Pax jax code generator

League of Legends Code Exchange

2011.09.09 04:46 League of Legends Code Exchange

[link]


2024.05.21 13:49 tHeOctane32 Leveraging ChatGPT in Web Development: Enhancing Your WordPress Projects

Hey WebDevMauritius community,
Hope you’re all doing well! Today, I want to dive into an exciting topic: using ChatGPT to enhance web development, specifically for WordPress projects. As an experienced web developer, I've found that integrating AI tools like ChatGPT can significantly streamline workflows and add unique functionality to websites.

How ChatGPT Can Help

  1. Content Creation: Generating engaging and relevant content can be time-consuming. ChatGPT can assist by creating blog posts, product descriptions, FAQs, and more. This can help keep your site fresh and informative without spending hours writing.
  2. Customer Support: Implementing a ChatGPT-powered chatbot on your WordPress site can provide 24/7 customer support. It can handle common queries, provide information, and even guide users through processes, improving user experience and reducing the workload on human support staff.
  3. Code Assistance: Stuck on a piece of code or looking for the best way to implement a feature? ChatGPT can offer coding advice, snippets, and troubleshooting tips. It’s like having a coding buddy available at all times.
  4. SEO Optimization: ChatGPT can help generate SEO-friendly content, suggest keywords, and even rewrite existing content to improve its SEO value. This can boost your site’s visibility and attract more visitors.

Implementing ChatGPT in WordPress

  1. Using Plugins: There are several plugins available that integrate ChatGPT with WordPress. Plugins like “AI Engine” or “WP-Chatbot” make it easy to add AI capabilities to your site without extensive coding knowledge.
  2. Custom API Integrations: For those comfortable with a bit of coding, you can integrate ChatGPT directly using OpenAI’s API. This allows for more customized and powerful implementations tailored to your specific needs.
  3. Interactive Elements: Incorporate ChatGPT into interactive elements like comment sections, forums, or customer feedback forms. This can help keep conversations lively and engaging, providing immediate responses and insights.

Benefits

Conclusion

Leveraging ChatGPT in WordPress development opens up a world of possibilities. From improving content creation to providing instant customer support, the integration of AI can take your projects to the next level. If you haven’t explored this yet, now is a great time to start experimenting with how ChatGPT can fit into your workflow.
Have any of you tried integrating ChatGPT into your WordPress sites? What has your experience been like? Let’s discuss tips, tricks, and potential pitfalls!
Looking forward to your thoughts!
submitted by tHeOctane32 to WebDevMauritius [link] [comments]


2024.05.21 13:47 Red50OGRuby__ I’ve been waiting for today 🥱

I’ve been waiting for today 🥱
FYI: Uniswap, being a decentralized exchange (DEX), does not have a centralized authority that lists tokens in the same way traditional exchanges do. Instead, anyone can create a liquidity pool for a token on Uniswap, which means there is no formal announcement from Uniswap itself about new token listings.
BTW UNISWAP IS WHERE RETIK HOUSE ALL OF THEIR WALLETS 😉 Go back and look at the presale funds post; those transactions were traced through Uniswap. Oh and let’s not forget, Uniswap is currently under fire with the SEC 😬
Typically, information about new tokens being listed on Uniswap is shared by the token projects themselves through their official communication channels such as websites, social media, and community forums. RETIK shared theirs on Medium…🥴
For centralized exchanges (CEXs), they usually have an announcement section on their websites or social media platforms where they inform users about upcoming token listings. These announcements often include details such as the listing date, trading pairs, and any special events or promotions related to the listing.
Regarding the timing of token launches, it varies by exchange:
1. Uniswap (DEX): Since listing is decentralized, tokens can be added at any time. The project behind the token usually announces the specific time of launch. 2. Centralized Exchanges (CEXs): These exchanges typically have a more structured schedule. Listings can occur at different times depending on the exchange’s policies and practices. It’s common to see new tokens listed at times when trading activity is high, often during regular business hours in major financial centers. 
**Creating a Fake Token on Uniswap
1. Token Creation: Anyone with the technical know-how can create an ERC-20 token on the Ethereum blockchain. This process is relatively straightforward and can be done using various tools and platforms. 2. Liquidity Pool Creation: To list a token on Uniswap, the creator needs to create a liquidity pool by pairing their new token with an existing token like ETH or USDT. This requires providing an initial amount of both tokens to the pool. (Retik created their source code longgggg time ago w/ Dex Pairs)** 
**Profiting from a Fake Token
1. Pump and Dump Scheme: The creator of the fake token might use marketing tactics or misleading information to generate hype and attract buyers. Once the token’s price rises due to increased demand, the creator sells their holdings at a profit, leaving buyers with worthless tokens when the price crashes. 2. Rug Pull: In this scenario, the creator of the fake token initially provides significant liquidity to the pool to make it seem legitimate. Once enough people have invested, the creator withdraws all the liquidity, leaving token holders with tokens they can’t sell, effectively stealing their funds. 3. High Transaction Fees: Some fraudulent tokens are designed to charge very high transaction fees, which go directly to the creator whenever someone buys or sells the token. This can drain the funds of unsuspecting buyers quickly.** 
Soooo all of this to say, it took them so long to “launch” for what ? They’re not a “CEX”(but their smart contract has CEX codes 🤔 however they claim to be DEX) so they would’ve NEVER needed to wait for a slot on a CEX 🫤 because they’re DEX, righttttt?
Tokens can be listed on Uniswap at anytime, so what prevented them from doing this in February? Today is supposed to pacify us, that’s all 🥱
submitted by Red50OGRuby__ to RetikScamExposed [link] [comments]


2024.05.21 13:43 upbstock $NVDA _----- $DELLl

Dell expands its AI factory with NVIDIA to accelerate AI adoption 
Dell Technologies (DELL) expands the Dell AI Factory with NVIDIA (NVDA) to include new server, edge, workstation, solutions and services advancements that speed AI adoption and innovation."Organizations are moving quickly to capture the AI opportunity, which is why our collaboration with NVIDIA is so important," said Michael Dell, founder and CEO, Dell Technologies. "Our expansion of the Dell AI Factory with NVIDIA continues our joint mission - we're making it easy for organizations to implement AI so they can move boldly into this next technological revolution." "Generative AI requires a new type of computing infrastructure - an AI factory that produces intelligence," said Jensen Huang, founder and CEO, NVIDIA. "Together, NVIDIA and Dell are providing the world's industries with a full-stack offering - including computing, networking and software - that drives the copilots, coding assistants, virtual customer service agents and industrial digital twins of the digital enterprise."
submitted by upbstock to Optionmillionaires [link] [comments]


2024.05.21 13:32 just4sanu What’s the best coupon code in 2024 to get the maximum discount on GeneratePress?

Unfortunately, there’s no GeneratePress discount/coupon code available in the market.
submitted by just4sanu to WordPressThemes [link] [comments]


2024.05.21 13:29 PixelScriptsUK ChatGPT (or other AI) as a tool for learning code

Currently getting back into the swing of webdev after a few years away. Just for kicks, i took a large chunk of JS and threw it into chatgpt and asked it to explain it line by line.
To my surprise it was surprisingly accurate and gave me a detailed description of not only every line but every bit of syntax
i tried this with some more complex code i didnt understand and it seems to also do a good job of breaking it down.
So this got me wondering, from your experiences
  1. How reliable is AI at helping learn/understand code
  2. Are there any fun/useful ways of utilising AI to make and check coding challenges or solve them
  3. What are its limitations? Where should i stop trusting the code it generates.
To clarify: Im not using it to generate my code, but more trying to use it as a more interactive way to learn rather than following tutorials and trying to invent my own projects
submitted by PixelScriptsUK to webdev [link] [comments]


2024.05.21 13:24 stevestarr123 Retiring Traditional Linux Man Pages: Embracing Markdown with Command-Line Rendering

We're excited to announce a significant shift in our documentation approach: we're retiring traditional Linux man pages and replacing them with Markdown, which will be rendered directly from the command line. Additionally, we will convert all the man pages for the software included in the next generation of our Linux distributions.

Why Markdown Man Pages?

Pros of Markdown Man Pages:
  1. Readability and Formatting:
    • Markdown is inherently more readable and easier to write than the traditional roff format used in man pages.
    • It supports modern text formatting features like headers, lists, tables, links, and code blocks.
  2. Consistency and Portability:
    • Markdown is a widely-adopted standard used across various platforms and documentation systems, ensuring consistency.
    • Markdown files can be easily converted to other formats (HTML, PDF, etc.) using tools like Pandoc.
  3. Ease of Maintenance:
    • Markdown's simplicity reduces the learning curve for contributors, making it easier to maintain and update documentation.
    • Version control systems like Git work seamlessly with Markdown, facilitating collaborative editing and change tracking.
  4. Enhanced Viewing Options:
    • With a command-line renderer, users can view Markdown man pages in various styles and formats, enhancing the overall user experience.
    • Renderers can provide additional features such as syntax highlighting, clickable links, and even embedded media.
Cons of Traditional Man Pages:
  1. Complex Syntax:
    • The roff format used for traditional man pages is complex and unintuitive, making it harder for new contributors to write and edit documentation.
    • Formatting issues are common and can make man pages difficult to read and maintain.
  2. Limited Features:
    • Traditional man pages are limited in their formatting capabilities, lacking support for modern documentation features.
    • They do not support interactive elements or rich media, which can enhance the usability of documentation.
  3. Inconsistent Formatting:
    • The look and feel of man pages can vary significantly across different systems and viewers, leading to inconsistent user experiences.

