O'reilly's auto parts mount sterling kentucky

UnexpectedOReilly

2019.02.15 04:52 UnexpectedOReilly

The subreddit for unexpected O'Reilly Auto Parts moments.
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2019.06.29 04:51 _-Boredatwork-_ TeamOreilly

A space for fellow O'Reilly team members, and customers, to share stories, memes, jokes, or anything else related to O'Reilly Auto Parts.
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2010.02.12 18:11 TheGesus /r/Muslim

News and discussions about matters pertaining to the Muslim community, the Muslim world, and Muslim politics.
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2023.06.08 17:01 bakert12 Update changelog

Introduced a new map module: DCS: Sinai
Introduced a new campaign: UH-1H The Huey Last Show Campaign by SorelRo

DCS World

DCS: F-16C Viper by Eagle Dynamics

DCS: F/A-18C Hornet by Eagle Dynamics

DCS: AH-64D by Eagle Dynamics

DCS: Mi-24P Hind by Eagle Dynamics

DCS: UH-1H Huey by Eagle Dynamics

DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics

DCS: Supercarrier by Eagle Dynamics

DCS: FW 190A-8 by Eagle Dynamics

DCS: FW 190D-9 by Eagle Dynamics

DCS AJS-37 Viggen by Heatblur Simulations

DCS F-14 Tomcat by Heatblur Simulations

DCS: JF-17 by Deka Ironwork Simulations

DCS: SA-342M Gazelle by Polychop Simulations

SA342 - Common to all
SA342L
Replaced Viviane screen with periscope sight
SA342M
SA342 Mistral
SA342 Minigun
SA342 Known issues and work in progress

DCS Mirage F1 by Aerges

Short range IR missiles:
Flight model and control system:
Autopilot:
Gyroscope system fixes:
Various systems changes:
3D model and textures:
Miscellaneous:

DCS: C-101 Aviojet by AvioDev

DCS: Flaming Cliffs by Eagle Dynamics

DCS: Black Shark 3 by Eagle Dynamics

DCS: Combined Arms by Eagle Dynamics

DCS: Normandy 2.0 Map by Ugra Media

Campaigns

The Enemy Within 3.0 Campaign by Baltic Dragon:
General. Fixing typos, updates to briefings etc.
DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations
DCS: F/A-18C Raven One: Dominant Fury Campaign by Baltic Dragon
DCS: F/A-18C Inherent Resolve Campaign by Looking Glass
submitted by bakert12 to hoggit [link] [comments]


2023.06.08 16:39 Athem 1 year has passed. Here are all the QoL changes that we got till now

After listening to the players Blizz finally made these QoL changes for us. It was a long way to go but finally they are here:
Awesome to have these now! The mount changes however a little bit frustrating... who thought that they will use this feature later to make more money. Shocking.
submitted by Athem to diablo4 [link] [comments]


2023.06.08 09:57 Yupitsme82 To Blizzard : Suggestions Part 1

First of all, I think it's fair to say that many of us are enjoying our time in Sanctuary and there is a lot to be happy about. Let me quickly preface this with a note that balance suggestions will follow as I require more data in the endgame. The purpose of this part is to highlight some suggested changes that will significantly improve user experience. So let's get into it.
If you agree with this post - Please upvote for visibility.
Horse
1, The Cooldown should be Zero if the user dismounts willingly. CD in general should be lowered - there is no reason aside from MOB dismounts that this should not be the case.
  1. While mounted the environment should dictate an auto dismount and remount. If I select on a wall to climb while mounted - I should automatically dismount / Climb and remount. Requires CD suggestion in point 1.
  2. Walls and other obstacles that cause mount to get stuck should be reviewed. What is the value of gated zones beyond perhaps select story/ quest related content?
  3. (Edit 1.0 Add) : Distance of mouse from horse should be shorter for max speed. There is no reason to require a user to mouse so far from mount when a majority of the time our aim is max speed.
MAP
  1. Having to tab into map and untab is a known frustration in an ARPG. This is because we constantly adjust and review position based on generative map design. It is even more frustrating in instances like Hell events in which we clear mobs and look for chests only to realise a new spawn has occurred and we are dead loosing gains. I suggest an option for a UI transparency that simply allows us to tab into map with some level of transparency.
  2. Map Pins should be possible as part of tracking quests. Track and Pin.
Dungeons and Events
  1. Auto looting quest items like Anima in dungeons or event currency should not be on a per unit basis. There should be some kind of magnet effect to mass loot as you walk by.

(Placeholder dependent on community feedback).
submitted by Yupitsme82 to diablo4 [link] [comments]


2023.06.08 09:29 fujianironchain 5 More Nights in Tokyo

I have previously written two posts about gay (sex)adventures in Tokyo about 6 months ago, they are HERE and HERE. I just made another trip last week, this time more focused on general tourist activities, including a side trip to hike near Mount Fuji. But nothing would stop me from exploring the night and sex life of the city. Hope you'd find the additional information useful:
About bars - I started the night in Tokyo Eagle then off to Eagle Blue to see a gogo dance performance by a group called Bear Train. Both places are in the middle of Shinjuku's gay district Ni-chome and are popular with muscle bears like myself. Eagle Blue is more of a basement club than bar; it was packed full of people that night. It's a cover charge of ¥1,500 that got you one big drink up to the same value. They do serve drinks in big plastic cups so one drink should be enough for a short visit. The atmosphere was great. If you happen to be in Tokyo during the weekend go check out their Twitter to see if they have any special performances.
As it was still early after watching the show in Eagle Blue, we went to check out the nearby Dragon Men, which has a more professional troupe of muscle gogo dancers. This is a legit dance club and I read that the US singer Lil Nas X was there having fun the weekend before while on a promotional tour in Japan. I gotta say the performance there was way better than Bear Train's in Eagle Blue. So unless you, like me, have a thing for bears, Dragon Men is probably more entertaining.
A few people have asked me about "masseurs" and "escorts" in Tokyo. This is not something I usually go for but since ¥ is really cheap against USD now, I can't say I wasn't tempted. You can get a full service massage between ¥15,000 (around USD110) and ¥20,000. I was traveling with 2 other buddies this time and one of them is sort of a connoisseur of sex workers in Japan - here is what he did. There is a website that lists all the available independent "masseurs" through out Japan. You can see their basic bios there, with links to their Twitter accounts, websites, etc. The site is in Japanese and English, and you can set your browser to auto-translate from Japanese to English when viewing the masseurs' own webpages.
Most masseurs prefer to be contacted by emails first. You can use English and from what my friend has shown me they have no problem replying in English too. You should also contact them at least half a day in advance. Check their availability on their Twitter and other social media accounts first. The Japanese are very orderly this way.
My friend hired one for an afternoon session; he was so happy afterward that he is still talking about it. But please be mindful that this is a list of "masseurs" even when some are very explicit in what additional services are being offered. Use your own judgement and be respecful when setting up an appointment.
Since I was sharing a room with a travel buddy, we did decide to stay in more expensive hotels this round. The first one we stayed was in Ginza, and the second one was a "hot spring" hotel in Shinjuku right next to the gay district Ni-chome. It has a large bath in the basement with one big hot pool of hotspring water that can sit up to 8 people comfortably. There are also two smaller ones in an sealed off "outside" area. If you like Japanese hotspring-style baths this hotel is a very good deal, with the additional bonus that it's popular with gay tourists and locals alike because of its proximity to Ni-chome. All of us have encountered some very discreet cruising while taking out turns to visit the bath.
I don't encourage anyone to cruise in a public place that is not exclusively gay, but a smile and a friendly nod to the right person can definitely make your trip more interesting. I did exactly that and ended up in another hotel guest's room one evening.
Much as I wanted to visit at least one gay sauna or sex club this trip, I decided not to. Monkeypox is still a concern in Japan, and people are getting infected despite being vaccinated. This is just my personal choice, but you can still read about the 24 Kaikan sauna chain and various sex clubs in my two previous posts.
It's still really cheap to visit Japan now but its economy is recovering faster than everyone else. It may not be cheap for long.
submitted by fujianironchain to gaysian [link] [comments]


2023.06.08 01:32 RainbowDash2014 Rough day coming home on Monday-long story post.

Rough day coming home on Monday-long story post.
So, I had a bit of an experience coming home (which was 650 miles away at the time).
My first barely 60 miles on the road, my car is pretty much in “limp mode” and had trouble staying at speed limit (60 mph) and I was gradually decelerating barely making it in town. As I come to a stop light, my car has the jitters and is shaking, it was a misfire I’d never experienced before and it’s an in-line 4. Found an O’Reilly auto parts, told them I suspected spark plug wires as they were getting heat soaked by my exhaust manifold leaking. Got a new set, buttoned up and was back on the road and all was good.
Remaining 260 miles, I check my oil and top off and missed one tiny detail and I was thinking as I was back on the road that I felt like I forgot something and suspected my oil filler cap but had to keep pressing on as the rest of the way was pretty much small towns in the middle of desert, none large enough for a parts store. Come close to home to verify, yup….missing oil cap but there was something I had missed.
I go to the local O’Reilly and get a replacement oil cap, but something looked way off and absolutely horrendous. My battery…..of all this time getting an oil shower and some exhaust header leak, it had apparently started to melt. Thankfully, no fire and my car survived, I was able to get to my driveway and get pictures of the results.
Car included is my daily with 272k miles, automatic on a 2.5 iron Duke. Yes, I abuse the shit out of the engine and go for spirited drives (up to 100 mph).
submitted by RainbowDash2014 to Wellthatsucks [link] [comments]


2023.06.07 22:43 autotldr Rich countries with high greenhouse gas emissions could pay $170tn in climate reparations

