:43] [Render thread/INFO]: SERVER_RENDER_CHUNK_AREA: 28
[17:02:43] [Render thread/INFO]: [FastQuit] Initialized
[17:02:43] [Render thread/INFO]: Loading FirstPerson Mod
[17:02:43] [Render thread/INFO]: Iris detected.
[17:02:44] [Render thread/INFO]: Registering config screens for mod comforts with 1 config(s)
[17:02:44] [Render thread/INFO]: DH TerraFirmaCraft detection: false
[17:02:44] [Worker-Main-2/INFO]: Checking mod updates...
[17:02:44] [Render thread/INFO]: [STDOUT]: [Mouse Tweaks] Main.initialize()
[17:02:44] [Render thread/INFO]: [STDOUT]: [Mouse Tweaks] Initialized.
[17:02:44] [Render thread/INFO]: Constructing client components for puzzleslib:main
[17:02:45] [Render thread/INFO]: [SSPB] Broken dirt path lighting is best dirt path lighting lol
[17:02:45] [Render thread/INFO]: Title Fixer started.
[17:02:45] [Render thread/INFO]: Constructing client components for visualworkbench:main
[17:02:45] [Render thread/INFO]: Deserializing YACLConfig from 'C:\Users\{COMPUTER_USERNAME}\AppData\Roaming\com.modrinth.theseus\profiles\1.20.1 Fabric\config\yacl.json5'
[17:02:45] [Render thread/INFO]: Queuing DH event binding...
[17:02:45] [Render thread/INFO]: DH Ready, binding Iris event handlers...
[17:02:45] [Render thread/INFO]: DH Iris events bound.
[17:02:45] [ForkJoinPool.commonPool-worker-1/WARN]: [Iris Update Check] Cached update file detected, using that!
[17:02:45] [Render thread/INFO]: Backend library: LWJGL version 3.3.1 SNAPSHOT
[17:02:45] [Render thread/WARN]: Applying workaround: Prevent the NVIDIA OpenGL driver from using broken optimizations (NVIDIA_THREADED_OPTIMIZATIONS)
[17:02:46] [Render thread/INFO]: All capabilities met
[17:02:46] [Render thread/INFO]: Enabling Nvidium
[17:02:46] [Render thread/INFO]: OpenGL Vendor: NVIDIA Corporation
[17:02:46] [Render thread/INFO]: OpenGL Renderer: NVIDIA GeForce RTX 4070 SUPEPCIe/SSE2
[17:02:46] [Render thread/INFO]: OpenGL Version: 3.2.0 NVIDIA 552.22
[17:02:46] [Render thread/INFO]: Initializing ImmediatelyFast 1.2.15+1.20.4 on NVIDIA GeForce RTX 4070 SUPEPCIe/SSE2 (NVIDIA Corporation) with OpenGL 3.2.0 NVIDIA 552.22
[17:02:46] [Render thread/INFO]: Found Iris/Oculus 1.7.0+mc1.20.1. Enabling compatibility.
[17:02:46] [DH-ApplyConfigPresetTimeINFO]: changing preset to: LOW_IMPACT
[17:02:46] [DH-ApplyConfigPresetTimeINFO]: changing preset to: MEDIUM
[17:02:46] [DH-ApplyConfigPresetTimeINFO]: preset active: MEDIUM
[17:02:46] [DH-ApplyConfigPresetTimeINFO]: preset active: LOW_IMPACT
[17:02:46] [Render thread/INFO]: Debug functionality is disabled.
[17:02:46] [Render thread/INFO]: ARB_direct_state_access detected, enabling DSA.
[17:02:46] [Render thread/INFO]: Shaders are disabled because no valid shaderpack is selected
[17:02:46] [Render thread/INFO]: Shaders are disabled
[17:02:46] [Render thread/INFO]: ARRP register - before vanilla
[17:02:46] [Render thread/INFO]: ARRP register - after vanilla
[17:02:46] [Render thread/INFO]: ARRP register - before user
[17:02:46] [Render thread/WARN]: Method overwrite conflict for getModel in fabric-model-loading-api-v1.mixins.json:BakedModelManagerMixin from mod fabric-model-loading-api-v1, previously written by foundationgames.enhancedblockentities.mixin.BakedModelManagerMixin. Skipping method.
[17:02:46] [FinalizeWARN]: One or more BufferBuilders have been leaked, ModernFix will attempt to correct this.
[17:02:46] [Render thread/INFO]: Hardware information:
[17:02:46] [Render thread/INFO]: CPU: 12x AMD Ryzen 5 5600 6-Core Processor
[17:02:46] [Render thread/INFO]: GPU: NVIDIA GeForce RTX 4070 SUPEPCIe/SSE2 (Supports OpenGL 3.2.0 NVIDIA 552.22)
[17:02:46] [Render thread/INFO]: OS: Windows 11 (10.0)
[17:02:47] [Render thread/INFO]: Starting up renderer (fabric)
[17:02:47] [Render thread/INFO]: Renderer starting up.
[17:02:47] [Render thread/INFO]: Creating GLProxy... If this is the last message you see there must have been an OpenGL error.
[17:02:47] [Render thread/INFO]: Lod Render OpenGL version [3.2.0 NVIDIA 552.22].
[17:02:47] [Render thread/INFO]: minecraftGlCapabilities:
Your OpenGL support:
openGL version 3.2+: [true] <- REQUIRED
Vertex Attribute Buffer Binding: [true] <- optional improvement
Buffer Storage: [true] <- optional improvement

[17:02:47] [Render thread/INFO]: Attempting to create a context with GL version: [4.6]
[17:02:47] [Render thread/INFO]: Successfully created a context with GL version: [4.6]
[17:02:47] [Render thread/INFO]: lodBuilderGlCapabilities:
Your OpenGL support:
openGL version 3.2+: [true] <- REQUIRED
Vertex Attribute Buffer Binding: [true] <- optional improvement
Buffer Storage: [true] <- optional improvement

[17:02:47] [Render thread/INFO]: proxyWorkerGlCapabilities:
Your OpenGL support:
openGL version 3.2+: [true] <- REQUIRED
Vertex Attribute Buffer Binding: [true] <- optional improvement
Buffer Storage: [true] <- optional improvement

[17:02:47] [Render thread/INFO]: GPU Vendor [NVIDIA CORPORATION], Preferred upload method is [BUFFER_STORAGE].
[17:02:47] [Render thread/INFO]: GLProxy creation successful. OpenGL smiles upon you this day.
[17:02:47] [Render thread/INFO]: Invalidating pack caches
[17:02:47] [Render thread/INFO]: Reloading ResourceManager: vanilla, fabric (advanced_runtime_resource_pack, advancementinfo, advancementplaques, antighost, appleskin, attributefix, bclib, bedrockify, betterbeds, betterdeserttemples, betterdungeons, betterend, betterendisland, betterf3, betterfortresses, betterjungletemples, bettermineshafts, bettermounthud, betternether, betteroceanmonuments, betterpingdisplay, betterstrongholds, betterwitchhuts, bobby, bookshelf, caffeineconfig, cardinal-components-base, cardinal-components-block, cardinal-components-entity, cardinal-components-item, carryon, chat_heads, chunky, citresewn, citresewn-defaults, cleardespawn, cloth-config, clumps, comforts, conditional-mixin, continuity, create, cristellib, ctov, customportalapi, deeperdarker, disable_custom_worlds_advice, distanthorizons, dripstone_fluid_lib, eatinganimationid, emi, enchdesc, enhanced_attack_indicator, enhancedblockentities, entity_model_features, entity_texture_features, entityculling, exordium, fabric-api, fabric-api-base, fabric-api-lookup-api-v1, fabric-biome-api-v1, fabric-block-api-v1, fabric-block-view-api-v2, fabric-blockrenderlayer-v1, fabric-client-tags-api-v1, fabric-command-api-v1, fabric-command-api-v2, fabric-commands-v0, fabric-containers-v0, fabric-content-registries-v0, fabric-convention-tags-v1, fabric-crash-report-info-v1, fabric-data-attachment-api-v1, fabric-data-generation-api-v1, fabric-dimensions-v1, fabric-entity-events-v1, fabric-events-interaction-v0, fabric-events-lifecycle-v0, fabric-game-rule-api-v1, fabric-item-api-v1, fabric-item-group-api-v1, fabric-key-binding-api-v1, fabric-keybindings-v0, fabric-language-kotlin, fabric-lifecycle-events-v1, fabric-loot-api-v2, fabric-loot-tables-v1, fabric-message-api-v1, fabric-mining-level-api-v1, fabric-model-loading-api-v1, fabric-models-v0, fabric-networking-api-v1, fabric-networking-v0, fabric-object-builder-api-v1, fabric-particles-v1, fabric-recipe-api-v1, fabric-registry-sync-v0, fabric-renderer-api-v1, fabric-renderer-indigo, fabric-renderer-registries-v1, fabric-rendering-data-attachment-v1, fabric-rendering-fluids-v1, fabric-rendering-v0, fabric-rendering-v1, fabric-resource-conditions-api-v1, fabric-resource-loader-v0, fabric-screen-api-v1, fabric-screen-handler-api-v1, fabric-sound-api-v1, fabric-transfer-api-v1, fabric-transitive-access-wideners-v1, fabricloader, fabricskyboxes, faster_entity_animations, fastload, fastload-119-0-1-2-compat, fastload-1193-compat, fastload-1194-compat, fastload_fapi_forward, fastquit, feytweaks, firstperson, flywheel, forgeconfigapiport, geckolib, handcrafted, highlight, highlighter, immediatelyfast, indium, invmove, iris, lazydfu, legendarytooltips, letmedespawn, lithium, loadmyresources, midnightlib, milk, modernfix, modmenu, moreculling, naturalist, naturescompass, notenoughcrashes, nvidium, packetfixer, panorama_screens, polymorph, porting_lib_accessors, porting_lib_attributes, porting_lib_base, porting_lib_brewing, porting_lib_client_events, porting_lib_common, porting_lib_config, porting_lib_core, porting_lib_data, porting_lib_entity, porting_lib_extensions, porting_lib_fluids, porting_lib_gametest, porting_lib_lazy_registration, porting_lib_mixin_extensions, porting_lib_model_generators, porting_lib_model_loader, porting_lib_model_materials, porting_lib_models, porting_lib_networking, porting_lib_obj_loader, porting_lib_tags, porting_lib_tool_actions, porting_lib_transfer, porting_lib_utility, reach-entity-attributes, reeses-sodium-options, registrate-fabric, rrls, seasons, skinlayers3d, sodium, sodium-extra, spark, spruceui, sspb, starlight, t_and_t, titlefixer, tooltipfix, visuality, vmp, yet_another_config_lib_v3, yosbr, zoomify), minecraft:supporteatinganimation, loadmyresources.hiddenpack
[17:02:47] [Render thread/INFO]: closing rrp ebe:base_resources
[17:02:47] [Render thread/INFO]: ARRP register - before vanilla
[17:02:47] [Render thread/INFO]: ARRP register - after vanilla
[17:02:47] [Render thread/ERROR]: Failed to get filter section from pack loadmyresources.hiddenpack
[17:02:47] [Render thread/INFO]: Hash changed to 2F9D29672286B5CACD2EBDE7A0B0BAC9
[17:02:47] [Render thread/INFO]: [FastQuit] Exiting FastQuit.

