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2009.03.12 00:04 YusufReis Microsoft Excel Help & Support with your Formula, Macro, and VBA problems A Reddit Community

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2023.06.06 23:29 EnCamp A hilarious developer diary penned by Greg Fulton, lead designer for HoMMIII, detailing NWO's final sprint to get the game published in working order at the deadline

Two weeks ago, I spoke on the phone with Tom Ono, the manual writer for Heroes of Might and Magic III. As usual, Tom asked how things were going. I said things were good... then proceeded to whine and complain for the next five minutes (much to Tom's amusement).
When the conversation concluded, Tom said, "Don't complain too much. Some people would give their eyeteeth to be in the game industry." I responded, "Who are these people and why haven't they been beaten for their own good?"
My name is Gregory Fulton, game designer for Heroes of Might and Magic III (developed by New World Computing, published by 3DO). You may call me Greg. Like most game designers, I'm sure you'll find me a bitter and cynical man, aged beyond my years, full of sarcasm, and inexplicably drawn to the horrors of game production like a lobotomized moth to the "pretty" flame.
As I guide you through your weekly tour of my memories, I promise the recollected images will be truthful and sincere but written with a smirk and a wink.
Undoubtedly, we will interact with the following animals: artists, level builders, managers, producers, programmers, testers, and monkeys. To help ensure your safety, I request you fasten your seat belts, keep your hands to your sides at all times, and be sure to not make any quick and sudden movements. Remember... we will be passing through the game production process.
12/05/98
It's Saturday. I'm at work with three other members of the Heroes3 team. I'll be in again tomorrow.
Smells like "crunch time."
Everyone in the game industry knows the term "crunch time." Those not in the industry may ask, "What is crunch time?" Long hours: 10-18 each day. We're starting our fourth crunch month. We have at least one more after this.
Bad take-out food: Mexican and Chinese food are New World's favorites. Today we had Taco Bell and Domino's pizza as part of NWC's "work for food" program.
Social Life: To work in the game industry you must already have some form of social retardation. When crunch mode begins, you may only speak in code to coworkers. Immediate family and friends may be seen on brief occasions so they don't file a missing-persons report. I'm one of the lucky ones; I don't remember having any friends or family.
Hygiene: Haircuts and showers become optional in favor of more sleep time. For me, showers are a must, but my hair is sprouting wings and a tail. Pretty soon I'll look like the lead singer from Flock of Seagulls.
Stress: Anger and frustration are frequent companions. If bridges are burned, this is usually the time. Earlier this week morale was low. In a fit of anger concerning team interactions, I was heard shouting, "I feel like a kindergarten teacher. Can't everyone just keep their hands to themselves and play nice!"
Murphy's law: Any potential hazard will be encountered. I'm writing this diary from the NWC conference room. My computer refuses to function for more than five minutes without seizing up.
12/06/98
This weekend I'm taking care of my PR duties (hence this diary). Not the most exciting stuff, so I'll relate a short story from earlier this week.
David Mullich (producer), Mark Caldwell (NWC vice president and programmer), Jon Van Caneghem (NWC president, creator of all things Might and Magic, and company design visionary), and I found ourselves crowded into the sweltering office of Scott White.
Scott did all the town screens in Heroes III except the Rampart, Necropolis, and Fortress. Since he finished his 3D duties, he's turned his skills to the game's interface. Believe it or not, we were in Scott's office arguing about color: interface colors and player colors.
After much arguing about the interface colors, we decided to leave it virtually untouched. Player colors were a different subject.
Originally, we used light blue, dark blue, red, green, purple, brown, black, and white. These colors needed to change. Light blue looked like the blue used in the main menu. Brown clashed with the brown used in the general game interface. Game text disappeared against white. Black and green disappeared with the terrain colors shown on the game mini-map.
OK. We agreed some of the colors needed to change. After this, the agreements stopped. I don't know what is more ridiculous... arguing over what colors to use or the twisted logic behind the arguments. Red, blue, and dark green were safe choices. We still needed five other colors. The conversation went something like this....
"I don't want yellow. Yellow is the urine color."
"What about brown?"
"I don't like brown."
"Brown is the s**t color."
"What about pink?"
"Pink is a sissy color."
"We won't call it pink. We'll call it 'rose'."
"Rose?"
"The rose player?"
"I don't know. If I saw a pink hero, I'd turn and run away. You know any hero secure enough to use pink as his color is bad ass."
"What about magenta?"
"What about cobalt? What about cadmium?"
"Have we accounted for all the fecal colors?"
"What about orange?"
"Phelan (our art lead) doesn't like orange. It looks bad."
"So. I don't think it looks bad."
"Fine. You tell her you want orange."
"She'll kick your ass."
"Oh. Fine. We won't use orange."
So it went. Fifteen minutes later everyone agreed to disagree, and Jon was made the final judge. Here are the final colors: red, blue, yellow, green, orange, purple, aqua, and rose (pink).
12/07/98
Today we stopped all map production. From here until we ship, I join the mapmakers and testers in playing maps and writing bugs... or so I thought.
Today, I had dropped into my lap the assignment of converting the 144-plus pages of the game manual into a help file. Anyone who has written a help file knows how huge this task can be. I could probably finish it in a day, but it requires no one bothering me for an extended period of time. Ha!
At this late stage of the production cycle, my entire day is spent meeting with people, making sure people are doing their work, and confirming that what is being done is correct. I don't have time for work. I've made the ugly evolution from game designer to middle manager.
It wasn't like this at the beginning of the project. At the beginning of the project the game designer is the screaming prophet, lost and alone in the desert (or the design process if you prefer).
In the middle of the production process the prophet is being screamed at by all his fellow coworkers who are wondering what to do because the design doc is behind schedule.
At the end of the project, everyone's a screaming prophet, and everyone is screaming at everyone else.
Sometime in the middle of all this screaming I've got to write this help file. Maybe I could give the assignment to Christian Vanover (H3 assistant director). Isn't it the job of a middle manager to delegate?
12/08/98
Yesterday I was wondering where I would find the time to write the game help file. Today I have the answer.... I think I have the flu. This doesn't feel like any 24-hour "see-ya-bye" flu either. This feels like "kneel before Zod!" flu.
All right. I've got a story for you.
Earlier today we "officially" stopped making maps. From here on out, we play, test, and polish the game. This could mean a little, or a lot. If the maps play well the first time out, revisions will be minor. If we end up chucking whole maps, we may find ourselves back to making maps. Thus, we started playing them today. JVC (Jon Van Caneghem, New World's president) ended up playing a notorious map named "Barbarian Breakout."
Ten minutes after he starts, JVC pages me over my phone intercom: "Hey Yoda." (He's been calling me Yoda lately. I don't know why. I'm not sure if I should be honored or offended. On one hand, Yoda is wise and he trains Jedi Knights. On the other hand, he is a short ugly green dude with big ears.) "Enemy hero with six behemoths (one of the highest-level creatures) knocked on my front door on week two, day one."
"Oops. I'll be right there."
As soon as I walked into JVC's office, the razzing began.
"What's with the six behemoths? Is this one of the balanced scenarios?"
"OK, OK. Something's wrong. Turn off the fog."
Jon restarts the scenario, turns off the fog of war, ends turn four times in a row, then right-clicks the enemy hero to see the extent of his forces. Aside from his other three stacks of creatures... he has one stack of six behemoths. Oops.
"All right. Open the map in the editor."
Jon opens the map in the editor. What do we discover? First, the enemy hero starts at level three, and the mapmaker (Dave Botan) has given him four stacks of creatures. In addition, the enemy hero's starting town has three of seven creature generators already prebuilt.
No wonder the enemy was able to recruit behemoths on day four.
Remember the story about the father who comes home from a bad day at work and yells at his wife? She in turn yells at her kid. The kid in turn kicks the dog.
At this point, I'm looking for a dog to kick. So, I hunt down Dave Botan. Immediately, Dave states his defense.
"Everyone says the map's too hard. It isn't. The AI's cheating." (Recently, we discovered the artificial intelligence was exploiting an undiscovered bug allowing it to recruit more creatures than were actually available.)
"The AI doesn't need to cheat. It's already got a huge advantage."
"There's a bug."
"Doesn't matter. Set all players to normal starting conditions."
At this point everyone begins to playfully dog-pile on Dave telling all the reasons why his maps suck. In the end he relented and fixed the map.
12/09/98
I'm not writing from work today. I'm writing from home. I have seven-way-straight-from-the-bottom-of-the-Amazon-flu.
With this kind of flu the logical course of action would be to rest, drink lots of fluids, watch lots of movies, maybe see a doctor. However, I am a game designer and unfamiliar with the ways of logic. A day at home with the flu means I have the opportunity to finish the H3 help file.
Wow.
How pathetic can you get? On my day off to rest and get better, I use the uninterrupted time to convert a 144+ page manual into a help file.
I should get sick more often. I get more work done.
12/10/98
I'm back at work today. Good news... I finished the help file. Bad news... I still have the flu, and because I was so efficient in writing the game help file... I've been given the task of writing the map editor help file. Oh yeah, finish it by Monday.
Monday? There's so much pressure in my head, when I sniff, my eyes want to flee their sockets. My voice has the auditory consistency of sandpaper. Monday? Sure, I'll have it done by Monday.
12/11/98
Well, it's Friday night, and I have yet to see Star Trek: Insurrection. Doubt I'll be seeing it anytime soon.
One of the unmentioned symptoms of crunch time is cultural unawareness. In my time at a previous company I almost missed the entire O.J. trial. I haven't seen a movie since Starship Troopers. I'm not kidding.
12/14/98
I shouldn't have come in to work Thursday and Friday. It really pushed me over the edge. For the past two days I've been laid up with fever and chills. Remarkably, it was the one thing to take my mind off work. Aside from a froggy throat, it seems to have passed.
Enough about my illness. From here on, assume I'm always ill with the flu.
12/15/98
Today NWC (New World Computing) took a brief pause from game development to listen to Trip Hawkins (president of 3DO, NWC's parent company).
Twice a year, Trip makes a formal visit to talk about the company and where we're going as a company. It's a nice break from things.
However, Trip wasn't half as exciting as David Richie (our tools programmer) who sat next to me. Turns out David is coming down with the flu.
Over the course of the meeting, the air conditioning didn't turn on. With over 50 people crammed into a room, it got hot very fast. As the minutes passed, I could see David slowly whither.
I thought he was going to vomit. So basically, for most of the meeting, I sat envisioning how I was going to get out of the way when the volcano erupted.
Luckily, the volcano did not erupt. David left in the middle of the lecture and I haven't seen him since.
12/17/98
Welcome to the end of another working day at NWC. There is still no sign of David Richey. Another one of our programmers, John Krause, called in sick today. David Mullich (the Heroes III director) was ready to take bets on who would call in sick next. Of course, everyone blames me for getting them ill.
As far as your average NWC workday goes, this one was hectic and full of revelation.
Revelation?
Yes. Revelation. Only today did I look at my calendar and realize Christmas was next Friday.
Hectic?
Yes. Hectic. Every now and then I need to wipe my desk clean. This means catching up on all the hand-scrolled notes and stray post-its littered about my desk. When my desk is clean, I'm caught up.
This very act of cleaning makes for a semi-chaotic day. There is much gear shifting and subject changing to close dangling issues.
Add to this my usual parade of visitors, and my first chance to test multiplayer, and it takes great effort to avoid turning into a screaming monkey. Yes, I said screaming monkey.
Frequently, I find myself held hostage in my own office as a line of visitors (testers, programmers, artists, producers, etc.) quickly assemble outside my office in a short period of time, all wanting a piece of my brain.
Today it happened to occur while I was in the middle of a multiplayer game with Jeff Leggett (H3 multiplayer programmer). Simultaneously, I had three people show up and cram themselves into my small office. Each began jockeying for position to ask a question. Meanwhile, Jeff waited on the phone intercom, with Heroes III continually chiming in the background, letting me know it was my turn to play.
At this point you may apply the screaming monkey metaphor.
Despite the great potential for chaos, I asked Jeff to wait, gave my three suitors a number, told them to wait in line, then answered each of their questions.
On the surface, everything looked under control. Little did these poor souls know there was a screaming monkey, trapped in my mind's steel cage, wildly thrashing about in a desperate attempt to escape and turn me into a volcano of anger and lunacy.
When it was over, I took a deep breath, noted the walls weren't sprayed with the blood of innocent coworkers, and returned to my multiplayer game with Jeff.
Heroes II multiplayer wasn't friendly in the least. When it wasn't your turn, all you could do was sit at the computer and stare at the screen like a moron.
Well, thanks to our wonderful network programmer, Jeff Leggett, a moron you will no longer be.
Jeff has finished implementing multiplayer support. Now we're on a bug hunt. So, today, Jeff and I played a multiplayer game in the background while we went about our work.
I must admit, I had a blast. Moments like this make me forget my job is serious work.
12/18/98 Friday
Today I actually managed to catch up on all my notes. Next up, International Translation Kit. It can wait until Sunday. I don't get to enjoy these moments of accomplishment very often.
Being a game designer is nothing more than a life of delayed gratification. You spend the first month of the project "being creative," then spend the next 17 as a bricklayer implementing low-level details and boot-strapping the game design when unforeseen consequences arise.
Tomorrow we have our annual company Christmas party. I won't be going. I see my coworkers every day at work. I don't want to see them in a social environment. It'd be too weird. They'd have, like, spouses and dates and stuff, and wear dress clothes.
We've been told we can dress formal or casual. To me this means torn jeans and a food-stained white T-shirt. To everyone else, this means dress formal, because no one wants to underdress.
I don't want to see any of my coworkers dressed up. The thought frightens me. We're a bunch of geeks. We don't look good in casual wear. Formal wear will only amplify our geekiness.
Only one thing could entice me to go to the Christmas party - seeing the wives go off on the management for working their husbands so hard. I'd pay to see that... provided I wasn't on the receiving end.
By the way... hello to Chris Cross and Brian Reed, two friends I made when I briefly worked at Dreamworks Interactive (I didn't work on Trespasser). They called me today. They'd read the first entry in the Designer Diary and called to tell me what they thought. They then tied me up on the phone for the next 30 minutes while simultaneously sending me e-mail with bizarre and obscene attachments.
01/02/99 Saturday
Well, I'm back at work. The Christmas break was needed. I spent the first three days drinking eggnog, sleeping in 12- and 16-hour shifts, and watching Clinton get impeached.
After I was well rested, the eggnog was all gone, and Clintion was impeached, I did what any game design loser would do... worked on the game while on vacation. Ugh. I'm so pathetic.
My initial goal was to play existing maps. After playing five maps, it was obvious the AI hadn't been fully tested. It tended to sit back and never struck out until it had enough forces to guarantee a win.
This made for very extreme game experiences. Either you never saw the AI, or it came storming out of nowhere, knocked on your door, and politely introduced itself as your doom.
When our AI programmer (Gus Smedstad) gets back from vacation, I'll need to share my findings with him.
Well, seeing as I couldn't really play the game, I turned my attention to our 144-page game manual... much to my horror.
It turns out our second draft of the manual was full of errors. So, with red pen in hand, I promoted myself from game designer to fact checker. Over the next three days, I proceeded to bloody the pages of our beautiful manual.
To say it was tedious would be an understatement. When it was all over, I couldn't read anything if it wasn't written in fine print.
01/04/99 Monday
Today was another screaming monkey day. Why? One word: programmers.
I won't say who, but one of our programmers came into my office and proceeded to yell at me over a feature request he'd been given to program.
Why was he yelling at me? On the surface, it was because I hadn't given him enough details, or I hadn't thought through its impact enough. Or it could have been because it was simply a stupid feature, I didn't know what I was doing, and I was ruining the game.
The real reason? He wasn't sure how to program the task he'd been given, and the specified time frame was short. Instead of calming down, thinking it through, and telling me whether it could or could not be done in the given time frame, he panicked, and chose to vent at me.
Programmers are a unique breed. Can't live with 'em, can't live without 'em. Some of my best friends are programmers.
I must admit I am fascinated. I've watched each of our team programmers code. It's very amusing. How they code gives me a unique insight to their personality. For instance...
John Bolton (lead programmer): When John programs, it looks like he's playing chess.
David Richey (tools programmer): David doesn't code. Beforehand, he thinks about his task in depth, like contemplating philosophy, then simply writes it up. Quite often you can look through David's office window and see him bent over in his chair, chin on fist, like The Thinker.
Mark Caldwell (NWC VP): You need to know Mark to really understand, but when Mark codes, it's like he's in a boxing ring, ducking shots, trading blows, and trash talking with the program.
Now take such individuals and do the unthinkable... Make them into a team. Worse yet, force them to have meetings in which they must interact on a social level and agree to work together. Worse yet, force them to interact with right-brained artists and game designers.
It's a wonder any games ever get made.
Join designer Greg Fulton as gives us his very last Designer Diary entry, which tracks the last days of Heroes of Might and Magic III. In these last few days, the team waited anxiously to approve the gold candidate. But there is no rest for Greg, as he mentions a little something about the expansion disc. Join us as we count down the final development of Heroes III.
01/07/99
Ever heard the phrase "thousand tile stare"?
It's a phrase used by our mapmakers. You get the thousand tile stare from making H3 maps all day long.
Today I got the thousand tile stare after making a map for our eventual game demo.
It's a very simple, small map, letting players experience a portion of the game. Hopefully they'll experience enough and feel compelled to buy the game. I've been calling the map "Dead and Buried."
When I finished, I gave it to Chris Vanover (H3 assistant director) to play. Chris is an expert Heroes player. He's a good gauge of the map's difficulty.
Watching Chris play was a lot of fun. It allowed me to take a break from work and finally see the game in action. However, I am the worst person to have over your shoulder when you play.
Why? I'm a backseat driver. It's a bad habit from playing console games with friends.
Thus, I watched Chris play and second-guessed him all the way. We were like two old men spitting and complaining about the best strategy as Chris clicked his way through the game. It was rather humorous.
01/08/99
Today I gave the Dead and Buried map to a few select people to see if anyone could beat it in the allotted time frame of four game weeks.
One of my candidates was Jen Bullard. Jen is the only female tester in the QA area.
Upon entering the test area, I found Jennifer burning a candle at her desk. She wasn't afraid to comment aloud how everyone else in the test area doesn't wash their clothes often enough. She thinks they stink.
No sooner did I sit down to watch Jen play than the verbal bantering between the testers began.
Ryan Den, another one of our testers, was sure he found a bug and asked aloud if anyone had encountered the same bug. No one had. Immediately everyone began shouting "user error." Ryan thought they were all high... until he realized it was user error. Everyone then proceeded to playfully tear into Ryan yet again.
I must admit, our testers are pretty cool. Their interactions are quite amusing. They banter with the voracity of a knife fight, but it's rarely cruel.
01/14/99
Last night was my last chance to revise the game manual. Thus, I decided to pull an all-nighter to finish it. This was my first time being at NWC so late. I also experienced something completely new.
I had been drinking many free Cokes when my bladder reminded me who was really in charge. Without hesitation, I raced to the bathroom. I opened the door. It was dark. This is not unusual. The lights are hooked up to a motion sensor. To save energy, they turn on and off based on the presence of a moving body. Confident the lights would turn on, I strode into the bathroom.
The lights did not illuminate.
Fumbling around in the dark, I was able to find the light switch and flip it on.
Nothing.
Fumbling around some more, I found the door handle and exited the bathroom.
Moving quickly to Mark Caldwell's office (Mark and George were also working late), I told him, "The bathroom lights won't turn on." He said, "Yeah. The bathroom lights don't turn on after midnight." I asked, "How do you go to the bathroom with the lights off?" He answered, "Usually I just feel my way to the urinal."
"I need to take a crap."
"Hey, I wouldn't know anything about that. Get the flashlight from George."
"I need a flashlight?"
"Yeah."
So, I walked to George's office.
"I need the bathroom flashlight."
Giggling to himself under his breath, George reached into his desk and gave me a pocket flashlight. With flashlight in hand I returned to the bathroom where everything went according to plan.
I know game production has its odd moments, but... this one was really odd.
01/18/99
In the last days of a game's production, the game designer makes a desperate attempt to prevent features from being cut to make the deadline. However, if I got all the features I wanted, the game would never ship. Thus, there is always a tug of war between the game designer, management, programmers, and artists, to decide what gets into the game and what gets pushed back to the expansion or sequel.
Today I was doing my best to get a new hero into the game without too much additional programming or art. I realized I could get the results I needed by simply adding a new graphic and customizing an existing game hero. Even better, I could get the graphic from existing art in the intro movie. All the artist had to do was crop a freeze-frame from the movie and give it to our asset manager to be put into the game. I could customize the hero in the editor. All the programmers had to do was recognize the character's unique identification.
Well, we did.
I wonder how much longer I can push my luck.
01/19/99
I have become the Walmart floor manager.
No. I haven't quit my job.
Let me explain.
At this stage in the making of the game, I find myself spending most of my time walking the halls with my Notepad of Oppression waiting for people to call out my name.
The notepad is a list of issues needing resolution. Most people find the notepad humorous unless their name is on it. Ironically, I end up putting my name on the notepad more than anyone else's (I'm oppressing myself).
Regardless, when I am walking the halls and someone calls out my name, I duck into their office to answer their questions. Sometimes this means getting on their phone and calling someone else to clear up an issue. If I don't have the answer, I'm the intermediary.
Thus, I feel like the Walmart floor manager, roaming the isles, taking care of arising issues. All I really need is the blue vest.
01/20/99
For a moment, consider most game manuals. Usually, a manual details the game interface and introduces you to the various game elements. Rarely do these manuals give you true game statistics.
For Heroes III , we wanted to buck this trend. Using the Heroes II strategy guide as a model, we decided to make a big manual loaded with information. This is exactly what we did - 144 pages.
Today we signed off on the manual. Well, no sooner did the ink dry than we discovered some errors. It was terrifying. I literally sat at my desk, looking at the errors I had discovered, and heard the manual mocking me with the chittering of a wild hyena.
There was nothing I could do. It was carved in stone. Now understand, most manuals ship with some errors. This is what the Readme is for. However, several people had gone over this manual time and again, and still there were errors.
I'll never make a big manual again. It's too much upkeep considering the fluidity of game design.
I'm sure I'll lose some sleep over this.
1/25/99
Today the Coke machine caught fire.
Let me repeat this.
Today the Coke machine caught fire.
Since we started crunching, around 7:00pm each night, Mark Caldwell (NWC VP) has been unlocking the Coke machine for free drinks to go with our evening meal. We don't continue pressing the selection buttons for the various drinks. Instead, we literally open up the front half of this big, red, half-ton refrigerator, made to withstand the assaults of the most juvenile of delinquents.
Now, I'm not exactly clear on the details, but one of the testers pulled open the front door to grab a soda from inside. Apparently, some of the electrical wires were sheared, followed by fire and smoke.
Upon seeing the fire and smelling the smoke, the tester grabbed Ben Bent (NWC office manager and part-time game director). He then pointed out the fire in the Coke machine.
With perfect calm, Ben simply unplugged the Coke machine. Poof. The fire went away.
I must admit, I can't help but see the fire in the Coke machine as a metaphor for Heroes III in production. A fire starts, someone panics, and someone else calmly solves the problem.
Truthfully, it's the story of the game production process.
2/07/99 Sunday
Today could be the day.
We've decided to make a "final candidate" CD-ROM for 3DO approval. A final candidate is what we consider "ready to ship." We then send the final candidate to 3DO for them to do shrink-wrap testing.
Tonight, no one leaves the building until the game is finished.
2/08/99 Monday
It's 5:00am Monday morning.
We just started burning the final candidate.
About half the team is still here.
We've been crunching too long. Everyone's burnt.
About 15 minutes ago, Mark starting broadcasting Money For Nothing over everyone's speakerphone.
Ironic.
02/13/99
I am literally weak-kneed. Except for writing this entry, all I intend to do is just sit in my office chair and do everything I possibly can to do nothing.
As of 8:30 Saturday, February 13, we're calling it good Barring last-second crash bugs, the game is done.
It's 9:30, and with the realization the game is done, already I'm beginning to crash.
After crunching for so long, the crash is the aftereffect. This is the time when you finally realize you can relax and return to a somewhat normal life. This is also the flag signaling the release of all the pent-up stress and illness you've been holding off by sheer will for the past six months. Thus... crash.
Wow.
We're done.
02/14/99
Four days after announcing Heroes has gone gold, we're already talking about the expansion pack. Already, I've assembled my map makers. They're good people. With H3 under their belts they should make even better maps for the expansion.
The downside? Chris Vanover is moving onto a different project. Technically Chris was H3's assistant director, but I adopted him as my assistant designer. He was a big help in many of the grunt areas. I was hoping to hand the expansion off to Chris so I could concentrate on the next Heroes.
No such luck.
Ultimately, this means vacation must wait.
(whimper)
Where is a monkey boy when you need one?
02/19/99
David Mullich's (Heroes III director) wife was pregnant and expecting about the same time as E3 last year (Atlanta '98). So, he couldn't go and demonstrate the game.
I was the next logical choice. I know the game better than anyone else, and when needed, I can turn on the charm.
Now don't get me wrong, when I have demoed the game, it has been a delight. Yet, as a game, Heroes III doesn't demo well. It's a turn-based game. It's not a first-person shooter or real-time strategy game. There's no real immediate reward for your attention span to latch onto.
However, Heroes does have a very large, very dedicated following. Thus, most people who want to see Heroes are already fans. This was the case at E3.
At E3 I did the vast majority of the presentations. I did so many I ended up losing my voice. Almost all the people who saw the game were fans of Heroes and liked what they saw. We were so successful, people were taking chairs from the other game stations to sit in front of ours.
Well, the downside to my work at E3 was... I became the demo guy. The downside of being the demo guy is traveling.
I hate traveling.
Once I arrive at my destination, there's no problem. I'm just impatient by nature. I'm also 6'1" and hate sitting in supercramped airline seats.
So, today I got to fly up to 3DO with Peter Ryu (MM7 producer), Keith Francart (MM7 director), and Jeff Blatner (new Heroes producer) to give presentations on MM7 and Heroes III to our Ubi Soft partners and a smattering of European journalists.
As much as I hated getting up at 5:30am and traveling to San Francisco (less than one week after going gold), the trip was amusing for a number of reasons.
Since I have been at New World, Peter Ryu has always worn shorts and sandals. For the presentation, Pete was ordered to wear pants and shoes. Throughout the day, he was wincing as the shoes rubbed his feet raw.
The other amusing part was hanging out with the French chicks from Ubi Soft and the European press.
Last time I was at 3DO I did an H3 presentation to a number of European journalists. Not a French woman among them. It was different this time, and dare I say, worth the trip.
02/22/99
David Mullich (H3 director), George Ruof (H3 programmer), and I are the only members of the team in the building today. Everyone else is on vacation.
Over the weekend I began my self-rehabilitation for returning to the real world.
When you do nothing but work 12-14 hours a day, seven days a week, and then it all comes to an abrupt halt, you suddenly find you have all this spare time on your hands.
Ultimately, you become bored. You don't know what to do with yourself because your "normal" situation meant working on the game... but the game is finished. Normal has become different and no longer normal.
A logical assumption for curing this boredom would be a vacation. Not yet. I've got to write the design for the expansion disc. I've got two weeks before it is due. After hammering out the specs, everyone will be briefed, then I can go on vacation.
I've got it all planned out. I haven't seen my parents since Christmas of 1997. So, I'm going to go back home and sit in the rocking chair in front of my dad's big-screen TV and watch nothing but cable television for at least two weeks. You heard me. Nothing but CNN Headline News for two weeks. If by then I'm not properly vegetated, I'll watch it for another week. Then I'll track down my old high school girlfriend and see if she's still single.
I've set up an e-mail address for your feedback about the game when it hits the shelves. This e-mail is merely for player feedback and suggestions. I will be the one reading the e-mails, and most likely, I won't be answering any of them. So, don't flame me if I don't respond. [[email protected]](mailto:[email protected]).
I've enjoyed writing these diaries. I wish I had been able to dedicate more time to them.
My apologies to Elliott Chin (who made these diaries possible). Elliott wanted me to talk about the design philosophy behind H3. After practicing design philosophy 12-14 hours a day, I couldn't bring myself to write a diary about it. So, I thought I'd do "a day in the life." I hope you enjoyed my tongue-in-cheek account.
I leave you with the following words I once heard the great Jon Van Caneghem speak, "When it's all over you'll forget how hard it was and do it all over again."
He's right. We will.
submitted by EnCamp to heroes3 [link] [comments]


