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[THJVerse] Arcane Starfarers - ep 41 - Non-alien tech support

2023.06.07 21:00 The_Fallen_1 [THJVerse] Arcane Starfarers - ep 41 - Non-alien tech support

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Daniel heaved up Hannah’rah to prevent her from falling off of his back as he carried her back from their walk, which she happened to misjudge the length of. He didn’t mind too much, as she was fairly light, but the frequency that it was happening made him suspicious that she might be doing it on purpose.
“Hey, sleepy, you still awake?” he asked.
“Mmh?” she quietly replied.
“If you’re this tired, I’m not sure we’ll make the gaming tournament tomorrow.”
“I’ll be fine, ‘s why I’m resting now.”
“Uh huh. And do get to rest as well at some point, right?”
“You need less sleep than me,” she mumbled.
“Any chance I can sleep in a little and wake up to a nice breakfast?”
“‘Course.”
“Thank you,” he replied, turning his head and kissing her on the lips.
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Daniel yawned as he woke up, looking around his room on the Trailmaker, and at Hannah'rah who was still asleep next to him. He gently stroked her head for a moment wondering if there was any chance he could get her planet side with him, maybe even to go on a walk like they used to, but with her duties to defend the ship, especially with an open connection to the station, and the fact that there wasn't anything that only she could do down on the planet, he realised it was practically impossible. He instead spent his waking energy running through his spell exercises, manipulating a weighted ball on the desk completely with magic and getting used to holding spells for a longer period of time. As he did it, he attempted to recall some of his dream again, but all he could remember of it was that it was based on a memory of them hiking together.
As he was doing so, he realised that it had been a while since he'd attempted to speak with Ordos, and now that he was back in UPC space, there was a better chance of success. He uttered an invitation, and waited.
'There's a reason us Deities don't respond all the time, you know,' Ordos told him.
'Sorry, but I had to try again to see if I could,' Daniel apologised.
‘What did you wish to ask?’ Ordos asked.
‘You probably know, but I have two questions. The first is, am I the first person to align with you?’
‘You are currently the only person aligned with me. A sort of test, if you will,’ the God confirmed.
‘Thank you, and second, are you here in this system?’
‘No, I’m on Earth, or my main physical form is anyway.’
‘When I come back to Earth, can I meet you please?’
‘That depends on many things, and some are unlikely.’
‘I understand. Thank you for taking the time to speak to me.’
‘You’re welcome,’ Ordos told him. ‘I do have something for you, however, which is why we’re talking right now. There’s a “friend” of yours on the station, looking to have a chat like before the Trailmaker left port. Do what you will with this information.’
‘Thank you, Ordos, I appreciate the warning,’ Daniel replied, sensing the connection end.
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Daniel adjusted his jacket, making sure it was sitting comfortably over his uniform and obscuring his rank slides and brassard, and disembarked from the Trailmaker onto the station. He mainly wanted to wear it so he wasn’t purely in space uniform when he was planet side, but it would help him be slightly harder to spot in a crowd, as anyone could own a jacket, but not his ranks and awards. He knew he had a little time to kill before his shuttle was ready, so he began to check some of the select civilian stands laid out in a small market that had been allowed to set up shop to sell some things to the Navy personnel, as well as allow the few Langan aboard to try some of the smaller luxuries the UPC had to offer. He joined the back of a small line to a food stall to see if he could grab a few small treats, and he was pleased to see signage saying that everything on sale was rated safe for all species, including Langan.
When he got to the front of the line, he picked up four bars of chocolate, as well as four bottles of cola. He presented his holo to the payment terminal, confirmed the slightly overpriced transaction, and made sure it went through. He smiled at the stall attendant who was just there to restock and deal with any Langan customers, and walked away, stuffing the items into his jacket pockets, securing them properly.
Finding he still had a bit of time, he also headed over to a less busy stall nearby that was staffed by a Lagan looking to make a head start in their new life, selling some copies of Langan items. Daniel had a quick browse, and his eyes landed on a set of books he thought could make a useful tool to help him learn Langan writing a little faster if he decided to learn it. He saw the price and knew he could just wait a few months and get them online for dirt cheap, but he admired the stall keeper's desire to get started out again, so he bought the books which worked out to be about two day’s salary, making the Langan very happy.
He checked the time once again to see that he could probably start boarding the shuttle very soon, so he began to casually make his way towards the shuttle bay, checking his messages to see if anything had come through, finding a few messages from his group of friends welcoming him back to UPC space, and correctly guessing that his ship was the one to make first contact. He sent a quick reply to them all, thanking them and promising to talk properly when he had more time. He also found a message from an unverified source, which he quickly read and deleted, finding the information within to be useful but disappointing, reminding him he still had to sort out the chip he was hiding.
“Lieutenant Daniel Hardbrooks, what a pleasant surprise!”
Daniel stopped as he felt a hand on his shoulder, looking to his side to see someone he didn’t recognise, wearing the stereotypical agent suit. “Wrong person, sorry.”
“Don’t be like that, I just want to have a quick chat, that’s all.”
“I’m not a Lieutenant, and you’re not wearing a Navy ID or a visitor pass, so I strongly suggest you identify yourself before I call for security,” Daniel replied.
“Agent Johnson, CSB,” the man told him, flashing their ID.
“Ok, but you’ve still got the wrong person, and I don’t have a lot of time, so sorry, and good luck on you manhunt.”
“Sorry, Lieutenant Commander Hardbrooks,” the man apologised in a snide tone.
“I still don’t have time, goodbye,” Daniel replied, walking away.
"I'm afraid I really need to talk," the Agent insisted, grabbing Daniel's left arm to prevent him from walking away.
"I politely request you let go."
"There's a quiet room down the way where we can talk."
"I strongly suggest you let go," Daniel sternly persisted.
"And I strongly suggest you come with me," the Agent warned him, glancing at Daniel's arm as it beeped, indicating something that shouldn't be used accidentally had just been powered on.
"I am giving you one-"
"Come on, Lieutenant Commander, you're holding up the shuttle."
Daniel looked over his other shoulder as Milla grabbed his other arm and firmly pulled him away from the Agent and towards the shuttle bay, forcing the Agent to let go. Daniel looked back at the Agent, who prepared to give chase, but was immediately confronted with two military police officers.
"Thanks for the save," Daniel told her.
"We're even for you helping me after the jump, right?" she asked, messing with her holo.
"Yeah, sure. How did you kn-"
"Saw the guy arrive yesterday, and heard about your CSB encounter from Hannah'rah. I put two and two together, and got the MPs to keep an eye on him. They probably can't do anything to him, but they can waste his time for not wearing proper ID, which is great for an opportune moment. The timing of me being there to call them over and pull you away was just luck really," she shrugged, closing her holo. "Oh, and by the way, you're on my shuttle now."
"Oh, thanks," he replied, checking the notification as it came through.
"No problem. You'd really think that they'd drop the suit and try to blend in, making sure they at least have fake IDs on display, but nope. It's like everyone there is addicted to century old spy movies or something."
"I know what you mean. A high-vis jacket and a clipboard would be a much better disguise. People might even help you."
"Don't give them ideas," she warned him as she guided him onto a small shuttle, revealing that they were the only two passengers, and when she closed the door, they had complete privacy. "So, why is a government agency after you?"
"I'm not 100% sure, as both times they never managed to get to the point," he shrugged, sitting down and buckling in. "I have a suspicion they want to recruit me, as if they wanted to arrest me, I wouldn't have gotten away so easily. As for where this comes from, well, I have a grey hat background. They could just be trying to find out if I know anything I shouldn't do from that I suppose."
"Grey hat is legal, right?"
"Yes, but you have to tread carefully, as a small slip up can get you in a lot of trouble."
"That's fine then," she replied, signalling to the shuttle pilot on her holo that they were good to go once they were both securely seated. "If that man is still on the station when we return, I think you should stay with me until we're on the ship, just to make it so you can't be singled out."
"Thanks, Milla."
"So, I'm curious to know what you would have done if I didn't arrive in time."
"Oh, I probably would have tased him and reported him for assault after he didn't let go. He wasn't operating by the books, didn't present his ID well enough for me to verify it, and ignored my requests, so I was about to electricity my arm. After all there was no way for me to know if he was telling the truth, and I'm not going to let myself be taken to an unknown place by a shady person," he explained, slightly smirking. "I am a senior officer after all, it's a massive security risk to the Navy if some crook captures me. I can only comply with MPs while on a Naval facility."
"Sounds reasonable to me," Milla chuckled as the shuttle touched down. "Perfect, we're here."
"That was fast."
"Good shuttle and a good pilot," she explained, disembarking and sending the pilot a message of thanks.
"So, I managed to get planet access to help Oprin, but how did you manage," he asked as the shuttle took off behind them.
"Oh, I just needed some fresh air after my recent incident."
"You're lucky you're a Gater. That excuse would never fly with anyone else."
"Yeah, probably not. I’d be lying if I said I didn’t get special treatment, such as the ear of MPs, and being able to squeeze friends on private shuttles, instead of slightly more open ones that might have an unwanted ‘friend’ onboard."
“Very lucky and very useful,” he agreed, pulling a bottle of cola and a bar of chocolate out of his pocket. “Here, I was going to give you this when I was back on the ship, but now is as good of a time as any.”
“Giving treats to other women? You’re brave.”
“I’m giving them to all my friends. I have the same for Hannah'rah and Oprin,” he explained.
“I’m glad I’m your friend then,” she replied, opening both and having a small amount of each. “So, what are your plans for today?”
“Just help Oprin with whatever she needs.”
“Mind if I tag along? I didn’t really come here with any more plans than to just wander around and help out where I could.”
“It's up to Oprin really.”
“Fair enough.”
Daniel began to lead Milla down various roads, away from the temporary spaceport, and down to the residential area Oprin’s house was located in. The streets stretched for much longer than they did when he left the day before, but the addition of new homes had been halted to save on the currently limited resources, as there were far more than were required for the current residents, plus a tenth of the currently frozen Langan, and more could easily be built when the logistics hiccup had been resolved. Instead, the few deliveries were more focussed on permanent infrastructure, delivering resources to a few construction ships that had landed and started building a small fusion power plant and multi-purpose factories. Ignoring all that though, they continued until they arrived at Oprin’s home, and Daniel knocked on the door, it opening a moment later to reveal Oprin.
“Oh hello, Daniel,” Oprin happily announced. “Oh, Milla too!”
“How are you doing, Oprin?” Daniel asked.
“Good, but having a few issues with some of the new stuff,” she replied. “Come in and sit down.”
Daniel and Milla obliged, entering and noticing that Oprin’s holo was turned on, but waiting on standby mode with half a dozen icons on display, including the mute, 2D mode, and resolution adjustment mode. A few moments later, she put some glasses of water and a plate of biscuits on the table in front of them, and sat down next to them.
“So, how are things?” Daniel asked.
“It’s nice to live somewhere so comfortable, but I wish I understood more of your technology,” she replied.
“The best thing to do is not to overthink things. We try to keep most things as simple as possible so even a young child would have no problems operating things. All you need to do is slow down and think simple,” he told her, holding up the two remotes, one with significantly more buttons than the other. “Let’s start with the holo here. Ignore the programming remote, and just focus on the normal one. The number buttons allow you to switch to a channel quickly if you know the number, but you don’t, so we can ignore those for now, as well as the circle underneath, as we aren’t dealing with menus. Next, we have two flick switches, once for channel, and one for volume. Flick either up to increase either the channel number or volume number, or down to decrease them. The four buttons underneath are for the channel menu, display resize, dimension mode, and mute. The first can be ignored as it hasn’t been translated yet, and the display resize can as well for now. The dimension mode will change it between 2D and 3D, depending on your preference, and the mute turns the sound on or off. Finally, the red button at the top turns the holo on and off.”
“Ok, so how do I get back to the start?” Oprin asked.
“Just a second,” he replied, playing around with the programming remote to undo everything she had done, slowly resetting everything to its default and setting the holo to the state-run news channel. “Ok, there we go.”
“So what’s this now?”
“So this is the most popular new channel. It details the major headlines from all over the UPC, with segments about local news as well. It gives factual and unbiased reports on many things, but given how general it is, it might not always be relevant to you, and given how it does its best to be unbiased, it can be a bit robotic and boring at times. They worry that any significant emotion will impact how viewers perceive different stories, rather than being able to freely interpret it their own way. It’s a good way to catch up on big things, but it gets boring very quickly, so if you want actual entertainment, you can try one of the other channels. There are a fair few more news channels sprinkled about, but the majority of the remaining channels are purely for entertainment.”
“I see,” she replied, flicking through a few, stopping on one that was currently running a program about various types of spaceships, focussing more on personal high-performance ones. She also spent a few moments flipping between 2D and 3D, and eventually settled on 2D, as she could pick up some faint lighting issues thanks to the sunlight with 3D.
“Also, just so you’re aware, though you don’t have to look now, there are some subscription streaming services that allow you to watch premium content on demand, but you will have to pay and the controls to navigate aren’t as simple. Just so you know if you end up looking for more in the future. They also don’t break up what you’re watching with advertisements.”
“How frequent are the advertisements?” Oprin asked.
“It depends on the channel. State-run ones don’t have any, aside from advertising new shows that will be on that channel later, but some of the others can run up to five minutes of ads every 15-30 minutes.”
“Sounds better than our radio already. About half of the broadcast was advertisements on a good day, and the other half were carefully curated news stories.”
“Sounds like it wasn’t much fun to listen to,” Milla commented.
“No, it really wasn’t. Thankfully, I was too young at the time to have any interest in it.”
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Hi all, just wanted to sorry if the dream sequence felt a little odd for what I normally do. I wanted to make some small changes based on some feedback to show a little more of Daniel and Hannah'rah's past, which is hard to do in the current situation.
I also wanted to make people aware of the Reddit blackout protest happening on the 12th of June. I just wanted to say that I will continue to post my episodes here during the blackout in case any of you are worried, partly due to the sub not taking part in it as well as me not wanting to disrupt your entertainment, but I do agree with the premise behind it and encourage people to look into it if they are unaware of what’s going on.
submitted by The_Fallen_1 to HFY [link] [comments]