submitted by AstridMz to fabricmc [link] [comments]


2024.05.20 21:26 OhDearOdette My account has been flagged after answering several DMs lol, I literally cannot answer you right now

If you’re sending me a DM asking for help I am suddenly unable to reply. I have never gone out of my way to DM anyone first on Reddit, so that’s a bit strange, but I just tried to reply to someone’s DM to point them to 3 different resources that will answer their questions and it was auto-deleted. I guess I’ve been flagged by some kind of automatic anti-spam filter, which is fair enough in retrospect. These were not links to any paid sites, they were to a few sex worker group chats and an article. Try me on Discord if you have a question for now, apologies.
submitted by OhDearOdette to u/OhDearOdette [link] [comments]


2024.05.20 20:43 Sashcracker UAW loses vote among Alabama Mercedes-Benz workers: The political issues

By Patrick Martin
The vote by autoworkers at Mercedes-Benz in Alabama, rejecting affiliation to the United Auto Workers by a margin of 56-44 percent, is a debacle for the union bureaucracy.
The defeat, in an election that had a turnout of 90 percent, reflects the fact that the UAW’s campaign was an entirely top-down effort, initiated and directed by the apparatus, not a genuine movement from below to challenge corporate power.
Indeed, the key difference between the UAW victory at Volkswagen’s plant in Chattanooga, Tennessee, and its defeat at Vance, Alabama, near Tuscaloosa, was that VW welcomed the union campaign, while Mercedes-Benz opposed the union and mounted a campaign of anti-union propaganda.
VW has regarded the UAW as a key partner in the exploitation of autoworkers, on the model of its corporatist relations with IG Metall in Germany, and unions at plants in Brazil, Mexico and elsewhere. The Chattanooga plant was the only non-union plant in its global empire.
Mercedes-Benz, on the other hand, campaigned against the UAW, sending daily text blasts and holding captive audience meetings, at which the company denounced the union as an unwanted third party in the relationship of management to the workforce. This was combined with a strident campaign of anti-union propaganda from Alabama Governor Kate Ivey and other Southern Republican governors (whose efforts failed in Tennessee because of VW’s pro-union stance).
The UAW campaign to “organize the South” fell flat on its face at the first serious management opposition it encountered, despite having the backing of the Biden administration and receiving favorable reporting in the corporate-controlled media.
After the announcement of the vote totals, UAW President Shawn Fain went into immediate damage control mode, saying the union would challenge the result, claiming illegal interference by Mercedes management. “This company engaged in egregious, illegal behavior,” he said.
But since when have the struggles of the working class been conditional on the good behavior of management? In the 1930s, when the UAW was built, the companies engaged in systematic violence, with the beating and murder of militant workers and the deployment of armed thugs, police and National Guard to attack picket lines and break strikes.
That did not prevent the workers from prevailing, because they saw union organization as essential for waging a class struggle to raise wages, improve working conditions, secure company-paid healthcare and pensions, and win tolerable working conditions. They carried out mass pickets, general strikes and plant occupations in which they seized the factories and directly challenged capitalist property.
By contrast, the UAW’s push into the South is not associated with any radical program. The union raised no demands on wages, benefits or other conditions. So workers have no reason to believe that their conditions will be materially improved if they join the union.
This is quite deliberate on the part of Fain & Co. The UAW apparatus, which has installed several members of the Democratic Socialists of America (DSA) into leading positions, does not want a movement from below. This would undermine its own relationships with the companies and the capitalist political establishment. Fain is working closely with the Biden administration to impose a “wartime economy,” forcing workers to pay with their jobs and living standards for the gargantuan cost of war against Russia in Ukraine, vast new aid to Israel for genocide in Gaza, war with Iran, and the continuing US military buildup against China.
Despite claims of a “historic victory” in the 2023 Detroit Three contract struggle, the UAW’s decades-long pro-management corporatist policy has continued under Fain. He called a phony “stand-up” strike, really a non-strike, that left most workers on the job cranking out profits for management.
The final contract settlement abandoned all of the workers’ key demands, delivering a below-inflation pay increase hailed as a “record contract” by Fain and Joe Biden. Since the ratification of the contract, all three of the Detroit-based auto companies have carried out mass job cuts without any opposition on the UAW’s part. This has included the firing of thousands of temporary workers, who had been falsely promised full-time employment under the new contract.
The conditions enforced by the UAW apparatus at GM, Ford and Stellantis are little better than those at Mercedes-Benz. This includes substandard pay and benefits, wage tiers, the spread of part-time work, forced overtime and lack of safety. In social media posts many workers pointed to the recent wave of job cuts hitting UAW-represented plants and the UAW’s well documented record of corruption. Mercedes-Benz management recently boosted pay to match the paltry, below-inflation raises in the UAW-Big Three agreements.
The interest in unionization in the South, long an extremely oppressed and impoverished area, reflects a growing understanding of the need for collective resistance. But the UAW unionization drive in the South is not an effort to tap into this fighting mood and provide workers with militant leadership and direction. Its aim is to block a genuine fight by entangling workers in a corporatist web of union-management collaboration.
As a result of the pro-corporate policies of the AFL-CIO bureaucracy, most recent union efforts in the South have failed, including two successive votes at the huge Amazon distribution center in Bessemer, Alabama, a few miles from the Mercedes-Benz plant
The growing mood of resistance is leading to an open rebellion against the labor bureaucracy. The sharpest expression of this is the strike vote last week by 48,000 academic workers at the University of California to oppose police suppression of campus anti-genocide protests.
The explicitly political strike has placed rank-and-file UAW members in a direct confrontation with Fain and the rest of union bureaucracy, which has endorsed Biden—the very same president overseeing Israel’s slaughter of the Palestinians and the violent suppression of student protests in the US.
Immediately after the strike vote, the UAW announced the walkout would be limited to a single campus in the vast statewide system. This has raised the need for rank-and-file workers to enforce their own strike mandate and spread the strike among all UAW members.
Whether or not the UAW is brought into one or another plant, workers confront the same basic issue: the necessity to develop rank-and-file organizations, controlled by the workers themselves and independent of the corporatist apparatus.
During the UAW elections that culminated in Fain’s victory in March 2023, rank-and-file Mack Trucks worker Will Lehman won nearly 5,000 votes, in an election that was marked by systematic voter suppression organized by the apparatus with the support of the Biden administration.
Lehman, a socialist, campaigned on a program of abolishing the entire union apparatus and transferring power to the rank and file. He called for the building of a network of rank-and-file committees, as part of the International Workers Alliance of Rank-and-File Committees (IWA-RFC), to link autoworkers in other plants and other industries, in the US and throughout the world.
The vote for Lehman reflected the broad support for a rebellion among workers that is striving to put an end to concessions and break the dictatorial grip of the reactionary union apparatus. It is through such a movement, uniting workers inside and outside of the unions, that a fight can be developed against capitalist exploitation.
submitted by Sashcracker to Trotskyism [link] [comments]


2024.05.20 20:10 WigWoo2 How do you see battery health?