This is the best tl;dr I could make, original reduced by 66%. (I'm a bot)
Rich industrialised countries responsible for excessive levels of greenhouse gas emissions could be liable to pay $170tn in climate reparations by 2050 to ensure targets to curtail climate breakdown are met, a new study calculates.
It is the first scheme where wealthy countries historically responsible for excessive or unjust greenhouse emissions including the UK, US, Germany, Japan and Russia, are held liable to compensate countries which have contributed the least to global heating - but must decarbonise their economies by 2050 if we are to keep global heating below 1.5C and avert the most catastrophic climate breakdown.
Almost 90% of the excess emissions are down to the wealthy global north, while the remainder are from high-emitting countries in the global south, especially oil-rich states such as Saudi Arabia and United Arab Emirates.
Five low-emitting countries with large populations - India, Indonesia, Pakistan, Nigeria and China - would be entitled to receive $102tn, for sacrificing their fair share of the carbon budget in the zero emissions scenario.
Demands are mounting to compensate climate-vulnerable countries for the threats they face due to the excessive greenhouse gas emissions of others, as part of a broader climate justice movement to make polluters pay for the climate crisis and green energy transition.
Last year at the UN's Cop27 summit, states agreed to establish a "Loss and damage" financing fund to provide funds to poor countries for the irreparable and unavoidable economic and non-economic costs of extreme weather events and slow-onset climate disasters such as sea level rise and melting glaciers.
Summary Source FAQ Feedback Top keywords: country#1 climate#2 global#3 emissions#4 Fair#5
Post found in /worldnews, /worldnews, /WorldAlerts, /climate, /worldnews, /SeenOnNews_longtail, /EnvironmentalNews, /AutoNewspaper and /GUARDIANauto.
NOTICE: This thread is for discussing the submission topic. Please do not discuss the concept of the autotldr bot here.
submitted by autotldr to autotldr [link] [comments]


2023.06.07 17:19 Salamattder DIY Overland Trailer Build

DIY Overland Trailer Build
I wanted to make a post to show how we made our own overland trailer. I didn’t take as many pictures as I should have but gathered a few from the various stages it went through.
Starting with a 4x6 trailer from Lowe’s we flipped the axel and put 13 inch wheels from tractor supply on it to lift it and to have better off and on road driving performance. With the original smaller thin wheels it bounced everywhere. Now it does not.
Next we sent some measurements to https://www.compactcampingconcepts.com/ and got a kayak kit sent to us in the mail. We assembled,primed and painted it and attached to the trailer. I also welded on supports for a tongue box from harbor freight and bolted it on.
The kit from CCC included an awning adapter so I bought an awning from Amazon. YesCom 7x8 and attached it.
Kayak J-Lows came next also from Amazon. Stabilizing legs bolted to the back so it can potentially hold a roof top tent if we choose to go down that path. But ultimately this is more of an outdoor kitchen setup.
If anyone has questions just reach out. Im no expert, but that just shows anyone can make a functional trailer with just a few tools.
Parts links:
Kayak kit: https://www.compactcampingconcepts.com/
Awning: Yescom 8.2x7.6' Car Side Awning with LED Light Pull Out Tent Shelter PU2000mm UV50+ Shade SUV Outdoor Camping Beige https://a.co/d/jaIFwMB
Trailer stabilizers: Red Hound Auto 2 Telescoping Folding Trailer Stabilizer Jacks Swing Down 1000 Lbs Support Capacity Each for RV Trailer Camper Includes Handle and Mounting Screws https://a.co/d/hakRrpv
Harbor Freight Tongue Box: https://www.harborfreight.com/2-34-cu-ft-steel-trailer-tongue-box-62253.html
Tractor Supply wheels: https://www.tractorsupply.com/tsc/product/hi-run-assembly-replacement-tire-asb1001-st175-80d13
Tractor Supply Trailer Jack: https://www.tractorsupply.com/tsc/product/bulldog-bolt-on-swivel-trailer-jack
Kayak Rack: PIRIPARA Kayak Roof Rack 2 Pairs J-Bar Carrier Holder for Canoe, SUV, Cars, Truck, Car Top Mount Racks for Trip, Set of 4 https://a.co/d/geVkHEK
Tractor Supply Spare Tire: https://www.tractorsupply.com/tsc/product/carry-on-trailer-spare-tire-mount
submitted by Salamattder to OffRoadTrailer [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 15:47 JamieTheCasul My list of stupid [early-mid game focused discussion/rant]

Firstly, I'll admit this is partially a shitpost, but it's addressing what I believe to be legitimate concerns with early to mid game. If you're going to disagree, provide reasoning with your statement or you're going in the same bin as whomever made the decisions below. Anyone who thinks I'm asking for D3 part 2.. you're in there already.
Also, assuming this isn't instantly deleted, I expect I'm probably going to get absolutely reemed for posting it.. so let's hear it, am I wrong?     - Stupid: Leaving the party resets quest progress even though I'm in my own world and the party leader.
- Fix: I didn't leave the world, kick the other people and leave me be. The game literally says they're in MY world state.     - Stupid: Difficulty goes from zzz to over 9000 then back to zzz. The game is poorly tuned, and it's tuned for late game group play so early game difficulty is a spikey mess as a result.
- Fix: The game should be relatively easy until 50, not the other way around. Nobody has an optimal build to start with, and if someone manages it, good on them. It's not like they won't be grinding endgame for hundreds-thousands of hours. Let people have their fun.     - Stupid 1: Wayyyy too much resource required to do anything. With extra points in generators, attack speed, and 60% more attack speed on a legendary I am still starved for resources; 2 right clicks and it's gone. If I focus more damage instead of attack speed I can right click once every 7-10 seconds. Skills that allow me to generate more resource need crit, which is unobtainable in early game.
- Stupid 2: Melee often can't get close enough to generate any resource. What are they supposed to do when they can't dps?
- Fix: Cut spender costs, give us another way to generate resources, and/or provide easily accessible and meaningful resource regen in the skill tree.     - Stupid: Bosses designed to drop no healing potions in certain phases (Duriel P3) ruin builds that need healing pots (i.e. melee). So now we can't heal or dps or generate resource and have no way to survive. stupid
- Fix: Removing the ability to heal is unfair to anyone who isn't doing huge DPS, and impacts melee much more severely than ranged. As an alternative, unavoidable AoE damage or an AoE DoT is a good way to make a fight harder for everyone while keeping things fair on everyone.     - Stupid: Any remotely fun skill has a 20+ second CD. Teleport? Yeah you get 1 at a time, no fun allowed!
- Fix: Add a bunch of CDR to low level items. If CDs are going to get lower than intended in late game then address it there with less of the stat.     - Stupid: Pointless cooldown on mount. You force me to dismount to jump over a log my horse could have jumped, then put my horse on a 20 sec CD.. which genius thought this one up?
- Fix: Remove the CD, all it does is annoy players for no reason. If you have to do something, why not just make it so you can't get on your mount in combat like WoW?    
- Stupid: Getting CC'd inside poison/crap that kills you in 2 seconds even with reduced CC duration and an unstoppable skill. 2 CC mobs around poison/fire/explosions almost guarantees death.
- Fix: Mob CC needs a nerf, a 1 second stun is a big deal, 2 seconds is probably death. Mobs either need diminishing returns on CC or players need ramping tenacity. Multiple CCing mobs in the same area needs to be addressed, too.     - Stupid: Necro pools on the ground make it impossible to see anything, including myself unless I have player highlight turned on. They also make mechanics under them invisible, which means death from anything that explodes or deals spike damage. This is a great way to grief HC players (please don't, I'm saying this to help people understand why it needs to be fixed).
- Fix: Don't let overlapping pools or anything else cover up mechanics indicators. Duhh..     - Stupid: At level 50 in T2 the highest item level I've seen drop is 42 and the average is 36. This is actually ridiculous.. how do they think players feel after trudging through a dungeon then receiving loot 10 levels lower? I genuinely believe this was intentional, though I can't for the life of me understand why you'd do something so stupid
- Fix: Drop loot roughly the same level as the character. 200IQ required to come up with that one.     - Stupid: No iframes on evade, 1 charge base. Thought you evaded? Nah, I'm charging your punk ass straight back into that poison puddle. Here's a wall and a stun for good measure.. get rekt!
- Fix: 2 charges base for melee or drop a couple of seconds off the charge time, ranged don't need it. And how about evade actually... uh... evades?     - Stupid: Making players hold a button to skip diaglogue/cut-scenes after the first time viewed.
- Fix: give the player the option to decide whether they want a delay on skips or not. Better yet, let us have the option to auto skip every dialogue and cut-scene after seeing them once, or make the skips instant after seeing them once.     - Stupid: Walk out of a dungeon and try to click something on roughly the same continent as the door... game puts you back in dungeon.
- Fix: Put a short timer or confirmation dialog on entry/exit to prevent accidental clicks.     - Bonus stupid: pressing buttons too quickly to skip the Blizzard/Diablo title screens exits the game because the exit button is the first thing focused. STUPID.     TL;DR game is poorly tuned, and is tuned around late game and optimal builds in group play. The massive cooldowns and resource costs intended to slow down levelling take a lot of the fun out of the campaign/early game, when the place they are really needed is endgame. Mechanics penalize melee far more than ranged, and how they didn't see this coming is beyond me... it's been an issue in pretty much every RPG ever, including every Diablo game and every WoW expansion.
submitted by JamieTheCasul to diablo4 [link] [comments]


2023.06.07 13:00 Alex_of_Chaos The volume encryption with the KMIP server is broken in DSM 7.2 - and how to fix it

(added 08.06.2023) Synology fixed it, use the official DSM patch instead:
Version: 7.2-64570 (2023-06-08)
Important Note
Fixed an issue where, when the Encryption Key Vault of encrypted volumes was set on a KMIP server, the system would not be able to auto-unlock these volumes after a restart.
There is a bug currently in DSM code (namely, in libsynoencvolume.so), which breaks the volume encryption when using the remote vault. The bug affects 7.2RC and 7.2 release.
You can confirm if you have the broken library by its MD5 hash: md5sum /uslib/libsynoencvolume.so - if it's 203dfa1eccd00199682cf33c058228ef (Intel-based NASes) or 237cab42104823b57b4d15f425512791 (AMD ones), then it's the one with broken remote vault unlock.
The local vault autounlock is not affected by this bug. But, unlike the remote vault unlock, it's not secure to use without a passphrase - both NAS' machine.key and the on-disk vault key can be extracted with the physical access to the NAS.