2023.06.06 21:30 EFT-HotShot New PC New Problems, please help!

I need your help, my last 2 brain cells are unfortunately no longer enough for this.I put together a new system about 1 month ago:MB: Asus z790-iCPU: 13900KS <- CPU cooler taken over from the previous system. (Heatkiller IV Pro HWLUXX Edition).GPU: 4090 FE <- Heatkiller V ProRAM: DDR5 2x16GB Corsair Dominator Platinum 7600 36-46-46-82 (CMT32GX5M2X7600C36)PSU: Seasonic Prime Platinum 1300Wran perfectly over the weekend, tested some OC, everything worked as I wanted it to. Then I came back from work on Monday and wanted to start the computer, everything started as usual, fans rotate pump pumps everything flashes but I get no picture.What I then checked first:The Watercooling has no leak? CheckAll cables in, both in the power supply and in all connected devices? CheckBoth RAM slots checked if everything is seated correctly? CheckRemoved both RAM sticks and tested them individually? CheckCMOS Clear done? CheckGPU tested in the other system? CheckCPU removed socket and CPU itself examined? CheckBIOS updated via flashback? CheckEverything with the same result as described above and still no picture...Good, so I sent the motherboard back and ordered an Asus Z790-Apex a little later.In the meantime the Supercoolcomputer Direct-Die cooler arrived, with which I replaced the heatkiller.Board arrived, cleaned everything again, installed, started. Everything starts, but still no picture...This time I have the nice error code display on the board and the 4 Q-LEDs that show me the "error source".Red(CPU) / Yellow(DRAM) / White(VGA) / Green(Boot device)When I start up, red lights up for 0.5 sec and then changes to yellow, permanently. Then the error code display shows me different codes.(00>12>28>4c>0d>Short Pause>0E>34>3E>3A>79>36>35>3C>6E>55>31>7F>00)i looked them up in the manual and none of them "sound" bad all just "initializations" or starting checks.When the last code is displayed "00" the system reboots and everything starts from the beginning. Boot Loop...I have both Corsair sticks also tested individually. If 1 stick is inserted it behaves exactly the same as if both are inserted. If none is in, the board shows reasonable "55" No memory installed.I ordered new RAM (DDR5 2x16GB G.Skill Trident Z5 7200 CL34-34-34-115) F5-7200J3445G16GX2-TZ5RS < this is in the QVL of the board and on the G.Skill website. The Corsair sticks from before did not, so I thought it was a simple compatibility issue from the RAM.Today the new RAM arrived, i installed it. Same scenario as before.... Pc starts > No picture > DRAM LED lights up > The codes from above are displayed > Boot LoopAnd now I'm sitting here, do not know what to do and ask you for help <3
Edit: Switched from the 1300 Seasonic to my old 850 Seasonic but sadly didnt changed anything. PSU is fine.
submitted by EFT-HotShot to buildapc [link] [comments]


2023.06.06 17:14 iceward 4080 Build not posting. I have no idea what isn't working.

UPDATE: Someone came through with a power supply I can temporarily use! They dropped it off and I tried it out. So, with this 550 watt psu, literally nothing happens when I turn it on (didn't hook the gpu up because of the massive power it needs). Anyway, no rainbow light on mother board, no fan jerk. Does this mean it's the Motherboard for certain? I'm leaning toward returning the motherboard and psu. Thoughts?