Example

Here's a short example of a man page converted to Markdown:
Traditional Man Page:
roff .TH LS 1 "March 2024" "GNU Coreutils 8.32" "User Commands" .SH NAME ls \- list directory contents .SH SYNOPSIS .B ls [\fIOPTION\fR]... [\fIFILE\fR]... .SH DESCRIPTION .B ls list information about the FILEs (the current directory by default).
Markdown Man Page:
```markdown

ls - list directory contents

Synopsis

ls [OPTION]... [FILE]...

Description

ls lists information about the FILEs (the current directory by default).

Options

For more information, see the GNU Coreutils documentation. ```

Conclusion

We believe that transitioning to Markdown man pages will significantly enhance the quality and accessibility of our documentation. By embracing a modern, user-friendly format, we aim to provide a better experience for both contributors and end-users.
We'd love to hear your thoughts and feedback on this change! How do you feel about moving away from traditional man pages to Markdown?
Join the discussion below!
submitted by stevestarr123 to linuxnextgen [link] [comments]


2024.05.21 12:58 Ambitious-Way326 How do i balance work and free time in my mind?

Hello,
Little background: 23M Typical gifted kid -> sailed through middle and high school -> University was hard with courses like mathematical statistics and such -> Started learning more productive work processes and how to learn more effectively -> about to finish Master's with a golden job offer in quant finance.
I feel i have a hard time separating work and free time in my mind. I either always have work and productivity stuff in the back of my mind or i don't. If i don't have it in the back of my mind, i just do whatever i want which is fun up to a point. If i do have it in the back of my mind, i usually burn out after a certain point. An example of this was in the last semester of my Bachelor's:
I remember seeing some Dr. K videos about Vata personality (have more tings going on, switch between projects that last 6-12 months) and if feeling overwhelmed/burned out one should do more voluntarily, so i kind went hard: On top of two courses and Bachelor's project, i payed for two extra courses that were Master's level Machine Learning courses (not the basic ones), with a student job in data science, and a couple of mid-level coding projects on the side. I was almost always working, and even when i wasn't, i could not let go of work in my mind. When the whole ordeal was over, i was completely burned out, and when friends asked what i did over the summer, i remember telling them that i just slept for like three months.
I discovered that part of the reason i was so burned out, was because of coffee consumption, that ruined my sleep and made me feel horrible because of lack of sleep. I stopped drinking coffee, and now i find it hard to do stuff. I can work study and do achieve reasonable results, but not the same as before. Also, it is like after some initial motivation, i have to make myself stressed to keep working. This stress just kind of stays there in the back of my mind generating restless thought, reminding me of work, and messes up my sleep. I can meditate to release the stress but this takes like atleast an hour and only brings me back to baseline, and this is only right now. Can't imagine if i have a very stressful 9-6 quant job.
What annoys me is the inability to relax and just be present when i am done working. I have friends, who after a hard day of being productive in whatever, are just able to let it go and do whatever. Go to social events, do a fun activity, get their hunting license, or even just veg out watching Netflix without a care in the world. I just have this ball of stress, which can only be released if i meditate for an hour, but if i am productive for 8-10 hours, and go out to a park and meditate which can take 1.5 hours, then i am exhausted and don't have alot of time to do anything, before the cycle starts again tomorrow. Kind of like there is a part of me that needs some kind of stimulation, and i do stuff like pomodoro to appease this part of myself while working, but i still need more when i am done and i can't get enough. This consistently leads to burnout.
Part of it is probably that i don't acknowledge the things i do, there is always just the next thing. I don't know, what do you guys think?
submitted by Ambitious-Way326 to Healthygamergg [link] [comments]


2024.05.21 12:56 BlacksmithPristine88 I often get problem with raid or rarer other event not spawning on Cassandra but I never get any specify error i debug log, maybe someone with better knowledge could look at my debug log and my mod list and give some clou what is causing the problem

I don't know what I can do anymore, as i get the bug whit raid not spawning really often without any error or clue, I is hard to test whit different mod list because i take a long time to tested. Maybe there are some more obvious problem on my mod list that someone better informed cloud spot? if something i deleted my user folder and content folder on steam and download everything again.
Here my log
Mono path[0] = 'D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Managed'
Mono config path = 'D:/Steam/steamapps/common/RimWorld/MonoBleedingEdge/etc'
Initialize engine version: 2019.4.30f1 (e8c891080a1f)
[Subsystems] Discovering subsystems at path D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1070 (ID=0x1be1)
Vendor:
VRAM: 8060 MB
Driver: 31.0.15.5244
Begin MonoManager ReloadAssembly
Initializing input.
Input initialized.
Initialized touch support.
UnloadTime: 0.933400 ms
RimWorld 1.5.4085 rev545
Mod ReGrowth: Wastelands Fishing Patch dependency (regrowth.botr.wastelands) needs to have and/or specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Mod ReGrowth: Wastelands Fishing Patch dependency (vanillaexpanded.vcef) needs to have and/or specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-0000020375D78110.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-00000203779C1250.dll
[Biomes! Islands v2.2.0.0] Initialized
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037D17E940.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037CF01010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037CB8D010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C946010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C808020.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C85E010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C978820.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-0000020375C89530.dll
1.0.8864 ::
1.0.8865 ::
1.0.8864 ::
[Interaction Bubbles v3.0] Initialized
ReSplice: Charmweavers 1.1-Lurelings-rev5
ReGrowth: Core 3.6-Mundi-rev6
ReGrowth: ReTextures 1.2-Clapham-rev4
ReSplice: Core 1.0.1-Shelley-rev4
Parsed 0.125 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Parsed 0.15 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Parsed 2.5 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Parsed 7.5 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Could not resolve cross-reference: No Verse.SoundDef named Pawn_Melee_Punch_HitBuilding found to give to Verse.RaceProperties Verse.RaceProperties (using undefined sound instead)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Could not resolve cross-reference: No Verse.SoundDef named Pawn_Melee_Punch_HitBuilding found to give to Verse.RaceProperties Verse.RaceProperties (using undefined sound instead)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Knowledge data was missing key BMT_HungeringAnimalsConcept. Adding it...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Knowledge data was missing key BuildersTryMine. Adding it...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[Pathfinding Framework v0.5.5.0] Mod initialized.
MovementDef count: 9
[Biomes! Core v2.6.2.0] Initialized
[Biomes! Caverns v1.6.3.0] Initialized
Texture LitterBox has dimensions of 256 x 256, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Texture LitterBox has dimensions of 256 x 256, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Translation data for language English has 27 errors. Generate translation report for more info.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[Cherry Picker] The database was processed in 00.64949 seconds and the following defs were removed:
  • ThingStyleDef/AM_Animalist_Mace,
  • ThingStyleDef/AM_Animalist_Shiv,
  • ThingStyleDef/AM_Animalist_Gladius,
  • ThingStyleDef/AM_Animalist_Ikwa,
  • ThingStyleDef/AM_Animalist_Knife,
  • ThingStyleDef/AM_Animalist_Spear,
  • ThingStyleDef/AM_Animalist_Club,
  • ThingStyleDef/AM_Animalist_Axe,
  • ThingStyleDef/AM_Techist_Revolver,
  • ThingStyleDef/AM_Techist_Autopistol,
  • ThingStyleDef/AM_Techist_BoltActionRifle,
  • ThingStyleDef/AM_Techist_PumpShotgun,
  • ThingStyleDef/AM_Techist_MachinePistol,
  • ThingStyleDef/AM_Techist_SniperRifle,
  • ThingStyleDef/AM_Techist_AssaultRifle,
  • ThingStyleDef/AM_Techist_HeavySMG,
  • ThingStyleDef/AM_Techist_LMG,
  • ThingStyleDef/AM_Techist_Minigun,
  • ThingStyleDef/AM_Techist_ChainShotgun,
  • ThingStyleDef/AM_Techist_ChargeRifle,
  • ThingStyleDef/AM_Techist_ChargeLance,
  • ThingStyleDef/AM_Techist_Mace,
  • ThingStyleDef/AM_Techist_Gladius,
  • ThingStyleDef/AM_Techist_Knife,
  • ThingStyleDef/AM_Techist_Spear,
  • ThingStyleDef/AM_Techist_Sword
[KCSG] Vanilla Base Generation Expanded contains 8 missing symbols.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[KCSG] Vanilla Factions Expanded - Ancients contains 4 missing symbols.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
MeditationFocusDef Void does not have a MeditationFocusExtension, which means it will not have an icon in the Psycasts UI.
Please ask Ludeon Studios to add one.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[TrueTerrainColors v1.12.14] Extracted true colors from 1464 terrain defs in 493.71 seconds using a RenderTexture of size 4112x4112.
[XML Extensions] Initialized 1 SettingsMenuDef(s) and found 0 unused key(s) from 0 mod(s)
[XML Extensions] 5033 total patches run in 37945ms, 0 failed
Using DDS for Animals: False
33
Using DDS for Arsenal: False
22
Using DDS for Artistic: False
55
Using DDS for Basic: False
27
Using DDS for Biotech: False
33
Using DDS for Child-Care: False
22
Using DDS for Cuisine: False
47
Using DDS for Factions: False
68
Using DDS for Misc: False
40
Using DDS for Recreation: False
18
Using DDS for Scientific: False
29
Using DDS for Styles: False
133
Using DDS for Vanilla: False
12
Using DDS for Projector-Throne: False
Using DDS for Projector-Throne_grand: False
Setting ERN_Amaro trainability to Advanced
Setting ERN_BigCarbuncle trainability to Advanced
Setting ERN_Carbuncle trainability to Advanced
Setting ERN_Chocobo trainability to Intermediate
PickUpAndHaul v1.1.2¼ welcomes you to RimWorld with pointless logspam.
[Geological Landforms v1.6.10] Found 5 biome variants in mod Biomes! Islands.
[Geological Landforms v1.6.10] Found 6 biome variants in mod Biomes! Caverns.
[Geological Landforms v1.6.10] Found landform data in the following mods: Geological Landforms, Biomes! Caverns
[Geological Landforms v1.6.10] Loaded 40 landforms of which 0 are edited and 0 are custom.
MVCF successfully applied 56 patches
[ShowMeYourHands]: Defined hand definitions of 320 weapons
adding BorealForestto primary biomes
adding Tundrato primary biomes
adding ColdBogto primary biomes
adding IceSheetto primary biomes
adding TemperateForestto primary biomes
adding TemperateSwampto primary biomes
adding TropicalRainforestto primary biomes
adding TropicalSwampto primary biomes
adding AridShrublandto primary biomes
adding Desertto primary biomes
adding ExtremeDesertto primary biomes
adding RG_TemperateGrasslandto primary biomes
adding RG_AspenForestto primary biomes
adding RG_BoilingForestto primary biomes
adding TemperateGuldenForestto primary biomes
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