The bug symptoms

When you setup the remote KMIP server on your NAS, it shows the green status (connected), the volume encryption finishes successfully and everything seems fine, but once you reboot your NAS, the encrypted volume fails to mount (auto-unlock failed error). It can only be opened using the recovery key.

Root cause of the bug

The root cause of this error is that libsynoencvolume.so has a bug in remote vault implementation.
The whole usage scenario can be split into 2 parts:
  • generating the volume auto-unlock key and sending it to the kernel via a keyctl add_key syscall (just to store it in the kernel keyring)
  • retrieving the volume auto-unlock key from the kernel using keyctl syscall and using it for actual volume decryption
In case of the remote vault, the key generation process looks like this:
  • read a key from the local vault. Let's call it a local_key
  • call synokmip --get_with_name --name --output to retrieve the (remote) KMIP_key and store it to
  • read KMIP_key from
  • generate the resulting auto-unlock key by decrypting the KMIP_key with the local_key - so called "unwrap key" step
  • the result is being set to the kernel via the keyctl syscall
Turns out that the "unwrap key" step is completely buggy for the remote vault. Someone screwed up with checking the return value from the "read key from the .wkey file" step - instead of checking the return value for > 0, the function checks it like !ret. In reality the read function returns the number of bytes read (key length).
Also, the "unwrap key" functions expects to receive a valid key length as input, but due to compiler optimizations and that bug, it always receives key length 0 (which will cause the key unwrap to always fail).

How it can be fixed (Intel NAS models only, see below the script which handles both AMD and Intel)

  1. login to your NAS via ssh, then sudo -i
  2. sed -i 's/\x48\x89\xDF\x48\x89\xEE\xE8\x94\x5D\xFF\xFF\x85\xC0\x0F\x85\x84\x00\x00\x00\x31\xF6\x4C\x89\xE1\x4C\x89\xEA\x48\x89\xEF/\x48\x89\xDF\x48\x89\xEE\xE8\x94\x5D\xFF\xFF\x85\xC0\x0F\x84\x84\x00\x00\x00\x89\xC6\x4C\x89\xE1\x4C\x89\xEA\x48\x89\xEF/g' /uslib/libsynoencvolume.so
  3. now reboot your NAS (synoshutdown --reboot or normally via DSM WebUI)
The search&replace pattern is excessively wide, but only 3 bytes are changed.
Edit: added the patch as a python script to the post, better use the script instead.

Other issues related to the KMIP server

Avoid your NAS to act as the KMIP client (regular case) and KMIP server at the same time.
Currently this combination makes kmip.service to fail during boot time (when DSM attempts volume auto-unlock). When run after boot, it works fine, but your encrypted volume will be already showing an error due the failed first attempt. Manually clicking Unlock will open the encrypted volume though and remove the error.
When using only Set as remote key client option (the most common case), it works ok always, including boot time.
So for now it's preferable to stick with setting Set as remote key client only.

or...

There is a workaround solution for the server+client combo, when DSM only has Set as remote key client option enabled, but the KMIP server is being started on the same NAS using an autostart script - this combination works.
The KMIP server can be started manually like this:
```

!/bin/bash

. /ussyno/bin/synokmipcommon
StartKMIPServer ```
@u/der-pipsen has tried this workaround on his NAS and might provide more details.

Patcher script which works for both AMD and Intel NASes

```python

!/usbin/env python3

import os import re import shutil import subprocess
BACKUP_DIR = "/vasynobackup" LIB_PATH = "/uslib/libsynoencvolume.so"
srch_pattern = b'\x48\x89\xDF\x48\x89\xEE\xE8(....)\x85\xC0\x0F\x85(....)\x31\xF6\x4C\x89\xE1\x4C\x89\xEA\x48\x89\xEF' repl_pattern = b'\x48\x89\xDF\x48\x89\xEE\xE8\g<01>\x85\xC0\x0F\x84\g<02>\x89\xC6\x4C\x89\xE1\x4C\x89\xEA\x48\x89\xEF'
def read_file(fpath): try: with open(fpath, "rb") as f: return f.read() except: return None
def save_file(fpath, content): try: with open(fpath, "wb") as f: f.write(content) return True except: return False
def patch_binary_file(fpath, search_ptrn, replace_ptrn): fname = os.path.basename(fpath) shutil.copy(fpath, BACKUP_DIR) print(f"Backed up {fname} to {os.path.join(BACKUP_DIR, fname)}")
data = read_file(fpath) if data is None: print(f"ERROR: cannot read {fpath}") return False orig_len = len(data) print(f"Patching {fname}...", end='') nmatches = len(re.findall(search_ptrn, data, flags=re.DOTALL)) if not nmatches: print("error: cannot find the original pattern") return False elif nmatches > 1: print("error: multiple matches encountered") return False data = re.sub(search_ptrn, replace_ptrn, data, count=1, flags=re.DOTALL) assert(len(data) == orig_len) if not save_file(fpath, data): print("error: cannot save the file") return False print("done") return True 
def apply_patches(): if patch_binary_file(LIB_PATH, srch_pattern, repl_pattern): print("\nPatches applied successfully. Don't forget to reboot the NAS to propagate " "changes.\nRun this script again if you want to undo the patches. ") else: print("\nERROR: one or more patches were not applied")
def restore_backup(): resp = input("A backup was found. Do you want to restore to it? ") if resp.lower() in ["y","yes"]: try: shutil.copy(os.path.join(BACKUP_DIR, "libsynoencvolume.so"), LIB_PATH) except Exception as e: print(f"An error encountered while restoring the backup:\n{e}") return
 print("Restored the original files successfully, deleting the backup") os.remove(os.path.join(BACKUP_DIR, "libsynoencvolume.so")) 
if os.geteuid() != 0: exit("Please run this script with root privileges (using 'sudo')")
if os.path.exists(os.path.join(BACKUP_DIR, "libsynoencvolume.so")): restore_backup() else: apply_patches() ```
Copy-paste it somewhere on your NAS (eg. as patch_libsynoencvolume.py) and run as sudo python3 patch_libsynoencvolume.py.
submitted by Alex_of_Chaos to synology [link] [comments]


2023.06.07 07:00 RedDeadMods /r/RedDeadOnline Simple Questions & FAQ Thread.

/RedDeadOnline Simple Questions & FAQ Thread.

If your question isn't answered below, leave a comment and a community member will try to help!
If there are any frequently asked questions missing, then please comment with that question & what the answer is. Please also feel free to improve on any of the answers below.
We'll be redirecting all simple/one liner questions to this thread in the hopes of reducing spam/repeat posts. Please report any you see under Rule 6, commonly posted question.

PC / Next-Gen / Stand-alone Questions

Q) If I buy on Rockstar Launcher, can I play with friends on Steam?
Yes, you can play with friends on PC regardless of what store they bought it from. Even Steam GTA, uses Rockstar to launch the game.
Q) Can we transfer our characters from PS4 and Xbox One to PC?
No, you cannot transfer characters to a different platform, e.g Xbox to PC. The game is cross-gen however, so if you play PS4 you can continue on PS5.
Q) If I buy a next-gen console, can I play with friends on old-gen consoles?
Yes! The game is backwards compatible on console, so you can play with friends on PS4/PS5 or XB1/XBX
Q) If I already own Red Dead Redemption 2, do I need to buy Red Dead Online again when it goes standalone?
No! Red Dead Online is still part of the RDR2 game.

Red Dead Online: General Questions

Q) What are the currencies in Red Dead Online?
Cash, the main currency in RDO that is earned through almost every activity.
Gold Bars, the premium currency in RDO that can be purchased using real money. You earn a small amount of gold for completing activities online.
Role Tokens, earned by levelling up in each role, used to unlock abilities & items for the five current roles.
Q) What is the Outlaw pass?
The Outlaw Pass is an in-game purchase using the premium Gold currency that allows you to earn items/rewards as you level up.
Outlaw Pass are only available for a limited time and once they finish, you can't access them again.
Q) What are Daily Challenges?
Every day at 6am UTC, you are given a new list of 7 daily challenges as well as 15 role daily challenges. They can range from hunting specific animals or finding certain herbs, to completing PVP/Freeroam events.
Initially, you earn 0.1 Gold per completed challenge plus a bonus if you complete all 7 regular challenges.
After completing at least 1 challenge per day for 7 days, you then earn a little more gold per challenge each week before your daily challenge streak resets after 28 days.
Your daily challenge streak will then reset, and you start the process again.
In addition to this, there are also 3 daily challenges for each role available and you can do a max of 9 role daily challenges. Daily challenges for roles will also differ depending on your rank within each role.
Q) What are Free-roam events (role/normal)
Every 45 minutes, you'll receive an invite to a free-roam event. Free-roam events can be activities such as fishing, horse racing, archery competitions, or PVP. You earn XP + cash for completing.
There are also role specific events that happen every 90 minutes, you need to be ranked up and enrolled in each role before you'll see invites for these activities.
You can see the schedule for free-roam & role events here
Q) What are ability cards?
Abilities in Red Dead Online are assigned to a character through Ability Cards. These are divided into two different types. Dead Eye cards that grant abilities only active during Dead Eye, while Passive cards add abilities that are always active, no matter what you do. Passive abilities are further divided into several different categories.
In Red Dead Online, it's not possible to assign all of the available abilities to the character, as there are only 4 slots available. One slot is used for a single Dead Eye card, while the remaining three slots are used for Passive abilities. Source.
Q) What are the playing styles online?
Defensive: Players in Defensive mode will be indicated by a shield icon, will take reduced damage from enemy players, cannot be lassoed, melee attacked, executed or targeted with auto-aim. Defensive players will also be excluded from being targeted in PvP-related missions such as Player Assassination. Those who attack Defensive players receive hefty penalties via the Hostility system, while players who initiate conflict while in Defensive mode will be instantly pulled out of Defensive mode and also receive similar Hostility penalties.
Offensive: The Offensive playing style is set as the default and is how most players traditionally interact in Free Roam – free to engage in hostile contact with other players if you are prepared to accept the potential consequences.

