Chili's grill & bar hammond menu
Austin, without the toxicity
2017.03.19 01:34 Texas4E Austin, without the toxicity
The Austin subreddit that isn't toxic.
2023.06.07 21:55 EatinSLOCal Splash Café – San Luis Obispo Location - Review
| Background: Okay, bear with me on this one. Splash Café is the go-to place for clam chowder in the county, so much so that they’ve been able to expand into supermarkets’ freezer sections with their clam chowder bread bowls and offer their food on Gold Belly. All that being said, because of an incident (that is completely my fault) 15 years ago, it is hard for me to stomach their clam chowder (or Captain Morgan’s Spiced Rum) without getting nauseous. But it’s time for me to get over it and return to Splash Café to try their Fish & Chips as well as their SLO only Munchies Menu! Get Chow'd Setting: 📍1491 Monterey St, San Luis Obispo, CA 93401 Splash Café’s San Luis Obispo Location is located on Monterey, kitty corner from Famous Frank’s Hot Dogs, next to Petit Soleil. Inside are a food counter and a bakery counter with a fair amount of seating from pseudo booths to high top tables, as well as seating outside in front and to the side of the café. They also have a location in Pismo Beach and you can also buy their clam chowder, hot sauce, spice rubs, and merchandise through their website. They’re open Daily from 8 AM – 3 PM. Menu/Selection: The menu is pretty extensive, but let’s start with the Chowder and Chili can be served in their famous bread bowl, a cup, bowl, pint, or quart, and can be topped with seafood, clam, bacon, green onion, and cheese, and paired with a slice or loaf of grilled sourdough. Under the “…And Chips” menu is 6 options – fish, clam strips, calamari, shrimp, chicken strips, and a combo with your choice of 2 of the previously mentioned options. Salads and Wraps have 4 salads – garden, seafood, grilled salmon, or fried chicken, and 3 wraps – Killer Cod, Salmon BLAT, or Cali. Tacos have two topping options – classic (lettuce, tomato, onion, cheese, and avocado ranch) or Baja (aioli slaw, tomato, jalapenos, citrus salsa, and avocado ranch, with 5 meat options – fried fish, grilled salmon, grilled ahi tuna, friend chicken, or tri-tip. You can also get a half or full pound of steamers served with grilled sourdough. Specialty Sandwiches include a lobster roll, Shrimp SLO Boy, Tri-Tip, Cod, and Salmon or Ahi dressed Beach style (Aioli slaw, tomato, onion, caper Dijon, & 1000 Island) or Original (Lettuce, tomato, onion, & caper Dijon). There’s also cheeseburgers, with optional bacon or western styles. For Vegetarians, there is a Veggie Burger, Veggie Sandwich, or Impossible Chik’n Sandwich. Deli Sandwiches – Grilled Cheese, Reuben, Pesto Turkey Club, BLAT, Chicken Sandwich and more. There’s family platters that let you pick proteins. They also have corndogs, chilidogs, and a regular hotdog. On top of all of that, there’s a Breakfast Menu! From the served all day portion, there’s an egg sandwich, loaded tots, avocado toast, a munchie bowl, oatmeal, and pancakes. Served until 11 AM are bacon, chorizo, vegan, or veggie breakfast burritos, a cheese omelet, French toast, or scrambled eggs. On the Munchie Menu are a selection of Loaded Cheesy Tots – Morning Munchie (eggs, bacon, green onions, and other breakfast fixings), Veg out (Chik’n, avocado, etc.), Train Wreck (their take on chili fries), Get Chow’d (topped with clam chowder and fixings), and Loaded Tots (bacon and sauces). On top of all this, there’s a full case of various baked goods from the Splash Bakery. Fish & Chips What I Had: I had the Fish & Chips as well as the Get Chow’d Loaded Cheesy Tots! The Fish & Chips were 3 pieces of battered and fried cod (I think) paired with curly fries, both seasoned with what I believe is a mixture of Old Bay and Parsley (or at least the ingredients from Old Bay). The fish were kind of classic American fish & chips breading, not too heavy, not light either, but it tasted good. I was a little disappointed in the curly fries, not only were they lukewarm where the fish was hot, the seasoning that’s on the fish didn’t really hit the same on the fries. The tartar sauce was pretty good, seemed standard. The Get Chow’d was cheesy tots with chowder, bacon, green onion, cheese, and according the menu I was supposed to be given a side of Carrot Pepper Hot Sauce, but I did not receive any (that might’ve improved the dish, I love a dash of hot sauce on my chowder. I know it sounds gross… but it also is gross… yet somehow the combination of the chowder, bacon, green onion, and cheesy tots all work together. If I didn’t have my hang-ups about Splash’s chowder, I’m sure I would’ve devoured it faster than I already did. Would I Have It Again: Probably not. That is to say, I would rather try other things on the menu and not the chowder that still haunts me. I’d also like to try their SLO Boy and Lobster Rolls and the breakfast items. The Munchie Menu is a cool idea, makes sense for our college town, I just wish Splash was open at a time of day it made sense to have the munchies. The staff is always friendly, and there were plenty of spots to eat even during their lunch rush. So with all of this in mind, Splash Café – San Luis Obispo Location gets an Eatin’ SLOCal Rating of – Give It A Try! submitted by EatinSLOCal to EatinSLOCal [link] [comments] |
2023.06.07 17:16 ObligationParking182 Fox Gallery Open Mics Return! - PanoramaNOW Entertainment News
2023.06.07 17:07 phish_biscuit BeamNG, when is the long flatbed going to be an option?
2023.06.07 17:00 _call-me-al_ [Wed, Jun 07 2023] TL;DR — This is what you missed in the last 24 hours on Reddit
If you want to receive this as a daily email in your inbox, you can now join at this link
US intelligence points to Russia being behind Ukraine dam attack Comments Link Zelensky: Ukraine to receive ‘significant number’ of F-16 fighter jets Comments Link Tunisian president suggests taxing rich as solution to fiscal problem Comments Link Federal Judge Blocks Florida’s Ban on Transgender Treatment for Minors
Comments Link
Reddit to lay off about 5% of its workforce Reuters
Comments Link
White woman who fatally shot Black neighbor through front door arrested on manslaughter and other charges
Comments Link
Coral disease tripled in the last 25 years - 76.8% of coral could be diseased by 2100, study shows
Comments Link
Researchers have uncovered, using MRI and audio recordings, some of the most conclusive evidence yet that parents who talk more to their infants improve their babies’ brain development
Comments Link
Marriage and political activism are intertwined, but the nature of this relationship differs based on sexual identities. Married heterosexuals tend to be less politically active, while sexual minorities, particularly lesbians and gay men, may experience increased political engagement after marriage
Comments Link
Eisenhower called President Kennedy's race to the moon "nuts" in 1963. A New York Times editorial stated that the total cost for a moon landing could build "a Harvard University for every state"
Comments Link
Betelgeuse is almost 50% brighter than normal. What's going on?
Comments Link
The ISS’s latest delivery includes space plants and atmospheric lightning monitors
Comments Link
Using electric water heaters to store renewable energy could do the work of 2 million home batteries – and save us billions
Comments Link
We're Deeply Skeptical, But a Government Whistleblower Claims the US Has Recovered "Non-Human" Spacecraft
Comments Link
Marc Andreessen predicts that children will have their own A.I.-powered tutors with ‘the machine version of infinite love’
Comments Link
What’s the most fucked up thing you’ve seen at work?
Comments Link
What is your opinion on the Reddit Blackout, and should AskReddit participate as one of the most active subs?
Comments Link
People who don't drink alcohol, why?
Comments Link
TIL in 1998, a preservation group began restoring Ben Franklin’s residence in London. During their rehabilitation work, they discovered a secret, windowless room under his garden containing the remains of 15 people.
Comments Link
TIL people that are night owls have an inner clock that runs in cycles longer than 24 h. Like this, their rhythm gets delayed everyday, making it hard to fall asleep and get out of bed.