Unloading 5 Unused Serialized files (Serialized files now loaded: 7)
Unloading 1421 unused Assets to reduce memory usage. Loaded Objects now: 97345.
Total: 1887.802500 ms (FindLiveObjects: 13.610400 ms CreateObjectMapping: 17.643200 ms MarkObjects: 1845.528100 ms DeleteObjects: 11.020100 ms)
Unloading 3 Unused Serialized files (Serialized files now loaded: 7)
UnloadTime: 0.385100 ms
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 97735.
Total: 1540.643400 ms (FindLiveObjects: 5.084100 ms CreateObjectMapping: 16.061600 ms MarkObjects: 1519.352600 ms DeleteObjects: 0.144800 ms)
Initializing new game with mods:
  • brrainz.harmony
  • Ludeon.RimWorld
  • Ludeon.RimWorld.Royalty
  • Ludeon.RimWorld.Ideology
  • Ludeon.RimWorld.Biotech
  • Ludeon.RimWorld.Anomaly
  • tidal.morevanilla.textures
  • vanillaexpanded.backgrounds
  • Owlchemist.CherryPicker.tmpfix
  • OskarPotocki.VanillaFactionsExpanded.Core
  • ReSplice.XOTR.Charmweavers
  • VanillaExpanded.VWENL
  • loregret.veextra.nonlethal
  • rimsenal.EVP
  • VanillaExpanded.VanillaAnimalsExpanded
  • VanillaExpanded.VAEEndAndExt
  • VanillaExpanded.VAERoy
  • VanillaExpanded.VAERoy.OmegaChickenPatch
  • VanillaExpanded.VAEWaste
  • VanillaExpanded.VAPPE
  • VanillaExpanded.VAEAccessories
  • VanillaExpanded.VARME
  • VanillaExpanded.VanillaBackstoriesExpanded
  • VanillaExpanded.BaseGenerationExpanded
  • Neronix17.Retexture.VanillaBeards
  • VanillaExpanded.VBrewE
  • VanillaExpanded.VBrewECandT
  • VanillaExpanded.VBrewESP
  • VanillaExpanded.VFEPower
  • VanillaExpanded.VChemfuelE
  • VanillaExpanded.VCookE
  • VanillaExpanded.VCookEStews
  • VanillaExpanded.VFEA
  • OskarPotocki.VFE.Empire
  • OskarPotocki.VFE.Deserters
  • VanillaExpanded.VWEL
  • OskarPotocki.VFE.Pirates
  • OskarPotocki.VanillaFactionsExpanded.SettlersModule
  • OskarPotocki.VFE.Tribals
  • VanillaExpanded.VCEF
  • VanillaExpanded.VCEFAddon
  • VanillaExpanded.VFECore
  • VanillaExpanded.VFEArchitect
  • VanillaExpanded.VFEArt
  • VanillaExpanded.VFEFarming
  • VanillaExpanded.VFEMedical
  • VanillaExpanded.VFEProduction
  • VanillaExpanded.VFEPropsandDecor
  • VanillaExpanded.VFESecurity
  • VanillaExpanded.VFESpacer
  • VanillaExpanded.VWE
  • VanillaExpanded.VTEXVariations
  • VanillaExpanded.VPsycastsE
  • pathfinding.framework
  • BiomesTeam.BiomesCore
  • BiomesTeam.BiomesIslands
  • sarg.alphaanimals
  • OskarPotocki.VFE.Mechanoid
  • Dubwise.DubsBadHygiene
  • Farxmai2.VanillaFurnitureExpandedPack
  • VanillaExpanded.VGeneticsE
  • VanillaExpanded.VGeneticsEMoreLabStuff
  • VanillaExpanded.VHE
  • Neronix17.Retexture.VanillaHair
  • VanillaExpanded.HelixienGas
  • VanillaExpanded.Ideo.Dryads
  • VanillaExpanded.VIEHAR
  • VanillaExpanded.Ideo.IconsandSymbols
  • VanillaExpanded.VMemesE
  • VanillaExpanded.Ideo.RelicsAndArtifacts
  • VanillaExpanded.Ideo.SophianStyle
  • VanillaExpanded.VIESAS
  • VanillaExpanded.VNutrientE
  • VanillaExpanded.VPersonaWeaponsE
  • vanillaracesexpanded.android
  • ReGrowth.BOTR.Core
  • ReGrowth.BOTR.AspenForest
  • ReGrowth.BOTR.BoilingForest
  • VanillaExpanded.VPlantsE
  • VanillaExpanded.VPlantsEMore
  • VanillaExpanded.VPlantsESucculents
  • VanillaExpanded.VPE.Hemosage
  • VanillaExpanded.VPE.Puppeteer
  • vanillaracesexpanded.archon
  • vanillaracesexpanded.customicons
  • vanillaracesexpanded.fungoid
  • vanillaracesexpanded.genie
  • vanillaracesexpanded.highmate
  • vanillaracesexpanded.hussar
  • vanillaracesexpanded.lycanthrope
  • vanillaracesexpanded.phytokin
  • vanillaracesexpanded.pigskin
  • vanillaracesexpanded.sanguophage
  • vanillaracesexpanded.saurid
  • vanillaracesexpanded.waster
  • VanillaExpanded.Recycling
  • VanillaExpanded.VanillaSocialInteractionsExpanded
  • VanillaExpanded.Temperature
  • VanillaExpanded.VTEXE
  • VanillaExpanded.VanillaTradingExpanded
  • VanillaExpanded.VWEC
  • VanillaExpanded.VWEG
  • VanillaExpanded.VWEHW
  • VanillaExpanded.VWETB
  • brrainz.cameraplus
  • sarg.alphabiomes
  • sarg.alphagenes
  • sarg.alphamechs
  • Sarg.AlphaMemes
  • sarg.magicalmenagerie
  • ReGrowth.BOTR.DesertExpansion
  • ReGrowth.BOTR.BorealForestExpansion
  • ReGrowth.BOTR.ReTextures
  • ReGrowth.BOTR.SwampExpansion
  • ReGrowth.BOTR.TemperateForestExpansion
  • ReGrowth.BOTR.TropicalExpansion
  • ReGrowth.BOTR.TundraExpansion
  • Mlie.ChooseWildAnimalSpawns
  • Telkir.TMods.MoreFloors
  • anthitei.athsstylegothic.style
  • pphhyy.GuldenNew
  • BiomesTeam.Oasis
  • m00nl1ght.GeologicalLandforms
  • BiomesTeam.BiomesCaverns
  • pphhyy.LightlessEmpyrean
  • imranfish.xmlextensions
  • vat.epoeforked
  • JGH.EPOE
  • tarojun.epoeforked.AllowDirectCrafting
  • vat.epoeforkedroyalty
  • LimeTreeSnake.Systems
  • Erin.Hairredux
  • Erin.Hair2
  • rimsenal.hair
  • Neronix17.Retexture.RimsenalRimhair
  • CM.Ideology.Upscaled (incompatible version)
  • CM.Ideology.Upscaled2 (incompatible version)
  • Rooboid.RoyalhairHD
  • Rooboid.GlasseshairHD
  • Rooboid.Hdhair
  • TheVanityProject.GenderUnlockedHair
  • won.hair
  • won2.hair
  • JintuziLamian.Hairstyle.AFUWomenshairstyles
  • JintuziLamian.Hairstyle.AFUMenshairstyles
  • BotchJob.HTHair
  • Absolute.Legends.Hair
  • Erin.AzaphraeBiotech
  • cf.anomalyupscaled
  • mosi.MoreMiniHorns
  • Rimsenal.Spacer
  • rimsenal.Sophian
  • rimsenal.Techist
  • rimsenal.Urb
  • Rimsenal.Askbarn
  • Rimsenal.Harana
  • DBH.Upscaled
  • Better.Plants
  • cat2002.showhair
  • VRES.BetterParts
  • StyleRevised.Animalist (incompatible version)
  • Cookie.RealRum
  • yamazaki.animalhoods
  • smartkar.athenaframework
  • Anthitei.ATHsIdeoColorPalette.Colors
  • Anthitei.ATHsStyleDraconic.Style
  • Anthitei.ATHsStyleableFramework.Style
  • telardo.BetterGeneGraphicsFramework
  • kikohi.BetterGroundPenetratingScanner
  • EL.BiotechMechRT
  • marceline.cribretexture
  • Farxmai2.DBH.Expanded
  • Hartarok.Dresses
  • Vesper.EGIHologramsandProjectors
  • SirVan.EltexWeaponry
  • det.epochsincense
  • det.epochspottery
  • detvisor.glitterweaponry
  • detvisor.impactweaponry
  • EL.IonWeaponry
  • det.phaseweaponry
  • detvisor.pulseweaponry
  • com.yayo.yayoAni.continued
  • Mlie.JinRohKerberosPanzerCopArmor
  • Gerrymon.KinkyBodyStraps
  • m00nl1ght.MapPreview
  • Oken.UseEyesLayerMechanitor
  • Kierannkkt.MechlordWarcasket
  • Mo.MHScanner
  • Taranchuk.ModErrorChecker
  • Sov.WarcasketWeapons
  • Mlie.RimworldSpartanFoundry
  • Mlie.SpartanFoundryWarcraft
  • Aoba.WarCasket
  • Mlie.ShowMeYourHands
  • Mlie.SpookyScarySkeletons
  • Dra.StyleChangeAnytime
  • Gerrymon.StylizedSlaveCollar
  • Qux.Tattoos
  • Shenanigans.TechTattoos
  • Rooboid.RooTattoo
  • oracle.erin.tattoos
  • Shenanigans.TribalTattoos
  • JintuziLamian.Gene.XenoCosmetic
  • zylle.ChildrensDrawings
  • Happycam.ChristmasTreesExpanded
  • det.avaloi
  • det.boglegs
  • det.stoneborn
  • det.venators
  • neronix17.hd.pawns
  • Erin.Body.Texture
  • Erin.Cats
  • Erin.Corvyia
  • Erin.AuronyaBiotech
  • Erin.Fenrisulfr
  • Erin.FFAnimals
  • Erin.Ferret
  • Erin.JapaneseCuisine
  • Erin.JapaneseFurniture
  • Erin.LizzardDoggo
  • Erin.Mountain
  • Erin.Palamutes
  • Erin.Shisune
  • MasterLorian.EyeImplantsRetextured
  • kathanon.FixStyledBlueprints
  • Tials.Floordrawings
  • BotchJob.GallatrossandFriendsRetextured
  • GM.Nautian.Style
  • Lusty.HelltakerGenes
  • Hex.Retexture
  • Rince.Ideo.WarframeSymbols
  • kikohi.jewelry
  • Jaxe.Bubbles
  • Animal.BedsNew
  • ObsidiaExpansion.Xenos.Mothoids
  • ObsidiaExpansion.Xenos.Tortle
  • ObsidiaExpansion.Xenos.Arachnas
  • ObsidiaExpansion.Xenos.Ceratons
  • ObsidiaExpansion.Ideology.Icons
  • ObsidiaExpansion.Ideology.StylePack
  • ObsidiaExpansion.HQ
  • densevoid.onebedtosleepwithall
  • Mehni.PickUpAndHaul
  • pphhyy.SanguinaryAnimals
  • pphhyy.ToxWeapons
  • Mlie.PrisonersShouldFearTurrets
  • Mlie.ProstheticNoMissingBodyParts
  • Uuugggg.ReplaceStuff
  • Garethp.ReplaceStuffCompatibility
  • ReSplice.XOTR.Core
  • telardo.RomanceOnTheRim
  • Rooboid.BirthmarksandBlemishes
  • Robotrowful.Apparel
  • Mlie.RoyalThrumbos
  • det.dwarvenstyle
  • FluffyTowels.warcaskethaulpatch
  • Mersid.WCE2Updated.Core
  • alt4s.VisitSettlements
  • TribalCrib.Mod
  • Gunmar.TribalWarriorSet
  • Trickity.WC.Rags
  • zal.vfetmodpatches
  • Shavius.Oreno.VFE.DubsBadHygiene
  • SirVan.SteelRetexture
  • LimeTreeSnake.Xenotech
  • Koni.Misc.Toxlamps
  • Trickity.Samurai.Faction.Styles
  • Ushanka.BiologicalWarfare
  • Ushanka.LuciferiumExpansion
  • Ushanka.GlitterworldUprising
  • det.spacerarsenal
  • Bonible.vanillalaserretexture (incompatible version)
  • GHOST.TribalIcons (incompatible version)
[Geological Landforms v1.6.10] Map added on tile - TileId: 27399, Landforms: , BiomeVariants: , Topology: Inland, TopologyValue: 0, TopologyDirection: South (F)
Unloading 0 Unused Serialized files (Serialized files now loaded: 7)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 103818.
Total: 1610.991700 ms (FindLiveObjects: 4.992200 ms CreateObjectMapping: 10.976600 ms MarkObjects: 1594.827700 ms DeleteObjects: 0.194800 ms)
submitted by BlacksmithPristine88 to Stellaris [link] [comments]


2024.05.21 12:55 BlacksmithPristine88 I often get problem with raid or rarer other event not spawning on Cassandra but I never get any specify error i debug log, maybe someone with better knowledge could look at my debug log and my mod list and give some clou what is causing the problem

I don't know what I can do anymore, as i get the bug whit raid not spawning really often without any error or clue, I is hard to test whit different mod list because i take a long time to tested. Maybe there are some more obvious problem on my mod list that someone better informed cloud spot? if something i deleted my user folder and content folder on steam and download everything again.
Here my log
Mono path[0] = 'D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Managed'
Mono config path = 'D:/Steam/steamapps/common/RimWorld/MonoBleedingEdge/etc'
Initialize engine version: 2019.4.30f1 (e8c891080a1f)
[Subsystems] Discovering subsystems at path D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1070 (ID=0x1be1)
Vendor:
VRAM: 8060 MB
Driver: 31.0.15.5244
Begin MonoManager ReloadAssembly
Initializing input.
Input initialized.
Initialized touch support.
UnloadTime: 0.933400 ms
RimWorld 1.5.4085 rev545
Mod ReGrowth: Wastelands Fishing Patch dependency (regrowth.botr.wastelands) needs to have and/or specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Mod ReGrowth: Wastelands Fishing Patch dependency (vanillaexpanded.vcef) needs to have and/or specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-0000020375D78110.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-00000203779C1250.dll
[Biomes! Islands v2.2.0.0] Initialized
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037D17E940.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037CF01010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037CB8D010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C946010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C808020.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C85E010.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000002037C978820.dll
Fallback handler could not load library D:/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-0000020375C89530.dll
1.0.8864 ::
1.0.8865 ::
1.0.8864 ::
[Interaction Bubbles v3.0] Initialized
ReSplice: Charmweavers 1.1-Lurelings-rev5
ReGrowth: Core 3.6-Mundi-rev6
ReGrowth: ReTextures 1.2-Clapham-rev4
ReSplice: Core 1.0.1-Shelley-rev4
