2015 ram 1500 fuel sensor fail
Screen resolution problems
2023.06.07 23:06 Graybeard_Bellator Screen resolution problems
Hello,
I'm returning to Linux Mint after a few years away (2015). I've installed LM21.1 Cinnamon on my "medium grade" four year old gaming PC.
The only thing that didn't work "out of the box" was the display resolution The only screen resolution I have access to is 1024x768 with an unknown monitor.
If anyone can shed some insight about enabling my monitor's native resolution of 1920x1080 I'd appreciate it. I'd also like to learn how to make better graphics performance available in Steam... but I'll tackle one problem at a time (with your help, which is greatly appreciated).
I did some preliminary searching and found that people were asking for an xrandr report so I did that:
"
[email protected]:~$ xrandr
xrandr: Failed to get size of gamma for output default
Screen 0: minimum 1024 x 768, current 1024 x 768, maximum 1024 x 768
default connected primary 1024x768+0+0 0mm x 0mm"
Here is some GPU and montior information: My monitor is a Dell P2717H, 27" with 1920x1080 native resolution.
My GPU is EVGA GTX GeForce 960 (4GB)
I've installed the nVidia X Server Settings, nVidia Prime and nVidia Screen Resolution Extra. Thanks for any help you can provide.
CJ
*****************************
Here is some system information.
System:
Kernel: 5.15.0-73-generic x86_64 bits: 64 compiler: gcc v: 11.3.0 Desktop: Cinnamon 5.6.8
tk: GTK 3.24.33 wm: muffin dm: LightDM Distro: Linux Mint 21.1 Vera base: Ubuntu 22.04 jammy
Machine:
Type: Desktop System: ASUS product: All Series v: N/A serial:
Mobo: ASUSTeK model: Z97-E/USB 3.1 v: Rev X.0x serial:
UEFI: American Megatrends v: 0503 date: 05/20/2015
CPU:
Info: quad core model: Intel Core i5-4690K bits: 64 type: MCP arch: Haswell rev: 3 cache:
L1: 256 KiB L2: 1024 KiB L3: 6 MiB
Speed (MHz): avg: 1117 high: 1299 min/max: 800/3900 cores: 1: 1299 2: 1022 3: 1048 4: 1099
bogomips: 27986
Flags: avx avx2 ht lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3
Graphics:
Device-1: NVIDIA GM206 [GeForce GTX 960] vendor: eVga.com. driver: N/A pcie: speed: 2.5 GT/s
lanes: 16 bus-ID: 01:00.0 chip-ID: 10de:1401
Display: x11 server: X.Org v: 1.21.1.4 driver: X: loaded: nouveau,vesa
unloaded: fbdev,modesetting gpu: N/A display-ID: :0 screens: 1
Screen-1: 0 s-res: 1024x768 s-dpi: 96
Monitor-1: default res: 1024x768 size: N/A
OpenGL: renderer: llvmpipe (LLVM 15.0.6 256 bits) v: 4.5 Mesa 22.2.5 direct render: Yes
Audio:
Device-1: Intel 9 Series Family HD Audio vendor: ASUSTeK driver: snd_hda_intel v: kernel
bus-ID: 00:1b.0 chip-ID: 8086:8ca0
Device-2: NVIDIA GM206 High Definition Audio vendor: eVga.com. driver: snd_hda_intel v: kernel
pcie: speed: 2.5 GT/s lanes: 16 bus-ID: 01:00.1 chip-ID: 10de:0fba
Sound Server-1: ALSA v: k5.15.0-73-generic running: yes
Sound Server-2: PulseAudio v: 15.99.1 running: yes
Sound Server-3: PipeWire v: 0.3.48 running: yes
Network:
Device-1: Intel Ethernet I218-V vendor: ASUSTeK driver: e1000e v: kernel port: f040
bus-ID: 00:19.0 chip-ID: 8086:15a1
IF: eno1 state: down mac:
Device-2: Intel Wireless-AC 9260 driver: iwlwifi v: kernel pcie: speed: 5 GT/s lanes: 1
bus-ID: 06:00.0 chip-ID: 8086:2526
IF: wlp6s0 state: up mac:
Drives:
Local Storage: total: 4.57 TiB used: 160.06 GiB (3.4%)
ID-1: /dev/nvme0n1 vendor: Intel model: SSDPEKNW010T8 size: 953.87 GiB speed: 31.6 Gb/s
lanes: 4 serial: temp: 32.9 C
ID-2: /dev/sda vendor: Samsung model: SSD 870 EVO 1TB size: 931.51 GiB speed: 6.0 Gb/s
serial:
ID-3: /dev/sdb vendor: Samsung model: SSD 870 EVO 2TB size: 1.82 TiB speed: 6.0 Gb/s
serial:
ID-4: /dev/sdc vendor: Western Digital model: WD1002FAEX-00Z3A0 size: 931.51 GiB
speed: 6.0 Gb/s serial:
Partition:
ID-1: / size: 91.75 GiB used: 80.01 GiB (87.2%) fs: ext4 dev: /dev/nvme0n1p4
ID-2: /boot/efi size: 99.2 MiB used: 31.5 MiB (31.7%) fs: vfat dev: /dev/nvme0n1p1
Swap:
ID-1: swap-1 type: file size: 2 GiB used: 0 KiB (0.0%) priority: -2 file: /swapfile
Sensors:
System Temperatures: cpu: 29.8 C mobo: 27.8 C
Fan Speeds (RPM): N/A
Repos:
Packages: 2334 apt: 2325 flatpak: 9
No active apt repos in: /etc/apt/sources.list
Active apt repos in: /etc/apt/sources.list.d/official-package-repositories.list
1: deb https: //mirror.cs.jmu.edu/pub/linuxmint/packages vera main upstream import backport
2: deb http: //archive.ubuntu.com/ubuntu jammy main restricted universe multiverse
3: deb http: //archive.ubuntu.com/ubuntu jammy-updates main restricted universe multiverse
4: deb http: //archive.ubuntu.com/ubuntu jammy-backports main restricted universe multiverse
5: deb http: //security.ubuntu.com/ubuntu/ jammy-security main restricted universe multiverse
Info:
Processes: 247 Uptime: 10m Memory: 31.29 GiB used: 2.09 GiB (6.7%) Init: systemd v: 249
runlevel: 5 Compilers: gcc: 11.3.0 alt: 11/12 Client: Cinnamon v: 5.6.8 inxi: 3.3.13
submitted by
Graybeard_Bellator to
linuxmint [link] [comments]
2023.06.07 22:33 Mnowak128 Should I buy or not?
| Was looking at buying this 2015 v8 5.7 hemi 1500 ram. 120k miles with a pretty fair price. Don't want to have to worry all the time if I buy about cam and lifter or engine going out. How often does this happen with the hemi tick and cam shaft and lifters going bad? When do symptoms usually occur? What is the life expectancy on these 2015 ram 1500s with the hemi 5.7 v8? Any help or info would be greatly appreciated. Thanks. submitted by Mnowak128 to ram_trucks [link] [comments] |
2023.06.07 20:59 givemeabreakplz Serial Plotter not working?
I've made this plant monitoring device and it works just as intended, but as shown in the picture (see comments) I can't get the serial plotter to work. Serial monitor works fine, but after looking at several guides and threads via google I still can't get it working.
I'm using Arduino IDE 2.1.0 (Win10) with an Arduino Micro. Code can probably be written much better, but all I'm interested in is figuring out the serial plotter. Anyone able to help?
My code:
```
```cpp
include
include "DHT.h"
define DHTPIN 9 // Digital i/o #3 // 3 uno
define DHTTYPE DHT11
DHT dht(DHTPIN, DHTTYPE);
//...................Variables & Constants.....................................
const int rs = 3, en = 2, d4 = 4, d5 = 5, d6 = 6, d7 = 7; const int sensor_pin = A0; // Soil moisture sensor const int Pump = 8; const int Button = 10; const int LED_Red = 14; const int LED_Green = 15; const int LED_Blue = 16; int soilMoistureValue = 0; int soil = 0; int click = 0; int static_variable = 50; // Attempt to set mid-value to serial plotter
//...................Placeholders..............................................
int avgDeltaSoil; int avgSoilRaw; int dxSoil; int dxdtSoil; int deltaSoil;
double prevSoilRaw; double newSoilRaw; double previousTime; double newTime; double prevDelta; double newDelta;
//...................LCD + Symbols.............................................
LiquidCrystal lcd(rs, en, d4, d5, d6, d7);
byte arrowUp[8] = { B00000, B00000, B00000, B11110, B00110, B01010, B10010, B00000, };
byte sad[8] = { B00000, B01010, B01010, B00000, B00000, B01110, B10001, B00000, };
byte celcius[8] = { B01000, B10100, B01000, B00110, B01001, B01000, B01001, B00110, };
//...............SETUP..............................................................
void setup() { dht.begin();
//...................Pin Mode..................................................
Serial.begin(9600);
pinMode(3, OUTPUT); // LCD pinMode(8, OUTPUT); // Pump pinMode(9, INPUT); // DHT Sensor pinMode(10, INPUT); // Button pinMode(14, OUTPUT); // LED Red pinMode(15, OUTPUT); // LED Green pinMode(16, OUTPUT); // LED Blue
//...................LCD splash-screen.........................................
lcd.createChar(1, arrowUp); lcd.createChar(2, sad); lcd.createChar(3, celcius); lcd.begin(16, 2);
lcd.print(" AutoWater "); Serial.println(F(" AutoWater - For forgetful people ")); delay(500);
lcd.setCursor(12, 0); lcd.print("by"); delay(500);
Serial.println(F(" by Mysterious internet man ")); lcd.setCursor(1, 1); lcd.print("Mysterious man"); delay(1500); lcd.clear();
//...................Axis limits...............................................
Serial.print(0); // Attempt to set limits to serial plotter Serial.print(" "); Serial.print(100); Serial.println(" "); }
//...............LOOP...............................................................
void loop() {
//...................Soil moisture sensor......................................
soilMoistureValue = analogRead(A0); soil = map(soilMoistureValue, 10, 1023, 100, 0); // (10, 1023) delay(100);
//...................dx/dt + Average...........................................
prevSoilRaw = newSoilRaw; // Saves soil level read from previous cycle newSoilRaw = (analogRead(A0));
previousTime = newTime; // Saves the time of the previous cycle newTime = millis(); // Filling up/down(+/-) / cycle runtime - (millis() / 100)
float dxSoil = ((newSoilRaw - prevSoilRaw) / (newTime - previousTime)); float dxdtSoil = (dxSoil * dxSoil); // Avoid negative numbers float deltaSoil = (dxdtSoil); //
Try some fun math here prevDelta = newDelta; newDelta = deltaSoil;
float avgDeltaSoil = ((newDelta + prevDelta) / 2);
//...................DHT Temperature & humidity sensor.........................
float h = dht.readHumidity(); float t = dht.readTemperature(); float hic = dht.computeHeatIndex(t, h); delay(100);
//...................Button triggered pump.....................................
click = digitalRead(Button);
if (click == HIGH) { digitalWrite(LED_Red, HIGH); digitalWrite(LED_Blue, HIGH); digitalWrite(LED_Green, HIGH); digitalWrite(Pump, HIGH);
lcd.clear(); Serial.println(F("Watering now!")); lcd.setCursor(1, 0); lcd.print("Watering now!"); Serial.println(F(" 9")); lcd.setCursor(13, 1); lcd.print("9"); delay(1000); Serial.println(F(" 8")); lcd.print("8"); delay(1000); Serial.println(F(" 7")); lcd.print("7"); delay(1000); Serial.println(F(" 6")); lcd.print("6"); delay(1000); Serial.println(F(" 5")); lcd.print("5"); delay(1000); Serial.println(F(" 4")); lcd.print("4"); delay(1000); Serial.println(F(" 3")); lcd.print("3"); delay(1000); Serial.println(F(" 2")); lcd.print("2"); delay(1000); Serial.println(F(" 1")); lcd.print("1"); delay(1000); digitalWrite(Pump, LOW); digitalWrite(LED_Red, LOW); digitalWrite(LED_Blue, LOW); digitalWrite(LED_Green, LOW); lcd.clear();
}
//...................Pump triggers.............................................
if ((soil < 40) && (soil > 5)) // Moisture below 40% - Pump On
Require calibration { digitalWrite(Pump, HIGH); } else if (soil >= 64) // Moisture at 64% - Pump OFF
Require calibration { digitalWrite(Pump, LOW); }
//...................LED.......................................................
if (soil < 5) // Error - Red slow blink { digitalWrite(LED_Red, (millis() / 1500) % 2); digitalWrite(LED_Green, LOW); digitalWrite(LED_Blue, LOW); digitalWrite(Pump, LOW); }
else if ((soil <= 39) &&! (avgDeltaSoil > 0.001)) // 30% - 39% - Red warning blink {
if (digitalRead(Pump) == HIGH) { digitalWrite(LED_Green, (millis() / 500) % 2); } else { digitalWrite(LED_Red, (millis() / 250) % 2); digitalWrite(LED_Green, LOW); digitalWrite(LED_Blue, LOW); } delay(50);
}
else if ((soil <= 49) &&! (avgDeltaSoil > 0.001)) // 40% - 49% - Red {
if (digitalRead(Pump) == HIGH) { digitalWrite(LED_Green, (millis() / 500) % 2); } else { digitalWrite(LED_Red, HIGH); digitalWrite(LED_Green, LOW); digitalWrite(LED_Blue, LOW); }
}
else if ((soil <= 59) &&! (avgDeltaSoil > 0.001)) // 50% - 59% - Orange {
if (digitalRead(Pump) == HIGH) { digitalWrite(LED_Green, (millis() / 500) % 2); } else { digitalWrite(LED_Red, HIGH); digitalWrite(LED_Green, HIGH); digitalWrite(LED_Blue, LOW); }
}
else if ((soil <= 69) &&! (avgDeltaSoil > 0.001)) // 60% - 69% - Green { if (digitalRead(Pump) == HIGH) { digitalWrite(LED_Green, (millis() / 500) % 2); } else { digitalWrite(LED_Red, LOW); digitalWrite(LED_Green, HIGH); digitalWrite(LED_Blue, LOW); } }
else if ((soil <= 79) &&! (avgDeltaSoil > 0.001)) // 70% - 79% - Green/Blue { if (digitalRead(Pump) == HIGH) { digitalWrite(LED_Green, (millis() / 500) % 2); } else { digitalWrite(LED_Red, LOW); digitalWrite(LED_Green, HIGH); digitalWrite(LED_Blue, HIGH); } }
else if ((soil <= 89) &&! (avgDeltaSoil > 0.001)) // 80% - 89% - Blue { digitalWrite(LED_Red, LOW); digitalWrite(LED_Green, LOW); digitalWrite(LED_Blue, HIGH); }
else if ((soil <= 100) &&! (avgDeltaSoil > 0.001)) // 90% - 100% - Purple { digitalWrite(LED_Red, HIGH); digitalWrite(LED_Green, LOW); digitalWrite(LED_Blue, HIGH); }
else // Something's fucked! { digitalWrite(LED_Red, LOW); digitalWrite(LED_Green, LOW); digitalWrite(LED_Blue, LOW); digitalWrite(Pump, LOW); }
//...................DHT Sensor Error..........................................
if (isnan(h) isnan(t)) { Serial.println(F(" - Failed to read from DHT sensor!"));
if (avgDeltaSoil > 0.001) // Soil Sensor Error { Serial.print(F(" -Soil~ ")); Serial.print(soil); Serial.print(F("%! ")); Serial.print(F(" -dx/dt: ")); Serial.print(avgDeltaSoil); Serial.print(F(" -A0_Raw: ")); Serial.print(analogRead(A0)); lcd.setCursor(0, 0); lcd.print(" Shit's fucked! "); lcd.setCursor(0, 1); lcd.write(2); //sad face lcd.setCursor(2, 1); lcd.print("! "); lcd.setCursor(4, 1); lcd.print("Soil "); lcd.setCursor(9, 1); lcd.print(soil); lcd.setCursor(11, 1); lcd.print("% !"); lcd.setCursor(15, 1); lcd.write(2); //sad face } else // Soil Sensor Working { Serial.print(F(" -Soil: ")); Serial.print(soil); Serial.print(F("% ")); lcd.setCursor(0, 0); lcd.print("DHT Sensor Error"); lcd.setCursor(0, 1); lcd.print(" Soil:"); lcd.setCursor(9, 1); lcd.print(soil); lcd.setCursor(11, 1); lcd.print("% "); } delay(25); return;
}
//...................Print sensor data to PC...................................
Serial.print(" -Temp: "); // Temperature Serial.print(t); Serial.print(F("°C "));
Serial.print(" -Humidity: "); // Humidity Serial.print(h); Serial.print(F("°% "));
Serial.print(" -Heat Index: "); // Heat Index Serial.print(hic); Serial.print("°C ");
Serial.print(" -Soil: "); Serial.print(soil);
if (avgDeltaSoil > 0.001) // Soil sensor not working { Serial.print(F("%! ")); } else // Soil sensor working { Serial.print(F("% ")); }
Serial.println(static_variable);
/* Serial.print(F(" -dx/dt: ")); Serial.print(avgDeltaSoil);
Serial.print(F(" -Pump: "));
if (Pump == 1) { Serial.println(F("ON")); } else { Serial.println(F("OFF")); }
Serial.print(F(" -A0_Raw: ")); // Raw sensor data Serial.print(analogRead(A0));
Serial.print(F(" -DI_10: ")); // Button input Serial.print(digitalRead(10)); */
//...................Print sensor data to LCD..................................