Comments Link
TIL Ancient pottery from West Africa have been chemically analyzed, showing organic residue of their diets. The Nok people from 3,500 years ago enjoyed quality nutrition in greens such as African eggplant, okra, cowpea and bombax, and added flavors to starch-based staples
Comments Link
[OC] Here's What the Genocide in Cambodia between 1970 and 1975 Did to Its Population Pyramid
Comments Link
[OC] AI's influence on the S&P 500
Comments Link
Mt. St. Helens eruption vs other major eruptions including previous Yellowstone eruptions by volume of material ejected.
Comments Link
Pickled red onions are the fucking bomb.
Comments Link
What's your "accidental genius" meal?
Comments Link
My dad bought 10 lbs of garbanzo beans any idea on how I can use them all up?
Comments Link
[Homemade] Street Cart Chicken & Yellow Rice
Comments Link
Deep fried Catfish, Baked macaroni and cheese, collard greens with smoked turkey wings. [Homemade]
Comments Link
[Homemade] Grilled Ribeye
Comments Link
BOTTOMS Official Red Band Trailer
Comments Link
DGA Board Unanimously Approves New Film & TV Contract, Which Is Now Headed To Members For Ratification
Comments Link
Official Poster for 'Expendables 4'
Comments Link
Akai, akramness, Digital, 2023
Comments Link
My Medieval Persona, u/amememeer (me), Digital Art, 2023
Comments Link
Midnight Goddess, PersianBambina, Acrylic and Resin, Canvas, 2023
Comments Link
'Reading Rainbow' Premiered 40 Years Ago Today - This Is The Original Intro From 1983
Comments Link
‘Perry Mason’ Canceled By HBO After 2 Seasons
Comments Link
Chris Licht Is Out at CNN
Comments Link
There's something strange about this Nirvana tshirt I thrifted
Comments Link
Colin Mochrie with hair
Comments Link
[OC] A pink pineapple I got as a gift from a coworker.
Comments Link
The flying bar obstacle
Comments Link
Fires across Canada appeared to start all at once
Comments Link
I drew this pixel art animated scene and called it "Barzakh" [OC]
Comments Link
Visual instruction-visualization for assembling the Rubik's Cube.
Comments Link
a chunk of my red hair from when i was 16 compared to my faded with time hair now that I'm 27
Comments Link
Quaalude Lemmon 300 Methaqualone Bottle
Comments Link
Just saw airless tires on a lawn care companies mower
Comments Link
During WWII, Jews in Budapest were brought to the edge of the Danube, ordered to remove their shoes, and shot, falling into the water below. Sixty pairs of iron shoes now line the river's bank, creating a ghostly memorial to the victims. This memorial is known as 'Shoes on the Danube Promenade'.
Comments Link
*This Mother Gorrilla Showing off her Baby *
Comments Link
*View from a cruise ship porthole during a violent midnight storm in the middle of the ocean *
Comments Link
The real Galaxy S23 ad
Comments Link
Run! My boyfriend is here!
Comments Link
*BMW driver uses a blinker for the first time! *
Comments Link
Doggo's First Day Back At Work After Having A Week Off
Comments Link
Cat incubating eggs and raising chicks
Comments Link
Duck enjoying pets
Comments Link
Get this as a daily email!
submitted by
_call-me-al_ to
RedditTLDR [link] [comments]
2023.06.07 17:00 Gothicus1016 Just got the newest beta. What are the opinions of the all mighty internet?
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 14:32 Jazzy-Brampton Oscar's Roadhouse Live music schedule
2023.06.07 12:44 Rainman_827 peculiar flavors
2023.06.07 09:34 gagnerocs38 First time writing the menu for my restaurant in the middle of Wyoming. Pretty happy with how it turned out
2023.06.07 09:02 kikiwitch Itinerary check: 8 days, June 19-26th (Kanazawa, Shirakawa-go, Takayama, Gujo Hachiman, Nagoya)
Hello all! Below is my solo trip itinerary. I'm excited to see what's beyond Tokyo. Please let me know:
- If this is too packed and unrealistic to get done in this time
- If I should skip or stay longer in any location below
- If I should add any other city or major attraction to this route
- If there are any huge things/experiences I'm missing
- Any local food that I should try? I travel for food lol
Any tips/suggestions are greatly appreciated. Thank you!
19th: Kanazawa
Kanazawa castle Ishikawa Prefectural Museum of Traditional Arts and Crafts Kanazawa Hyakubangai mall (4' walk from hotel) Oyama shrine Food: Miyuki / famous oden Food: Grill Otsuka / Hanton rice, omurice with tartar & ketchup Food to find: Jibu-ni (duck soup), Kabura-sushi (yellowtail turnip sushi), Kanazawa Curry (thick curry)
20th: Kanazawa (cont)
Nomura-ke Samurai Residence Myouryuji (Ninja Temple) Ninjabuki Museum Naga-machi District Food: Omicho market: - Kaitenzushi Okura / fresh, cheap sushi - find Kano crab, sea urchin Food: ice cream / Hakuichi Higashiyama Food: buy Kabura-zushi from local shops
Bus to Shirakawa-go
21th: Shirakawa-go day trip
Museum Gassho-zukuri Minkaen ”Kyoshu” Traditional Coffee Shop Dessert: Pudding, sake soft serve @ Shirakawago Purin no Ie Food: Gohei mochi Wada House Kanda House Shirakawago Restaurant Irori Shiroyama Tenshukaku Observation Deck Ogimachi Castle Observation Deck Food: Hida beef yakiniku and Hitsumabushi Bus to Takayama, stay overnight
22th: Takayama
Miyagawa Morning Markets Food: Hida beef 京や Takayama Matsuri Yatai Kaikan Takayama Shōwa-kan Museum Hida Takayama Town Museum Takayama Jinya Showa museum Sanmachi Suji Food: Hoba Leaf Sushi 梗絲(きょうし)
23rd: Takayama (cont)
Food: Sakurajaya/Sakurachaya. Get hida beef & tempura. Alternative: Izakaya Kyouya - Hida Folk Village Hie Shrine? Retro museum/arcade 昭和の博物館 飛騨高山レトロミュージアム
Bus to Gujo Hachiman, stay overnight
24th: Gujo Hachiman
Gujo Hachiman Castle Gujo Hachiman castle town plaza Food: Udon 翔太のうどん Alteltrnative: Soba そばの平甚 本店 Dessert: dango at 団子茶屋 郡上八幡 Sogi Spring Igawa lane Yanaka Lane Kajiya machi street Shokunin machi street
25-26th: Nagoya
Osu Shopping Street Fureai Plaza Sakae / night life, bars etc Food: Yamachan / nagoya chain Nagoya castle (maybe under construction) Atsuta Jingu shrine Inuyama castle Museum Meiji-Mura Food: Sushiro Ghibli Park Explore local food: misokatsu, ebi fry, Yabaton (deep fried pork cutlet), kishimen (flat udon noodles), maruha shokudou (seafood and famous for their deep fried jumbo shrimp), Sekai no Yama Chan (deep fried chicken wings), Furaibo / Teba-Saki Chicken Wings Alternative: Misokatsu Yabaton Yaba-cho Honten Alternative: Hitsumabushi dish @ Maruya Honten or Hitsumabushi Hanaoka or Atsuta Horaiken
submitted by
kikiwitch to
JapanTravel [link] [comments]
2023.06.07 08:00 AutoModerator June 07, 2023 - June 14, 2023 Weekly Questions & Advice Megathread
This megathread is to house your questions regarding teambuilding or just questions in general about the game.
Don't hesitate to ask!
Frequently Asked Questions
There is no 2x Special Chance anymore
How To Raise Bounty/5 Gem Quests in CMM? A: If they aren’t event related, they are bounty quests; you finish them over time by completing events and you can’t rush them
Which TM units should I get from the shop? A: Visit /onepiecetc/w/guides/tmunitrankings
What do I do with dupes? A: See this comment by GoldFishPony, or follow the graphic in this post for legends.
How do I complete a Clash? A: There are clashes every day except Saturday in the Event tab. After Level 150 they can be unlocked from the Archive at any time.
What units should be farmed/purchased first? A: Recollection Archive, Kizuna Shop, Daily Raids, and PF Shop listed in this document.