Worried about missing my replacement/return window for whatever isn't working.
Tldr, all new components, nothing working. Mobo has rainbow glow, gpu shows red led, fans don't spin, just jerk slightly, monitors don't wake from sleep mode when I try to turn the system on.
"Narrowed" down to psu, cpu, mobo, and ram. Oh, I did try the new monitors with a roku, they work fine.
Link to parts list.
Got all new components for a new build. Assembled them about a week ago. Sat. and Sun. I was only missing one case fan, so got everything situated and looking prettier for cables (at least for me). Hooked it up to monitor, power, etc. Flipped the PSU switch, pressed the case power button, and nothing. Well nearly nothing. The GPU little red led near the power PCIE connector was on, and the motherboard has an rgb light on the back side of it that was scrolling through the rainbow. Other than those,nothing happened. The monitor didn't even wake from sleep. No beeps from the motherboard or red blinking error-code light.
So I started troubleshooting.Turned off the power unplugged. Checked all connections at the PSU end And on the motherboard. Reconnected power same result. Turned off power and unplugged again this time I removed the GPU and disconnected its power, disconnected everything from the motherboard except the front panel power switch, CPU power,and motherboard power. I plugged my monitor into the motherboard. Plugged the PSU back in, turned on, and nothing really changed. The only difference at this point was that the case fans and CPU fans pulsed for an instant. They didn't even actually turn, more like the power flowed for an instant making them jerk very slightly.
I did some reading on Google, and looking around. So I took off my air cooler, cleaned the thermal paste off the cooler and the CPU. Re-seated the CPU, and took out one stick of ram. Applied new thermal paste and reinstalled the air cooler. I plugged it back in turned it back on and the exact same thing happened again when I press the power button, rainbow motherboard lights and almost nonexistent fan movement. I turned it off and unplugged it, swapped the stick of ram, plugged it back in turned it on, and got the same thing. Turned off, unplugged. Then I disconnected all the case fans, CPU fans, and the power switch front panel connector(shorted the pins to try turning it on after this). Plugged in turned on, and still same result, rainbow lights from the motherboard and slight jerk of movement from the fans. Whenever the GPU has been hooked up when I try to turn it on, it does turn that red LED on.
I don't have access to any alternates for CPU, motherboard, PSU, ram. I would appreciate any suggestions or help Narrowing down the issue to at least know what part maybe damaged or defective. Or, find out what the heck I did wrong! Thank you to anybody that offers a suggestion or any kind of help. If I do find out that something needs to be returned, I don't have any experience with this in terms of replacements for computer components.
PCPartPicker Part List
Type Item Price
CPU AMD Ryzen 9 7900X 4.7 GHz 12-Core Processor $410.68 @ Amazon
CPU Cooler be quiet! Dark Rock Pro 4 50.5 CFM CPU Cooler $89.90 @ Amazon
Motherboard Asus TUF GAMING X670E-PLUS WIFI ATX AM5 Motherboard $301.20 @ Amazon
Memory G.Skill Ripjaws S5 32 GB (2 x 16 GB) DDR5-5600 CL28 Memory $109.99 @ Amazon
Storage Crucial P5 Plus 2 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive $122.49 @ Amazon
Video Card Asus TUF GAMING GeForce RTX 4080 16 GB Video Card $1199.99 @ ASUS
Case Phanteks ECLIPSE G500A DRGB ATX Mid Tower Case $149.99 @ Amazon
Power Supply Corsair RM1000e (2023) 1000 W 80+ Gold Certified Fully Modular ATX Power Supply $179.99 @ Amazon
Operating System Microsoft Windows 11 Home Retail - USB 64-bit $138.99 @ B&H
Case Fan Noctua P12 redux-1300 PWM 54.32 CFM 120 mm Fan $14.95 @ Amazon
Monitor LG 27GL850-B 27.0" 2560 x 1440 144 Hz Monitor $346.99 @ B&H
Monitor AOC 24G2SP 23.8" 1920 x 1080 165 Hz Monitor $213.00 @ Amazon
Prices include shipping, taxes, rebates, and discounts
Total $3278.16
Generated by PCPartPicker 2023-06-06 11:16 EDT-0400
submitted by iceward to buildapc [link] [comments]


2023.06.06 04:05 trelane0 Problem with LG Washer loading too little water

We have the LG WM3700HWA washer and saw that on the speed wash cycle, it unexpectedly had far less water than normal. We hear some water coming in but way less, even for a High Efficiency machine. We noticed no water or suds on the front glass of the door and some clothes were dry after the load.
At one point, when turning the washer off and on, we saw a lowercase bbt on the panel but could not reproduce that and could not find that error code in online docs.
  1. Has anyone else seen this problem?
  2. Anybody recognize what bbt indicates?
submitted by trelane0 to Appliances [link] [comments]


2023.06.05 17:46 Efficient-Building39 Samsung ecobubble w5000

Hi all, just after to guidance with regards to my drain pump my washer. I keep getting error code 5c, I have cleared the filter, hose and cleaned the drain pump itself but I keep having the error pop up. The drain pump makes a noise but only seems to spin after being given a starting push, would I be right in thinking it’s the pump itself that’s gone bad or could there be something else on the machine thats causing it to play up? Thanks in advance.
submitted by Efficient-Building39 to appliancerepair [link] [comments]


2023.06.05 15:34 fganniversaries Fighting Game Anniversaries: Week 23 (June 5 - June 11)

Hey y'all, this is fganniversaries again. Like last week, I will be recapping anniversaries relating to fighting game announcements/releases this week. Like always, if I missed one, do please let me know in the comments. Here would be the following anniversaries:
June 5
June 6
June 7
June 8
June 9
June 10
June 11
Sometime this Month
submitted by fganniversaries to FGC [link] [comments]


2023.06.05 15:34 fganniversaries Fighting Game Anniversaries: Week 23 (June 5 - June 11)

Hey y'all, this is fganniversaries again. Like last week, I will be recapping anniversaries relating to fighting game announcements/releases this week. Like always, if I missed one, do please let me know in the comments. Here would be the following anniversaries:
June 5
June 6
June 7
June 8
June 9
June 10
June 11
Sometime this Month
submitted by fganniversaries to Fighters [link] [comments]


2023.06.05 15:30 fganniversaries Fighting Game Anniversaries: Week 23 (June 5 - June 11)

Hey y'all, this is fganniversaries again. Like last week, I will be recapping anniversaries relating to fighting game announcements/releases this week. Like always, if I missed one, do please let me know in the comments. Here would be the following anniversaries:
June 5
June 6
June 7
June 8
June 9
June 10
June 11
Sometime this Month
submitted by fganniversaries to u/fganniversaries [link] [comments]


2023.06.05 08:14 iceward New Build: PSU, Mobo, CPU, Ram

Link to parts list.
Got all new components for a new build. Assembled them about a week ago. Sat. and Sun. I was only missing one case fan, so got everything situated and looking prettier for cables (at least for me). Hooked it up to monitor, power, etc. Flipped the PSU switch, pressed the case power button, and nothing. Well nearly nothing. The GPU little red led near the power PCIE connector was on, and the motherboard has an rgb light on the back side of it that was scrolling through the rainbow. Other than those,nothing happened. The monitor didn't even wake from sleep. No beeps from the motherboard or red blinking error-code light.
So I started troubleshooting.Turned off the power unplugged. Checked all connections at the PSU end And on the motherboard. Reconnected power same result. Turned off power and unplugged again this time I removed the GPU and disconnected its power, disconnected everything from the motherboard except the front panel power switch, CPU power,and motherboard power. I plugged my monitor into the motherboard. Plugged the PSU back in, turned on, and nothing really changed. The only difference at this point was that the case fans and CPU fans pulsed for an instant. They didn't even actually turn, more like the power flowed for an instant making them jerk very slightly.
I did some reading on Google, and looking around. So I took off my air cooler, cleaned the thermal paste off the cooler and the CPU. Re-seated the CPU, and took out one stick of ram. Applied new thermal paste and reinstalled the air cooler. I plugged it back in turned it back on and the exact same thing happened again when I press the power button, rainbow motherboard lights and almost nonexistent fan movement. I turned it off and unplugged it, swapped the stick of ram, plugged it back in turned it on, and got the same thing. Turned off, unplugged. Then I disconnected all the case fans, CPU fans, and the power switch front panel connector(shorted the pins to try turning it on after this). Plugged in turned on, and still same result, rainbow lights from the motherboard and slight jerk of movement from the fans. Whenever the GPU has been hooked up when I try to turn it on, it does turn that red LED on.
I don't have access to any alternates for CPU, motherboard, PSU, ram.
I would appreciate any suggestions or help Narrowing down the issue to at least know what part maybe damaged or defective. Or, find out what the heck I did wrong! Thank you to anybody that offers a suggestion or any kind of help. If I do find out that something needs to be returned, I don't have any experience with this in terms of replacements for computer components.
PCPartPicker Part List
Type Item Price
CPU AMD Ryzen 9 7900X 4.7 GHz 12-Core Processor $409.00 @ Amazon
CPU Cooler be quiet! Dark Rock Pro 4 50.5 CFM CPU Cooler $89.90 @ Amazon
Motherboard Asus TUF GAMING X670E-PLUS WIFI ATX AM5 Motherboard $301.20 @ Amazon
Memory G.Skill Ripjaws S5 32 GB (2 x 16 GB) DDR5-5600 CL28 Memory $109.99 @ Amazon
Storage Crucial P5 Plus 2 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive $122.49 @ Amazon
Video Card Asus TUF GAMING GeForce RTX 4080 16 GB Video Card $1199.99 @ ASUS
Case Phanteks ECLIPSE G500A DRGB ATX Mid Tower Case $149.99 @ Amazon
Power Supply Corsair RM1000e (2023) 1000 W 80+ Gold Certified Fully Modular ATX Power Supply $179.99 @ Amazon
Operating System Microsoft Windows 11 Home Retail - USB 64-bit $138.99 @ B&H
Case Fan Noctua P12 redux-1300 PWM 54.32 CFM 120 mm Fan $14.95 @ Amazon
Monitor LG 27GL850-B 27.0" 2560 x 1440 144 Hz Monitor $266.99 @ B&H
Monitor AOC 24G2SP 23.8" 1920 x 1080 165 Hz Monitor $213.00 @ Amazon
Prices include shipping, taxes, rebates, and discounts
Total $3196.48
Generated by PCPartPicker 2023-06-05 03:43 EDT-0400
submitted by iceward to buildapc [link] [comments]


2023.06.04 20:56 RedSkyInTheMornin ROTP v1.04 bugs/enhancements

ROTP v1.04 bugs/enhancements
I've been playing ROTP v1.04 since last fall, and it's great. I have found a few bugs and thought of several enhancements. I've emailed this list to Ray Fowler just now (with a .zip of the save files which reddit won't let me post here, but I am attaching the screenshots mentioned below).
Most of these things aren't very impactful, except for B9, IMO.
Is there a mod that just fixes bugs ? Thanks !
Also, I'm not much of a reddit user; this is my first post, so sorry if I'm making any newbie mistakes.
Remnants of the Precursors v1.04
Bugs:
B0. In the ROTP_Manual_v1_04.pdf
- Table 10.5: Heavy Fusion Beam says 4-16 damage, but game Tech tree says 4-30 damage.
- Table 10.5: Heavy Phasor says 5-20 damage, but game Tech tree says 5-40 damage.
- In-game "Graviton Beam" description says "beam capable of rendering ships to pieces". It should be "rending" instead of "rendering".
B1. "Continue Game" doesn't load the most recent save, it loads the most recent auto-save file.
Justification: I save my game several times in-between turns, especially from the middle-game onwards, so I must remember to do "Load Game" vs "Continue Game" to pick up where I left off.
I think this is counter-intuitive. It may be mentioned in the documentation somewhere, but it should probably load the most recent saved game.
Estimated difficulty to change (or fix): "Medium"
B2A. Colonies screen Shipyard refresh bug.
- Goto the Colonies view, select the Ecology View tab (or the Industry View tab).
- Exit to the main map, select a system that's producing a ship (or make a system start producing a different ship).
- Goto the Colonies view, select the Military View tab. The system you were just in is selected, but its Shipyard field is blank (or shows a partial ship name). When you select another system in the grid, the Shipyard field that was incorrect now refreshes with the correct data.
Estimated difficulty to fix: "Medium"
B2B. Technology Discovery % boxes along left/bottom corner refresh problem
If you adjust systems' tech output so that it affects the arrival time of a technology, the 6 technology discovery boxes don't seem to update to the correct value until after you go to the Tech screen and come back to the main screen.
B3. Colony has the same name as a system with no colonizable planets.
- I've got a colony named "New Kekule" in the New Buffon Nebula, and there's a system with no planets of the same name to its SW about 29.4 ly. (Screenshot: "bug_2_kekule_systems.jpg", Save game file: "Mentaran4_679_two_NewKekule_systems.rotp".)
B4A. Cryslonoid ships don't get slowed down by nebulas.
If this is a feature, it should be documented, but it seems like a bug. Although they can colonize any type of planet because of their biology, they doesn't seem to explain how their space travel technology (which is the same as the other races) ignores nebulae slowness. [ see "Mentaran5_722_cryslonoid_ships_nebula.rotp" ]
B4B. Cryslonoid ships immediately upgrade their engines to a new warp speed as soon as it is learned.
B5A. The user choices for the range area display (on the left upper button menu, the concentric blue circles icon) are
- background-stars-OFF/range-circles-OFF
- background-stars-OFF/range-circles-ON
- background-stars-ON/range-circles-ON
- background-stars-ON/range-circles-OFF
However, each time you restart the game, it defaults to background-stars-ON/range-circles-ON, instead of the option the user had selected during the last game session.
This option should be saved as a game setting option somewhere, and not in a save game file.
B5B. The user choices for the ship/transport course dashed-line display (on the left upper button menu, the concentric white circles icon) are
- friendly-unit-course-lines-OFF/enemy-unit-course-lines-OFF
- friendly-unit-course-lines-ON/enemy-unit-course-lines-ON
- friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF
However, each time you restart the game, it defaults to friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF, instead of the option you had selected during your last game session.
This option should be saved as a game setting option somewhere, and not in a save game file.
B6. I was designing a ship and picking an armor for it, and it gave me a weird crash (screenshot: "recent_rotp_2023_02_24.jpg", save file: "recent_2023_02_24.rotp") It's only had that crash that one time.
B7. I when I discovered Advanced Space Scanner, it started showing me a list of many dozens of newly discovered planets. The "Close" button was covered up by the planet display screen (see the screenshot "AdvancedSpaceScanner_planet_list_dlg_bug_underlap_turn_705.jpg" and the saved game file "Mentaran8_704_AdvSpaceScanner_bug.rotp" for the end of the previous turn). As a workaround, I discovered that the "Esc" key dismisses this discovered planet dialog.
B8/E8. When a system has a stargate, in the main map view, the system window shows the system name with a swirl icon to the upper left of the planet image, indicating it has the stargate. This swirl icon is missing in the same view in the Colonies screen when that system is selected. I would consider this a minor bug.
Enhancement: Add a column for stargate in the Colonies screen, maybe under the Military View tab.
B9/E9. Bug in invasion code about hand weapons
I think there's a bug in the ground troop battle system. When being invaded by the Altairi (load the save file "Mentaran12_730_.rotp" from year 730 and poke "Next Year", then see the battle in year 731, with the battle screenshot "mentar12_731_altairi_invade_ion_rifle.jpg"), the screen shows that I have Fusion Rifle, and the Altairi have Ion Rifle, but when I invaded an Altairi world a few turns before (and also the turn after - load save game file "Mentaran12_731_.rotp" and advance to the next year to see the battle in year 732), it showed that both of us have Fusion Rifle and my men get slaughtered. In year 731, looking at the Races/Intelligency screen for the Altairi, it shows they have Fusion Rifle (see screenshot "mentar12_731_altairi_intelligence_shows_fusion_rifle.jpg").
In a previous game (which I stupidly didn't save the files for): I invaded a planet with troops, and the battle screen said I had hand phasors, but at the time I had superior plasma rifle technology that I had acquired at least a few turns before. See the screenshots "battle_shows_hand_phasors.jpg" and "tech_shows_plasma_rifle.jpg".
Enhancement: I think an explicit list of the +NN modifiers for every ground battle enhancement would be nice on the Race/Military screen, perhaps displayed below where it currently shows the total +XX number.
Enhancements:
E1. On the Colonies screen, add a way to jump to the selected colony on the main star map.
Justification: If you have a lot of star systems, it's really tedious to scroll around the map to find the system you're looking for.
Suggested implementation: In the upper right corner area with the name of the system and the planet picture, add a "Jump to System" button that immediately exits the Colonies screen and takes you back to the main star map, with that selected system in the middle of the screen. Or, just make poking on the system's name text in that upper right area do the jump, instead of a button (but that's less obvious).
Also, make this button still work when already on the main map screen, in case you've selected a system and scrolled around but don't know which direction to scroll the map back to that system.
Estimated difficulty to implement: "Easy"
E2. Star map incoming population overage color change
For star systems' incoming population lines, change the color to something other than green if the incoming population is too large for that system, and population will be lost upon arrival.
Justification: It's not good to lose population because you overlooked a link in a grand chain migration master plan.
Suggested implementation: The current color is green, so keep that color if the population will fit in the system. Red color indicates inbound enemies, so keep that red. Yellow is also a movement line color already, so for friendly overpopulation moves, I suggest displaying them in the hot pink color, to draw attention to them.
Ideally, this would take into account that system's growth/decline for the time it takes the population to arrive. For attacking invasions, it would probably not take into account battle casualty calculations, but just let you know that some of the population will be killed off unless they first die in battle.
Also, if multiple populations are arriving at such an overfed system, each one would be displayed in that special color.
Estimated difficulty to implement: "Medium"
E3. When colonizing a star system where there is more than one type of colony ship that can build the colony, list each different usable ship design and ask the user which colony ship to expend.
Estimated difficulty to implement: "Medium"
E4. Main map, system name tag changes:
Change it from the current
Vesalius
Pop 83 Fac 216 Base 2
to also show the max pop, max factories, and ship production (with ship production limit prefix, as in the Colonies' Shipyard column):
Vesalius
Pop 83/85 Fac 216/255 Base 2
3 Dreadnought
Estimated difficulty to implement: "Medium"
E5. Colonies screen, add "maximum population", "maximum production", and "incoming population" columns
Justification: I'd like to sort on the maximum pop and maximum production columns, so I can find the systems I need to build mega-ships.
There's a "Capacity" column that I don't know if it means population or production or what. I'd also like to see which systems have population that's scheduled to arrive.
Suggested implementation:
- Remove the "Capacity" column (or leave it, but maybe explain it)
- Change "Population" to "Pop" to save room
- Add a "Max Pop" column, to the right of "Pop"
- Add a "Inc Pop" column, to the right of "Max Pop" (this value is displayed in the "too much incoming population" color if it's too much for the system to hold)
- Add a "Max Prod" column, to the right of "Prod"
Estimated difficulty to implement: "Medium"
E6. Map screen, toggle display of enemy range/extended range borders and enemy colonizable systems, based on intelligence reports for that enemy
Justification: It would be great to see which stars the computer opponents can get to, and which ones they can't, when planning which planets to colonize.
Suggested implementation:
- Add some sort of array of Enemy Overlay buttons on the main map screen. If you turned on Enemy 3's overlay, it would show Enemy 3's known border (based on their known systems) and extended border (as a non-filled in outline in the Enemy 3 color), and any uncolonized systems capable of settling by Enemy 3 would be circled in the Enemy 3 color.
- The player could toggle each enemy's overlay button independently of the others, so that any/none could be on at the same time.
Estimated difficulty to implement: "Medium"
E7. Tech screen, add "Equalize Outcomes" button
The existing "Equalize Allocations" button will equalize the funding to all of the non-locked categories by simplifying dividing the total research amount by the number of non-locked categories. It would be great if there were another button that would set the levels for the non-locked categories so that their research would be done at about the same time.
Suggested implementation:
For example, if I want the Computers/Battle Comp III, Force Fields/Class 3, and Weapons/NeutronPellotGun all to finish about the same time, I could lock down the other fields (Construction, Planetology, Propulsion) and poke the "Equalize Outcomes" button, and it would fund those 3 categories so that they would each have their bubbles filled on about the same turn.
Yes, it couldn't be perfect, but something in the same plus/minus 1 turn ballpark arrival target would be great.
Justification: I'm doing the same thing now manually with a calculator, so this would get rid of that drudgery.
Estimated difficulty to implement: "Medium"
E8. Main map, shrink "Next Year" button and/or add optional confirmation:
Justification: Several times I have accidentally poked on the "Next Year" button when I was intending just to un-select the current system/fleet.
Suggested implementations:
- Shrink the "Next Year" button down to being just big enough to contain its text, and put a blank area (or mini-map, see below) next to it:
Estimated difficulty to implement: "Medium"
E9. "Current game settings" info screen:
It would be great to be able to see the settings that were used to create the current game: size of galaxy, number of opponents, difficulty, and all the settings for the game options.
Justification: When I'm close to finishing a game, I start thinking about what settings to use for the next game, but I can't remember what the settings were for the current game as a basis to go by for setting up the next one.
Suggested implementation: Add another option to the "Game" screen, or to the Game / Settings screen with this info.
Estimated difficulty to implement: "Medium"
E10. "Hall of Fame / Hall of Shame" screen:
Add a screen that records the end of games that are played to the actual end, either to victory or defeat, and indicate that, along with all the game settings that were used.
Justification: It would be nice to see a log of my performances on various different game settings.
Suggested implementation: Add a "Hall of Victory" (or other name) option to the "Game" screen, that is a new page with this info.
Estimated difficulty to implement: "Medium"
E11. Battle map turn counters
On the space battle map, show the number of rounds of combat so far, and the number of rounds remaining in the battle.
Justification: I like to batter the planet's population down with my warships. As long as you keep one stack of the enemy ships alive, you can batter the planet as long as you wish, until the maximum number of battle rounds is reached. Right now, you have no idea of knowing when that will occur, so if you ignore killing the last enemy spaceships, you will be repulsed from the system after the battle is over. An elapsed rounds/remaining rounds display would alleviate that.
Suggested implementation:
Shrink the size of the buttons along the bottom of the screen, and add an unclickable text display of "Battle rounds: XX/YY" that updates each round.
Estimated difficulty to implement: "Medium"
E12A. Galactic thumbnail view on the main star map
Have a Civilization 4-like mini-map on the main star map, to show what portion of the galaxy is currently in view.
Justification: For larger maps, it would be great to know what area of the galaxy is being viewed, at a glance.
Suggested implementation: On the bottom right, make the "Next Year" button just big enough for its text (yes, it's more letters in other languages), move it to the far right, and put the galactic thumbnail next to it on the left, such as:
________________________
[*] Next thumbnail shows the selected star near
Tech Year the top left of galaxy; a rectangle
____________________ shows the galaxy subset in the display now
________________________
[ ] Next thumbnail shows the selected star near
Tech * Year the center left of galaxy; a rectangle
____________________ shows the galaxy subset in the display now;
the selected planet is not in the current
view, the user needs to scroll down to see it
The entire galaxy would be shown (shrunk down as much as necessary); on large maps, the stars might be less than one pixel each, so maybe just show the globular colored areas for each race, and have one point (very bright white) that represents the location of the selected system within the galaxy. There's also a rectangle showing the currently displayed subset of the galaxy shown in the main window.
This would work in the same fashion as the mini-map in Civilization 4.
Estimated difficulty to implement: "Hard"
E12B. Galactic thumbnail view in the Colonies screen
Justification: I really need to know where in the galaxy each star is in order to know how to set the values for it.
Implementation: This is the same as the thumbnail view on the main star map, minus the inner bounding rectangle.
Also, note that here in the Colonies screen, the "Exit" button is on the left of the mini-map, not the right. This positioning is important, as it conditions the user to poke to the left of the star map to exit, and will make it more distinct from the "Next Year" button on the main map screen.
___________________
Treasury * thumbnail shows the selected star near
xxx BC [Exit] the top left of galaxy
________________
Estimated difficulty to implement: "Hard"
E13. On the "Races/Intelligence" tab, the technologies that the player and selected alien species both have are shown in black text, and the techs that only the selected alien has are shown in yellow text. Many of these are obsolete technologies for the player, so it would be great if these techs would be displayed in a non-yellow color, perhaps gray or white, signifying that the alien species does not hold that tech as an advantage over the player.
E14. On the "Races/Status" tab, it shows the bar graphs for the percentages of the player's planets vs. the other known races' planets. It would good to also display the actual number of each of the other races planets (which the player can work out with simple algebra from that information, but that's not usually considered "fun", so let the computer do it).
E15. It would be great if the Space Amoeba and Space Crystal would appear on the main map as moving entities (like an enemy ship) so you could track the progress of their arrival to their next target system.
E16. On the Colonies screen, the Star Gate binary property should be a sortable column.
E17. For the F2/F3, F5/F6, F7/F8, F9/F10, F11/F12 buttons, it would be great if instead of immediately jumping the map to the new location, it would scroll the map so the user would have some indication of where the new item is located relative to the previous one. The scroll speed would need to be not too fast, but not too slow either. Maybe there could also be a checkbox to toggle the new scrolling behavior vs. the existing jump behavior.
bug_2_kekule_systems.jpg
battle_shows_hand_phasors.jpg
tech_shows_plasma_rifle.jpg
recent_rotp_2023_02_24.jpg
AdvancedSpaceScanner_planet_list_dlg_bug_underlap_turn_705.jpg
mentar12_731_altairi_invade_ion_rifle.jpg
mentar12_731_altairi_intelligence_shows_fusion_rifle.jpg
mentar12_732_altairi_invaded_fusion_rifle.jpg
submitted by RedSkyInTheMornin to rotp [link] [comments]