Red Dead Online: Other Questions

Q) How do I dual wield?
At rank 25, you can buy an off-hand holster which allows you to equip a second handgun.
Q) How do I change appearance
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to Online Options > Scroll down to Change Appearance
Q) How do I setup camp
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to camp options > Choose location for camp
Camps can be used to access wardrobes, collect items you've ordered via the catalog, craft & cook and fast travel if upgraded.
A small camp is suitable for 1-4 posse members and costs $1 per in game day. A large camp is suitable for 1-7 posse members and costs $2 per in game day.
Q) Where is the gun locker?
You unlock it through the trader role, then purchase it at Wilderness Outfitters in camp, and then it appears at your specific tent in camp.
Q) How do I buy a dog?
At your camp, head to Cripps and access Wilderness Outfitters, from there you can select the dog option.
Q) What can dogs be used for?
Looking cool at your camp and warning you of camp raids when you unlock the perk. Not really much else. (They're not companions like Dogmeat from Fallout 4)
Q) I saw an item, but can't find it on PC or Xbox One.
Some items are exclusive to PS4, so you may see things promoted by Rockstar that aren't yet available on your platform or it may be from an old Outlaw Pass.
Q) What is the best Horse
This post should help.
Q) What are the best Weapons
Captain Balrick's arsenal should help you decide
Q) What is the best ability card loadout
This post in the /RedDeadOnline mega-guide should help.
Q) What is the best way to make money/gold
This post should help.
Q) Where are the treasure maps located?
You can find them all here.

Red Dead Online: Roles

Q) Can I have more than 1 role active?
Yes! You can play in all roles concurrently.

Bounty Hunter Role

Q) What is the Bounty Hunter role?
Get started as a Bounty Hunter when you meet the Legendary Bounty Hunter in Rhodes and purchase the Bounty Hunter License. The standard cost is 15 Gold Bars.
Licensed Bounty Hunters can pick up work by visiting bounty boards located near law offices, post offices and train stations across the states. There is no shortage of criminals to be dealt with and the targets range in difficulty, from lone low-level petty thieves to notorious outlaws with armed protection details and a watchful eye. Taking on an armed gang or bringing multiple targets to justice is made easier with the help of a Posse, who will all earn a cut of the final bounty. And keep in mind, bringing in targets alive will yield a greater reward.
Reaching Bounty Hunter Rank 12 will open up the opportunity to take down other players with high bounties of $20 or more. Bounty Hunters will be notified through an invite about the opportunity to hunt down the wanted player when they’re nearby in a structured pursuit. The wanted player must escape (or surrender) within the allotted time and if captured, they’ll also have opportunities to escape and flee. If the Bounty Hunter brings the target in alive, they’ll receive an award while the criminal serves time.
Q) What are legendary bounties?
Legendary bounties are high-tier bounties, they usually involve a mini-story/cut scene. They're also much tougher than a regular bounty.
There are 10 legendary bounties that can be access as part of the Bounty Hunter role and 3 that can be accessed (when they've all released) by purchasing the Prestigious Bounty Hunter upgrade.

Trader Role

Q) What is the Trader role?
our trusted camp companion, Cripps, has long dreamed of starting a trading outpost and you’re going to help him make it happen - by becoming a partner in the fledgling Cripps Trading Company. Combining Cripps’ lifetime of working with animal materials and your skills at hunting and frontier security, you’ll have the perfect ingredients to develop a thriving business.
Once you agree to help Cripps, you can start turning your camp into a business by sourcing items for Cripps to convert into sellable goods. An investment of 15 Gold Bars to purchase a Butcher’s Table will get your business up and running.
Once you’re operational, you’ll provide Cripps with Materials through hunting animals – pristine pelts and carcasses will provide better yields. You’ll also take on Resupply Missions to acquire additional necessities through less than savory tactics. Once supplied, Cripps will begin turning the materials into sellable goods, which can then be sent out on low-risk local deliveries for payment or across greater distances for a premium.
Improve your hunting yields with a Hunting Wagon for larger hauls or upgrade your Delivery Wagons for larger sales. As business flourishes and your presence becomes known in the market, your competition may grow jealous of your success, so keep an eye out for raids on your camp. As your trade grows, you might consider purchasing a camp dog from Wilderness Outfitters. Not only are dogs great camp companions for all players, but a Trader of sufficient rank can teach their dog to warn of incoming attacks.
Q) Can I skip the medium wagon?
No, you need to buy the medium wagon, then the large wagon.
Q) What can I sell to Cripps?
You can sell carcasses & small animals (e.g squirrels). Along with some animal parts, e.g feathers.
Cripps does not accept meat, fish or skinned carcasses.
Q) How long does it take Cripps to make goods after resupplying?
Cripps requires materials and supplies to produce goods. You give him materials by donating carcasses and pelts. He uses two units of materials to produce one good. You either buy supplies or obtain them through resupply missions. Either way, that gives enough supplies to produce 25 goods. As long as both materials and supplies are available, Cripps produces 1 good every 2 minutes (1 in-game hour).

Collector Role

Q) What is the Collector role?
Seek out the mysterious travelling saleswoman Madam Nazar to acquire the Collector’s Bag and get started on the path of the Collector. It will cost 15 Gold Bars for access to collecting and selling rare items.
With Madam Nazar’s help, you will be able to explore the world finding valuable treasures, whether they’re discarded Tarot cards in abandoned camps, buried treasures unearthed with your trusty shovel, hidden family heirlooms and more.
Collect individual pieces and sell them off directly to Madam Nazar or collect entire sets for even more valuable sales. As you progress, you’ll unlock enhanced searching skills; more useful tools like a metal detector; benefits like increased carrying capacities; the ability for your horse to directly pluck and pass herbs to you while mounted, and more.
Q) Where is Madam Nazar?
Madam Nazar can be located by completing a map/collection for her. Her location is posted daily on /RedDeadDailies - She changes location at 6am UTC time each day.
You can also find her using https://madamnazar.io/
Q) Who is Madam Nazar?
Madam Nazar is the Collector role vendor, you can obtain maps, cosmetics & other items such as the shovel from her.
Q) Why is Madam Nazar?
...
Q) Where do you buy a shovel?
From Madam Nazar, it costs $350. If you need help finding her, check /RedDeadDailies
Q) Where do you buy a metal detector?
From Madam Nazar, it unlocks at level 5 and costs $700. If you need help finding her, check /RedDeadDailies
Q) Can you sell collector items individually or does it need to be a full set?
Yes, however you get far less money than you would if you sold a full collection
Q) Can you only have one collector map active?
Yes, if you try to open a second map, it may auto-close and almost looks like a bug, however, you should only try and activate one at any given time.

Moonshiner Role:

Q) I already met Maggie but I didn't buy a shack, now I can't find how to buy the shack?
In the options menu (left on the D-pad, or L on PC), select "Camp & Properties" → "Moonshine Shack" → "Shack Location".
Will be expanded upon soon...

Naturalist Role

Will be updated soon...

Useful Red Dead Online Resources

This thread will be posted reposted monthly on the 7th. We'll aim to update & add any additional questions in time for the new thread being posted each month
submitted by RedDeadMods to RedDeadOnline [link] [comments]


2023.06.06 22:30 Comprehensive-One333 Looking for part stores other than the big guys for cheap parts?

Long story short, I need motor mounts for my 2007 Toyota Camry 4 cylinder, aside from PartSource and NAPA auto parts, any suggestions?
submitted by Comprehensive-One333 to barrie [link] [comments]


2023.06.06 22:17 thehogdog /u/Thehogdog found another WM1000 at the same Thrift stop but the price went from $4 Sunday to $6 Tuesday!

Thehogdog found another WM1000 at the same Thrift stop but the price went from $4 Sunday to $6 Tuesday! submitted by thehogdog to Jigsawpuzzles [link] [comments]


2023.06.06 20:04 sprashoo First impressions of dual lens helmetcam (Looking/LKT Pro DB1)