How do I get more than +300 CC? A: Upgrading Pirate Festival facilities increases the CC cap.
Which 30 Gem ship(s) should I get? A: Hoe >>> Hind > Megalo = Oro Jackson = Castello > Zunesha = Shark> Germa > Koi. If you have both the Hind and Castello, you can probably hold off on Megalo.
What do I reroll fohow do I reroll? A: See the global guide here, created by Mr MattZz, Achilles, Gacha and FlyingDonut from the /OnePieceTC discord server.
What will I lose if I transfer devices? A: You will always lose mail. You will only lose gems and your gem subscription if transferring operating systems, such as going from iOS to Android or vice versa.
How many gems can I get from the Story/Colo? A: Check out this sheet for story and this one for colo.
Large download (600+ MB) every time you open the game? A: Free up more space on your phone, ideally 4+ gigabytes total.
Where can I find [Unit's 6+ Skull]? A: See this comment.
How do I trigger Invasions/How do I get skulls? A: Invasions have a chance to trigger (and have a chance to drop skulls) whenever you clear a raid that is 8* difficulty or higher and costs 60 stamina.
Helpful Resources
Current & Repeat Events
All concurrent events are updated manually and can be found in the following wiki pages:
Guides
Please refer to the sidebar, menu, wiki, megathreads OR use the search bar.
Question not answered? You may re-post within a reasonable time frame (~2H)
Do NOT ask for karma/upvotes. If you see anyone doing so, please report them.
submitted by
AutoModerator to
OnePieceTC [link] [comments]
2023.06.07 07:00 RedDeadMods /r/RedDeadOnline Simple Questions & FAQ Thread.
/RedDeadOnline Simple Questions & FAQ Thread.
If your question isn't answered below, leave a comment and a community member will try to help!
If there are any frequently asked questions missing, then please comment with that question & what the answer is. Please also feel free to improve on any of the answers below.
We'll be redirecting all simple/one liner questions to this thread in the hopes of reducing spam/repeat posts. Please report any you see under Rule 6, commonly posted question.
PC / Next-Gen / Stand-alone Questions
Q) If I buy on Rockstar Launcher, can I play with friends on Steam?
Yes, you can play with friends on PC regardless of what store they bought it from. Even Steam GTA, uses Rockstar to launch the game.
Q) Can we transfer our characters from PS4 and Xbox One to PC?
No, you cannot transfer characters to a different platform, e.g Xbox to PC. The game is cross-gen however, so if you play PS4 you can continue on PS5.
Q) If I buy a next-gen console, can I play with friends on old-gen consoles?
Yes! The game is backwards compatible on console, so you can play with friends on PS4/PS5 or XB1/XBX
Q) If I already own Red Dead Redemption 2, do I need to buy Red Dead Online again when it goes standalone?
No! Red Dead Online is still part of the RDR2 game.
Red Dead Online: General Questions
Q) What are the currencies in Red Dead Online?
Cash, the main currency in RDO that is earned through almost every activity.
Gold Bars, the premium currency in RDO that can be purchased using real money. You earn a small amount of gold for completing activities online.
Role Tokens, earned by levelling up in each role, used to unlock abilities & items for the five current roles.
Q) What is the Outlaw pass?
The Outlaw Pass is an in-game purchase using the premium Gold currency that allows you to earn items/rewards as you level up.
Outlaw Pass are only available for a limited time and once they finish, you can't access them again.
Q) What are Daily Challenges?
Every day at 6am UTC, you are given a new list of 7 daily challenges as well as 15 role daily challenges. They can range from hunting specific animals or finding certain herbs, to completing PVP/Freeroam events.
Initially, you earn 0.1 Gold per completed challenge plus a bonus if you complete all 7 regular challenges.
After completing at least 1 challenge per day for 7 days, you then earn a little more gold per challenge each week before your daily challenge streak resets after 28 days.
Your daily challenge streak will then reset, and you start the process again.
In addition to this, there are also 3 daily challenges for each role available and you can do a max of 9 role daily challenges. Daily challenges for roles will also differ depending on your rank within each role.
Q) What are Free-roam events (role/normal)
Every 45 minutes, you'll receive an invite to a free-roam event. Free-roam events can be activities such as fishing, horse racing, archery competitions, or PVP. You earn XP + cash for completing.
There are also role specific events that happen every 90 minutes, you need to be ranked up and enrolled in each role before you'll see invites for these activities.
You can see the schedule for free-roam & role events here
Q) What are ability cards?
Abilities in Red Dead Online are assigned to a character through Ability Cards. These are divided into two different types. Dead Eye cards that grant abilities only active during Dead Eye, while Passive cards add abilities that are always active, no matter what you do. Passive abilities are further divided into several different categories.
In Red Dead Online, it's not possible to assign all of the available abilities to the character, as there are only 4 slots available. One slot is used for a single Dead Eye card, while the remaining three slots are used for Passive abilities. Source.
Q) What are the playing styles online?
Defensive: Players in Defensive mode will be indicated by a shield icon, will take reduced damage from enemy players, cannot be lassoed, melee attacked, executed or targeted with auto-aim. Defensive players will also be excluded from being targeted in PvP-related missions such as Player Assassination. Those who attack Defensive players receive hefty penalties via the Hostility system, while players who initiate conflict while in Defensive mode will be instantly pulled out of Defensive mode and also receive similar Hostility penalties.
Offensive: The Offensive playing style is set as the default and is how most players traditionally interact in Free Roam – free to engage in hostile contact with other players if you are prepared to accept the potential consequences.
Red Dead Online: Other Questions
Q) How do I dual wield?
At rank 25, you can buy an off-hand holster which allows you to equip a second handgun.
Q) How do I change appearance
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to Online Options > Scroll down to Change Appearance
Q) How do I setup camp
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to camp options > Choose location for camp
Camps can be used to access wardrobes, collect items you've ordered via the catalog, craft & cook and fast travel if upgraded.
A small camp is suitable for 1-4 posse members and costs $1 per in game day. A large camp is suitable for 1-7 posse members and costs $2 per in game day.
Q) Where is the gun locker?
You unlock it through the trader role, then purchase it at Wilderness Outfitters in camp, and then it appears at your specific tent in camp.
Q) How do I buy a dog?
At your camp, head to Cripps and access Wilderness Outfitters, from there you can select the dog option.
Q) What can dogs be used for?
Looking cool at your camp and warning you of camp raids when you unlock the perk. Not really much else. (They're not companions like Dogmeat from Fallout 4)
Q) I saw an item, but can't find it on PC or Xbox One.
Some items are exclusive to PS4, so you may see things promoted by Rockstar that aren't yet available on your platform or it may be from an old Outlaw Pass.
Q) What is the best Horse
This post should help.
Q) What are the best Weapons
Captain Balrick's arsenal should help you decide
Q) What is the best ability card loadout
This post in the /RedDeadOnline mega-guide should help.
Q) What is the best way to make money/gold
This post should help.
Q) Where are the treasure maps located?
You can find them all here.
Red Dead Online: Roles
Q) Can I have more than 1 role active?
Yes! You can play in all roles concurrently.
Bounty Hunter Role
Q) What is the Bounty Hunter role?
Get started as a Bounty Hunter when you meet the Legendary Bounty Hunter in Rhodes and purchase the Bounty Hunter License. The standard cost is 15 Gold Bars.
Licensed Bounty Hunters can pick up work by visiting bounty boards located near law offices, post offices and train stations across the states. There is no shortage of criminals to be dealt with and the targets range in difficulty, from lone low-level petty thieves to notorious outlaws with armed protection details and a watchful eye. Taking on an armed gang or bringing multiple targets to justice is made easier with the help of a Posse, who will all earn a cut of the final bounty. And keep in mind, bringing in targets alive will yield a greater reward.
Reaching Bounty Hunter Rank 12 will open up the opportunity to take down other players with high bounties of $20 or more. Bounty Hunters will be notified through an invite about the opportunity to hunt down the wanted player when they’re nearby in a structured pursuit. The wanted player must escape (or surrender) within the allotted time and if captured, they’ll also have opportunities to escape and flee. If the Bounty Hunter brings the target in alive, they’ll receive an award while the criminal serves time.