2023.06.07 18:34 coco9882 Lisbon Trip Review

Lengthy but hope it helps someone!
· *Where to stay- I stayed in Baixa and I was so happy to not have to walk up any hills or steps to get to my AirBNB. It was in the middle of everything, it was flat, and I felt very safe. I was very close to two metro stations and the Rossio train station, which made it easy to travel. The only downside was it was hard for Uber’s to get to me.
*Things to know- bread, olives, and butter are NOT free tapas. Don’t eat them or ask to send them away, depending on the restaurant, they will charge quite a bit.
Bring sunblock- the prices of sunblock were OUTRAGEOUS in Cascais. Like over 10 for a small, off brand bottle.
Have cash, most places accept card but if you want to stop at a random spot for a shot of Ginjinha, you’ll need a couple euros.
Lisboa card- I purchased it for 3 days. I don’t think it was really worth it. Some of the free attractions were too crowded to stand in line for and then the museums I went to, only the tile museum was free. I did receive discounts at the other museums but it was minimal. I really only used it for the bus and metro and that is so cheap, I could have just bought a travel card.
Belem is over 30 min from the city on the bus so you will need a whole day there. We actually spent a day and a half since there was so much to see and so many museums in that area. Wait in line for Pasteis de Belem, they have a great system down and it does not take a long time at all. Definitely try different variations of Pasteis in Lisbon. Don’t pay to go into the Padrao dos Descobrimentos monument- it’s better to just walk around and explore the outside.
Public transportation is PACKED but very cheap to use. You will have no standing room on the metro or bus. Keep that in mind when you’re coming from the airport, but really, it is fine. Just a lot of people using it.
· *Museums/attractions- top 2 were definitely the Museu de Marinha and Tile museum, two major components of Lisbon’s history. The maritime history museum was impressive and very informative. There were so many models of the ships detailing Portugal’s history of ocean exploration. They also had a warehouse with royal barges you could walk around and look at.
The tile museum was absolutely breathtaking. Further away from city center but do not miss it!
Loved Castelo de S Jorge- you can buy your ticket online but it is a little bit more than buying in person, you will get to skip the line though. The views are amazing and walls are cool to walk around on. There’s peacocks living on the grounds. There’s a small kiosk selling beer, ice cream, and some snacks so you can definitely spend some time relaxing there.
Take a sunset beach cruise. I can recommend one if you want to dm me but we had such an amazing time. It was a relaxing experience where we saw dolphins swimming and the company provided some history of the city, wine, and meats and cheeses. The sunset is beautiful but it does get really windy and chilly, bring a jacket!
Caza das vellas loreto- oldest candle shop in the world
· * Day trip to Sintra- omg the hills! I visited Quinta de la Regaleira, Moorish Castle, and Pena palace. You can book tickets online for a small discount. I took an early train that was already very packed and people were standing for part of the journey. I used my Lisboa card for train. Once I got to Sintra, we walked to Quinta De La Regaleira- this was my favorite place, the grounds were beautiful, there was a bit of a wait for the well but I thought it was worth it. I walked through the small house and the carpentry and flooring was breathtaking!
We then went to lunch at Tascantiga, a tapas restaurant, food came out SO fast even though it was busy, so that says everything about the quality. It was fine. From there, we took a tuktuk to Moorish castle. It cost us 10 per person, but average is 7-15 depending on the tuktuk. Going down, everyone charges 5 per person. Moorish castle was so cool to explore but it is very steep and lots of stairs! The views are amazing including the coast and Pena palace.
We then took the trail through the woods to Pena palace. Many people on tiktok said you can buy a park pass and then not wait in line for the palace and could walk around the palace exterior. THIS IS NOT TRUE. To even get to the exterior of the palace, you must wait in line, regardless if you want to go into the interior or not. We were the idiots that got turned away for listening to TikTok people. I was okay with it at that point because the walk up to the palace was so steep, I was not going to wait in line for over an hour!
We took a tuktuk down and had them drop us off at terrace bar with a view of the Sintra palace (can’t recall the name) before we ventured to Bar do Binho for a port wine tasting.
· *Day trip to Caiscais- loved this super chill beach town. Took the metro to Cais Do Sodre train station and took the train along the coast. Walked around the town, chilled at the beach, went to the outdoor bar at Rainha for a cocktail. Had amazing oysters at Sr. Manuel seafood bar.
· *Favorite places to eat: · Ponto Final lived up the hype. Go for lunch, we made a rez (all are made for 12:30 or 7:30pm) and got sat right away. The food was better than expected and the view just can’t be beat! Definitely recommend taking the water taxi back as it drops you off in Belem. · Bon Jardim- I am still dreaming of this chicken, no frills restaurant · O Trevo- sandwich counter, great chicken noodle soup! Visited by Anthony Bourdain · Chapito a Mesa- restaurant with a view that is attached to a circus performing arts center. Menu was really unique and food was incredible. · Ludo’s- brunch spot, menu looked great but we stopped in for their dragonfruit cocktail! So fresh!
· * Favorite bars · Topo Martim Moniz- such a cool spot, great rooftop bar with unique craft cocktails and arcade games! Cocktails were a little pricey compared to other places but it was worth it · Pink street- trashy but you need to visit the bars just to people watch
submitted by coco9882 to travel [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

Archaeology

Decorated Pots

Sniffer

Sniffer Egg

Torchflowers

Pitcher Plant

Camel

Smithing

Netherite Equipment

Armor Trims

Cherry Groves

Bamboo Wood Set

Chiseled Bookshelf

Hanging Signs

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

Vibration Resonance

Playable Mob Sounds

Piglin Mob Head

New Music

Windows Aarch64/ARM64 support

Advancements

New Husbandry Advancements

New Adventure Advancements

Changes

Sculk Changes

Sculk Sensor Phases

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:
  1. Movement in any medium (land, water and air)
  2. Landing on any surface (land or water)
  3. Item interactions
  4. Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
  5. Dismounting a mob or equipping gear
  6. Mounting a mob or interacting with a mob
  7. Mobs and players getting damaged
  8. Consuming items (drinking and eating)
  9. Blocks 'deactivating' (door close, chest close, button unpress, etc)
  10. Blocks 'activating' (door open, chest open, button press, etc)
  11. Blocks changing (cauldron water level rising, adding food to campfire, etc.)
  12. Blocks being destroyed
  13. Blocks being placed
  14. Mobs and players teleporting or spawning
  15. Mobs and players dying or an explosion

Step Sounds

Advancements

Technical Changes

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.

Commands

return

The return command can be used to control execution flow inside functions and change their return value. Effects:
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

Archaeology

Decorated Pots

Sniffer

Sniffer Egg

Torchflowers

Pitcher Plant

Camel

Smithing

Netherite Equipment

Armor Trims

Cherry Groves

Bamboo Wood Set

Chiseled Bookshelf

Hanging Signs

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

Vibration Resonance

Playable Mob Sounds

Piglin Mob Head

New Music

Windows Aarch64/ARM64 support

Advancements

New Husbandry Advancements

New Adventure Advancements

Changes

Sculk Changes

Sculk Sensor Phases

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:
  1. Movement in any medium (land, water and air)
  2. Landing on any surface (land or water)
  3. Item interactions
  4. Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
  5. Dismounting a mob or equipping gear
  6. Mounting a mob or interacting with a mob
  7. Mobs and players getting damaged
  8. Consuming items (drinking and eating)
  9. Blocks 'deactivating' (door close, chest close, button unpress, etc)
  10. Blocks 'activating' (door open, chest open, button press, etc)
  11. Blocks changing (cauldron water level rising, adding food to campfire, etc.)
  12. Blocks being destroyed
  13. Blocks being placed
  14. Mobs and players teleporting or spawning
  15. Mobs and players dying or an explosion

Step Sounds

Advancements

Technical Changes

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.

Commands

return

The return command can be used to control execution flow inside functions and change their return value. Effects:
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 16:55 Various-Rain864 What should I do? Bf 22m and me 19f

I 19F am an only fans creator, I told my now boyfriend 22M about it before we were even together and he did not care and supported it. Recently he has started pushing to let him sub to it so he can monitor what I am doing and make sure I am not cheating on him. I told him I’m not comfortable with that because it’s awkward knowing he’s on there when he can see me in person. His side is since he already sees me irl it shouldn’t matter if he sees my of or not which I can understand but the captions to put on posts can be very degrading. Fast forward a couple of weeks I am taking a trip from the east coast USA to Texas USA for a cpl weeks to visit friends and look for a apartment here. He has now been telling me that he can’t trust me because I am 1500 miles away and staying with my guy friend (whom I’ve known for 6 years) and demanded that he would only trust me if I have him the login to onlyfans. I told him no because my view on it does not change and if you didn’t trust me 1500 miles away then how do you even trust me when we are in the same state. I have not cheated on him nor do I want to but he is now breaking up with me stating to me that I’ve been cheating on him and that he’s tired of me cheating. He told me that he would stop arguing with me and trust me if I gave him the only fans so reluctantly I did and all was well for a few days now he’s arguing with me again so I told him he didn’t keep his word and blocked him from my only fans is starting, asking me every day if I posted recently and how come, I have kinks on only fans that I don’t want to do in real life and I tried to explain to him that captions are only fans are to appeal to people it’s not things I like. How do you even know about that stuff if I blocked him and he was like yeah that’s why I’m losing trusting you this extremely upset me because why is our relationship trust build off of if you can see my only fans or not. What should I do or say to him?
submitted by Various-Rain864 to relationship_advice [link] [comments]


2023.06.07 11:26 Proastandtoast Van Life Chronicles: Exploring Iceland for Three Weeks