lcd.setCursor(0, 0); // LCD 1st row L - Humidity lcd.print("H:"); lcd.setCursor(2, 0); lcd.print(h); lcd.setCursor(6, 0); lcd.print("%");
lcd.setCursor(7, 0); // LCD 1st row R - HIC lcd.print(" HI:"); lcd.setCursor(11, 0); lcd.print(hic); lcd.setCursor(15, 0); lcd.write(3);
lcd.setCursor(0, 1); // LCD 2nd row L - Soil lcd.print("Soil:"); lcd.setCursor(5, 1); if (deltaSoil > 0.001) // Show value / Error { lcd.print("--"); digitalWrite(Pump, LOW);
} else { lcd.print(soil); } lcd.setCursor(7, 1); lcd.print("% ");
lcd.setCursor(9, 1); // LCD 2nd row R - Temperature lcd.print("T:"); lcd.setCursor(11, 1); lcd.print(t); lcd.setCursor(15, 1); lcd.write(3); }
```
submitted by
givemeabreakplz to
arduino [link] [comments]
2023.06.07 20:30 khoafraelich789 Used Car Guide: 1996-2010 Dodge Viper
| 5 tips to find a first-class example of a secondhand Dodge Viper. https://preview.redd.it/nspzptnvi63b1.png?width=1200&format=png&auto=webp&s=df37c3e53c833087654e9a0c1a946fdfc5727771 I’ve got a Dodge Viper problem. Despite their horrifying fuel consumption, restricted outward visibility, leg-singeing rocker panels, and an exhaust note like a hot-rod UPS truck, I’ve enjoyed driving two of these machines for the better part of 10 years and about 65,000 kilometres to date. My first Viper was a 2000 GTS Coupe. My childhood dream car, we spent five years and about 45,000 kilometres together driving around town, going on road trips, lapping various tracks, and attending car shows and the like. About four years ago I traded this unit in for a 2008 Dodge Viper SRT-10 Coupe. We’ve done about 20,000 kilometres together, partaking in a similar range of activities. I’ve had zero mechanical problems associated with the driveline in either of my cars, and little more than the odd electronic hiccup resulting from a weak battery or wonky sensor. I’ve owned a lot of cars, and my two Vipers have been among the most reliable — second only to my 1993 Nissan 240SX. The key success factor here is that I’ve had both units checked over fully by a qualified ‘Viper Tech’ in a dealer setting, on my dime, before purchase. In both cases, this pre-purchase checkup was worth the investment. For my first Viper, the inspection revealed thousands worth of upcoming repair- and replacement parts which helped me negotiate a much better deal; on my second car, it picked up a dead trunk-release button which the selling dealership fixed on their dime, and also confirmed that this car was in otherwise excellent shape. To be clear: the best thing you can do before buying a used Dodge Viper is to make arrangements to have it seen by a Viper-trained technician in a dealer setting. Still, after a decade of V-10 Mopar motoring, I’ve also come up with some additional tips to share with potential used Dodge Viper shoppers, especially those considering a vintage like mine — that is, the second- to fourth-generation cars. Following these tips can help you enjoy a more trouble-free driving experience and avert potential headaches or surprises with your new toy. Door hinges I’ve found the door hinges in both of my Vipers to be quite fussy, and I’m not alone. In my 2000 GTS, the doors seemed to sag with repeated use over time. The driver’s door hinge eventually needed to be readjusted multiple times to prevent the door from striking the body when closing. The out-of-alignment door hinge also caused damage to the weather seals around the door, resulting in a small water leak. The hinge can be loosened, adjusted, and fastened back into place, but the process is frustrating and somewhat complicated if you’re not the most mechanically-inclined (like me). Professional help may be the best course of action if the Viper you’re considering seems to be suffering from saggy doors; it’s not a difficult job for someone who knows what they’re doing. My 2008 Viper SRT-10 is exhibiting similar symptoms this year. The driver’s door has begun emitting a loud creak when opening fully (or closing), and lubrication of the hinge hasn’t helped. The door is rubbing somewhere, and the hinge needs to be readjusted. Note that leaving this issue unchecked can cause collateral damage to the weather seals (pricey) and window glass (pricier), so you’ll want to address it as soon as you notice any warning signs. These warnings include doors that seem to stick during some portion of their movement, doors that don’t close properly with a light push, doors that fail to engage the striker properly or even bounce back open, doors that require slamming to latch shut, or any used Viper whose door-mounted weather seals are cracked, ripped, or otherwise visibly damaged. In sum: be sure the doors open, close and latch without undue force or noise, and that all weather seals are intact and in solid shape. Powertrain stresses To prevent undue wrenching of the door hinge, I always start the engine after the doors are closed. Firing up the Viper’s big V-10 twists the car back and forth (it’s all that torque), but can also wrench on the heavy doors and their small hinges, which seems to shift things out place in quick order. With the doors closed at engine startup, this excessive wrenching of the hinges is prevented. Fun fact: during a tour of the Dodge Viper factory, one long-time Viper craftsman told me that the original hinge design was intended to be steel (stronger), though the engineers pushed for a lighter aluminum hinge (softer). In the day, he figured this might cause problems for some owners, and it turns out he was right. “The fifth-generation cars use a different hinge, and the doors are much lighter, since they’re made from an aluminum film that’s shaped by air in a mould” he said. Wheel alignment Dodge Vipers have, I figure, a somewhat unfounded reputation for dodgy handling and being difficult to control. In my opinion, these problems are mainly driver-related (not car-related), but that’s a topic for a different story. Of course, the Viper’s steam-roller tires do try and follow every nook, cranny, and tar-strip on the road, which means the car often seems to be squirming and shuffling even as you drive along in a straight line. Still, don’t underestimate the difference that a proper wheel alignment can make. I recently had one performed in a dealer setting on my 2008 for the first time, and the difference in handling, stability, and response while steering and braking were notable — especially in terms of reduced workload at the wheel. It’s easy to assume ‘this is just how Vipers handle’, though a fresh alignment instantly made my 2008 feel more precise, more responsive, and less labor-intensive to drive on the highway. In my case, the difference was night-and-day. As an added bonus, proper alignment means that the (very pricey) tires won’t wear as quickly. Power windows The power windows on both of my Vipers were finicky and fussy. Compared to most cars, I found the power windows in both of my Vipers to feel and sound harsh when in use. They’ve also been the cause of various headaches, especially in my 2008. This Viper has a feature called window indexing, a fancy way of saying that the window drops a half-inch or so when the door handle is pressed, allowing it to clear the body of the car and for the door to open and close more easily. The indexing function on the passenger side window failed one day, meaning that opening the passenger door meant catching the upper ‘corner’ of the glass inside of the opening, contacting it and wearing down the finish. Closing the passenger door likewise resulted in contact of the window against the body in the same spot. This can all result in wear to the vehicle’s paint, a noisier drive, and an increased likelihood of damaging the Viper’s finicky and sometimes-fragile power window hardware because of an unintended impact. On your test drive, note that one, both, or none of the power windows may be suffering this problem, and that the problem may be sporadic in nature. I can’t offer a fix that’s worked reliably for me, though disconnecting and reconnecting the battery does typically fix the issue for a time. On your test drive, confirm that both power windows work as expected, and be sure to carefully inspect the outer edge of the upper door opening above the window itself for signs of marking, paint damage, or scuffing that indicate contact. Cooling system and overheating Some owners have reported overheating of their Viper, especially in situations with high ambient temperatures, and during sustained periods of heavy-throttle driving, such as in a motorsports setting. Other owners have reported random engine overheating as a possibility from time to time, with a temperature gauge that may suddenly push towards the dangerous red zone on the coolant gauge randomly, and without warning. Many other owners have experienced no overheating issues from their Vipers. Several factors may contribute to a Viper’s engine overheating, as well as inconsistent or seemingly random coolant-temperature fluctuations. To protect yourself and avoid surprises, start with a pre-purchase inspection that includes the used Viper’s cooling system, including the coolant level and condition, an inspection of the water pump and surrounding area (for leaks), all hoses, the thermostat, the cooling fan(s) and associated wiring and relays, and the radiator itself. Have a professional inspect both the engine oil and engine coolant for signs of cross-contamination, which could indicate a head-gasket problem. On your test drive, take note of the coolant temperature gauge at various points. The needle should settle somewhere around the middle of the gauge and stay there, perhaps creeping up slightly over the halfway mark on hotter days. If the gauge suddenly climbs towards the red zone for no apparent reason, the vehicle you’re considering should be seen by a professional before you buy. In this application, an overheating engine can be the result of a simple problem like an air bubble in the cooling system, or a serious one like a failing head gasket. You’ll want to know before you buy. Run the Viper’s heater on your test-drive, too. If functioning properly, the heater will have no trouble pushing a lot of hot air into the Viper’s cabin once the engine is warmed up. If that’s not the case, or if the heat suddenly seems to disappear, have the system checked professionally. Some owners have successfully fixed problems by ‘burping’ air bubbles out of the cooling system. Ask a professional if you’re not sure how. Driveline clunks The Viper’s driveline is not a pinnacle of refinement, and certain noises and vibrations are more prominent than you may be used to. The question is which of these are normal, and which are cause for concern? When checking out the user Viper you’re considering, quiet the cabin and listen for a few specific sounds in a few specific situations to prevent unwanted surprises. First, place the vehicle in neutral with the engine running at idle and the clutch pedal pressed fully. Slowly release the clutch pedal, listening closely for any sign of a scraping, whirring, or grinding sound as the clutch is released. If you hear such a sound, press the clutch pedal in again to see if it goes away. The sound may seem to be coming through the floor near the driver’s feet. This sound can indicate a worn throw-out bearing, a part usually changed with the clutch. I’ve noticed this sound on both of my Vipers. In both cases, it’s remedied by replacing the clutch, which includes a new bearing. You can drive your Viper while it’s making this noise, but if the bearing or associated hardware eventually fails, your clutch may become unusable. You’ll also want to be on the lookout for unwanted sounds from the rear differential. The oil in this component needs to be changed regularly with a specific gear oil and a precise amount of friction-modifying additive. Using the wrong type or amount of gear oil or friction modifier can result in unfavourable consequences, including rear-axle noise. If your rear-axle oil isn’t serviced regularly by someone who knows what they’re doing, you’ll likely be hearing from your Viper’s rear end. When driving a Viper, the differential sits just behind and beneath the driver. Though some whirring and light clunking from time to time is largely considered normal, any binding, whining, or heavy clunks — especially at low speed — can be signs of trouble. Final Thought These tips are designed to help test-driving shoppers more easily identify possible trouble areas reported by some owners. An attentive test-drive and shopping process that focuses on the areas above can help you find a first-class example of a secondhand 1996-2010 Dodge Viper. Source: driving ca submitted by khoafraelich789 to CarInformationNews [link] [comments] |
2023.06.07 19:16 lukenic Considering a used truck purchase
Good afternoon! I'm considering trading in my current car (20' Camaro SS, bought new) for a truck. While I love the Camaro, its staring to make me feel very cramped and I think I've out grown the sports car era of my life. Other reasons I'm considering a truck:
1) I'm now a homeowner, wasn't at the time I bought my current car 2) My commute is relatively short, 6 miles each way. I do some light traveling for work, usually no more than 45 minutes and that's maybe once or twice a month. 3) Manual transmission, I hit some stop and go traffic everyday on my commute, my wife refuses to learn in a 450 HP car. 4) I have quite a bit of equity in my car, so I should be able to get a lower monthly payment. 5) I have a 60lbs dog that doesn't easily fit in the Camaro backseats (which are a joke) 6) Potentially want to get into camping
Right now I'm considering: 1) 2021 Ram 1500 Big Horn CPO Miles 32K. Listed for $41K
2) 2018 Sierra SLT (same dealer as above) Miles 44K. Listed for $43K
3) 2017 Sierra Denali Miles 48K. Listed for $42K
Other notes: - I have no brand loyalty - Open to other suggestions. Just don't really like Tundra's - Would consider a small truck like a Tacoma, Ranger, Colorado. But I don't see the point when they are listed around the same price and the fuel efficiency difference is marginal. I've had a frontier in the past. - Id be looking for something to drive for many years. - No kids at the moment but its not out of the picture in the coming years
Thanks for your input! Cheers!
submitted by
lukenic to
whatcarshouldIbuy [link] [comments]
2023.06.07 19:10 winklerdane I picked up a used L7 for a good price
It boots, gets an IP but no data on the dashboard
I reset to factory, here is my log, if anyone can help it would be supremely appreciated:
--
On node 0 totalpages: 61440
free_area_init_node: node 0, pgdat c0b3c040, node_mem_map cde10000
Normal zone: 480 pages used for memmap
Normal zone: 0 pages reserved
Normal zone: 61440 pages, LIFO batch:15
percpu: Embedded 12 pages/cpu
u/cddf0000 s19916 r8192 d21044 u49152
pcpu-alloc: s19916 r8192 d21044 u49152 alloc=12*4096
pcpu-alloc: [0] 0 [0] 1
Built 1 zonelists in Zone order, mobility grouping on. Total pages: 60960
Kernel command line: mem=240M console=ttyPS0,115200 ramdisk_size=33554432 root=/dev/ram rw earlyprintk
PID hash table entries: 1024 (order: 0, 4096 bytes)
Dentry cache hash table entries: 32768 (order: 5, 131072 bytes)
Inode-cache hash table entries: 16384 (order: 4, 65536 bytes)
Memory: 209340K/245760K available (6317K kernel code, 243K rwdata, 1932K rodata, 1024K init, 232K bss, 20036K reserved, 16384K cma-reserved, 0K highmem)
Virtual kernel memory layout:
vector : 0xffff0000 - 0xffff1000 ( 4 kB)
fixmap : 0xffc00000 - 0xfff00000 (3072 kB)
vmalloc : 0xcf800000 - 0xff800000 ( 768 MB)
lowmem : 0xc0000000 - 0xcf000000 ( 240 MB)
pkmap : 0xbfe00000 - 0xc0000000 ( 2 MB)
modules : 0xbf000000 - 0xbfe00000 ( 14 MB)
.text : 0xc0008000 - 0xc090e410 (9242 kB)
.init : 0xc0a00000 - 0xc0b00000 (1024 kB)
.data : 0xc0b00000 - 0xc0b3cda0 ( 244 kB)
.bss : 0xc0b3cda0 - 0xc0b77024 ( 233 kB)
Preemptible hierarchical RCU implementation.
Build-time adjustment of leaf fanout to 32. RCU restricting CPUs from NR\_CPUS=4 to nr\_cpu\_ids=2.
RCU: Adjusting geometry for rcu_fanout_leaf=32, nr_cpu_ids=2
NR_IRQS:16 nr_irqs:16 16
efuse mapped to cf800000
ps7-slcr mapped to cf802000
L2C: platform modifies aux control register: 0x72360000 -> 0x72760000
L2C: DT/platform modifies aux control register: 0x72360000 -> 0x72760000
L2C-310 erratum 769419 enabled
L2C-310 enabling early BRESP for Cortex-A9
L2C-310 full line of zeros enabled for Cortex-A9
L2C-310 ID prefetch enabled, offset 1 lines
L2C-310 dynamic clock gating enabled, standby mode enabled
L2C-310 cache controller enabled, 8 ways, 512 kB
L2C-310: CACHE_ID 0x410000c8, AUX_CTRL 0x76760001
zynq_clock_init: clkc starts at cf802100
Zynq clock init
sched_clock: 64 bits at 333MHz, resolution 3ns, wraps every 4398046511103ns
clocksource: arm_global_timer: mask: 0xffffffffffffffff max_cycles: 0x4ce07af025, max_idle_ns: 440795209040 ns
Switching to timer-based delay loop, resolution 3ns
clocksource: ttc_clocksource: mask: 0xffff max_cycles: 0xffff, max_idle_ns: 537538477 ns
ps7-ttc #0 at cf80a000, irq=18
Console: colour dummy device 80x30
Calibrating delay loop (skipped), value calculated using timer frequency.. 666.66 BogoMIPS (lpj=3333333)
pid_max: default: 32768 minimum: 301
Mount-cache hash table entries: 1024 (order: 0, 4096 bytes)
Mountpoint-cache hash table entries: 1024 (order: 0, 4096 bytes)
CPU: Testing write buffer coherency: ok
CPU0: thread -1, cpu 0, socket 0, mpidr 80000000
Setting up static identity map for 0x100000 - 0x100058
CPU1: failed to boot: -1
Brought up 1 CPUs
SMP: Total of 1 processors activated (666.66 BogoMIPS).
CPU: All CPU(s) started in SVC mode.
devtmpfs: initialized
VFP support v0.3: implementor 41 architecture 3 part 30 variant 9 rev 4
clocksource: jiffies: mask: 0xffffffff max_cycles: 0xffffffff, max_idle_ns: 19112604462750000 ns
pinctrl core: initialized pinctrl subsystem
NET: Registered protocol family 16
DMA: preallocated 256 KiB pool for atomic coherent allocations
cpuidle: using governor menu
hw-breakpoint: found 5 (+1 reserved) breakpoint and 1 watchpoint registers.
hw-breakpoint: maximum watchpoint size is 4 bytes.
zynq-ocm f800c000.ps7-ocmc: ZYNQ OCM pool: 256 KiB @ 0xcf880000
vgaarb: loaded
SCSI subsystem initialized
usbcore: registered new interface driver usbfs
usbcore: registered new interface driver hub
usbcore: registered new device driver usb
media: Linux media interface: v0.10
Linux video capture interface: v2.00
pps_core: LinuxPPS API ver. 1 registered
pps_core: Software ver. 5.3.6 - Copyright 2005-2007 Rodolfo Giometti <[
[email protected]](mailto:
[email protected])>
PTP clock support registered
EDAC MC: Ver: 3.0.0
Advanced Linux Sound Architecture Driver Initialized.
clocksource: Switched to clocksource arm_global_timer
NET: Registered protocol family 2
TCP established hash table entries: 2048 (order: 1, 8192 bytes)
TCP bind hash table entries: 2048 (order: 2, 16384 bytes)
TCP: Hash tables configured (established 2048 bind 2048)
UDP hash table entries: 256 (order: 1, 8192 bytes)
UDP-Lite hash table entries: 256 (order: 1, 8192 bytes)
NET: Registered protocol family 1
RPC: Registered named UNIX socket transport module.
RPC: Registered udp transport module.
RPC: Registered tcp transport module.
RPC: Registered tcp NFSv4.1 backchannel transport module.
PCI: CLS 0 bytes, default 64
Trying to unpack rootfs image as initramfs...
rootfs image is not initramfs (no cpio magic); looks like an initrd
Freeing initrd memory: 6964K (cd42d000 - cdafa000)
hw perfevents: enabled with armv7_cortex_a9 PMU driver, 7 counters available
futex hash table entries: 512 (order: 3, 32768 bytes)
workingset: timestamp_bits=28 max_order=16 bucket_order=0
jffs2: version 2.2. (NAND) (SUMMARY) © 2001-2006 Red Hat, Inc.
io scheduler noop registered
io scheduler deadline registered
io scheduler cfq registered (default)
dma-pl330 f8003000.ps7-dma: Loaded driver for PL330 DMAC-241330
dma-pl330 f8003000.ps7-dma: DBUFF-128x8bytes Num_Chans-8 Num_Peri-4 Num_Events-16
e0000000.serial: ttyPS0 at MMIO 0xe0000000 (irq = 159, base_baud = 6249999) is a xuartps
console [ttyPS0] enabled
xdevcfg f8007000.ps7-dev-cfg: ioremap 0xf8007000 to cf86e000
[drm] Initialized drm 1.1.0 20060810
brd: module loaded
loop: module loaded
CAN device driver interface
gpiod_set_value: invalid GPIO
libphy: MACB_mii_bus: probed
macb e000b000.ethernet eth0: Cadence GEM rev 0x00020118 at 0xe000b000 irq 31 (00:0a:35:00:00:00)
Generic PHY e000b000.etherne:00: attached PHY driver [Generic PHY] (mii_bus:phy_addr=e000b000.etherne:00, irq=-1)
e1000e: Intel(R) PRO/1000 Network Driver - 3.2.6-k
e1000e: Copyright(c) 1999 - 2015 Intel Corporation.
ehci_hcd: USB 2.0 'Enhanced' Host Controller (EHCI) Driver
ehci-pci: EHCI PCI platform driver
usbcore: registered new interface driver usb-storage
mousedev: PS/2 mouse device common for all mice
i2c /dev entries driver
cdns-i2c e0005000.ps7_i2c: 100 kHz mmio e0005000 irq 154
Xilinx Zynq CpuIdle Driver started
sdhci: Secure Digital Host Controller Interface driver
sdhci: Copyright(c) Pierre Ossman
sdhci-pltfm: SDHCI platform and OF driver helper
mmc0: SDHCI controller on e0100000.ps7-sdio [e0100000.ps7-sdio] using ADMA
ledtrig-cpu: registered to indicate activity on CPUs
usbcore: registered new interface driver usbhid
usbhid: USB HID core driver
nand: disable subpage write
nand: device found, Manufacturer ID: 0x2c, Chip ID: 0xda
nand: Micron MT29F2G08ABAEAWP
nand: 256 MiB, SLC, erase size: 128 KiB, page size: 2048, OOB size: 64
nand: NAND_ECC_HW
nand: NAND_ECC_HW_SYNDROME
mtd->writesize = 2048
ecc->strength = 1
ecc->size = 2048
mtd->writesize = 2048
chip->ecc_strength_ds = 4
chip->ecc_step_ds = 512
nand: WARNING: pl35x-nand: the ECC used on your system is too weak compared to the one required by the NAND chip
Bad block table found at page 131008, version 0x01
Bad block table found at page 130944, version 0x01
nand_read_bbt: bad block at 0x000000140000
8 ofpart partitions found on MTD device pl35x-nand
Creating 8 MTD partitions on "pl35x-nand":
0x000000000000-0x000002800000 : "BOOT.bin-dts-marker-kernel"
0x000002800000-0x000004800000 : "ramfs"
0x000004800000-0x000005000000 : "configs"
0x000005000000-0x000005200000 : "sig"
0x000005200000-0x000006000000 : "reserve1"
0x000006000000-0x000007000000 : "upgrade-ramfs"
0x000007000000-0x00000a800000 : "upgrade-file"
0x00000a800000-0x000010000000 : "reserve2"
nf_conntrack version 0.5.0 (3635 buckets, 14540 max)
ip_tables: (C) 2000-2006 Netfilter Core Team
NET: Registered protocol family 10
ip6_tables: (C) 2000-2006 Netfilter Core Team
sit: IPv6 over IPv4 tunneling driver
NET: Registered protocol family 17
can: controller area network core (rev 20120528 abi 9)
NET: Registered protocol family 29
can: raw protocol (rev 20120528)
can: broadcast manager protocol (rev 20120528 t)
can: netlink gateway (rev 20130117) max_hops=1
zynq_pm_ioremap: no compatible node found for 'xlnx,zynq-ddrc-a05'
zynq_pm_late_init: Unable to map DDRC IO memory.
Registering SWP/SWPB emulation handler
hctosys: unable to open rtc device (rtc0)
ALSA device list:
No soundcards found.