Q) What are legendary bounties?
Legendary bounties are high-tier bounties, they usually involve a mini-story/cut scene. They're also much tougher than a regular bounty.
There are 10 legendary bounties that can be access as part of the Bounty Hunter role and 3 that can be accessed (when they've all released) by purchasing the Prestigious Bounty Hunter upgrade.
Trader Role
Q) What is the Trader role?
our trusted camp companion, Cripps, has long dreamed of starting a trading outpost and you’re going to help him make it happen - by becoming a partner in the fledgling Cripps Trading Company. Combining Cripps’ lifetime of working with animal materials and your skills at hunting and frontier security, you’ll have the perfect ingredients to develop a thriving business.
Once you agree to help Cripps, you can start turning your camp into a business by sourcing items for Cripps to convert into sellable goods. An investment of 15 Gold Bars to purchase a Butcher’s Table will get your business up and running.
Once you’re operational, you’ll provide Cripps with Materials through hunting animals – pristine pelts and carcasses will provide better yields. You’ll also take on Resupply Missions to acquire additional necessities through less than savory tactics. Once supplied, Cripps will begin turning the materials into sellable goods, which can then be sent out on low-risk local deliveries for payment or across greater distances for a premium.
Improve your hunting yields with a Hunting Wagon for larger hauls or upgrade your Delivery Wagons for larger sales. As business flourishes and your presence becomes known in the market, your competition may grow jealous of your success, so keep an eye out for raids on your camp. As your trade grows, you might consider purchasing a camp dog from Wilderness Outfitters. Not only are dogs great camp companions for all players, but a Trader of sufficient rank can teach their dog to warn of incoming attacks.
Q) Can I skip the medium wagon?
No, you need to buy the medium wagon, then the large wagon.
Q) What can I sell to Cripps?
You can sell carcasses & small animals (e.g squirrels). Along with some animal parts, e.g feathers.
Cripps does not accept meat, fish or skinned carcasses.
Q) How long does it take Cripps to make goods after resupplying?
Cripps requires materials and supplies to produce goods. You give him materials by donating carcasses and pelts. He uses two units of materials to produce one good. You either buy supplies or obtain them through resupply missions. Either way, that gives enough supplies to produce 25 goods. As long as both materials and supplies are available, Cripps produces 1 good every 2 minutes (1 in-game hour).
Collector Role
Q) What is the Collector role?
Seek out the mysterious travelling saleswoman Madam Nazar to acquire the Collector’s Bag and get started on the path of the Collector. It will cost 15 Gold Bars for access to collecting and selling rare items.
With Madam Nazar’s help, you will be able to explore the world finding valuable treasures, whether they’re discarded Tarot cards in abandoned camps, buried treasures unearthed with your trusty shovel, hidden family heirlooms and more.
Collect individual pieces and sell them off directly to Madam Nazar or collect entire sets for even more valuable sales. As you progress, you’ll unlock enhanced searching skills; more useful tools like a metal detector; benefits like increased carrying capacities; the ability for your horse to directly pluck and pass herbs to you while mounted, and more.
Q) Where is Madam Nazar?
Madam Nazar can be located by completing a map/collection for her. Her location is posted daily on /RedDeadDailies - She changes location at 6am UTC time each day.
You can also find her using https://madamnazar.io/
Q) Who is Madam Nazar?
Madam Nazar is the Collector role vendor, you can obtain maps, cosmetics & other items such as the shovel from her.
Q) Why is Madam Nazar?
...
Q) Where do you buy a shovel?
From Madam Nazar, it costs $350. If you need help finding her, check /RedDeadDailies
Q) Where do you buy a metal detector?
From Madam Nazar, it unlocks at level 5 and costs $700. If you need help finding her, check /RedDeadDailies
Q) Can you sell collector items individually or does it need to be a full set?
Yes, however you get far less money than you would if you sold a full collection
Q) Can you only have one collector map active?
Yes, if you try to open a second map, it may auto-close and almost looks like a bug, however, you should only try and activate one at any given time.
Moonshiner Role:
Q) I already met Maggie but I didn't buy a shack, now I can't find how to buy the shack?
In the options menu (left on the D-pad, or L on PC), select "Camp & Properties" → "Moonshine Shack" → "Shack Location".
Will be expanded upon soon...
Naturalist Role
Will be updated soon...
Useful Red Dead Online Resources
This thread will be posted reposted monthly on the 7th. We'll aim to update & add any additional questions in time for the new thread being posted each month
submitted by
RedDeadMods to
RedDeadOnline [link] [comments]
2023.06.07 03:52 boomerandzapper Comprehensive List of "Small Family Run Hidden Gems" in Vancouver
Background
I've been compiling a list of "hidden gems" in the back of my mind for a while now. There are many "hidden gems" in Vancouver. To cover them all would be a whole book. To make things easier for a post I created a stricter set of criteria.
The purpose of this post is not only to share but also to uncover more "small family run hidden gems". There are many places that almost make it which I added to the Honorable Mentions section.
What constitutes a small family run hidden gem?
A tiny to small restaurant that's family and serves amazing food or beverages. These are the places that people who've been recommend to out of town guests. You go
"wow" when you first discover the place.
The hidden part is covered by collecting data on posts/comments to verify the "hidden aspect". Although just because a business has low Reddit exposure, many of these places are well known in specific communities.
Detailed Criteria:
- Small: Under ~10 tables, Ideally ~2 tables. Exceptions for Food Court Stalls
- Family Run: Owner or a family member is always present. Bonus for family-run businesses with no employees.
- Hidden (On Reddit): Under 40 comments where a post is worth 5 comments.
- Gem: Arguably the best place to get a certain dish/cuisine in Metro Vancouver
The List:
Name | Rough Area | Cuisine | Known For (* = other things also good) | Comments | Posts | Reddit Exposure |
Nine Ninety | Richmond | Chinese (Wuhan/Food Court) | Spicy Dry Noodles* | 1 | 0 | 1 |
Adam's Crepes | South Burnaby | French | Crepes | 1 | 1 | 6 |
Feast and Fallow | Oakridge | Cafe (Plant Based) | Coffee* | 2 | 0 | 2 |
Lao Cai | West Vancouver | Chinese (Xi'an) | Dry Cumin Lamb Noodles* | 2 | 0 | 2 |
Lully's Food Truck | Abbotsford (Canadian Tire Parking Lot) | American | Hot Dogs | 4 | 1 | 9 |
Excellent Tofu | Richmond | Chinese (Dessert) | Tofu Pudding | 6 | 0 | 6 |
Gateau de Henry | Kitsilano | Cakes | Cakes* | 8 | 1 | 13 |
Oide | East Van | Cafe | Coffee Rotation | 8 | 1 | 13 |
Tama Organic Mart | Burnaby | Japanese (Grocery Store) | Vegan Bento | 8 | 1 | 13 |
Fat Boy Kitchen | Victoria - Fraserview | Chinese (Hong Kong) | Pork Chop Rice* | 9 | 0 | 9 |
Klasik Inasal | Mount Pleasant | Filipino | Overall Filipino Food | 10 | 1 | 15 |
Long's Noodle House | End of Main Street | Chinese (Shanghai) | Soup Dumplings + Drunken Chicken* | 12 | 3 | 27 |
Mr Japanese Curry | Mount Pleasant (Cambie) | Japanese (Curry) | Japanese Curry | 17 | 0 | 17 |
Sushi Bar Kilala | North Burnaby | Japanese (Sushi) | Homey Sushi | 18 | 0 | 18 |
Sashimiya | Downtown | Japanese (Sushi) | Moderately Priced High Quality Nigiri* | 20 | 3 | 35 |
Baby Dhal | Commercial | Trinidadian | Dhal Puri Roti* | 24 | 1 | 29 |