Parsed 0.125 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Parsed 0.15 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Parsed 2.5 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Parsed 7.5 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Could not resolve cross-reference: No Verse.SoundDef named Pawn_Melee_Punch_HitBuilding found to give to Verse.RaceProperties Verse.RaceProperties (using undefined sound instead)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Could not resolve cross-reference: No Verse.SoundDef named Pawn_Melee_Punch_HitBuilding found to give to Verse.RaceProperties Verse.RaceProperties (using undefined sound instead)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Knowledge data was missing key BMT_HungeringAnimalsConcept. Adding it...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Knowledge data was missing key BuildersTryMine. Adding it...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[Pathfinding Framework v0.5.5.0] Mod initialized.
MovementDef count: 9
[Biomes! Core v2.6.2.0] Initialized
[Biomes! Caverns v1.6.3.0] Initialized
Texture LitterBox has dimensions of 256 x 256, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Texture LitterBox has dimensions of 256 x 256, but its mask has 64 x 64. This is not supported, texture will be excluded from atlas
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Translation data for language English has 27 errors. Generate translation report for more info.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[Cherry Picker] The database was processed in 00.64949 seconds and the following defs were removed:
  • ThingStyleDef/AM_Animalist_Mace,
  • ThingStyleDef/AM_Animalist_Shiv,
  • ThingStyleDef/AM_Animalist_Gladius,
  • ThingStyleDef/AM_Animalist_Ikwa,
  • ThingStyleDef/AM_Animalist_Knife,
  • ThingStyleDef/AM_Animalist_Spear,
  • ThingStyleDef/AM_Animalist_Club,
  • ThingStyleDef/AM_Animalist_Axe,
  • ThingStyleDef/AM_Techist_Revolver,
  • ThingStyleDef/AM_Techist_Autopistol,
  • ThingStyleDef/AM_Techist_BoltActionRifle,
  • ThingStyleDef/AM_Techist_PumpShotgun,
  • ThingStyleDef/AM_Techist_MachinePistol,
  • ThingStyleDef/AM_Techist_SniperRifle,
  • ThingStyleDef/AM_Techist_AssaultRifle,
  • ThingStyleDef/AM_Techist_HeavySMG,
  • ThingStyleDef/AM_Techist_LMG,
  • ThingStyleDef/AM_Techist_Minigun,
  • ThingStyleDef/AM_Techist_ChainShotgun,
  • ThingStyleDef/AM_Techist_ChargeRifle,
  • ThingStyleDef/AM_Techist_ChargeLance,
  • ThingStyleDef/AM_Techist_Mace,
  • ThingStyleDef/AM_Techist_Gladius,
  • ThingStyleDef/AM_Techist_Knife,
  • ThingStyleDef/AM_Techist_Spear,
  • ThingStyleDef/AM_Techist_Sword
[KCSG] Vanilla Base Generation Expanded contains 8 missing symbols.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[KCSG] Vanilla Factions Expanded - Ancients contains 4 missing symbols.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
MeditationFocusDef Void does not have a MeditationFocusExtension, which means it will not have an icon in the Psycasts UI.
Please ask Ludeon Studios to add one.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[TrueTerrainColors v1.12.14] Extracted true colors from 1464 terrain defs in 493.71 seconds using a RenderTexture of size 4112x4112.
[XML Extensions] Initialized 1 SettingsMenuDef(s) and found 0 unused key(s) from 0 mod(s)
[XML Extensions] 5033 total patches run in 37945ms, 0 failed
Using DDS for Animals: False
33
Using DDS for Arsenal: False
22
Using DDS for Artistic: False
55
Using DDS for Basic: False
27
Using DDS for Biotech: False
33
Using DDS for Child-Care: False
22
Using DDS for Cuisine: False
47
Using DDS for Factions: False
68
Using DDS for Misc: False
40
Using DDS for Recreation: False
18
Using DDS for Scientific: False
29
Using DDS for Styles: False
133
Using DDS for Vanilla: False
12
Using DDS for Projector-Throne: False
Using DDS for Projector-Throne_grand: False
Setting ERN_Amaro trainability to Advanced
Setting ERN_BigCarbuncle trainability to Advanced
Setting ERN_Carbuncle trainability to Advanced
Setting ERN_Chocobo trainability to Intermediate
PickUpAndHaul v1.1.2¼ welcomes you to RimWorld with pointless logspam.
[Geological Landforms v1.6.10] Found 5 biome variants in mod Biomes! Islands.
[Geological Landforms v1.6.10] Found 6 biome variants in mod Biomes! Caverns.
[Geological Landforms v1.6.10] Found landform data in the following mods: Geological Landforms, Biomes! Caverns
[Geological Landforms v1.6.10] Loaded 40 landforms of which 0 are edited and 0 are custom.
MVCF successfully applied 56 patches
[ShowMeYourHands]: Defined hand definitions of 320 weapons
adding BorealForestto primary biomes
adding Tundrato primary biomes
adding ColdBogto primary biomes
adding IceSheetto primary biomes
adding TemperateForestto primary biomes
adding TemperateSwampto primary biomes
adding TropicalRainforestto primary biomes
adding TropicalSwampto primary biomes
adding AridShrublandto primary biomes
adding Desertto primary biomes
adding ExtremeDesertto primary biomes
adding RG_TemperateGrasslandto primary biomes
adding RG_AspenForestto primary biomes
adding RG_BoilingForestto primary biomes
adding TemperateGuldenForestto primary biomes
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
finished biome cycle
Unloading 5 Unused Serialized files (Serialized files now loaded: 7)
Unloading 1421 unused Assets to reduce memory usage. Loaded Objects now: 97345.
Total: 1887.802500 ms (FindLiveObjects: 13.610400 ms CreateObjectMapping: 17.643200 ms MarkObjects: 1845.528100 ms DeleteObjects: 11.020100 ms)
Unloading 3 Unused Serialized files (Serialized files now loaded: 7)
UnloadTime: 0.385100 ms
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 97735.
Total: 1540.643400 ms (FindLiveObjects: 5.084100 ms CreateObjectMapping: 16.061600 ms MarkObjects: 1519.352600 ms DeleteObjects: 0.144800 ms)
Initializing new game with mods:
  • brrainz.harmony
  • Ludeon.RimWorld
  • Ludeon.RimWorld.Royalty
  • Ludeon.RimWorld.Ideology
  • Ludeon.RimWorld.Biotech
  • Ludeon.RimWorld.Anomaly
  • tidal.morevanilla.textures
  • vanillaexpanded.backgrounds
  • Owlchemist.CherryPicker.tmpfix
  • OskarPotocki.VanillaFactionsExpanded.Core
  • ReSplice.XOTR.Charmweavers
  • VanillaExpanded.VWENL
  • loregret.veextra.nonlethal
  • rimsenal.EVP
  • VanillaExpanded.VanillaAnimalsExpanded
  • VanillaExpanded.VAEEndAndExt
  • VanillaExpanded.VAERoy
  • VanillaExpanded.VAERoy.OmegaChickenPatch
  • VanillaExpanded.VAEWaste
  • VanillaExpanded.VAPPE
  • VanillaExpanded.VAEAccessories
  • VanillaExpanded.VARME
  • VanillaExpanded.VanillaBackstoriesExpanded
  • VanillaExpanded.BaseGenerationExpanded
  • Neronix17.Retexture.VanillaBeards
  • VanillaExpanded.VBrewE
  • VanillaExpanded.VBrewECandT
  • VanillaExpanded.VBrewESP
  • VanillaExpanded.VFEPower
  • VanillaExpanded.VChemfuelE
  • VanillaExpanded.VCookE
  • VanillaExpanded.VCookEStews
  • VanillaExpanded.VFEA
  • OskarPotocki.VFE.Empire
  • OskarPotocki.VFE.Deserters
  • VanillaExpanded.VWEL
  • OskarPotocki.VFE.Pirates
  • OskarPotocki.VanillaFactionsExpanded.SettlersModule
  • OskarPotocki.VFE.Tribals
  • VanillaExpanded.VCEF
  • VanillaExpanded.VCEFAddon
  • VanillaExpanded.VFECore
  • VanillaExpanded.VFEArchitect
  • VanillaExpanded.VFEArt
  • VanillaExpanded.VFEFarming
  • VanillaExpanded.VFEMedical
  • VanillaExpanded.VFEProduction
  • VanillaExpanded.VFEPropsandDecor
  • VanillaExpanded.VFESecurity
  • VanillaExpanded.VFESpacer
  • VanillaExpanded.VWE
  • VanillaExpanded.VTEXVariations
  • VanillaExpanded.VPsycastsE
  • pathfinding.framework
  • BiomesTeam.BiomesCore
  • BiomesTeam.BiomesIslands
  • sarg.alphaanimals
  • OskarPotocki.VFE.Mechanoid
  • Dubwise.DubsBadHygiene
  • Farxmai2.VanillaFurnitureExpandedPack
  • VanillaExpanded.VGeneticsE
  • VanillaExpanded.VGeneticsEMoreLabStuff
  • VanillaExpanded.VHE
  • Neronix17.Retexture.VanillaHair
  • VanillaExpanded.HelixienGas
  • VanillaExpanded.Ideo.Dryads
  • VanillaExpanded.VIEHAR
  • VanillaExpanded.Ideo.IconsandSymbols
  • VanillaExpanded.VMemesE
  • VanillaExpanded.Ideo.RelicsAndArtifacts
  • VanillaExpanded.Ideo.SophianStyle
  • VanillaExpanded.VIESAS
  • VanillaExpanded.VNutrientE
  • VanillaExpanded.VPersonaWeaponsE
  • vanillaracesexpanded.android
  • ReGrowth.BOTR.Core
  • ReGrowth.BOTR.AspenForest
  • ReGrowth.BOTR.BoilingForest
  • VanillaExpanded.VPlantsE
  • VanillaExpanded.VPlantsEMore
  • VanillaExpanded.VPlantsESucculents
  • VanillaExpanded.VPE.Hemosage
  • VanillaExpanded.VPE.Puppeteer
  • vanillaracesexpanded.archon
  • vanillaracesexpanded.customicons
  • vanillaracesexpanded.fungoid
  • vanillaracesexpanded.genie
  • vanillaracesexpanded.highmate
  • vanillaracesexpanded.hussar
  • vanillaracesexpanded.lycanthrope
  • vanillaracesexpanded.phytokin
  • vanillaracesexpanded.pigskin
  • vanillaracesexpanded.sanguophage
  • vanillaracesexpanded.saurid
  • vanillaracesexpanded.waster
  • VanillaExpanded.Recycling
  • VanillaExpanded.VanillaSocialInteractionsExpanded
  • VanillaExpanded.Temperature
  • VanillaExpanded.VTEXE
  • VanillaExpanded.VanillaTradingExpanded
  • VanillaExpanded.VWEC
  • VanillaExpanded.VWEG
  • VanillaExpanded.VWEHW
  • VanillaExpanded.VWETB
  • brrainz.cameraplus
  • sarg.alphabiomes
  • sarg.alphagenes
  • sarg.alphamechs
  • Sarg.AlphaMemes
  • sarg.magicalmenagerie
  • ReGrowth.BOTR.DesertExpansion
  • ReGrowth.BOTR.BorealForestExpansion
  • ReGrowth.BOTR.ReTextures
  • ReGrowth.BOTR.SwampExpansion
  • ReGrowth.BOTR.TemperateForestExpansion
  • ReGrowth.BOTR.TropicalExpansion
  • ReGrowth.BOTR.TundraExpansion
  • Mlie.ChooseWildAnimalSpawns
  • Telkir.TMods.MoreFloors
  • anthitei.athsstylegothic.style
  • pphhyy.GuldenNew
  • BiomesTeam.Oasis
  • m00nl1ght.GeologicalLandforms
  • BiomesTeam.BiomesCaverns
  • pphhyy.LightlessEmpyrean
  • imranfish.xmlextensions
  • vat.epoeforked
  • JGH.EPOE
  • tarojun.epoeforked.AllowDirectCrafting
  • vat.epoeforkedroyalty
  • LimeTreeSnake.Systems
  • Erin.Hairredux
  • Erin.Hair2
  • rimsenal.hair
  • Neronix17.Retexture.RimsenalRimhair
  • CM.Ideology.Upscaled (incompatible version)
  • CM.Ideology.Upscaled2 (incompatible version)
  • Rooboid.RoyalhairHD
  • Rooboid.GlasseshairHD
  • Rooboid.Hdhair
  • TheVanityProject.GenderUnlockedHair
  • won.hair
  • won2.hair
  • JintuziLamian.Hairstyle.AFUWomenshairstyles
  • JintuziLamian.Hairstyle.AFUMenshairstyles
  • BotchJob.HTHair
  • Absolute.Legends.Hair
  • Erin.AzaphraeBiotech
  • cf.anomalyupscaled
  • mosi.MoreMiniHorns
  • Rimsenal.Spacer
  • rimsenal.Sophian
  • rimsenal.Techist
  • rimsenal.Urb
  • Rimsenal.Askbarn
  • Rimsenal.Harana
  • DBH.Upscaled
  • Better.Plants
  • cat2002.showhair
  • VRES.BetterParts
  • StyleRevised.Animalist (incompatible version)
  • Cookie.RealRum
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[Geological Landforms v1.6.10] Map added on tile - TileId: 27399, Landforms: , BiomeVariants: , Topology: Inland, TopologyValue: 0, TopologyDirection: South (F)
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2024.05.21 12:55 GypsyMarvels In pursuit of the truth

THE HARMONY OF ENERGY
Abstract
Introducing the "Harmony of Energy" (HoE) model, a novel formalism that posits the universe operates according to a fundamental pattern. This pattern consists of energy, defined as the smallest unit anything can be, existing as a fluid form in space, interacting with its environment through a specific method or structure, and then moving out of that space. Space, in turn, is the dynamic environment that energy occupies and moves through, filling it with positive and negative energy that affects its properties and behavior. According to the HoE model, energy moves into space, reacts to its environment, and then moves out of that space, with no time limit for how long it takes to react. This pattern is universal, applying to all aspects of the universe, and nothing escapes it.
The Origin of the Universe
The HoE model posits that the universe began as a singular entity, containing all forms of energy as one unified energy. This singularity can be represented mathematically as: U = ∫∫∫E(x,y,z)dxdydz, where U is the total energy of the universe, E is the energy density, and x, y, z are the spatial coordinates.