This sub has been an incredible source of information and inspiration, so I gave myself an hour to write down and share some insights from the recent three-week road trip I’ve had with my partner.
General remarks:
- Our main goal was to enjoy nature, so we were okay with spending absolutely no time on the golden circle or in Reykjavik. Due to the weather, we ended up doing both anyway; but these would be the parts of the trip I would skip first. Coming from continental Europe, we had almost no jetlag and could safely start directly with our journey. With more jet lag, some more time to adapt is definitely a good idea.
- We rented a 2WD campervan from Star Car Rental and spent all but the final night on campsites. Our experience with Star Car was very good. The price was competitive and included unlimited mileage, additional driver and all necessary utensils (chairs, table, cooking stuff). We got picked up from the airport and were ready to go within 15’. When giving back the car, we got driven to our hotel without any inspection (we did have zero excess insurance).
- Mid-May to beginning of June was a very nice time to travel. The days are long (I’ve seen no darkness), almost all camping places are open, but the crowds at the highlights are small – except for the big boys in the south.
- We started our days quite early and therefore typically arrived during the afternoon at the campsites. The kitchen area, showers and laundry spaces were often free to use. Be prepared to go to campsites that have only 2 stoves and 1 shower. During prime time, expect some waiting times.
- We picked up around 100 € worth of cash – two campsites were cash-only, everything else was absolutely card-first / cash-free.
Useful ressources:
- Vedur and Safetravel: This sub is absolutely right. Learn how to read and anticipate the weather before you get there. We were there during two yellow warnings and these things are really no joke. It helps to have plenty of time to spontaneously adapt the schedule. And we’ve seen it all: blizzard in the West, hail up North, storm in the East and sun in the South.
- Google reviews & park4night: These were pretty accurate for the campsites. 4+ stars are no-brainers, 3+ depend on your needs (kitchen, shower, electricity) and less than 3 should be avoided. Also, remember to rate them yourself during/after your trip to increase the statistical significance ;)
- Google Maps/MyMaps: MyMaps was useful during our planning to fill with random highlights (waterfalls, hotpots, hikes, campsites) and to set up a rough itinerary. Google Maps is accurate on paved roads. On gravel roads, expect some significant delays. Maps calculates with 80 km/h, while you will probably never exceed 50 km/h. In the Westfjords, we guess-timated our times with 2 minutes per kilometer on the gravel roads. The Happy Campers Campsite Map as well as the Hot Pot Iceland Map were nice to have in the back-pocket to check with some time to spare whether something is close by.
- Polarsteps: This was a cute little App, which we used to keep family and friends informed. You can add pictures and some text to your highlights. This way, you don’t send the same picture into various chats and there is a location- and time-dependent context.
Cost: This is the per-person cost breakdown for our 21-day trip (20-day camper rental, 1 hotel stay, total 3’500€).
- Rental (zero excess insurance, additional driver): 1’135 €
- Flight (from continental Europe): 700 €
- Activities (Pools, Spas, Horse-riding, Kayak): 300 €
- Camping (pretty consistent 2’000 +- 500 ISK p.P.): 275 €
- Groceries (Bonus, Kronan, Netto): 255 €
- Coffee, Beers, Food in Restaurants: 260 €
- Petrol (420 € in total for roughly 3’600 km): 210 €
- Souvenirs: 180 €
- Ferries (into Westfjords and to Westman Islands): 95 €
- Hotel: 75 €
Highlights:
- Sundlaug and Spas: When camping in small towns, very often there will be a swimming pool close by. They are not expensive (around 1000 ISK pP) and a great way to relax after a long day. Also, it feels nice to take longer, hot showers without knowing people are waiting in line. We decided to go for some smaller premium spas and were very happy with all of them: Krauma was one of our first stops, the Forest Lagoon was incredible during evening hours and GeoSea was also fantastic. Re: nudity. It takes a bit to get used to, but its very refreshing to see this very open approach to nudity in the pools. No one cares, no one watches – just do your thing. It’s cool to see groups of friends at all age groups be so open about it. Certainly very different compared to continental Europe.
- As we had to skip the Eastfjords a bit due to storm, we had some time left at the end. We spent the last 3 nights on the Westman Islands. It was great to leave the car for a longer while and do everything by foot. There are plenty of things to do and the swimming pool is fantastic.
- Mulagljufur: Use Google Maps to find the exact location, as of now, there is no sign along the road. The canyon is very beautiful and we ended up hiking for almost three hours. Couldn’t get enough of the views.
- Glymur: The infamous log wasn’t placed when we were there, but the short hike to the cave and towards the canyon was absolutely worth it.
- Camping highlights: Melanes campsite at Raudasandur beach (Westfjords): incredible scenery, wild drive to get there; Thingeyri campsite (Westfjords): directly at the fjord, fantastic infrastructure (probably the best kitchen we’ve had) and IMHO a great alternative to the Tungudalur campsite in Isafjordur; 66.12 N campsite (near Husavik): insane ocean view, good infrastructure, one of the best sites along the diamond circle; Glamping&Camping (Westmann Islands): beautiful setting, good infrastructure.
Itinerary (Highlights: *, ** or ***)
Day 1: Arrival at KEF during the afternoon in pouring rain, set up campervan, first grocery stops at Bonus and Kronan, Dinner at Issi’s Fish&Chips*, Camp at Hjalli Kjos
Day 2: Glymur hike** (up to river, no log), Krauma Spa**, scenic drive into Snaefellsnes, Camp at Freezer Hostel
Day 3: Check out Snaefellsnes highlights, get to Stykkisholmur in the afternoon, Ferry Baldur to Brjanslaekur, Hellulaug hotpot*, drive to Melanes campsite*** on Raudasandur beach
Day 4: full day at Raudasandur, great hikes, another night at Melanes campsite.
Day 5: Long drive through westfjords. Highlights included the self-service fish station in Talknafjordur (amazing fisk bollur**), Dynjandi waterfall and Sandfell hike. Camping at Thingeyri*, relax in local swimming pool
Day 6: drive to Isafjordur, check out city (kind of underwhelming, but it was a national holiday; the brewery is nice), do some small hikes in the area. Camp at Tungudalur.
Day 7: very long drive out of westfjords towards Varmahlid. Hot dog stop in Holmavik and arrive at Lambeyri campsite (cash only)
Day 8: woke up with dead battery, but got jump start by campsite owner. Horseriding tour at Lytingsstadir* was very nice, drive to Akureyri, visit Forest Lagoon**. It was Saturday night when we visited, upon leaving we had police checking every driver for alcohol – so better hold off the pool-side bar ;) wanted to camp at Vaglaskogur but campsite wasn’t open. Went up until the CJA campsite in Laugar with a late-night stop at Godafoss (around 10pm, were the only people there)
Day 9: check out Myvatn area: Dimmuborgir hike, Hverir, Leirhnjukur hike**. Then continue to Dettifoss and camp at Asbyrgi. Late night hike to Asbyrgi ‘island’*.
Day 10: Hike in Asbyrgi canyon, continue to Husavik, visit GeoSea**, camp at 66.12N***
Day 11: long drive with very strong winds. We had to go back to Akureyri (optician to fix broken glasses), so went through Myvatn again with a quick stop at Grjotagja. Beautiful drive, weather was too bad for Studlagil canyon, so we continued all the way to Borgarfjordur eystri. Crazy winds during the night and we were happy that our car didn’t get blown away.
Day 12: unfortunately, no hikes in this beautiful area. Waited for storm to pass until lunchtime, visited harbor with puffins**, drive to Egilsstadir (hot dog stop), continue to Seydisfjordur (kind of underwhelming town, the drive is gorgeous though) and, due to weather forecast, continue all the way to Djupivogur campsite.
Day 13: Incredible drive from Djupivogur to Höfn, stops at Hvalnes and Jökulsarlon. Hike at Mulagljufur***, camp at Svenifell.
Day 14: early-morning hike in Skaftafell**, continue to Kirjubaersklausur for campsite. Had to skip Fjardrargljufur due to weather, visited local swimming pool.
Day 15: yellow warning again. Continued to Vik for Skool Beans Coffee*, quick stop at Reynisfjara beach (red alert was on, so we didn’t go further than the sign), continue to Skogarfoss and hike part of Fimmvorduhals*, camp in Selfoss – swimming pool was closed unfortunately.
Day 16: Weather forecast was very bad, so we spent the day in Reykjavik. Walked around town, grabbed some coffees and visiting the local Sundhöll*. Camp at Mosskogar** (cash-only)
Day 17: Golden circle: hike at Thingvellir, look at Geysir, skipped Delfoss. Camp in Selfoss again.
Day 18: quick stop at Seljalandsfoss, ferry to Westman islands. Set up camp at Glamping&Camping** for the next 3 nights. Visited Brothers Brewery*.
Day 19: Kayak tour with Kayak-and-Puffins-company***. Visited local swimming pool* (trampoline slide was very nice) and watched a local handball game.
Day 20: Hike along volcanoes and coast**, visit brewery again, go to puffin bay**
Day 21: Ferry back to mainland. Drive back towards KEF. Drop-off campervan and spent night in Konvin Hotel. Early morning shuttle to airport (we arrived about 2h early for our 7 am flight and had plenty of time).
Of course, I’m very happy to answer any questions you might have!
Hope this is helpful to some of you :)
submitted by Proastandtoast to VisitingIceland [link] [comments]


2023.06.07 09:16 14g0t Bloons TD 6 - Update Notes! Version 37.0

Bloons TD 6 v37.0 - Update Notes!
Rolling out now on iOS, Android, Steam please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Key New Features
New Awesome

Game Changes / Additions
Quest Changes
Bug Fixes & General Changes
Tower Specific Fixes
Ice Monkey
Monkey Buccaneer
Monkey Ace
Banana Farm
Engineer
Beast Handler
Hero Specific Fixes
Obyn Greenfoot
Psi
Geraldo
Platform Specific fixes
Balance Changes
Boomerang Monkey
This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
Bomb Shooter
MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
Tack Shooter
Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
Ice Monkey
Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
Glue Gunner
The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now.
Sniper Monkey
This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
Monkey Buccaneer
Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
Monkey Ace
Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
Heli Pilot
Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
Mortar Monkey
As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
Super Monkey
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
Ninja Monkey
We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
Alchemist
Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
Druid
While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better.
Spike Factory
We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
Monkey Village
A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.
Engineer
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
Beast Handler
As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
Gwendolin
Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now.
Adora
While they are complicated individuals, Adora can now fully appreciate the sacrifice of the newest Monkeys in the struggle against the Bloons.
Admiral Brickell
We aren’t happy with strats that start looking like exploits with frequent sell-replace loops.
Psi
Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway.
Event / Boss / Relic / Knowledge
Looking Forward
Five months of 2023 done and dusted, which feels to us like it has zoomed by, perhaps because the Auckland office where the BTD6 team is based has only just reopened after the severe flooding at the end of January. All of Update 36 and the majority of Update 37 were completed while again working from home, but we’re very excited to have the office repairs done, the flood wall almost finished, and the ability to work shoulder to shoulder again on fun new things for the monkeyverse! Here’s the latest gaze into the crystal ball:
submitted by 14g0t to NoRules [link] [comments]


2023.06.07 07:51 Helaken1 People who never been or lived in the tri-state area..

Do you not understand certain things about the setting? For example, the episode that takes place on the subway or the fact that he went to the wrong airport so he easily went to the other airport in like 45 minutes? Apartment buildings? Lol I am from New Jersey so I know exactly the things that irritate them but fans that don’t live on the East Coast, is there anything you don’t understand?
Edit: so people are saying that of course you know what New York is but my question is, do you know the difference between the Midtown and Queens? Do you know how much rent cost in Manhattan? Do you know if the small place is worth hundreds of dollars like it would be in New York versus other parts of the country. There is an episode where Jerry tells Layton that she would pay $300 for rent in that apartment probably would’ve cost $1500. Is there a hotdog stand in the corner of every place where you live because in New York there is, and everyone walks double speed and there are tons of women who look beautiful. I saw in the sub that people don’t get how George gets all these attractive women a lot of people in New York women especially are really attractive, but if you knew this already then OK then just say you knew that already. The coffee shop is considered a diner when I moved out to Portland no one knew what a diner was or how you can order anything to eat in this one restaurant that’s open 24 hours.
submitted by Helaken1 to seinfeld [link] [comments]


2023.06.07 06:39 Acrel-electric Application of Energy Management System in Commercial Plaza