2023.06.04 19:46 Prevail90 Kenmore Elite all-in-one washer/ dryer combo giving PF error between wash and dry cycle

So I got this KE Washe Dryer combo that was having the issue of making a noice which i found it was the drying fan unit on top of the drum mossing the mounting screws. So I fixed that but now, each time I run a cycle and turn the drying function on, it will go through the entire wash and spin cycles but right as it is going to go into the drying cycle it shuts off and then back on with a PF error code.
But when i do the dry only option, the element heats up and the fan kicks on with no PF error code. Atleast so far.
Edit: So i ran it on dry only and there was no PF error or system shutting down right after spin to dry cycle. It is only when going from wash to dry
submitted by Prevail90 to fixit [link] [comments]


2023.06.04 19:42 Prevail90 Kenmore Elite all-in-one washer dryer combo showing PF error

So I got this KE Washe Dryer combo that was having the issue of making a noice which i found it was the drying fan unit on top of the drum mossing the mounting screws. So I fixed that but now, each time I run a cycle and turn the drying function on, it will go through the entire wash and spin cycles but right as it is going to go into the drying cycle it shuts off and then back on with a PF error code.
But when i do the dry only option, the element heats up and the fan kicks on with no PF error code. Atleast so far.
Edit: So i ran it on dry only and there was no PF error or system shutting down right after spin to dry cycle. It is only when going from wash to dry
submitted by Prevail90 to appliancerepair [link] [comments]


2023.06.04 16:53 4HACker4_Gaming 1.16.5 Forge server crashing

I have a 1.16.5 forge server on FalixNodes, and it randomly crashed while I was playing. Restarted the server, crashed before I knew it was online. I have 3 mods: Advanced rocketry, LibVulpes, and Mekanism. That's it. Does anyone know how to fix this? (Crash report below)
---- Minecraft Crash Report ---- // Don't be sad, have a hug! <3 Time: 6/4/23 3:42 PM Description: Ticking block entity java.lang.NullPointerException: Ticking block entity at mekanism.common.content.network.transmitter.MechanicalPipe.pullFromAcceptors(MechanicalPipe.java:85) ~[mekanism:10.1.2] {re:classloading} at mekanism.common.tile.transmitter.TileEntityMechanicalPipe.func_73660_a(TileEntityMechanicalPipe.java:62) ~[mekanism:10.1.2] {re:classloading} at net.minecraft.world.World.func_217391_K(World.java:491) ~[?:?] {re:classloading,pl:accesstransformer:B,xf:fml:advancedrocketry:coremodmethod,pl:runtimedistcleaner:A} at net.minecraft.world.server.ServerWorld.func_72835_b(ServerWorld.java:372) ~[?:?] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:851) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:291) ~[?:?] {re:classloading,pl:accesstransformer:B} at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:787) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at net.minecraft.server.MinecraftServer.func_240802_v_(MinecraftServer.java:642) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at net.minecraft.server.MinecraftServer.func_240783_a_(MinecraftServer.java:232) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at java.lang.Thread.run(Thread.java:748) [?:1.8.0_282] {}
A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Server thread Stacktrace: at mekanism.common.content.network.transmitter.MechanicalPipe.pullFromAcceptors(MechanicalPipe.java:85) ~[mekanism:10.1.2] {re:classloading} at mekanism.common.tile.transmitter.TileEntityMechanicalPipe.func_73660_a(TileEntityMechanicalPipe.java:62) ~[mekanism:10.1.2] {re:classloading} -- Block entity being ticked -- Details: Name: mekanism:basic_mechanical_pipe // mekanism.common.tile.transmitter.TileEntityMechanicalPipe Block: Block{mekanism:basic_mechanical_pipe}[waterlogged=0] Block location: World: (-178,65,120), Chunk: (at 14,4,8 in -12,7; contains blocks -192,0,112 to -177,255,127), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Block: Block{mekanism:basic_mechanical_pipe}[waterlogged=0] Block location: World: (-178,65,120), Chunk: (at 14,4,8 in -12,7; contains blocks -192,0,112 to -177,255,127), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Stacktrace: at net.minecraft.world.World.func_217391_K(World.java:491) ~[?:?] {re:classloading,pl:accesstransformer:B,xf:fml:advancedrocketry:coremodmethod,pl:runtimedistcleaner:A} at net.minecraft.world.server.ServerWorld.func_72835_b(ServerWorld.java:372) ~[?:?] {re:classloading,pl:runtimedistcleaner:A}
-- Affected level -- Details: All players: 0 total; [] Chunk stats: ServerChunkCache: 2048 Level dimension: minecraft:overworld Level spawn location: World: (-192,69,176), Chunk: (at 0,4,0 in -12,11; contains blocks -192,0,176 to -177,255,191), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Level time: 294650 game time, 443805 day time Level name: world Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false Level weather: Rain time: 1 (now: false), thunder time: 1 (now: false) Known server brands: forge Level was modded: true Level storage version: 0x04ABD - Anvil Stacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:851) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:291) ~[?:?] {re:classloading,pl:accesstransformer:B} at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:787) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at net.minecraft.server.MinecraftServer.func_240802_v_(MinecraftServer.java:642) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at net.minecraft.server.MinecraftServer.func_240783_a_(MinecraftServer.java:232) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A} at java.lang.Thread.run(Thread.java:748) [?:1.8.0_282] {}
-- System Details -- Details: Minecraft Version: 1.16.5 Minecraft Version ID: 1.16.5 Operating System: Linux (amd64) version 5.15.0-71-generic Java Version: 1.8.0_282, Azul Systems, Inc. Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Azul Systems, Inc. Memory: 1917880680 bytes (1829 MB) / 2608857088 bytes (2488 MB) up to 2608857088 bytes (2488 MB) CPUs: 32 JVM Flags: 19 total; -Xms128M -Xmx2488M -XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=200 -XX:+UnlockExperimentalVMOptions -XX:+DisableExplicitGC -XX:G1NewSizePercent=30 -XX:G1MaxNewSizePercent=40 -XX:G1HeapRegionSize=8M -XX:G1ReservePercent=20 -XX:G1HeapWastePercent=5 -XX:G1MixedGCCountTarget=4 -XX:InitiatingHeapOccupancyPercent=15 -XX:G1MixedGCLiveThresholdPercent=90 -XX:G1RSetUpdatingPauseTimePercent=5 -XX:SurvivorRatio=32 -XX:+PerfDisableSharedMem -XX:MaxTenuringThreshold=1 ModLauncher: 8.1.3+8.1.3+main-8.1.x.c94d18ec ModLauncher launch target: fmlserver ModLauncher naming: srg ModLauncher services: /mixin-0.8.4.jar mixin PLUGINSERVICE /eventbus-4.0.0.jar eventbus PLUGINSERVICE /server.jar object_holder_definalize PLUGINSERVICE /server.jar runtime_enum_extender PLUGINSERVICE /accesstransformers-3.0.1.jar accesstransformer PLUGINSERVICE /server.jar capability_inject_definalize PLUGINSERVICE /server.jar runtimedistcleaner PLUGINSERVICE /mixin-0.8.4.jar mixin TRANSFORMATIONSERVICE /server.jar fml TRANSFORMATIONSERVICE FML: 36.2 Forge: net.minecraftforge:36.2.39 FML Language Providers: [email protected] [email protected] Mod List: forge-1.16.5-36.2.39-server.jar Minecraft minecraft 1.16.5 DONE Manifest: NOSIGNATURE Mekanism-1.16.5-10.1.2.457.jar Mekanism mekanism 10.1.2 DONE Manifest: NOSIGNATURE forge-1.16.5-36.2.39-universal.jar Forge forge 36.2.39 DONE Manifest: 22:af:21:d8:19:82:7f:93:94:fe:2b:ac:b7:e4:41:57:68:39:87:b1:a7:5c:c6:44:f9:25:74:21:14:f5:0d:90 AdvancedRocketry-1.16.5-2.0.0-10-universal.jar Advanced Rocketry advancedrocketry 1.16.5-2.0.0-10 DONE Manifest: NOSIGNATURE LibVulpes-1.16.5-1.0.2-17-universal.jar Lib Vulpes libvulpes 1.16.5-1.0.2-17 DONE Manifest: NOSIGNATURE Crash Report UUID: a4c3cd84-4491-43d0-9035-48223a1e71b6 Player Count: 0 / 20; [] Data Packs: vanilla, mod:forge, mod:advancedrocketry, mod:libvulpes, file/ar_datapack, mod:mekanism Is Modded: Definitely; Server brand changed to 'forge' Type: Dedicated Server (map_server.txt)
submitted by 4HACker4_Gaming to falixnodes [link] [comments]


2023.06.04 07:38 Prevail90 Kenmore Elite Washer/Dryer combo 41002610 gets FE error

So I got this KE Washe Dryer combo that was having the issue of making a noice which i found it was the drying fan unit on top of the drum mossing the mounting screws. So I fixed that but now, each time I run a cycle and turn the drying function on, it will go through the entire wash and spin cycles but right as it is going to go into the drying cycle it shuts off and then back on with a PF error code.
But when i do the dry only option, the element heats up and the fan kicks on with no PF error code. Atleast so far.
Edit: So i ran it on dry only and there was no PF error or system shutting down right after spin to dry cycle. It is only when going from wash to dry
submitted by Prevail90 to appliancerepair [link] [comments]


2023.06.04 04:06 EngagePicard [Release] Powershell script to easily find overlapping cells when installing a ton of map mods!