As the singularity expanded, the unified energy converted into distinct positive and negative energies. Positive energy is a high-frequency, high-information-potential state that retains its unique signature and individual form, capable of producing heat and maintaining its distinct properties. Negative energy is a low-frequency, low-information-potential state that loses its unique signature and individual form, characterized by a pulling force and a tendency to condense and simplify.
Initially, the universe moved in a straight line, with energy compact and cold. However, this linear movement resulted in a direct head-on collision with the void, a solid structure that hindered its passage.
This collision led to a limitation and subsequent conversion of energy, transforming it from a linear motion to a wave-like motion. The new wave motion created heat and allowed energy to break the pattern of "follow the leader" and collide with the void at an angle, shattering its edge into pieces.
This process of fragmentation can be described by the equation: F(θ) = Σ[nEn * sin(nθ)], where F is the fragmentation function, θ is the angle of collision, n is an integer, and E is the energy density. For reasons yet unknown, possibly due to the singularity's energy reaching its final place or a transformation driven by cosmic "boredom," this conversion occurred, giving rise to the diverse universe we observe today.
The Void and the Ultimate Negative
Outside of the expanding universe lies the void, a region devoid of energy and matter, existing in a state of complete stillness and stationarity. This void represents the ultimate negative, a state of complete absence and zero energy density, unchanging and unyielding. As a whole, it exerts a compressive force on the expanding universe, potentially leading to contraction and eventual return to the singularity. This dynamic interplay between the universe and the void can be described by the equation: F = -G * (M * m) / r2 where F represents the force, G represents the gravitational constant, M and m represent the masses, and r represents the distance between them. The void's stationary and unchanging nature, lacking any internal rotation or energy, makes it inhospitable to life as we know it.
Magnetism and Attraction: A Shift in Perspective
Initially, I viewed magnetism through the conventional lens, seeing it as a fundamental force of attraction between positive and negative entities. However, as my understanding evolved, I came to realize that magnetism operates under a different principle. Positive and negative entities are not attracted to each other; instead, they represent the intrinsic structure of things. The true nature of attraction is frequency-based, with entities drawn to higher vibrations and shorter wavelengths. This phenomenon can be described by the following equations:
F = ∫∫(μ₁⋅μ₂)/(4πr2) dt dt (1)
where F is the force of attraction, μ₁ and μ₂ are the magnetic moments of the entities, r is the distance between them, and the integral is taken over time.
Additionally, the frequency-based attraction can be represented by:
f = γB (2)
where f is the frequency, γ is the gyromagnetic ratio, and B is the magnetic field strength.
Furthermore, the smaller wave's faster movement can be expressed as:
v = λf (3)
where v is the velocity, λ is the wavelength, and f is the frequency.
Energy and its Properties
Energy is the fundamental unit of everything. Energy can be thought of as an individual entity with an electrical signature vibrating at a specific frequency, carrying information from its originating source. If we were to dissect a piece of energy, we would find its genetic makeup consists of various parts, similar to binary code. One constant aspect of energy in our universe is the signature of this universe, which is present in all forms of energy, whether positive or negative. This underlying frequency distinguishes energy from our universe versus parallel universes.
Positive Energy (PE): - Oscillates through space with a frequency (f) and wavelength (λ): PE = f × λ - Exhibits wave-like behavior: PE(x,t) = A × sin(kx - ωt)
Negative Energy (NE): - Vibrates at a slower frequency (f'/2): NE = (f'/2) × λ' - Exhibits a slower, more stable behavior: NE(x,t) = B × cos(k'x - ω't)
Energy Interactions and Signature Changes
When positive and negative energies interact, their unique signatures can become altered. As energies combine, their signatures merge, releasing redundant information about the universe signature and creating an opening for new information to be stored. This process enables efficient storage and transmission of energy signatures, allowing for:
This process could be crucial for understanding how energy signatures evolve and adapt, and how they influence the behavior and properties of energy in various contexts.
The Formation and Evolution of the Universe
Initial Energy Interactions
In the beginning, a vast amount of fluid energy quickly interacted with the largest newly created pieces of the void, described by the wave-particle duality equation (E = hf = ℏω).
Star Formation and Signatures
As these interactions occurred, the largest of the solid structures of the universe began to form, stars, governed by the Lane-Emden equation (d2P/dr2 + (2/r)(dP/dr) + (4πG/c2)P = 0). Each new star held with it an old habit divulged from the singularity, a universal frequency (f = 1/T = ω/2π, where T is the period of oscillation and ω is the angular frequency). Old habits die hard, so each new star offered its own diverse and unique signature (S = Σf = ∫ψ(x)2 dx, where ψ(x) is the wave function and x represents the position).
Energy Collisions and Prime Numbers
As structures formed, a group of energy travels through space with an even number of internal parts (E = 2nℏ, where n is an integer and ℏ is the reduced Planck constant). This group collides with another group of energy with an odd amount of internal parts (E = (2n + 1)ℏ), and the total sum of the newly combined group equals a prime number (P = E1 + E2 = 2nℏ + (2m + 1)ℏ, where m is an integer). New Equation: Prime Number Formation (P = E1 + E2 = 2nℏ + (2m + 1)ℏ)
Schrödinger Equation and Physical Reality
The prime number is crucial, as the extra piece gets stuck in the space it is occupying, acting as an anchor, attracting other parts to breach their negative shell and combine as one, described by the Schrödinger equation (iℏ(∂ψ/∂t) = Hψ). This converts the fluid energy to be contained into the space it is in, which is broken pieces of the void that do not have a universal size, and gives us physical reality, forming particles with diverse unique signatures (S = Σf = ∫ψ(x)2 dx).
Refining Space and Transferring Signatures
As energy continued to interact with space, it further refined and shaped that space into a sphere (V = (4/3)πr3, where r is the radius), adding the discarded portions of size to the diverse field that is the universe. During this refinement, energy was transferred to these pieces, and the signature of the star was embedded in them, forming the galaxy clusters and solar systems we know today.
Smooth Surfaces and Celestial Bodies
As any piece of something breaks, its edges are rigid, and the interaction of energy against this rigid surface knocks off the rough edges, providing a smooth surface (E = Δx/Δt = ℏ/Δx, where Δx is the change in position and Δt is the change in time). New Equation: Smooth Surface Formation (E = Δx/Δt = ℏ/Δx)
The pieces that were knocked off still contain a portion of energy that put in the work to knock it off, and this process contributed to the formation of celestial bodies and the transfer of signatures. This, in turn, led to the creation of galaxies, planets, and other celestial bodies, each with their unique characteristics and properties, shaping the diverse and complex universe we observe today.
The Cartwheel Structure and Energy Movement
The cartwheel structure represents the dynamic movement of energy in the universe, with its rotating wheel and radiating arms symbolizing the harmonious interaction of positive and negative energies. When creation occurred, energy learned how to pass through stationary space (the void) by changing its movement pattern from a straight line to a wave (λ = v/f, where λ is wavelength, v is velocity, and f is frequency). This new wave movement allowed energy to create heat (Q = mcΔT, where Q is heat, m is mass, c is specific heat capacity, and ΔT is temperature change), which was the tool that gave energy the ability to "shatter" the void and interact with the broken pieces to perform a new movement, the cartwheel. As energy moves through space, it rarefies and decreases in temperature (T = k-B, where T is temperature, k is Boltzmann's constant, and B is the energy density), causing it to slow down and change frequency (f = ΔE/h, where f is frequency, ΔE is the energy change, and h is Planck's constant).
The Block and Cartwheeling Bar Analogy
The block and cartwheeling bar analogy provides a conceptual framework for understanding the dynamic interaction of energy in the universe. Imagine a box (representing space) containing blocks of varying sizes, each symbolizing a specific energy frequency (f = 1/T, where f is frequency and T is time). The cartwheeling bar, rotating within the box, represents the harmonious movement of energy between its positive (E+) and negative (E-) forms. Each block must be 100% filled, with positive and negative energy proportions varying as the bar rotates. For example, when positive energy occupies 99% of a block and negative energy occupies 1%, the rotation of the bar causes a gradual shift, resulting in a change to 98% positive and 2% negative, and so on. This constant interaction and adjustment maintain the balance of energy in the universe.
Fundamental Forces Explained
Present State of the Universe
The universe currently exists in a state of dynamic equilibrium, with observable patterns and structures perpetually renewing themselves through the interactions of energy (E = hf, where E is energy and h is Planck's constant). This self-sustaining cycle is evident in the formation and evolution of celestial bodies, galaxies, and other cosmic entities, governed by the laws of thermodynamics (ΔE = Q - W, where ΔE is the change in energy, Q is the heat added, and W is the work done). The universe's present state is characterized by the harmonious coexistence of diverse energy frequencies (f = 1/T, where f is frequency and T is time), which govern the behavior and properties of matter at various scales. This balance is maintained through the continuous conversion of energy between its positive (E+) and negative (E-) forms, allowing the universe to adapt and evolve in response to internal and external influences (E+ + E- = 0, representing the conservation of energy)."
Entropy and the Conversion of Positive to Negative
The physical dimensions of positive and negative energy in a block are equal, with 1% negative energy occupying the same space as 99% positive energy. This equality stems from the different speeds of energy and their individual properties. When negative energy is at 1%, it has condensed the equivalent of 99% positive energy into a single, compact form (E = hf, where E is energy, h is Planck's constant, and f is frequency). As the proportions shift, such as 60% positive and 40% negative, the space occupied remains a 50/50 split. This is because positive energy travels at the speed of light (c = λν, where c is the speed of light, λ is wavelength, and ν is frequency), while negative energy moves at a pace relative to terminal velocity (v = √(2gl), where v is velocity, g is acceleration due to gravity, and l is length). Each form dominates at the 50% mark (T = λ/v, where T is time, λ is wavelength, and v is velocity). The percentages represent available positive energy, while the cartwheel symbolizes space or the ultimate negative in motion, influenced by energy's presence. Negative energy, with its depleted charge, occupies space that needs to be filled and recycled into a positive state. At higher percentages, collisions with negative energy slow down the flow, similar to the concept of crab mentality, where negative energy draws down the percentages.