Application of Energy Management System in Commercial Plaza
摘要:介绍某国际商业广场项目,采用智能电力仪表、采集配电现场的各种电参量、开关信号。系统采用现场就地组网的方式,组网后通过现场总线通讯并远传至后台,通过Acrel-3000型电能管理系统实现楼层及配电房回路用电的实时监控和管理。
Abstract: Introduce an international commercial plaza project, which adopts smart power meters to collect various electrical parameters and switch signals at the distribution site. The system adopts the method of on-site networking. After networking, it communicates via fieldbus and transmits it to the background. The Acrel-3000 power management system realizes real-time monitoring and management of the power consumption of floors and power distribution rooms.
关键词:智能电力仪表;Acrel-3000;电能管理系统;
Keywords: intelligent power meter; Acrel-3000; Energy management system;
0 概述 Overview
该项目位于某经济开发区核心,区域内发展成熟,配套完善、交通便捷。本项目为现场各楼层配电间的用能改造。现场757个配电出线回路安装757台多功能电表采集现场数据。
The project is located in the core of an economic development zone, with mature development, complete supporting facilities and convenient transportation. This project is the energy utilization transformation of the distribution rooms on each floor of the site. On-site 757 power distribution outgoing circuits were installed with 757 multi-function meters to collect field data.
1 需求分析 Demand Analysis
为保证生产管理用电负荷的统计与分析及对危险源实时监控。需要对项目现场的各配电箱等电气设备进行电压、电流、功率等参数进行实时在线监控。一旦监控点被监视参数异常,能够及时检测报警,有关人员采取必要的措施,避免安全事故的发生。自动抄表功能节省了人力物力,功率趋势曲线功能能够直观的显示各回路的工作状态与时间,方便用户找出非正常用电回路并且及时进行整改,建立电能多级计量体系提供用能分析依据。
本技术条件适用于该项目的回路进出线回路。供方产品应具有高安全性与可靠性、易于扩展、便于维修与维护。供方提供的产品应至少满足本技术条件,但不仅于此,其技术性能应满足对设备配电箱数据监控的要求。
To ensure the statistics and analysis of electricity load for production management and real-time monitoring of hazard sources. Real-time online monitoring of voltage, current, power and other parameters of electrical equipment such as distribution boxes on the project site is required. Once the monitoring point is monitored with abnormal parameters, it can detect and alarm in time, and relevant personnel can take necessary measures to avoid safety accidents. The automatic meter reading function saves manpower and material resources. The power trend curve function can intuitively display the working status and time of each circuit, which is convenient for users to find abnormal power circuits and make corrections in time, and establish a multi-level electrical energy measurement system to provide energy analysis basis .
This technical condition applies to the incoming and outgoing circuits of the project. The supplier's products should have high safety and reliability, easy to expand, easy to repair and maintain. The products provided by the supplier shall meet the technical requirements at least, but not only this, but the technical performance shall meet the requirements for data monitoring of the equipment distribution box.
1.1 数据采集 Data Collection
自动采集现场所有电量仪表的模拟量数据,自动采集现场开关状态以及故障状态等开关量数据。
支持实时采集、自动周期采集(定时采集)可配置周期(1分钟~24小时)。
支持数据传输正确性检验,异常数据自动处理。
支持多线程处理机制,提高数据采集效率,能同时对多个设备进行数据采集。
数据实时显示采用配电箱主接线图直观显示模式,各回路开关断合以及故障状态直观可见。
Automatically collect analog data of all power meters on site, and automatically collect on-site switching data such as on-site switch status and fault status.
Support real-time collection, automatic periodic collection (timing collection) configurable cycle (1 minute to 24 hours).
Support data transmission correctness inspection, automatic processing of abnormal data.
Support multi-threaded processing mechanism, improve the efficiency of data collection, and can collect data from multiple devices at the same time.
The real-time data display adopts the intuitive display mode of the main wiring diagram of the distribution box, and the disconnection and fault status of each circuit switch are intuitively visible.
1.2 数据分析与处理 Data Analysis And Processing
数据的综合统计、分析需要实现以下功能:
各设备用电数据小时、日、月、年等时间段内的统计、计算。
各设备的用电负荷(有功、无功)大、小、平均值计算。
统计各分站及整体的用电量(有功、无功)。
Comprehensive statistics and analysis of data need to achieve the following functions:
Statistics and calculation of the electricity consumption data of each equipment within hours, days, months, years and other time periods.
Calculate the large, small and average value of the electrical load (active power, reactive power) of each device.
Count the power consumption (active power and reactive power) of each substation and the whole.
1.3 数据查询与展示 Data Query And Display
要求能方便实现客户端查询和各级管理人员的查询,查询界面能适应各级管理人员的要求能够支持灵活的条件组合查询和对比分析,各类统计分析的数据可灵活采用报表等多种图表方式直观的展示功能。
数据展示功能按照不同用户的不同的权限,分为操作层、管理层、决策层三层用能展示。
操作层具备用能分析、累计用量、实时监测、运行记录及比例、对比、对标分析等功能。
管理层具备用能数据统计和分析、分类分项的对比、对标分析等功能。
决策层具备用能数据分析、数据删除、数据库导入/导出等功能。
It is required to facilitate the realization of client query and query of managers at all levels. The query interface can adapt to the requirements of managers at all levels. It can support flexible condition combination query and comparative analysis. Various types of statistical analysis data can be flexibly used in reports and other charts. Intuitive display function.
According to the different permissions of different users, the data display function is divided into three layers: operation layer, management layer, and decision-making layer.
The operation layer has functions such as energy consumption analysis, cumulative consumption, real-time monitoring, running records and ratios, comparison, and benchmarking analysis.
The management has functions such as statistics and analysis of energy consumption data, comparison of classification and sub-items, and benchmarking analysis.
The decision-making layer has functions such as energy data analysis, data deletion, and database import/export.
1.4 权限管理 Authority Management
要求对不同用户赋予不同角色的权限,能授权到功能子菜单、具体档案记录、数据记录等。
系统要求具备合理完善的用户安全控制机制,能使应用环境中的信息资源得到保护,防止信息的丢失、失窃和破坏。
It is required to assign different roles to different users, and be able to authorize function sub-menus, specific file records, data records, etc.
The system requires a reasonable and complete user security control mechanism to protect the information resources in the application environment and prevent the loss, theft and destruction of information.
1.5 节能改造及效果评估 Energy-Saving Renovation And Effect Evaluation
要求为生产节能改造提供数据支撑,并能提供节能改造前后的效果评估。
It is required to provide data support for the energy-saving transformation of production, and provide the effect evaluation before and after the energy-saving transformation.
1.6 参数设置 Parameter Settings
可通过采集柜设置各回路互感器变比,各种电流电压保护整定值。
故障判断与报警具有故障自动判断并采用声光方式报警功能。报警类型包括开关故障,电压、电流超限,现场采集模块通讯故障,与监控系统通讯故障等。报警时间自动记入系统数据库,方便用户查询,工作人员可随时掌握变配电站实时运行状态,发现变配电运行故障并作出相应处理,提高变配电的管理效率,提升电力系统安全性、可靠性。
The transformer ratio of each loop and the setting value of various current and voltage protection can be set through the acquisition cabinet.
Fault judgment and alarm have automatic fault judgment and use sound and light alarm function. Alarm types include switch failures, voltage and current overruns, communication failures of the field acquisition module, and communication failures with the monitoring system. The alarm time is automatically recorded in the system database, which is convenient for users to inquire. The staff can grasp the real-time operation status of the substation at any time, find the operation failure of the substation and distribution, and make corresponding treatments, improve the management efficiency of the substation and distribution, and enhance the safety of the power system. reliability.
2 系统方案 System Solutions
安科瑞Acrel-3000系统根据该项目的现场实际情况,整体网络结构采用屏蔽双绞线直接接至监控室的对应的数据采集器然后通过网线直接接至监控主机,保障了电能管理监控系统传输的稳定性与实时性。如下图所示:站控管理层、网络通讯层和现场设备层。
According to the actual situation of the project site, the Acrel-3000 system uses shielded twisted-pair cable to connect directly to the corresponding data collector in the monitoring room and then directly connects to the monitoring host through the network cable, ensuring the transmission of the power management monitoring system. The stability and real-time performance. As shown in the figure below: station control management layer, network communication layer and field device layer.
https://preview.redd.it/19fhbmr2yi4b1.png?width=306&format=png&auto=webp&s=cc98a22164db5b3721adee65d6f896eb461f90fd
现场共计140只多功能仪表分为12条RS485总线接至配电房的监控工控机,实现总线上仪表与监控主机的数据连通。
A total of 140 multi-function instruments on site are divided into 12 RS485 buses connected to the monitoring industrial computer in the power distribution room to realize the data connection between the instruments on the bus and the monitoring host.
1)站控管理层 Station Control Management
站控管理层针对电力监控系统的管理人员,是人机交互的直接窗口。在该项目中主要指置于配电房的监控主机。
The station control management layer is the direct window of human-computer interaction for the management personnel of the power monitoring system. In this project, it mainly refers to the monitoring host placed in the power distribution room.
2)网络通讯层 Network Communication Layer
通讯层主要是由监控工控机的通讯串口、以太网设备及总线网络组成。串口主要功能是监测现场智能仪表;以太网设备及总线网络的主要功能是实现分站与主站之间的数据交互,使配电系统管理集中化、信息化、智能化,很大提高了配电系统的安全性、可靠性和稳定性,达到了无人值守的目的。
The communication layer is mainly composed of the communication serial port of the monitoring industrial computer, Ethernet equipment and bus network. The main function of the serial port is to monitor on-site intelligent instruments; the main function of the Ethernet equipment and the bus network is to realize the data interaction between the substation and the main station, so that the management of the distribution system is centralized, informatized, and intelligent, which greatly improves the distribution The safety, reliability and stability of the electrical system have achieved the goal of unattended operation.
3)现场设备层 Field Device Layer
现场设备层是数据采集终端,主要由智能仪表组成,智能仪表通过屏蔽双绞线RS485接口,采用MODBUS通讯协议总线型连接接入通讯服务器,经通讯服务器到达该配电间监控主机进行组网,实现远程控制。
The field device layer is the data acquisition terminal, which is mainly composed of smart meters. The smart meters are connected to the communication server through the shielded twisted pair RS485 interface and the MODBUS communication protocol bus connection. The communication server reaches the monitoring host of the power distribution room for networking. Realize remote control.
4) 智能仪表现场连接示意Smart Instrument Connection Diagram
现场仪表以手拉手方式通过屏蔽双绞线(RVSP2*1.0)进行通讯连接,每根总线连接智能仪表数量在20只左右,不同种类的智能装置连接在不同的总线上,然后将数据上传至串口服务器,进而将数据上传至当地监控终端。具体连接示意图如下所示:
Field instruments are connected hand in hand through shielded twisted pair (RVSP2*1.0). The number of smart instruments connected to each bus is about 20. Different types of smart devices are connected to different buses, and then the data is uploaded to the serial port. The server then uploads the data to the local monitoring terminal. The specific connection diagram is as follows:
https://preview.redd.it/g0xk5z84yi4b1.png?width=315&format=png&auto=webp&s=0e245cee57ff2179d889d6c29f11de3789509613
3 系统功能 System Functions
现场实时监控系统图为主监控画面,主要实时监测变电所所有回路的运行状态,红色代表合闸,绿色代表分闸。在系统图中可以直观的看到每路进线和出线的运行参数和状态,可以看到变压器出线侧的所有常规电力参数,如:三相电压、电流、有功功率、无功功率、功率因数、频率、有功电度等。如下图所示:
The on-site real-time monitoring system diagram is the main monitoring screen, which mainly monitors the operating status of all circuits in the substation in real time. Red represents closing and green represents opening. In the system diagram, you can intuitively see the operating parameters and status of each incoming and outgoing line, and you can see all the conventional power parameters on the outgoing side of the transformer, such as: three-phase voltage, current, active power, reactive power, and power factor , Frequency, active power, etc. As shown below:
https://preview.redd.it/xl0750qcyi4b1.png?width=336&format=png&auto=webp&s=c5dab35ded0a64e2ee627c9c294a8a1b67777320
系统一次图 System diagram
遥信和遥测报警功能,主要完成对低压各出线回路的开关运行状态和负载进线监控,对开关变位和负载越限弹出报警界面指示具体的报警位置并声音报警,提醒值班人员及时处理。负载越限值在相应权限下可自由设置。具备历史查询功能。
The remote signaling and remote measurement alarm function mainly completes the monitoring of the switch operation status of the low-voltage outlet circuits and the load incoming line. The pop-up alarm interface for switch displacement and load limit violations indicates the specific alarm location and sounds the alarm to remind the duty personnel to deal with it in time. The load limit can be set freely under the corresponding authority. With historical query function.
事件告警记录功能,主要完成对查询时间段内出现的报警信息事件记录以及发生时间,为值班人员提供依据并且分析事故发生的原因。
The event alarm recording function mainly completes the recording of the alarm information and the occurrence time of the alarm information that occurred during the query time period, and provides the basis for the staff on duty and analyzes the cause of the accident.
参数抄表功能,主要对低压各出线回路的电参数进线查询。支持任意时刻电参数查询,具备数据导出和报表打印等功能。该报表查询一科大厦楼层配电箱进出线各低压回路的电参数,主要包括:三相电流、有功功率和有功电度。该报表各回路名称和数据库关联,方便用户修改回路名称。如下图所示
Parameter meter reading function, mainly to query the electrical parameters of the low-voltage outgoing circuit. Supports electrical parameter query at any time, with functions such as data export and report printing. This report queries the electrical parameters of the low-voltage circuits of the incoming and outgoing lines of the distribution box on the floor of the Yike Building, mainly including: three-phase current, active power and active energy. The name of each circuit in this report is associated with the database, which is convenient for users to modify the name of the circuit. As shown below
https://preview.redd.it/f99kc3ofyi4b1.png?width=316&format=png&auto=webp&s=7628070df02a81a234f5da35d5c6f8f552e1b534
电参数抄表Electric parameter reading
用电量报表功能,可选择时间段进行查询,支持任意时间段电度累计查询,具备数据导出和报表打印等功能。为值班人员提供了准确可靠的电能报表。该报表各回路名称和数据库关联,方便用户修改回路名称。如下图所示,显示办公楼实验楼配电回路的准确用电量,用户可以直接打印报表,可以以EXCEL格式另存到其他位置。 如下图所示:
The power consumption report function can select the time period for query, supports the cumulative query of the power consumption at any time period, and has the functions of data export and report printing. Provide accurate and reliable electric energy report for the staff on duty. The name of each circuit in this report is associated with the database, which is convenient for users to modify the name of the circuit. As shown in the figure below, it shows the accurate power consumption of the power distribution circuit in the laboratory building of the office building. Users can directly print the report and save it to other locations in EXCEL format. As shown below:
https://preview.redd.it/fmfz1xjgyi4b1.png?width=318&format=png&auto=webp&s=26e2b3722ee1cb6363fc8550773a37325cbe650b
电能报表Energy report
系统通讯结构示意图,主要显示系统的组网结构,系统采用分层分布式结构,同时监测间隔层设备的通信状态。红色表示通讯正常,绿色表示通讯故障。下图为变电所通讯状态示意图。
A schematic diagram of the system communication structure, which mainly shows the network structure of the system. The system adopts a hierarchical distributed structure and monitors the communication status of the bay layer equipment. Red indicates that the communication is normal, and green indicates that the communication is faulty. The figure below is a schematic diagram of the communication status of the substation.
https://preview.redd.it/jo7bd4qhyi4b1.png?width=317&format=png&auto=webp&s=29893a609ac667e64bb2d5b30f76ee5c45455b0c
通讯结构示意图 Communication structure diagram
负荷趋势曲线界面中可直观的查看回路的负荷运行情况。查看实时和历史趋势曲线,点击画面相应按钮或菜单项可以完成相应功能的切换;帮助用户进线趋势分析和故障追忆,具备曲线打印功能。为分析整个系统的运行状况提供了直观而方便的软件支持。
In the load trend curve interface, the load operation of the loop can be viewed intuitively. View real-time and historical trend curves, click the corresponding button or menu item on the screen to complete the switch of the corresponding function; help users to enter the line trend analysis and fault recall, with the curve printing function. Provides intuitive and convenient software support for analyzing the operating status of the entire system.
4 结束语 Summary
在当今配电设施的应用中,配电安全性至关重要,本文介绍的Acrel-3000电能管理系统在商业广场项目的应用,可以实现对供配电回路用电的实时监控,不仅能显示回路用电状况,还具有网络通讯功能,可以与串口服务器、计算机等组成电能管理系统。系统实现对采集数据的分析、处理,实时显示配电房内各配电回路的运行状态,对负载越限具有弹出报警对话框、语音提示,并生成各种电能报表、分析曲线、图形等,便于电能的远程抄表以及分析、研究,该系统运行安全、可靠、稳定,为商业广场项目解决用电问题提供了安全可靠的依据,取得了较好的企业效益。
In the application of today’s power distribution facilities, power distribution safety is of the utmost importance. The application of the Acrel-3000 power management system introduced in this article in the commercial plaza project can realize real-time monitoring of the power consumption of the power supply and distribution circuit, not only can display the circuit The power consumption status also has the function of network communication, which can form an electric energy management system with serial server, computer, etc. The system realizes the analysis and processing of the collected data, real-time display of the operating status of each power distribution circuit in the power distribution room, pop-up alarm dialogs, voice prompts for load overruns, and generates various energy reports, analysis curves, graphics, etc., It is convenient for remote meter reading, analysis and research of electric energy. The system is safe, reliable and stable in operation. It provides a safe and reliable basis for the commercial plaza project to solve electricity problems, and has achieved good corporate benefits.
参考文献 Bibliography
1.Technical requirements of the Ministry of Housing and Urban-Rural Development[2008] No. 114.
2.Solutions for enterprise micro-grid system
submitted by Acrel-electric to u/Acrel-electric [link] [comments]


2023.06.07 05:37 AnalAphrodite Peds

Currently in school and wondering: Why are pediatric specialties and subs so underpaid? Pay varies so much based on numerous variables BUT pediatric sub-specialties are always ridiculously lower than adult counterparts. Even the surgical specialties- why?
I love pediatrics and a 170k+ salary is great, but comparatively, it’s insulting? This is coming from someone who has been extremely poor their entire life, so I hope it doesn’t sound entitled 😅
Does anyone know, or have a more reliable source to find out, what the highest paying pediatric sub-specialties are, specifically along in the south east coast?
submitted by AnalAphrodite to FemalePhysicians [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:

  1. Small: Under ~10 tables, Ideally ~2 tables. Exceptions for Food Court Stalls
  2. Family Run: Owner or a family member is always present. Bonus for family-run businesses with no employees.
  3. Hidden (On Reddit): Under 40 comments where a post is worth 5 comments.
  4. 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 02:21 NoSneezePlz Bloons TD 6 - Update Notes! Version 37.0

Bloons TD 6 - Update Notes! Version 37.0
https://preview.redd.it/0ko9r0ktoh4b1.png?width=840&format=png&auto=webp&s=d366457be60997a8f03ca838d5c3eacef9cacf8d

Bloons TD 6 v37.0 - Update Notes!

Rolling out now on iOS, Android, Steam please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Check out the more awesomer update video here.