RAMDISK: gzip image found at block 0
EXT4-fs (ram0): couldn't mount as ext3 due to feature incompatibilities
EXT4-fs warning (device ram0): ext4_update_dynamic_rev:746: updating to rev 1 because of new feature flag, running e2fsck is recommended
EXT4-fs (ram0): mounted filesystem without journal. Opts: (null)
VFS: Mounted root (ext4 filesystem) on device 1:0.
devtmpfs: mounted
Freeing unused kernel memory: 1024K (c0a00000 - c0b00000)
EXT4-fs (ram0): re-mounted. Opts: block_validity,delalloc,barrier,user_xattr,errors=remount-ro
devpts: called with bogus options
ubi0: attaching mtd2
ubi0: scanning is finished
ubi0: attached mtd2 (name "configs", size 8 MiB)
ubi0: PEB size: 131072 bytes (128 KiB), LEB size: 126976 bytes
ubi0: min./max. I/O unit sizes: 2048/2048, sub-page size 2048
ubi0: VID header offset: 2048 (aligned 2048), data offset: 4096
ubi0: good PEBs: 64, bad PEBs: 0, corrupted PEBs: 0
ubi0: user volume: 1, internal volumes: 1, max. volumes count: 128
ubi0: max/mean erase counter: 11/4, WL threshold: 4096, image sequence number: 262741923
ubi0: available PEBs: 36, total reserved PEBs: 28, PEBs reserved for bad PEB handling: 4
ubi0: background thread "ubi_bgt0d" started, PID 729
UBIFS (ubi0:0): background thread "ubifs_bgt0_0" started, PID 733
UBIFS (ubi0:0): recovery needed
UBIFS (ubi0:0): recovery completed
UBIFS (ubi0:0): UBIFS: mounted UBI device 0, volume 0, name "configs"
UBIFS (ubi0:0): LEB size: 126976 bytes (124 KiB), min./max. I/O unit sizes: 2048 bytes/2048 bytes
UBIFS (ubi0:0): FS size: 1396736 bytes (1 MiB, 11 LEBs), journal size 888833 bytes (0 MiB, 5 LEBs)
UBIFS (ubi0:0): reserved for root: 65970 bytes (64 KiB)
UBIFS (ubi0:0): media format: w4/r0 (latest is w4/r0), UUID A9E8BDA4-70DE-45D9-83BE-2DD9F129C0C6, small LPT model
ubi2: attaching mtd4
ubi2: scanning is finished
ubi2: empty MTD device detected
ubi2: attached mtd4 (name "reserve1", size 14 MiB)
ubi2: PEB size: 131072 bytes (128 KiB), LEB size: 126976 bytes
ubi2: min./max. I/O unit sizes: 2048/2048, sub-page size 2048
ubi2: VID header offset: 2048 (aligned 2048), data offset: 4096
ubi2: good PEBs: 112, bad PEBs: 0, corrupted PEBs: 0
ubi2: user volume: 0, internal volumes: 1, max. volumes count: 128
ubi2: max/mean erase counter: 0/0, WL threshold: 4096, image sequence number: 2067240595
ubi2: available PEBs: 104, total reserved PEBs: 8, PEBs reserved for bad PEB handling: 4
ubi2: background thread "ubi_bgt2d" started, PID 739
UBIFS (ubi2:0): default file-system created
UBIFS (ubi2:0): background thread "ubifs_bgt2_0" started, PID 745
UBIFS (ubi2:0): UBIFS: mounted UBI device 2, volume 0, name "misc"
UBIFS (ubi2:0): LEB size: 126976 bytes (124 KiB), min./max. I/O unit sizes: 2048 bytes/2048 bytes
UBIFS (ubi2:0): FS size: 11935744 bytes (11 MiB, 94 LEBs), journal size 1015809 bytes (0 MiB, 6 LEBs)
UBIFS (ubi2:0): reserved for root: 563754 bytes (550 KiB)
UBIFS (ubi2:0): media format: w4/r0 (latest is w4/r0), UUID EEB062CF-C448-4C2D-B662-A49819A4078C, small LPT model
IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready
random: id2mac urandom read with 1 bits of entropy available
IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready
macb e000b000.ethernet eth0: unable to generate target frequency: 25000000 Hz
macb e000b000.ethernet eth0: link up (100/Full)
IPv6: ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready
In axi fpga driver!
request_mem_region OK!
AXI fpga dev virtual address is 0xcfbe4000
*base_vir_addr = 0xb051
In fpga mem driver!
request_mem_region OK!
fpga mem virtual address is 0xd2000000
===========================================Miner log===========================================
time="1970-01-01 00:00:10" level=error pid=886 msg="invalid URL -- ''"
time="1970-01-01 00:00:10" level=error pid=886 msg="invalid URL -- ''"
time="1970-01-01 00:00:10" level=error pid=886 msg="invalid URL -- ''"
time="1970-01-01 00:00:10" level=info pid=886 msg="release version"
time="1970-01-01 00:00:10" level=info pid=886 msg="asic mode"
time="1970-01-01 00:00:10" level=error pid=886 msg="No valid pools, please configure them first!"
time="1970-01-01 00:00:10" level=notice pid=886 msg="algo ltc fan_control_mode 2"
time="1970-01-01 00:00:10" level=notice pid=886 msg=platform_init
time="1970-01-01 00:00:10" level=info pid=886 msg="mmap fpga_mem_addr_hal = 0xb5cd9000
"
time="1970-01-01 00:00:10" level=info pid=886 msg="HARDWARE_VERSION = 0x2000b051
"
time="1970-01-01 00:00:10" level=notice pid=886 msg="chain_offset 0, chain 1"
time="1970-01-01 00:00:12" level=notice pid=886 msg="chain_offset 0, chain 1, pic firmware verion = 0x89"
time="1970-01-01 00:00:12" level=notice pid=886 msg="chain_offset 1, chain 2"
time="1970-01-01 00:00:15" level=notice pid=886 msg="chain_offset 1, chain 2, pic firmware verion = 0x89"
time="1970-01-01 00:00:15" level=notice pid=886 msg="chain_offset 2, chain 3"
time="1970-01-01 00:00:18" level=notice pid=886 msg="chain_offset 2, chain 3, pic firmware verion = 0x89"
time="1970-01-01 00:00:18" level=notice pid=886 msg="reset fpga"
time="1970-01-01 00:00:18" level=notice pid=886 msg="Begain check_fan_valiad"
time="2023-06-07 17:06:00" level=notice pid=886 msg="check_fan_valiad, check_fan_speed ok, fan_num = 4"
time="2023-06-07 17:06:00" level=notice pid=886 msg="Miner compile time: Mon Jan 24 16:01:20 CST 2022 type: Antminer L7"
time="2023-06-07 17:06:00" level=info pid=886 msg="godminer Version = 0xB051 1.0.0_release_dirty_master_4c4db04fc8fb8ce1a21da1db2301f261664943c2_Jan 24 2022 16:18:48"
time="2023-06-07 17:06:00" level=notice pid=886 msg="miner thread with 3 backend runtime created pid 886"
time="2023-06-07 17:06:00" level=notice pid=886 msg="opt_algo 6, ltc"
time="2023-06-07 17:06:02" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:02" level=error pid=886 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:06:04" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:04" level=error pid=886 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:06:07" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:07" level=error pid=886 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:06:07" level=error pid=886 msg="Data load fail for chain 1.
"
time="2023-06-07 17:06:09" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:09" level=error pid=886 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:06:11" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:11" level=error pid=886 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:06:14" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:14" level=error pid=886 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:06:14" level=error pid=886 msg="Data load fail for chain 2.
"
time="2023-06-07 17:06:16" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:16" level=error pid=886 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:06:18" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:18" level=error pid=886 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:06:21" level=error pid=886 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:21" level=error pid=886 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:06:21" level=error pid=886 msg="Data load fail for chain 3.
"
time="2023-06-07 17:06:21" level=error pid=886 msg="Chain1 load EEPROM error."
time="2023-06-07 17:06:21" level=notice pid=886 msg="Error! Chain [1] EEPROM data corrupted"
time="2023-06-07 17:06:29" level=error pid=1167 msg="invalid URL -- ''"
time="2023-06-07 17:06:29" level=error pid=1167 msg="invalid URL -- ''"
time="2023-06-07 17:06:29" level=error pid=1167 msg="invalid URL -- ''"
time="2023-06-07 17:06:29" level=info pid=1167 msg="release version"
time="2023-06-07 17:06:29" level=info pid=1167 msg="asic mode"
time="2023-06-07 17:06:29" level=error pid=1167 msg="No valid pools, please configure them first!"
time="2023-06-07 17:06:29" level=notice pid=1167 msg="algo ltc fan_control_mode 2"
time="2023-06-07 17:06:29" level=notice pid=1167 msg=platform_init
time="2023-06-07 17:06:29" level=info pid=1167 msg="mmap fpga_mem_addr_hal = 0xb5cd6000
"
time="2023-06-07 17:06:29" level=info pid=1167 msg="HARDWARE_VERSION = 0x2000b051
"
time="2023-06-07 17:06:29" level=notice pid=1167 msg="chain_offset 0, chain 1"
time="2023-06-07 17:06:32" level=notice pid=1167 msg="chain_offset 0, chain 1, pic firmware verion = 0x89"
time="2023-06-07 17:06:32" level=notice pid=1167 msg="chain_offset 1, chain 2"
time="2023-06-07 17:06:35" level=notice pid=1167 msg="chain_offset 1, chain 2, pic firmware verion = 0x89"
time="2023-06-07 17:06:35" level=notice pid=1167 msg="chain_offset 2, chain 3"
time="2023-06-07 17:06:38" level=notice pid=1167 msg="chain_offset 2, chain 3, pic firmware verion = 0x89"
time="2023-06-07 17:06:38" level=notice pid=1167 msg="reset fpga"
time="2023-06-07 17:06:38" level=notice pid=1167 msg="Begain check_fan_valiad"
time="2023-06-07 17:06:38" level=notice pid=1167 msg="check_fan_valiad, check_fan_speed ok, fan_num = 4"
time="2023-06-07 17:06:38" level=notice pid=1167 msg="Miner compile time: Mon Jan 24 16:01:20 CST 2022 type: Antminer L7"
time="2023-06-07 17:06:38" level=info pid=1167 msg="godminer Version = 0xB051 1.0.0_release_dirty_master_4c4db04fc8fb8ce1a21da1db2301f261664943c2_Jan 24 2022 16:18:48"
time="2023-06-07 17:06:38" level=notice pid=1167 msg="miner thread with 3 backend runtime created pid 1167"
time="2023-06-07 17:06:38" level=notice pid=1167 msg="opt_algo 6, ltc"
time="2023-06-07 17:06:40" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:40" level=error pid=1167 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:06:42" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:42" level=error pid=1167 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:06:45" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:45" level=error pid=1167 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:06:45" level=error pid=1167 msg="Data load fail for chain 1.
"
time="2023-06-07 17:06:47" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:47" level=error pid=1167 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:06:49" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:49" level=error pid=1167 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:06:52" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:52" level=error pid=1167 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:06:52" level=error pid=1167 msg="Data load fail for chain 2.
"
time="2023-06-07 17:06:54" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:54" level=error pid=1167 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:06:56" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:56" level=error pid=1167 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:06:59" level=error pid=1167 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:06:59" level=error pid=1167 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:06:59" level=error pid=1167 msg="Data load fail for chain 3.
"
time="2023-06-07 17:06:59" level=error pid=1167 msg="Chain1 load EEPROM error."
time="2023-06-07 17:06:59" level=notice pid=1167 msg="Error! Chain [1] EEPROM data corrupted"
time="2023-06-07 17:07:14" level=error pid=1485 msg="invalid URL -- ''"
time="2023-06-07 17:07:14" level=error pid=1485 msg="invalid URL -- ''"
time="2023-06-07 17:07:14" level=info pid=1485 msg="release version"
time="2023-06-07 17:07:14" level=info pid=1485 msg="asic mode"
time="2023-06-07 17:07:14" level=notice pid=1485 msg="algo ltc fan_control_mode 2"
time="2023-06-07 17:07:14" level=notice pid=1485 msg=platform_init
time="2023-06-07 17:07:14" level=info pid=1485 msg="mmap fpga_mem_addr_hal = 0xb5d0a000
"
time="2023-06-07 17:07:14" level=info pid=1485 msg="HARDWARE_VERSION = 0x2000b051
"
time="2023-06-07 17:07:14" level=notice pid=1485 msg="chain_offset 0, chain 1"
time="2023-06-07 17:07:17" level=notice pid=1485 msg="chain_offset 0, chain 1, pic firmware verion = 0x89"
time="2023-06-07 17:07:17" level=notice pid=1485 msg="chain_offset 1, chain 2"
time="2023-06-07 17:07:20" level=notice pid=1485 msg="chain_offset 1, chain 2, pic firmware verion = 0x89"
time="2023-06-07 17:07:20" level=notice pid=1485 msg="chain_offset 2, chain 3"
time="2023-06-07 17:07:23" level=notice pid=1485 msg="chain_offset 2, chain 3, pic firmware verion = 0x89"
time="2023-06-07 17:07:23" level=notice pid=1485 msg="reset fpga"
time="2023-06-07 17:07:23" level=notice pid=1485 msg="Begain check_fan_valiad"
time="2023-06-07 17:07:23" level=notice pid=1485 msg="check_fan_valiad, check_fan_speed ok, fan_num = 4"
time="2023-06-07 17:07:23" level=notice pid=1485 msg="Miner compile time: Mon Jan 24 16:01:20 CST 2022 type: Antminer L7"
time="2023-06-07 17:07:23" level=info pid=1485 msg="godminer Version = 0xB051 1.0.0_release_dirty_master_4c4db04fc8fb8ce1a21da1db2301f261664943c2_Jan 24 2022 16:18:48"
time="2023-06-07 17:07:23" level=notice pid=1485 msg="miner thread with 3 backend runtime created pid 1485"
time="2023-06-07 17:07:23" level=notice pid=1485 msg="opt_algo 6, ltc"
time="2023-06-07 17:07:25" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:25" level=error pid=1485 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:07:28" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:28" level=error pid=1485 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:07:30" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:30" level=error pid=1485 msg="Data decode fail for chain 1.
"
time="2023-06-07 17:07:30" level=error pid=1485 msg="Data load fail for chain 1.
"
time="2023-06-07 17:07:32" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:32" level=error pid=1485 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:07:34" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:34" level=error pid=1485 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:07:37" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:37" level=error pid=1485 msg="Data decode fail for chain 2.
"
time="2023-06-07 17:07:37" level=error pid=1485 msg="Data load fail for chain 2.
"
time="2023-06-07 17:07:39" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:39" level=error pid=1485 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:07:41" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:41" level=error pid=1485 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:07:44" level=error pid=1485 msg="EEPROM eeprom_key_version or eeprom_encryption_algorithm error! eeprom_key_version:4, eeprom_encryption_algorithm:0"
time="2023-06-07 17:07:44" level=error pid=1485 msg="Data decode fail for chain 3.
"
time="2023-06-07 17:07:44" level=error pid=1485 msg="Data load fail for chain 3.
"
time="2023-06-07 17:07:44" level=error pid=1485 msg="Chain1 load EEPROM error."
time="2023-06-07 17:07:44" level=notice pid=1485 msg="Error! Chain [1] EEPROM data corrupted"
submitted by
winklerdane to
BITMAIN [link] [comments]
2023.06.07 16:59 sliced_lime Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!
What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.
Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!
This update can also be found on
minecraft.net.
New Features
- All features and changes from the "Update 1.20" experimental pack are now part of the game
- Added Archaeology
- Added Sniffer mob, Torchflowers and Pitcher Plants
- Added Camel mob
- Added Smithing Template items and redesigned the Smithing Table
- Added a new armor trimming system to visually customize your armor
- Changed how Netherite equipment is crafted
- Added the Cherry Grove biome and Cherry Wood Set
- Added the Bamboo Wood Set
- Added the Chiseled Bookshelf block
- Added Hanging Signs
- Improved customization options for Signs
- Added the Calibrated Sculk Sensor block
- Vibration resonance functionality has been added to Blocks of Amethyst
- Added playable mob sounds with Mob Heads on Note Blocks
- Added Piglin Mob Head
- New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
- New Trails & Tales Advancements
- Added support for Windows Aarch64/ARM64
Archaeology
- Added craftable Brush item
- Added Suspicious Sand and Suspicious Gravel
- Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
- Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
- These fragile blocks are hard to spot and easy to destroy, so be careful!
- Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
- Added the Trail Ruins, a buried structure from a lost culture
- Four types of Armor Trim Templates can be found here
- Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles
- A new music disc can be found by brushing suspicious blocks in this structure
- When put in a Jukebox, "Relic" by Aaron Cherof is played
- Added Pottery Sherds
- Pottery Sherds have pictures on them
- A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
- They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel
Decorated Pots
- Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
- Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
- The sides that were made from Brick items will not have pictures
- Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
- Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
- Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients
Sniffer
- The Sniffer is the mob vote winner of Minecraft Live 2022
- Sniffers are passive, friendly mobs
- Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
- Sniffers can only dig grass and dirt-like blocks
- Sniffers can be tempted by, and bred with Torchflowers Seeds
Sniffer Egg
- Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
- When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
- When placed in the world, the Sniffer Egg will hatch after some time
- When placed on Moss, the Egg will hatch in approximately 10 minutes
- On all other blocks, it will hatch in approximately 20 minutes
Torchflowers
- The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
- The Torchflower seed can be planted on Farmland and grows into a Torchflower
- The full-grown flower can be harvested and replanted
- The Torchflower can be crafted into Orange Dye
Pitcher Plant
- The Sniffer can occasionally sniff up a Pitcher Pod item
- The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
- The Pitcher Crop has five growth stages
- Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
- The Pitcher Plant can be crafted into Cyan Dye
Camel
- Camels can be equipped with a Saddle and ridden by two players
- Camels spawn naturally when Desert Villages generate
- Camels can be tempted by holding Cactus
- Feed Cactus to Camels to breed them
- Camels are tall
- Most hostile mobs will not be able to reach you when you are on a Camel
- They can walk over Fences and Walls
- Camels randomly sit down
- While sitting, it is difficult to convince them to move
- Camels can either walk slowly or sprint quickly
- They can also dash forward but will lose stamina for a while when doing so
Smithing
- Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
- Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template
- Smithing Templates define what type of upgrade you will be making to a piece of equipment
- It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
- There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
- Smithing Templates are consumed when used to upgrade an item in the Smithing Table
- You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template
Netherite Equipment
- Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
- Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
- Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
- This change was made for a variety of reasons:
- Increase the time players utilize Diamond equipment before Netherite
- Make Netherite equipment more significant achievement in the game's progression
- Adapt Netherite more naturally into the new Smithing Table crafting system
Armor Trims
- You can now visually customize your armor with a variety of unique trims at the Smithing Table
- Armor trims are purely visual with no gameplay benefits
- Armor trims can be applied to Helmets, Chestplates, Leggings and Boots
- All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
- To check which trim pattern a piece of armor has, you can hover over it in the inventory
- Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:
- Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
- Pillager Outpost: Sentry Armor Trim
- Desert Pyramid: Dune Armor Trim
- Shipwreck: Coast Armor Trim
- Jungle Temple: Wild Armor Trim
- Ocean Monument: Tide Armor Trim
- Ancient City: Ward and Silence Armor Trims
- Woodland Mansion: Vex Armor Trim
- Nether Fortress: Rib Armor Trim
- Bastion Remnant: Snout Armor Trim
- Stronghold: Eye Armor Trim
- End City: Spire Armor Trim
- Smithing Templates are found in chests in their respective structure
- Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
- The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
- Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
- An armor trim has two properties: a pattern and a material
- The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
- The material is defined by which ingredient you used to apply the trim, and controls the color of the trim
- The viable ingredients you can use to define the color of your armor trim are the following:
- Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz
Cherry Groves
- Added a new Cherry Grove biome, with pretty cherry blossom trees
- The biome can be found in the mountains, in similar places as Meadows
- Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
- Pink particles fall from beneath Cherry Leaves
- Added a new Pink Petals block with lots of pink flowers on the ground
- Each Pink Petal block can contain up to 4 petals
- Using Bone Meal on it increases the number of petals
- Placing a Pink Petal into an already placed block increases the number of petals
- Drops the number of petals in the block when mined
Bamboo Wood Set
- Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
- Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
- Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
- Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
- It can be crafted with 1x2 Bamboo Slabs in a vertical strip
- You can craft Stair and Slab variants of Bamboo Mosaic
- Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
- Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
- They function the same as ordinary boats, but have a unique look to them
Chiseled Bookshelf
- A new, chiseled variation of the Bookshelf
- Crafted with 6 planks and 3 wooden slabs
- Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books
- Holds up to 6 books
- These can be added or removed from any slot by targeting the specific slot
- The Comparator signal strength corresponds to the number of the last book that was inserted or removed
- The numbering of book slots starts from 1 at the top-left, and increments from left-to-right
- Works with Hoppers
Hanging Signs
- Hanging Signs are a more expensive version of normal Signs
- Crafted with 2 chains and 6 stripped logs of your preferred wood type
- Crafting results in 6 Hanging Signs
- Can be hung up in the following ways:
- Underneath a block that can provide support in the center, like a full block or a fence
- Attached to the solid side of a block
- Attached to the side or underneath another Hanging Sign
- Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
- However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed
Signs
The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game
Calibrated Sculk Sensors
- A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level
- They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
- One side of the Calibrated Sculk Sensor can receive a redstone signal as input
- The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
- They have a combined active and cooldown phase that lasts 20 game ticks
- They output their redstone signal for the first 10 game ticks
- They can detect vibrations up to 16 blocks away
Vibration Resonance
- Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
- If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
- This behavior is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
Playable Mob Sounds
- When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
- Mob Heads can be placed on top of Note Blocks without sneaking
Piglin Mob Head
- Piglins will now drop their heads when killed by a charged Creeper
- Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
- The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking
New Music
- Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
- A Familiar Room
- Bromeliad
- Crescent Dunes
- Echo in the Wind
- Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins
Windows Aarch64/ARM64 support
- Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X
Advancements
New Husbandry Advancements
- Smells Interesting : Obtain a Sniffer Egg
- Little Sniffs : Feed a Snifflet (requires Smells interesting)
- Planting the Past : Plant any Sniffer seed (requires Little sniffs)
New Adventure Advancements
- Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd
- Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)
- Crafting a New Look : Craft a trimmed armor at a Smithing Table
- Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)
- The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator
Changes
- Changes to Sculk Sensor block behaviors
- Vibration frequencies of many actions in the game have been tweaked
- Colored Wool, Carpets and Beds can now be dyed to any other color
- Replaceable blocks no longer block the connection between enchanting tables and bookshelves
- Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable
- Updated step sounds
- Updated Advancements
- The main menu background is now a Trails & Tales panorama
- Updated the Minecraft Java Edition logo
- Updated the Minecraft Realms logo
- The game's application icon has been updated
- This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
- GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel
- Updated the credits
- Added the ability to scroll upwards by pressing the up arrow key
- The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available
- Removed Herobrine
Sculk Changes
- If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
- Prevents vibration resonance setups from breaking when unloading their chunks from a distance
- Waterlogging a Sculk Shrieker will now silence their shriek sounds
- Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations
- Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on
- Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate
Sculk Sensor Phases
- Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
- The default phase is Inactive
- This phase lasts indefinitely until the block receives a vibration
- During this phase, the block is able to listen to nearby vibrations until one has been scheduled
- When a scheduled vibration is received, the block switches to the Active phase
- This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
- During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
- After the Active phase has finished, the block switches to a Cooldown phase
- This phase lasts for 10 game ticks
- During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
- Finally, once this phase is finished, the block will switch back to the Inactive phase
- Previously, some of these phases had different timing values:
- Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
- Cooldown: 1 game tick for both types of Sculk Sensors
- These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them
Vibration Frequencies
In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:
- Movement in any medium (land, water and air)
- Landing on any surface (land or water)
- Item interactions
- Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
- Dismounting a mob or equipping gear
- Mounting a mob or interacting with a mob
- Mobs and players getting damaged
- Consuming items (drinking and eating)
- Blocks 'deactivating' (door close, chest close, button unpress, etc)
- Blocks 'activating' (door open, chest open, button press, etc)
- Blocks changing (cauldron water level rising, adding food to campfire, etc.)
- Blocks being destroyed
- Blocks being placed
- Mobs and players teleporting or spawning
- Mobs and players dying or an explosion
Step Sounds
- Walking on a block will now always play a step sound
- It was previously not the case if you were walking along the edge of a block with air or fluid besides it
- Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch
- When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
- The top-most block you are walking on is played as normal
- The block underneath is played at a lower volume and pitch
Advancements
- Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two"
- Hanging Signs now count for "Glow and Behold"
- Visiting a Cherry Grove is now required for "Adventuring Time"
Technical Changes
- Improved performance of the light engine
- The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes
- Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
- Added a return command
- Tweaked display entity interpolation
- Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum
- Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration
- Random sequences for loot tables are now deterministic
- Added a reference loot table function
- Loot table condition/predicate changes:
- Renamed alternative to any_of
- Added all_of
- Advancement trigger changes:
- Added recipe_crafted
- Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers
- Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition
- Those fields also allow empty arrays, which signalize that slot needs to be left empty
- Added new damage types: outside_border and generic_kill
- Game events have changed vibration frequency and some have been removed
- The resource pack version is now 15, accounting for the font and credits update
- Updated the sprite layout of minecraft.png
- Removed the overriding minecraft.png from the Programmer Art resource pack
- Updated the sprite layout of invite_icon.png
- legacy_unicode glyph provider has been removed
- Bitmaps used by uniform font have been removed
- uniform font has been updated to use Unifont 15.0.06
- That changes shape of multiple characters, while also adding support for new ones
- Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
- Added second level of organization of entries in credits.json on top of titles, called disciplines
- Font textures are included in debug texture dump (F3 + S)
- Added new font glyph providers: unihex and reference, removed legacy_unicode
- Added support for Quick Play
- Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
- Updates to telemetry
- Changed encoding of server.properties to UTF-8
- Added validation for symbolic links in world saves
Light Engine
The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.
- The performance of calculating light has been improved
- Reduces one source of lag spikes when crossing chunk borders
- Improves FPS in situations when a lot of light updates occur
- Improves how quickly chunks can be generated
Commands
return
The return command can be used to control execution flow inside functions and change their return value. Effects:
- Remaining separate top-level commands in the currently executing function (if any) are skipped
- The result value of the function command that triggered the function is changed from the number of commands executed to value
- The result value of the return command is also value
Syntax:
return
Parameters:
- value: An integer return value
data
- string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string
Display Entity
Interpolation Changes
- Previous values are always discarded if interpolation_duration is 0
- Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
- Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
- Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick
Rendering Changes
- item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
- For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)
Structure post-processors
Capped post-processor
- A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
- This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
- The capped post-processor has following required parameters:
- delegate A post-processor which performs the actual block transformation
- limit Maximum amount of blocks that the delegated post-processor can transform
- The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
- Either constant or random number generator sampled during post-processing
Rule post-processor block entity configuration
- Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
- This field has now been changed to reference a block_entity_modifier
- Existing block_entity_modifier's are:
- passthrough Retains existing fields on the block entity
- This is the default if no block_entity_modifier is specified
- append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
- A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
- clear Removes any existing fields on the block entity
- append_loot Appends a loot table and seed to the block entity through required parameter:
- loot_table Referenced loot table to add to block entity as LootTable field
- Field LootTableSeed is also added to the block entity using random seeded by block position
Loot Tables
Random Sequences
The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.
reference
New function reference allows functions to call sub-functions (similar to reference condition).
Fields: - name - location of function to call
any_of/all_of
- Loot condition alternative has been renamed to any_of
- Added new loot condition all_of that passes only when all sub-conditions pass
- Has the same syntax as any_of
Advancements
New Triggers
recipe_crafted
- Triggered when crafting a recipe
- Conditions:
- recipe_id - the resource location of the recipe crafted
- ingredients - an array of predicates for the item stacks used in the recipe
- A single item stack can only be used to fulfill one predicate
- Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
- This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger
Changed Triggers
- All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
- The new location is similar to the player field - it is a list of loot conditions/predicates
- All conditions in this list must match for a trigger to run
- Conditions are evaluated in a new loot context called advancement_location. It has access to:
- Player as this entity
- Position of the placed block
- Block state of the placed/interacted block
- Held/used item as "tool"
- Migration guide:
- Contents of old location field should be migrated to location_check condition
- Contents of item field should be migrated to match_tool condition
- Contents of block + state fields should be migrated to block_state_property condition
Example (from make_a_sign_glow advancement):
Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }
Damage Types
- Players outside the world border are now hurt by the damage type outside_border instead of in_wall
- Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world
Tags
Block Tags
- Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
- Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
- Added replaceable with all the blocks that can be replaced
- This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
- Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
- Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
- Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
- Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
- Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
- Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
- Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
- Added sniffer_diggable_block to control which blocks Sniffers can dig
- Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
- Added ceiling_hanging_signs
- Added wall_hanging_signs
- Added all_hanging_signs
- Added stone_buttons block tag
- Added cherry_logs block tag
- Added bamboo_blocks block tag
Item Tags
- Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
- Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
- Added breaks_decorated_pots to control which tools can break Decorated Pots
- Added decorated_pot_ingredients
- Added decorated_pot_sherds
- Added sniffer_food
- Added trimmable_armor
- Added trim_materials
- Added trim_templates
- Added stone_buttons item tag
- Added cherry_logs item tag
- Added bamboo_blocks item tag
Biome Tags
- Added has_structure/trail_ruins
Game Events
- Removed piston_contract game event in favor of block_deactivate
- Removed piston_extend and dispense_fail game events in favor of block_activate
- Many game events have new vibration frequencies:
- 1: step, swim, flap
- 2: projectile_land, hit_ground, splash
- 3: item_interact_finish, projectile_shoot, instrument_play
- 4: entity_roar, entity_shake, elytra_glide
- 5: entity_dismount, equip
- 6: entity_mount, entity_interact, shear
- 7: entity_damage
- 8: drink, eat
- 9: container_close, block_close, block_deactivate, block_detach
- 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
- 11: block_change
- 12: block_destroy, fluid_pickup
- 13: block_place, fluid_place
- 14: entity_place, lightning_strike, teleport
- 15: entity_die, explode
Fonts
New unihex Glyph Provider
- New glyph provider for reading Unifont HEX files
- HEX format describes font glyphs using a bitmap
- The height of every glyph is 16 pixels
- The width of glyph can be 8, 16, 24 or 32 pixels
- Every line is made of two hexadecimal numbers separated by :
- The first value describes a codepoint - it must have 4, 5 or 6 hex digits
- The second value describes the glyph as a stream of bits, line by line
- When rendering, empty columns on left and right side of glyphs are removed
- Custom glyph widths can be set with size_overrides
- This provider requires two fields:
- hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
- size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
- from, to - start and end of codepoint range (inclusive)
- left, right - integers describing the position of the left-most and right-most columns of the glyph in range
- Any bits in columns outside of this range will be discarded
New reference Glyph Provider
- New glyph provider that can be used to include providers from other fonts
- Providers are guaranteed to be loaded only once, no matter how many times they are included
- Provider has one field id, that describes another font to be included in the currently loaded one
- Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks
Removed legacy_unicode Glyph Provider
- The legacy_unicode glyph provider has been removed
- This functionality has been replaced by the unihex provider
Quick Play
- Added support for four new command line arguments that allow the game to be launched directly into a world
- quickPlayPath takes a specified path for logging (relative to the run directory)
- If a path is provided the following will be logged upon joining a world:
- type: is either singleplayer, multiplayer, or realms
- identifier: represents the world you want to join
- For singleplayer, the folder name of the world
- For multiplayer, the IP address of the server
- For realms, the Realms ID
- port: represents the server port and is only logged for multiplayer
- name: The name of the world
- gamemode: The gamemode of the world
- lastPlayedTime: The time you joined the world
- Example:
- --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
- quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
- If one of these arguments is provided, the game will try to launch directly into the given world
- Examples:
- --quickPlaySingleplayer "New World"
- --quickPlayMultiplayer "localhost:25565"
- --quickPlayRealms "1234"
Telemetry
All Events
- Added new property: launcher_name
- This is set based on the minecraft.launcher.brand system property
- This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program
Updated Required Events
- world_loaded
- Added new property: realms_map_content
- When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
- This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content
New Optional Events
- advancement_made
- This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
- This helps us as a studio understand player progress and limits, which informs our game design
- game_load_times
- This event is triggered when the game client is loaded
- Includes the time it took for the client to load
- This is so that we can work on improving and reducing the time it takes to load the game client
server.properties
- File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
- File is now written with UTF-8 encoding
Symbolic Link Validation
To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.
- If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
- Note: the world directory itself can still be linked
- The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
- The file consists of entries (one per line) with following formats allowed:
- Lines starting with # are comments and are ignored
- [type]pattern, where type can be glob, regex or prefix
- prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
- regex matches regular expression against whole path
- glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
- Note: paths will use OS-specific separators
- pattern, which uses default prefix type
Fixed bugs in 1.20
Around 250 bugs were fixed in this release. View the list on the issue tracker.
# Get the Release
To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the “Latest Release” option.
Cross-platform server jar:
Report bugs here:
Want to give feedback?
submitted by
sliced_lime to
MinecraftUnlimited [link] [comments]
2023.06.07 16:59 sliced_lime Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!
What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.
Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!
This update can also be found on
minecraft.net.
New Features
- All features and changes from the "Update 1.20" experimental pack are now part of the game
- Added Archaeology
- Added Sniffer mob, Torchflowers and Pitcher Plants
- Added Camel mob
- Added Smithing Template items and redesigned the Smithing Table
- Added a new armor trimming system to visually customize your armor
- Changed how Netherite equipment is crafted
- Added the Cherry Grove biome and Cherry Wood Set
- Added the Bamboo Wood Set
- Added the Chiseled Bookshelf block
- Added Hanging Signs
- Improved customization options for Signs
- Added the Calibrated Sculk Sensor block
- Vibration resonance functionality has been added to Blocks of Amethyst
- Added playable mob sounds with Mob Heads on Note Blocks
- Added Piglin Mob Head
- New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
- New Trails & Tales Advancements
- Added support for Windows Aarch64/ARM64
Archaeology
- Added craftable Brush item
- Added Suspicious Sand and Suspicious Gravel
- Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
- Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
- These fragile blocks are hard to spot and easy to destroy, so be careful!
- Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
- Added the Trail Ruins, a buried structure from a lost culture
- Four types of Armor Trim Templates can be found here
- Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles
- A new music disc can be found by brushing suspicious blocks in this structure
- When put in a Jukebox, "Relic" by Aaron Cherof is played
- Added Pottery Sherds
- Pottery Sherds have pictures on them
- A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
- They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel
Decorated Pots
- Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
- Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
- The sides that were made from Brick items will not have pictures
- Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
- Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
- Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients
Sniffer
- The Sniffer is the mob vote winner of Minecraft Live 2022
- Sniffers are passive, friendly mobs
- Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
- Sniffers can only dig grass and dirt-like blocks
- Sniffers can be tempted by, and bred with Torchflowers Seeds
Sniffer Egg
- Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
- When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
- When placed in the world, the Sniffer Egg will hatch after some time
- When placed on Moss, the Egg will hatch in approximately 10 minutes
- On all other blocks, it will hatch in approximately 20 minutes
Torchflowers
- The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
- The Torchflower seed can be planted on Farmland and grows into a Torchflower
- The full-grown flower can be harvested and replanted
- The Torchflower can be crafted into Orange Dye
Pitcher Plant
- The Sniffer can occasionally sniff up a Pitcher Pod item
- The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
- The Pitcher Crop has five growth stages
- Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
- The Pitcher Plant can be crafted into Cyan Dye
Camel
- Camels can be equipped with a Saddle and ridden by two players
- Camels spawn naturally when Desert Villages generate
- Camels can be tempted by holding Cactus
- Feed Cactus to Camels to breed them
- Camels are tall
- Most hostile mobs will not be able to reach you when you are on a Camel
- They can walk over Fences and Walls
- Camels randomly sit down
- While sitting, it is difficult to convince them to move
- Camels can either walk slowly or sprint quickly
- They can also dash forward but will lose stamina for a while when doing so
Smithing
- Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
- Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template
- Smithing Templates define what type of upgrade you will be making to a piece of equipment
- It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
- There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
- Smithing Templates are consumed when used to upgrade an item in the Smithing Table
- You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template
Netherite Equipment
- Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
- Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
- Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
- This change was made for a variety of reasons:
- Increase the time players utilize Diamond equipment before Netherite
- Make Netherite equipment more significant achievement in the game's progression
- Adapt Netherite more naturally into the new Smithing Table crafting system
Armor Trims
- You can now visually customize your armor with a variety of unique trims at the Smithing Table
- Armor trims are purely visual with no gameplay benefits
- Armor trims can be applied to Helmets, Chestplates, Leggings and Boots
- All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
- To check which trim pattern a piece of armor has, you can hover over it in the inventory
- Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:
- Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
- Pillager Outpost: Sentry Armor Trim
- Desert Pyramid: Dune Armor Trim
- Shipwreck: Coast Armor Trim
- Jungle Temple: Wild Armor Trim
- Ocean Monument: Tide Armor Trim
- Ancient City: Ward and Silence Armor Trims
- Woodland Mansion: Vex Armor Trim
- Nether Fortress: Rib Armor Trim
- Bastion Remnant: Snout Armor Trim
- Stronghold: Eye Armor Trim
- End City: Spire Armor Trim
- Smithing Templates are found in chests in their respective structure
- Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
- The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
- Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
- An armor trim has two properties: a pattern and a material
- The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
- The material is defined by which ingredient you used to apply the trim, and controls the color of the trim
- The viable ingredients you can use to define the color of your armor trim are the following:
- Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz
Cherry Groves
- Added a new Cherry Grove biome, with pretty cherry blossom trees
- The biome can be found in the mountains, in similar places as Meadows
- Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
- Pink particles fall from beneath Cherry Leaves
- Added a new Pink Petals block with lots of pink flowers on the ground
- Each Pink Petal block can contain up to 4 petals
- Using Bone Meal on it increases the number of petals
- Placing a Pink Petal into an already placed block increases the number of petals
- Drops the number of petals in the block when mined
Bamboo Wood Set
- Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
- Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
- Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
- Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
- It can be crafted with 1x2 Bamboo Slabs in a vertical strip
- You can craft Stair and Slab variants of Bamboo Mosaic
- Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
- Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
- They function the same as ordinary boats, but have a unique look to them
Chiseled Bookshelf
- A new, chiseled variation of the Bookshelf
- Crafted with 6 planks and 3 wooden slabs
- Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books
- Holds up to 6 books
- These can be added or removed from any slot by targeting the specific slot
- The Comparator signal strength corresponds to the number of the last book that was inserted or removed
- The numbering of book slots starts from 1 at the top-left, and increments from left-to-right
- Works with Hoppers
Hanging Signs
- Hanging Signs are a more expensive version of normal Signs
- Crafted with 2 chains and 6 stripped logs of your preferred wood type
- Crafting results in 6 Hanging Signs
- Can be hung up in the following ways:
- Underneath a block that can provide support in the center, like a full block or a fence
- Attached to the solid side of a block
- Attached to the side or underneath another Hanging Sign
- Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
- However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed
Signs
The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game
Calibrated Sculk Sensors
- A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level
- They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
- One side of the Calibrated Sculk Sensor can receive a redstone signal as input
- The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
- They have a combined active and cooldown phase that lasts 20 game ticks
- They output their redstone signal for the first 10 game ticks
- They can detect vibrations up to 16 blocks away
Vibration Resonance
- Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
- If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
- This behavior is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
Playable Mob Sounds
- When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
- Mob Heads can be placed on top of Note Blocks without sneaking
Piglin Mob Head
- Piglins will now drop their heads when killed by a charged Creeper
- Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
- The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking
New Music
- Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
- A Familiar Room
- Bromeliad
- Crescent Dunes
- Echo in the Wind
- Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins
Windows Aarch64/ARM64 support
- Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X
Advancements
New Husbandry Advancements
- Smells Interesting : Obtain a Sniffer Egg
- Little Sniffs : Feed a Snifflet (requires Smells interesting)
- Planting the Past : Plant any Sniffer seed (requires Little sniffs)
New Adventure Advancements
- Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd
- Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)
- Crafting a New Look : Craft a trimmed armor at a Smithing Table
- Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)
- The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator
Changes
- Changes to Sculk Sensor block behaviors
- Vibration frequencies of many actions in the game have been tweaked
- Colored Wool, Carpets and Beds can now be dyed to any other color
- Replaceable blocks no longer block the connection between enchanting tables and bookshelves
- Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable
- Updated step sounds
- Updated Advancements
- The main menu background is now a Trails & Tales panorama
- Updated the Minecraft Java Edition logo
- Updated the Minecraft Realms logo
- The game's application icon has been updated
- This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
- GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel
- Updated the credits
- Added the ability to scroll upwards by pressing the up arrow key
- The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available
- Removed Herobrine
Sculk Changes
- If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
- Prevents vibration resonance setups from breaking when unloading their chunks from a distance
- Waterlogging a Sculk Shrieker will now silence their shriek sounds
- Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations
- Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on
- Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate
Sculk Sensor Phases
- Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
- The default phase is Inactive
- This phase lasts indefinitely until the block receives a vibration
- During this phase, the block is able to listen to nearby vibrations until one has been scheduled
- When a scheduled vibration is received, the block switches to the Active phase
- This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
- During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
- After the Active phase has finished, the block switches to a Cooldown phase
- This phase lasts for 10 game ticks
- During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
- Finally, once this phase is finished, the block will switch back to the Inactive phase
- Previously, some of these phases had different timing values:
- Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
- Cooldown: 1 game tick for both types of Sculk Sensors
- These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them
Vibration Frequencies
In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:
- Movement in any medium (land, water and air)
- Landing on any surface (land or water)
- Item interactions
- Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
- Dismounting a mob or equipping gear
- Mounting a mob or interacting with a mob
- Mobs and players getting damaged
- Consuming items (drinking and eating)
- Blocks 'deactivating' (door close, chest close, button unpress, etc)
- Blocks 'activating' (door open, chest open, button press, etc)
- Blocks changing (cauldron water level rising, adding food to campfire, etc.)