First impressions of dual lens helmetcam (Looking/LKT Pro DB1)
I posted a couple days ago asking about the current state of helmet 'dashcams', ended up buying one (https://www.amazon.com/dp/B092LYSWSD) and now have had it for a day and ridden for about an hour with it. So these are fairly preliminary observations, but here goes.
Quality and appearance:
  • It looks good, in a sort of "tacticool" way. Definitely looks like serious business.
  • Initial build quality seems decent - finish is nice, although the metal is very thin. I'm not sure what will happen if dropped, especially to the lens covers. There are seals around the lens cover threads, over charge ports, etc, but have not tested in serious rain.
https://preview.redd.it/3t40n02mpf4b1.jpg?width=1280&format=pjpg&auto=webp&s=fe9c062be61cf90ffb0c418773b5ae119b8fbf15
User experience:
  • The app (iOS) is predictably pretty rough, but it does work. There's a 'Looking' app from the company, but other random apps are available, although don't seem much better. The app allows viewing live video, downloading clips, and changing a few camera settings like the auto-off feature (turns off after 3 minutes of not moving). It connects by you joining the wifi network the camera can broadcast.
  • Device controls: There's a single button, 4 lights, and a vibrator unit that provide all on-camera input and feedback. In theory the controls are simple enough - long press to turn on (starts recording automatically), short press to stop/start recording, double press to turn wifi on/off (this is how it connects to the app), 5 presses to reformat card. That's it. However, i found that, at least after connecting with the app, the camera would stop responding to on-camera inputs. Haven't messed with it enough to know what's happening for sure, but it may be confused thinking the app is controlling it even after disconnection. I don't have high expectations for the software of these cheap electronics so kinda feels like par for the course. Seems to work OK when not connected to app, which would be typical use.
  • Remote: There's a wristwatch style remote, but it only does two things (which, incidentally, can't be triggered directly on the camera): still snapshot, and lock video. This seems like a weird selection of things to put on the remote. Why not start/stop video at least? Anyway, this doesn't seem useful enough to actually bother to wear it.
  • Helmet mounting/comfort: This is the biggest issue for me. While the camera doesn't feel particularly heavy, it sits high up, so it's very noticeable that it's on my helmet. This is in part because I have a light helmet, but still, it's not great feeling having it on there. My helmet is 285g and the camera with mount is 180g.. so that's nearly a 65% increase in the overall weight of my helmet, and all located a couple inches off the top of the helmet...
    • Helmet: 285g (Lazer G2 MIPS) - this is lighter than typical, but still...
    • Camera alone: 100g
    • Camera mount: 80g (with untrimmed straps)
  • Regarding the weight/positioning, i'm thinking that if I can ditch the mount and attach it directly to the helmet with a couple strong rubber loops or something, it would both drop at least 60-70g and also bring the center of gravity down a lot. As it is, I don't think I want that on my head every day.
Video Quality:
  • Video quality is good. Sensors and video compression have come a long way. It can do 1080p/30fps front and back simultaneously (recording to separate files), and the videos are crisp and clear. License plates are legible if the car is close (cars driving by on opposite side of street, not so much. This is in part due to the wide angle lens, so things within the FOV are not large. Someone said that 1080p is not useful for license plates, and I don't think that's true. Especially if a car gets close enough to interact with you, it'll likely be close enough to get the plates.
Other observations:
  • The camera does not automatically lock video after an impact. I'm unsure if it has a force sensor (it does auto stop recording after 3 minutes of no movement, but it could be using the video stream to determine that).
  • Had a kind of strange interaction with another cyclist at a stoplight while wearing the camera. He commented, sarcastically "Oh, are you out trying to record people doing ya wrong?". So it seems like there's a contingent of anti-camera bike commuters out there. I admit, it does look a bit robocop. Everybody notices it, and I could see some people not wanting to be filmed. I'm also not sure if I want to be 'that guy' appearing to be filming everyone when not actually riding in traffic.
So anyway, hit and miss. I wish it was half the size and weight and the mounting was a lot less clunky. Also, wearing it seems to piss some people off. Not sure if i'll be keeping it or not, going to decide in a couple days.
submitted by sprashoo to bikecommuting [link] [comments]


2023.06.06 19:34 Vast-Listen1457 031 The Not-Immortal Blacksmith II – “Heroes” & "The reluctant Lich, Part 2!"

Better late than "The Late".

- - -
Three mortal teenagers from earth, each equipped for a paintball tournament, looked around the medieval town they had found themselves in. One of the three, a boy named Sam was the first to speak. “Guys? I don’t think we’re in Kansas anymore.”
The female of the trio looked at Sam, “Well duh. We left Kansas two weeks ago.”
“Molly! Leave Sam alone. You know he’s slow some days.” The third member of their group said.
“Shut it Hesh, you furry reject!” Sam and Molly said at the same time.
“You’re just pissed that I got to keep my cat ears for the tournament.” Hesh responded with a grin.
Sam looked around the street they were standing on. “Do either of you think it’s strange that there’s nobody on the street?”
“Yeah. Where is everyone?” Hesh replied. “You’d think they would be happy to see their new Heroes in person. I was expecting a parade the way that super-hot goddess was talking.”
“You thought she was super-hot too?” Sam asked, shock apparent in his voice.
Hesh stood to their full height. “I may be an ace, but I’ve got eyes. If she wasn’t the posterchild for beauty, I don’t know what is.”
Molly sighed. “Boys!”
“Hey!” Sam said. “Hesh is a TRAP! Not a boy!”
Hesh punched Sam in the shoulder, sending him flying through the wall he was standing next to. Hesh and Molly stared as Sam stood up coughing.
“What was that for?” Sam asked once the coughing fit ended.
Molly and Hesh continued to stare.
-
The trio of Heroes walked around the deserted town, looking for any signs of life. “I see a couple of birds from up here, but no people.” Hesh said from the roof of a row house.
“That makes three birds, two rats and a goat.” Molly said. “Too bad the goat ran away before we could try and kill it for food.”
“Right?” Sam replied. “Maybe it was some sort of ‘Magic’ goat that would give us even more power?”
Hesh and Molly looked at Sam, “Shut up.”
“What it would be fun!” Sam looked down at the paintball ‘magazine’* on his belt. “Hey! Ammo is full again!” He dumped the magazine of balls into the hopper on his gun, and let loose a full auto burst. The shots went clean through the building, and exited the other side, then burst on the wall of the next building over.
Hesh laughed, loading and spraying his balls across the roof of the row house until he fell through into the attic. “I can’t believe these do so much damage now! What do you think would happen if we raised the pressure to max on the guns?” They yelled from inside the building as he shot his way down to the ground floor, and came out through the wall.
Molly, eyes gleaming, said “I want to find out!” and made herself a spot to sit by breaking a nearby stone wall. After sitting down, she started to riffle through her pack for a tool kit.
Hesh and Sam stood to the side, watching her work.
*-*-*
Part 2
Several months had passed and “John the Lich King” had been busy. Several of the items in the treasury had been sold on the international stage, and the kingdom was in the black again. Most of the art was on public display in the capital itself. And John was in the middle of writing a proclamation about ‘Literacy, being tantamount to expanding the kingdoms workforce’ when a living guard (he had found out that the old king had used the undead for all of the jobs in the castle, hence all the bone piles when he had died) stuck his head into his office behind the throne.
“My Lord, Bolder the Drake has been sighted headed this way.”
John nodded, “Thank you Robert. I can take it from here.” He stood from his comfortable chair, “Tell your wife I say hi. And good luck with your new lad, I hope he grows up big and strong.”
“Thank you, my lord.” Sir Robert bowed himself out of the office and returned to his position on the wall.
I don’t think I will ever get used to being called ‘My Lord’ or ‘King’. John thought as he stepped out of the office and walked up to his throne. Why is this throne so uncomfortable? Maybe another cousin? He heard the sound of the dragon king land in the courtyard, and tried to get comfortable on the throne. “Open the doors for the Dragon King.” He called to the footmen at the far door.
The men saluted, and swung open the massive double doors of the castle (as opposed to the normal person sized door set into the left-hand large door). The large, and somewhat portly, dragon king entered.
“Oh, so the farmer king has decided to meet with me at last?” Bolder the Drake’s voice almost shook the great room, and the footmen had to cover their ears. John was glad that death had made such things as ‘noise’ not bother him as much.
“Well met, Drake.” John glowered at the dragon. “You know my proper title. If you will not show me the honor of my station, then I will deny you yours.”
Bolder glowered at the dead human. “You will show me respect, or I will burn you from your throne, and conquer your pitiful kingdom!”
“Or you could just be polite.” John answered. Gods above, I’m so glad I don’t really feel fear anymore, otherwise I think I would have pissed myself by now!
The dragon raised his head almost to the ceiling, pointing his muzzle down towards the throne. “Bend your knee to me, and I will make you a vassal state. Ignore this gift, and I will destroy you.”
“So… Death or slavery? Those are my only options?” John asked.
“Yes.” The gloating dragon replied.
“Death it is.” John smiled, “Oh, wait, I’m already dead.”
-
War. War always changes. Sure, the basics of ‘kill them before they kill you’ remains the same; but, for better or worse, the means and methods are constantly on the move.
King John sat astride his new warhorse, heavy plate armor girding his body. The Lance of Dragon Slaying was in his right hand, and the Sword of Snicker-Snack belted at his waist. A squire handed him a large kite shield. Across the rolling hills, turned wasteland, of the battlefield, he could see Bolder the dragon lounging in the sun, being fed by one of his handmaidens. Or in this case, eating one of his handmaidens.
John sighed. “Alright, I have a plan. Just don’t be surprised, okay?” He looked to his left at Lord Devon.
“As you say, my lord.” Devin replied.
John rode his horse to the middle of the field. “Dragon! I challenge you to a duel. A duel to the death!”
Bolder looked down at John, “Oh, finally some spine from the dead man? Very well, I accept!” He stood and shook himself; bits of the recently deceased handmaid flew about him; and walked to the field of battle.
John spurred his mount to a trot, lowered the Lance of Dragon Slaying, and at ten yards spurred his mount again.
For his part Bolder let John charge. He was certain the lance would bounce off of his scales. And he was mostly right, as when the attack struck it was off center by nearly a yard and skittered for a bit down his side. Then it dug in, and he roared.
John left the lance behind as he wheeled his horse to the side and fled from the dragon’s claws as they reached for him. Sadly, for his horse, it took a claw across its rump and spilled. John rolled across the ground for a dozen feet before coming to a stop.
John stood up, drew the Snicker-Snack, and yelled at the dragon, “Is that all you can do? Kill innocent horses?”
Bolder sat up. “Are you calling me a coward?”
“Yes I am.” John yelled up at the now annoyed dragon. “I bet you couldn’t even eat me in one bite, you worthless excuse for a worm. I’ve met lizards braver than you!”
Bolder struck. Head swinging down, jaws open; he consumed John in one bite. Then realized his mistake as John’s sword pierced the side of his throat from the inside, and sliced through the veins in his neck. He choked and gasped, but as his life’s blood spilled onto the field, he knew he was dead. One last time, he tried to breath his flames, but they never came. He collapsed.
A thoroughly blood-soaked King John crawled out of the gash in the dragon neck, stumbled forwards and collapsed to the ground. “I’m glad that’s over. Now I need a bath.”
-
The battle over and the dragon slain, John the Dragon Slaying Lich King advanced his forces into the dragon’s former kingdom and subsumed it into his own.