Preface: As a general rule, ~NEVER~ blindly run code that you find online, mine included. Please read through the script itself before running to make sure it's safe, or ask someone who can. I'm providing this because I found it useful, but wanted to notate this as I don't expect anyone on ProjectZomboid to be knowledgeable on this.
Hey ProjectZomboid! This is a fairly simple powershell script that will allow you to pop in a ton of cell coordinates and see if any of them overlap.
This isn't a huge issue when you just have a few map mods, but it becomes super useful when you're adding a map to your server and don't feel like looking through 30+ workshop pages (especially where some of them leave it up to users to post the cell coordinates 😑).
The coordinate data was all hand-gathered by me, in this order of availability: 1) Mod description, mod comments, then the Spreadsheet for the Project Zomboid Maps collection on the workshop.
Powershell is specific to Windows, so you'll need to be running (or have access to) a windows machine to run this. This was quick and dirty, so feel free to steal it and use it however you see fit. If you're unfamiliar with powershell or scripting at all, here's exactly how you can use this:
1) Click Start
2) Type "Powershell ISE" and open it. (You can alternatively use VS Code or any other Powershell compatible IDE)
3) READ the script and make sure you know what it does, for your own safety. I've added comments generated from ChatGPT to explain exactly what it's doing, but you should still read through it and verify.
4) Copy and paste the script into Powershell ISE (Or VS Code)
5) Hit F5 (Or the green arrow in Powershell ISE, arrow on the top right in VS Code)
6) If there are any cell overlaps, you won't get any output. If there are, you'll see red output in the console below.
################################################### # List of all maps to compare cell data between. # To add a new map, copy one of the existing lines and replace the data EXACTLY how you see below, or use the following format: # 'MAPNAME' = @('11x22','33x44','55x66') # If you get any errors, make sure that the coordinates are surrounded by a single quote (') and not a backtick (`). Alternatively, you can use double quotes (") as long as you use the same quote on both sides. ################################################### # Define Maps to compare coordinate data from $maps = @{ 'Hopewell' = @('49x11', '49x10', '49x9', '50x9', '51x9') 'Trimble' = @('50x10','50x11','50x12','50x13','52x10','52x11','52x12','52x13','53x10','53x11','53x12','53x13','54x10','54x11','54x12','54x13','55x10','55x11','55x12','55x13','56x10','56x11','56x12','56x13','57x10','57x11','57x12','57x13','58x10','58x11','58x12','58x13','59x10','59x11','59x12','59x13','60x10','60x11','60x12','60x13','61x10','61x11','61x12','61x13','62x10','62x11','62x12','62x13') 'AdamsFamily' = @('37x31') 'Ashenwood' = @('38x38','38x37') 'BedfordFalls' = @('42x36','42x37','43x33','43x34','43x35','43x36','43x37','44x33','44x34','44x35','44x36','44x37','45x25','45x26','45x27','45x28','45x29','45x30','45x31','45x32','45x33','45x34','45x35','45x36','45x37','45x38','45x39','45x40','45x41','45x42','45x43','46x25','46x26','46x27','46x28','46x29','46x30','46x31','46x32','46x33','46x34','46x35','46x36','46x37','46x38','46x39','46x40','46x41','46x42','46x43','47x25','47x26','47x27','47x28','47x29','47x30','47x31','47x32','47x33','47x34','47x35','47x36','47x37','47x38','47x39','47x40','47x41','47x42','47x43') 'BetsysFarm' = @('30x31') 'BigBearLake'= @('16x23,17x23,18x23,19x23,20x23,21x23,22x23x16x24,17x24,18x24,19x24,20x24,21x24,22x24x16x25,17x25,18x25,19x25,20x25,21x25,22x25x16x26,17x26,18x26,19x26,20x26,21x26,22x26') 'BreakPoint' = @('42x16') 'CONResearch' = @('31x42') 'CathayaValley' = @('31x30') 'CedarHill' = @('16x19') 'Chernaville' = @('32x34','32x35') 'Chestown' = @('15x22') 'Chinatown' = @('37x29') 'FarmHouse' = @('32x25') 'Coryerdon' = @('24x18','24x19','25x19','26x20','26x21','26x22','27x19','27x20','27x21','27x22','27x23','28x19','28x20','28x21','28x22','28x23','29x19','29x20','29x21','29x22','29x23','30x19','30x20','30x21','31x19','31x20','32x19','32x20','33x19','33x20','34x19','34x20','34x21','34x22') 'DeadInHongKong' = @('44x20','44x21','45x20','45x21') 'EvacMuldraugh' = @('38x31','39x31','38x32','39x32','38x33','39x33','39x34','39x34') 'EastRiverside' = @('23x17','23,18') 'EdsAutoSalvage' = @('29,28') 'ElysiumIsland' = @('35x22','35,21') 'FinneganAsylum' = @('13x31','13x32','14x31','14x32') 'FortRedstone' = @('18x37','18x38','18x39','18x40','19x39') 'FortRockRidge' = @('22x20','22x21','23x20','23x21') 'HeavensHill' = @('25x26') 'HilltopManor' = @('10x19') 'Homepie' = @('29x26','29x27','30x26','30x27') 'Hopefalls' = @('32x22') 'Kingsmouth' = @('10x14', '10x15', '10x16', '10x17','11x14', '11x15', '11x16', '11x17','12x14', '12x15', '12x16', '12x17','13x14', '13x15', '13x16', '13x17') 'LakeIvy' = @('29x32','30x32','31x32','29x33','30x33','31x33','29x34','30x34','31x34') 'LittleTownship' = @('27x28') 'LouisvilleLakehouse' = @('48x8','48x9') 'MarshRidgeExpansion' = @('32x42') 'McCoysBunker' = @('44x14') 'MilitaryFuelDepot' = @('34x43','34x44','35x43','35x44') 'MonmouthCounty' = @('39x26','40x26','41x26','42x26','39x27','40x27','41x27','42x27','39x28','40x28','41x28','42x28','39x29','40x29','41x29','42x29') 'MuldraughShippingCo' = @('32x32') 'MuldraughFireDept' = @('35x35') 'NettleTownship' = @('22x30','22x31','23x30','23x31') 'OldParkTown' = @('29x29','30x29') 'Orchidwood' = @('27x32','28x32','27x33','28x33') 'OverTheRiver' = @('38x20','38x19','39x20','39x19') 'OverlookHotel' = @('15x21') 'Petroville' = @('35x39','35x40','35x41','36x39','36x40','36x41','37x39','37x40','37x41') 'PelesMansion' = @('32x31') 'RabbitHash' = @('30x24','31x24') 'RavenCreek' = @('0x37', '0x38', '0x39', '0x40', '0x41', '0x42', '0x43', '0x44','1x37', '1x38', '1x39', '1x40', '1x41', '1x42', '1x43', '1x44','2x37', '2x38', '2x39', '2x40', '2x41', '2x42', '2x43', '2x44','3x37', '3x38', '3x39', '3x40', '3x41', '3x42', '3x43', '3x44','4x37', '4x38', '4x39', '4x40', '4x41', '4x42', '4x43', '4x44','5x37', '5x38', '5x39', '5x40', '5x41', '5x42', '5x43', '5x44','6x37', '6x38','6x39','6x40', '6x41', '6x42', '6x43', '6x44','7x37', '7x38', '7x39', '7x40', '7x41', '7x42', '7x43', '7x44') 'RedbirdRangerStation' = @('20x36') 'ResearchFacility' = @('18x41','18x42','19x41','19x42') 'RiversideMansion' = @('18x17') 'RosewoodCabins' = @('24x38','25x38') 'RosewoodExpansion' = @('27x36','28x36','27x37','28x37') 'RosewoodVHSandGunStore' = @('27x40') 'Seaside' = @('41x3') 'Speck' = @('30x41') 'SpencerMansion' = @('21x19') 'Springwood' = @('34x26','34x27') 'SuperGigaMart' = @('12x21') 'TeraMart' = @('36x37') 'SouthMuldraughMall' = @('37x37') 'Museum' = @('35x27') 'UncleRedsBunker' = @('36x36') 'WestPointTrailerParkVHSStore' = @('38x24') 'Wilbore' = @('15x33','16x33','15x34','16x34','15x35','16x35') 'Winchester' = @('7x22', '7x23', '7x24', '7x25', '7x26', '7x27', '7x28', '8x22', '8x23', '8x24', '8x25', '8x26', '8x27', '8x28', '9x22', '9x23', '9x24', '9x25', '9x26', '9x27', '9x28', '10x22', '10x23', '10x24', '10x25', '10x26', '10x27', '10x28', '11x22', '11x23', '11x24', '11x25', '11x26', '11x27', '11x28', '12x22', '12x23', '12x24', '12x25', '12x26', '12x27', '12x28', '13x22', '13x23', '13x24', '13x25', '13x26', '13x27', '13x28') 'CorOTRRoad' = @('25x19','35x20','36x19','36x20') 'GreenLeaf' = @('21x34','22x34') 'LincolnAirport' = @('13x30') 'OverfieldBunker' = @('44x21') 'Refordville' = @('11x23','11x24','12x23','12x24') } # Compare all map data and verify that none overlap. If an overlapping value is found, it will output in the console in RED. It will output two values for each "match". I could probably fix this, but it's not a huge deal. # This line starts a loop. `$maps.GetEnumerator()` retrieves all key-value pairs in the `$maps` hashtable. Each pair is then piped (``) to `ForEach-Object`. $maps.GetEnumerator() ForEach-Object { # This line assigns the current key-value pair (referred to as `$_`) to the variable `$map`. $map = $_ # This line starts another loop. `$map.Value` retrieves the value of the current key-value pair, and each element in this value is piped to another `ForEach-Object`. $map.Value ForEach-Object { # This line assigns the current element (again referred to as `$_`) to the variable `$coord`. $coord = $_ # This line retrieves all key-value pairs in the `$maps` hashtable and pipes them to `Where-Object`. $maps.GetEnumerator() Where-Object { # This line is a conditional statement. It checks if the current key (`$_.Key`) is not equal to `$map.Key`, # and if the current value (`$_.Value`) contains `$coord`. If both conditions are true, the current key-value pair is piped to another `ForEach-Object`. $_.Key -ne $map.Key -and $_.Value -contains $coord # This segment starts after the `` operator. } ForEach-Object { # This line writes a string to the console. The string contains the keys of the overlapping elements and the overlapping element itself. # The `-ForegroundColor red` part sets the color of the text to red. Write-Host "$($map.Key) and $($_.Key) overlap at $coord" -ForegroundColor red # These lines close the corresponding loops and conditional statements. } } } 
Ideally, if the map coordinates were standardized and posted in the same place on the workshop, you could automate this process and automatically parse out which maps conflict with other maps, but unfortunately that's not the case. If you're aware of a tool that already exists that does this in a better way, please let me know!
I hope someone finds this useful!
submitted by EngagePicard to projectzomboid [link] [comments]


2023.06.03 00:56 jangxx Linux server completely locks up due to kswapd

Ever since changing the mainboard on my NAS running Ubuntu Server I had the problem of it just randomly locking up. It's impossible to SSH into it and even connecting a physical USB keyboard doesn't work anymore. Curiously, connecting a monitor still worked, but all I could see was some output about a CPU being stalled.
After forcibly rebooting I could check the kernel logs and saw, that it has been spamming
Jun 03 00:38:54.415929 JansNAS kernel: watchdog: BUG: soft lockup - CPU#2 stuck for 22s! [kswapd0:186] Jun 03 00:38:54.416066 JansNAS kernel: Modules linked in: ufs qnx4 hfsplus hfs minix ntfs msdos jfs xfs cpuid tls veth xt_nat xt_tcpudp xt_conntrack xt_MASQUERADE nf_conntrack_netlink nfnetlink iptable_nat nf_nat nf_conntrack nf_defrag_ipv6 nf_defrag_ipv4 xt_addrtype iptable_filter bpfilter br_netfilter bridge stp > Jun 03 00:38:54.418197 JansNAS kernel: snd_soc_acpi_intel_match intel_rapl_common snd_soc_acpi x86_pkg_temp_thermal ledtrig_audio intel_powerclamp snd_soc_core snd_compress ac97_bus snd_pcm_dmaengine kvm_intel snd_hda_intel btusb uvcvideo iwlmvm kvm videobuf2_vmalloc snd_intel_dspcfg mac80211 btrtl videobuf2_memop> Jun 03 00:38:54.418220 JansNAS kernel: multipath linear raid456 async_raid6_recov async_memcpy async_pq async_xor async_tx xor raid6_pq libcrc32c hid_generic usbhid hid ahci e1000e crc32_pclmul pinctrl_cannonlake i2c_i801 video libahci wmi pinctrl_intel Jun 03 00:38:54.418236 JansNAS kernel: CPU: 2 PID: 186 Comm: kswapd0 Tainted: G OEL 5.4.0-149-generic #166-Ubuntu Jun 03 00:38:54.418252 JansNAS kernel: Hardware name: Gigabyte Technology Co., Ltd. Z390 AORUS PRO WIFI/Z390 AORUS PRO WIFI-CF, BIOS F9 03/14/2019 Jun 03 00:38:54.418265 JansNAS kernel: RIP: 0010:native_queued_spin_lock_slowpath+0x151/0x1d0 Jun 03 00:38:54.418280 JansNAS kernel: Code: c1 ee 12 83 e0 03 83 ee 01 48 c1 e0 05 48 63 f6 48 05 80 0b 03 00 48 03 04 f5 80 f9 84 9f 48 89 10 8b 42 08 85 c0 75 09 f3 90 <8b> 42 08 85 c0 74 f7 48 8b 02 48 85 c0 74 5a 48 89 c6 0f 0d 08 eb Jun 03 00:38:54.418294 JansNAS kernel: RSP: 0018:ffffb9fbc04fbad0 EFLAGS: 00000246 ORIG_RAX: ffffffffffffff13 Jun 03 00:38:54.418306 JansNAS kernel: RAX: 0000000000000000 RBX: ffff8fe8fc106200 RCX: 00000000000c0000 Jun 03 00:38:54.418319 JansNAS kernel: RDX: ffff8fef3e0b0b80 RSI: 000000000000185b RDI: ffff8fec970c8bd4 Jun 03 00:38:54.418331 JansNAS kernel: RBP: ffffb9fbc04fbad0 R08: 00000000000c0000 R09: 0000000000000000 Jun 03 00:38:54.418343 JansNAS kernel: R10: 0000000000000000 R11: ffff8fef3e3affb8 R12: ffff8fec970c8bd4 Jun 03 00:38:54.418355 JansNAS kernel: R13: ffff8fec970c8800 R14: ffff8fe8fc105fd0 R15: ffff8fe8fc1060e0 Jun 03 00:38:54.418371 JansNAS kernel: FS: 0000000000000000(0000) GS:ffff8fef3e080000(0000) knlGS:0000000000000000 Jun 03 00:38:54.418384 JansNAS kernel: CS: 0010 DS: 0000 ES: 0000 CR0: 0000000080050033 Jun 03 00:38:54.418395 JansNAS kernel: CR2: 00007f5ad2ae01b0 CR3: 0000000c79a0a002 CR4: 00000000003606e0 Jun 03 00:38:54.418409 JansNAS kernel: DR0: 0000000000000000 DR1: 0000000000000000 DR2: 0000000000000000 Jun 03 00:38:54.418422 JansNAS kernel: DR3: 0000000000000000 DR6: 00000000fffe0ff0 DR7: 0000000000000400 Jun 03 00:38:54.418434 JansNAS kernel: Call Trace: Jun 03 00:38:54.418448 JansNAS kernel: _raw_spin_lock+0x1e/0x30 Jun 03 00:38:54.418461 JansNAS kernel: btrfs_destroy_inode+0xf4/0x210 [btrfs] Jun 03 00:38:54.418474 JansNAS kernel: destroy_inode+0x41/0x80 Jun 03 00:38:54.418487 JansNAS kernel: evict+0x14c/0x1b0 Jun 03 00:38:54.418500 JansNAS kernel: dispose_list+0x39/0x50 Jun 03 00:38:54.418512 JansNAS kernel: prune_icache_sb+0x5c/0x80 Jun 03 00:38:54.418525 JansNAS kernel: super_cache_scan+0x132/0x1b0 Jun 03 00:38:54.418538 JansNAS kernel: do_shrink_slab+0x150/0x2a0 Jun 03 00:38:54.418552 JansNAS kernel: shrink_slab+0x20c/0x2a0 Jun 03 00:38:54.418568 JansNAS kernel: shrink_node+0xd3/0x410 Jun 03 00:38:54.418580 JansNAS kernel: balance_pgdat+0x319/0x590 Jun 03 00:38:54.418595 JansNAS kernel: kswapd+0x1f8/0x3c0 Jun 03 00:38:54.418609 JansNAS kernel: ? __wake_up_pollfree+0x40/0x40 Jun 03 00:38:54.418621 JansNAS kernel: kthread+0x104/0x140 Jun 03 00:38:54.418634 JansNAS kernel: ? balance_pgdat+0x590/0x590 Jun 03 00:38:54.418647 JansNAS kernel: ? kthread_park+0x90/0x90 Jun 03 00:38:54.418660 JansNAS kernel: ret_from_fork+0x1f/0x40 
for more than a whole day, every 22 seconds. The first time I saw this, I actually enabled a swapfile, because normally the system doesn't even use swap since it has 64 GB of RAM, but even that did not fix the issue. Any idea what might be causing it? Googling the error has been pretty useless unfortunately.
System info:
uname output:
Linux JansNAS 5.4.0-150-generic #167-Ubuntu SMP Mon May 15 17:35:05 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux
/etc/os-release:
NAME="Ubuntu" VERSION="20.04.6 LTS (Focal Fossa)" ID=ubuntu ID_LIKE=debian PRETTY_NAME="Ubuntu 20.04.6 LTS" VERSION_ID="20.04" HOME_URL="https://www.ubuntu.com/" SUPPORT_URL="https://help.ubuntu.com/" BUG_REPORT_URL="https://bugs.launchpad.net/ubuntu/" PRIVACY_POLICY_URL="https://www.ubuntu.com/legal/terms-and-policies/privacy-policy" VERSION_CODENAME=focal UBUNTU_CODENAME=focal 
submitted by jangxx to linuxquestions [link] [comments]


2023.06.02 08:16 TryinToBeLikeWater PC functioning perfectly prior to upgrade from W10 to W11, built 6 weeks ago 0 issues until upgrade - now experiencing BSOD, crashing programs, and a whole landslide of different errors and BSOD situations - cannot revert back.