How do you see battery health?
I saw someone post this image showing that they finally have battery health options. I have an IPad Air 5 and I don’t see any of this. How do I see it? I, running the newest iPadOS so I can’t think of any technical reason why it’s not there. I want to limit my charge to 80%.
I don’t understand why features seem to be gatekept to specific devices. It’s all Apple we should all have the exact same settings
submitted by WigWoo2 to ipad [link] [comments]


2024.05.20 18:59 lambchopsuey A difference in perspective - "charisma"

This comes from Cults and Nonconventional Religious Groups: A Collection of Outstanding Dissertations and Monographs, "Nichiren Shoshu Buddhism and the Soka Gakkai in America: The Ethos of a New Religious Movement", Jane Hurst, 1992, pp. 204-205 and 235. Keep in mind that "NSA" was the earlier name of the current organization "SGI-USA", and that Hurst tends to take an extremely sympathetic, uncritical view of the Dead-Ikeda cult.
So in spite of the way it looks on paper, NSA's organization does have the small-group, personal quality that Gerlach and Hine say is the key to movement success.
I wonder how she would regard the SGI-USA's assigned (non)discussion meeting scripts. Where's that "personal quality" in reading off something you've been ASSIGNED rather than designing it for yourselves?
An essential element is the charisma of NSA's leaders. Theoretically, charisma is an event which takes place between a leader and a group. Charisma exists only as it is perceived in someone by others and cannot be artificially produced.
The flip side of this, of course, is that you'll often find that "outsiders" aren't at all impressed by the supposed "charisma" of people addicted to a cult; this is an indoctrinated view that must be adopted via the communal abuse that exists within this community of cult believers, who are so dedicated to "unity" (aka "conformity"). What gains an SGI member admiration within the Dead-Ikeda-cult SGI is very often something that is not highly regarded at all within mainstream society, as you'll see below in the David A. Snow anecdote.
It is a wholly subjective designation. In the case of NSA, leaders seem to gain charisma in the process of exercising their office. Perhaps this is partly the result of participating in an organizational structure headed by a charismatic President, which the first three Soka Gakkai Presidents clearly were.
Or not - nobody's ever accused Makiguchi of being "charismatic". This whole persona is something that was imported from Japan; it's an aspect of Japanese culture that really doesn't fit very well in American culture, but nonetheless is emphasized within the Dead-Ikeda-cult SGI, which has always been a Japanese religion for Japanese people. At the point this was written, there was still a LOT of Japanese-language terminology in use within SGI, effectively cutting SGI members off from the public, who did not understand their language.
NSA members would say it is the power of the Gohonzon. In fact, members themselves gain charisma by participating in various NSA activities, such as street shakubuku, giving experiences, or taking part in culture presentation.
From related research, David A. Snow identified these "NSA activities" as "performances" that were carefully scripted and choreographed - a "dramaturgical", or "theatrical" arrangement - for "experiences" here and "discussion meetings" here. A Japanese scholar described the Soka Gakkai's "discussion meetings" as "intensive indoctrination courses", and he wasn't wrong.
Someone who has this charisma is described as "incredible, full of energy, dedicated, creating happiness." It is difficult to explain how this spontaneous quality appears in such structured circumstances, but it does.
Only if one is unwilling to look at the obvious focus toward that end within the indoctrination. As I said, Hurst is a bit of a Dead-Ikeda-cult cheerleader.
Gerlach and Hine say that, in movements, charisma is communicable; and that seems to be the case here.
Note that it apparently doesn't occur to her that she's simply seeing another manifestation of "monkey see, monkey do", with SGI members copycatting their leaders, and SGI leaders copycatting their leaders.
"Charisma", as defined within SGI, has the characteristics of a façade, a performance in which a given individual adopts the idealized persona defined within the cult in order to impress other (both within the Dead Ikeda cult and without). The individual is praised within the cult for how much they adopt this idealized persona; behaving in a manic, effervescent manner is described and praised favorably as "youthfulness" and as demonstrating a "high life condition", for example. The Soka Gakkai believed that using the precious members' sincere contributions for kosen-rufu to build special, extremely expensive facilities reserved exclusively for Ikeda would "increase his charisma" (and then there's Ikeda's "chair dominance"), so you can see that, within Ikeda's cult of personality, there's a WHOLE lot of trickery and manipulation going on, all in the name of increasing Ikeda's "charisma". Ikeda was ALL about appearances - HIS appearance in particular. Useless wanker...
You can see how this focus on "appearances" has perpetuated within Ikeda's stupid cult:
[Top SGI-USA leaders] then went off on how when we create these big-ass meetings, we shouldn't have to look into the crowd and see, and I quote, "A bunch of old-ass motherfuckers" The words of my "superiors", not mine. I think this is when they brought up the idea of 50K to my co-leaders and me.
The way they talked about having "old-ass motherfuckers" in the crowd is like they almost don't like having anyone over 35 in the crowd, whether they look their age or not. Their willingness to please their Japanese counterparts to have "youth" just proved to me that not only do they LOVE and develop a pedophile-like attraction to youth, but at the same time, they straight-up HATE "old" people. Their expression for disdain is almost as if old people were the cancer of all the meetings that were taking place and that any effort made to leave them out should be executed immediately. Source
All about the appearances...
From the related endnote:
(5) One former NSA leader clearly had lost this charisma several months after dropping out of NSA. He seemed to be a different person, his energy and manner subdued. His life force, as NSA would put it, was at a low ebb, especially as compared to his vitality as an NSA leader.
I have thoughts about that verdict, but I'll wait until the end.
What actually happens in real life is that the person who starts spending a lot of time in the Dead-Ikeda-cult SGI within the community of the Corpse Mentor culties will begin to adopt their mannerisms, as is typical within groups, and to someone who is familiar with what these are, it's quite obvious, as you'll see from this observation by David A. Snow, in his book Cults and Nonconventional Religious Groups: A Collection of Outstanding Dissertations and Monographs, "Shakubuku: A Study of the Nichiren Shoshu Buddhist Movement in America, 1960-1975", 1993, pp. 147-149; I may need to expand on this in a later post. For background, Snow joined NSA as "an active participant observer for nearly a year and a half", and has this to say about the effect of his involvement on his wife:
Finally, I want to acknowledge the enduring patience and support of my wife, Judy. When I was contemplating prospective dissertation topics nearly twenty years ago, she indicated that she had no strong feelings about what I studied except for one thing. "Don't study a group of offbeat, religious zealots," she said. I did, at least from her perspective, and she paid for it dearly. For the better part of a year and a half she spent many weeknights and most weekends alone as I was out doing my field research. It was not much fun for her, especially when she was badgered about joining the ranks, but she grit her teeth and endured, knowing, or at least hoping, that this preoccupation of mine would pass in due time. It did, of course, but not without her patience and support. - from 1992, in the Preface, pp. x and xiii
Snow had some interesting "guerrilla resistance" techniques he came up with to maintain his image as an all-in member of the group while NOT participating in their zealotry - I'll give that its own post because it's kinda hilarious.
But here's something he noticed:
Given the emphasis that is placed on being a "winner," it is reasonable to wonder to what extent are members actually "winners" in their respective lines of work. That is, to what extent do they adhere to the directives and instructions outlined above when engaged in the mundane activity called work?
This is obviously a difficult question to answer, for it was well-nigh impossible for me to observe members at work. And even if I had attempted to do so, my observations would have been suspect in that my mere presence and their knowledge of what I was up to would have probably functioned as a cue that they were in a movement-related situation (any situation in which two or more members are knowingly in the presence of one another) and thereby compel them to attend in part to their membership role.
That in itself indicates a high degree of communal abuse, which is commonplace within high-control abusive community like the Dead-Ikeda-cult SGI - the fear behind getting caught not being "on", of being seen letting your mask drop by someone who might call you out to your SGI leaders.
As a consequence, it would be most difficult to generalize about the behavior of members beyond movement-related situations without relying on various subterfuge and perhaps unethical techniques.
The glasses + false mustache disguise.
There is, however, another possibility: that is when the participant observer accidentally comes upon another member or presumed member engaged in work, but who has no knowledge of the participant observer's membership. This opportunity presented itself to me quite by accident one afternoon during my tenure as a member, and was described in my field notes as follows:
My wife and I stopped at a McDonald's establishment in Santa Monica for an early dinner. While waiting for our order, I mentioned to her that I bet the fellow waiting on us was an NSA member. Even though I had never seen this fellow before, I sensed that he was in NSA because of the way he conducted himself. That is, he looked, acted, and talked as if he were in NSA. He spoke in short choppy and exuberant sentences - a parroting of Mr. Williams' style of speaking.
Americans don't typically speak in that manner, for example - it's an affectation developed through spending time around others similarly affected. Their leaders adopt the mimicry first; this then spreads through the membership - I saw it myself many times. This person noticed the same thing; several individuals in the comments there confirmed the phenomenon.
He worked at a frantic pace, moving around in an exceedingly quick manner. To be sure, most everyone at McDonald's scurries about when busy, but this guy was ahead of the pack. NSA members also scurry about, always making haste. He was also exceptionally pleasant and well-mannered. And he wore an enormous grin and seemed most happy - again like many NSA members.
So upon returning with my order I asked him if he was in NSA. Sure enough. He extended his hand, flashed an even more radiant smile, and asked what chapter I was in. We spoke for a minute and then parted.
Although one might question whether this outward appearance and behavior - the super smile, exuberance, and excessive animation - are reflective of an inner state or merely reflective of an attempt to project a certain image, an image suggestive of competence, happiness, and "winning," the important point is not whether it was a sincere or insincere presentation. Rather, what is significant is that this fellow's behavior suggests that at least some members take the above direction and instructions seriously and do, in fact, attempt to act like "winners," presumably in hopes of furthering both their own interests and those of NSA. And this is especially significant in light of such additional directives as the following:
To practice True Buddhism means to develop the attitude and ability to become the best worker, the best student, the best son or daughter.
For an NSA member to be truly worthy of the title, he should strive to be victorious and successful in society. Through this purpose, he shows other people the power of the Gohonzon.
NSA, just as good Calvinists, thus places a premium on "winning" in one's daily life. But unlike the followers of Calvin, it is not to win the favor or good grace of God; rather, it is to win the favor and respect of the larger public within its society of operation. - pp. 147-149.
Is the SGI still telling the members to consider themselves "ambassadors of the SGI"? SGI clearly expected all the SGI members to continue their performance in hopes of impressing others with how superlative they are - SGI leaders used to tell the members that their "high life condition" would draw people to them who would ask what it was that made them so different, what they did that created that result, and this was supposed to open the gates to widespread shakubuku. (It didn't.)
Now, back to the Hurst account at the top - her description of the former NSA leader here:
(5) One former NSA leader clearly had lost this charisma several months after dropping out of NSA. He seemed to be a different person, his energy and manner subdued. His life force, as NSA would put it, was at a low ebb, especially as compared to his vitality as an NSA leader.
I think we here at SGIWhistleblowers have a VERY different perspective on what was going on with that former SGI leader. Once you become disillusioned enough with the cult that you leave, you will have lost confidence in its teachings and recommendations. And let's face it - pretending to feel a certain way in order to project an image that has been assigned by others, that can feel exhausting, particularly for introverts! In fact, many describe feeling utterly exhausted by the time they finally decide to throw in the towel on the Dead-Ikeda-cult SGI - as explained here: "I did the right thing by leaving, because I couldn't have 'tried harder' or 'chanted harder' or done 'more responsibilities' by the end - I was absolutely burnt out."
Hurst doesn't even consider the possibility that this former NSA leader was experiencing trauma in the wake of separating from this consuming group that especially at that time was eating up ALL his free time (as described here). How he might have been in a more introspective mood as he examined what he'd been indoctrinated to do and be as opposed to what HE genuinely felt was right for him to do and be. In a conformity-pressuring cult like SGI ("unity", "mentodisciple"), all the members are expected to adopt a specific persona, identified clearly here (from 2010). They are expected to take Ikeda's self-glorying fanfic Mary Sue avatar and remake themselves in that image, even though it was a fictional persona. Those who are most successful at replacing their genuine selves with this cardboard cult-guru cutout gain the most praise, respect, and status within Ikeda's cult, after all. AND genuinely PHONY. I'm sure that former NSA leader was a much more authentic person, that "charisma" Hurst states that he'd "lost" simply being the cult-approved behavior required by the cult. And he's WAY better off without that!
I don't know about you, but when I finally ditched the dead-end Dead-Ikeda-cult SGI, I became somewhat withdrawn. First, I had no one to discuss my cult experience with (so important to processing what you experienced) because by that point, ALL my "friends" were fellow SGI members and of COURSE they SHUN you when you leave, but also, I needed to figure out who I was, what I liked, and what was important to me. So I started by catching up on some of the things I'd missed out on along the years, from being too busy doing SGI garbage. And a lot of this involved reading, watching different films and series, and just plain sitting quietly with myself. You can see a bit about the challenge that comes when one sheds an addiction like SGI here - and it involves becoming more in tune with yourself. Healing from an addiction requires that you become independent of everything relating to that addiction that colored your behavior, priorities, and overall worldview.
submitted by lambchopsuey to sgiwhistleblowers [link] [comments]