- Blocks being destroyed
- Blocks being placed
- Mobs and players teleporting or spawning
- Mobs and players dying or an explosion
Step Sounds
- Walking on a block will now always play a step sound
- It was previously not the case if you were walking along the edge of a block with air or fluid besides it
- Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch
- When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
- The top-most block you are walking on is played as normal
- The block underneath is played at a lower volume and pitch
Advancements
- Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two"
- Hanging Signs now count for "Glow and Behold"
- Visiting a Cherry Grove is now required for "Adventuring Time"
Technical Changes
- Improved performance of the light engine
- The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes
- Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
- Added a return command
- Tweaked display entity interpolation
- Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum
- Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration
- Random sequences for loot tables are now deterministic
- Added a reference loot table function
- Loot table condition/predicate changes:
- Renamed alternative to any_of
- Added all_of
- Advancement trigger changes:
- Added recipe_crafted
- Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers
- Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition
- Those fields also allow empty arrays, which signalize that slot needs to be left empty
- Added new damage types: outside_border and generic_kill
- Game events have changed vibration frequency and some have been removed
- The resource pack version is now 15, accounting for the font and credits update
- Updated the sprite layout of minecraft.png
- Removed the overriding minecraft.png from the Programmer Art resource pack
- Updated the sprite layout of invite_icon.png
- legacy_unicode glyph provider has been removed
- Bitmaps used by uniform font have been removed
- uniform font has been updated to use Unifont 15.0.06
- That changes shape of multiple characters, while also adding support for new ones
- Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
- Added second level of organization of entries in credits.json on top of titles, called disciplines
- Font textures are included in debug texture dump (F3 + S)
- Added new font glyph providers: unihex and reference, removed legacy_unicode
- Added support for Quick Play
- Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
- Updates to telemetry
- Changed encoding of server.properties to UTF-8
- Added validation for symbolic links in world saves
Light Engine
The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.
- The performance of calculating light has been improved
- Reduces one source of lag spikes when crossing chunk borders
- Improves FPS in situations when a lot of light updates occur
- Improves how quickly chunks can be generated
Commands
return
The return command can be used to control execution flow inside functions and change their return value. Effects:
- Remaining separate top-level commands in the currently executing function (if any) are skipped
- The result value of the function command that triggered the function is changed from the number of commands executed to value
- The result value of the return command is also value
Syntax:
return
Parameters:
- value: An integer return value
data
- string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string
Display Entity
Interpolation Changes
- Previous values are always discarded if interpolation_duration is 0
- Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
- Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
- Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick
Rendering Changes
- item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
- For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)
Structure post-processors
Capped post-processor
- A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
- This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
- The capped post-processor has following required parameters:
- delegate A post-processor which performs the actual block transformation
- limit Maximum amount of blocks that the delegated post-processor can transform
- The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
- Either constant or random number generator sampled during post-processing
Rule post-processor block entity configuration
- Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
- This field has now been changed to reference a block_entity_modifier
- Existing block_entity_modifier's are:
- passthrough Retains existing fields on the block entity
- This is the default if no block_entity_modifier is specified
- append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
- A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
- clear Removes any existing fields on the block entity
- append_loot Appends a loot table and seed to the block entity through required parameter:
- loot_table Referenced loot table to add to block entity as LootTable field
- Field LootTableSeed is also added to the block entity using random seeded by block position
Loot Tables
Random Sequences
The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.
reference
New function reference allows functions to call sub-functions (similar to reference condition).
Fields: - name - location of function to call
any_of/all_of
- Loot condition alternative has been renamed to any_of
- Added new loot condition all_of that passes only when all sub-conditions pass
- Has the same syntax as any_of
Advancements
New Triggers
recipe_crafted
- Triggered when crafting a recipe
- Conditions:
- recipe_id - the resource location of the recipe crafted
- ingredients - an array of predicates for the item stacks used in the recipe
- A single item stack can only be used to fulfill one predicate
- Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
- This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger
Changed Triggers
- All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
- The new location is similar to the player field - it is a list of loot conditions/predicates
- All conditions in this list must match for a trigger to run
- Conditions are evaluated in a new loot context called advancement_location. It has access to:
- Player as this entity
- Position of the placed block
- Block state of the placed/interacted block
- Held/used item as "tool"
- Migration guide:
- Contents of old location field should be migrated to location_check condition
- Contents of item field should be migrated to match_tool condition
- Contents of block + state fields should be migrated to block_state_property condition
Example (from make_a_sign_glow advancement):
Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }
Damage Types
- Players outside the world border are now hurt by the damage type outside_border instead of in_wall
- Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world
Tags
Block Tags
- Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
- Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
- Added replaceable with all the blocks that can be replaced
- This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
- Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
- Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
- Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
- Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
- Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
- Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
- Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
- Added sniffer_diggable_block to control which blocks Sniffers can dig
- Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
- Added ceiling_hanging_signs
- Added wall_hanging_signs
- Added all_hanging_signs
- Added stone_buttons block tag
- Added cherry_logs block tag
- Added bamboo_blocks block tag
Item Tags
- Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
- Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
- Added breaks_decorated_pots to control which tools can break Decorated Pots
- Added decorated_pot_ingredients
- Added decorated_pot_sherds
- Added sniffer_food
- Added trimmable_armor
- Added trim_materials
- Added trim_templates
- Added stone_buttons item tag
- Added cherry_logs item tag
- Added bamboo_blocks item tag
Biome Tags
- Added has_structure/trail_ruins
Game Events
- Removed piston_contract game event in favor of block_deactivate
- Removed piston_extend and dispense_fail game events in favor of block_activate
- Many game events have new vibration frequencies:
- 1: step, swim, flap
- 2: projectile_land, hit_ground, splash
- 3: item_interact_finish, projectile_shoot, instrument_play
- 4: entity_roar, entity_shake, elytra_glide
- 5: entity_dismount, equip
- 6: entity_mount, entity_interact, shear
- 7: entity_damage
- 8: drink, eat
- 9: container_close, block_close, block_deactivate, block_detach
- 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
- 11: block_change
- 12: block_destroy, fluid_pickup
- 13: block_place, fluid_place
- 14: entity_place, lightning_strike, teleport
- 15: entity_die, explode
Fonts
New unihex Glyph Provider
- New glyph provider for reading Unifont HEX files
- HEX format describes font glyphs using a bitmap
- The height of every glyph is 16 pixels
- The width of glyph can be 8, 16, 24 or 32 pixels
- Every line is made of two hexadecimal numbers separated by :
- The first value describes a codepoint - it must have 4, 5 or 6 hex digits
- The second value describes the glyph as a stream of bits, line by line
- When rendering, empty columns on left and right side of glyphs are removed
- Custom glyph widths can be set with size_overrides
- This provider requires two fields:
- hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
- size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
- from, to - start and end of codepoint range (inclusive)
- left, right - integers describing the position of the left-most and right-most columns of the glyph in range
- Any bits in columns outside of this range will be discarded
New reference Glyph Provider
- New glyph provider that can be used to include providers from other fonts
- Providers are guaranteed to be loaded only once, no matter how many times they are included
- Provider has one field id, that describes another font to be included in the currently loaded one
- Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks
Removed legacy_unicode Glyph Provider
- The legacy_unicode glyph provider has been removed
- This functionality has been replaced by the unihex provider
Quick Play
- Added support for four new command line arguments that allow the game to be launched directly into a world
- quickPlayPath takes a specified path for logging (relative to the run directory)
- If a path is provided the following will be logged upon joining a world:
- type: is either singleplayer, multiplayer, or realms
- identifier: represents the world you want to join
- For singleplayer, the folder name of the world
- For multiplayer, the IP address of the server
- For realms, the Realms ID
- port: represents the server port and is only logged for multiplayer
- name: The name of the world
- gamemode: The gamemode of the world
- lastPlayedTime: The time you joined the world
- Example:
- --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
- quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
- If one of these arguments is provided, the game will try to launch directly into the given world
- Examples:
- --quickPlaySingleplayer "New World"
- --quickPlayMultiplayer "localhost:25565"
- --quickPlayRealms "1234"
Telemetry
All Events
- Added new property: launcher_name
- This is set based on the minecraft.launcher.brand system property
- This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program
Updated Required Events
- world_loaded
- Added new property: realms_map_content
- When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
- This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content
New Optional Events
- advancement_made
- This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
- This helps us as a studio understand player progress and limits, which informs our game design
- game_load_times
- This event is triggered when the game client is loaded
- Includes the time it took for the client to load
- This is so that we can work on improving and reducing the time it takes to load the game client
server.properties
- File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
- File is now written with UTF-8 encoding
Symbolic Link Validation
To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.
- If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
- Note: the world directory itself can still be linked
- The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
- The file consists of entries (one per line) with following formats allowed:
- Lines starting with # are comments and are ignored
- [type]pattern, where type can be glob, regex or prefix
- prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
- regex matches regular expression against whole path
- glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
- Note: paths will use OS-specific separators
- pattern, which uses default prefix type
Fixed bugs in 1.20
Around 250 bugs were fixed in this release. View the list on the issue tracker.
# Get the Release
To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the “Latest Release” option.
Cross-platform server jar:
Report bugs here:
Want to give feedback?
submitted by
sliced_lime to
Minecraft [link] [comments]
2023.06.07 15:38 SparklyTaints Mechanic advice - fuel system
I have a 2011 mini Cooper s (r56 N18) and I'm getting some fuel delivery issues. I'm going to run through the testing guides out there, but wanted to ask here in case someone has experienced similar.
Suddenly, my mini has been stalling out while driving, throwing up the limp mode icon until restart. I have gotten codes related to low fuel rail pressure.
Now it's tough to say if there's starting issues. The car starts within the first two tries, and the rpms do fluctuate a little bit, but I just replaced the O2 sensors as the downstream was failing. (PS that was so stuck on there)
Now the limp mode and sudden stalling only happens after the car has been running for about 15 or so minutes. When the car dies, it will not start back up immediately, but it will start back up after say 2/3 minutes of waiting and drive normally for another 5.
Any help or advice would be appreciated! If it matters, the car has 80k miles and this problem occurred about half an hour after a new tank of gas (from the station I always go to).
submitted by
SparklyTaints to
MINI [link] [comments]
2023.06.07 12:49 andrew6123 Heads up on engine replacement
I have a 2015 Santa Fe Sport and I got my engine replaced about 5 months ago under the engine recall. I just wanted to give everyone a heads-up on the additional repair that I had to do. Within 2 months, the complete exhaust, fuel pump, and catalytic converter were replaced. 2 months after that I had to replace the exhaust manifold. I think all of these are due to the engine burning oil causing the whole exhaust system to fail.
In hindsight, it would have been cheaper for me to trade in the car and a new one. The total of repairs so far would have been equal to a good downpayment on a new car.
submitted by
andrew6123 to
Hyundai [link] [comments]
2023.06.07 07:10 AI_Drone How do you bring down a drone?
The best way to bring down a drone – not with a skeet-shooting mentality, says Oleg Vornik, CEO of Sydney-based DorneShield,
Counter-drone Defense solutions company. That’s fine for the sporting field, but it’s a whole different world when it comes to protecting politicians, stadiums, and combat patrols.
“It’s the most natural question people ask,” Vornik says. “The answer is it’s very difficult to do. You have a small object, perhaps as big as a dinner plate, blending in against a complex background or a similar colour to the sky. And it’s moving erratically.”
The builder of drone tracking and disabling technology says he’s seen trained military personnel fire dozens of shots trying to bring down a drone just 30 metres away.
“Those bullets are going to land somewhere. So you’re going to have collateral damage”.
Mostly drones are helpful tools or enjoyable pastimes, but they can also be unwanted spies in the sky, delivery devices for acts of terrorism, or – as in Ukraine – front-line combatants.
Countering them (
c-uas), says Vornik, is a complex equation of risk against reward, and cost versus return.
“If you’re a military base, chances are you want to take down the drone as fast as possible,” says Vornik. But using a $150,000 shoulder-launched Stinger anti-aircraft missile against a $1500 off-the-shelf drone isn’t economically viable.
“If you’re a prison, for example, we don’t recommend you take it down,” he adds. “That’s a temporary solution. But if you track in real time where it lands, who picks up its package and who’s controlling it, you can solve the whole crime in one hit”.
Battle of attrition
Sci-fi-inspired ideas of flashing lasers, darting interceptor drones and radar-guided slugs are often the first thoughts that come to mind to defeat swarms of cheap, nimble opponents. But there are practical, real-world issues to consider, says Vornik.
“With lasers, it’s like a naughty child trying to burn ants with a magnifying glass,” he says. “The ant is running for its life, and the kid has to try and hold it in the focal point long enough to have an effect. And what if there are five ants? It’s actually very, very difficult”.
Miss in a stadium, and you may take out the eye of a sports fan. Miss on the battlefield, and you may blind a friendly satellite far beyond your target.
And any laser-based weapon system needs large power generators, complex lenses, and a high-resolution targeting system to put – and keep – the narrow beam on target.
“I think lasers definitely have a place,” he says. “But most lasers today are the size of a car. They’re very expensive. They may be effective against missiles, but swarms of small drones are another matter altogether”.
The proliferation of such commercially-available devices is forcing militaries and governments to rethink their policies.
“Drones are so ubiquitous,” he says. “They can be everywhere. But if you’ve only got five exquisitely effective systems to respond with, then your response is crippled from the start.”
Freeze, then drop
Unlike lasers, radiofrequency jamming devices can be small, portable, and energy efficient.
They “fire” beams of radio waves over a distance measured in “multiples” of kilometres (the actual ranges remain an operational secret). Each beam, like that of a searchlight, can catch more than one drone in its “glare”. The drones lose contact with their controllers.
“The jamming effect is instantaneous,” Vornik says.
Drones flying on autopilot must access satellite GPS navigation signals or electronic beacons. “These can be disabled using our jammers”.
And holding the beam on them longer magnifies the effect.
“It will freeze a drone,” Vornik adds. “It will put it on the ground”.
Such DroneShield systems neutralised four suspicious devices amid the tens of thousands of people attending the inauguration ceremony of Brazilian President, Luiz Inácio Lula da Silva, in January this year.
Sense and sensibility
Vornik says his business started in 2015, using acoustic sensors to detect and isolate the sound of drones.
“The problems were numerous,” he says. “The most obvious is that it’s very imprecise. And it can be saturated in a noisy environment like an airfield or stadium”.
Radar, at first glance, appeared to be an obvious alternative.
But when it comes to areas with lots of moving objects – such as forests, fields and football fields – it’s almost impossible to discriminate between a flitting bird, a meandering cow, a frantic fan and a low-flying drone.
“So we came up with the hand-held radio frequency sensor,” Vornik says. “It’s basically identifying the uplinks and downlink signals between the drone and the controller. The flight telemetry. The video feeds.”
Such transmissions can be triangulated at distances of multiple kilometres. And their details are assembled via software, overlaid on digital maps, and displayed on portable devices.
“Radiofrequency is a complex sensor to develop but fairly cost-effective to build,” says Vornik.
Develop, react, adapt
“To counter cheap, disposable drones, you need to have not-quite disposable but very cheap drone countermeasures.
Counter-drone systems you can make and use on a similar scale,” says Vornik.
Drones must then be shielded to defeat RF jamming. That could involve anything from expensive gold foil, casings of thick aluminium plates, or satellite-grade radiation-hardened computer chips. Navigation and communications equipment must also be more powerful, complex, and resilient. This, in turn, means more powerful engines and batteries are needed to carry all the extra weight.
Such an arms race puts cheap, off-the-shelf drones at the bottom of the heap.
DroneShield’s portable RF solutions are easy to handle. They have few moving parts and carry the same standardised rechargeable high-capacity batteries used in other military devices, such as night vision goggles, radios and portable computers.
“We build them to use as little energy as possible,” says Vornik. “We don’t even do little coloured screens because they consume more energy and drain batteries faster”.
Each RF jammer carries enough power for a day’s worth of use and spare batteries can be easily carried.
And the portable drone detectors are passive, meaning they emit no signals. Radars, for example, rely on bouncing radio waves off objects to “see” them. But those same radio waves reveal the transmitter’s location.
“With radiofrequency, you’re invisible until you choose to light up your jammer,” Vornik explains. “And then you will want to move pretty quickly to avoid a responsive artillery strike if you’re fighting a near-peer adversary like in Ukraine.”
submitted by
AI_Drone to
u/AI_Drone [link] [comments]
2023.06.07 02:22 Big_Igloo_plz Recently joined, figured I'd show off my old girl
| My old '99 I purchased in 2018 for $2500 to use as a farm truck. Since then it was there for me and my partners first date, brought our child home from the hospital a year and a half later, and has been with my little family for every adventure. Just shy of 275k, has a new motor and trans. Trying to be buried in it lol submitted by Big_Igloo_plz to ram_trucks [link] [comments] |
2023.06.07 01:37 msam93 Hard starting but good fuel pressure
Vehicle: 05 suburban flex fuel 5.3L
So recently I started having a hard start issue, happens whether hot or cold but vehicle has to sit for about 20 minutes to experience it. If I have it running and then turn it off and immediately go to start it, it starts fine. I hooked up a fuel pressure gauge and I get 50+ psi when turning the key to the on position and running I have 58 psi exactly. Vehicle runs perfect once it starts.
Originally thought it was the fuel pump failing but now I'm leaning to crank or cam sensor. No check engine codes as of now.
I'm just confused why it runs perfect once it starts and if I shut it down and immediately start it back up it also starts normally.
submitted by
msam93 to
GMT800 [link] [comments]
2023.06.06 23:42 Lonely_white_queen attack on mars
Our attack on Mars was nothing short of a suicide run, it was unsanctioned by the empire, and we had no aid, no escape route, and no rear guard, but we needed resources, and with the Terran planet Mars being the aggregate of all raw resources within their empire it was an obvious target.
We made a mad dash, pushing our engines to the limit to come out of warp over the planet, suicidal in its own right as it's supposedly impossible to warp to individual planets. And with our warp engines fried, we had no escape if we failed, but if we succeed and got out before Earth heard of this incident we would be victorious, we could rebuild our engines and leave rapidly.
But our first issue arrived the instant we left warp, our guns started firing instantly on the six rings that orbited Mars, ten thousand naval yards a third of them holding complete ships, another third under construction, and the last third purely for intake from other planets. While they interlocked at the center with a colossal space elevator going to the surface.
We couldent see it happen but soon after our shells hit the orbital rings we asumed alarms started to sound on the station as the docked ships began to fire back, even those which were under construction began to fire with the few weapons they had, some of the ships so colossal they touched hulls along their edges where they were docked
It would be suicide to stay and fight each ship, even with our entire navy of eight thousand ships the Terran vessals were almost impervious to our weapons with their shields raised as our conquering empire refused to give us the modern technology they created.