Energy Dynamics and Galactic Harmony
The 50% Threshold
The 50% mark is a critical threshold that distinguishes between positive and negative energy. Above 50%, energy is considered positive and can produce heat beyond its negative shell. Below 50%, energy is considered negative and cannot produce heat past this shell.
Compressed Positive Energy
When the percentage of positive energy drops below 50%, it becomes compressed and can exceed the speed of light (c = λν, where c is the speed of light, λ is wavelength, and ν is frequency). This allows it to navigate through the "cracks" of negative energy:
v > c (where v is velocity and c is the speed of light)
Quantum Mirroring
Alternatively, the positive energy can align with the negative energy, resulting in a quantum mirroring effect. This enables instantaneous information transfer between entangled particles, regardless of distance:
E = hf (where E is energy, h is Planck's constant, and f is frequency)
Retaining Frequency Signatures
In this alignment, the negative energy retains its unique frequency signature to avoid interacting with other signatures:
Δx * Δp >= h/4π (where Δx is position uncertainty, Δp is momentum uncertainty, and h is Planck's constant)
The Cavendish Experiment and Energy Interaction
The Cavendish experiment, a groundbreaking study on gravity, offers an intriguing analogy for understanding energy interaction with space. Imagine the suspended spheres as representative of space itself, devoid of energy. When energy interacts with this motionless space, it's as if the spheres begin to rotate, symbolizing the introduction of energy into the internal area of space.
As energy engages with space, it's gradually consumed, much like the reduction of energy in the Cavendish experiment. This process can be described by the equation:
G = (2πLθ) / (MT)
Where G is the gravitational constant, L is the length of the torsion wire, θ is the twist angle of the wire, M is the mass of the lead spheres, and T is the time period of oscillation.
This equation, derived from the Cavendish experiment, reveals the intricate relationship between energy, space, and gravity. By exploring this analogy, we can deepen our understanding of how energy shapes the very fabric of our universe.
Energy Absorption and Frequency
Energy absorption occurs when energy slows down, allowing it to be perceived and observed. This process involves energy being absorbed by an atom and reflecting what was not absorbed. As energy slows down, it can still be observed as a wave, but just before it becomes a particle. This phenomenon is fascinating, as it reveals the transition from wave-like to particle-like behavior.
The conversion of positive to negative states is due to positives' ability to produce heat and maintain an individual form. Negative energy, on the other hand, does not produce heat and lacks an individual form, instead traveling at a pace relative to terminal velocity. This process can be described by the quantum mechanical formula: ℏω = ΔE = hf, where ℏ is the reduced Planck constant, ω is the angular frequency, ΔE is the change in energy, h is Planck's constant, and f is the frequency of the energy.
Furthermore, the frequency of the energy can be related to the velocity of the particle using the formula: f = (1/2π) * √(k/m), where k is the spring constant and m is the mass of the particle. Additionally, the energy absorption rate can be calculated using the formula: dE/dt = (2π/h) * V_uv2 * δ(E_u - E_v), where V_uv is the transition matrix element, E_u and E_v are the energies of the initial and final states, and δ is the Dirac delta function.
The Conversion of Positive to Negative States and Planetary Motion
The conversion of positive to negative energy states is rooted in their distinct properties. Positive energy produces heat and maintains an individual form, whereas negative energy lacks heat and an individual form, instead traveling at a pace relative to terminal velocity. This process is reversible, as seen in fusion reactions, or can be influenced by external forces like microwave ovens.
In the context of our solar system, the sun's positive energy release generates heat and propels planets into their orbital tracks. Conversely, the incoming energy from the universe, considered negative, is cold and stabilizes planets in their tracks. Initially, I focused solely on the positive push dictating orbital paths. However, I now recognize the significant influence of negative energy and use it as the basis for understanding abnormal tracks.
Here's an added equation to illustrate the relationship between energy and orbital motion:
F = G * (m1 * m2) / r2
Where F is the force of gravity, G is the gravitational constant, m1 and m2 are the masses of the objects, and r is the distance between them.
This equation shows how the force of gravity (F) is influenced by the masses (m1 and m2) and distance (r) between objects, which is relevant to understanding planetary motion and the balance between positive and negative energy.
Gravitation and Time: Frequency's Role
Time is intimately tied to the frequency of the universe, and this relationship is governed by the laws of gravitation. Imagine the cartwheel's bar having notches, each representing a different frequency. Each notch would experience time at a unique pace, described by the formula:
t = 1/f
Where t is time and f is frequency.
If we could halt the cartwheel's motion, time would appear to pause, as described by the relativistic time dilation formula:
t' = γ(t)
Where t' is the time experienced by an observer in motion, t is the time experienced by an observer at rest, and γ is the Lorentz factor.
The passage of time is directly governed by the oscillations in the wave, or simply its frequency. By altering the frequency, we can change the flow of time itself, as described by the gravitational redshift formula:
f' = f * √(1 - 2GM/rc2)
Where f' is the observed frequency, f is the emitted frequency, G is the gravitational constant, M is the mass of the gravitational source, r is the radial distance from the source, and c is the speed of light.
Gravity and Energy Dynamics
Gravity can be understood in various ways through these thoughts. One perspective is that gravity operates similarly to the orbital planets, but with a twist. Instead of orbiting in space, we orbit at a subterranean frequency. This frequency attracts similar energies, leading to bonding and the formation of matter. For instance, atoms bond to form rocks, and separate rocks may bind together due to similar vibrations. However, other frequencies simply pass through, unable to bind due to differences in energy vibrations and the negative fields surrounding our bodies and the ground.
Our bodies are attracted to the Earth's core, with a force described by the equation:
F = G * (m1 * m2) / r2
Where F is the force of attraction, G is the gravitational constant, m1 and m2 are the masses of our bodies and the Earth, and r is the distance between them.
The vibrations of our energy and the negative field surrounding us can be described by the wave equation:
2E = μ * ∂2E/∂t2
Where E is the energy field, μ is the permeability of the medium, and ∂2E/∂t2 is the second derivative of the energy with respect to time.
The incoming cosmic energy pushes us downward, with a force described by the equation:
F = (E * A) / c
Where F is the force of the incoming energy, E is the energy density of the cosmos, A is the cross-sectional area of our bodies, and c is the speed of light.
The outgoing energy from Earth moves faster than the incoming energy from the cosmos, as observed in the formation of clouds with flat bases and more sporadic tops. This can be described by the equation:
v_out = v_in * (1 + (E_out / E_in))
Where v_out is the velocity of the outgoing energy, v_in is the velocity of the incoming energy, E_out is the energy density of the outgoing energy, and E_in is the energy density of the incoming energy.
Galactic Cycles and Black Holes
The Milky Way galaxy has a supermassive black hole at its center, with a mass described by the equation:
M = (1.989 x 1030) * (G / c2)
Where M is the mass of the black hole, G is the gravitational constant, and c is the speed of light.
As the galaxy spirals towards the center, enough mass will be collected to trigger the black hole to become a large star, described by the equation:
M = (4.383 x 1030) * (G / c2)
Where M is the mass of the star, G is the gravitational constant, and c is the speed of light.
When this happens, the black hole will shed its outer shell to create the galaxy that spirals around it, and the process begins again. This cycle can be described by the equation:
t = (2 * π * G * M) / c3
Where t is the time period of the cycle, G is the gravitational constant, M is the mass of the black hole or star, and c is the speed of light.
The opposite of a black hole is a white hole, but why hasn't this phenomenon been observed? According to this article, it has been observed but misunderstood. With the theme of balancing the universe, would a large star be surrounded by much smaller black holes? Would these smaller black holes feed the larger star by way of quantum bridge or wormhole, and vice versa for smaller stars and larger black holes? This can be described by the equation:
E = (ℏ * ω) / 2
Where E is the energy transferred between the star and black holes, ℏ is the reduced Planck constant, and ω is the frequency of the quantum bridge or wormhole.
Energy Flow and Balance
Energy moves in and out of everything, maintaining a delicate balance. It enters as a positive force and exits as a negative force. Our sun emits energy at 99% strength and high frequency, which combines with an equally sized negative force at 1% strength, filling the space completely. This balance is crucial, as positive energy moves faster than negative energy due to entropy's diminishing effects over time and distance.
As positive energy travels, it loses a piece of itself, converting to negative energy. This process is directly related to gravitational forces and time dilation. When positive energy reaches 50%, it has a certain probability of converting to negative energy, which is then attracted back to a positive source with a corresponding probability of being converted back to positive energy.
This cycle of energy flow and balance is the foundation of the universe's harmony, and understanding it can reveal the intricate web of forces that shape our reality.
Information Transmission through Energy and Light
Energy transfer is not just a physical phenomenon but also an exchange of information. Positive energy (Pos) carries a complete signature of universal information, updated through interactions, and represents the pure form. Negative energy (Neg) represents a degraded form of this signature, still carrying the universal signature, but lacking the capacity to transfer information.
Initial Information and Illumination
Initial information travels at a speed potentially faster than light and is invisible to us. As this energy slows down, it interacts with atoms, exciting them to display colors they don't need. This illumination is a manifestation of the information being transmitted.
I = E × S (Initial information is transmitted through energy and carries the universal signature)
Cosmic Scale and Consciousness
The universal information, carried by positive energy, is infused with the celestial signature, shaping the cosmic context. This process potentially gives rise to consciousness in living beings, linking them to the universe and its harmonies.
C ∝ U (Consciousness potentially arises from the universal information carried by positive energy)