PC was built around 6 weeks ago, highly unused until the past 2 days. Only recycled piece was a 5700XT AMD Radeon. Was in good condition. Was having some compatability issues with Valorant’s anti-cheat as it was kicking me from competitive. Went through a slurry of fixes until I reached “Upgrade to Windows 11”. So I did. It updated and all this started. I now cannot even factory reset my PC. It either spits out an error, gets stuck and restarts to my regular PC, or just randomly quits. About one day after I upgraded to W11 was when I started receiving a handful of BSOD errors:

- PAGE FAULT IN NON PAGED AREA - What failed: Ntfs.sys

- SYSTEM SERVICE EXCEPTION - What failed: FLTMGR.sys

- There isn’t enough memory to create a ramdisk (there should be, both drives are almost empty) Error code: 0xc0000017 - this happened at a failed PC factory reset iirc

- Unexpected Kernel Mode Trap - What failed: clipsp.sys

- KMode Exception Not Handled - What failed: clipsp.sys

I think that’s all of them, now for PC specs:

- AMD Ryzen 7 7700X CPU (100-100000591WOF)

- G. Skill 32GB x2 RAM (F5-6000J3636F16G)

- MSI Pro B650-P WiFi MOBO (MS-7D78)

- EVGA 750GT PSU (220-GT-0750-Y1)

- My last GPU is a holdover from a prior PC, but it’s an AMD Radeon RX 5700XT GPU (0X731F)

- If it matters, case is a Fractal Meshify 2 Case

Unsure of my memory’s brand, but I know it isn’t bad. I have an SSD and an SSHD.

Now for what I’ve tried -

Windows Memory Diagnostic Tool, found corruption but couldn’t repair

Device Diagnostic just says “Windows Update configured to never install drivers” - my windows is up to date. In Device Manager there are no yellow flags, though I do think this could be a driver issue. I’m a dumb fuck though.

DISM and SFC scans both detected corrupted files the first two times and then on the third it said it fixed both? Problem still persists, still cannot reset PC.

I ran a check on my RAM and literally when it hits 1% of 1 of 2 it throws up a “Contact manufacturer, hardware error” notice.

I tried to reset my PC to factory settings, it fails

Is there anything I can do or anymore data I can provide to potentially help solve the issue? I was hoping a factory reset would take care of it, but I can’t even do that. I guess one strange thing I can mention to is while I have 1 GPU my TaskManager lists a GPU 0 and GPU 1 - not sure if that is normal.
Also literally ALL this bullshit happened after I downloaded W11 and like a dumb fuck I did not make a prior save
On top of that, it pretty much only takes Netflix and Discord being open to force the error after a while. The chrome tab of it will fail multiple times and eventually I'll get the BSOD. Same with Edge and Firefox. Gaming isn't even a forethought.
This would be much appreciated, thanks!
Here’s a mini dump of one crash: https://files.catbox.moe/yuo9qz.dmp
submitted by TryinToBeLikeWater to pchelp [link] [comments]


2023.06.01 19:45 EpsilonX029 Crash error, need help solving issue

Every Compat is causing an issue and I'd really like to have it, but I'm not versed well enough to solve this. Please Help?
Crash log follows:
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!

Time: 2023-06-01 13:38:47
Description: Mod loading error has occurred

java.lang.Exception: Mod Loading has failed
at net.minecraftforge.logging.CrashReportExtender.dumpModLoadingCrashReport([CrashReportExtender.java:55](https://CrashReportExtender.java:55)) \~\[forge-1.19.2-43.2.11-universal.jar%23332!/:?\] {re:classloading} at net.minecraftforge.client.loading.ClientModLoader.completeModLoading([ClientModLoader.java:167](https://ClientModLoader.java:167)) \~\[forge-1.19.2-43.2.11-universal.jar%23332!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.Minecraft.lambda$new$2([Minecraft.java:585](https://Minecraft.java:585)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftMixin,pl:mixin:APP:architectury.mixins.json:MixinMinecraft,pl:mixin:APP:cgm.mixins.json:client.MinecraftMixin,pl:mixin:APP:blueprint.mixins.json:client.MinecraftMixin,pl:mixin:APP:imm\_ptl.mixins.json:client.MixinMinecraft,pl:mixin:APP:imm\_ptl.mixins.json:client.block\_manipulation.MixinMinecraft\_B,pl:mixin:APP:imm\_ptl.mixins.json:client.sync.MixinMinecraft\_RedirectedPacket,pl:mixin:APP:physicsmod.mixins.json:MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:cloth.MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:fabricapi.MixinMinecraft,pl:mixin:APP:immersiveengineering.mixins.json:accessors.client.MinecraftAccess,pl:mixin:APP:flywheel.mixins.json:PausedPartialTickAccessor,pl:mixin:APP:quark.mixins.json:client.MinecraftMixin,pl:mixin:APP:byg\_forge.mixins.json:client.MixinMinecraft,pl:mixin:APP:create.mixins.json:WindowResizeMixin,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.Util.m\_137521\_([Util.java:438](https://Util.java:438)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:mixin,re:classloading,pl:mixin:APP:bettermineshafts.mixins.json:SuppressLogMixin,pl:mixin:A} at net.minecraft.client.Minecraft.lambda$new$3([Minecraft.java:579](https://Minecraft.java:579)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftMixin,pl:mixin:APP:architectury.mixins.json:MixinMinecraft,pl:mixin:APP:cgm.mixins.json:client.MinecraftMixin,pl:mixin:APP:blueprint.mixins.json:client.MinecraftMixin,pl:mixin:APP:imm\_ptl.mixins.json:client.MixinMinecraft,pl:mixin:APP:imm\_ptl.mixins.json:client.block\_manipulation.MixinMinecraft\_B,pl:mixin:APP:imm\_ptl.mixins.json:client.sync.MixinMinecraft\_RedirectedPacket,pl:mixin:APP:physicsmod.mixins.json:MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:cloth.MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:fabricapi.MixinMinecraft,pl:mixin:APP:immersiveengineering.mixins.json:accessors.client.MinecraftAccess,pl:mixin:APP:flywheel.mixins.json:PausedPartialTickAccessor,pl:mixin:APP:quark.mixins.json:client.MinecraftMixin,pl:mixin:APP:byg\_forge.mixins.json:client.MixinMinecraft,pl:mixin:APP:create.mixins.json:WindowResizeMixin,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.gui.screens.LoadingOverlay.m\_6305\_([LoadingOverlay.java:135](https://LoadingOverlay.java:135)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.renderer.GameRenderer.m\_109093\_([GameRenderer.java:885](https://GameRenderer.java:885)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.Minecraft.m\_91383\_([Minecraft.java:1115](https://Minecraft.java:1115)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftMixin,pl:mixin:APP:architectury.mixins.json:MixinMinecraft,pl:mixin:APP:cgm.mixins.json:client.MinecraftMixin,pl:mixin:APP:blueprint.mixins.json:client.MinecraftMixin,pl:mixin:APP:imm\_ptl.mixins.json:client.MixinMinecraft,pl:mixin:APP:imm\_ptl.mixins.json:client.block\_manipulation.MixinMinecraft\_B,pl:mixin:APP:imm\_ptl.mixins.json:client.sync.MixinMinecraft\_RedirectedPacket,pl:mixin:APP:physicsmod.mixins.json:MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:cloth.MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:fabricapi.MixinMinecraft,pl:mixin:APP:immersiveengineering.mixins.json:accessors.client.MinecraftAccess,pl:mixin:APP:flywheel.mixins.json:PausedPartialTickAccessor,pl:mixin:APP:quark.mixins.json:client.MinecraftMixin,pl:mixin:APP:byg\_forge.mixins.json:client.MixinMinecraft,pl:mixin:APP:create.mixins.json:WindowResizeMixin,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.Minecraft.m\_91374\_([Minecraft.java:700](https://Minecraft.java:700)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:balm.mixins.json:MinecraftMixin,pl:mixin:APP:architectury.mixins.json:MixinMinecraft,pl:mixin:APP:cgm.mixins.json:client.MinecraftMixin,pl:mixin:APP:blueprint.mixins.json:client.MinecraftMixin,pl:mixin:APP:imm\_ptl.mixins.json:client.MixinMinecraft,pl:mixin:APP:imm\_ptl.mixins.json:client.block\_manipulation.MixinMinecraft\_B,pl:mixin:APP:imm\_ptl.mixins.json:client.sync.MixinMinecraft\_RedirectedPacket,pl:mixin:APP:physicsmod.mixins.json:MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:cloth.MixinMinecraft,pl:mixin:APP:physicsmod.mixins.json:fabricapi.MixinMinecraft,pl:mixin:APP:immersiveengineering.mixins.json:accessors.client.MinecraftAccess,pl:mixin:APP:flywheel.mixins.json:PausedPartialTickAccessor,pl:mixin:APP:quark.mixins.json:client.MinecraftMixin,pl:mixin:APP:byg\_forge.mixins.json:client.MixinMinecraft,pl:mixin:APP:create.mixins.json:WindowResizeMixin,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.m\_239872\_([Main.java:212](https://Main.java:212)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:classloading,re:mixin,pl:runtimedistcleaner:A,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.main([Main.java:51](https://Main.java:51)) \~\[client-1.19.2-20220805.130853-srg.jar%23327!/:?\] {re:classloading,re:mixin,pl:runtimedistcleaner:A,pl:mixin:A,pl:runtimedistcleaner:A} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) \~\[?:?\] {} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke([NativeMethodAccessorImpl.java:77](https://NativeMethodAccessorImpl.java:77)) \~\[?:?\] {} at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke([DelegatingMethodAccessorImpl.java:43](https://DelegatingMethodAccessorImpl.java:43)) \~\[?:?\] {} at java.lang.reflect.Method.invoke([Method.java:568](https://Method.java:568)) \~\[?:?\] {} at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0([CommonClientLaunchHandler.java:27](https://CommonClientLaunchHandler.java:27)) \~\[fmlloader-1.19.2-43.2.11.jar%23101!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch([LaunchServiceHandlerDecorator.java:30](https://LaunchServiceHandlerDecorator.java:30)) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch([LaunchServiceHandler.java:53](https://LaunchServiceHandler.java:53)) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch([LaunchServiceHandler.java:71](https://LaunchServiceHandler.java:71)) \[modlauncher-10.0.8.jar%2388!/:?\] {} at [cpw.mods.modlauncher.Launcher.run](https://cpw.mods.modlauncher.Launcher.run)([Launcher.java:106](https://Launcher.java:106)) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.Launcher.main([Launcher.java:77](https://Launcher.java:77)) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept([BootstrapLaunchConsumer.java:26](https://BootstrapLaunchConsumer.java:26)) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept([BootstrapLaunchConsumer.java:23](https://BootstrapLaunchConsumer.java:23)) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.bootstraplauncher.BootstrapLauncher.main([BootstrapLauncher.java:141](https://BootstrapLauncher.java:141)) \[bootstraplauncher-1.1.2.jar:?\] {} 


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Thread: Render thread
Stacktrace:
at jdk.internal.loader.BuiltinClassLoader.loadClass([BuiltinClassLoader.java:641](https://BuiltinClassLoader.java:641)) \~\[?:?\] {} 
-- MOD everycomp --
Details:
Caused by 0: java.lang.reflect.InvocationTargetException at jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) \~\[?:?\] {} at jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance([NativeConstructorAccessorImpl.java:77](https://NativeConstructorAccessorImpl.java:77)) \~\[?:?\] {} at jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance([DelegatingConstructorAccessorImpl.java:45](https://DelegatingConstructorAccessorImpl.java:45)) \~\[?:?\] {} at java.lang.reflect.Constructor.newInstanceWithCaller([Constructor.java:499](https://Constructor.java:499)) \~\[?:?\] {} at java.lang.reflect.Constructor.newInstance([Constructor.java:480](https://Constructor.java:480)) \~\[?:?\] {} at net.minecraftforge.fml.javafmlmod.FMLModContainer.constructMod([FMLModContainer.java:68](https://FMLModContainer.java:68)) \~\[javafmllanguage-1.19.2-43.2.11.jar%23329!/:?\] {} at net.minecraftforge.fml.ModContainer.lambda$buildTransitionHandler$10([ModContainer.java:121](https://ModContainer.java:121)) \~\[fmlcore-1.19.2-43.2.11.jar%23328!/:?\] {} at [java.util.concurrent.CompletableFuture$AsyncRun.run](https://java.util.concurrent.CompletableFuture$AsyncRun.run)([CompletableFuture.java:1804](https://CompletableFuture.java:1804)) \~\[?:?\] {} at java.util.concurrent.CompletableFuture$AsyncRun.exec([CompletableFuture.java:1796](https://CompletableFuture.java:1796)) \~\[?:?\] {} at java.util.concurrent.ForkJoinTask.doExec([ForkJoinTask.java:373](https://ForkJoinTask.java:373)) \~\[?:?\] {} at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec([ForkJoinPool.java:1182](https://ForkJoinPool.java:1182)) \~\[?:?\] {} at java.util.concurrent.ForkJoinPool.scan([ForkJoinPool.java:1655](https://ForkJoinPool.java:1655)) \~\[?:?\] {re:computing\_frames} at java.util.concurrent.ForkJoinPool.runWorker([ForkJoinPool.java:1622](https://ForkJoinPool.java:1622)) \~\[?:?\] {re:computing\_frames} at [java.util.concurrent.ForkJoinWorkerThread.run](https://java.util.concurrent.ForkJoinWorkerThread.run)([ForkJoinWorkerThread.java:165](https://ForkJoinWorkerThread.java:165)) \~\[?:?\] {} 

Caused by 1: java.lang.NoClassDefFoundError: com/simibubi/create/content/decoration/palettes/ConnectedGlassPaneBlock at net.mehvahdjukaar.every\_compat.forge.EveryCompatForge.lambda$new$7([EveryCompatForge.java:69](https://EveryCompatForge.java:69)) \~\[everycomp-1.19.2-2.4.9.jar%23273!/:?\] {re:classloading} at net.mehvahdjukaar.every\_compat.EveryCompat.addModule([EveryCompat.java:123](https://EveryCompat.java:123)) \~\[everycomp-1.19.2-2.4.9.jar%23273!/:?\] {re:classloading} at net.mehvahdjukaar.every\_compat.forge.EveryCompatForge.([EveryCompatForge.java:69](https://EveryCompatForge.java:69)) \~\[everycomp-1.19.2-2.4.9.jar%23273!/:?\] {re:classloading} at jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) \~\[?:?\] {} at jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance([NativeConstructorAccessorImpl.java:77](https://NativeConstructorAccessorImpl.java:77)) \~\[?:?\] {} at jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance([DelegatingConstructorAccessorImpl.java:45](https://DelegatingConstructorAccessorImpl.java:45)) \~\[?:?\] {} at java.lang.reflect.Constructor.newInstanceWithCaller([Constructor.java:499](https://Constructor.java:499)) \~\[?:?\] {} at java.lang.reflect.Constructor.newInstance([Constructor.java:480](https://Constructor.java:480)) \~\[?:?\] {} at net.minecraftforge.fml.javafmlmod.FMLModContainer.constructMod([FMLModContainer.java:68](https://FMLModContainer.java:68)) \~\[javafmllanguage-1.19.2-43.2.11.jar%23329!/:?\] {} at net.minecraftforge.fml.ModContainer.lambda$buildTransitionHandler$10([ModContainer.java:121](https://ModContainer.java:121)) \~\[fmlcore-1.19.2-43.2.11.jar%23328!/:?\] {} at [java.util.concurrent.CompletableFuture$AsyncRun.run](https://java.util.concurrent.CompletableFuture$AsyncRun.run)([CompletableFuture.java:1804](https://CompletableFuture.java:1804)) \~\[?:?\] {} at java.util.concurrent.CompletableFuture$AsyncRun.exec([CompletableFuture.java:1796](https://CompletableFuture.java:1796)) \~\[?:?\] {} at java.util.concurrent.ForkJoinTask.doExec([ForkJoinTask.java:373](https://ForkJoinTask.java:373)) \~\[?:?\] {} at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec([ForkJoinPool.java:1182](https://ForkJoinPool.java:1182)) \~\[?:?\] {} at java.util.concurrent.ForkJoinPool.scan([ForkJoinPool.java:1655](https://ForkJoinPool.java:1655)) \~\[?:?\] {re:computing\_frames} at java.util.concurrent.ForkJoinPool.runWorker([ForkJoinPool.java:1622](https://ForkJoinPool.java:1622)) \~\[?:?\] {re:computing\_frames} at [java.util.concurrent.ForkJoinWorkerThread.run](https://java.util.concurrent.ForkJoinWorkerThread.run)([ForkJoinWorkerThread.java:165](https://ForkJoinWorkerThread.java:165)) \~\[?:?\] {} 