Original - First - Previous - Next
- - -
Ugh. Like I've said before, mental health is important! Take care of yourselves! If you want to feel sad, go watch "1916" by Sabaton, or the original by Motorhead; I will let y'all decide which is more moving.
In other news, my NCCC reunion is this weekend. So EXCITED! The kid finished school for the year this past Friday (so glad that isn't hanging over my head any more). Brother Proof bought me a pair of excellent gaming books for my birthday!
Can't think of any other news from the River Valley.
Safety brief??? Sure. (Blame Ralts and Tractor Man for this.)
Stay out of the dust storm. Wear a helmet on your bike, you don't want to become an organ donor. DRINK YOUR WATER, it's bloody hot out. Keep your hands to yourself. Elves are still annoying as hell. Avoid the Fae at all cost, and never give them your name, even if they politely ask for it! When the pin is pulled, Mr. Grenade isn't your friend anymore. If you trust your government, you don't know your history. Make sure your dog is eating enough cheese. Know yourself, if you need help call the FBI. Follow the Demolitions expert if they are running in panic. Help people. Try to be the best you.
Time to shake the donation box.
Ko-Fi https://ko-fi.com/vastlisten1457
Patreon https://www.patreon.com/VastListen1457
submitted by Vast-Listen1457 to HFY [link] [comments]


2023.06.06 12:57 Ponk_is_taken Problem with systemd auto mounting hdd on startup

When i start my pc my hdd is automatically mounted to /run/media//, where is my user name and is the name of the hdd. The problem is that I have to manually unlock it before any programs or I can use it. For example my steam library is on that hdd and so on startup steam shows that no game is installed until i unlock the hdd. How do I change it so i don't have to manually unlock it on after startup?
After looking at the arch wiki i know that systemd auto mount will mount an external drive in run which is why am certain that's whats happening. Also my pc uses a M.2 nvme for the main file system and an hdd for large files like games and stuff.
here's the output of lsblk incase that's relevant
NAME MAJ:MIN RM SIZE RO TYPE MOUNTPOINTS sda 8:0 0 1,8T 0 disk /run/media/peterj/hdd nvme0n1 259:0 0 232,9G 0 disk └─nvme0n1p1 259:1 0 232,9G 0 part / 
Edit: Turns out all I had to do was change 1 line in the fstab file, specifically i added 1 line saying where i wanted my hdd mounted and with what options.
submitted by Ponk_is_taken to EndeavourOS [link] [comments]


2023.06.06 09:38 Advanced-Persimmon-4 [WTS] Aimpoint T1 2MOA + Larue Mount Sig Romeo 1 Pro PSA Premium Upper 16" w/ Microbest Chrome BCG 2D FCD EPC Aero Breach BCM MCMR-9 LMT BCG

Timestamp: https://imgur.com/a/ncDpBqL
Wife is no longer angry after I bought her a necklace! Buy my crap so I can buy more crap (and hide it in the garage)!
If you want a discount LMK, worst I can do is give u a slightly smaller discount.
PAYMENT: Venmo FF PREFERRED, ONLY FOOD/BEER EMOJIS. Also Accept Paypal, Cashapp, Zelle.
Paypal was fucked due to gun notes then recently unfucked. If you put any notes I will refund and report.

PM ME BY CLICKING HERE

The Goods

Aimpoint T1 2MOA + Larue LT660 Mount
C&R. Mild salt on the T1 battery cap, otherwise like new. Glass is perfect, comes with battery. Larue Mount has some loctite residue on it, can remove if you'd like. Very light salt as well.
Comes with all screws and box.
$600 Shipped/Insured.
Romeo 1 Pro w/ Shroud - 6MOA
Catch and Release. Goodcondition, has some salt on the bottom at the contact points of slide mount, but completely invisible once mounted. Had a few range session on it, but no issues with the glass or anything else. Comes with the $60 shroud. Scotch tape is there to hold in the screws for shipping, can remove and take another pic if sus.
$275 $265 Part the Optic for $230.
PSA 16" Premium Chrome Lined Upper + Microbest Chrome BCG + Ruger Rear Sight + Magpul MOE FDE HG + Milspec CH
Scratch your Chrome itch on a budget. Upper has ~60 rounds through it, No salt. It is Chrome Lined and is marked so on the barrel. It’s probably FN OEM but i have no idea how to know for sure. Microbest Chrome BCG is New.
$350. Bundle it with the Aero Ambi for $400!
2x UNITY Micro-S Mounts
Brand new. Only opened for pics.
$150 $140 each. Take all for $280 $260.
BCM MCMR 9 Mlok HG
Catch and Release. Good Condition, has some light brass scuffs on the rail. Probably removeable with some oil and brushing. Comes with Barrel nut.
$125
2x Black 2-Dimple FCD EPC
For your Dimple Fetishes.
Double Dimple: $75 Each
Aero Breach Ambi
Brand new from Schuyler.
$60
LMT Full Auto BCG
L7D3. Buttery smooth finish, has ~50 rounds on it. $200 MSRP.
$175
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2023.06.06 03:58 TheShadowuFear [WTS] Glock stuff/Ar/Knives/ Multiools

Timestamp https://imgur.com/a/p3S3bSk
Timestamp https://imgur.com/a/HQLQPCH
Got this in a trade unknown manuf prob swenson Was told it is was durcoated. I've never shot it. Has a dim glock night sight. And front trijicon. The sight screw was broke so I used some solder and glue and bubbad it. Look like shit and salty af
Take if off my hands plz $112 shipped
New butler creek double stack pistol mag loader-$20 shipped x2
Used breek arms discontinued ach ch-$45 shipped
Kershaw chive. Salty has broken tip(maybe warranty)-$19 shipped
Vintage spyderco rescue clip it--$60 shipped
Gg&g 45 offset mount-$27 shipped
Mechanix medium heavy duty gloves new-$18 shipped x2
Used glock 19/19 frame parts kit. Mix of oem and lw parts-$68 shipped
Hightower armory glock rifle back up sight plates-$38 shipped
Dagger slide fde with tons of extras-$280 shipped Timestamp https://imgur.com/a/INEZRec
Like new fde carry cut slide. Dry cycled. Never fired.
New dagger striker assembly
Used rwb 15rd g19 mag
New butler creek double stack pistol mag loader
3d printed mag tool
3d printed gas pedal
Uts x2 waterproof fire kit-$17 shipped per. 2 avail
Opened uses wyze cam v3-$30 shipped
Used rattle canned benchmade casbah 4400 auto Limited edit blue. Was fde I got most of it off-$150. Model has been discontinued
Used somewhat salty gerber center drive. Has molle pouch. Has Philips and flat bit only-$68sold
Payments via pp ff
Buy my shit so I don't have timestamp!!!!!
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2023.06.06 01:13 Thenamehobbs Put a deposit down on 2024 white EX Premium!

Put a deposit down on 2024 white EX Premium!
Went to a dealer in GA expecting to buy a white 2023. All they had was this 2024 in the pipeline. I don’t know how bc I haven’t seen a press release. Nevertheless we put a deposit down and it comes on June 28th!
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2023.06.06 01:06 Expensive_Ad_5089 June 2023 - Unpacking the Light Police