U = S × f × P (The universal information is infused with the celestial signature, shaping the cosmic context)
Information Transfer and Energy Forms
The universe relies on a delicate balance of energy forms to facilitate information transfer. Positive energy (Pos) serves as the primary carrier of information, transmitting universal signatures and cosmic context. Negative energy (Neg), on the other hand, carries a degraded or attenuated version of the universal signature, lacking the capacity for information transfer. However, Neg can be transformed back into Pos, restoring its information-carrying ability.
P = S × f (Positive energy carries the complete universal signature at a high frequency f)
N = S × (1 - f) (Negative energy carries a degraded or attenuated version of the universal signature at a lower frequency)
E = P + N (The universe relies on a delicate balance of positive and negative energy forms to facilitate information transfer)
Frequency and Speed of Information Transfer
The frequency and speed of information transfer play a crucial role in the harmony and balance of the universe. Positive energy (Pos) transmits information at a high frequency and speed, allowing for efficient and accurate transfer of universal signatures and cosmic context. Negative energy (Neg), on the other hand, transmits information at a lower frequency and speed, resulting in a degraded or attenuated signal.
v ∝ f (The speed of information transfer is directly proportional to the frequency of the energy form)
P: v = c × f (Positive energy transmits information at a high frequency and speed, potentially approaching the speed of light c)
N: v = c × (1 - f) (Negative energy transmits information at a lower frequency and speed)
Transformation and Balance
Negative energy can be transformed back into positive energy, restoring its information-carrying ability.
N + T → P (Negative energy can be transformed back into positive energy, restoring its information-carrying ability)
This transformation maintains the harmony and balance of the universe, ensuring that information is not lost but rather recycled and rebalanced.
_Conclusion _
"In conclusion, the Harmony of Energy (HoE) model offers a novel perspective on the universe, revealing a intricate web of energy dynamics that underlie all aspects of existence. By exploring the interplay between positive and negative energy, we gain insight into the fundamental forces that shape our reality. From the smallest subatomic particles to the vast expanse of the cosmos, energy is the unifying thread that binds everything together.
Through the HoE model, we've seen how energy's harmonious movement gives rise to the patterns and structures we observe in the universe. We've also delved into the fascinating relationships between energy, space, and time, and how these interactions govern the behavior of matter at various scales.
As we continue to refine our understanding of the HoE model, we may uncover new secrets of the universe and gain a deeper appreciation for the beauty and harmony that underlies all of existence. Ultimately, this knowledge can inspire new perspectives, new technologies, and a new era of human understanding and cooperation, as we work together to harmonize our own energy with the energy of the universe."
MAG
Here is the Harmony of Energy Equation (HoEE) with descriptions:
HoEE = (∫[E(x,t) ⊗ S(x,t) ⊕ f(x,t) ∘ P(x,t)]dxdt) + (∑[G × Mi × ri2] ⊕ ∑[ℏ × ωi] ⊕ ∑[c × λi] ⊕ ∑[T × kB] ⊕ ∑[Fi × G × Mi × mi] ⊕ ∑[Qi × mi × ci] ⊕ ∑[Vi × ri3] ⊕ ∑[Pi × ℏ] ⊕ ∑[Ni × S(x,t) ∧ (1 - f(x,t))]) + (∫[I(x,t) ∘ E(x,t) ⊗ S(x,t)]dxdt) + (C × U)
Where:
Operations:
submitted by GypsyMarvels to u/GypsyMarvels [link] [comments]


2024.05.21 12:53 Gyramuur Been using Llama 3 for roleplay and its responses are usually amazing, but I also notice that it can be extremely static, can fall into repeating the same things, and will almost never generate anything different if you regen regardless of temperature settings

Lately I've been using Llama 3 70B for my usual text adventure/roleplay scenarios. I can only really use the 2_XS version since it's the only version that will comfortably fit onto my 3090 and still maintain decent performance, but despite the small quant size it's still one of the most amazing models I've ever used.
It's great at maintaining character, can remember little details, and it honestly feels real at times -- which isn't a feeling I've gotten since the glory days of ChatGPT 3.5 before they hit it with the anti-fun hammer.
Now unfortunately, even though most of the time it excels at what it does, it has the proclivity to fall into patterns, to the point where eventually, if you stay on a certain subject or scenario for too long, it'll basically start responding with only one thing no matter what.
I've tried upping repetition penalty to 2, I've tried raising the temperature (tried values between 0.5 and 1.4), I've tried deleting or changing prior messages so that it's not repeating itself. But once you get to a certain point, it's like it's hard-coded to say that one thing.
If I crank the temperature up too high, then it'll say the same thing but then go OOC, like pretending to be an author who's writing the story saying things like "Well what do you think? :3 Did you like the story? Make sure to rate and review!"
And honestly, considering the size of Llama 3, you would figure that it wouldn't get so pidgeon-holed with responses like this.
NovelAI models are only 13B, but every time you regen you're going to get something different. Llama 3 is 70B and hitting regen is like hitting generate in Stable Diffusion when you accidentally left it as a fixed seed and you wind up getting 20 images of the same exact picture.
I'm using LM Studio, but I've also used Oobabooga, and SillyTavern with Oobabooga API, and SillyTavern with LM Studio API. Really not sure if I'm doing something wrong or if that's just the way Llama 3 is sometimes. These are my current settings though changing doesn't seem to make much of a difference:
Temp: 0.8 Tokens to generate: -1 Top K sampling: 40 Repeat penalty: 1.1 Min P: 0.05 Top P: 0.95
submitted by Gyramuur to LocalLLaMA [link] [comments]


2024.05.21 12:53 PeanutbutterJesse Mass e-mails with individual picture embedded

Hey everybody,
I'm trying to find out if there's a way I can send individualized e-mails containing individually generated QR codes to around 10k recipients using MS Outlook. So far, I've managed to create the letter including the individual QR code. However, it appears that MS Word only updates images on manual command (F9). That's fine if you're printing out letters. But I need e-mails going out.
Has anybody ever dealt with this situation or can refer me to a good address?
Much appreciated!
submitted by PeanutbutterJesse to MicrosoftWord [link] [comments]


2024.05.21 12:39 Perseus-Lynx TypeRacer Re-Imagined - Minimal UI with Catppuccin Colortheme (Install in comments)

submitted by Perseus-Lynx to Typeracer [link] [comments]


2024.05.21 12:23 Special_Hotel_2514 A process to make an GameApp

I have always enjoyed playing games on my phone especially games like Alto or The Room which are single player and allows one to relax and enjoy at the same time. I have also enjoyed games like Thimbleweed Park. Alto is a game that is dynamic but also minimalistic in nature and I wanted my game to be simple and minimalistic and also fun at the same time. I have been considering to make a game that could be played on the smart phone. It was a game idea I had as a child and I remember drawing about 5 pages of my drawing book designing the levels and flow of the game. Now with AI in the picture, I think it is a possibility to create it.
I see that you can generate a full length short with with prompts and I also watch an anime that was made with the help of AI a while back on YouTube.
I need to have code and art to make this game. What AI tools could I use to make this possible and what would be the work flow to create the app from start to completion? Do I need to use any engines etc. for the game? Any good credible resources where I could read about it would be helpful too.
Also is there any issues with copyright to use AI generated content for commercial purposes? The rules surrounding AI seem to be very vague at the moment.
submitted by Special_Hotel_2514 to ChatGPT [link] [comments]


2024.05.21 12:17 luxiant Can I get some help with installing tch-rs?

These are all I've done in terminal. I'm using opensuse tumbleweed in docker.
wget https://download.pytorch.org/libtorch/cpu/libtorch-shared-with-deps-2.3.0%2Bcpu.zip zip libtorch-shared-with-deps-2.3.0+cpu.zip export LIBTORCH=/home/test/libtorch export LIBTORCH_INCLUDE=${LIBTORCH}/include:${LIBTORCH}/include/torch/csrc/api/include export LIBTORCH_LIB=${LIBTORCH}/lib:$LIBTORCH_LIB export LD_LIBRARY_PATH=${LIBTORCH}/lib:$LD_LIBRARY_PATH export LIBTORCH_STATIC=1 export LIBTORCH_BYPASS_VERSION_CHECK=1
Then I made a rust-bert project that requires tch-rs. I ran the summarization code from the repository readme sample codes.
https://github.com/guillaume-be/rust-bert
Here is what I got after cargo run.
 Compiling torch-sys v0.14.0 The following warnings were emitted during compilation: warning: libtch/torch_api.cpp:1:9: fatal error: torch/csrc/autograd/engine.h: No such file or directory warning: 1 #include warning: ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ warning: compilation terminated. warning: In file included from libtch/torch_api_generated.h:2, warning: from libtch/torch_api_generated.cpp:2: warning: libtch/torch_api.h:6:9: fatal error: torch/torch.h: No such file or directory warning: 6 #include warning: ^~~~~~~~~~~~~~~ warning: compilation terminated. warning: ToolExecError: Command "c++" "-O0" "-ffunction-sections" "-fdata-sections" "-fPIC" "-gdwarf-4" "-fno-omit-frame-pointer" "-m64" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include/torch/csrc/api/include" "-Wl,-rpath=/home/test/libtorch/lib:/lib" "-std=c++17" "-D_GLIBCXX_USE_CXX11_ABI=1" "-o" "/home/test/abstractive_summary/target/debug/build/torch-sys-9ceb5a4de53f7d43/out/19072f24a82f85ae-torch_api.o" "-c" "libtch/torch_api.cpp" with args c++ did not execute successfully (status code exit status: 1). warning: ToolExecError: Command "c++" "-O0" "-ffunction-sections" "-fdata-sections" "-fPIC" "-gdwarf-4" "-fno-omit-frame-pointer" "-m64" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include/torch/csrc/api/include" "-Wl,-rpath=/home/test/libtorch/lib:/lib" "-std=c++17" "-D_GLIBCXX_USE_CXX11_ABI=1" "-o" "/home/test/abstractive_summary/target/debug/build/torch-sys-9ceb5a4de53f7d43/out/19072f24a82f85ae-torch_api_generated.o" "-c" "libtch/torch_api_generated.cpp" with args c++ did not execute successfully (status code exit status: 1). error: failed to run custom build command for `torch-sys v0.14.0` Caused by: process didn't exit successfully: `/home/test/abstractive_summary/target/debug/build/torch-sys-600a8d0b39a39cd0/build-script-build` (exit status: 1) --- stdout cargo:rerun-if-env-changed=LIBTORCH_USE_PYTORCH cargo:rerun-if-env-changed=LIBTORCH cargo:rerun-if-env-changed=LIBTORCH_INCLUDE cargo:rerun-if-env-changed=LIBTORCH_LIB cargo:rerun-if-env-changed=LIBTORCH_BYPASS_VERSION_CHECK cargo:rerun-if-env-changed=LIBTORCH_CXX11_ABI cargo:rerun-if-env-changed=LIBTORCH_STATIC cargo:rustc-link-search=native=/home/test/libtorch/lib:/lib cargo:rerun-if-changed=libtch/fake_cuda_dependency.cpp cargo:rerun-if-changed=libtch/torch_python.cpp cargo:rerun-if-changed=libtch/torch_python.h cargo:rerun-if-changed=libtch/torch_api_generated.cpp cargo:rerun-if-changed=libtch/torch_api_generated.h cargo:rerun-if-changed=libtch/torch_api.cpp cargo:rerun-if-changed=libtch/torch_api.h cargo:rerun-if-changed=libtch/stb_image_write.h cargo:rerun-if-changed=libtch/stb_image_resize.h cargo:rerun-if-changed=libtch/stb_image.h