2024.05.20 15:29 coolbabes74 America OWES me!

Just wanted to say I enjoy reading everyone's posts that seem to be clones of by 77 y/o father. I wanted to share my little story of what sticks out in my mind (one of many, many examples)
Just a brief background, he was an auto part salesman for years (and of course bragged about not having to buy a car for years because his company provided a Chevy Celebrity, later, a Ford Taurus) . His job consisted of going from mechanic shop to mechanic shop with his yellow legal pad, talked to/joked around with the guys who maybe placed an order and then casually went to the next. Went home for lunch to make a sandwich and watch the news and then another shop or two and then back home to call in orders. He always claimed how HARD he's worked for decades.
A few years later when he retired he married this woman who already had money and "they" (she) built a big house on a lake in Maine. He had my husband and I over and was showing us around the house like it was the Taj Mahal bragging about the materials used for this and that and any special features of the house. We were out on the dock and he looks around nodding and says in his terrible Boston accent "I worked hahd fah this, okayyy? America OWES me this!" I was so disgusted, I said "Well, a lot of people work hard all their life, even working 2 or 3 jobs and they aren't OWED a house on a lake" He just waved his hand dismissively (as a common reaction to any words that disagree with him) like I didn't understand how much he earned this place. But it's crazy how he thinks he worked "so hahd" more than anyone else or I have no idea what it's like to work or work hard. I have been working since I got my workers permit and waited tables at bars until 1 am through college and even beyond to supplement my FT jobs but that isn't recognized. Also would like to note that he has since got divorced and now lives in section 8 elderly housing but acts like it's Trump Tower and brags about how little he has to pay for rent,. So no matter what his situation is he's "winning". He also used to (when he drove) sneak his car through dealership car washes that he didn't buy his car at and brag about getting free car washes. One time he got caught and acted like they were the carwash police and rolled his eyes and said "I guess I'm not going THERE any more" .


submitted by coolbabes74 to BoomersBeingFools [link] [comments]


2024.05.20 13:20 dualTheTOASTED Auto start worker service after installation as window service. I mean service status = running through code in a worker service..not external command or console app to install

submitted by dualTheTOASTED to csharp [link] [comments]


2024.05.20 12:22 Horror_Mushroom5737 Tour Guide - Episode 1: New York

Hi lovelies!
Today, I have prepared 'a little tour guide' to help you on your journey through New York, or what's left of it. I will try and describe in detail what's where and how to get through each one of the four chapters. Big thank you to u/ZekeFearMe and u/h3c4t32 for their contribution!
\please note that documents only appear during Challenge Mode! Their location is random every time, so make sure to check your surroundings thoroughly.*
\please note that breaching charges are scattered randomly throughout the level. Their location will also vary depending on difficulty.*
\I'm also putting a* spoiler tag on this - in case you're completely new to the game and would like to play it first without ruining the fun - stop reading here! ₍ᐢ•ﻌ•ᐢ₎
Without further ado, let's dive in!
\"Alright, let's go.\" Tashaun Burnell
Chapter 1: Descent
This should be your first mission to play, as it introduces you to the game, shows you how different scenarios work and what triggers them. Consider this a tutorial of a sort.
First things first, let's get you off that damned roof! After getting rid of the barricade and heading downstairs, you will enter a vestibule leading to a long hallway to your right and a smaller room behind a closed door to your left (sometimes there are zombies and/or Lurker just around the corner behind the door, and a collectible document has a chance to spawn on one of the tables). Switching to your silenced pistol would be a smart decision, unless you want to alert nearby zombies and fight off a swarm very early (you can also try and melee shamblers, just be aware that Lurkers may spawn in three different spots here - in a small corridor visible from the vestibule, in an office to your right once you enter the hallway, and around the corner before you enter the small dining hall). Check the small office and shoot any zombies that are around (notice the photocopier here, sometimes a collectible document has a chance to spawn on top of it).
After you reach the end of the hallway, you can either enter the small dining hall or continue to your left, through another small hallway and up the steps. The dining hall only has two points of interest: an empty pizza box (a collectible document has a chance to spawn in it), and sometimes there is a crate behind the cooking station. Careful when you pass by that small office to your left, Lurker is hiding inside. You can see him/dispose of him through the dining hall door, shooting him through broken glass (once the threat is eliminated, check the shelves with folders, there is a chance that a collectible document spawns here).
You will now enter a large open area leading to the lifts. To the left there's another office (and yet another Lurker waiting to pounce on you as soon as you poke your head in the door, there is also a chance that a collectible document spawns on the red sofa to your left), to your right is small storage room (a Lurker is sometimes waiting inside) and a brightly lit corridor (sometimes there is a medical item on one of the sofas, also Virus Sample at dead soldier's body). Continue down to the reception where the lift is - be careful, there are two possible Lurker spawns, behind the reception desk on either side. Once you press the lift button, I suggest to back off a little in case there are still passengers inside the lift car (often there's a Bull).
Exit the lift, and you will find yourself inside a large mall with hordes of zombies roaming in the streets. Taking the path to your left will lead you to a broken display with a mannequin and a dead body next to it (a collectible document has a chance to spawn here). You'll also notice a sofa that's kinda in a way - sometimes there can be a crate or item on it. Continue down the left path, and you'll reach an outlet (NADIAMI). Be careful upon entering, there is a Lurker hiding behind the counter. Make sure to search the store thoroughly (a collectible document has a chance to spawn next to the blue chair in the corner). When you're done rummaging through this floor, head down the escalators. Your first big horde battle awaits! As the grand atrium reveals itself, you will see all the zombies trapped inside. There's quite the few, but don't shoot your guns yet. Notice how there are few standing idle opposite the bridge. Walk over to the other side and search the area first (a collectible document has a chance to spawn on one of the desks in right-hand corner), set up any traps (if you have an Exterminator or Hellraiser on your team, have them put down claymores where escalators are and on both sides of the bridge), as zombies will swarm the area from both ends. Make sure you and your team has the flanks covered, and start blasting. Shoot those big star shaped chandeliers and watch pieces of falling glass slice through Zeke. The horde will quickly pile up and climb, and at the same time more zombies will begin to pour in from the escalators. Make sure to watch out for Specials; Infectors, Bulls, Juggernaut and Gas Bags. There are also two Lurker hotspots, one just behind the column on the left side coming from the bridge, and the other on top of a lift car (you can safely kill this one through the gap in the door before pressing the button).
Once there is only smoke in the air and bullet casings on the floor left, advance towards the lift on the other side (there is a red service light shining through the broken door). Drop to the atrium and notice more guns, equipment bags, heavy guns and defence kits. You guessed it - there is another big horde battle ahead. You will have some time to prepare yourself, so briefly look around (there is a chance that a collectible document will spawn next to the blue duffel bag near an ATM under the escalator, there can also be another Virus Sample, if you head down the escalator leading to the parking garage, next to the body of a soldier), and get to it! If you've read my first guide, Newbies Handbook to Zombie Apocalypse, and remember the passage discussing defence kits, you'll know what to do. But just in case; depending on what defence kits you have around, set up barbed wire all the way in the front, lay down electric grid in the same fashion, auto-turrets should be facing back to provide cover from behind, as zombies will often pour in from all directions. And stationary gun should be facing towards the gate. When you're ready or time's up, zombies will swarm in. First, from the street right in front of you. You can shoot some of the cars and have explosions kill a few. Not long into battle, zombies will start falling from above and coming from behind you - the game loves to pull this trick whenever possible, you will have to get used to it. Expect Bulls, Juggernaut and Infector, often a Gas Bag drops down too. Just watch your six and listen for auto-turrets go off and hissing or roaring of Special Zombies, that's your cue to turn around. Best strategy now is to run up the escalator, and shoot all the zombies that climb up to get you. There are also three spots where Lurkers love to hide, one is behind the sand bags, second is behind glass just a few feet away, and third is on the lift car (this one can often surprise so be careful when you hear him, he's definitely there!).
If you managed to survive, grab any heavy guns that you haven't used (any machineguns, TAIGA-12 heavy shotguns, chainsaw or flamethrower - you don't want to use any missile or grenade launchers for the final stretch - high risk of friendly fire in tight spaces), enter the code into console and head outside. The street is mostly blocked, with only one way to go - down to the subway. Before we descent, let's look around (there is usually a crate by the military truck to the right just upon entering the street, behind the white shipping container next to a body of dead soldier you may find another Virus Sample, and in broken white box behind the bus stop a collectible document has a chance to spawn). In subway, we will be greeted by more zombies, attacking a train, and you will also meet Stevie, its conductor. There will be lots of smaller swarms attacking you, with Lurkers hiding in the shadows - one is right behind the locked gate as you enter the subway, another one is around the corner in the hallway between the two staircases, then another waiting in the train car next to where Stevie is. Some are also hiding in the rooms behind locked metal doors. Your next objective is to collect supply crates - depending on difficulty and number of players, the number of crates will vary. Every time you reach a crate, swarm will come, usually accompanied by Screamer. These can be quickly disposed if there is a player on the roof of one of the train cars. Don't hang around for too long though, as zombies keep swarming in.
Before dropping off last crate, make sure to check the subway station (a collectible document has a chance to spawn behind the trash can on second floor, above Stevie's train). Final stretch can be made easier - you just have to either sprint towards the entrance of the subway all the way back, upon collecting a crate, or - you can unlock the ground floor door on the right by activating a switch through the wall and (this method however requires experienced player with greatsword - because that is the only way to get inside without having to collect crates in there - useful for Insane or Extreme difficulty) shoot incoming swarms through the door. Usually zombies break these, but this particular corridor is zombie proof. You can just wait out and slaughter whatever comes by.