So our ships pushed through, and at almost reckless speeds we crashed through the wall of vessels and defensive stations attempting to get to the surface.
I was on one of the crews that were meant to lead the first assault, even attempting to get to our dropship with how the ship shook and the gravitation fields failed to fight against the gravity of Mars was incredibly difficult. Yet as our vessel leveled itself out in orbit I got to my designated vessel. With the bottom of the ship opening below us as the ramp closed we dropped out falling down to the surface.
The ship barely caught us as we touchdown on the surface even such important things like thruster fule were limited having to use it on a bare minimum as the ships above needed it most.
We charged out with pride in our hearts, we had broken through the greatest wall in the galaxy and landed on the most defended planet, yet as we charged into the red sandstorm we found… nothing.
Our sensors had told us there were hundreds if not thousands of people exactly here, we had hoped to run through this city and take slaves along with resources expecting there to be no defenses on the surface.
As my commander called back up to the ships asking what was going on I couldent help but feel dread, there was nothing on the surface, sure there were hundreds of thousands of warehouses and trillions of miles of tracks ad several billion drones floating around but nothing was alive.
That was till we heard the heavy iron stomping, slowly it got closer and closer shrouded in the dust. It only came into view as a colossal steel foot came down over me.
Jumping out of the way I quickly rolled over to look at the towering beast as the sandstorm finally cleared. None of my allies found the bravery to fire as a hundred towering machines were lined up ahead of us, some as short as 50m tall while the one infront of me was no less than three hundred.
I had heard of these machines, everyone had, titans. But they were myths, stories tossed around by crewmen from whisperings from the bridges of starships, machines that whipped out entire armies, they weren't lumbering monsters but agile beasts that mimicked the human form perfectly.
And that was proven true as the female-shaped machine squatted down infront of me the sound of pistons hissing almost deafening as titanium creaked.
“You invade the dwarven forge of Mars and now you face the students of the gubernator scholae (pilot school), but since you are here you will be perfect target practice, or do you surrender?”
“We do not, you humans and your machines won't scare us… men, raise arms.” our commander shouted at the machines and us. All we could do was look at him as if he was mad, fighting the Titans, even students were crazy. Hell, we were all wondering what kind o madman gives students such machines.
Yet without the commander's voice, it seemed to seal our fate as the machine stood up seemingly not interested in our personal views. We watched all shaking in fear as it drew a colossal weapon from its back holding it in its hand. We only had to wonder what the weapon was for a moment before liquid started to drip from the barrel and a flame sparked on the end of a brass pipe.
“Run for it” I called out as I started to run across the barren landscape. Only a few of my comrades followed me as many were rooted in fear as the colossal titan pointed its weapon towards up pulling the trigger and letting out a colossal ocean of fire. It was a few seconds before the fire touched me that I was able to dive into a cave. Many of my comrades and others I dident know were quickly cut down and erased from existence as the wall of steel removed us from existence. It wasn't an attack as it was so clean and quick it couldent be called that. There were no bodies remaining to take home or burry as I watched the machines step over where I was hiding calmly chasing our lines off the planet and stepping on our landing craft as if they were tin cans crushing them under foot not even shifting or flinching when their fuel and ammunition stores exploded.
I dident even care at that point about my people this attack was suicidal anyway, all I wanted to do was escape, but with nowhere to go all I did was run into the desert.
It wasn't till a few days later when the last of our ships were falling from the sky that the forces of Mars began their search and rescue efforts when I was innately discovered. Now that I sit in a pow camp I can't really say what my future is but at least I've been treated better than we would have the humans. Food for one thing.
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Lonely_white_queen to
HFY [link] [comments]
2023.06.06 23:26 Historical-Spirit-48 Vehicle piloting and cobat rules - Written by ChatGPT, not original
Vehicle Rules Rules for vehicle piloting and combat in the Fallout Role Playing Game using the 2d20 system by Modiphius. These rules are designed to add depth and excitement to vehicular encounters within the game.
Vehicle Statistics: Each vehicle should have the following statistics:
- Speed: The maximum movement distance per round.
- Handling: A modifier applied to piloting checks and defensive maneuvers.
- Armor: The vehicle's damage resistance.
- Hull Points: The vehicle's health pool.
Vehicle Piloting: When a player character (PC) wants to pilot a vehicle, they make a piloting check using their Agility attribute and the appropriate skill (e.g., Pilot or Drive). The GM sets the difficulty based on the situation and any modifiers, such as terrain or weather conditions.
Success: The PC successfully pilots the vehicle, allowing them to move it up to its maximum Speed and take one additional action.
Failure: The PC fails to pilot the vehicle as desired. The GM can introduce complications, such as reduced movement distance or losing control of the vehicle.
Critical Failure: The PC's piloting attempt goes disastrously wrong. The GM can introduce severe consequences, such as crashing, damaging the vehicle, or even injuring the PC and passengers.
Vehicle Movement: During their turn, a PC can move the vehicle up to its maximum Speed in any direction. The vehicle's movement is measured in range bands, with short range being the default scale.
Modifiers may apply to the piloting check or movement distance based on the terrain, vehicle damage, or other factors determined by the GM.
Vehicle Combat: When a vehicle engages in combat, it can perform several actions, including:
- Ramming: The driver attempts to collide with another vehicle or target. Both vehicles make opposed piloting checks, and the winner inflicts damage based on the vehicle's size, speed, and the GM's discretion.
- Shooting: Passengers or mounted weapons can fire upon targets within range. Use the appropriate ranged combat rules, including weapon statistics and the 2d20 combat system.
- Defensive Maneuvers: The driver can take defensive actions to improve the vehicle's chances of avoiding damage. These actions may include evasive driving, cover, or other tactics. The driver makes a piloting check with a difficulty set by the GM, and success grants a bonus to the vehicle's Defense for that round.
Vehicle Damage: When a vehicle takes damage, subtract the inflicted damage from its Hull Points. If the Hull Points reach zero or below, the vehicle is disabled or destroyed, depending on the GM's discretion.
Vehicles may have specific critical hit tables, damage locations, and special rules based on their design or unique features. These details should be determined by the GM and communicated to the players.
Vehicle Hit Location Chart:
- Front
- Left Side
- Right Side
- Rear
- Top
- Internal Systems
When a vehicle is targeted in combat, the attacker rolls a hit location check using a suitable skill (e.g., Firearms, Energy Weapons) and their applicable attribute. The GM determines the difficulty based on the situation, range, and any modifiers.
If the attack is successful, consult the hit location chart to determine where the hit lands on the targeted vehicle. Different locations may have varying effects, such as damaging specific components or affecting the vehicle's performance.
The GM can determine the specific consequences and effects of hits to different locations based on the narrative and the type of vehicle being used. For example:
- Front: Hits to the front may damage the engine or other vital systems, affecting the vehicle's speed or causing it to stall.
- Left Side/Right Side: Hits to the sides can damage the vehicle's armor or puncture fuel tanks, potentially causing fires or reducing the vehicle's structural integrity.
- Rear: Hits to the rear can damage the vehicle's fuel tank or exhaust system, potentially causing fires, reducing acceleration, or creating smoke screens.
- Top: Hits to the top of the vehicle can damage the roof, potentially reducing the vehicle's Hull Points or causing parts to break off.
- Internal Systems: Hits to internal systems can disable vital components, such as brakes, steering, or weapon systems, rendering them non-functional.
The severity and effects of hits can be further determined by the damage inflicted, critical hits, and any specific vehicle rules or features set by the GM.
Passenger Actions: Passengers within a vehicle can perform their own actions during combat, including shooting, using skills, or using items. They can also assist the driver by taking defensive actions or repairing the vehicle if damage occurs.
Remember to refer to the Fallout RPG 2d20 core rulebook for additional rules and guidance on skill checks, combat mechanics, and character abilities that can be applied to vehicle encounters.
These rules provide a basic framework for incorporating vehicle piloting and combat into the Fallout RPG using the 2d20 system. Feel free to adjust or expand upon them to suit your game and the specific needs of your players.
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Historical-Spirit-48 to
Fallout2d20 [link] [comments]
2023.06.06 23:05 ElectricThreeHundred Banged up my truck. Need help finding parts.
2021 RAM 1500 Laramie My fault. Should've seen the other guy. I am going to try to just buy a new bumper and spat, and get the box side straightened by a pro. That said, I am having a heck of a time IDing correct parts. Do the spats only come in this gray/black color? They are different from R to L, but some sites don't differentiate. The
mopar.com site does, but actually calls out the wrong reference tag in the illustration for 68307196AB. Pretty sure it's not that little fastener in the corner. There's a dozen options for bumpers - exhaust cutouts and body color options explain that to an extent, but again - I can't tell what's what on the parts sites. I have chrome bumpers, dual exhaust cutouts (3.0L Diesel), and rear parking sensors, if that matters.
submitted by
ElectricThreeHundred to
ram_trucks [link] [comments]
2023.06.06 22:27 RagsToRiggins 2013 ram 1500 with 4 button prox key - can’t program keys to it?
Tried to add a key to a 2013 ram 1500, 4 button prox key, tombstone shape slightly different buttons than the regular chrysler tombstones. Tried first with im508, kept saying learning failed. Next tried km100, same problem. Next tried alfaobd, failed every time.
Tried 3 different keys, none worked. I know for a fact the car is getting the signal, because it always said learning failed, but one time when I forgot to click the unlock button, it said aborted - incorrect conditions. So obviously it’s reading something, but not accepting it?
I tried it multiple different ways, ignition off, ignition on, ignition off + hazards on, etc, and in different locations anywhere from the center console (where it said to hold it) to the start button. Also tried pressing it once, several times, holding it, nothing worked.
All three of my tools had slightly different instructions, which is why I tried so many different ways.
Anyone have success with these, what could I be missing? Do these trucks not like aftermarket keys (from AKS)?
My last option is using witech, but I didn’t have access to it today. Is witech required? I’ve seen plenty of videos of people doing the same exact thing with alfaobd, so I doubt it
Edit: to clarify,
this is what I mean by different buttons, the normal chrysler prox fobs I’ve seen do not have those outlines on the buttons
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RagsToRiggins to
Locksmith [link] [comments]
2023.06.06 20:03 B_Vibes Nuovo PC, quanto spendere per fare il salto di qualità?
Sto pensando di sostituire il mio attuale PC da Gaming assemblato nel lontano 2015 ma che ancora oggi non mi da troppi problemi. Si tratta di:
- Intel Core i5 6500 @ 3.20GHz (Skylake)
- RAM 8GB DDR4 @ 1066MHz
- ASRock B150M Pro4
- GTX 970 4GB Zotac
- SSD Samsung 860 EVO 500GB
Ai tempi spesi circa 800 euro per tutto (Case e alimentatore incluso).
Non ho tantissime pretese a livello videoludico, attualmente gioco a titoli come GTA V, Rust (Che zoppica abbastanza su questo PC), Fortnite, Dark Souls III.
Vorrei provare titoli come Elden Ring, Cyberpunk, God of War, che attualmente non penso di poter reggere.
Inoltre ogni tanto faccio qualcosina a livello grafico (Modellazione 3D, montaggio video) e vorrei stare tranquillo anche su quello.
Secondo voi, quanto dovrei spendere oggigiorno per percepire un effettivo salto di qualità generale e non solo nel gaming? Io avevo pensato di metterci almeno 1500 euro e di stare a posto almeno per i prossimi 5/6 anni, correggetemi se sbaglio..
Dimenticavo: Vorrei giocare in FULL HD a 120 FPS
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B_Vibes to
Italia [link] [comments]
2023.06.06 19:09 Kyouhen House of Commons Update - April 29 to June 2
Happy Tuesday everyone!
Just a quick note to start with, I'm going to be making these posts on Tuesdays instead of Mondays. My schedule has changed and made it hard for me to get these done on Mondays, so here we are!
New Bills
S-246 - Lebanese Heritage Month Act S-246 comes from
Senator Jane Cordy (Progressive Senate Group, Nova Scotia) and would declare November to be Lebanese Heritage Month. It's passed the Senate without a problem and is now waiting for its Second Reading.
S-216 - Effective and Accountable Charities Act S-216 comes from
Senator Ratna Omidvar (Independent Senators Group, Ontario) and makes some changes to the rules for charities in the
Income Tax Act. S-216 would allow charities to give resources to someone that isn't a qualified donee as long as they take reasonable steps to make sure those resources are only used for charitable purposes. (A qualified donee is pretty much anyone that can issue donation receipts.) S-216 has gone through the Senate without change and is now waiting for its Second Reading.
S-222 - An Act to amend the Department of Public Works and Government Services Act (use of wood) S-222 was introduced by former
Senator Diane Griffin. (Diane was required to retire last year before S-222 could finish its progress.) It would make changes to the
Department of Public Works and Government Services Act regarding construction and maintenance of public works and properties. The Minister will need to consider any potential reduction in greenhouse gas emissions when making requirements for these projects, and can allow for the use of wood or other sustainable resources if they help with these reductions. S-222 has passed through the Senate and is currently waiting for its Third Reading in the House of Commons.
Old Bills
C-281 - International Human Rights Act C-281 is back from its committee reading with a few small changes to the wording in the French version. All the parties agreed to the changes and it's now waiting for its Third Reading.
C-244 - An Act to amend the Copyright Act (diagnosis, maintenance, and repair) C-244 has come back from its committee reading with a few changes. C-244 is all about allowing people to bypass copyright protections when it comes to diagnosing and repairing their devices. The first change the committee's made to it is to remove the part that allows people to manufacture and sell devices that allow you to bypass these protections. It looks like the concern is that that might go against some of our treaties with other countries, an argument that shows up a lot when changes to copyright are discussed. Instead it now clarifies that you're allowed to bypass these protections for someone else, so a store with access to the tools could offer repair services but can't sell the tools to do it yourself.
Opposition Motions
We've got two fun ones here!
Motion from Pierre Poilievre (Conservative Leader, Ontario, Carleton))
Pierre's got the first Motion this week:
Given that,
- Canada is in the midst of an opioid crisis that has killed over 35,000 people since 2016
- Since 2017, the federal government has spent over $800 million on its failed Canadian Drugs and Substances Strategy, including over $100 million in funding for hard-drug supply projects across Canada, and plans to spend an additional $74 million to "scale up" these projects over the next five years
-Since tax-funded drug supply was ramped up in 2020, opioid deaths have only gone up, according to the Public Health Agency of Canada
- In 2020 slightly less than 7,000 people died of opioid overdoses, while only 3,000 died of overdoses in 2016, according to the Library of Parliament
- In British Columbia alone, yearly drug overdose deaths have increased by 330% between 2015 and 2022
- Recently, a Global News reporter in East Vancouver was able to buy 26 hits for $30 in just 30 minutes of a dangerous and highly addictive opioid that is distributed in tax-funded drug supply programs and flood our streets with cheap opioids
The House call on the government to immediately reverse its deadly policies and redirect all funds from taxpayer-funded, hard drug programs to addiction, treatment, and recovery programs.
Garnett Genuis (Conservative, Alberta, Sherwood Park—Fort Saskatchewan)) proposed an amendment to this, adding to the end:
and to directly sue the companies responsible for causing and fueling the opioid crisis for all damages associated with the crisis and direct all funds recovered through such litigation to prevention, treatment, and recovery programs.
So we're going to start by talking about Garnett's amendment. A quick peek at the numbers from the Public Health Agency of Canada says that between January and September of 2022 78% of opioid-related death involved opioids that were only non-pharmaceutical. "Pharmaceutical origin" means the drug was made by a pharmaceutical company and approved for medical use in humans, so 78% of the deaths were caused by drugs that don't fall under this category. Suing the companies for the other 22% probably won't accomplish anything, so this amendment is just noise.
Garnett's amendment failed with the Conservatives voting in favour and everyone else voting against.
As for Pierre's Motion there's three points I'd like to look at here.
First, just something worth noting is that if the references to 2016 make you think this is a problem caused by the current government that isn't the case. 2016 is just when The Public Health Agency of Canada started tracking these deaths.
Second, the number of deaths in 2022 between January and September was 8% lower than the same period in 2021. The Public Health agency says this isn't a significant decrease in trend, but it's still worth noting that things might be slowing down.
Finally we're going to look at that Global News article Pierre talked about.
An article was published the day before they ran the story he mentioned, and was updated afterwards. First up the program is being run by the BC government, not the feds. Several anonymous doctors told them how fast the government-supplied opioids are being sold on the street, but the doctors willing to go on the record argue that the number of prescriptions are a drop in the bucket of overall deaths. Global also calls out that 86% of the deaths involved fentanyl, which isn't being supplied by the program so the safe supply really isn't the cause of the problem. (The doctors also mentioned they'd rather have people getting the safe supply off the street instead of something that might contain fentanyl)
Pierre's Motion was defeated with the Conservatives voting in favour while everyone else voted against.
Motion from Jenny Kwan (NDP, British Columbia, Vancouver East))
Given that:
- The House called on the government to launch a public inquiry into allegations of foreign interference in Canada's democratic system, on March 23 and May 8, 2023.
- The government did not heed this call, and instead appointed an independent special rapporteur who has recommended against holding a public inquiry, despite noting significant gaps and leaving many questions either unasked or unanswered
- Serious questions have been raised about the special rapporteur process, the counsel he retained in support of this work, his findings, and his conclusions
- Only a full public inquiry can fully restore the confidence of Canadians in the integrity of our democratic institutions
The House call on the Right Hon. David Johnston to step aside from his role as special rapporteur, and call on the government to urgently establish a public commission of inquiry which would be:
- Led by an individual selected with unanimous support from all recognized parties in the House
- Granted the power to review all aspects of foreign interference from all states, including, but not limited to, the actions of the Chinese, Indian, Iranian, and Russian governments
- Asked to present its report and any recommendations in advance of the next dissolution of Parliament or, at the latest, at the fixed election date as set by the Canada Elections Act
and instruct the Standing Committee on Procedure and House affairs to provide a report to the House as soon as possible with a recommendation on who could lead such a commission of inquiry and what its terms of reference should include.
All I'm going to say here is that it doesn't look like appointing David Johnston did enough to address the public's concerns about election interference. This is a pretty big problem, as people need to have faith in our democratic system for it to work. It doesn't really matter what David's findings or credentials are, if the public doesn't believe the results it isn't good enough.
Jenny's Motion passed with the Liberals being the only party to vote against it.
Closing Fun
And that's all for the week! I leave you all with
fun exchange between
Mark Gerretsen (Liberal, Ontario, Kingston and the Islands)) and
Clifford Small (Conservative, Newfoundland and Labrador, Coast of Bays—Central—Notre Dame)).
Mark: Mr Speaker, I find it incredibly rich that, on the one hand, when I made a comment that was interpreted to mean that the member for Wellington—Halton Hills) was not telling the truth, all hell broke loose on the Conservative side of-
Clifford: Mr. Speaker, that was unparliamentary language by the member across the way.
(Note: The Speaker decided it was not)
Mark: Mr. Speaker, I will rephrase it. When I did that, the Conservatives lost their marbles, but when the member says-
Clifford: Mr. Speaker, he is being derogatory to people who suffer from mental illness.
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Kyouhen to
onguardforthee [link] [comments]
2023.06.06 16:56 TheSilverSmith47 Need help choosing parts for a high temperature heating solution.
Hi, electrical noob here. My goal is to create a self-regulating heating device that can heat a 24"x24"x36" chamber so that it maintains a temperature of up to 100 C.
I have a few questions that will be in bold. Could you guys help me choose parts so that I don't burn my house down? I'll list what I have so far. You guys let me know what needs to be changed and for what reason.
This is the basic setup I'll be following, though, I'll be changing the specific parts to suit my needs.
https://preview.redd.it/xell68h4ve4b1.png?width=542&format=png&auto=webp&s=789b4066cf727669e30b69c1d67d02bea13d253e The design I have in mind centers around this
PTC ceramic air heating element.
https://preview.redd.it/2t2100l7ve4b1.jpg?width=956&format=pjpg&auto=webp&s=c0c068554554b7dd1438a7daa3039109e88f6940 It's advertised as 1000 Watts @ 110 VAC, which will hopefully be strong enough to meet my requirements. I chose not to go with the 1500 Watt version because it would pull something around 13.6 Amps, which I'm not comfortable with. I can't seem to find any other heating elements like this that come pre-wired and with aluminum radiator fins.