Tandoori Palace | Commercial | Indian/Pakistani | Naan + Butter Chicken (Outside Surrey)* | 26 | 1 | 31 |
Cafe Dang Anh | Victoria - Fraserview | Vietnamese (Northern) | Pho Bo Tai Lan* | 27 | 0 | 27 |
Yama Cafe | East Van | Japanese (Cafe) | Meal Sets/Moffins (Mochi Muffins) | 35 | 0 | 35 |
Merci Beaucoup Cafe | Commercial | Vietnamese (Bahn Mi) | House Special Sub | 38 | 0 | 38 |
Honorable Mentions:
Name | Rough Area | Cuisine | Known For (* = other things also good) | Comments | Posts | Reddit Exposure | Honorable Mention Reason |
Bali Thai | East Vancouver | Indonesian (Food Court) | Overall Indonesian Food | 45 | 2 | 55 | Too Well Known |
Barbara | Chinatown | Contemporary | Tasting Menu* | Unknown | Unknown | 50+ | Too Well Known (Michelin Star) |
Carp | Mount Pleasant | Hawaiian | Ahi Tuna Poke | Unknown | 5 | 50+ | Too Well Known |
Dragon Ball Tea House | Shaughnessy | Bubble Tea | Fruit Slush | Unknown | 5 | 50+ | Too Well Known |
Hachibei | Fairview | Japanese (Assorted) | Miso Black Cod (Often Sells Out)* | 18 | 0 | 18 | Owner Status Unknown |
Melo Patisserie | Mount Pleasant | French (Cafe) | Almond Croissant | 14 | 1 | 19 | Owner Status Unknown |
Prototype Coffee | East Vancouver | Cafe | Coffee Flight* | 75 | 13 | 140 | Too Well Known and Owners not always Present |
Unchai | Kitsilano | Thai | Overall Thai Food | 59 | 10 | 109 | Too Well Known |
Hidden Gems from Comments:
Name | Rough Area | Cuisine | Known For (* = other things also good) | Comments | Posts | Reddit Exposure |
T-Bay Bistro | Marpole | Taiwanese | | 0 | 0 | 0 |
Bangkok City Cafe | Kitsilano | Thai | | 1 | 0 | 1 |
Rumi Rose Tea | North Burnaby | High Tea | | 1 | 0 | 1 |
Shine Valley Lamb Noodle | Richmond | Chinese (Northern) | Lamb Noodles | 4 | 0 | 4 |
Szechuan Delicious | Richmond | Szechuan | | 4 | 0 | 4 |
Green Bamboo | Burnaby (Crystal Mall) | Vietnamese | Pho (Meat from top to bottom) | 5 | 0 | 5 |
Nam vegan express | New West | Vietnamese (Vegetarian) | | 6 | 0 | 6 |
Veggiebowl Cafe | Renfrew - Collingwood | Vietnamese (Vegetarian) | Vegan/Vegetarian Pho | 7 | 0 | 7 |
Puerto Mexico | Kitsilano | Mexican | | 9 | 0 | 9 |
Pho Lan | Richmond Center | Vietnamese (Pho) | | 16 | 0 | 16 |
Yagoto | Kitsilano | Sushi | | 10 | 2 | 20 |
Pho Tan | Kerrisdale | Vietnamese (Pho) | | 37 | 3 | 52 |
Indian roti kitchen | Cambie | Indian | | 43 | 2 | 53 |
Paul's Sub Shop | Metrotown | Deli | | 54 | 2 | 64 |
Sun Bo Kong | Kensington | Chinese (Vegetarian) | Oyster Mushroom/Hot and Sour Soup/Noodles | 70 | 1 | 75 |
Lamajoun | Bridgeport | Lebanese | | 46 | 8 | 86 |
Manpuku | Chinatown | Japanese | Karaage | 61 | 6 | 91 |
Northern Cafe and Grill | Mitchell Island | Diner | | 90 | 2 | 100 |
Hawker's Delight | Little Mountain | Malaysian/Singaporean | | 72 | 8 | 112 |
Wang’s Shanghai Cuisine | Metrotown | Chinese (Shanghai) | Soup Dumplings/ Pan Fried Juicy Bun | | | 100+ |
Used this to make the tables:
http://tableit.net/ submitted by
boomerandzapper to
vancouver [link] [comments]
2023.06.07 00:47 hijoput4 Don't sleep thinking firefox protects your privacy...
https://accounts.firefox.com/en/legal/privacy Since most people don't check the privacy agreements, here it is:
Privacy Notice Firefox Privacy Notice
Effective August 1, 2022 {: datetime="2022-08-01" } At Mozilla, we believe that privacy is fundamental to a healthy internet.
That’s why we build Firefox, and all our products, to give you greater control over the information you share online and the information you share with us. We strive to collect only what we need to improve Firefox for everyone.
In this Privacy Notice, we explain what data Firefox shares and point you to settings to share even less. We also adhere to the practices outlined in the Mozilla privacy policy for how we receive, handle and share information we collect from Firefox. Firefox by default shares data to: Improve performance and stability for users everywhere {: #health-report }
Interaction data: Firefox sends data about your interactions with Firefox to us (such as number of open tabs and windows; number of webpages visited; number and type of installed Firefox Add-ons; and session length) and Firefox features offered by Mozilla or our partners (such as interaction with Firefox search features and search partner referrals). Technical data: Firefox sends data about your Firefox version and language; device operating system and hardware configuration; memory, basic information about crashes and errors; outcome of automated processes like updates, safebrowsing, and activation to us. When Firefox sends data to us, your IP address is temporarily collected as part of our server logs.
Read the telemetry documentation for Desktop, Android, or iOS or learn how to opt-out of this data collection on Desktop and Mobile. {: #telemetry } Search {: #defaultsearch }
You can perform searches directly from several places in Firefox, including the Awesome Bar, Search Bar, or on a New Tab. We receive data about how you engage with search in Firefox and the number of searches you request from our search partners.
Location data: When you first use Firefox, it uses your IP address to set your default search provider based on your country. Learn more. Search queries: Firefox by default sends search queries to your search provider to help you discover common phrases other people have searched for and improve your search experience if your selected search provider supports search suggestions. Learn more, including how to disable this feature. Links to our default search providers are: Google Microsoft (Bing) If you enable "Improve the Firefox Suggest Experience," we and our partners may also receive your search queries. Learn more below.
Recommend relevant content
Firefox displays content, such as Add-on Recommendations, Top Sites (websites suggested by Mozilla for first-time Firefox users), and Pocket Recommendations (which is part of the Mozilla family).
Location data: Firefox uses your IP address to suggest relevant content based on your country and state. Technical & Interaction data: Firefox sends us data such as the position, size and placement of content we suggest, as well as basic data about your interactions with content. This includes the number of times content is displayed or clicked. Pocket Recommendations: We recommend content to you based on your browsing history, language, and country location. The process of deciding which stories you should see based on your browsing history happens locally in your copy of Firefox, and neither Mozilla nor Pocket receives a copy of your browsing history. To help you see relevant Pocket Recommendations based on your location, Firefox shares your language and country location with Pocket. Mozilla and Pocket receive aggregated data about the recommendations you see and click. We also share aggregated data about the sponsored content you see and click with our third-party ad platform Adzerk so advertisers can see how many people click on their articles. This aggregated data does not identify you personally. Top Sites: When you click on a Sponsored Top Sites tile on New Tab, we share your country, region, county (if you're in the US), the tile you clicked, and the time you clicked with AdMarketplace (a third-party referral platform) to verify you navigated to the website. Firefox does not share your IP address or any other information that could be used to identify you. Add-on and Feature Recommendations: We recommend Add-ons in two places: the Manage Your Extensions Page (about:addons) and the Awesome Bar, where you search or type in URLs. We may also recommend Firefox Features in the Awesome Bar. We base the recommendations in about:addons on a cookie. We base the recommendations in the Awesome Bar on your interaction with Firefox. Mozilla does not receive your browser history. The process happens locally in your own computer’s copy of Firefox. Learn More about Awesome Bar recommendations or Extensions Page recommendations.