Key New Features

  • New Paragon - The Magus Perfectus! (loves casting spells) Some of you know we teased this last year, but we needed more time to balance the art and design required to make this extra special, so we are very pleased to get this live! Wizard Monkey’s Paragon is designed to be a higher level strategic Paragon with powerful ability usage similar to the Doomship.
    • The core of the Magus is a toggle to and from a Draining Beam which deals very small single target damage but absorbs graveyard mana as it damages and destroys Bloons
    • While toggled off from the Drain Beam, Magus attacks with a powerful Arcane Spike that deals massive damage to MOABs and revives Bloons it slays, while a Dark Phoenix circles overhead attacking with Firebomb breath and a radial fireball attack
    • Phoenix Explosion Ability: can be cast to consume the Paragon’s entire graveyard to set all Bloons on screen on fire for 30 seconds and summon one Zombie ZOMG for every 9000 graveyard mana consumed
    • Arcane Metamorphosis Ability: can be used to consume all graveyard mana and transform the Magus briefly into an alternate form which decimates everything with a flame cascade attack; Metamorphosis lasts longer the more mana it consumes
    • Magus was designed for armchair play so it will fill and consume graveyard mana on its own, but our goal was to create more actively controlled Paragon for those who will enjoy microing between Beam on and off and choosing which awesome Ability to unleash and when

New Awesome

  • Happy Birthday BTD6 - On June 14th, BTD6 will celebrate 5 years of monkeytastic fun and strategy! We hope you’ll join us for the main menu changes, skinned Collection event, special Questing, and general celebration. Thank you for five amazing years and we’re looking forward to all the years ahead!
  • New Hero Skin - Jiangshi Sauda, a fun new cross-cultural look for Sauda brainstormed by the art team, mixing inspirations from a favorite show and Chinese folklore
  • New Map - Erosion
    • Community designed advanced map Erosion by “I am not an artist” ~ u/TheWiseTroll
    • TheWiseTroll’s original concept proposed land and water but when thinking about map colors and the little stories we think of behind each map, the concept of the polar bear walking back with the shrinking ice was too compelling to do anything else
  • New Quests
    • Birthday Party - Pop the Party Bloon as many times as you can before it escapes
    • Blade Sauda Nowhere - Try out Sauda and learn some of her skills
    • Patch’s Cheap Chimps Challenge - Beat Logs with as little cash spent as you can
    • Striken Bad - Defeat the BAD on round 100 using First Strike. The spelling hurts us, too, you’re not the only one - but we had to do it!
  • Least Cash and Least Tier Boss Events
    • We’ve heard feedback about and have been wanting to shake up Boss rules, so here we go!
    • Applying new victory conditions to Boss Events completely changes the focus while still needing the damage output and type to handle each Boss
    • Time still matters, as the secondary time score will break any ties
  • New Trophy Store Items
    • Heroes: Geraldo Pack Mule pet, Quincy Spec Ops Drop In placement
    • Monkeys: Sweden Village Flag
    • Bloons: Party Hat Bloons
    • Game & UI: Vortex Avatar, Sunset Samba 64 Mix music track, Quincy Arrows banner
    • Nexus.gg Creator Supporter Avatar - show your support for Content Creators by using the Creator Support button on the Settings screen and purchasing any IAP
  • Limited Time only {trophy items if there’s a seasonal}
  • 5 Year Anniversary Avatar, 5 Year Anniversary Banner
  • New CT Team Store items
    • Base Props: Treasure Chest
    • Icons: Overclock icon, Archmage Staff icon
    • Frames: Bloon From The Dead frame, Mage Hat frame
  • New Slider
    • Everybody loves sliders, right?
    • After lots of discussion on the team and a fair few player requests, we’ve added a ‘Projectile and Effects Scaling’ accessibility option to main menu Settings
    • This is primarily for accessibility to minimize the size and brightness of projectiles and effects, especially when the screen is crowded with Monkeys and Bloons
    • This is not directly a performance improvement feature, so please do not expect the game to run noticeably better - just noticeably cleaner
    • We tried not to remove key game state indicators but this is ultimately in player control - if you adjust the slider and effects and projectiles make it harder to play the game, please reset the slider until the game is working the way you want
    • It’s also really fun for silly screengrabs, so please post your favorites!

News - Anniversary Giveaways!


https://preview.redd.it/27pjluypoh4b1.png?width=350&format=png&auto=webp&s=265a9a9a1456e7323d224938edcbaa995cd35d3c
We would also like to formally announce that we will be doing a week of giveaways on our Twitter starting next Monday NZT to celebrate the BTD6 5 year anniversary! 5 winners will be picked randomly each day for 5 days to win an awesome prize from our merch store. This will be exclusive to Twitter so make sure to follow us here to be involved!

Game Changes / Additions

  • New Party Time game theme event!
  • Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
  • Bosses on spawn will now clear the map of all existing projectiles
  • Highest Round profile stat renamed to Highest Round (All Time) & added in the new profile stat Highest Round (Current Version).
  • The 4 different Highest Round profile stats are now grouped together near the top of the profile stats page
  • Freeplay budget scaling reduced slightly (same speed/hp, but number of Bloons added per round will increase at a slower rate)
  • Added a new Roundset with Income curve to be used by our events team; this customized income curve allows us more flexibility to make this roundset than would otherwise have been possible with existing roundset tools
  • Translated game into Thai

Quest Changes

  • Added a ‘Play Again’ button to the victory screen for quests
  • Added a ‘Disable Dialogue’ checkmark for some quests after beating them
  • Game hints are now hidden during Quests
  • Story Quests now sort to the top of the quest list & completed Story Quests sort to the bottom

Bug Fixes & General Changes

  • A large number of localization fixes - thanks for the player feedback on your pet peeves!
  • Resolved a number of general crashes
  • Number of additions/changes to improve existing quests, highlight scores to beat & increase our possibilities for quest creation
  • Resolved an issue with abilities highlighted in quests remaining highlighted after restarting
  • Holding down on a tower should correctly hide the UI again
  • Quests no longer play placement effects for any pre-placed towers
  • Resolved an issue that could prevent Total Damage from counting correctly to profile
  • Resolved an issue where total insta monkeys profile stat would decrease if the instas were used
  • Resolved certain very specific freeplay seeds causing crashes on certain rounds
  • Bloons Leaked summary no longer gets cleared in co-op after reviewing map
  • Stairs in the top corners on Resort are now placement blockers
  • Resolved a crash that could occur when waiting on the events screen as events end
  • Resolved a crash that could occur when the Hero Booster popup was canceling via any map mechanics forcing the player to deselect the hero
  • Fixed some towers not targeting the test bloon when set to target type Strong
  • Fixed position of the full patch notes link on update popups on some resolutions
  • Midnight Mansion plays a fishie animation in the bloon exit on loading in
  • Resolved an issue where placed items on the map lose their cosmetic skins after a resync occurs during a co-op game.
  • Obtaining towers from redistribution on co-op that are still locked for you will now show messaging in the unlocks screen as to why you are not earning XP for it
  • Pressing back from the avatabanner selection will now just back out of that selection
  • Changed Pop Count on summary screen to Damage Count and added actual Pop Count
  • Hero portraits no longer linger too long on the screen after exiting the upgrades menu in game
  • Paragon art state changes moved from 22/42/62/82 to 20/40/60/80
  • Resolved map-based buffs not inheriting to subtowers correctly
  • Resolved an issue where an external proxy could sometimes cause the game to hang on loading forever
  • Co-op red areas fade in more slowly when you cross the boundary
  • Resolved online/Invisible profile setting displaying text incorrectly
  • Audio polish when opening reward chests in the collection event
  • Updated wording on logout screen to address some confusion
  • Added a background to the rewards UI
  • Added confirmation pop-up for In App Purchases added from outside the game
  • Monklish font has been regenerated to include the Māori macrons

Tower Specific Fixes

Ice Monkey
  • Resolved a number of cases of the xx2 Refreeze crosspath not re-freezing bloons when dealing certain numbers of damage.
Monkey Buccaneer
  • xx5 Trade Empire should no longer buff too many merchants in co-op
  • Resolved tower moving from flagship to navarch displaying vfx at the wrong scale
  • Resolved "Paragon available" pip displaying for Buccaneer with only Flagship and Pirate Lord unlocked
  • Resolved an issue where Navarch’s attack rate buff would not apply to Doomship in some cases depending on build order
Monkey Ace
  • xx2 Centered Path ace no longer displays it’s placement target on screen initially when loading a save
  • Upgrading to 002 Ace no longer refreshes the cooldown on the special toggle
  • Resolved an issue with Monkey Ace jumping offscreen after a Retry Last Round
Banana Farm
  • 5xx Banana Central no longer buffs other Banana Centrals in co-op
Engineer
  • 1xx Engineers can now place their sentries correctly on One Two Tree
  • Overclocking a 5xx Engineer’s sentry just as it starts exploding no longer crashes the game
  • Engineer Paragon no longer crashes if created while a Bloontrap is being deployed
  • Engineer Paragon no longer crashes when selling the main tower while it has a sentry moving through the air that has not landed yet
  • Engineer Paragon should no longer throw sentries into the middle of the map due to techbots
  • Resolved an issue where the Paragon’s permanent speed boost per round would not load until the end of the first round played after loading a save
Beast Handler
  • 3xx Great White projectiles can no longer hit bloons far out of range
  • 3xx Great White rare crash that could occur at end of rounds has been resolved
  • 3xx Great White’s slow applied to grabbed target now expires correctly
  • 310 Beast Handler now has eyebrows, just like that one map suggestion
  • Corrected the splash asset for crosspathed 4xx & 5xx Beasts
  • Merging an Orca into a Megalodon while it's taking out a bad should no longer cause a 2nd Megalodon to briefly appear
  • x1x Microraptor no longer fails to attack in some cases when being moved to different heights
  • x4x Tyrannosaurus Rex ability now scales with Challenge Editor ability cooldown slider
  • Beast Handler's bird targeting no longer breaks when set to strong if bloons are leaving radius
  • Resolved a crash that could occur when moving a beast to the screen boundary

Hero Specific Fixes

Obyn Greenfoot
  • Resolved an issue where Obyn’s Wall of Trees when placed on an intersection looping back around on itself would not be able to hit the children of any targets that passed over it
Psi
  • Resolved a crash that could occur when attacking glued Bloons
Geraldo
  • Resolved an issue where selling Geraldo, and then re-buying him would show the description of the last-viewed store item from before selling him
Platform Specific fixes
  • PC: Beast Handler’s hotkey in the hotkeys menu has been moved up near the rest of the support towers
  • PC: Added a ‘ Monkey Special 2’ hotkey (for towers like Beast Handler, Necromancers & Ace Paragon). By default the Special 1 & Special 2 hotkeys have been assigned to PageUp & PageDown and ordered so that PageUp triggers the upper specialty, and PageDown triggers the lower one
  • Arcade: Resolved a strange one pixel wide black line that can appear above some text characters on the arcade font
  • Chromebook: Game no longer crashes if attempting to login via webview
  • Chromebook: Resolved an issue with bluetooth mice being unable to scroll