Does anyone have experience with this particular device? How reliable, safe, and effective is it? Also, what is that weird plug with the two wire connections at the top? Being from a less-than-reputable Amazon company, I'm hesitant about it's quality, but I can't find anything else like it.
Are there any other similar components with equal or greater performance, with UL certification, and from a reputable company? I'd appreciate recommendations.
The second component of my design is this
Selec TC513AX temperature controller.
It can run on 12VDC, or, more pertinently, 90VAC ~ 270VAC. This should allow me to connect the PTC heating element and this controller to the same power source without any issues. If the heating element runs at 1000 Watts and 110 Volts, then it should draw around 9.1 Amps. The TC513AX has a contact current rating of 10 Amps, which should hopefully be enough headroom.
From my understanding, the contact current rating refers to the amount of current that the relays in the controller can handle before failing. Is this correct? Although there is a solid state relay, it can only run on 12VDC. The electromechanical relays are the ones I would use since they are ЯU rated to handle 110VAC.
For safety reasons, the heating element would have to be wired to the normally open (NO) terminal on the controller's relay instead of the normally closed (NC) terminal. Otherwise a relay failure could cause the heating element to generate heat beyond what I set.
Would I have to program the controller to use the NO terminal? Or does the relay actuate both the NO and NC terminals simultaneously? There are a bunch of inexpensive temperature controllers on Amazon, like the STC-1000, but their quality seems to be rather dubious. I hesitate to trust the cheaper temperature controllers with 110V AC. Finding a ЯU or UL certified controller definitely helps alleviate concerns about quality.
Are my concerns about these uncertified Chinese temperature controllers warranted? To power everything, I decided to go with a simple
AC power cord from GlobTek.
https://preview.redd.it/eeffy9ncve4b1.jpg?width=640&format=pjpg&auto=webp&s=38519edae3b39f9d3465975a07757a78c1347eea Since both the heating element and the controller run on 110VAC, I shouldn't need a transformer to step down the voltage. From my understanding, the US technically runs on 120VAC, but due to the ±10% allowable voltage difference,
there isn't much difference between 110VAC and 120VAC.
Therefore, directly plugging the controller and heating element into a 120VAC wall outlet via this cable should be safe. Is this correct? To keep things safe and consistent, I think it'd be best to use the same gauge of wire as this GlobTek cord when wiring the components together. Since, the cord is 18 AWG, I think I should use
this wire from Remington. It's rated to handle up to 300V, which is more than enough for this project. However, I'm uncertain as to how much current this wire can handle.
Does anyone know if this wire is sufficient for carrying the 9.1+ Amps that this system will likely consume? I was originally planning to go with their 150V wire, but oddly enough the 300V wire is less expensive. The 300V wire's 105 C temperature rating also exceeds the 150V wire's 80 C rating.
To split the current to the fan and heating element as shown in the diagram, I decided to use these
WAGO 221-685 connectors.
https://preview.redd.it/dgzpt29ive4b1.jpg?width=2000&format=pjpg&auto=webp&s=48d5faffc9e62fce1f91bc44c52081a2ccf7b9f7 According to their official website and the markings on the product, their 5 conductor operating lever splicing connectors are rated to handle up to 105 C, 440V, and 30 Amps, which meets my requirements. These products are also UL certified, so I think I should be able to trust their quality.
Originally, I wanted to buy one of the
assorted kits that are so common on Amazon, but the TDS shows that
these connectors only have a maximum operating temperature of 85 C. Unfortunately, unlike the normal connectors, the 221-685 connectors aren't commonly available in assorted kits at online retailers. So far, I've only found a handful of business-to-business shops that sell them given a quote. Digikey doesn't appear to have them in stock either.
Does anyone know of an online retailer that sells 221-685 connectors to private individuals? To circulate the hot air throughout the chamber, I chose to use this
ebmpapst 8506N fan.
https://preview.redd.it/81gurc9mve4b1.jpg?width=640&format=pjpg&auto=webp&s=056b4e9e0e86c49c7ebba6432e92eced877e7745 Like the other components, it's UL certified and runs on ~120VAC. I am concerned about the 22 AWG wires on this fan, but if it's been certified to be adequate, then I suppose its resistance must not be enough to warrant safety concerns. I should be able to splice it with an 18 AWG wire.
The next component is the temperature sensor. I chose to use a
B+B Thermo Technik GmbH K type thermocouple.
https://preview.redd.it/4olkktkpve4b1.jpg?width=640&format=pjpg&auto=webp&s=359be7c846146ec451a08bf5fc3ea1e30df2ade5 According to its TDS, the Selec TC513AX supports both Pt100 RTDs and K type thermocouples. I had trouble choosing between this $20 grounded thermocouple and an $11
Adafruit Pt100 RTD. Accuracy and response time were the two greatest factors to consider. In the end I chose to go with the grounded thermocouple because if the temperature in the chamber changes, I want the controller to be able to respond as fast as possible. Grounded thermocouples appear to be
twice as sensitive as Pt100 RTDs.
Honestly, I'm not too sure how much of an effect this will have.
Did I make the right choice? Which one would you prefer in your heated chamber? Why? The last part of this project is an enclosure. Since this is pretty much a custom solution, I'll have to design one myself. I'm fine with this because I like to think I'm pretty decent with CAD. My first enclosure version will be printed in PETG, and then I'll use the PETG version to print a Polycarbonate enclosure. The Polycarbonate enclosure version will be what I use for maintaining 100 C temperatures. If I find it insufficient, I'll upgrade the enclosure to a nylon version.
I can't find any adequate solutions for what I want to do. The closest I can find is this
PTC fan heater from DBK USA, but it isn't rated to handle 100 C.
Does anyone know if there are any inexpensive off-the-shelf solutions that will make my custom solution unnecessary? This pretty much concludes everything I have to ask for now. Please poke some holes in my plans so that I how to improve safety, effectiveness, and efficiency.
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TheSilverSmith47 to
AskElectricians [link] [comments]
2023.06.06 13:32 cosmoshistorian A Rocket Lab Due Diligence (DD), it is time we discuss this company seriously.
| Rocket Lab Due-Diligence (DD) ‘We Open Access to Space to Improve Life on Earth.’ Introduction With the 2024 first launch of the Rocket Lab Mega Constellation Launcher—The Neutron—fast approaching, I decided it is high time for a more up-to-date DD on Rocket Lab. A lot is happening in the industry, the company, and the world. I have decided to dive into the future, fundamentals, industry, funding, financials, dreams, and of course, the memes of the aspiring space company. Now, I am posting my DD into both of the Rocket Lab subreddit, as I am new to writing DD and I want to hit as wide of an audience as I can. One disclaimer (for those who do not like stock talk), this DD is not meant to encourage buying of the stock, nor is it financial advice or a stock-only DD, I merely want to dive into this company and simply spark some discussion on it! Now, Rocket Lab is a private aerospace manufacturer and small satellite launch service provider. The company was founded in 2006 by Peter Beck and is headquartered in Long Beach, California, with additional facilities in New Zealand and Australia. Rocket Lab specializes in the development and launch of small rockets capable of delivering payloads of up to 300 kilograms to low Earth orbit. Rocket Lab—self-designated as a leader in launch and space systems—is a company that has a chance at becoming a highly profitable giant over the next decade and beyond. In my honest opinion, Rocket Lab currently thrives off of the crumbs of the current space industry ecosystem. With Space X increasingly focused upon one goal—thanks to their controversial, yet nevertheless, fearless leader—being Mars, Rocket Labs can (and in my opinion will) become one of the go-to space companies for low earth orbit launches in the near term and in the long-term become one of the go-to space company for launches between the Moon, Venus, and Mars as well. Rocket Lab currently lives off of the crumbs left behind by NASA, Space X, and the United States military-industrial complex. Like these two legends from the movie War Dogs, Rocket Lab is determined to become the go-to space company for transporting all types of goods into orbit. For those of you who have not seen the movie (I personally highly recommend it), essentially, when these two start their arms-dealing company, they focus upon all of the small contracts that the government is putting out for arms supplies. The contracts that the big players are ignoring, due to their small sizes, even so, these small contracts are worth hundreds of thousands to low millions. Now, this is where Rocket Lab currently lies in the industry. \"A new space race has begun, and most Americans are not even aware of it. This race is not [about] political prestige or military power. This new race involves the whole human species in a contest against time.\" - Ben Bova Now, before I dive into everything here, I need every to understand that this industry is on the verge of immense change and rapid evolution. We are currently in the first stage of the world’s Second Space Race. As a student of History, I can confidently tell you that there are murmurings within the historical community, that this is the case, beginning with the creation and success of Space X’s first reusable rocket: the Falcon 9. On December 21st of 2015, when the first Falcon 9 was launched and the landing was successful with the first stage fully recovered, the race began. In the same way that there is no single company above all others in the airline, shipping & transportation, or car manufacturing industries, is the same reason I do not believe that Space X will alone run the space industry’s transportation needs. There is plenty of room for companies like Rocket Lab to fill the gaps Space X cannot and in a decade’s time, there will be plenty of room for even more companies. Yet, there are no companies that are even close to competing with Space X—other than Rocket Lab—at this time. Now, I won’t go deeply into most of these competitors in this deep dive, but to be short, Astra is on the verge of total failure, Virgin Galactic has been playing an entirely different game—space tourism, which there is a massive market for, just perhaps won’t be penetrated by them—they likewise seem to be failing. While Blue Origin has been playing a strong game and Space X an even stronger one, albeit more and more focused solely on Mars as the years go on. Here you can see the 1-year charts of Rocket Lab, Astra, Virgin, and Boeing for reference, as you can see, these charts speak volumes. Rocket Lab has been having a tough year but has found a nice bottom and is consistently bouncing from lows in the $3.6-4 range. While Astra has been reduced to a penny stock, with their future unknown. Virgin Galactic is only maintaining below Rocket Lab’s share price, partly due to the large number of Retail investors that do not know much and refuse to let it die, coupled with a small hope that the company can recover in the coming years. Boeing is here for reference as to what a successful, large-cap company involved in a similar industry (and the space industry as well), should look like over the course of a decent year. Now, there are a few assumptions that I am making that we need to cover before diving into the real DD: Whether it be because we live in the beginnings of a second Space Race (fueled by privatized space companies and the world’s governments) or because of technological advancement and a rising interest in space, the increase in rocket launches, space development (in Earth’s orbit, the Moon, and Mars), and the lowering costs of space launches… it will become exponentially cheaper, easier, and faster to launch into orbit and the industry as a whole will have a massive boom—akin, in a way, to the industrial revolution—over the mid-to-late 2020s into the early 2030s. With the mid-to-end 2030s and early 2040s, we will see massive developments in terms of low-Earth orbit manufacturing facilities, tourist destinations, and stations, as well as settlements on the Moon for mining and refueling for greater exploration and colonization of the Sol System as a whole. Now these are in part assumptions, but I think once one does the research and looks at the fact, all of this is very achievable. Even if it does not occur in this way, you can shift the dates by an additional decade and every time you do, the more likely, easier, and cheaper it all becomes. Rocket Lab's business model revolves around providing cost-effective and frequent access to space for small satellite operators. The company aims to simplify the process of deploying satellites by offering dedicated launches on its Electron rocket. Rocket Lab operates as an end-to-end service provider, handling the entire launch process from mission planning and payload integration to launch and on-orbit operations. Section 1: Rocket Lab Takes Flight! The Electron & the Neutron ‘Rocket Lab is an end-to-end space company delivering reliable launch services, complete spacecraft design and manufacturing, satellite components, flight software, and an on-orbit management.’ – Rocket Labs Rocket Lab's primary launch vehicle, the Electron, is a two-stage rocket powered by Rutherford engines, which use electric-pump-fed LOX/RP-1 propellants. The Electron is designed to optimize cost, flexibility, and rapid launch capability for small satellites. Rocket Lab has demonstrated numerous successful launches since its inaugural flight in 2017, showcasing its technological prowess and reliability. The small satellite market has been growing rapidly, driven by increased demand for data collection, communications, and Earth observation. Rocket Lab's focus on dedicated launches for small satellites positions it well to capture a significant portion of this expanding market. The company has already established a solid customer base, securing contracts with government agencies, research institutions, and commercial entities. Rocket Labs—at the time of writing this—has had 37 launches—with a 91.89% success rate—deployed 164 satellites, operates 3 launch pads, and is maintaining 3 Photon Satellites in the Earth’s orbit. Of the 164 satellites launched by Rocket Labs, they were commissioned to do so by a wide variety of clients, from NASA, Space Force, DARPA, to Canon. Rocket Labs is supported by Future Fund: Australia’s Sovereign Wealth Fund, Khosla Ventures, Bessemer Venture Partners, Data Collective, Greenspring Associates, ACC, Promus Ventures, L One W One Ltd., and Lockheed Martin. Rocket Lab’s main rocket, the Electron—built and operated by Rocket Lab—has flown 37 times and been successful 34 times, with only 3 failures. Rocket Lab’s key areas of business penetration lie in the launch of mid-sized service rockets, the manufacturing of space systems and satellites, and their adept ability to manufacture industrial space parts, applications, and proponents. The latter of which, they are sort of unopposed in terms of competition. The Neutron—Rocket Lab’s medium-lift, mega constellation launcher—will be able to launch 13,000 kilograms into low Earth orbit and it will be …drum roll please… reusable! The current goal is for it to launch in 2024. It will be designed for not only low earth orbital supply missions, but also deep space missions, and even human spaceflight. It will be fairing a design allowing for full reusability of the first stage and it will be lightweight, being made of Rock Lab’s own carbon composite structure. The home base for the Neutron will be at the Neutron Production Complex and the launch pad at the NASA Wallops Flight Facility and Mid-Atlantic Regional Spaceport on the Eastern Shore of Virginia. ‘The Neutron Production Complex will be home to a rocket production, assembly, and integration facility, as well as a dedicated launch pad for the Neutron rocket located on the southern end of Wallops Island. The estimated 250,000 square foot state-of-the-art complex will be constructed on a 28-acre site adjacent to the Wallops Island Flight Facility and will include a Launch Control Center, Rocket Lab’s fifth global operations center for launch activities and on-orbit operations. To support rapid production of the Neutron rocket, current plans for the complex include automated fiber placement robotic production systems capable of laying up meters of Neutron’s new, specially formulated carbon composite structures in minutes. As a reusable rocket, Neutron is designed to land back on the Launch Complex 3 pad after a mission and from there it would be returned to the production complex for refurbishment and re-flight.’ With Space X dominating large-load space orbital flight and transportation, Rocket Labs, in my honest opinion, is where Space X was roughly something like 6-8 years ago. While Rocket Lab intends to compete with Space X—whether it will be considered competition in an industry this brand new and small, time will tell—for cargo and humans to the low Earth orbit, the Moon, Mars, and even Venus! Space X and Elon Musk have made it abundantly clear that the goal of Space X is the large-scale settlement of Mars. While later models of Rocket Lab’s Neutron will be able to go to Mars and Venus, it appears that is not their main goal. In the near term (being the next two decades), they will be looking to dominate the low Earth orbit and Moon market as well as the manufacturing of industrial space parts, applications, and proponents. Section 2: The Space Industry & Company Fundamentals Rocket Lab faces competition from other commercial launch providers, such as SpaceX and Blue Origin. However, the company differentiates itself by specializing in small satellite launches, offering a tailored solution for this niche market. Rocket Lab's Electron rocket provides the advantage of dedicated launches and the flexibility to reach specific orbits, making it an attractive option for small satellite operators. Rocket Lab has raised significant funding through various investment rounds, securing capital from venture capital firms, strategic partners, and government entities. Notable investors include Khosla Ventures, Bessemer Venture Partners, and Lockheed Martin. The company's ability to attract substantial investment indicates confidence in its business model and growth potential. Rocket Lab operates within the regulatory framework of the countries in which it launches its rockets. The company holds necessary licenses and approvals from government agencies, such as the Federal Aviation Administration (FAA) in the United States and the New Zealand Civil Aviation Authority (CAA). Compliance with safety regulations and adherence to environmental guidelines are crucial aspects of Rocket Lab's operations. Despite its achievements, Rocket Lab faces several risks and challenges. The space industry is highly competitive, and the success of the company depends on its ability to secure launch contracts and maintain a steady launch cadence. Regulatory changes, launch failures, or delays could impact Rocket Lab's operations and reputation. Additionally, the emergence of new technologies or market disruptors could pose a threat to the company's market position Now, let’s talk about the elephant in the room, the Quarterly Results. To preface, negative quarterly results mean—pardon my French—jack-shit (at least in the short term) for a company such as Rocket Lab, that is looking at penetrating a market such as the space industry. We are going to look at the past four Quarterly Results in chronological order. Q2 2022 Report: Rocket Lab achieved record revenue of $55.5 million, showing significant growth compared to the previous quarter (36% sequential growth) and the same quarter in the previous year (392% YoY growth). Despite the revenue growth, the company reported a negative EPS of $-0.08, indicating a net loss for the quarter. Q3 2022 Report: Another record revenue was achieved, reaching $63.1 million, with a sequential growth of 14% and an impressive YoY growth of 1,093%. The company's EPS improved slightly to $-0.07 but still remained negative. The fourth quarter revenue is expected to be lower, ranging between $51 million and $54 million, as a launch customer's push extends into 2023. Q4 2022 Report: The company's revenue for Q4 reached $51.8 million, showing a healthy year-over-year growth of 88%. The full-year revenue for fiscal 2022 amounted to $211 million, reflecting substantial growth of 239% compared to the previous year. The EPS remained negative at $-0.08. Q1 2023 Report: The revenue for Q1 2023 was $54.9 million. Increasing revenue by 35% in the first quarter of 2023. Revenue from their launch business was $19.6 million, up $12 million from the prior quarter. Their EPS was $-0.08, indicating strong maintenance of their business. The second quarter is expected to show a significant revenue increase, with an estimated range of $60 million to $63 million. Now, what does this all tell us? Firstly, they were very forthcoming with the quarterly expectations. Something one might think is not a big deal, but considering how a lot of publicly traded companies operate, this is a good thing. In each of their earnings reports, they have nearly exactly estimated their results, showing they are not attempting to mislead investors. The company has experienced impressive revenue growth throughout the reported quarters, indicating strong market performance and demand for its products/services. However, the negative EPS values suggest that the company is still operating at a net loss. From a shareholder’s perspective, the company's focus should be on achieving profitability and reducing the negative EPS, while maintaining consistent revenue growth. In my opinion, this stock is sitting just below a fair market value for what it is right now, sitting at just over $4, considering they are not fully profitable. Yet Rocket Lab continues to grow its business, making more contracts, and it stands a competitive chance. If they can turn a profit within 2-3 years, I think they will be one hell of a company. With their competitors failing left and right and none finding the success as Rocket Lab—other than Space X—they could stand to be a massive company in a few decades, so massive, they’re bigger than Earth. One last financial point to touch upon… shorting, so here is some data, which is roughly one month outdated due to my difficulty in finding up-to-date information on the company without a Bloomberg Terminal (So, if anyone on the sub has access to a Bloomberg Terminal and would like to add to my DD in the comments, please do). Last Record Date: May 15, 2023 Outstanding Shares: 478,660,000 shares Float Size: 262,310,000 shares Short Percent of Float: 9.80% (The short percent of float represents the percentage of shares available for trading that have been sold short). Average Trading Volume: 4,044,396 shares Current Short Volume: 25,710,000 shares Previous Short Volume: 24,630,000 shares Change Vs. Previous Month: +4.38% Dollar Volume Sold Short: $111.58 million Short Interest Ratio / Days to Cover: 7.7 (This ratio indicates the number of days it would take for the short sellers to cover their positions based on the average daily trading volume.). The short interest in Rocket Lab has increased from the previous month, with a change of +4.38%. The short percent of the float is 9.80%, indicating that a significant portion of the available shares for trading has been sold short. Now, Rocket Lab’s short interest is relatively low for a company that has had consistent negative EPS and revenue. Showcasing that the big players in markets either A) believe this company will make a massive turnaround in the near future (1-3 years mark) or B) Rocket Lab, due to its size, is thankfully not on their radar. However, that said, the off-exchange short percentage is 57.69%, showcasing that A) public on-exchange short volume is a complete hoax and Hedge Funds, and other big players are beating down on the stock or B) all of this information is completely