Unpacking the Light Police. Light Pollution News.
Show Link: https://lightpollutionnews.com/podcast/unpacking-the-light-police/
Subscribe: Apple Podcast Spotify Google Podcast
Social: Instagram LinkedIn
Guests:
John Barentine of Dark Sky Consulting, LLC.
Kaitlyn Evans, Conservationist.
Show:
I was busted by the light police. They had a point, Dana Milbank of the Washington Post.
Dana Milbank purchased a home in, soon to be not, rural Virginia. At night he kept the formerly vacant property lit to the degree that spurned one commentator to call it “spaceship lighting.”
Milbank recaps being visited by the “light police,” a group of concerned citizens who help educate neighbors and instill a sense of pride in the brilliance of their starry night skies.
At first, he was taken aback, but later, not only did he appreciate their efforts, but he also converted his blinding always on, white light flood lights to warm 2700 Kelvin motion sensing lights.
Per Ruskin Hartley, executive director of the International Dark Sky Association, “for 4.5 billion years there was no artificial light at night. It’s really only in the last five human generations that we transformed that. It’s one of the most profound transformations of our environment.”
Many of you may recall an earlier story, way back in our Hormone of Darkness episode, showcasing concerns by local residents prior to a 760 house (now 761) plus town center development moving into the Culpepper County, VA area. Per the Rappahannock News, this development features “a resort style swimming pool, clubhouse, tot lot, and multiple sports fields and sports courts, all connected by a network of biking and walking trails.”
The forgotten medieval habit of ‘two sleeps’ by Zaria Gorvett of the BBC.
Gorvett opened my eyes to something I never knew about, the medieval custom of two sleeps. For those of you unaware, two sleeps are exactly what it sounds like.
Folks would partake in a communal nap, complete with rigid sleeping arrangement conventions, between 9 – 11pm, then awaken for a few hours to do everything from hang out to brew beer! In fact, the idea of multiple sleeps crossed cultures and was found in places as far from Europe as indigenous South America.
How can one’s circadian rhythm make sense of all of this?!
Well, for starters, until the invention of the alarm clock, which humorously was invented by a clocks salesman so he could wake up and sell more clocks, people had no firm way to wake up at a consistent time. The industrial revolution enforced a new circadian standard.
And there’s some science behind this! In the 1992 study, In Short Photoperiods, human sleep is biphasic, researcher Thomas Wehr found that after four weeks of 10 hour days, his subjects began to engage in this two sleep cycle, involving a one to three hour period for which they became awake and engaged in between.
Want to Learn About Light Pollution? There’s a mini-course for that!, Jennifer Sensiba of Clean Technica.
Quoting Sensiba, “As I got older, I traveled a lot more and saw the problem more for what it is. Not only did I see that in many places there is no refuge from it, but I also saw that it was slowly growing worse. Places that had been dark 30 years ago had more and more light creeping upon the horizon.”
If you’re interested in learning more, or more importantly, know someone who might benefit from learning more, Sensiba links up to an International Dark Sky Mini-Course on light pollution, call it Light Pollution 101!
There’s a Play Date at the National Museum of Natural History: Lights Out exhibit!
But unfortunately, by the time you listen to this, and hell, by the time we talk about this, it has passed.
Ann Arbor named best place for sunrises, sunsets in Michigan. Sarah Parlette for Click on Detroit.
Evidently gambling websites have decided to honor April’s International Dark Sky week in a strange new content marketing campaign, which was to rank the best places in each state to see sunrises and sunsets. My favorite one, “Ann Arbor named best place for sunrises, sunsets in Michigan,” comes from Click on Detroit, whereby a quote “study” examined Michigan’s most populated cities.”
According to Click on Detroit, “to celebrate International Astrology Day on Saturday, staff at Great Lake Stakes, a Michigan online gambling news site, looked at light pollution in the five most populated cities around the Mitten state to determine which offers the best views every morning and evening.”
Star bathing is the new outdoor travel trend we should all be trying for Summer 2023, according to Amy Beecham at Stylist.
Evidently, as an attempt to destress and promote mindfulness, romanticism about sleeping under the stars has birthed a 70% increase in searches for the term ‘star bathing’ on Hipcamp. And to be sure, “Hipcamp recommends checking a stargazing calendar which outlines major astrological events – like supermoons, pink moons, and star showers.”
Industry Must Face an Inconvenient Truth — Most LED Lights at Night are Unhealthy
Dr. Martin Moore-Ede, a circadian clock expert, recently published an article in LEDs Magazine chastising the lighting industry for not recognizing and reigning in the negative externalities of its products. Per the piece, such effects are, obesity, diabetes, depression, cancer, and more.
He cites three categories of industry responses, making the correlation that long term Denial or outright Ignorance of the Facts, may result in “asbestos-scale liabilities or draconian regulations.”
Per the piece, a recent survey by the Circadian Light Research Center of 2,697 peer reviewed scientific articles confirmed that human circadian clocks are highly sensitive to blue wavelengths, and that exposure to such wavelengths leads to major health disorders.
Moore-Ede calls for the industry to harvest the “commercial opportunity” to greatly limit future liability by creating and managing its own standards for circadian modulated lighting.
Unpacking the Wallpack, by Dan Weissman in LD+A Magazine.
Weissman, who recently purchased a telescope for his family in Cambridge, MA, discovered that the scope could only afford him views of some solar system objects and a few brightly burning stars.
The ire of Weissman’s pen takes the shape of a rectangular fixtures, be it box like or simply a panel these days, that typically hang off the side of an exterior wall or above an exterior door. “Devoid of aesthetic value” this light is often put up under the “pretense of security and safety” by “recommended practices and adopted municipal codes.”
Weissman recognizes labels that often accompany, what he calls, “Glare bombs,” including “contractor-select,” “energy efficient,” or “light pollution friendly.”
Further, per an earlier LD+A article, such lighting driven by its extreme contrasts is exceedingly common in minority communities where light is weaponized as a tool of power. It becomes a “device of alienation, creating a zone of control and separation.”
Weissman recognizes that the true reason such fixtures are selected often comes down to cost. He recognizes that it may take equally as much cost to persuade building and homeowners away from such lighting into the realm of more responsible, lower lumen, shielded lighting.
Weissman calls for producers of these glare bombs to be labeled as polluters, putting them in line with fossil fuel manufacturers and PFAS makers.
Songbirds, dusk and clear skies: Scientists explore migratory flights, by Erin Blakemore.
Bird migration season is ending here in the Mid-Atlantic. I was lucky enough to catch several Baltimore Orioles and Indigo Buntings last week. Researchers looked at 400 songbirds from 9 major species, “including the yellow-rump warbler, American redstart and Bicknell’s thrush.”
The question they hoped to answer was how are these birds so darn precise in identifying the best time to take off for their nightly migration? Scientists found that 90% of the migrating birds in the study took off within 69 minutes of dusk. A “much narrower takeoff window,” that even shocked the research team!
Per the study, taking off at night is all about maximum flight time. In addition to being able to precisely schedule their take offs, a feat that every airline I’ve flown with over the past few years has proven inept at, birds also are apparently good meteorologists! They often depart when the atmospheric pressure rises over a day’s span. Other factors also trigger migration, including sex, age, and celestial cues.
‘Lights Out’ initiative appears to be saving birds from crashing into Philly buildings by Sophia Schmidt.
Preliminary results indicate that bird death counts are down 70% at one Market Street tower, since it began its participation in Lights Out. As we spoke about on a previous show, birds utilize the stars to navigate, but city lights can disorient the birds. Combine the lights with reflective or transparent glass, and that spells fatal trouble for our migrating warblers!
Per Keith Russell, a program manager for urban conservation with Audubon Mid-Atlantic, “We’ve lost almost a third of our birds – and [collisions] contributing to that. If we’re going to want to preserve the bird populations here in North America, we have to look at these types of problems. And this is a preventable one.”
The Knoxville, TN Zoo is offering up what they call “Twilight Tours” per WVLT 8. Each event will feature a guide to showcase nocturnal critters.
I did something similar in Singapore years ago. The zoo had very dim lights in the exhibits – and they kept those lights dim as you walked so that you didn’t lose your night vision. It was a very different and, might I say, peaceful experience than the typically chaotic daytime zoo.
Flashlights posing major threat to nesting sea turtles. Fox35 Orlando
Apparently, a single flashlight can deter female sea turtles from coming onto a beach and nesting. Florida, as I did not know, is home to 90% of the sea turtle nests across the world, so losing sea turtles can affect the global ecosystem.
One visitor to Cocoa Beach stated, “Just leave them alone. Stand back and look. You don’t need a flashlight.”
Another, “It’s not super surprising because more buildings go up, more technology. As it increases, nature and stuff like that decreases,” said Zoe Jovaag, whose grandfather used to take her on walks to see sea turtles.
Capture the Dark 2023 officially is under way!
The International Dark Sky Association opens up its annual photo contest complete with prizes across eight categories and an additional People’s Choice category. Voting begins on July 3rd, entries must be received by June 30th.
City Tests Traffic Light That Only Turns Green for Drivers Who Obey the Speed Limit. Erin Marquis for Jalopnik.
And hey, you better not speed in Brossard, Quebec….otherwise you may be waiting around for a while. Brossard is testing out a new traffic light that will stay red until it senses oncoming traffic. However, it will only change to green if the car is going the speed limit. Per the Jalopnik article, “FRED [the French acronym for “educational traffic calming light] forces fast drivers to stop and gives them a chance to reconsider their life choices.” Such lights are already used in Europe, but this will be the first for the Great White North.
Why the Greatest Threat to Star-Gazing Isn’t Light Pollution, and this comes to us from Dorin Elin Urrutia at Inverse.
Elin Urrutia writes, in her compelling piece, that the greatest threat to star-gazing is actually the weather. Citing notable examples of the Mount Stromlo Observatory in Australia (which burnt down due to bushfires) and the Arecibo Observatory in Puerto Rico (which sustained structural damage following the winds of Hurricane Maria).
While the threat of human-caused climate change has presented new challenges, Elin Urrutia references proactive burns that saved Los Angeles’ Mount Wilson Observatory from flames in 2020.
On a similar note, ABC News (the Australian Broadcasting Company, not to be confused with the American Broadcasting Company), brings us “A World Without Darkness Could Be a Reality within a Few Years.”
Per Carol Redford of Astrotourism Western Australia, “There are some people in the world now who don’t actually experience darkness anymore. They’re in a city like Beijing, Toyoko, or London. In all those big cities, it’s never dark, it’s always light. During the day of course with the sun, but then during the night with all of the artificial light. They’re not experiencing darkness, and definitely not seeing those beautiful stars…”
In the 66 years since the implementation of the UN Convention on the Peaceful Use of Outerspace, around 11,000 satellites orbit the Earth. But it’s about to get wayyy busier. Driven by innovations that have led to dramatic reductions in costs, over the next ten years, Per attorney Steven Freeland, it’s anticipated that somewhere between 100,000 to 500,000 objects will be sent up. Let me pause on that for a second.
On the travel front, we stay in the land down under, “Aussie region determined to keep its darkness is a stargazer’s dream” by Chantelle Francis of News.com.AU.
The town of Swam Reach, population 270, resides in a 3200sq km region of Southern Australia that received its International Dark Sky Reserve status over three years ago. On a scale of darkness between 0 – 22, the River Murray Dark Sky Reserve at Swam Reach, measures in at a whopping 21.9!
Tourism has become a growing business. The reserve hosts numerous telescope pads and offers tours of the night sky. There’s hope that an observatory and/or planetarium may also arrive in due course.
Best smart lights for outdoors in 2023, Brittney Vincent of CBS Essentials.
Oh there’s a lot not to love here, but it does fall in line with last month’s ‘Lumens are Coming’ article.
For those of you who feel the need to light your trees, because for some reason they need light at night I guess…I’ll try and pretend it’s not solely for ostentatious and narcissistic reasons. By the way, does anyone remember when those were negative characteristics?
The article features spotlights that can be programmed to over 16 MILLION colors including…lucky for us, ALL shades of white….which you can also do for a 500 lumen flood light set.
And hey, Ring now has solar path lighting. Don’t worry though, the fixtures themselves put out up to 80 lumens of sideways light.
You know, it’s astounding when you look at some of these pictures. The amount of redundant lighting. It honestly makes no sense to me. You have a porch light, which lights up the path. Path lighting, which lights up the path. And, in the one picture, god awful frontward facing flood lights, which also light up the path. How bright do you need these paths!? I digress. But the lumens are indeed coming.
LDS Church will get to light up its Heber Valley Temple after all, but the faith didn’t get everything it wanted, Blake Apgar of the Salt Lake Tribune.
The Church of Jesus Christ of Latter-day Saints fought hard to rid itself of any nighttime lighting responsibility by pressuring Wasatch County, Utah officials to approve new lighting rules that would enable the church to light a proposed new temple the same way it does for every other temple.
The Church received permission to uplight the temple, enabling an exception to be made in Wasatch’s rather stringent nighttime lighting rulebook. However, the temple will be restricted by the level of lumens it can use, and it must have exterior lighting turned off an hour after sunset or an hour after normal business hours.
Smart Street Lights Market is Expected to Hit USD 14,751.1 million at a 23.4% CAGR by 2030, Market Research Future Press Release
The pandemic is officially over, smart street lighting is about to boom. Combine the rush to LED fixtures with the Internet of Things, and expect to see street lights moonlighting as traffic and parking monitors, air quality meters, and more. Not to mention, “it is anticipated that camera-connected smart street lighting will increase road safety by lowering the likelihood of accidents and criminality.”
Texas now has 7 dark sky communities for spectacular star gazing, Sana Ameer, MRT.
Let’s cheer on the city of Bee Cave, everyone! Bee Cave joins a growing list of dark sky places already in the Lone Star State, including 2 Dark Sky Sanctuaries, 5 Dark Sky Parks, and 1 Dark Sky Reserve. Nighttime is alive and well in some parts of Texas!
Our Afraid of the Dark article is a bit scary! Hilton Head’s dark roads and pedestrians are deadly combo. What the town is doing about it, Blake Douglas at The Island Packet.
Per the article, 9 pedestrian and cyclist fatalities occurred since 2018, with five occurring after dark. Prior to that period, there were 28 recorded deaths from 2000 – 2016, with 20 of them taking place after dark.
In 2018, an 11 year old resident was struck and killed while walking her dog across an intersection one night. Lighting advocates began taking shape in what otherwise is a very conservation focused island. Hilton Head, SC has a limited number of street lights, priding itself on “avoiding light pollution and blending nature with construction.”
Lighting advocates appear to be, at the very least, asking for flashing crosswalk lights on the island to indicate when an individual is crossing.
It should be noted that the article shows a chart of 9 after-dark-deaths since 2014, only two of them occurred at crosswalks. In fact, during the same time frame, 6 additional deaths occurred at crosswalks during the daytime.
As a whole, the National Safety Council reports that 74.5% of pedestrian deaths occurred at night, whereby 39.1% took place in lit areas and 35.38% took place in unlit areas.
Bryan Bloch, an auto safety expert, surmises that car companies bear some of the blame – producing cheap or ineffectual headlight fixtures, and drivers themselves, who don’t realize that they need to regularly clean their headlight lenses.
Despite opposition from residents, it appears that Hilton Head will be receiving lights at two new intersections and possibly more depending on engineering studies currently in progress.
Is lighting the key variable here? Is more light going to solve pedestrian deaths?
Our featured research article of the month comes to us from Animal Conservation, “Manipulating spectra of artificial light affects movement patterns of bats along ecological corridors.”
Bats are already known to have a wide range of responses to artificial light at night (also known as ALAN). Fast flying species tend to be more opportunistic in the presence of ALAN while slower ones tend to be more light averse. We know that “long wavelengths and reduced intensity” can minimize their environmental effects on bats. It’s not unheard of for bats to travel upwards of “tens of km per night.” Furthermore, bats are very dependent on the landscape and the structures within those landscapes.
Despite the nuances between species, the consensus is that ALAN, especially high intensity ALAN, negatively affects bats. This study attempted to answer what exactly bats do when they encounter ALAN – how do they react depending on different types of ALAN.
The study used three different light fixtures – one green, one red, and one white. The control was devoid of light fixtures. The researchers attempted to ascertain the behavior of bats as they encountered lights adjacent to woody areas. The researchers looked at three different bat groupings based on their foraging-echo location behavior, that being one of open field foraging, forest edge foraging, and narrow space – or more aptly forest foragers.
Researchers found that open and edge foraging bats increased their activity close to white and green lights, and to a lesser extent red lights. However, narrow space bats were more likely to veer away from all colors of lighting. Edge foragers were also less likely to cross a white light.
The positive effects of white and green light on open and edge foraging bats appear to be attributed to the accumulation of insects around light sources containing more blue light.
The nighttime sky over Oahu will be lit up with green lasers in the coming days. Here’s why. Hawaii News Now
Before we close up today, do you live in Hawaii? I know I wish I did!
If so, do you recall seeing green lasers streak across the night sky? Well, the Army Corps of Engineers was using lidar at night to complete a coastal mapping survey.
Why did they survey at night? Specifically, why did they do this between midnight to 5am? Simply b/c the airspace is so busy, that time was the only chance they had to complete the survey. The remaining survey was completed during daytime hours.
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2023.06.05 22:36 lnombredelarosa Theory: the King of hell is the ancestor of the Komamura clan