Chapter 2: Tunnel Vision
So the train only got you so far; now you have to help Stevie open up gates in the tunnels to get through. Go through the door on your left and up the stairs (as you reach the boiler room and walk up the steps, notice broken white box - a collectible document has a chance to spawn in it), there will be one stray zombie, and usually a Lurker, just behind the white brick wall leading to a hallway. Another one could be hiding in the room to your left with wide open metal doors (there can also be a Virus Sample on the body of a dead soldier in the corner). If you continue straight, you will reach a small room with a ladder and blue barrels in the corner - there will be a white metal box on the ground - sometimes a breaching charge can be found here. Now head back and through metal bars into storage room. Careful! There is usually a lurker crouched behind the metal shelves, in the middle (if you look around from this exact spot there should be a carboard box next the the metal shelf, behind it a collectible document has a chance to spawn).
You will have to activate two switches here, opening a gate and leading to the next area. Lurkers love to hide behind each row of generators, one in the small room on the right, immediately after entering, there can be one under the stairs on the right hand side (if you check behind the gas canister next to the staircase across the breaching door, a collectible document has a chance to spawn here) and another one is upstairs, in a room on the left - here you may also find a breaching charge, tucked behind a wooden box. You will have to activate three switches here, there is usually one on the catwalk, one on the ground floor and one in the server room - entrance is on the ground floor, just have to climb a few steps. Careful as this area can be full of zombies, and Lurkers - one behind the wall in a small room ahead, one behind the wall with server rack - here could also be a breaching charge, just stuck in between the rack under a screen with green oscilloscope (opposite the server rack on a desk facing the corridor with metal shelves, a collectible document has a chance to spawn).
Once you hit all three switches, gate will open upstairs, leading to the main hub with a control room. If there are any defence kits that are auto-turrets, I recommend picking them up, but don't place them yet - save them for the finale. You'll thank me later. Before you enter the control room, be aware there can be a Lurker behind that metal wall. Activate the control panel, and immediately run back to the door through which you've entered the hub. Stand next to the scaffolding on top of the platform, and just shoot any zombies that pile up on the other side. Second pile, and later whatever falls down from the roof, will have to climb the stairs and a cement bag wall to get to you. You have the high ground, and there is a solid obstacle between you and incoming zombies. This method will give you huge advantage, and you will only have to deal with leftover pile after. Notice the cement mixer as you walk towards the big vent, sometimes the wooden crate that's next to it contains a breaching charge (and before you reach the vent, look inside the flipped wheel cart, a collectible document has a chance to spawn there). You can also breach into the small room under the ventilation shaft.
As you climb over the ledge, sometimes you will startle a Lurker. Press the fan control, and drop down to the next area. There are three Lurker spots; one behind the wall with the pipe just around the corner, one around the bend to the right from the first spot on a broken metal bridge, and around the last bend. There's a yellow forklift, if you check its seat closely, you may find a breaching charge. There will be some weapons and a crate in this area too. Climb the big broken pipe and move carefully into the next area (if you drop down on the right hand side and turn around, you will find a bunch of blue barrels, a collectible document has a chance to spawn there).
Here, you will have to activate three vents on three levels in order to clear out the toxic gas. The first panel is very straightforward - drop down on the left-hand side, switch the first vent on, and make your way down the obstacles (careful, there can be a lurker on either side behind the pillars). For the second panel, you'll need to find a key on one of the bodies - so start looking around (Lurkers like to hide behind the pillars on this level too). There are two entrances on each side, leading to smaller rooms and corridors with dead workers. There can also be a breaching charge behind the last pillar on the left side (next to the staircase). On the left-hand side is a hallway leading to two storage rooms (at the end of the hallway, there are two blue barrels and a wooden crate, a collectible document has a chance to spawn behind it). Enter the storage to the right, and behind the yellow forklift, you may find a breaching charge. On the right hand side is what looks like a generator room, with dead-end corridor (there can be a Virus Sample next to a dead soldier behind wooden crate in the corner) and small boiler room. Once you have the key, return to the panel and clear out the gas on the lower level. The third panel will be a little more difficult; again, you have to search the bodies, except this time they're in the gas on the ground floor (on the same floor as the third panel is, there is a small L shaped hallway to the left, opposite the stairs leading down - a collectible document has a chance to spawn on metal shelves next to a wooden crate - careful, there migh be a Lurker waiting there too). You won't last long in the toxic air, so plan your route to the corpse and back and make your trips as brief as possible. Once you have the key, wait for the ground floor to clear up and head down the stairs (take the stairs down to the left, immediately turn right and find a wooden box tucked by the pillar next to a cage - a collectible document has a chance to spawn in it).
There will be only one way to go, and that's through a corridor with metal door leading to a 'tower' - here you will have to quickly climb flights upon flights of stairs to get to safety (when you drop down and take the path to your left, you will reach a dead soldier - this is the third and last location where a Virus Sample may appear). It's easy to get swarmed and overrun, as Zeke will start to literally pour in from above and open sewer grates on the sides. You may find a breaching charge between the two boxes as you approach the bridge on the upper level. Directly above this spot, there is another place where a breaching charge can be found - on top of a cardboard box in the corner, before you enter the safe room and seal it shut. After the gate closes behind you, another one opens directly in front of you. Sometimes there will be zombies in the next room, so stay focused (there is a chance that a collectible document spawns on the shelf to the left immediately as you enter this room).
Once you leave this area, you will reach a sector 7 catwalk leading to another vent. Climb over the ledge into the vent - be careful, as there might be a Lurker around the corner to your right. If you continue straight ahead, you will reach a pile of boxes and bin bags, there can be a breaching charge there too. Exit through the vent to the right and you will find yourself in a hub again, except now on the other side. There is another control room here and a scaffolding. Remember those auto-turrets from earlier? You should have at least one or two with you, so go and place them on the top of the control room, breach the room next to it, and if there are any more auto-turrets, place them facing the control room doors. Best position to defend here is on the top of the control room (there can also be a breaching charge behind the pile of boxes in the middle) - again, you have the high ground, auto-turrets to cover your back and floor below, and there's a tunnel boring machine control panel (it's position is random though, so it can be on either side, or if you have all the documents for this chapter, there's a chance there will be two panels, one on each side).
Worry only about protecting the train, all the zombies that climb up the sides will have to climb some more to get to you, by which point they'll be long dead. Special Zombies, however, should be swiftly dealt with - they can either fall down from behind you or from one of the vents (this is also where Screamers wail from), and can close distances faster as they are more resilient. Boring machines will turn the Zeke into mincemeat in a matter of seconds, you can mount a .50 cal to thin out the herd a little, and you can use heavy weapons once the swarm reaches the train.