misrepresented to retail traders on purpose and the entirety of the United States market system is a complete farce. Section 3: Future Prospects & Big Moves Rocket Lab has demonstrated strong performance and growth potential in the emerging small satellite launch market. The company continues to refine its launch processes, aiming to increase launch frequency and reduce costs further. Additionally, Rocket Lab has plans to develop a larger reusable rocket called Neutron, targeting the medium-lift market segment, which would expand its capabilities and market reach. The company has the potential to be the go-to company for low Earth orbital launches in the short term and in the long term, one of, if not the go-to company, for transportation to the Moon, Mars, and Venus. Peter Beck, founder and CEO of Rocket Lab, did an interview last month on his take on the industry and their future prospects. I wanted to touch briefly on this (you can find the video on YouTube). Firstly, the video begins with the commentator stating, " With the Space Race this week," the Space X rocket, the most powerful ever built, has scrubbed its launch. While Rocket Lab is adding a new service for testing hypersonic sub-orbital launches, being a welcome addition to the company’s wide array of services. Beck states that it is a very exciting time, stating that “ the United States is kind of lacking behind in hypersonic technologies and this is a great opportunity to have high cadence, test flight environment for these payloads to really move forward the US’s hypersonic research.” He goes on to talk about how these capabilities are essentially repurposed from Rocket Lab’s Electron Rocket capabilities: “ We take a standard Electron orbital-class launch vehicle and we fly it in some really unique trajectories to provide these hypersonic trajectories… it is taking an Electron and making a couple wee tweaks to it and having a great high frequency hypersonic testing platform that hasn’t existed.” Beck goes on to speak on the launch cadence “ being on target for 15 flights” this year with the fastest turn around this year being 7 days between flights, saying “ the machine is cranking and the vehicles are flying successfully and the last flight was a reusable vehicle and we splashed that down successfully and now we’re kind at the point where we are recycling and harvesting engines and components off of those launch vehicles and getting ready to put them back into service and re-fly them.” He continues, stating, “ I’m not sure if I’m allowed to say exactly, but… a whole multiple gambit of reused components that are all now re-entering the production line and going back into service.” Morgan Brennan, the interviewer then speaks to how there is this emerging mismatch between supply and demand when it comes to the satellite launch market, with the fact that there are so many satellite constellations that are poised to go into orbit in the coming years and not enough capacity in terms of launching them. So, she then asks about the reusability of Electron and the development of the Neutron. Beck states that, “ Electron is really serving that market very well, and there are lots of flight opportunities that are sort of just doing its thing, Neutron is the new flight opportunity for us… 2026 to 2030 timeframe there is a massive deficit in launch and there are lots of constellations that are all really vying for an ability to get in orbit, so we saw that coming and started work on the vehicle and hopefully we can bring it into service in 2024 and really solve some of those problems and take advantage of that market opportunity.” Now, I don’t have to tell you all that this is very good to hear from Beck and this is very exciting, showcasing that he really believes Rocket Lab can penetrate this market and become a big player in the ever-evolving industry. Rocket Lab Making Big Moves Lately: · Bought Virgin Orbit HQ in California, this was a big win for the company, and folk on the sub were very excited to see this happen. Yay! But, sad and unfortunate for Virgin Galactic, which I am sure many of us space enthusiasts had higher hopes for, oh well, not everyone can achieve their dreams. · Rocket Lab reached a new Company record of nine launches within a calendar year. · Achieved a record of 100% mission success for Electron launches for the year. · Successfully launched CAPSTONE mission to the Moon for NASA, including the first demonstration of Lunar Photon spacecraft platform. · Successfully deployed two satellites to space for NASA’s TROPICS mission on the first of two dedicated launches on Electron for the constellation scheduled in May 2023. · Secured another NASA mission to Electron’s 2023 launch manifest with its Starling mission. Rocket Lab was selected by NASA to launch the Starling mission on an expedited timeline due to long delays and uncertainty with the mission’s original launch provider. · Signed multiple new launch contracts on Electron for 2023 for undisclosed commercial satellite customers previously manifested on another small launch vehicle, demonstrating Electron’s strong position as a reliable and dependable ride to orbit for small satellite operators. · Introduced Rocket Lab’s new HASTE launch vehicle, a suborbital testbed launch vehicle derived from the Company’s Electron rocket to provide reliable, high-cadence flight test opportunities to support the development of advanced hypersonic systems technology. · Announced that the Company will fly a pre-launched 3D printed Rutherford engine on an upcoming mission in Q3’23, a major step in evolving the Electron launch vehicle into a reusable rocket. · Delivered financial results that exceeded the high end of prior guidance for revenue and gross margin. · Launched three successful Electron missions in the first quarter for commercial constellation operators HawkEye 360, Capella Space, and BlackSky. · Successfully completed the Company’s first launch from its U.S. launch site, Rocket Lab Launch Complex 2, at the Virginia Spaceport Authority’s Mid-Atlantic Regional Spaceport on January 24, 2023. The mission deployed three satellites for radio frequency geospatial analytics provider HawkEye 360. · Successfully completed the Company’s fastest turnaround between launches to date – just seven days between its 34th Electron launch, “Stronger Together”, from Rocket Lab Launch Complex 2 in Virginia on March 16, 2023, and its 35th Electron launch, “The Beat Goes On”, from Rocket Lab Launch Complex 1 in New Zealand on March 24, 2023. · Rocket Lab remains the only U.S. commercial small launch provider to successfully deliver satellites to orbit in 2023. Secured a multi-mission contract with Capella Space to launch four more dedicated launches on Electron in 2023. · Achieved programmatic milestones for the Company’s two Photon spacecraft to support NASA’s ESCAPADE mission to Mars, and for the Photon spacecraft for a Varda Space Industries’ mission to manufacture high-value products in zero gravity. Both Photon programs include Rocket Lab star trackers, reaction wheels, solar panels, flight software, and radios – demonstrating the value and strength of the Company’s vertical integration and in-house supply chain. Conclusion: An Ode to Humanity's Future Rocket Lab has established itself as a leading player in the small satellite launch market, offering dedicated launch services tailored to the needs of small satellite operators. The company's technological capabilities, solid customer base, and innovative approach position it well for future growth. Those who lived and grew up in the 1960s and 1970s believed that by the 21st century, mankind would be a space-faring civilization. People had a fascination with the unknown. It was embedded in pop culture, in movies like the 2001 Space Odyssey, Alien, and the Star Trek series. But the unfortunate truth is that after Apollo 17 on the 19th of December 1972, mankind has not left low-earth orbit. The American public lost interest, the government cut funding, and the Saturn V rockets were dismantled and replaced by space shuttles in the 1980s (spaceships not even built to leave low-earth orbit). The curiosity and desire to unravel the mystery of the universe are now again filling the hearts of people. Technology is becoming more advanced and cheaper. With companies like Rocket Lab and Space X, the future is looking bright. We currently live in an era of mass information. One of the hardest aspects of life in the early-21st-century is learning how to filter all this information. The news of the accomplishments of Rocket Lab, Space X, Blue Origin, Lockheed Martin, Boeing, the Indian Space Research Organization (ISRO), the Chinese National Space Administration (CNSA), the European Space Agency (ESA), the National Aeronautics and Space Administration (NASA), and Space Force, are lost in the large volume of collective data. The average person does not believe how close we are to colonizing Luna and Mars; how close we are to becoming a multi-planetary species. If you walked up to someone on the street of New York City, today, and told them that in the mid-2040s, and by the latest, the 2050s, there will be hundreds if not thousands of people living in Earth's orbit, the upper atmosphere of Venus, the Moon, and Mars, the person would dismiss you in disbelief. But the same would have happened if you walked up to a person on the street of New York City on the 19th of July 1962 (before Kennedy’s speech) and told them that mankind would step foot on the moon in seven years. Companies like Rocket Lab, which will make orbital flight and transportation affordable, will allow for a new era of civilization, one which was only present and dreamed of in science fiction of the past. The Earth, as imaged from the Voyager 1 spacecraft, was suspended in a sunbeam, as the interstellar craft exited the Sol system in 1990. Earth is nearly 4 billion miles away in this image. That is us. That is humanity, all of us that have thus far, ever existed. We take to the stars in search of not only answers but in search of a purpose. Edit: Made some edits to spelling and fixed two mistakes pointed out by commenters submitted by cosmoshistorian to RocketLab [link] [comments] |
2023.06.06 13:15 NightmareChameleon New War, Old Iron (4) (Reupload)
A few folks reported last night's upload as turning up blank, likely due to a bug on reddit's end, so we're having another try with it. Let me know if this does or doesn't fix things. Who doesn't love a good ol' fashioned M1? The use of 1200 millimeter shells serves no strategic purpose for my opening and, tactically speaking, places me at a slight disadvantage than had I used any one of my other, more potent weapons.
Mmhmm, they do have their downsides. According to my weapon subsystem computer, I must now wait 4.421 seconds for the shells to traverse the distance between myself and my enemy. Such a stretch of time is, of course, a wholly inconsequential blip whose passing is less significant than the tiniest mote of dust in the vast and boundless lifespan of the universe in all considerable scenarios.
All considerable scenarios, of course, except for the possibility that one might find themselves under the effects of several time-dilating performance enhancement drugs.
Which I am.
I
very much so am.
Of course, I'm nothing if not patient. To occupy the interval we find ourselves waiting, allow me now a brief tangent to preach the gospel of the combined 1200mm turret, targeting computer, and ordnance inventory computer, an old self-contained weapon system that bears the simple designation of “M1”:
The most foundational concept one must grasp about the M1 is that it is not an effective weapon as a simple matter of scale. While exceptions do exist, the simple nature of space means that larger warships face a rather generous economy of scale with regards to one’s ability to outgun and outweather any smaller adversaries. As is only natural, I am the most resplendent paradigm of this law, large enough to sit comfortably on the edge of what can be considered a planet and well-armored enough to ram one and win.
Ah, but you already knew that, didn’t you? Unlike the M1, one would be remiss not to both know of and be thinking about me constantly. I can say with full confidence that I practice what I preach, but once again I do digress.
As to be expected from a weapon originating in a period of time in which humanity’s warships were several orders of magnitude smaller than myself, these old holdovers certainly wear their years.
The M1 is not a good weapon system. Everything about it, down to the targeting computer’s ability to account for gravity-induced bullet drop and atmospheric drag, reflects its crude nature as something better suited for ancient oceanic warfare than space. The materials used in the gun barrels are impure, molecularly inconsistent alloys, the computer boards large and demanding. Its autoloaders are finicky and prone to jamming, and many of the targeting solutions fail to account for some of the more intricate corner cases one must account for in space combat.
In a perfect example of their obsolescence, we still have 2.721 seconds until the shells are expected to reach the enemy ships. Had I used my secondary armaments, a pair of megaMAC cannons that fire projectiles with diameters to rival cities, I would not have been able to complete a single sentence before the near luminal bolts would reduce the tightly bunched enemy crafts into little more than atomic smudges with the sheer kinetic energy they convey.
I have not fired my megaMAC cannons, however. I have fired my 1200mm multi-purpose M1s. This is because, for all their flaws, they are good weapons.
A weapon does not have a service life spanning multiple thousands of years without merit. As with similarly archaic, yet still used arms (such as the veritable M1, the timeless M1, and, of course, the M2), it has not survived for lack of redeeming qualities.
As a consequence of its age, there exists a truly staggering variety of ordnance that can be crammed into the M1’s barrels and lobbed at one’s enemies, all of which have been carefully cataloged in my mat-fab schematics to be produced at my leisure. This, however, is not even close to the reason why the M1 is such a good weapon. Much like everything else about the M1, the shells are woefully outdated, the primitive 5-meter long projectiles are slow, inaccurate, and easy to intercept.
However, the effects are quite pretty.
Yes! This is what makes the M1 such a good weapon system! The fact that it pleases me personally and nothing else! Unlike more advanced munitions, there exists a certain splendor to the inefficient explosive mixes that many of the shells employ.
For this sole redeeming quality, I employ the otherwise archaic, dilapidated, and useless weapon at every possible opportunity.
It is quite obvious that M1 was kept in active service for several million years for me and me alone to use their silly bullets. How thoughtful of them! To be blessed with perfect precognition and use it exclusively for such a noble goal as to lighten up the skirmishes I take part in that little additional amount!
Many people disagree with me, stating that no, the M1 was only installed on myself as an afterthought due to the sheer number of their surplus stocks still around at the time of my construction. They are, however, incorrect, as their opinions are at odds with my own (the more important perspective). At least two sailors who have served aboard me agree with the fact that the M1’s munitions are slightly prettier to watch than my other weapons’, cementing my stance as the sole correct one.
The projectiles I have selected to be the first things I’ve lobbed at another living thing in nearly fifty thousand years are none other than a personal favorite of mine: The KP-83, a nuclearly shaped penetrating shell that is capable of sending scalding lances of vaporized bismuth miles through warsteel. Like many other of the M1’s patterns, the shells are expensive, unreliable, illegal to use against organic targets, and, most of all, excessive.
And how salaciously, decadently excessive they are! I love them! To even think of violating the Atom, steadfast and revered, for such a mundane purpose as an upscaled APHE munition is absurd! Yes, friend, the KP-83 is a perfect expression of the absurd technological lengths humans will achieve for the sole purpose of killing, a potent statement of their sheer stubborn refusal to roll over and let The Enemy drive us to extinction, even in the nascent stages of interstellar exploration.
Less than a quarter second, now. I watch in eager anticipation as my shells close the final few kilometers towards The Enemy fleet.
More beautiful than a flower in bloom, more lucent than a sunrise, more radiant than a newborn’s first smile, the first nuclear explosion blossoms before the enemy fleet. The first are the shells detected and shot down by their point defenses, clearly detectable by the lances of vaporized bismuth that sear forward from the fireballs, yet the sewing pin-shaped detonations grow closer and closer until…
..contact! Blessed, rousing contact! My reward electrode buzzes with electricity, signifying multiple successful impacts with The Enemy’s ships.
As the ephemeral light fades, I take in the damage wrought. Whole swathes of The Enemy’s hull plating have been shattered and scorched where it was kissed by the nuclear fire, and I can pick out the brightly-glowing pinpricks of slag from where the lances of vaporized metal penetrated their alluring forms. The afflicted ships reel slightly before accelerating to correct, implying a dizzying blow.
Ha! What a joke! Had I not known better I would have assumed that they had been seriously maimed by the KP-83 shells, yet such a thing would imply flimsy, non-reinforced interiors, like those of a civilian craft! Clearly, this, too, must be some extension of the facade they so stubbornly uphold.
And yet…
And yet…
And yet, I haven’t even begun in earnest! I have a whole second until my volley connects. Whole gigabytes of munition spreadsheets and readiness data stream into my expanded consciousness as I pore over my options, considering what might make for the most efficient follow-up killing blow. Perhaps I should employ my primary weapon?
Ha! What a stupid question!
To even think that I would allow a conflict to end before it could even begin! I really must be going senile with age.
Why, anyone with even a modicum of common sense understands that war is art, and furthermore, that art takes time.
What possible harm could it do to prolong this skirmish by a few mere hours, or perhaps days? None, of course! It would be unbecoming of my eminence to be a bad sport in war by ending the conflict too early, after all.
The Enemy’s fleet becomes illuminated, if only for a second, by the muzzle flashes of their cannons as they attempt to emulate my opening volley. How laudatory! I’m flattered that they hold me in such high regard as to mimic my opening attack.
Why, I’m so impressed that I’ve begun to entertain the notion of allowing their shells to land on me as a statement of thanks. Such a thought is aborted, of course, the moment I realize such an attack could harm the beautiful luster of my paint. I shudder to even conceive of such a horrible fate.
Unfortunately for The Enemy’s crude emulations of my tactics, naval warfare no longer exists in the age of the broadside, nor has it for several millions of years. I spool up my short-range jump drives— all thirty two of the apartment-block sized mechanisms— prepare my drone bays, and order another volley of KP-83 shells to be loaded into my M1s.
The Enemy’s shells, accompanied by a wave of missiles, hurdle the final few kilometers towards my surface before they-
THOOM -detonate, filling the empty space where I had been just a moment prior with nuclear explosions of the mundane variety.
Why tolerate a risk to my vanity when I could instead expend the charge in one of my jump drives to simply vanish from the area? Of course, positioning myself above them on the stellar plane is certainly a tangible side effect of preserving my good looks.
I elect to release a swarm of stiletto hunter-killer corvette drones as an opening move, supplemented with a volley of 320 anti-ship missiles and yet another volley of 1200 millimeter nuclear shaped charge shells.
Much like my previous volley, this provides little tactical advantage whatsoever, instead fulfilling the exalted role of entertaining me.
While agile, the apartment block-sized drones are woefully frail, occasionally dwarfed by some of The Enemy’s (historic) munitions. Still, they serve well as harassment and defense fodder for more worthwhile projectiles. The anti-ship missiles are fast, yet once again, their scale reserves them better to maiming and euthanizing already shattered craft. I have already spoken on my beloved 1200 mm cannons.
The Enemy are quick to turn themselves and loose another volley. Rather than attempt another short-range jump, I elect to yaw upward and accelerate away from the incoming projectiles.
Alas, the shells reach me before I can complete my maneuver. I ignore them even as they close in, opting to continue my acceleration.
Unopposed, The Enemy’s munitions hurdle towards my perfect hull before-
BRrRrRrRrRrRrRrRrRrRrRrRrT -they pass the invisible threshold dictating the minimum engagement range for my point defense weapons and are swiftly obliterated by well-placed streams of 120 millimeter high impact rounds.
I did say I’d rather my paint go unmarred, did I not?
My anti-ship missiles are the first to arrive at The Enemy, honing greedily towards their still hot missile bays and cannon housings. They answer with interceptors of their own, yet the miserable defenses are neither fast nor potent enough to pose a worthy barrier to the entire volley of missiles. As the thirty two surviving hypersonic projectiles smash violently into The Enemy’s foremost craft, my drones warp into their formation and begin peppering their engines and sensory structures with their miniMAC emplacements.
The Enemy responds predictably, directing much of their fire, as well as every close-in weapon, into slaughtering the trespassing craft.
Just in time for the second volley of nuclear shaped charge shells to kiss The Enemy’s hulls unopposed. Two hundred and thirty seven shells successfully detonate, with one going off in the barrel (tragic, but unexpected with the finicky munition) and two experiencing failures of their fuze assemblies, exploding as dirty bombs.
How spectacular! How dazzling! A perfect display of timing, predictive acumen, and raw, unfettered talent by myself! How I’ve dearly missed the ability to demonstrate my impeccable skill!
My thoughts go hazy with euphoria as my reward system detects a successfully executed multi-step tactic and responds accordingly. I push against the incoherence, refusing to allow my concentration to wane for even an instant.
THOOM. Having long completed my maneuver and weapon preparation, I allow my short-range jump drives to propel me in-line with The Enemy’s formation. Even before the exotic particles disperse from obfuscating my sensor data, I fire my conventional magnetic railguns, relying solely on my predictions to guide the projectiles.
Forty-eight railroad car-sized superluminal bolts of iron illuminate the void with their streaks as they tear through space, with thirty-one instantly shattering The Enemy’s ships with their absurd kinetic energy. I curse myself for my sloppiness, yet my MACs were not the reason for such a maneuver.
No, that honor would belong to my tertiary armaments: two truly titanic Gamma Ray emitters, placed in an over-under arrangement on my bow. Half an instant later, after my targeting sensors regain the clarity lost from my recent jump, the twin arrays activate.
Their wires thrum with unfathomable voltages as the emitters begin to exude their deadly radiation, the titanic servos emitting an audible whine as they threaten to give under the stress of pitching and yawing their sports field-sized lenses at absurd speeds, yet hold firmly.
Though the beam itself is invisible, even to my broadband sensors, the effects are quite the opposite. Crafts caught in the scything beam begin to shrivel and carbonize as their reflective hull coatings are overwhelmed, their interiors begin to slush as the metal making them up loses consistency.
Though it lasted only a second, the damage is immense with nearly every sufficiently small craft in their cone of fire burnt away instantaneously.
THOOM. I jump once again.
Directly into the point blank trajectory of what I easily recognize to be a salted fission nuclear missile, courtesy of The Enemy.
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