Mod File: /C:/Users/Ethan/curseforge/minecraft/Instances/Modded 1.19.2/mods/everycomp-1.19.2-2.4.9.jar Failure message: Every Compat (everycomp) has failed to load correctly java.lang.reflect.InvocationTargetException: null Mod Version: 1.19.2-2.4.9 Mod Issue URL: [https://github.com/MehVahdJukaaevery\_compat/issues](https://github.com/MehVahdJukaaevery_compat/issues) Exception message: java.lang.ClassNotFoundException: com.simibubi.create.content.decoration.palettes.ConnectedGlassPaneBlock 
Stacktrace:
at jdk.internal.loader.BuiltinClassLoader.loadClass([BuiltinClassLoader.java:641](https://BuiltinClassLoader.java:641)) \~\[?:?\] {} at java.lang.ClassLoader.loadClass([ClassLoader.java:520](https://ClassLoader.java:520)) \~\[?:?\] {} at cpw.mods.cl.ModuleClassLoader.loadClass([ModuleClassLoader.java:137](https://ModuleClassLoader.java:137)) \~\[securejarhandler-2.1.4.jar:?\] {} at java.lang.ClassLoader.loadClass([ClassLoader.java:520](https://ClassLoader.java:520)) \~\[?:?\] {} at cpw.mods.cl.ModuleClassLoader.loadClass([ModuleClassLoader.java:137](https://ModuleClassLoader.java:137)) \~\[securejarhandler-2.1.4.jar:?\] {} at java.lang.ClassLoader.loadClass([ClassLoader.java:520](https://ClassLoader.java:520)) \~\[?:?\] {} at net.mehvahdjukaar.every\_compat.forge.EveryCompatForge.lambda$new$7([EveryCompatForge.java:69](https://EveryCompatForge.java:69)) \~\[everycomp-1.19.2-2.4.9.jar%23273!/:?\] {re:classloading} at net.mehvahdjukaar.every\_compat.EveryCompat.addModule([EveryCompat.java:123](https://EveryCompat.java:123)) \~\[everycomp-1.19.2-2.4.9.jar%23273!/:?\] {re:classloading} at net.mehvahdjukaar.every\_compat.forge.EveryCompatForge.([EveryCompatForge.java:69](https://EveryCompatForge.java:69)) \~\[everycomp-1.19.2-2.4.9.jar%23273!/:?\] {re:classloading} at jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) \~\[?:?\] {} at jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance([NativeConstructorAccessorImpl.java:77](https://NativeConstructorAccessorImpl.java:77)) \~\[?:?\] {} at jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance([DelegatingConstructorAccessorImpl.java:45](https://DelegatingConstructorAccessorImpl.java:45)) \~\[?:?\] {} at java.lang.reflect.Constructor.newInstanceWithCaller([Constructor.java:499](https://Constructor.java:499)) \~\[?:?\] {} at java.lang.reflect.Constructor.newInstance([Constructor.java:480](https://Constructor.java:480)) \~\[?:?\] {} at net.minecraftforge.fml.javafmlmod.FMLModContainer.constructMod([FMLModContainer.java:68](https://FMLModContainer.java:68)) \~\[javafmllanguage-1.19.2-43.2.11.jar%23329!/:?\] {} at net.minecraftforge.fml.ModContainer.lambda$buildTransitionHandler$10([ModContainer.java:121](https://ModContainer.java:121)) \~\[fmlcore-1.19.2-43.2.11.jar%23328!/:?\] {} at [java.util.concurrent.CompletableFuture$AsyncRun.run](https://java.util.concurrent.CompletableFuture$AsyncRun.run)([CompletableFuture.java:1804](https://CompletableFuture.java:1804)) \~\[?:?\] {} at java.util.concurrent.CompletableFuture$AsyncRun.exec([CompletableFuture.java:1796](https://CompletableFuture.java:1796)) \~\[?:?\] {} at java.util.concurrent.ForkJoinTask.doExec([ForkJoinTask.java:373](https://ForkJoinTask.java:373)) \~\[?:?\] {} at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec([ForkJoinPool.java:1182](https://ForkJoinPool.java:1182)) \~\[?:?\] {} at java.util.concurrent.ForkJoinPool.scan([ForkJoinPool.java:1655](https://ForkJoinPool.java:1655)) \~\[?:?\] {re:computing\_frames} at java.util.concurrent.ForkJoinPool.runWorker([ForkJoinPool.java:1622](https://ForkJoinPool.java:1622)) \~\[?:?\] {re:computing\_frames} at [java.util.concurrent.ForkJoinWorkerThread.run](https://java.util.concurrent.ForkJoinWorkerThread.run)([ForkJoinWorkerThread.java:165](https://ForkJoinWorkerThread.java:165)) \~\[?:?\] {} 


-- System Details --
Details:
Minecraft Version: 1.19.2 Minecraft Version ID: 1.19.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 17.0.3, Microsoft Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft Memory: 407197840 bytes (388 MiB) / 2084569088 bytes (1988 MiB) up to 8589934592 bytes (8192 MiB) CPUs: 12 Processor Vendor: AuthenticAMD Processor Name: AMD Ryzen 5 3600 6-Core Processor Identifier: AuthenticAMD Family 23 Model 113 Stepping 0 Microarchitecture: Zen 2 Frequency (GHz): 3.59 Number of physical packages: 1 Number of physical CPUs: 6 Number of logical CPUs: 12 Graphics card #0 name: NVIDIA GeForce GTX 1660 SUPER Graphics card #0 vendor: NVIDIA (0x10de) Graphics card #0 VRAM (MB): 4095.00 Graphics card #0 deviceId: 0x21c4 Graphics card #0 versionInfo: DriverVersion=31.0.15.1694 Memory slot #0 capacity (MB): 8192.00 Memory slot #0 clockSpeed (GHz): 3.00 Memory slot #0 type: DDR4 Memory slot #1 capacity (MB): 8192.00 Memory slot #1 clockSpeed (GHz): 3.00 Memory slot #1 type: DDR4 Virtual memory max (MB): 28604.86 Virtual memory used (MB): 11274.75 Swap memory total (MB): 12288.00 Swap memory used (MB): 426.25 JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance\_javaw.exe\_minecraft.exe.heapdump -Xss1M -Xmx8192m -Xms256m ModLauncher: 10.0.8+10.0.8+main.0ef7e830 ModLauncher launch target: forgeclient ModLauncher naming: srg ModLauncher services: mixin-0.8.5.jar mixin PLUGINSERVICE eventbus-6.0.3.jar eventbus PLUGINSERVICE fmlloader-1.19.2-43.2.11.jar slf4jfixer PLUGINSERVICE fmlloader-1.19.2-43.2.11.jar object\_holder\_definalize PLUGINSERVICE fmlloader-1.19.2-43.2.11.jar runtime\_enum\_extender PLUGINSERVICE fmlloader-1.19.2-43.2.11.jar capability\_token\_subclass PLUGINSERVICE accesstransformers-8.0.4.jar accesstransformer PLUGINSERVICE fmlloader-1.19.2-43.2.11.jar runtimedistcleaner PLUGINSERVICE modlauncher-10.0.8.jar mixin TRANSFORMATIONSERVICE modlauncher-10.0.8.jar fml TRANSFORMATIONSERVICE FML Language Providers: [email protected] [email protected] kotori\[email protected] [email protected] Mod List: YungsBetterDungeons-1.19.2-Forge-3.2.2.jar YUNG's Better Dungeons betterdungeons 1.19.2-Forge-3.2.2 COMMON\_SETManifest: NOSIGNATURE bettercrafts-1.2.0.jar bettercrafts bettercrafts 1.2.0 COMMON\_SETManifest: NOSIGNATURE v\_slab\_compat-1.19.2-1.4.jar Vertical Slabs Compat v\_slab\_compat 1.19.2-1.4 COMMON\_SETManifest: NOSIGNATURE naturalist-forge-3.0.3a-1.19.2.jar Naturalist naturalist 3.0.3a COMMON\_SETManifest: NOSIGNATURE paragon-forge-3.0.2-1.19x.jar Paragon paragon 3.0.2 COMMON\_SETManifest: NOSIGNATURE rsgauges-1.19.2-forge-1.2.18.jar Gauges and Switches rsgauges 1.2.18 COMMON\_SETManifest: bf:30:76:97:e4:58:41:61:2a:f4:30:d3:8f:4c:e3:71:1d:14:c4:a1:4e:85:36:e3:1d:aa:2f:cb:22:b0:04:9b mcwfurnituresbop-1.19.2-1.2.jar Macaw's Furnitures - BOP mcwfurnituresbop 1.19.2-1.2 COMMON\_SETManifest: NOSIGNATURE cookingforblockheads-forge-1.19.2-13.3.2.jar CookingForBlockheads cookingforblockheads 13.3.2 COMMON\_SETManifest: NOSIGNATURE YungsApi-1.19.2-Forge-3.8.9.jar YUNG's API yungsapi 1.19.2-Forge-3.8.9 COMMON\_SETManifest: NOSIGNATURE Powah-4.0.10.jar Powah powah 4.0.10 COMMON\_SETManifest: NOSIGNATURE additional-guns-0.8.2-1.19.2.jar Additional Guns additionalguns 0.8.2 COMMON\_SETManifest: NOSIGNATURE guardvillagers-1.19.2-1.5.5.jar Guard Villagers guardvillagers 1.19.2-1.5.5 COMMON\_SETManifest: NOSIGNATURE Steam\_Rails-1.2.6+forge-mc1.19.2.jar Create: Steam 'n Rails railways 1.2.6+forge-mc1.19.2COMMON\_SETManifest: NOSIGNATURE balm-forge-1.19.2-4.5.7.jar Balm balm 4.5.7 COMMON\_SETManifest: NOSIGNATURE cloth-config-8.2.88-forge.jar Cloth Config v8 API cloth\_config 8.2.88 COMMON\_SETManifest: NOSIGNATURE soundphysics-forge-1.19.2-1.0.18.jar Sound Physics Remastered sound\_physics\_remastered 1.19.2-1.0.18 COMMON\_SETManifest: NOSIGNATURE indreb-1.19.2-0.14.2.jar Industrial Reborn indreb 1.19.2-0.14.2 COMMON\_SETManifest: NOSIGNATURE nocubes\_create\_compats\_1.0.0\_forge\_1.19.2.jar Create Compats (by NoCube) acc\_nocube 1.0.0 COMMON\_SETManifest: NOSIGNATURE corpse-1.19.2-1.0.0.jar Corpse corpse 1.19.2-1.0.0 COMMON\_SETManifest: NOSIGNATURE FarmersDelight-1.19-1.2.1.jar Farmer's Delight farmersdelight 1.19-1.2.1 COMMON\_SETManifest: NOSIGNATURE torchmaster-19.2.0.jar Torchmaster torchmaster 19.2.0 COMMON\_SETManifest: NOSIGNATURE energyconverters-1.0.jar Energy Converters energyconverters 1.0 COMMON\_SETManifest: NOSIGNATURE wthit-forge-5.16.1.jar wthit wthit 5.16.1 COMMON\_SETManifest: NOSIGNATURE curios-forge-1.19.2-5.1.4.1.jar Curios API curios 1.19.2-5.1.4.1 COMMON\_SETManifest: NOSIGNATURE IC2Classic-1.19.2-2.0.5.jar IC2 Classic ic2 1.19.2-2.0.5 COMMON\_SETManifest: NOSIGNATURE advgenerators-1.4.0.5-mc1.19.2.jar Advanced Generators advgenerators [1.4.0.5](https://1.4.0.5)COMMON\_SETManifest: NOSIGNATURE deeperdarker-forge-1.1.6-forge.jar Deeper and Darker deeperdarker 1.1.6 COMMON\_SETManifest: NOSIGNATURE architectury-6.5.85-forge.jar Architectury architectury 6.5.85 COMMON\_SETManifest: NOSIGNATURE mcw-furniture-3.1.0-mc1.19.2forge.jar Macaw's Furniture mcwfurnitures 3.1.0 COMMON\_SETManifest: NOSIGNATURE framework-0.4.2-1.19.2.jar Framework framework 0.4.2 COMMON\_SETManifest: NOSIGNATURE YungsBetterMineshafts-1.19.2-Forge-3.2.0.jar YUNG's Better Mineshafts bettermineshafts 1.19.2-Forge-3.2.0 COMMON\_SETManifest: NOSIGNATURE geckolib-forge-1.19-3.1.40.jar GeckoLib geckolib3 3.1.40 COMMON\_SETManifest: NOSIGNATURE elytraslot-forge-6.1.1+1.19.2.jar Elytra Slot elytraslot 6.1.1+1.19.2 COMMON\_SETManifest: NOSIGNATURE cgm-1.3.4-1.19.2.jar MrCrayfish's Gun Mod cgm 1.3.4 COMMON\_SETManifest: NOSIGNATURE redstonepen-1.19.2-forge-1.2.20.jar Redstone Pen redstonepen 1.2.20 COMMON\_SETManifest: bf:30:76:97:e4:58:41:61:2a:f4:30:d3:8f:4c:e3:71:1d:14:c4:a1:4e:85:36:e3:1d:aa:2f:cb:22:b0:04:9b jei-1.19.2-forge-11.6.0.1015.jar Just Enough Items jei 11.6.0.1015 COMMON\_SETManifest: NOSIGNATURE caelus-forge-1.19.2-3.0.0.6.jar Caelus API caelus 1.19.2-3.0.0.6 COMMON\_SETManifest: NOSIGNATURE bdlib-1.25.0.5-mc1.19.2.jar BdLib bdlib [1.25.0.5](https://1.25.0.5)COMMON\_SETManifest: NOSIGNATURE MoGuns-1.9.2-1.19.2.jar Mo' Guns moguns 1.9.2 COMMON\_SETManifest: NOSIGNATURE createchunkloading-1.3.0-forge.jar Create Chunkloading createchunkloading 1.3.0 COMMON\_SETManifest: NOSIGNATURE Clumps-forge-1.19.2-9.0.0+14.jar Clumps clumps 9.0.0+14 COMMON\_SETManifest: NOSIGNATURE journeymap-1.19.2-5.9.7-forge.jar Journeymap journeymap 5.9.7 COMMON\_SETManifest: NOSIGNATURE TravelersBackpack-1.19.2-8.2.25.jar Traveler's Backpack travelersbackpack 8.2.25 COMMON\_SETManifest: NOSIGNATURE NaturesCompass-1.19.2-1.10.0-forge.jar Nature's Compass naturescompass 1.19.2-1.10.0-forge COMMON\_SETManifest: NOSIGNATURE createlectrified1.19.2pre-v0.1.jar Create: Electrified createlectrified 0.0NONE COMMON\_SETManifest: NOSIGNATURE artifacts-1.19.2-5.0.2.jar Artifacts artifacts 1.19.2-5.0.2 COMMON\_SETManifest: NOSIGNATURE SereneSeasons-1.19.2-8.1.0.24.jar Serene Seasons sereneseasons 0.0NONE COMMON\_SETManifest: NOSIGNATURE badpackets-forge-0.2.1.jar Bad Packets badpackets 0.2.1 COMMON\_SETManifest: NOSIGNATURE everycomp-1.19.2-2.4.9.jar Every Compat everycomp 1.19.2-2.4.9 ERROR Manifest: NOSIGNATURE netherdepthsupgrade-3.0.0-1.19.2.jar Nether Depths Upgrade netherdepthsupgrade 3.0.0-1.19.2 COMMON\_SETManifest: NOSIGNATURE OreBerries-Replanted-1.19.2-0.2.2.jar Oreberries Replanted oreberriesreplanted 0.2.2 COMMON\_SETManifest: NOSIGNATURE blueprint-1.19.2-6.1.2.jar Blueprint blueprint 6.1.2 COMMON\_SETManifest: NOSIGNATURE immersive-portals-2.3.5-mc1.19.2-forge.jar Immersive Portals immersive\_portals 2.3.5 COMMON\_SETManifest: NOSIGNATURE CraftTweaker-forge-1.19.2-10.1.44.jar CraftTweaker crafttweaker 10.1.44 COMMON\_SETManifest: NOSIGNATURE Mekanism-1.19.2-10.3.8.477.jar Mekanism mekanism 10.3.8 COMMON\_SETManifest: NOSIGNATURE MekanismGenerators-1.19.2-10.3.8.477.jar Mekanism: Generators mekanismgenerators 10.3.8 COMMON\_SETManifest: NOSIGNATURE forge-1.19.2-43.2.11-universal.jar Forge forge 43.2.11 COMMON\_SETManifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90 scuba\_gear-1.19-1.0.5.jar Scuba Gear scuba\_gear 1.0.5 COMMON\_SETManifest: NOSIGNATURE jeimultiblocks-1.19.2-0.0.3.jar Just Enough Immersive Multiblojeimultiblocks 0.0.3 COMMON\_SETManifest: NOSIGNATURE client-1.19.2-20220805.130853-srg.jar Minecraft minecraft 1.19.2 COMMON\_SETManifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f cofh\_core-1.19.2-10.2.1.40.jar CoFH Core cofh\_core 10.2.1 COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 thermal\_core-1.19.2-10.2.0.5.jar Thermal Series thermal [10.2.0.5](https://10.2.0.5)COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 thermal\_integration-1.19.2-10.2.0.17.jar Thermal Integration thermal\_integration [10.2.0.17](https://10.2.0.17)COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 thermal\_innovation-1.19.2-10.2.0.18.jar Thermal Innovation thermal\_innovation [10.2.0.18](https://10.2.0.18)COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 thermal\_foundation-1.19.2-10.2.0.47.jar Thermal Foundation thermal\_foundation [10.2.0.47](https://10.2.0.47)COMMON\_SETManifest: NOSIGNATURE thermal\_expansion-1.19.2-10.2.0.21.jar Thermal Expansion thermal\_expansion [10.2.0.21](https://10.2.0.21)COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 thermal\_locomotion-1.19.2-10.2.0.14.jar Thermal Locomotion thermal\_locomotion [10.2.0.14](https://10.2.0.14)COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 thermal\_dynamics-1.19.2-10.2.1b.14.jar Thermal Dynamics thermal\_dynamics 10.2.1b COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 TerraBlender-forge-1.19.2-2.0.1.136.jar TerraBlender terrablender [2.0.1.136](https://2.0.1.136)COMMON\_SETManifest: NOSIGNATURE BiomesOPlenty-1.19.2-17.1.1.162.jar Biomes O' Plenty biomesoplenty [17.1.1.162](https://17.1.1.162)COMMON\_SETManifest: NOSIGNATURE Compat-O-Plenty-1.19.2-2.0.1.jar Compat O' Plenty compatoplenty 1.19.2-2.0.1 COMMON\_SETManifest: NOSIGNATURE physics-mod-2.12.3-mc-1.19.2-forge.jar Physics Mod physicsmod 2.12.3 COMMON\_SETManifest: NOSIGNATURE moonlight-1.19.2-2.2.34-forge.jar Moonlight Library moonlight 1.19.2-2.2.34 COMMON\_SETManifest: NOSIGNATURE smarterfarmers-1.19.2-1.7.1.jar Smarter Farmers smarterfarmers 1.19.2-1.7.1 COMMON\_SETManifest: NOSIGNATURE ToolBelt-1.19.2-1.19.7.jar Tool Belt toolbelt 1.19.7 COMMON\_SETManifest: NOSIGNATURE ImmersiveEngineering-1.19.2-9.2.2-165.jar Immersive Engineering immersiveengineering 1.19.2-9.2.2-165 COMMON\_SETManifest: 44:39:94:cf:1d:8c:be:3c:7f:a9:ee:f4:1e:63:a5:ac:61:f9:c2:87:d5:5b:d9:d6:8c:b5:3e:96:5d:8e:3f:b7 firstperson-forge-2.2.0-mc1.19.2.jar FirstPersonModel Mod firstpersonmod 2.2.0-mc1.19.2 COMMON\_SETManifest: NOSIGNATURE notenoughanimations-forge-1.6.2-mc1.19.2.jar NotEnoughAnimations Mod notenoughanimations 1.6.2 COMMON\_SETManifest: NOSIGNATURE flywheel-forge-1.19.2-0.6.8.a-14.jar Flywheel flywheel 0.6.8.a-14 COMMON\_SETManifest: NOSIGNATURE alloyed-1.19.2-v1.5.jar Create: Alloyed alloyed 1.19.2 COMMON\_SETManifest: NOSIGNATURE create-1.19.2-0.5.0.i.jar Create create 0.5.0.i COMMON\_SETManifest: NOSIGNATURE create\_mechanical\_extruder-1.19.2-1.3.2.i.jar Create Mechanical Extruder create\_mechanical\_extruder 1.19.2-1.3.2.i COMMON\_SETManifest: NOSIGNATURE extendedgears-2.0.2-1.19.2-0.5.0.iforge-1.19.2.jarExtended Cogwheels extendedgears 2.0.2-1.19.2-0.5.0.iCOMMON\_SETManifest: NOSIGNATURE create-stuff-additions1.19.2\_v2.0.3a.jar Create Stuff & Additions create\_sa 2.0.3. COMMON\_SETManifest: NOSIGNATURE thermal\_cultivation-1.19.2-10.2.0.17.jar Thermal Cultivation thermal\_cultivation [10.2.0.17](https://10.2.0.17)COMMON\_SETManifest: 75:0b:cc:9b:64:2e:9b:c4:41:d1:95:00:71:ee:87:1a:b3:5e:4b:da:8e:e8:39:00:fd:5d:e5:9c:40:42:33:09 AutoRegLib-1.8.2-55.jar AutoRegLib autoreglib 1.8.2-55 COMMON\_SETManifest: NOSIGNATURE Quark-3.4-402.jar Quark quark 3.4-402 COMMON\_SETManifest: NOSIGNATURE automobility-0.4.1+1.19.2-forge.jar Automobility automobility 0.4.1+1.19.2-forge COMMON\_SETManifest: NOSIGNATURE Oh\_The\_Biomes\_You'll\_Go-forge-1.19.2-2.0.0.13.jar Oh The Biomes You'll Go byg [2.0.0.13](https://2.0.0.13)COMMON\_SETManifest: NOSIGNATURE charmofundying-forge-6.2.0+1.19.2.jar Charm of Undying charmofundying 6.2.0+1.19.2 COMMON\_SETManifest: NOSIGNATURE expandability-forge-7.0.0.jar ExpandAbility expandability 7.0.0 COMMON\_SETManifest: NOSIGNATURE createaddition-1.19.2-20230507a.jar Create Crafts & Additions createaddition 1.19.2-20230507a COMMON\_SETManifest: NOSIGNATURE Crash Report UUID: 61ac9a3d-f4c0-4133-91f9-c69c8ea72cad FML: 43.2 Forge: net.minecraftforge:43.2.11 Flywheel Backend: GL33 Instanced Arrays 
submitted by EpsilonX029 to ModdedMinecraft [link] [comments]