Chapter 3: Hell and High Water
WIP

Chapter 4: Dead In The Water
WIP
submitted by Horror_Mushroom5737 to WWZSurvivalGuide [link] [comments]


2024.05.20 11:43 Theo_Cherry How To Stop Workers From Auto-Resowing

How do I stop workers from auto re-sowing post-harvest?
The micromanaging is annoying.
submitted by Theo_Cherry to ManorLords [link] [comments]


2024.05.20 10:29 walkz187 W: Q50c25 Railway, B2525 EPR and listed armour H: Rifles & Armor

When commenting please state what item you have to offer and what you would like in return from my list. thanks
Want:
Q50c25 Railway
Uny AP WWR USA Scout Pieces
OE AP WWR USA Scout Pieces
B2525 Enclave plasma w aligned auto barrel, stock and reflex sight.
Open to other offers
Trades
(Rifles)
B2525 Combat Rifle
BE15V Combat Rifle
J2525 Combat Rifle
AAE25 Handmade
B2525 Handmade
B2515R Handmade
B2515V Handmade
BE15v Handmade
B5015v Handmade
FE25 Handmade
J2515v Handmade
J3325 Handmade
QE15R Handmade
V2515R Handmade
B25FMS Plasma Gun
VE25 Railway
VE25 10MM SMG
Q2515r Tesla
AAE50 Fixer
AAE25 Fixer
AA5015c Fixer
AA3325 Fixer
Ari2525 Fixer
AriE15R Fixer
B2525 Fixer
B3325 Fixer
B3350 Fixer
B50c15v Fixer
B50c25 Fixer
BE25 Fixer
B50c50 Fixer
F2525 Fixer
I3325 Fixer
I5015c Fixer
J2525 Fixer
J2515v Fixer
Q251A Fixer
Q2515R Fixer
Q2525 Fixer
Q5025 Fixer
Q3325 Fixer
TSE25 Fixer
V3325 Fixer
V2525 Fixer
V5025 Fixer
BE25 Lever Action
B5025 Lever Action
I2515R Lever Action
IE15R Lever Action
(Heavy)
AA25/250 50 Cal
EE15v 50 cal
J2590 50 Cal
BE15v Gatling Gun
B2590 Gatling Laser
J2590 Gatling Plasma
BE1A LMG
JE90 LMG
(Melee)
B40 1s Bear Arm
AA40SS 15% less DMG Meat Hook
(Shotguns)
IE15r Combat Shotgun
I2515r Combat Shotgun
TSE15r Pump Action
(Armour)
Mixture of FSA/USA pieces in EA set
Uny AP Sneak
Bol AP Sentinel
Van AP Sentinel
Van AP Cavalier
Van AP Sneak
(Power Armour)
Ass Sentinel Unltracite
OE Cavaliers Ultracite w 2 AP
OE Sentinel Ultracite
OE WWR X-01 w 2 AP
OE Cavalier Excavator w 1 AP / Jet Pack torso
OE Sentinel Excavator / Jet Pack torso
OE WWR Excavator / Jet Pack torso
Van Sentinel Ultracite w 2 AP
Van Cavalier X-01 w 1 AP
Van WWR Raider w 1 AP
Cham WWR Excavator w 1 AP / Jet Pack torso
(Outfits)
Asylum worker Hat Brown
Asylum worker Hat Forrest
Asylum worker Hat Red
Asylum worker uniform Brown
Asylum worker uniform Weathered
BOS Jumpsuit
Bomber Jacket
Emmett Mountain Hazmat Suit
Crazy Guy Mask
Huntes Long Coat
Imposter sheepsquatch outfit
Longshoreman Outfit
Reclaimed deep mining gas mask
Straightjacket Clean
Travelling leather coat
Winter Jacket & Jeans
Bloody Chef Hat
Bloody Chef Outfit
Grillmasters Hat
Cultis Incarnated Helmet
Responders Paramedics Jumpsuit
Urban Scout Mask
Western Outfit
Western Outfits & Chaps
White Powder Jumpsuit
(Plans)
High Capacity
Armor Plated
Insulated
Refrigerated
Lead Lined
Rad Barrel
Fixer
Bear Arm
All serum plans available individually or as a full set
submitted by walkz187 to Market76 [link] [comments]


2024.05.20 08:28 Leo_techfreak4u Nigerian scammers on WhatsApp

Nigerian scammers on WhatsApp
If you have received a message about some tasks which would earn you certain amount of money say AED 1000, it's a big "SCAM"
Just report and block the numbers starting with +234 or similar.
submitted by Leo_techfreak4u to UAE [link] [comments]


2024.05.20 07:15 Winter-Gas3368 India Military Capabilities 🇮🇳

India 🇮🇳
Indian Armed Forces Military Grade B Navy Rank 7th Ground Force Rank 5th Air Force Rank 5th
Navy
Aircraft Carriers 2 Amphibious Ships 13 Destroyers 16 Frigates 41 Corvettes 25 Fast Attack Craft 54 EW Ships 2 Nuclear Submarines 2 Conventional Submarines 16
Navy details
https://docs.google.com/document/d/15ybVmFFzZzZj9A5V0UykyTatkGG6GYUDx7f5zp9P8DE/edit?usp=drivesdk
Ground Force
Tanks 4,784 (2,719) AFVs 5,344 Artillery Guns 11,645 (1,177) Rocket Artillery 1,068 Anti Aircraft Guns 1,881 (2,000) Air Defence Systems 1,596 Electronic Warfare Systems 2,363 Engineering Vehicles 808 Specialist Vehicles 291 Vehicles 58,374 Drones 210 Handheld Launchers 93,629
Ground Force details
https://docs.google.com/document/d/1JM0M4ZqgENWZeHbSLUzdUGrhlK6vIq7feHMtsPaHKkc/edit?usp=drivesdk
Air Force
Fighters 1,044 (423) Special Type Aircraft 134 (9) Logistical Aircraft 1,293 Attack Helicopters 203 Drones 268 Small Drones 1,689
Air Force details
https://docs.google.com/document/d/1veF2Bi-4N2nzJXkEjCNUZTEUBj0z27Q5-uzfHnaLknQ/edit?usp=drivesdk
Combat Manpower
Total Combat Ready 5,132,000 Active Service 1,450,000 Reserve 1,155,000 Paramilitary 2,527,000
Natural Resources
Facilities
Offshore Oil Rigs 53 Total Wells ~540 Oil Refineries 23 LNG Refineries 9 Coal Mines 350
Power Supply
Nuclear Power Stations 8 Power Stations 10,248 Power Output 1,844 Tw/h
Production
Oil Production 772,000 bbl Oil Consumption 5,000,000 bbl Deficit -4,228,000 LNG Production 27,734,833,000 C.um LNG Consumption 61,646,806,000 C.um Deficit -33,911,973,000 Coal Production 743,214,000 mt Coal Consumption 883,789,000 mt Deficit -140,765,000
Reserves
Oil Reserves 4,605,000,000 bbl LNG Reserves 1,380,614,000,000 C.um Coal Reserves 105,931,000,000 mt
Logistics
Geography
Landmass 3,287,236km² Roadways 4,699,024km Waterways 14,500km Railways 68,525km
Statistics
Population 1,417,173,173 Labour Force 523,839,158 Aircraft Technicians ~72,000 Mechanics ~500,000 Engineers ~1,500,00 Scientists ~210,000 Shipyard Builders ~30,000 Construction Workers ~70,000,000 Cargo Aircraft 771 Civilian Aircraft ~2,100 Civilian Cars ~30,000,000 Civilian Trucks ~5,000,000 Civilian Trains ~21,000 Civilian Busses ~2,600,000 Logistics Vessels 1,868 4.6m ton 5m oil brls
Domestic Hubs
Radar Installations 84 Warehouses 33,056 Police Stations 17,535 Train Stations 7,349 Gas Stations 60,799 Bus Depots 8,010 Auto Repair Shops 76,737 Military Bases 14 Air Force Bases 64 Airports 487 Heliports 500
Production Capabilities
Large Shipyards 32 Small Shipyards 586 Small Dry Docks 879 Large Dry Docks 34 Global Shipbuilding 1% Global Shipping 1.85%
Overseas Hubs
Military Satellites 14 Military Bases 3 Air Force Bases 2 Naval Bases 2
Economic Capital
Gross Domestic Product
GDP Nominal $3,732,000,000,000 GDP PPP $13,130,000,000,000 GDP Per Capita Nominal $2,612 GDP Per Capita PPP $9,183 GDP Growth up 7.2% CPI Inflation 5.62%
Credit and Debt
Credit Rating BBB Baa BBB BBB Stable Current Account -$120,000,000,000 Gross External Debt $624,700,000,000 Government Debt $3,100,000,000,000 Foreign Investment $1,613,000,000,000 Market Cap $3,750,000,000,000
Spending and Trade
Military Exports $516,384,603 Gold Reserves 822t $37,352,000,000 Defence Spending $74,000,000,000 Foreign Reserves $586,908,000,000 Tax Revenue $340,000,000,000 Tax Expense $560,000,000,000 Deficit -$220,000,000,000
Production Capabilities
Global Production
Automotive Production 17.8% Aircraft Production 1.7% Wheat Production 13.6% Timber Exports 27% Shipping 1.6% Services 0.016% Steel Production 7% Aluminium Production 1.6% Semiconductor Production 1.2% Oil Production 0.7% Liquid Natural Gas Production 0.5% Coal production 9%
Factories
Automotive Plants 74 Tank Plants 2 Equipment Producers 16 Armoured Unit Producers 2 Munitions Producers 3 Ammunition Producers 38 Small Arms Producers 11 Aircraft Producers 132
Capacity per Year
Fighters 10-30 4th and 4.5 Rotorcraft 20-40 Planes 2-12 Tanks 50-300 3rd and 3.5 Armoured Vehicles 30-90 Vehicles 3-6m Artillery Shells 300-600k Bullets 40-100m Fleet Carriers 0.3-0.4 0.4-0.6x Large Ships 0.1-0.4 0.3-1x Small Ships 3-18 4-12x Large Submarines 0.3-0.4 0.5-0.7x Small Submarines 0.7-1 0.8-2.1x
Military Technology
Aircraft
• 4.5 Gen Fighters • 3rd Gen Helicopter Gunships • 4th Gen Helicopters • 4th Gen Transports • Recon Aircraft • 1st Gen EW Aircraft • ASW Aircraft • 5th Gen CAS Aircraft • UCAVs • EW Drones
Vehicles
• 3.5 Gen Tanks • 5th Gen IFVs • 2nd Gen GMLRS • 4th Gen SAM Launchers • 4th Gen Mobile Radar Systems • 3rd Gen Counter Battery Systems • 3rd Gen EW Vehicles • 4th Gen SPAGs • 4th Gen SPAAGs • 3rd Gen AA Guns • C4 Vehicles • 3rd Gen Cruise Missile Launchers
Weapons Systems
• 4th Gen ATGMs • 4th Gen Manpads • 4th Gen Missles • 2nd Gen Manpats • 3rd Gen ICBMs • Anti Radiation Missles • ASW Rockets • CIWS • Active Sonar & Wake Seeking Torpedoes • Multi Packed VLS Cells with Guided Missles
Various Military Technology
• 2nd Gen thermal imagers • 3rd Gen night vision • 3rd Gen Reactive Armour • Global Navigation System • Soft Kill APS • ECM systems • AESA Radars
Navy Vessels
• Surveillance Ships • Amphibious Landing Ships • Fleet Carriers • Nuclear powered vessels
submitted by Winter-Gas3368 to u/Winter-Gas3368 [link] [comments]