Balance Changes

Boomerang Monkey
This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
  • Boomerang Paragon knockback amount reduced 3 > 1
Bomb Shooter
MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
  • x4x MOAB Assassin ability passes through MOAB layers
  • x4x MOAB Assassin ability explosion centers around the impact target
Tack Shooter
Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
  • x3x Blade Shooter pierce increased from 6 > 8
Ice Monkey
Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
  • 000 Ice Monkey freeze duration reduced by 50% on ceramics
  • All T3 Ice Monkeys increase freeze duration on ceramics from 50 > 100%
  • 203 Icicles crosspath now gains camo prio
Glue Gunner
The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now.
  • 4xx Bloon Dissolver now creates puddles on track leading up to Bloon Solver, puddles deal 1 damage, all other stats and crosspath benefits are the same.
Sniper Monkey
This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
  • 5xx Cripple MOAB damage increased from 80 > 280
Monkey Buccaneer
Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
  • 210 Grape Shot total projectiles reduced from 10 -> 6
  • 310 Destroyer also reduced from 10 > 6 grapes
  • 310 Destroyer now increases grape attack rate twice as much, matching increase to the regular attack
  • 410 Aircraft Carrier planes radial attack now fires an arc of grapes instead of darts
  • 410 Aircraft Carrier planes radial Emission Angle 360 > 90
  • 410 Aircraft Carrier planes radial projectile count 8 > 6
  • 410 Aircraft Carrier plane grape projectile speed 100 > 200
  • 420 Aircraft Carrier planes radial projectile art: dart > hot grape
  • 420 Aircraft Carrier planes radial damage type Sharp > Fire
  • 400 Aircraft Carrier plane radials damage 1 > 2
  • 4xx Aircraft Carrier missiles now follow tower target priority
Monkey Ace
Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
  • xx4 Spectre Dart damage increased 3 > 4
  • xx4 Spectre Dart ceramic bonus reduced 2 > 1
  • xx4 Spectre Dart pierce reduced 15 > 10
  • xx4 Spectre Bomb damage increased 2 > 3
  • xx4 Spectre Bomb ceramic bonus reduced 4 > 3
  • xx4 Spectre Bomb pierce reduced 30 > 20
Heli Pilot
Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
  • 302 Razor Rotors will now benefit from the faster firing crosspath
  • 3xx Razor Rotors cooldown rate 0.75 > 0.5
  • x4x Support Chinook price reduced from $10500 > 9500
  • x4x Support Chinook supply crate cash generated reduced $1650 > 1,550
  • x4x Support Chinook max uses per round reduced from 3 > 2
  • xx4 & xx5 Comanche mini's follow the target priority set on their main Heli
  • xx5 Comanche Commander missile damage 7 > 15
  • xx5 Comanche Commander missile moab bonus 5 > 8
  • xx5 Comanche Commander mini's missile dmg 5 > 15
  • xx5 Comanche Commander mini's missile moab bonus 5 > 8
Mortar Monkey
As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
  • 4xx The Big One stun duration non-MOABs increased from 0.5s > 0.75
  • 5xx The Biggest One stun duration MOAB increased from 0.3s > 0.5
  • 5xx The Biggest One stun duration BFB increased from 0.2s > 0.3
  • 5xx The Biggest One stun duration DDT increased from 0.2s > 0.3
  • x3x Heavy Shells attack delay reduced from 1.08 > 0.81
  • x4x Artillery Battery attack rate buff reduced from ¼ to ⅓ (remains the same rate: 0.27)
  • xx3 Signal flare cost increased $700 > 800
  • xx4 Shattering Shells price reduced from $11,000 > 10900
  • xx3 Signal Flare decamo radius reduced from 50 > 43
  • 103 Signal Flare decamo pierce increased by 5 > 10
  • xx4 Shattering Shells burn DoT deals moab bonus +5
Super Monkey
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
  • 4xx Sun Temple's Magic Sacrifice mini Sun Avatars when placed will spawn with the same target prio as their parent tower
Ninja Monkey
We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
  • Ascended Shadow now grants global camo detection for all your towers
  • Ascended Shadow no longer strips camo from Bloons with every attack
  • Ascended Shadow main attack gains bonus to camo +6
  • Ascended Shadow Flash Bomb Explosion gains bonus to camo +20
  • Ascended Shadow Flash Bomb Shurikens gains bonus to camo +16
  • Ascended Shadow Sticky Bomb Projectile gains bonus to camo +3200
  • Ascended Shadow Sticky Bomb Explosion gains bonus to camo +700
  • Ascended Shadow now deals 25% damage to all non-Boss MOABs that spawn
Alchemist
Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
  • x4x Transforming Tonic transformed alchemist can now ignore line of sight
  • x5x Total Transformation towers transformed by the x5x will keep their Target Priority
Druid
While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better.
  • 3xx Druid of the Storm’s Tornado no longer targets MOAB-class Bloons
  • x3x Druid of the Jungle no longer pops Lead Bloons without 130 crosspath
  • x3x Jungle Vine follows target prio of tower instead of strong
  • x3x Jungle Vine defaults tower to strong priority when purchased
  • 205 Avatar of Wrath base Heart of Thunder attack rate increased 2.3s > 1.15
Spike Factory
We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
  • 4xx Spiked Mines pierce increased from 12 > 20
  • 4xx Spiked Mines explosion pierce reduced from 40 > 30
  • 4xx Spiked Mines DoT damage increased from 1 > 10
  • 5xx Super Mines explosion pierce remains at 60
  • 5xx Super Mines DoT damage increased from 1000 > 2500
Monkey Village
A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.
  • xx5 Monkeyopolis income formula now includes a base +$2500 minimum
Engineer
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
  • xx5 XXXL Trap attack cooldown reduced from 5.8s > 4.6
Beast Handler
As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
  • 3xx Great White thrash rate benefits from speed buffs
  • 3xx Great White damage increased 4 > 8
  • 3xx Great White max extra damage from merge increased 8 > 16
  • 3xx Great White max attack rate buff from merge increased 0.20634 > 0.38
  • 3xx Great White extra thrash knockback duration from merge increased 0.1 > 0.2
  • 4xx Orca thrash damage increased 20 > 30
  • 4xx Orca thrash max extra damage from merge increased 40 > 60
  • 4xx Orca max attack rate buff from merge increased 0.37829 > 0.38
  • 4xx Orca thrash radius increased 20 > 24
  • 5xx Megalodon price reduced from 55,000 > 45,000
  • 5xx Megalodon thrash radius increased 30 > 36
  • 5xx & x5x Beast handler paths are now overclockable
  • x4x and x5x Max Merge Bonus: Overkill damage on MOABs now distributes to the children of that target
  • xx1 Gyrfalcon path deals +1 damage to Regrows to stop accidental infinite regrow farms
  • xx3 Golden Eagle pierce increased 12 > 15
  • xx3 Golden Eagle pierce range increased 24 > 30
  • xx3 Golden Eagle ceramic pierce penalty reduced from +3 > 1
  • xx3 Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14
Gwendolin
Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now.
  • Lv6 Gwendonlin main attack DoT stack count 0 > 1
  • Lv6 Gwendonlin main attack DoT damage increased from 1 > 2
  • Lv9 Gwendonlin main attack DoT damage increased from 1 > 4
  • Lv10 Gwendonlin main attack DoT damage now increases by 1 per additional level
Adora
While they are complicated individuals, Adora can now fully appreciate the sacrifice of the newest Monkeys in the struggle against the Bloons.
  • Lv7 Blood Sacrifice can now be used on Beast Handlers
Admiral Brickell
We aren’t happy with strats that start looking like exploits with frequent sell-replace loops.
  • Upon Selling Brickell - all of her placed Mines are now expired along with her as well
Psi
Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway.
  • If no Bloons are left unpopped on screen aside from ones Psi is currently holding & destroying, these Bloons will be destroyed after a maximum of 3 seconds
  • Lv3 Psychic Blast pierce increased from 50 > 200
  • Lv7 Psychic Blast pierce increased from 100 > 200
Event / Boss / Relic / Knowledge
  • All Lych Soul variations can now be stunned/slowed by paragon tier upgrades
Looking Forward
Five months of 2023 done and dusted, which feels to us like it has zoomed by, perhaps because the Auckland office where the BTD6 team is based has only just reopened after the severe flooding at the end of January. All of Update 36 and the majority of Update 37 were completed while again working from home, but we’re very excited to have the office repairs done, the flood wall almost finished, and the ability to work shoulder to shoulder again on fun new things for the monkeyverse! Here’s the latest gaze into the crystal ball:
  • Update 38 Key Content
    • New Boss - Phayze: another all new Boss concept and play style, not giving any other hints apart from the name itself
    • Summer fun: a new Brickell hero skin and a waterpark map aimed toward Intermediate to help keep northern hemisphere summer cool
    • Quests: continuing to build new quest system features and adding a few new Quests to the list
  • Update 39 Key Content
    • Map Editor: under construction since last year with internal systems testing happening during 38.0 development, we are super excited to put map creation tools in player hands on as many platforms as possible when it goes live
    • New Hero - Spirit Walker: another unique design that we’re sandboxing already to make sure it has as much balance and art iteration as possible, again no hints other than the name
  • Update 40 Key Content
    • New Paragon - Monkey Sub: we’ve tagged sub as the next Paragon, so tell the Navarch to stop hoarding all of the Portable Lakes!
    • Stretch Goals - Boss Rush Team Event and CT Themes: lots of unknowns 3 updates out but we have strong plans for a new Team event and new parameters for Contested Territory that will make each CT more dynamic - anything that we don’t get done by end of year will have strong groundwork for next year
  • Console
    • Getting closer to submission on Xbox and PlayStation but this has been slow going. We’ve added another programmer and are working even more closely with platform partners to get through our last issues and launch as soon as possible, but that’s likely at least another 2 months. Switch is still a consideration depending on response to Xbox and PlayStation, as it will require additional bespoke development.
submitted by NoSneezePlz to btd6 [link] [comments]


2023.06.07 00:41 liquiddaisies Services in Tennessee

Any future plans to extend Amtrak services to more areas of TN? We live in Mid. TN and it would be nice to be able to take a direct train trip from Nashville to the west or east coast. I know Memphis has a station, but you can only go north or south from Memphis, and then go east or west from there.
submitted by liquiddaisies to Amtrak [link] [comments]


2023.06.06 22:24 JoshAsdvgi Turtle Island: The Original Name for North America

Turtle Island: The Original Name for North America

Turtle Island: The Original Name for North America

The name Turtle Island comes from the Aboriginal Creation story
Turtle Island was renamed North America after a Spanish explorer, Amerigo Vespucci

The Anishinaabek are one of the most widespread nations of the Aboriginal People of Turtle Island.
There are Anishinaabek people living from The Canadian Sub-arctic across Turtle Island into Mexico.
Many Native nations say that they are Anishinabek such as the Ojibway also called Chippewa, the Odawa, the Potawatomie, The Algonquins in Ontario's North-East and others. There is many nations similar to the Anishinaabek such as the Algonquin related people in the East Coast, the Arapaho nation and the Tsitsistas nation, also known as Cheyenne in the Prairies, and the Yurok nation on the West Coast.
The Anishinaabek language is a widely accepted aboriginal language in Turtle Island.
The word Niiji is an Anishinaabek word originally used by the Ojibway and Cree to mean friend.
Lately Aboriginal People of Turtle Island often use the term Niiji to address each other and themselves equivalent to the meaning of the word Indian.
The word Indian originates in one version from Spanish and in another version again from Spaniards calling Turtle Island Natives people from India, Indians.
The term Niiji very clearly defines the person as an aboriginal from Turtle Island other than Inuit.
When used today, the term Indian could refer to a person from India or to a person of any aboriginal nationality on any of the continents with populations that lead lifestyles similar to those of the aboriginal people on Turtle Island.
Similar to the term Indians referring to Turtle Island aboriginal people, the aboriginal people in the Arctic were called Eskimos.
The term Eskimo is not a term that the aboriginal people of the Arctic called themselves but rather a term used by Europeans that originated from the Cree language calling people raw meat eaters.
Due to the term Eskimo not being a term the aboriginal people in the Arctic introduced, the term Eskimo was replaced by what the aboriginal people in the Arctic call themselves, which is the word Inuit.
Inuk means man in the language of the aboriginal people of the Arctic and Inuit means men in their language.
Their language is called Inuktitut.
The word Niiji has already replaced the term Indian in many cases among Native youth and elders and it could completely replace the term Indian just like the word Eskimo was replaced by name Inuit.
Every Native nation in Turtle Island has it's distinct language and name.
The name Niiji doesn't replace the names of nations; it replaces the wider term Indian that covers all Native nations and at the same time clearly refers to to the aboriginal people of Turtle Island and excludes any other aboriginal nation also referred to as Indians.
In Europe, Asia and Africa there are numerous nations with all of them acknowledging to be Europeans, Asians or Africans.
Natives in Turtle Island that address themselves as Niiji, call themselves Niijis regardless of the nation they are from, just like Europeans, Asians and Africans call themselves Europeans, Asians and Africans.
People often talk about an Indian language and ignore the fact that just like there is no one single language spoken by all Europeans, there is no one single language spoken by all aboriginal people of Turtle Island.
The name Niiji makes it clear that there is not one language spoken by aboriginal people of Turtle Island due to the fact that, there is no such thing as a language called Niiji.
Just like there is not just one language in any of the continents, there is no just one language among the aboriginal people of Turtle Island.
The aboriginal people of Turtle Island have chosen to refer to their continent by the original name for it which is Turtle Island.
They have chosen the flag with the four colors: white, yellow, red and black to be the general flag representing all aboriginal people of Turtle Island and in some cases also the non-aboriginals on Turtle Island.
They have chosen a general symbol of the Medicine Wheel with the four colors, as the insignia of Turtle Island.
The Turtle Island aboriginal people's use of the name Niiji to address themselves is only natural.
submitted by JoshAsdvgi to Native_Stories [link] [comments]


2023.06.06 20:19 jimbobbypaul Ranking the Top 131 FBS Programs of the Last 40 Years: 80. Appalachian State

Main hub thread with the full 131 rankings
THE MOUNTAINEERS HAVE JUST BEATEN THE MICHIGAN WOLVERINES!
Those words still echo in the mind of college football fans today, whether you like it or not. Since that game, App State has gone from little known FCS school to one of the premier Group of 5 programs in the country, going to 7 bowls and winning 4 conference titles in their first 9 years in the FBS. App State is so much more than their win over Michigan, they’re a 3x FCS national title winner with a 654-352-28 all time record.

Best Seasons and Highlights

1. 2019: 11. Appalachian State: 13-1 (33.774) 2. 2018: 16. Appalachian State: 11-2 (23.951) 3. 2015: 25. Appalachian State: 11-2 (19.956) 4. 2016: 23. Appalachian State: 10-3 (18.676) 5. 2021: 34. Appalachian State: 10-4 (11.872) 6. 2020: 27. Appalachian State: 9-3 (10.207) 7. 2017: 41. Appalachian State: 9-4 (5.885) 8. 2022: 72. Appalachian State: 6-6 (-11.144) 9. 2014: 73. Appalachian State: 7-5 (-12.051) Overall Score: 10445 (80th) 
If you want the blueprint for a successful FCS → FBS transition, look no further than Appalachian State. App won right out the gate, winning 4 straight conference titles from 2016-19, winning their first 6 bowl games, and went 54-10 in their first 8 seasons in the Sun Belt. They’ve sent 2 head coaches to Power 5 programs in Scott Satterfield (Louisville) and Eli Drinkwitz (Missouri). While they’ve only finished in the AP Top 25 once, they’ve finished top 25 in my rankings 4 times, and I think they’ve generally been pretty underrated as a team year-to-year.