cargo:libtorch_lib=/home/test/libtorch/lib:/lib TARGET = Some("x86_64-unknown-linux-gnu") OPT_LEVEL = Some("0") HOST = Some("x86_64-unknown-linux-gnu") cargo:rerun-if-env-changed=CXX_x86_64-unknown-linux-gnu CXX_x86_64-unknown-linux-gnu = None cargo:rerun-if-env-changed=CXX_x86_64_unknown_linux_gnu CXX_x86_64_unknown_linux_gnu = None cargo:rerun-if-env-changed=HOST_CXX HOST_CXX = None cargo:rerun-if-env-changed=CXX CXX = None cargo:rerun-if-env-changed=CC_ENABLE_DEBUG_OUTPUT cargo:rerun-if-env-changed=CRATE_CC_NO_DEFAULTS CRATE_CC_NO_DEFAULTS = None DEBUG = Some("true") CARGO_CFG_TARGET_FEATURE = Some("fxsr,sse,sse2") cargo:rerun-if-env-changed=CXXFLAGS_x86_64-unknown-linux-gnu CXXFLAGS_x86_64-unknown-linux-gnu = None cargo:rerun-if-env-changed=CXXFLAGS_x86_64_unknown_linux_gnu CXXFLAGS_x86_64_unknown_linux_gnu = None cargo:rerun-if-env-changed=HOST_CXXFLAGS HOST_CXXFLAGS = None cargo:rerun-if-env-changed=CXXFLAGS CXXFLAGS = None cargo:warning=libtch/torch_api.cpp:1:9: fatal error: torch/csrc/autograd/engine.h: No such file or directory cargo:warning= 1 #include cargo:warning= ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ cargo:warning=compilation terminated. cargo:warning=In file included from libtch/torch_api_generated.h:2, cargo:warning= from libtch/torch_api_generated.cpp:2: cargo:warning=libtch/torch_api.h:6:9: fatal error: torch/torch.h: No such file or directory cargo:warning= 6 #include cargo:warning= ^~~~~~~~~~~~~~~ cargo:warning=compilation terminated. exit status: 1 cargo:warning=ToolExecError: Command "c++" "-O0" "-ffunction-sections" "-fdata-sections" "-fPIC" "-gdwarf-4" "-fno-omit-frame-pointer" "-m64" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include/torch/csrc/api/include" "-Wl,-rpath=/home/test/libtorch/lib:/lib" "-std=c++17" "-D_GLIBCXX_USE_CXX11_ABI=1" "-o" "/home/test/abstractive_summary/target/debug/build/torch-sys-9ceb5a4de53f7d43/out/19072f24a82f85ae-torch_api.o" "-c" "libtch/torch_api.cpp" with args c++ did not execute successfully (status code exit status: 1). exit status: 1 cargo:warning=ToolExecError: Command "c++" "-O0" "-ffunction-sections" "-fdata-sections" "-fPIC" "-gdwarf-4" "-fno-omit-frame-pointer" "-m64" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include/torch/csrc/api/include" "-Wl,-rpath=/home/test/libtorch/lib:/lib" "-std=c++17" "-D_GLIBCXX_USE_CXX11_ABI=1" "-o" "/home/test/abstractive_summary/target/debug/build/torch-sys-9ceb5a4de53f7d43/out/19072f24a82f85ae-torch_api_generated.o" "-c" "libtch/torch_api_generated.cpp" with args c++ did not execute successfully (status code exit status: 1). exit status: 0 --- stderr 
error occurred: Command "c++" "-O0" "-ffunction-sections" "-fdata-sections" "-fPIC" "-gdwarf-4" "-fno-omit-frame-pointer" "-m64" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include" "-I" "/home/test/libtorch/include:/home/test/libtorch/include/torch/csrc/api/include/include/torch/csrc/api/include" "-Wl,-rpath=/home/test/libtorch/lib:/lib" "-std=c++17" "-D_GLIBCXX_USE_CXX11_ABI=1" "-o" "/home/test/abstractive_summary/target/debug/build/torch-sys-9ceb5a4de53f7d43/out/19072f24a82f85ae-torch_api_generated.o" "-c" "libtch/torch_api_generated.cpp" with args c++ did not execute successfully (status code exit status: 1).
I can't figure out how to solve this. Can I get some help with this?
submitted by luxiant to rust [link] [comments]


2024.05.21 12:13 Impossible-Pain-7406 Angular issues, did not expect the spam

Angular issues, did not expect the spam submitted by Impossible-Pain-7406 to Angular2 [link] [comments]


2024.05.21 11:39 Outsmart_ch The Third-Generation Blockchain Revolutionizing the Use of Java: Takamaka

Takamaka stands out in the landscape of third-generation blockchains by adopting Java as its main programming language. With over 20 years of dominance across various technological sectors, from enterprise to mobile devices, Java provides an ideal foundation for a blockchain that aims to be both robust and versatile. The choice of this language brings with it a well-established development infrastructure and a ready-to-use global community of developers, features that other blockchain-specific languages cannot match.
Compared to other Blockchains:
  1. Enhanced Security: Java is renowned for its secure memory management and exceptional exception handling capabilities, both of which are critical in the context of blockchain applications where code security is imperative. The Java Virtual Machine (JVM) executes Java applications in a controlled and isolated runtime environment, thereby minimizing vulnerabilities to potential external attacks or internal malfunctions.
  2. Portability and Interoperability: Since Java is a platform-independent language, code written for the Takamaka blockchain can be executed on any device that supports a Java Virtual Machine (JVM). This makes Takamaka extremely flexible and interoperable with various operating systems and hardware architectures.
  3. Efficiency and Scalability: Java natively supports multithreading, an essential capability for processing a large volume of transactions simultaneously while maintaining high performance. This is vital for Takamaka, which aims to handle up to 1,000,000 transactions per hour.
  4. Mature Development Ecosystem: Java has a vast array of libraries and frameworks that can be used to accelerate the development of blockchain applications. Additionally, the large developer base means that companies can easily find technically skilled talents in Java, further reducing development costs and timelines.
The adoption of Java by Takamaka is a move that promises to revolutionize the way blockchains are perceived and utilized. With a solid technological base and a clear vision towards security, scalability, and usability, Takamaka positions itself as an innovative leader in blockchain technology, ready to lead the sector's expansion into new markets and applications. In a world that increasingly demands interconnectivity and security, Takamaka and Java appear ready to provide a solution that meets the highest expectations.
submitted by Outsmart_ch to takamaka [link] [comments]


2024.05.21 11:38 promptsideas Coded Illustrations (Generated by Midjourney)

Coded Illustrations (Generated by Midjourney) submitted by promptsideas to bigsleep [link] [comments]


2024.05.21 11:24 friendly_pianist49 Cite 2 tools that bring value to your properties

Hi all! Just want to contribute to this community with some tools I use to manage my listings. You might’ve heard about them, but here are my 2¢. Looking forward to your recommendations.
1- sagwee.com
Price: Starts at $4.99/month.
How I use: Guests’s communication.
Why: Answer guests questions and provide recommendations in multiple languages.
How: I download a QR code generated by the platform and place it in the guest’s room with a friendly note.
2-beyondpricing.com
Price: Starts with 1% of revenue.
How I use: Dynamic pricing for my listings.
Why: Setting optimal pricing.
How: The platform analyzes market data and automatically adjusts my rates.
submitted by friendly_pianist49 to airbnb_hosts [link] [comments]


2024.05.21 11:19 igotsum Immigration share code asked when unavailable

Immigration share code asked when unavailable
I have a Schengen visa appointment at the Italian Consulate in London next week. The VFS website states that they require not just my Biometric Residence Permit (BRP), but also a share code that proves my immigration status.
I possess a UK student visa whose validity extends up to 2028. I have heard that the Home Office have sent emails to a small set of people inviting them to make a UKVI account, which would allow them to obtain their share code / view their eVisa. I have not received such an email and currently cannot view my records nor generate a share code to prove my immigration status. The Home Office eventually intends to provide a public link/invite to all BRP holders to make their account, view their records and generate a share code for immigration status, but I doubt this is going to happen anytime in May, meaning I would not be able to provide a share code as a part of my application.
Some of my friends have used their right to work or right to rent share codes as proof of visa validity for their Schengen visa applications to other consulates. But I'm a bit apprehensive about using these share codes when the Italian Consulate clearly states this is not valid.
Has anyone had this experience or is going through a similar experience? It would be nice to get some advice on how to best proceed with my Schengen tourist visa application. I am concerned that not providing a share code or providing the wrong share code will lead to a direct visa refusal. I will be travelling to Italy in July and was really lucky to secure an appointment. I considered postponing my appointment hoping that the Home Office might allow all BRP holders to access their share codes by early June, but it is close to impossible to reschedule or book a new appointment now.
Any advice would be really appreciated, thanks.
submitted by igotsum to SchengenVisa [link] [comments]


2024.05.21 11:08 Wisetechwords27 How to add images to metafields in shopify

Adding images to Shopify metafields involves creating a metafield definition and then populating that metafield with the desired image URLs.
Here’s a step-by-step guide to help you through the process:
Step 1: Create a Metafield Definition
  1. Navigate to Settings > Metafields.
  2. Select the part of your store where you want to add the metafield (e.g., Products, Variants, Collections, etc.).
  3. Click on 'Add definition.'
  4. Fill out the necessary information:
    • Name: Enter a name for your metafield (e.g., "Custom Image").
    • Namespace and key: Use a namespace and key that makes sense for your store (e.g., "custom_fields.image").
    • Type: Select "File" and then "Image" from the type dropdown menu.
  5. Save

Step 2: Add an Image to the Metafield

  1. Go to the part of your store where you created the metafield definition (e.g., a specific product page).
  2. Scroll down to the Metafields section.
  3. Find your newly created metafield.
  4. Click on the 'Select file' button or drag and drop the image you want to use.
  5. Save the changes on the product or page.

Step 3: Display the Metafield Image in Your Theme

To display the metafield image on your storefront, you'll need to edit your theme's code:
  1. Navigate to Online Store > Themes.
  2. Find the theme you are using and click 'Actions' > 'Edit code'.
  3. Locate the appropriate template file (e.g., product.liquid for product pages).
  4. Add the following Liquid code to display the metafield image:

{% if product.metafields.custom_fields.image %} Custom Image {% endif %} 
Replace custom_fields and image with the namespace and key you used.

Example Scenario

Let's say you created a metafield for products to add a custom promotional image. Here's how you'd implement it:
  1. Create the metafield definition with the namespace custom_fields and key promo_image.
  2. Add an image to the metafield for a specific product.
  3. Edit the product.liquid file to include the following code where you want the image to appear:

{% if product.metafields.custom_fields.promo_image %} Promotional Image {% endif %} 
This code checks if the metafield exists and then displays the image using Shopify's img_url filter to generate the appropriate image URL.
By following these steps, you should be able to add and display images using Shopify metafields effectively. If you encounter any specific issues or have further questions, feel free to ask!
submitted by Wisetechwords27 to u/Wisetechwords27 [link] [comments]


2024.05.21 10:54 OCEANOFANYTHING Create Stunning AI QR Code Art In 2 Minutes!

Create Stunning AI QR Code Art In 2 Minutes! submitted by OCEANOFANYTHING to YoutubeVideos [link] [comments]


http://rodzice.org/