2024.05.20 07:04 Winter-Gas3368 European Union Military Capabilities 🇪🇺

European Union 🇪🇺
European Defence Forces SMR Grade AZ Ground Force Rank 3rd Air Force Rank 3rd Navy Rank 2nd
Land Force
Tanks 6,555 (4,644) AFVs 28,149 (5,706) Artillery Guns 29,398 (4,426) Rocket Artillery 1,782 (524) Handheld Launchers 1,678,242 (23,524) Air Defense Systems 2,836 (305) Anti Aircraft Guns 12,441 Specialist Vehicles 3,865 Electronic Warfare Systems 2,528 Vehicles 101,766 (42,000) Engineering Vehicles 1,916
Land Force details
https://docs.google.com/document/d/1KvRlaD_Kd-GAwIg19VSaT1fJOv5tuPljD1M7HOoq0zo/edit?usp=drivesdk
Air Force
Fighters 2,840 (731) Bombers (54) Special Type Aircraft 414 Logistical Aircraft 3,740 (82) Attack Helicopters 750 (51) Drones 488 Small Drones 13,718
Air Force details
https://docs.google.com/document/d/1596J8MeP9zuLKUQ0tVvrJCdEZKY94EwAFoEtsU31YP4/edit?usp=drivesdk
Naval Force
Aircraft Carriers 11 Amphibious Ships 30 Cruisers (1) Destroyers 50 (2) Frigates 85 (24) Corvettes 126 (29) Fast Attack Craft 308 (10) Mine Ships 132 Electronic Warfare Ships 12 Stealth Submarines 13 Nuclear Submarines 10 (1) Conventional Submarines 26 (32) Support Ships 21,479
Navy details
https://docs.google.com/document/d/1CdPDEDOazTWWH9W6I9KBZgTGPmB11-nF1El5ln96fMY/edit?usp=drivesdk
Combat Manpower
Total Combat Ready 9,003,925 Active Service 1,819,656 Deployed 28,051 Paramilitary forces 522,000 Reserve forces 5,152,269 Police Officers 1,510,000
Economic Capital
Gross Domestic Product
GDP Nominal €16,923,497,760,000 GDP PPP €24,132,172,125,000 GDP Per Capita Nominal €36,822 GDP Per Capita PPP €52,544 GDP Growth up 5.4% CPI Inflation 7.5%
Business
Current Account €161,000,000,000 Credit Rating AA AAA AAA AAA Stable Government Debt €11,470,104,360,000 Gross External Debt €12,446,392,500,000 Foreign Investment €12,189,233,160,000 Market Cap €15,364,380,075,000
Spending and Trade
Military Exports €65.489 Billion Defence Spending €313,000,000,000 Gold Reserves 11,420t €679,806,709,000 Foreign Reserves €2,029,233,960,000 Tax Revenue €11,266,229,000,000 Tax Expense €12,225,057,000,000 Deficit -€958,838,400,000
Logistics
Geography
Landmass 4,233,255 km² Railways 260,961km High Speed Railway 12,676km Roadways 6,270,233km Waterways 75,455km
Statistics
Total Population 447,706,209 Labour Force 216,229,439 Civilian Ships ~23,400 Civilian Cars ~253,000,000 Civilian Busses ~882,000 Civilian Trucks ~6,200,000 Civilian Trains 29,788 Civilian Aircraft ~40,000 Cargo Aircraft 6,711 Construction Workers ~18,000,000 Aircraft Technicians ~195,000 Scientists ~13,300,000 Shipyard Builders ~500,000 Engineers ~4,700,000 Mechanics ~829,000 Military Trucks 406,820 Military Transport Planes 405 Military Ariel Refueling Tankers 34
Domestic Hubs
Small Ports 1,200 Large Ports 174 Small Dry Docks 1,351 Large Dry Docks 155 Military Bases 534 Naval Bases 33 Air & Space Force Bases 130 Gas Stations 140,165 Police Stations 3,416 Bus Depots 47,355 Auto Repair Shops 464,503 Train Stations 43,633 Airports 2,710 Heliports 2,088 Radar Installations ~570 Warehouses ~27,000
Overseas Hubs
Military Bases 198 Naval Bases 10 Air Force Bases 9 Total Satellites 110
Production Capabilities
Global Production
manufacturing 17.4% Shipbuilding 2.31% Shipping 37.5% Aircraft Manufacturing 19.6% Steel Production 12.7% Aluminium Production 4% Semiconductor Production 5.27% Services 54.1% Wheat Production 18.9% Timber Exports 24% Automobile Production 11.3% Oil Production 6.1% Liquid Natural Gas Production 3.1% Coal Production 3%
Military Production
Tank Plants 5 Armoured Unit Producers 93 Munitions Producers 27 Equipment Producers 132 Small Arms Producers 277 Ammunition Producers 459
Capacity per Year for past ten on average
Tanks 100-500 3+ and 4th Vehicles 10-15m Armoured Vehicles 300-800 Shells 400k-2m Bullets 200-600m Small Arms 4-10m Planes 400-700 Rotorcraft 40-130 Fighters 40-130 4.5 and 5th Fleet Carriers 0.3-0.5 0.6-0.8x Escort Carriers 0.5-0.9 1-1.5x Large Ships 0.4-0.6 0.5-1x Small Ships 30-110 3-15x Large Submarines 0.06-0.2 0.2-0.5x Small Submarines 0.3-0.7 0.5-1x
Industry
Manufacturing Factories 2,631,652 Small Shipyards 1,093 Large Shipyards 137 Aircraft Producers 1,413 Automotive Plants 213
Natural Resources
Production
Oil 9,590,000 bbl Natural Gas 202,365,000,000 Cu.m Coal 441,724,000 mt
Consumption
Oil 12,556,000 bbl -2,966,000 Deficit Liquid Natural Gas 185,470,668,000 Cu.m +16,894,332,000 Deficit Coal 239,408,608 mt +202,315,392 Deficit
Reserves
Oil 115,824,000,000bbl Liquid Natural Gas 11,447,000,000,000Cu.m Coal 96,396,000,000mt
Energy
Nuclear Power Stations 101 Power Stations 9,511 Power Output 2.785tw/h
Facilities
Offshore Oil Rigs 184 Total Oil Wells 147,456 Oil Refineries 85 LNG Refineries 29 Coal Mines 150
Military Technology
Aircraft
• 4.5 Gen fighters • 2nd Gen AEWAC Aircraft • Ariel Refueling Tankers • 1st Gen Supersonic Bombers • 3rd Gen Strategic Bombers • Recon Aircraft • ASW Planes • 3rd Gen EW Aircraft • 4th Gen CAS Aircraft • C3 Aircraft • 3rd Gen Helicopter Gunships • 4th Gen Helicopters • 5th Gen Transports • 3rd Gen ASW Helicopters • Unmanned Combat Ariel Vehicles
Weapons Systems
• ERBVRAAMs • 5th Gen ATGMs • 5th Gen Manpads • 5th Gen Missles • 3rd Gen Manpats • Multi packed VLS Cells with Guided Missles • 3rd Gen ICBMs • CIWS • Active Sonar & Wake Seeking Torpedoes • Anti Radiation Missles • MIRV Warheads • Homing Mines • Loitering Munition Drones • ASW Rockets
Various Military Technology
• 3rd Gen thermal imagers • 4th Gen Night Vision • 4th Gen Sabots • 3rd Gen Reactive armour • Programmable Ammunition • Caseless Ammunition • Global Navigation System • Hard & Soft Kill APS • ECM systems • AESA Radars • Stealth Technology
Vehicles
• 6th Gen IFVs • 4th Gen tanks • 4th Gen Radar Systems • 3rd Gen Counter Batteries • 5th Gen SAM Launchers • 4th Gen SPAGs • 5th Gen Towed Artillery • 2nd Gen GMLRS • 3rd Gen MLRS • 4th Gen SPAAGs • 5th Gen Towed AA Guns • C4 Vehicles • 3rd Gen EW Vehicles • 3rd Gen Cruise Missiles
Naval Vessels
• Fleet Carriers • Stealth ships • Stealth Submarines • Nuclear Powered Ships • Guided Missle Submarines • MCV Ships • Tracking Ships • Amphibious Command Ships
submitted by Winter-Gas3368 to u/Winter-Gas3368 [link] [comments]