I've previously noted in another post that I believed the Realm of Beasts from which the Komura escaped is another name for hell, and this is supported by the mythical and in story imagery that Kubo loves to project (as exemplified by all of the Espada, who are based on pagan gods from different myths) in this case projected Sajin's Zanpakuto which is themed after the Myo'o, buddhist guardians of hell and punisher of those who reject the laws and how its bankai ressembles the the Kushinada and has the skeleton theme of the gates of hell:
Skeletons with some meat on them, temple ropes, armors, swords and the Fudo Myo'o
Now if Teken follows the symbolism of of the Fudo Myo'o who is supposed to be a guardian of hell much like the Kushinada then you could say his zanpakuto with whom he shares damage is something akin to his parole officer who helps but punishes is wielder.
Now much like dragons, the wolf is an animal with symbols on many cultures and while in the eastern tradition its considered a noble animal that is th messenger ot the gods (much like the dragon) in western and african ones he is considered vicious creature that embodies evil, betrayal temptations and the punishment of such (much like the Fudo Myo'o). Setting aside the fear of many cultures for wolves or canines with hell, usually as servants or son of the devil or the one who rules it if not the devil himself.
Fenrir son of Loki; Cerberus servant to Hades; Anubis son of Set; The Beast of Revelations, who takes over Earth in the name of Lucifer
Now, I've previously noted in another post that I believed the Seven Marchens, who are attracted or come from from Balgo's fulbring sword, were once the Seven supreme Zanpakuto spirits/Dragon Mounts/Angels (mirroring Shinigami, withes and Yhwach's sternritters) that the Soul King used to maintain the world until the Original sin and as exemplified by Cinderella’s simmilarities to the Egyptian Bennu are each based on a mythical primordial Beast. Considering Red Dress is themed after the Little Red Ridding Hood which has werewolf imagery alongside being a dragon and having a red hood mirroring the fiery aura of the Myo'o Fudo and Sajin's beyond bankai form, I suspect that this particular Marchen, having the hellhound archetype of the ones above, was the one used by the Soul King to rule over and perhaps occasionally clean hell util i eventually became a dark dragon due to seeing all of humanity as sinners after five of them killed its master.
I think the Komamura clan, (fitting the Serer creation myth of wolves as the first beings created by god) are actually the first inhabitants of hell who fell to it back in the original world before the sepparation of life and death and as a result of their sins and (mirroring Cain being marked, in this case with the mark of the beast) were turned into werewolves afer being dragon claded by Red Dress and being considered the best among the sinners due to not being part of the Original Sin, were left to rule hell as the Marchen and its six siblings became a dark dragon to invade the world of the living in vengeance of their creator. This is the reason why they become immortal when they take human form as they're returning to what their bodies were before being sent to hell which would be before life and death became sepparated. In the process they even have to shed their hearts and reiatsu (which you could liken to sin since its accumulation gets you sent to hell) to become just like hell gallows, who are free of sin since they lack reiatsu at least the way other soul species do.
To add to this apocalyptic beast theme, I suspect that the current members of the Komamura clan escaped hell the last time the gates of hell were opened which is a cyclical process that happens whenever too much reiatsu/sin accumulates in hell. This would've been in ancient Mesopotamia (as implied by the Sumerian symbols of the Shihoin, the Egyptian one of the Kuchiki and the usage of the originally Mesopotamian constellation signs the Western branch uses) back when the many branches of soul society were one and the same, and its possible the invasion of hell is what caused it to sepparate into the East and West as they took on different approaches on how to manage souls (west feeding all souls to dragons and east creating zanpakuto to purify them).
Say the gates of hell open through stages and in first one the hell gallows escape only to be stopped by the Guards who consist on the Kushinada and righteous sinners such as the captains that are in hell (who themselves over time devolve into Kushinada); however without the reiatsu of the gallows maintaining weighing them down the werewolves then escape overpower the guards and so the real invasion begins as the King of Hell himself, a werewolf with a humanification technique so powerful even the Almighty can't find a possible future where it gets injured, escapes. After the invasion was stopped the werewolves that were left behind in turn became the Komamura clan while the ones that stayed in hell continued breeding or maybe turning some of the souls that they dragged into hell into their kind.
Its even possible that the birth of Balgo, a fullbringer capable of causing the revival of the seven Marchens (the biblical seven seals) is the first sign that the gates of hell are to be opened as the final Marchen to manifest will be Red Dress and this will happen concurrently in Europe during the No Breaths from Hell.
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