Improve security for users everywhere {: #security }
Webpage data to DNS Resolver service: For some Firefox users, Firefox routes DNS requests to a resolver service that has agreed to Mozilla’s strict privacy standards for resolvers. This provides added protection from privacy leaks to local networks and also from certain DNS security attacks. System logs of your DNS requests are deleted from the service within 24 hours and are only used for the purpose of DNS resolution. Learn more or see our default DNS resolver service providers below:
Cloudflare NextDNS Comcast CIRA Shaw
Technical data for updates: Desktop versions of Firefox check for browser updates by persistently connecting to Mozilla servers. Your Firefox version, language, and device operating system are used to apply the correct updates. Mobile versions of Firefox may connect to another service if you used one to download and install Firefox. Learn more. {: #auto-updates }
Technical data for add-ons blocklist: Firefox for Desktop and Android periodically connect to Mozilla to protect you and others from malicious add-ons. Your Firefox version and language, device operating system, and list of installed add-ons are needed to apply and update the add-ons blocklist. Learn more.
Webpage and technical data to Google’s SafeBrowsing service: To help protect you from malicious downloads, Firefox sends basic information about unrecognized downloads to Google's SafeBrowsing Service, including the filename and the URL it was downloaded from.Learn more or read Google’s Privacy Policy. Opting out prevents Firefox from warning you of potentially illegitimate or malicious websites or downloaded files.
Webpage and technical data to Certificate Authorities: When you visit a secure website (usually identified with a URL starting with "HTTPS"), Firefox validates the website's certificate. This may involve Firefox sending certain information about the website to the Certificate Authority identified by that website. Opting out increases the risk of your private information being intercepted. Learn more. Crash reports {: #crash-reporter }
By default on desktop versions of Firefox, we will ask you to share a report with more detailed information about crashes with Mozilla, but you always have the choice to decline.
Sensitive data: Crash reports include a ‘dump file’ of Firefox’s memory contents at the time of the crash, which may contain data that identifies you or is otherwise sensitive to you. Webpage data: Crash reports include the active URL at time of crash. Technical data: Crash reports include data on why Firefox crashed and the state of device memory and execution during the crash.
Read the full documentation here. Measure and support our marketing
Campaign and Referral Data: This helps Mozilla understand the effectiveness of our marketing campaigns. {: #referraltracking } On Desktop: Firefox by default sends Mozilla HTTP data that may be included with Firefox’s installer. This enables us to determine the website domain or advertising campaign (if any) that referred you to our download page. Read the documentation or opt-out before installation. On Mobile: Firefox for iOS and Android by default send mobile campaign data to Adjust, our analytics vendor, which has its own privacy policy. Mobile campaign data includes a Google advertising ID or Android ID, IP address, timestamp, country, language/locale, operating system, and app version. Read the documentation. {: #thirdparty }
Firefox Suggest and Top Pick {: #searches }
Mozilla is developing a new feature that helps deliver you better information with less effort. It’s called Firefox Suggest and an early version of it is currently available to users in the United States. By default, Firefox Suggest shows you recommended and sponsored content based on local data stored on your own computer, such as websites from your browsing history, bookmarks and open tabs.
Sites you visit: Firefox sends Mozilla which suggestions you click or dismiss and Mozilla may share that data with its partners. Location data: Firefox temporarily sends Mozilla your IP address which we use to suggest content based on your country, state, and city. Mozilla may share location information with our partners, but partners will not receive your IP address. Technical & interaction data: Firefox sends Mozilla data such as the number of times Firefox suggests or displays content and your clicks on that content, as well as basic data about your interactions with Firefox Suggest. Mozilla shares information with our partners about how many times suggestions are shown and clicked for verification and feature improvement.
If you choose to enable "Improve the Firefox Suggest Experience," Firefox shares the following information to improve your browsing experience and to improve the service:
Searches: Firefox sends Mozilla what you type into the search bar and Mozilla may share that data with its partners.
We take measures to limit our and our partners’ ability to identify you. Learn more. If you use these features, Firefox will share data to provide you functionality and help us improve our products and services: {: #optional-features } Firefox Accounts
Registration data: Mozilla receives your email address and a hash of your password when you create a Firefox Account or sign-up to Join Firefox. You can choose to include a display name or profile image. Your email address is sent to our email vendor, Acoustic, which has its own privacy policy. Location data: For security purposes, we store the IP addresses used to access your Firefox Account in order to approximate your city and country. We use this data to send you email alerts if we detect suspicious activity, such as account logins from other locations. Interaction data: We receive data such as your visits to the Firefox Accounts website, dashboards and menu preferences, what products and services you use in connection with your Firefox Account, and your interactions with our emails and SMS messages. We use this to understand your use of our products and services and to send you more useful Firefox Account Tips and in-product messages. Technical data: To display which devices are synced to your Firefox Account and for security functionality, we store your device operating system, browser and version, timestamp, locale, and the same information for devices connected to your account. If you use your Firefox Account to log into other websites or services (such as AMO or Pocket), we receive the timestamp of those log-ins.
Read the full documentation or learn more, including how to manage your Firefox Account data or our data practices for websites and email. You can also read the privacy notices for our Firefox Account connected services, which are:
Firefox Monitor Firefox Notes Firefox Sync Firefox Relay Mozilla VPN
Sync {: #sync }
Synced data: If you enable Sync, Mozilla receives the information that you sync across devices in encrypted form. This may include Firefox tabs, add-ons, passwords, payment autofill information, bookmarks, history, and preferences. Deleting your Firefox Account will delete related Firefox Sync content. You can also read the documentation. Technical and Interaction data: If you enable sync, Firefox will periodically send basic information using Telemetry about the most recent attempt to sync your data, such as when it took place, whether it succeeded or failed, and what type of device is attempting to sync. You can also read the documentation.
Learn more, including how to enable or disable sync. Location {: #location-services }
Location data to Google's geolocation service: Firefox always asks before determining and sharing your location with a requesting website (for example, if a map website needs your location to provide directions). To determine location, Firefox may use your operating system’s geolocation features, Wi-fi networks, cell phone towers, or IP address, and may send this data to Google's geolocation service, which has its own privacy policy.
Learn more. Website notifications {: #push-notifications }
Connection data: If you allow a website to send you notifications, Firefox connects with Mozilla and uses your IP address to relay the message. Mozilla cannot access the content of messages. Interaction data: We receive aggregate data such as the number of Firefox subscriptions and unsubscriptions to website notifications, number of messages sent, timestamps, and senders (which may include specific website providers).
Read the full documentation or learn more, including how to revoke website notifications. Add-ons {: #addons }
You can install Add-ons from addons.mozilla.org (“AMO”) or from the Firefox Add-ons Manager, which is accessible from the Firefox menu button in the toolbar.
Search queries: Search queries in the Add-on Manager are sent to Mozilla to provide you with suggested Add-ons. Interaction data: We receive aggregate data about visits to the AMO website and the Add-ons Manager in Firefox, as well as interactions with content on those pages. Read about data practices on Mozilla websites. Technical data for updates: Firefox periodically connects with Mozilla to install updates to Add-ons. Your installed Add-ons, Firefox version, language, and device operating system are used to apply the correct updates.
submitted by
hijoput4 to
RealPiracy [link] [comments]
2023.06.06 23:50 AntsInMyEyesGuy I wonder where they keep the kids
2023.06.06 23:48 No-Bird5420 Bro, what is going on 💭🤣😂🤷♂️💀
2023.06.06 23:25 Huge_Side_9827 Wisdom needed
| So for dinner we did Culver’s but I only ate 3-4 onion rings out of the large family style order. Did I track this the correct way? There’s really no way to track 3-4 onion rings and nail the nutrients exact. I wanted to track something for eating a few. submitted by Huge_Side_9827 to weightwatchers [link] [comments] |
2023.06.06 23:15 letsgetthemango Update to my everything pizza post
2023.06.06 22:39 MetsX2000 10/10 from Joes dairy bar & grill
2023.06.06 21:28 DocWilly84 Stowe, VT June 2023 - 100 Guests, $95k
We got married on June 2nd in Stowe, VT - a bit of a destination wedding in a ski resort town so the budget reflects that.
Venue - The Barn at Smuggler's Notch $18,700. This included the venue and alcohol. They provide several packages and as we are not heavy drinkers, had an open bar. They proprietors also act as day-of coordinators and are great people.