Top 5 Seasons

Worst Season: 2014 (7-5 overall, 6-2 Sun Belt)
Despite going 6-6 and 3-5 in the Sun Belt in 2022, the 2014 team was slightly worse according to my algorithm because of strength of schedule. The 2014 team played the 2nd easiest schedule in the NCAA, and when you look at some of the teams App State lost to/beat, it makes sense why they’re here. A 1-5 start included losses to 3-9 Southern Miss, rival Georgia Southern, and…FCS team Liberty. The Liberty loss is somewhat excusable, it was 48-55 in OT and App still had an FCS-level roster. A 6 game win streak to end the season could’ve gotten them out of this “worst” spot, but the wins were over 3-9 Troy, 1-11 Georgia State, 4-8 UL Monroe, 1-10 Idaho…with admittedly impressive wins over 7-6 Arkansas State and 9-4 UL Lafayette. The win over Lafayette actually caused them to miss out on a share of the Sun Belt title. App State finished 3rd themselves. RB Marcus Cox ran for 1400+ yards with 19 TD.
5. 2021 (10-4 overall, 7-1 Sun Belt)
App inherited former Clemson hero Chase Brice as a transfer QB. Brice helped lead a 10 point comeback against Syracuse in 2018 to keep #3 Clemson unbeaten. App State was expected to compete for the Sun Belt crown with Coastal Carolina and Louisiana, who went a combined 21-2 the previous season. After an opening win over East Carolina, App State travelled to Miami to play the Hurricanes who needed a late FG to escape with a 25-23 win. In a possible preview of the Sun Belt title game, 4-1 App State took on 4-1 UL Lafayette, but the Cajuns dominated from the opening whistle to easily take it 41-13. App would rebound with a huge 30-27 win over #14 Coastal Carolina, to take the lead in the East division. The Mountaineers won out, going 10-2, and by the time they entered the Sun Belt title game they were rolling, winning their last 5 games by an average score of 42-12. App State had a chance at their 5th title in 6 years as 2.5 point favorites in the rematch with #20 Louisiana, but again the Cajuns did enough for the 24-16 win. App would also lose the bowl game to a high-powered Bailey Zappe-led Western Kentucky offense.
The All-Sun Belt team was SSSTACKED with App State players, with 9 on offense and 7 on defense making 1st-3rd team. Even kicker Chandler Staton was 1st Team All-American, going 57/57 on XPs and 20/20 on FGs. Chase Brice earned 3rd Team All-Sun Belt, throwing for 3337 yards with 27 TD 11 INT. RBs Nate Noel and Camrun Peoples combined for 2054 rushing yards and 18 TD, both making 1st/2nd team. WRs Corey Sutton, Malik Williams, and Thomas Hennigan all had 800+ receiving yards, making 1st/2nd team. The LB core was one of the best in the country: D’Marco Jackson was the Sun Belt Defensive POTY with 119 tackles, 6 sacks, and 14 TFL. Nick Hampton was 2nd in the conference with 11 sacks. And Trey Cobb was 2nd team all-conference with 3 INTs, 4 PBUs, and 6 TFL. Both Jackson and Hampton were drafted into the NFL.
4. 2016 (10-3 overall, 7-1 Sun Belt)
In 2016 it was QB Taylor Lamb’s junior year and his 3rd year as a starter. App was in their 3rd year in the FBS and showed potential the previous 2 years going 7-5 and 11-2, but hadn’t made it to the top of the mountain quite yet. That was the expectation going into 2016, with the media picking them to win the Sun Belt. In an opening 13-20 loss in OT to #9 Tennessee, most people focused on the embarrassment for Butch Jones and Tennessee, ignoring the fact that this was a really good App State team, and not your usual FCS → FBS transition school. After going 2-2 in the non-conference slate, App went 7-1 in the Sun Belt, only losing to 10-3 Troy 24-28 while beating all other teams by 2+ touchdowns. In just their 3rd season in the FBS, App secured their first ever Sun Belt title, and beat 9-3 Toledo in the bowl for good measure. RB Jalin Moore won Sun Belt Offensive POTY, running for 1400+ yards with 10 TD. Backup Marcus Cox was arguably even better, running for 1000+ yards and 9 TD on 6.4 YPC in just 9 games. He probably would’ve won OPOTY had he not missed games due to injury. Lamb had his worst statistical year with just 15 TD passes to 8 INT, but did rush for 500+ yards with 9 TD. DBs Clifton Duck and Mondo Williams formed a buddy-cop show character name tag team in the secondary, both making 1st Team All-Sun Belt with 9 total INTs.
3. 2015 (11-2 overall, 7-1 Sun Belt)
People knew App State was a solid school after finishing 3rd in the Sun Belt the previous season, but how good? The media pegged them to finish 4th in 2015, so pretty good but not championship material. Taylor Lamb, Marcus Cox, and App State would quickly challenge that hypothesis. Not satisfied with an opening 49-0 win over Howard, App beat Old Dominion by the same score 2 weeks later. It wasn’t good enough, we needed more. 37-3 over Georgia State. 59-14 over UL Monroe. App ran like a well oiled machine with the Lamb-Cox backfield. All that winning set up their biggest game of their short FBS lives, at 7-1 (4-0 Sun Belt) taking on Arkansas State (5-3, 4-0), who’d won 3 of the last 4 conference titles. Experience won out this time, with the more polished Red Wolves taking it 40-27. Still with the possibility of sharing a title if Arkansas State lost another game, App won out to finish 10-2, but Arkansas State won the title with a perfect 8-0 record. In App State’s first ever bowl game, Zach “Auto” Matics hit a walk off 23 yard FG for the 31-29 win, starting a string of 6 straight bowl wins.
The Mountaineers had a top 25 offense and defense, averaging 36.7 PPG while giving up just 19.1. Lamb had his best year statistically, throwing for 2364 yards with 31 TD 9 INT, also running for 436 with 5 TD. Lamb would go on to finish his career from 2014-17 as the Sun Belt’s all-time TD leader with 113 (90 passing + 23 rushing). Marcus Cox had his 2nd of 3 1000+ yard rushing seasons, 3rd of 4 if you count his 2013 season in the FCS. He ran for a career high 1428 with 9 TD. DE Ronald Blair won Sun Belt Defensive POTY with 71 tackles, 7.5 sacks, 11.5 TFL, and 1 INT.
2. 2018 (11-2 overall, 7-1 Sun Belt)
After Lamb graduated, I don’t think App State fans thought they could get any better. After all, they’d won 2 straight Sun Belt titles, and while they were slight favorites to make it to the conference title game in 2018, this team exceeded all expectations over the next 2 seasons. They had #10 Penn State on the ropes in Happy Valley in week 1. New QB Zac Thomas was going drive-for-drive with Penn State veteran Trace McSorley, and App even had a 38-31 lead with 1 minute to go before losing 38-45 in OT. The game would be a good omen. After 5 straight wins, App was ranked for the first time in their history at #25. Unfortunately, Thomas went down with an injury against rival Georgia Southern, and the Eagles coasted to a 34-14 win. With just 4 conference games left to play, App State needed to win 2 more games than Georgia Southern to make the championship game, and it miraculously happened, with App going 4-0 and Southern losing to Troy and a weak UL Monroe team. App State had a favorable matchup with 7-5 Louisiana in the title game, winning 30-19 to 3-peat as Sun Belt champs. In typical App State fashion (and typical Middle Tennessee fashion), App dominated in the bowl 45-13, raining on coach/QB fatheson combo Rick/Brent Stockstill’s parade.
Zac Thomas turned out to be even better than Taylor Lamb, winning Sun Belt Offensive POTY with 2039 passing yards, 21 TD 6 INT, also notching 504 rushing yards and 10 TD. Scott Satterfield finally won his first Sun Belt Coach of the Year award after winning the Sun Belt title for the 3rd straight year. App State’s defense was one of the best in the country, ranking 4th in PPG allowed (15.5), 5th in passing YPG allowed (162.2), and 1st in pass TD allowed per game (0.6). The defense had over twice as many INTs as passing TDs allowed! DB Clifton Duck earned his 3rd straight 1st Team All-Sun Belt honors, and in total 7 offensive and 7 defensive players made 1st-3rd Team All-Sun Belt. All setting up for an even better 2019.
1. 2019 (13-1 overall, 7-1 Sun Belt)
Satterfield left for Louisville, and Eli Drinkwitz took over. There’s a reason he was hired by Missouri after just 1 year at App State. App State fans knew it was going to be a special season by week 3, when the Mountaineers beat Mack Brown and North Carolina, blocking a FG to hang on for the 34-31 victory. After narrowly missing out on upsetting Penn State the previous year, they got the job done this time over in-state rival UNC. From there, it was mostly smooth sailing. A 17-7 win over 4-1 Louisiana. UL Monroe and South Alabama by a combined 82-10. But still, for the 2nd straight year, even with a healthy Zac Thomas this time, App couldn’t beat Georgia Southern, losing 21-24 in a failed comeback attempt. Georgia Southern could have the rivalry trophy though—App had loftier goals for 2019. Not satisfied with the win over UNC, App State moved down the map to South Carolina, beating the Gamecocks 20-15 at Williams-Brice. After going 11-1 in the regular season, it was #21 App State in a rematch with 10-2 Louisiana. App took a 45-24 lead in the 4th, and held on for the 45-38 final, winning their 4th(!) straight Sun Belt title. A 31-17 win in the bowl over UAB capped off a 13-1 year, easily the best in school history. A #19 final ranking was also App’s first in school history.
Personally, I think they were underrated by the polls. They finished 11th for me, with wins over North Carolina, South Carolina, 11-3 Louisiana (twice), 9-5 UAB, and 6 wins by 20+ points. RB Darrynton Evans won Sun Belt Offensive POTY with 1678 yards and 23 TD from scrimmage. Evans can thank an offensive line which had 4 of 5 starters made 1st/2nd Team All-Sun Belt. LB Akeem Davis-Gaither won Sun Belt Defensive POTY, making an impact in all phases of the game with 101 tackles, 5 sacks, 9.5 TFL, 8 PBU, and 1 INT. 8 starters on offense and 7 on defense made 1st-3rd Team All-Sun Belt. 6 players have been drafted from this team into the NFL.
According to my algorithm, 2019 Appalachian State is the 22nd best Group of 5 team since 1983.

5th Quarter

Which game/play/player do you think of when you think of Appalachian State? Is their ranking of #80 fair despite only playing 9 seasons? Which was the best App State team on the list, if not 2019? Is 2016-19 App State the greatest Group of 5 dynasty of the 2010s? Who’s better between coach Satterfield and Drinkwitz? How would you rank the following QBs: Armanti Edwards, Taylor Lamb, Zac Thomas, Chase Brice? And now that we’re heading into the 70’s on this list…who’s next!?
If you appreciate the effort, please consider subscribing on substack!
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2023.06.06 19:57 validationpoints F19 Bonjour, I'm Willow! I'd love to chat!

Bonjour, I'm Willow! I'm from the east coast and I'm currently studying Business, which I'm not a fan of lol. Though it may be a bit misleading I only speak English, haha but I am learning French because I'd like to travel in the future.
I love interior design and recently became obsessed with it after visiting the living space sub. I'm a big runner and growing up my parents would joke about how my name fits me so well, skinny and scrawny.
I'd like to start lifting though and would love some guidance on what to do, please keep the chats clean!
~Williow xx
submitted by validationpoints to MakeNewFriendsHere [link] [comments]


2023.06.06 19:36 JohnT_RE Brass Leopard Patch Notes (1.1.5 PC Update)

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]


2023.06.06 19:27 ir1379 NYT article from 1971

THE compulsive gambler sub consciously wants to lose his shirt, of course, along with everything else he owns, and so he again and again puts down the rent money on the Montreal Expos or 80‐to‐1 2‐year‐old maiden fillies wear ing blinkers and bandaged forelegs. And if he's nothing else, Walter Matthau, the 50‐year‐old stage and movie actor, is a compulsive gambler. A few years ago, for instance, while in Florida to film episodes of a TV series called “Tallahassee 7000,” Matthau breath‐takingly managed in a mere two weeks to drop no less than $183,000. He lost the money, moreover, not by backing crippled nags at Hialeah but mainly instead by betting on the outcome of spring training baseball games, a way of tossing bundles of money out the window that should surely that year have won him the Nobel Prize for masochism.
Since dropping that $183,000, sum that eventually took, him six years to pay off to his increa ingly impatient Mafia ‐ connected book maker, Matthau has cut down con siderably on the amounts that he bets, especially when he goes to race tracks, and on a good day at Holly wood Park he can now come happily home having lost only $400 or $580.
Still, he continues casually to bet thousand dollars or so on things like N.B.A. play‐off games or whether or not a friend can name the capital of Albania, and so remains a prime example of the evils of gambling to all those New Yorkers who are thinking of taking a first‐time fling at the ponies because of an easy access these days to offtrack betting windows in Grand Central Station and elsewhere. “I think that off‐track betting is great for New York,” dryly remarked Matthau during a recent three‐day visit to the city from his home in California. “I mean, it's so democratic—if they keep up off‐track betting long enough, every body in town will be on welfare.”
Of course, though he has the mo rose, hangdog look of a chronic loser, Matthas is scarcely a loser in everything he gets mixed up in. Far from it, as a matter of fact. For example, when signing contracts for his last several movies he chose to gamble on accepting a percentage of the profits in lieu of a salary, and at least one of these gambles has al ready handsomely paid off—his per centage of “Cactus Flower,” a film he made a couple of years ago with Ingrid Bergman and Goldie Hawn, has so far amounted, to more than a million dollars. And he's also on the way to making another million or so as his share of the profits from each of his two most recent pictures—“A New Leaf,” a wacky comedy in which he is co‐starred with Elaine May, and “Plaza Suite,” the film version of Neil Simon's exceedingly successful Broadway play. So, unlike almost every other compulsive gamb er in the country, Matthau is nowadays just about literally rolling in money. Besides, pleased with the way that his career is going, with his marriage, with his three children, and with his seaside home in Pacific Palisades, Calif., Matthau is even happy, an emotion not normally associated with the compulsive gambler.
HOW does a compulsive gambler get to be one? The story of Matthau's life is perhaps an object lesson to all of those who have lately been spend ing their lunch hours in Grand Cen tral Station to wait in line for the dubious privilege of giving away their money to Howard Samuels and his Off track Betting Corporation. In any event, Matthau was born on the lower East Side of Manhattan on Oct. 1, 1920, the son of an impoverished Russian‐Jewish immigrant from Kiev, in the Ukraine, and of a Lithuanian born Jewish mother.
When Matthau was 3 years old, and his older brother, Henry, was 5, his father, a worker at such odd jobs as serving subpoenas for law firms, lit out for parts unknown, leaving him and his brother to be raised by their mother, Rose, who managed to scrape a marginal living for herself and her sons by working as a sewing machine operator in garment district sweatshops. In 1935, when Matthau was 15 years old, he learned of his father's death in Bellevue Hospital. His mother is still living, and—sup ported in the grand manner by her sons (Matthau's brother lives now on Long Island and is a jobber of surplus Army‐Navy goods)—divides her time these days between a penthouse on West End Avenue and a condo in Miami Beach.
During his childhood, Matthau, his brother and his mother lived in succession of cold‐water tenement apartments in the Ukrainian area of the Lower East Side, that is, around East Fifth Street near Second Av enue, being forced to vacate each apartment after only a few months because they'd got so hopelessly far behind in the rent that their land lord would have them evicted. Years later, when Matthau briefly sublet Paul Newman's house in Hollywood for $3,700 per month, he recalled with a shake of his head that $3,700 was more money than the Matthau family had spent on rent during 20 years on the Lower East Side. Mat thau, however, hasn't the slightest nostalgia these days for his poverty ridden childhood. “It was a night mare—a dreadful, horrible, stinking nightmare,” he grimly remembers.
On the Lower East Side, Matthau recalls, the highest ambition of most of his class ates was some day to become a salesman for a garment district dress house, for he himself secretly had far more exalted am bitions — by the age of 8, a day dreamer, a loner, a reader of Shake speare, he'd already determined to become a famous writer and actor. Encouraged by a teacher who ad mired his speaking voice, Matthau appeared in a number of school plays and also regularly recited poetry in school assemblies. On East Fifth Street, anyone who evinced an interest in poetry was thought by his classmates to be seriously lacking in machismo, and Matthau often found himself getting beaten up at recess by schoolyard bullies. So, already feet tall by the age of 10 (he weighed only 90 pounds, however, and, says Matthau, who is today 6 feet 3 inches tall and weighs 180 pounds; “when I drank cherry soda, I looked like thermometer”), he put himself through a regimen of muscle‐building until “I had Popeyelike bumps on my skinny arms and could beat up any body who made snide remarks about my poetry reading.”
When Matthau was 11 years old, in fact, one of those whom he alleges to have beaten up in the schoolyard was none other than Rocky Graziano, who grew up, of course, to become the middleweight boxing champion of the world. Of Matthau's claim to having beaten up Graziano, one can unequivocally make the following statement: The story either is or is not true.
IN any event, along with being a compulsive gambler, Matthau is also something of a compulsive stretcher of the truth. Or, to put it perhaps a bit more tactfully, a compulsive weaver of fiction when it comes to talking about his past. For example, bored with repeating the story of his life over and over again to interview ers, Matthau has on more than one occasion told newspapermen and magazine writers that his father was a defrocked Russian Orthodox priest who'd had to flee for his life from Czarist Kiev in 1906 because he'd been preaching sermons in support of Pope Pius X. And this story, told by Matthau to interviewers with an absolutely straight face, has appeared several times as the God's truth in such usually accurate publications as Time and Current Biography.
NOT long ago, too, when Matthau was in New York for a round of newspaper, maga zine, radio and TV interviews to promote “Plaza Suite,” chanced to be in earshot when he told a story to Neil Simon that he'd heard the night be fore from Gene Saks, the director, about a somewhat aging and hard ‐ of hearing actor who'd had trouble re membering his lines in a play last winter at the Palm Beach Playhouse in Florida. So, as Matthau told the story to Si mon, a prompter, unseen by the audience, was hidden in a hole cut into the front of the stage and instructed to call out only key words to the actor when a line was for gotten. “Drastic,” whispered the prompter when the actor went up in his lines on the opening night of the play. From the hard ‐ of ‐ hearing actor, no response. “Drastic,” repeated the prompter in a somewhat louder voice. Again, no response. “Drastic,” the prompter now all but shouted. Still no response, upon which a man in the second row of the orchestra stood up and yelled “Dastic!” The actor heard him, smiled, remem bered his line, and the play went on.
As show‐biz stories go, not bad. Not so great, either. The following evening, however, happened to be on hand when Matthau was being inter viewed by David Frost on Frost's TV talk show and was asked, “What was your most embarrassing moment in the theater?” And, without batting an eyelash, Matthau pro ceeded to tell the “drastic” story as though it was some thing that had happened to him years ago on Broadway.
He concocts personal anec dotes that aren't true, Mat thau later somewhat abashedly told me, because they liven up otherwise boring inter views and make his past seem more colorful than it really was. “Like saying that my father was a Catholic priest — I figure that makes me more interesting than just another Jewish actor who had a pair of Jewish parents,” Matthau explained to me with a grin. “Jewish and Catholic— if I can just work a Protestant into my background, I'm all set.”
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2023.06.06 19:21 IceApprehensive3767 Advice on 1st long flight