2024.05.20 06:55 Winter-Gas3368 Russia Military Capabilities 🇷🇺

Russian Federation 🇷🇺
Russian Armed Forces SMR Grade A4Z Ground Force Rank 2nd Navy Rank 4th Air Force Rank 4th
Land Force
Tanks 8,846 (13,746) Armoured Fighting Vehicles 26,361 (21,800) Artillery Guns 25,228 (46,000) Rocket Artillery 2,123 (4,550) Vehicles 107,664 (20,000) Anti Aircraft Guns 17,696 (36,550) Air Defense Systems 8,379 (3,900) Specialist Vehicles 4,201 Engineering Vehicles 2,430 (770) Electronic Warfare Systems 9,269 (1,077) Handheld Launchers 5,711,000 (210,000)
Land Force details
https://docs.google.com/document/d/1dvBM53yYcZMNyt4YQDByBFBKmMhE0BQuUOpPxsfOKYs/edit?usp=drivesdk
Air Force
Fighters 2,198 (1,670) Special Type Aircraft 1,242 (408) Logistical Aircraft 1,701 (1,113) Bombers 137 (122) Attack Helicopters 1,667 (228) Drones 826 Small Drones 17,229
Air Force details
https://docs.google.com/document/d/1TGTOllk3FaWBtV51j7AAPWgzaARQxGCoGDSSHWpEqc4/edit?usp=drivesdk
Naval Force
Aircraft Carriers 1 Amphibious Ships 34 (2) Battlecruisers 2 (1) Cruisers 2 Destroyers 17 (5) Frigates 35 (4) Corvettes 142 (15) Fast Attack Craft 172 Mine Ships 52 EW Ships 22 Nuclear Submarines 53 (28) Conventional Submarines 25 (26) Support Ships 2,452
Navy details
https://docs.google.com/document/d/1aPyoxoirRDH4sWTVWkBl8-_pyW7J_Mr2RQbHU_ceCTE/edit?usp=drivesdk
Combat Manpower
Total Combat Ready 4,438,000 Active Service 1,300,000 Deployed ~900,000 Reserve 2,00,000 Paramilitary 200,000 Police Officers 938,000
Economic Capital
Gross Domestic Product
GDP Nominal $2,000,600,000,000 GDP PPP $5,056,000,000,000 GDP Per Capita Nominal $14,404 GDP Per Capita PPP $34,837 GDP Growth Up 2.2% CPI Inflation 5.2%
Credit and Debt
Current Account N/A Credit Rating Sovereign Default Government Debt $249,221,000,000 Gross External Debt $281,900,000,000 Foreign Investment $479,700,000,000 Market Cap $56,844,000,000
Spending and Trade
Military Exports $46,630,246,835,443 Gold Reserves 2,299t $159,550,600,000 Foreign Reserves $592,000,000,000 Defence Spending $86,400,000,000 Tax Revenue $664,000,000,000 Tax Expense $704,000,000,000 Deficit -$160,000,000,000
Logistics
Geography
Landmass 17,098,242km² Railways 87,157km High Speed Railway 772km Roadways 1,283,387km Waterways 102,000km
Statistics
Total Population 147,182,123 Labour Force 72,443,666 Military Trucks 98,877 Military Logistical Aircraft 1,701 Mechanics ~600,000 Aircraft Technicians ~44,000 Scientists ~330,000 Engineers ~1,200,000 Construction Workers ~7,000,000 Civilian Trains 12,344 Civilian Ships ~2,100 Civilian Cars ~57,812,000 Civilian Busses ~414,500 Civilian Trucks ~4,929,000 Civilian Aircraft 1,290 Logistics Vessels 1,968 3m brls. 2.7m tns Landing Craft 97 Cargo Aircraft 1,101
Domestic Hubs
Military Bases 122 Air Force Bases 92 Naval Bases 15 Small Dry Docks 244 Large Dry Docks 4 Gas Stations 25,402 Train Stations 3,530 Police Stations 874 Auto Repair Shops ~22,000 Bus Depots 2,646 Small Ports 87 Large Ports 8 Airports 1,218 Heliports 5,579 Warehouses ~11,000 Radar Installations 133
Foreign Hubs
Military Bases 33 Naval Bases 2 Total Satellites 111
Production Capabilities
Global Production
Shipbuilding 0.22% Aircraft Manufacturing 0.13% manufacturing 1.2% Steel Production 8.7% Aluminium Production 6% Semiconductor Production 0.21% Wheat Production 13.5% Shipping 2.8% Services 0.9% Timber Exports 6.5% Automobile Production 0.18% Oil Production 11.2% Liquid Natural Gas Production 26.6% Coal Production 5%
Military Production
Armoured Units Producers 18 Tank Producers 2 Munitions Producers 31 Equipment Producers 56 Small Arms Producers 144 Ammunition Producers 86
Estimates per year
Tanks ~200-400 3.5 and 4th Vehicles ~700-900k Armoured Vehicles ~100-300 Shells ~1-5m Bullets ~100-300m Small Arms 1-4m Planes 10-40 Fighters ~30-60 4.5 and 5th Gen. Rotorcraft ~20-50 Fleet Carriers ~0.1-0.3 0.3x Escort Carriers ~0.4-0.8 0.5-1x Large Ships ~0.2-0.4 1-2x Small Ships ~5-10 8-18x Large Submarines ~0.08-0.1 0.3-0.7x Small Submarines ~0.4-0.8 0.5-1x
Industry
Large Shipyards 3 Small Shipyards 100 Manufacturing Factories ~376,000 Automotive Factories 11 Aircraft Factories 96
Natural Resources
Production
Oil 10,750,000 bbl Liquid Natural Gas 701,544,189,000 Cu.m Coal 447,332,000 mt
Consumption
Oil 3,700,000 bbl + 7,050,000 bbl Deficit Liquid Natural Gas 460,612,169,000 Cu.m + 240,932,020,000 Cu.m Deficit Coal 266,038,000 + 181,294,000 mt Deficit
Reserves
Oil reserves 80,000,000,000bbl Natural gas reserves 47,805,205,000,000Cu.m Coal reserves 162,166,000,000mt
Energy
Nuclear Power Stations 38 Power Stations 440 Power Output 1,085tw/h
Facilities
Offshore Oil Rigs 102 Oil Wells ~212,000 LNG Refineries 9 Oil Refineries 13 Coal Mines 127
Military Technology
Aircraft
• 5th Gen Fighters • 4th Gen CAS Aircraft • 3rd Gen Supersonic Bombers • 4th Gen Strategic Bombers • 3rd Gen AEWAC Aircraft • 3rd Gen Helicopter Gunships • 5th Gen Transports • 4th Gen Helicopters • Ariel Refueling Tankers • C4 Aircraft • Unmanned Stealth Bombers • Stealth UCAVs • Specialist Planes • ASW Planes • Recon Aircraft • 3rd Gen EW Aircraft • 3rd Gen ASW Helicopters
Weapons Systems
• ERBVRAAMs • 4th Gen ATGMs • 3rd Gen Manpats • 4th Gen Manpads • Anti ICBM Systems • 4th Gen ICBMs • ASW Rockets • Hypersonic Cruise Missiles • Hypersonic Glide Vehicles • 4th Gen Missles • MIRV Warheads • CIWS • Anti Radiation Missles • Homing Mines • Active Sonar & Wake Seeking Torpedoes • Multi Packed VLS Cells with Guided Missles • Loitering Munition Drones
Various Military Technology
• 3rd Gen Thermal Imagers • 4th Gen Reactive Armour • Global Navigation System • Caseless Ammunition • Programmable Ammunition • Dual APS systems • ECM systems • AESA Radars • Stealth Technology
Vehicles
• 4th Gen Tanks • 6th Gen IFVs • 4th Gen Radar Systems • 3rd Gen Counter Battery Systems • 5th Gen SAM Launchers • 4th Gen SPAGs • 5th Gen Towed Artillery • 3rd Gen Anti Tank Guns • 2nd Gen GMLRS • 3rd Gen MLRS • 4th Gen SPAAGs • 5th Gen AA Guns • 3rd Gen EW Vehicles • 4th Gen Cruise Missile Launchers • C4 Vehicles
Naval Vessels
• Nuclear Powered Ships • Fleet Carriers • Stealth Ships • Guided Missle Submarines • ICBM Submarines • Minehunters • Amphibious Landing Ships • Tracking Ships
submitted by Winter-Gas3368 to u/Winter-Gas3368 [link] [comments]


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