Catering - SugarSnap $16,000 which was a family style 3-course dinner with a grazing table for the cocktail hour, a dessert buffet, and late night snack table. Food was all delicious and the guest couldn't speak highly enough of it.
Band - Silver Arrow $8,060 for an 8-piece band during the reception. We had 3 piece for the ceremony and 2 for the cocktail hour. They kept it very lively and also provided audio for the ceremony. We did have to pay for band lodging which was another $900.
Rentals - VT Tent Co $3900 which covered all linens, glass ware, flatware, and silverware. Also chairs for the ceremony.
Paper items (menu, programs, etc.) - $650 by a local vendor.
Floral - Tipsy Tulip $12,900 which gave us flowers for the arbor, bridal bouquet, table arrangements, and chandeliers. They were phenomenal.
Photographer & Videographer - Andy Madea Photo $11,250 which got us all-day photography (9 AM To 11 PM) with 2 people, and 4 hours of video (5 to 9 PM) also with 2 people. Andy was a great resource as well for best practices, poses, etc.
Shuttle busses - Fleet Transportation, LLC $3,600 for 2x 14 passengers vans and 1x 32 passenger bus. Heard no complaints. Also allowed us to bring drinks for passengers.
Hair & Makeup - Heather Garrow $1,830 which included the trial. Didn't have a bridal party so some friends and family were invited to participate instead.
Save the Dates & Website - Zola $600 no real complaints, STDs looked great and the functionality of the website was nice, especially with the registry feature.
Audio Guest Book - After the Tone $375 we're not 100% sure if this was a success yet. We'll see.
Rehearsal Dinner & Welcome Party - The Lodge at Spruce Peak $11,500 food was delicious and the hospitality was great. The pavilion we used was very large and comfortable both inside and out. Grazing table was very good, and solid options for drinks.
Welcome gifts - Local Chocolatier $1,000 which included custom molding fee with a welcome message and a set of truffles for each guest. These were delicious and we had leftovers to share amongst some of the staff at the lodge and venue.
Miscellaneous items - about another $4000 or so for our lodging, spa services, food, etc.
It's definitely a lot, but we also got what we paid for. It was two days of great fun, quality time, unmatched service, and partying. We stayed at the Lodge at Spruce Peak and I can't speak highly enough about their staff, amenities, service, quality, or rooms.
The Barn at Smuggler's Notch is a first-rate venue what provides exceptional service, an amazing experience, awesome view, and an outstanding facility. It is a purpose built venue with a heating/cooling built in, a full service bridal suite with full bathroom, and an on-site chef's kitchen so the food is freshly prepared.
Feel free to ask any further questions!
submitted by
DocWilly84 to
weddingplanning [link] [comments]
2023.06.06 19:36 JohnT_RE Brass Leopard Patch Notes (1.1.5 PC Update)
| https://preview.redd.it/y0aicaagof4b1.jpg?width=1200&format=pjpg&auto=webp&s=2fde3b28d5c7f75ba40240dfc922a9de92efc985 This update focuses on several quality-of-life improvements, gameplay changes, bug fixes and more. We feel these changes should provide many iterative improvements to the overall feel and experience of CoH3. You can find all of the changes below, or an overview here, along with a video summary here. In this update, you will find the following - Audio improvements
- Additional intel warnings
- New sound effects audio mixes
- Gameplay feature improvements
- Camera height
- Event cues
- Player names and colors
- Gameplay changes
- Plane and loiter changes
- Mignano Gap and Gazala Landing Ground map fixes
- A new 3 vs 3 map available in:
- Skirmish
- Custom games
- Co-Op vs AI
- Several improvements to the single player experience
- Italian campaign bug fixes
NEW CONTENT Catania Crossing - 3 vs 3 Map Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes. - A return to classic CoH bridge maps, based on the Allied Landings in Sicily.
- Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.
GAMEPLAY CHANGES Audio British Forces – War Cry ability - All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.
Camera - The camera now allows players to zoom out an additional 5 meters using the scroll wheel increasing the overall zoom level.
Event Cues - Event Cues are now aligned over top of the minimap.
- Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.
- Event Cues now allow players to click and select units behind them.
- Event Cues are now limited to how many can display on screen at the same time
- The background transparency of Event Cues has been reduced to improve readability
- Event Cues lifetime on screen will adapt based on player interaction. Event Cues that are not interacted with will be unchanged. Event Cues that are clicked will be considered “seen” and their total lifetime will be reduced by 5 seconds. For example:
- A ‘grenade incoming’ event cue appears on screen. The player clicks on it after 10 seconds, the event cue immediately disappears as its total lifetime has been reduced to 5 seconds when becoming ‘seen’.
- The same event cue appears on screen again, this time the player clicks on it after 1 second: the event cue will be considered ‘seen' and will remain for 4 more seconds, as its total lifetime has been reduced to 5 seconds.
Maps Gazala Landing Ground - Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.
Mignano Gap - Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles
- Removed cover from Greek staircases to prevent unintended balance issues.
- Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.
Planes The intent of the changes to airplanes and loiters is to deliver more believable-looking visuals along with better responsiveness and game feel. When a player clicks, it’s essential that the feedback on the ability be more immediate. As always, we are looking into new ways to bring you an immersive experience, so we’ve adjusted the visuals and deformation on airplane crashes, dives, and projectile speeds. - Standardized airplane arrival times:
- Utility based airplanes (includes smoke & recon runs): 3 seconds
- Strafing runs: 5 seconds
- Bombing runs: 7 seconds
- Airplanes now start their dives earlier to allow for a less aggressive angle.
- Airplanes speed increase while loitering from 36 m/s to 72 m/s.
- Airplanes turn angles are increased from 25 degrees to 60 degrees.
- Adjusted Airplane crashes to create deformation and include a new effect.
- Adjusted Airplane crashes to damage environmental objects.
- Adjusted Airplane debris to last longer.
- Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.
- Adjusted Airplane abilities flares to match the center of the ability reticule.
- Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)
- Airplanes performing paradrop abilities are now invincible.
- Airplanes performing Mark Target abilities now show a proper indicator on the target.
Airplane Weapon & Projectile Changes - Adjusted projectile speeds overall to be 2x to 3x times faster.
- Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.
- Adjusted deformation to better match the area of effect of some of the explosions.
- Adjusted strafing runs to have an area of effect of 45m length.
- Adjusted strafing runs to cover the area within 1s as opposed to 3s.
Loiter Changes - Loiters no longer acquire new targets in base sectors.
- Loiters now display a ground indicator that reflects the target acquisition area.
- Loiters now display an indicator on top of the unit they are targeting.
- Loiters now properly display the time left for the ability to end.
- Loiters now take longer in between passes.
Afrikakorps - Stuka Dive Bomb munition cost from 250 to 150.
Wehrmacht - Fragmentation Bomb now drops 6 bombs instead of 4.
- Fragmentation Bomb now has two airplanes in formation.
Plane Bug Fixes - Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.
- Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.
- Various Audio fixes missing voiceovers in different airplane abilities.
Player Names - A new bindable hotkey has been added to the Controls settings, allowing players to customize the button to temporarily toggle player names. Default has been set to CTRL.
- A toggle for player names has been added to the game settings both while in a match and in the main menu
- ON: Player names will be permanently displayed under the unit decorator.
- OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey.
- Player names will be displayed on unit information cards.
- Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.
Unique Team / Player Colors - Team and Unique colors now apply to player names.
- Team and Unique colors now apply to units' health bars on the unit cards.
- Territory point flag and capture UI now uses team colors rather than unique colors.
Player List - Added a tooltip when hovering with the mouse on Battlegroups in the Player List, containing the Battlegroup name and a brief description.
- All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.
- Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.
- Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.
Bug Fixes & Improvements - Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.
- Fixed an issue with the main menu background not appearing.
- Improved indication of resolution on the settings screen when borderless Fullscreen window mode is selected.
- Improved mouse compatibility and clamping while in windowed mode.
- Textbox now properly displays when chatting with friends.
Audio - Added a new sound effect to campaign map captures.
- Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.
- Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.
- Capture point now always plays capture sound when neutralized.
- Fixed audio sound effects when capture points are neutralized.
- Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.
- Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.