Hi there! I need some advice on flying from the east coast to Japan - I’ve never flown that long and suffer from some back pain so I’m a little nervous. My boyfriend is stationed out there and left yesterday and said it was a really brutal flight and I’m nervous. I’ll be joining him at the end of July for 4ish weeks so my flights will be spaced out, but I’ll be going every 3/4 months and trying to prepare. Is it really that bad?
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2023.06.06 18:01 CFBOffTopic_Bot Official Politics thread brought to you by civil discussions between people of opposing view points

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2023.06.06 16:55 beforethenandnow [M4F] The Red Zone of Crescent City.

CRESCENT CITY, CIRCA 2064.
The city was almost unknown at the start of the century. It didn't have the vibe of Seattle's Boeing SeaTac, or the overwhelming might of NorCal's "Silicon Valley." In fact, it wasn't much of a city at all. But, after decades of investment, its become a small but incredibly influential force on the American West Coast.
It was Crescent City's peculiar legal situation which made it so attractive to industry. Due to reforms in the late 2030s, the Government had stewardship over a huge swath of land as "a sovereign territory within Northern California." Ironically, that same wave of reform in NorCal also pushed corporate interests to search for less restrictive jurisdictions.
At any rate, an extremely lucrative deal was hashed out with the governmental leadership: a special economic zone in Crescent City's port, heavily dominated by corporate interests. In exchange, an exorbitant yearly rent payment would be distributed to the city’s council, and corporate forces (they claimed) would help police on the remaining sections of the city’s land. NorCal, happy for the excuse to give the companies their own neoliberal playground, turned a blind eye to the whole affair. Cyberlibertarians flocked to the city for its lax laws on body-modding, drugs, guns, gambling and prostitution. Companies flocked to the city for tax purposes.
In a matter of years, undeveloped coastline became choked with skyscrapers. Illegal squatter communities formed in the barren, native highlands, away from the pressing control of the city. However, Corporate forces still regularly arrive to burn down encampments, and wasteland-dwelling rebels ride through city streets on jeeps or bikes. The city itself is a patchwork of high-rise complexes and immigrant communities, carved into expansive "corporate parks" created by rival factions. Heavyweights like Shuzuoka, Bryer-Stanley, and Nwajiuba can all be found there.
The so called “Red Zone” was a pleasure district, located in the heart of Crescent City’s corporate wonderland. It had sprung up in the late 2050’s, a new development that promised a world of pleasure, hedonism, and stress relief. New buildings, a monorail link to the Metro, it had been the hot, new development. It was the go-to place in town to get fucked up, and get fucked. Bars, body-modding clinics, tattoo parlours, strip clubs, and brothels were the norm, and it had a reputation for the particularly wacky and weird. It was also where I lived and worked.
The establishment I was working in was called Bloom, owned by the elegant and elusive Lady Sapphire, a former sex worker herself, who’s hard work had earned her an empire of debauchery. And she loved it that way. Her marketing has lots of Georgia-O'Keefe-style suggestive flowers, but in neon. Lady Sapphire’s Bloom was one multi-story building. Strip club on the ground floor and basement, the bar, club and discotheque above that, photoshoot and private rooms upstairs, and actual living quarters on the top floor. Bloom is a jack-of-all-trades: stripclub, porn studio, a tight-knit community for the women who work inside it. Everyone gets a vote and everyone decides on pay... but everyone knows Lady Sapphire is really the one in charge.
I worked there as a security guard, meaning I was always on the front line of wacky and weird. Out of everyone in the city, why did Bloom hire me as security? To quote Lady Sapphire: “One, you can take a punch. Two, you're not an asshole. Three... Indy thought you were cute."
I’d gotten the job when I’d gone to the Bloom with a friend after losing a bet. Supposedly it was a "consolation prize." Really, it was just an excuse for him to see some tits. One of the other patrons had gotten rough with one of the working girls, Indy. I didn't even have to think about it: I stood up to him, and when it escalated, I beat the ever-loving crap out of him. Lady Sapphire likes to say I "saved the guards some ammo" that day, and she wasn't kidding: when I had looked up, a guard already had a loaded shotgun in hand. Some of the girls patched me up and just like that, I was hired by Bloom as a bouncer...and more, if I was up for it.
—————————
The Metro ride is packed today: office drones in their starched collars and pants, studiously avoiding eye contact with anyone. Early birds in astonishingly spiky and skimpy party-wear.
The monorail rumbles four stories off the ground. A few tourists gawk at the windows, staring down at the huge, flashing billboards that run down East Avenue. It was intentional, Indy ahd explained one night, excitedly recounting a holovideo she watched on the city's urban planning. The rail lines got laid down first, so the corps could have stuck it right in the middle of the street if they wanted. But they wanted a monorail, just for people to gawk at the view. Increase the ad-value.
I stop at three or four different stations along the way. More partygoers. A homeless man with a long, empty face, trying to shush the yapping Chihuahua in his arms. One of the office drones thinks she's being real stealthy as she gives her coworker an over-the-pants handjob.
I reach my stop and exit into the Red Zone. Partygoers flood out onto the streets. Several of them stop to listen to a Mariachi band playing. The lead singer clearly has some kind of augmentation: he sounds like he's singing three or four notes at the same time, belting out a Spanish ballad.
Bloom is around the corner--four stories tall, plus a basement, with an animation of a huge neon flower opening and closing luxuriously. The smell of spices drifts to me from the kebab stand across the street. I’ve got two hours before peak time, when I’ll properly need to be on the clubfloor. Been working here two or three months, and I know the gig pretty well by now.
The monorail journey seemed to always be different, and yet always the same. Something was always going on, it was never the same faces, but it had become so routine that it all felt like an extension of the same ride. I rubbed my hands as I left the station, my hot breath fogging in the air. How the fuck did these people not freeze to death? Working in this district, I saw more tits, cocks and pussies in a half hour commute that any normal person would see in their life. But then, that’s the nature of the district that I found myself in. This was a place of pleasure; degeneracy, debauchery, and good old fashioned hedonism to its core.
I push past the queue of early birds, knocking at the door and getting greeted in by the previous shift, my thick, knee-length Black coat flowing behind me as I walked. I adjust my armour weave under my shirt, and check the handgun strapped to my thigh. If some fucker tried me, they’d better go for the head. It was warm inside, gentle synthy music drifting in the entrance hall, soft neon lights around. All flowers opening their petals in an almost far-too-obvious suggestive way. I catch a couple of the girls as I head to the lower security office to clock in. They smile flirtatiously, exactly as they always did. I couldn’t fault them or be mad. It WAS their job after all.
Inside the office was Garrett. The oldest, meanest, toughest son of a bitch the district had. You fucked around with Garrett, and you found the fuck out. Normally in an irreversible kind of way. I mean, MAYBE if you could afford cyberware, maybe it would fix it.
Maybe.
“Elias.” He grunts simply. I nod. “Garrett.” I swear the only time I heard this guy say more than one word was when he talked to Lady Sapphire. Then it would be like 5 words. At maximum. I clock in and turn to him. “Am I on cams, doors, or patrol tonight?” I ask. “Patrol.” He says again. I purse my lips. Happy fella, weren’t we?
“Alright. You probably know already but I think the vending machine guy is due tonight. And have you seen Indy? She had a surprise for me, she says.” He raised an eyebrow. “Nope.” He replied. I pat his shoulder and wink. “Helpful as always buddy. See you on the floor.” He slaps my hand away, and I chuckle as I walk out.
Patrol. Right. I start climbing to the second floor. I hear the screams of delight as the doors open downstairs and I roll my eyes. My voice is deep under my breath.
“Let the fun begin.”
———————————————
Well, that might be the longest stream of semi-coherent consciousness I’ve managed to get into one post. If you’ve made it this far, well done for getting through it. Hopefully you’re the kind of person I’m looking for, and hopefully the type to get the vibes and themes for what I want to play. Those who get it, get it!
Theme-wise, this is my rendition of the now classic cyberpunk genre. Corporate and liberal wonderland, gritty, drugs, body mods, alcohol, and sex galore. Everything turned up to 11, and maybe some more after that.
As eluded to in the wall of text above (sorry, I get carried away sometimes), I’m playing Elias. Elias is a young-ish guy in his 20’s, hired on the spot by one of the establishments in the pleasure district after an “incident” while he was visiting. He caught the attention of the owner, Lady Sapphire, the guards, and Indy, the girl working there that he aided.
For appearance, he’s a big guy. Standing at 6’3 with a muscular and athletic body, he is definitely a presence in person. He has jet black hair and facial hair, both kept short. Blue eyes, a wonder to look into (or so he claims he’s told). Most often wearing a long black coat and matching trousers and boots, with armour-weave underneath. In short, he looks like a more handsome version of the typical futuristic security guard. He talks shit, takes shit, and gives shit.
And what about you? Well, I’m open to you playing just about anyone that you wish! Will you play as one of Bloom's patrons, a woman with cash to burn, neon hair, and a will to let yourself free? Are you a regular, or here for the first time and guided by reputation? Will you play one of the girl's working there, a woman under my protection? Are you new or established? Have we met, spoken, even hooked up already? Do you like me or not? You could be Indy, the girl I saved the day I was hired. How has our relationship changed? Do you feel like you owe me, or that I owe you? Are you even still working there? Or maybe you want to step into the shoes of Lady Sapphire, the gorgeous empress at the top of it all. Do you want to thank me for a job well done? Offer me promotion as a personal guard? Or do you just like to fuck staff members now and then? I will leave how you look and what your personality is open to interpretation, as I feel it will be best for you to really make the character your own!
Kink-wise, I am quite open. Anything not explicitly listed in my limits below should be able to be worked in, provided you ask me about it. That being said, here are some of my favourites: Domination, cheating, seduction/dirty talk, sexy outfits/lingerie, rough sex, risky sex, creampies, giving and receiving oral, being deepthroated, face fucking, face sitting, making out, spit, impact play, anal, light restraints, and threesomes (FFM).
My limits are as follows: underage, being pegged, anything bathroom related, beast, vore, gore, and lack of detail.
Now, down the more boring admin stuff. This post took quite a lot of effort to write, and so I would really appreciate a creative and detailed response from you, if you are interested. I'm not asking for you to write a novella for a response, or even to match me, but one paragraph just saying you like the idea or "I want to play" just won't cut it for me, I'm afraid. Don't rush a response to grab my attention, as long as this is up, I'm still looking for someone to play with. You're far more likely to catch my attention if you really show me that you're interested! I typically write between 2 and 5 paragraphs in normal messages, and at the very least aim to get at least one response out per day, but I am normally better than that. I am also located in GMT timezone, and while I am open to talking to people from any timezone, please understand that I may not always be around. I try to communicate when I won't be around for a little while. I adore creativity and detail, even if it's weird or out there. In other words, go for it and ask me!
I am looking to roleplay ONLY on REDDIT. Yes, this is a dealbreaker. PMs (Orange Envelopes) are preferred, but chat will work if it's detailed enough. If you've made it this far, 1.) you're VERY appreciated, and 2.) please include your favourite flower in the title of you message so I at least know you reached the bottom. I am really looking forward to writing something with you here!
All the best, and I hope to see you soon!
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