- Paratrooper Squad's M1 Carbine now uses unique firing sound effects.
- Recon ability sound effects will no longer be heard in the fog of war.
- The Humber 15mm turret's sound effect now correctly matches fire rate and animation.
- US Forces halftracks now uses different audio after being upgraded.
- US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.
- Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.
Voice Over - Fixed silent voice over line at the end of the Defend Potenza mission.
- Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.
- M2A1 Howitzers now has working voice over lines.
- Refined the voiceover selection logic to reduce the repetition of memorable lines.
- Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.
- Victory and Defeat screen voiceover will now always play.
Art - Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!
- Anzio Annie crew now stands on the gun, where they should be.
- British Forces M1 Pack Howitzer Team now uses the correct models and portrait.
- Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.
- CWT AA Mount seat no longer clips through benches.
- Fixed smoke trails to match team colors.
- Flame attacks correctly apply charring to vehicles.
- Heavy machine guns no longer floats when the M8 Greyhound is destroyed.
- Kattenkrad Recon Vehicle now produces debris when destroyed.
- US Forces M1 carbine now uses the correct semi-automatic animation.
Gameplay - Fixed a scaling issue where unit paths would be the wrong size on the minimap.
- Fixed an issue where the cover dots indicators would be rendered floating in the air.
- Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.
- Fixed an issue where the minimap did not orient north correctly.
- Fixed an issue where units got stuck when trying to exit certain buildings while retreating.
- Fixed an issue with some environmental vehicles being targetable as if they were enemies.
- Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.
- Fixed several instances of overly zealous infantry running towards the enemy when retreating.
- Fixed several issues related to bridges not correctly having cover.
- Loiter planes no longer disappear off map while performing abilities.
- Updated Line of Sight generated by capture points to be more consistent with past CoH games.
Localization - Added Japanese text display improvements.
- Adjusted and simplified tooltip text throughout the game.
- Fixed several typos and inconsistencies in texts.
- Fixed an issue with subtitles in Campaign not appearing at the correct time.
- Improved localization in all languages and integrated missing translations.
Maps - Added missing cover to several objects in the environment.
- Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.
- Fixed an issue where certain buildings would make units garrisoned inside invincible.
- Fixed an issue where territory lines did not display correctly on stairs.
- Fixed missing collision on large standing fuel container on L'Aquila map.
- Fixed several issues with indestructible hedges.
- Fixed several issues with small objects taking up too much space and blocking unit movement.
- Updated balustrades to provide cover as expected (identically to stone walls).
- Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.
- Updated map edge visuals on Torrente, including railway tunnel and rail lines.
- Improved width of impasse around some cliff areas across multiple maps to reduce clipping.
Modding Tools Improvements & Bug Fixes - Added first ability archetype “equip_and_fire_weapon”. This archetype is intended primarily for infantry to replicate the functionality of abilities such as grenades or panzerfausts. It will equip a weapon of the chosen name or hardpoint index and fire it X times at the target. The caster entity(ies) must have the weapon assigned to that hardpoint in order to cast.
- Introduced “custom properties”, which allow modders to adjust the variables that will be read by state tree scripts to allow variations of existing ability archetypes. Custom properties are only used for a specific ability state tree script, however any ability that references that state tree script can re-use the same variable names to create the same effect.
- Introduced the concept of an “ability archetype” -- These are template abilities that can be cloned to easily create variations using custom properties. For now, this is just the “equip_and_fire_weapon” ability with the potential to release more in the future. Previously, if you modded an ability like the rifleman’s grenade, it could only ever throw that specific grenade. Now a modder could adjust which weapon to swap in and how many shots to fire by copying the equip_and_fire_weapon ability and changing those properties.
- It will also be possible to use custom properties to adjust values on some of the abilities that do not yet have a formal archetype created, such as any of the flight abilities we reworked this patch and abilities such as Repair, which now exposes several tuning handles to adjust the repair amount.
- Tuning pack mods can now have their files reference each other without crashing on load
- Updated the default atmosphere to the latest day lighting version, this should improve the modding experience with default settings.
Performance - Fixed a crash that would sometimes occur when skipping a cutscene.
- Fixed an issue where capped fps was higher (by as much as 10fps) than the set cap due to sometime not being accumulated frame-to-frame.
- Reduced memory increases across missions.
Single Player - Fixed an issue that caused some objectives to be started multiple times.
- Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.
- Fixed a crash that sometimes happened when loading a save game.
- Fixed mission failed dialog in certain campaign missions.
- Fixed several issues of missing voiceover dialog in campaign missions.
- Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.
Dynamic Italian Campaign - AA Emplacements can no longer shoot at Supply Crates.
- AA emplacements no longer attack ships in the single player campaign.
- Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.
- Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.
- Adding correct portraits to Supply Drop Crates.
- Displaying correct description text on Supply drop Crates.
- Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:
- Battle Hardened - Raises minimum Veterancy Level of Gurkha Rifles to 2.
- First Class Fighting Men - Raises minimum Veterancy Level of all infantry squads to 1.
- Adjusted out of bounds vista in Salerno to make for a smoother transition in the distance.
- Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.
- Assassinate Baumann object will no longer auto-complete and the mission can be played.
- Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.
- Combat music no longer starts immediately after intro to the Pomigliano airfield mission.
- Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.
- Disabled the forward artillery ability in Salerno until the player gets access to a base.
- During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective.
- Enemy companies in the single player campaign now use recon abilities more consistently.
- Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.
- Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.
- Fixed a bug in which narrative lines in the Ice Cream event could play out of order.
- Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.
- Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.
- Fixed a narrative bug in the The Great Ammo Robbery mission where a line's audio was missing and assigned to the wrong character.
- Fixed an issue causing input to be blocked when exiting loading screens in certain cases
- Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.
- Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.
- Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.
- Fixed an issue where Partisan capture ability would sometimes not do anything
- Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.
- Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.
- Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn
- Fixed an issue with certain bridges on River Crossing Rescue not allowing vehicles to cross properly.
- Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.
- Fixed German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.
- Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.
- Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.
- Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.
- Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.
- Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.
- Fixed an issue with the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.
- Fixed lighting on battleships.
- Fixed Partisan support ability sometimes not being selectable in skirmish/mission
- Fixed post mission death animations for defending company playing on top of the initiating company
- German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.
- German Company affecters/icons correspond with their Company Type
- In the Anzio mission in the Italy campaign, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.
- In the Enigma retrieval mission, added a small lump sum of manpower when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando fixed force feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.
- Italy Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.
- Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities
- Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.
- Repair and Heal cost no longer increase on Save/Load
- Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.
- Smoothed airplane turning for certain bombing run and supply run abilities.
- Some missions in the Italian campaign now only trigger once.
- The enemy territory that exists directly East of the player base in Gela now becomes player owned once the territory point to its north is captured by the player.
- The Foggia mission now correctly registers when intel has been destroyed.
- The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.
- The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport
- Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.
North African Operation - Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.
- Finale Mission - Fixed units clipping into each other during the introductory camera pan.
- Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.
- Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.
- Fixed an issue where sometimes victory cinematics at Tobruk would play twice.
- Updated minor timing issues with camera sequences.
Skirmish - The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.
Tutorial - Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.
- Fixed a minelaying tutorial tooltip staying active indefinitely.
- Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.
- Fixed an issue that prevented some hint messages from appearing.
- Minor additional instruction hint added to the aid post tutorial sequence.
Stability - Improved desync handling to only remove the desynced player allowing the match to continue.
- Fixed a crash that occurred when a voice over line was unavailable.
- Fixed a frequent Italy Campaign crash triggered by a deleted capture point.
Store / Cosmetics - All soldiers in Captain's Retinue squad will get appropriate cosmetics instead of just the Captain.
- Fixed a bug where the granted item window does not show the correct rarity color.
- Winter Tundra Panzer IV’s turret accessories no longer flicker.
- Winter Tundra Wirbelwind no longer leaves floating objects behind when destroyed.
- Fixed issue with UK truck bed not getting camo.
- Fixed issue of DAK Left Behind StuG III D not being available as an offer in the store.
- Amazon Night Fighter vehicle crews now have their intended camo.
submitted by JohnT_RE to CompanyOfHeroes [link] [comments] |