2023.06.01 05:58 jamesbuckwas GPU not passing through to Ubuntu VM, only Windows

Good evening,
This is my first time posting to this subreddit, so please excuse my lack of knowledge about some terminology or common troubleshooting measures.
I have been trying to use qemu/kvm with virt-manager to create VMs that I can passthrough my RX 480 to, while using my Ryzen 5 3400G's integrated GPU on my Ubuntu host OS.
I have successfully passed my RX 480 to a Windows 10 VM, but am unable to do so for an Ubuntu 23.04 VM. I highly doubt the issue is with my setting up of the vfio-pci driver for the GPU. As such, the issue is likely with the Ubuntu VM's xml file, which I have placed below as well as the Windows VM's xml file.
When I start the Ubuntu VM, it only displays video on the virt-manager graphical console, not through the HDMI output of my RX 480, which is what I expect.
I have tried re-creating the VM with the same options, and changed the bus value of my RX 480 in the Ubuntu VM's xml to match the one in the Windows VM, which gives the error of "XML error: Attempted double use of PCI Address 0000:04:00.0"
What options am I missing or failed to enable in the Ubuntu VM that is causing this lack of GPU passthrough?
Thank you in advance for any help.
Windows VM
 Win10(LTSC)(2021) c1491f51-a73c-4f92-9733-dfe87481e506 Windows 10 (LTSC) (2021)      8388608 8388608 4  hvm /usshare/OVMF/OVMF_CODE_4M.fd /valib/libvirt/qemu/nvram/vmname_VARS.fd                   destroy restart destroy      /usbin/qemu-system-x86_64      
Ubuntu VM
 ubuntuunity23.04 918849a5-2626-4afe-bc66-82fb1804b2b5 Ubuntu Unity 23.04      16777216 16777216 4  hvm              destroy restart destroy      /usbin/qemu-system-x86_64     
submitted by jamesbuckwas to VFIO [link] [comments]


2023.06.01 05:22 RedwoodJazz Washer Won't Spin

Hello all,
I have a Kenmore Series 500 Washing Machine that suddenly no longer spins, leaving my clothes soaked after a wash and rinse.
I put the washer in manual test mode and performed a gentle agitation test and low spin test. Agitation worked properly, but spinning failed almost immediately after a couple of short attempts. I've included a link to a short youtube video demonstrating these tests and the issue with spinning. I also performed a successful drain test and lid lock test.
I checked the error codes and there's only one: F7 E1 (Basket speed sensor fault). The basket spins freely by hand.
How likely do you think it is that replacing the shift actuator will successfully repair the machine? Is there anything else I should try first?
https://youtu.be/bUj3LpYSYys
submitted by RedwoodJazz to appliancerepair [link] [comments]


2023.05.31 21:26 YaBoI326 yamaha disklavier e3

Hello everyone,
I have a Yamaha disklavier e3 that throws out error code 2010 when trying to connect to the internet. More specifically it says "Failed to connect (2010) Cannot connect to server.". Any Ideas on what might be causing this/how to fix this? I have called Yamaha but get the "all representatives are busy at the moment" message, so no help there.
submitted by YaBoI326 to piano [link] [comments]


2023.05.31 08:22 zapperkp keep failing to launch can someone help identify the issue

---- Minecraft Crash Report ----

WARNING: coremods are present:
TheBetweenlandsLoadingPlugin (TheBetweenlands-3.9.6-core.jar)
Backpacked (backpacked-1.4.2-1.12.2.jar)
ForgelinPlugin (Forgelin-1.8.4.jar)
Quark Plugin (Quark-r1.6-179.jar)
ObfuscatePlugin (obfuscate-0.4.2-1.12.2.jar)
iceandfire (iceandfire-1.9.1-1.12.2.jar)
llibrary (llibrary-core-1.0.11-1.12.2.jar)
XaeroWorldMapPlugin (XaerosWorldMap_1.11.1_Forge_1.12.jar)
Inventory Tweaks Coremod (InventoryTweaks-1.63.jar)
PhosphorFMLLoadingPlugin (phosphor-1.12.2-0.2.6+build50.jar)
DoubleSlabs Plugin (DoubleSlabs-1.12-0.12.2.jar)
XaeroMinimapPlugin (Xaeros_Minimap_20.27.3_Forge_1.12.jar)
BetterFoliageLoader (BetterFoliage-MC1.12-2.2.0.jar)
Contact their authors BEFORE contacting forge

// Everything's going to plan. No, really, that was supposed to happen.

Time: 5/31/23 1:15 AM
Description: Initializing game

java.lang.RuntimeException: Invalid id 4096 - maximum id range exceeded.
at net.minecraftforge.registries.ForgeRegistry.add([ForgeRegistry.java:295](https://ForgeRegistry.java:295)) at net.minecraftforge.registries.ForgeRegistry.add([ForgeRegistry.java:281](https://ForgeRegistry.java:281)) at net.minecraftforge.registries.ForgeRegistry.register([ForgeRegistry.java:113](https://ForgeRegistry.java:113)) at thebetweenlands.common.registries.BlockRegistry.registerBlocks([BlockRegistry.java:1237](https://BlockRegistry.java:1237)) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler\_1676\_BlockRegistry\_registerBlocks\_Register.invoke(.dynamic) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke([ASMEventHandler.java:90](https://ASMEventHandler.java:90)) at net.minecraftforge.fml.common.eventhandler.EventBus$1.invoke([EventBus.java:144](https://EventBus.java:144)) at [net.minecraftforge.fml.common.eventhandler.EventBus.post](https://net.minecraftforge.fml.common.eventhandler.EventBus.post)([EventBus.java:182](https://EventBus.java:182)) at net.minecraftforge.registries.GameData.fireRegistryEvents([GameData.java:845](https://GameData.java:845)) at net.minecraftforge.fml.common.Loader.preinitializeMods([Loader.java:630](https://Loader.java:630)) at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading([FMLClientHandler.java:252](https://FMLClientHandler.java:252)) at net.minecraft.client.Minecraft.func\_71384\_a([Minecraft.java:467](https://Minecraft.java:467)) at net.minecraft.client.Minecraft.func\_99999\_d([Minecraft.java:378](https://Minecraft.java:378)) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke([NativeMethodAccessorImpl.java:62](https://NativeMethodAccessorImpl.java:62)) at sun.reflect.DelegatingMethodAccessorImpl.invoke([DelegatingMethodAccessorImpl.java:43](https://DelegatingMethodAccessorImpl.java:43)) at java.lang.reflect.Method.invoke([Method.java:497](https://Method.java:497)) at net.minecraft.launchwrapper.Launch.launch([Launch.java:135](https://Launch.java:135)) at net.minecraft.launchwrapper.Launch.main([Launch.java:28](https://Launch.java:28)) 


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Thread: Client thread
Stacktrace:
at net.minecraftforge.registries.ForgeRegistry.add([ForgeRegistry.java:295](https://ForgeRegistry.java:295)) at net.minecraftforge.registries.ForgeRegistry.add([ForgeRegistry.java:281](https://ForgeRegistry.java:281)) at net.minecraftforge.registries.ForgeRegistry.register([ForgeRegistry.java:113](https://ForgeRegistry.java:113)) at thebetweenlands.common.registries.BlockRegistry.registerBlocks([BlockRegistry.java:1237](https://BlockRegistry.java:1237)) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler\_1676\_BlockRegistry\_registerBlocks\_Register.invoke(.dynamic) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke([ASMEventHandler.java:90](https://ASMEventHandler.java:90)) at net.minecraftforge.fml.common.eventhandler.EventBus$1.invoke([EventBus.java:144](https://EventBus.java:144)) at [net.minecraftforge.fml.common.eventhandler.EventBus.post](https://net.minecraftforge.fml.common.eventhandler.EventBus.post)([EventBus.java:182](https://EventBus.java:182)) at net.minecraftforge.registries.GameData.fireRegistryEvents([GameData.java:845](https://GameData.java:845)) at net.minecraftforge.fml.common.Loader.preinitializeMods([Loader.java:630](https://Loader.java:630)) at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading([FMLClientHandler.java:252](https://FMLClientHandler.java:252)) at net.minecraft.client.Minecraft.func\_71384\_a([Minecraft.java:467](https://Minecraft.java:467)) 

-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func\_99999\_d([Minecraft.java:378](https://Minecraft.java:378)) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke([NativeMethodAccessorImpl.java:62](https://NativeMethodAccessorImpl.java:62)) at sun.reflect.DelegatingMethodAccessorImpl.invoke([DelegatingMethodAccessorImpl.java:43](https://DelegatingMethodAccessorImpl.java:43)) at java.lang.reflect.Method.invoke([Method.java:497](https://Method.java:497)) at net.minecraft.launchwrapper.Launch.launch([Launch.java:135](https://Launch.java:135)) at net.minecraft.launchwrapper.Launch.main([Launch.java:28](https://Launch.java:28)) 

-- System Details --
Details:
Minecraft Version: 1.12.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0\_51, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 176667608 bytes (168 MB) / 1778384896 bytes (1696 MB) up to 32212254720 bytes (30720 MB) JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance\_javaw.exe\_minecraft.exe.heapdump -Xmx30G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP 9.42 Powered by Forge 14.23.5.2860 Optifine OptiFine\_1.12.2\_HD\_U\_E3 119 mods loaded, 119 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored 

 State ID Version Source Signature :----- :------------------- :------------------------ :--------------------------------------------- :---------------------------------------- LCH minecraft 1.12.2 minecraft.jar None LCH mcp 9.42 minecraft.jar None LCH FML [8.0.99.99](https://8.0.99.99) forge-1.12.2-14.23.5.2860.jar e3c3d50c7c986df74c645c0ac54639741c90a557 LCH forge 14.23.5.2860 forge-1.12.2-14.23.5.2860.jar e3c3d50c7c986df74c645c0ac54639741c90a557 LCH xaerominimap\_core 1.12.2-1.0 minecraft.jar None LCH xaeroworldmap\_core 1.12.2-1.0 minecraft.jar None LCH backpacked 1.4.2 backpacked-1.4.2-1.12.2.jar None LCH obfuscate 0.4.2 minecraft.jar None LCH bspkrscore [7.6.0.1](https://7.6.0.1) \[1.12\]bspkrsCore-universal-7.6.0.1.jar None LCH treecapitator 1.43.0 \[1.12\]TreeCapitator-client-1.43.0.jar None LCH uncraftingtable 1.8-beta6 \[1.12\]UncraftingTable-1.8-beta6.jar None LCH actuallyadditions 1.12.2-r152 ActuallyAdditions-1.12.2-r152.jar None LCH baubles 1.5.2 Baubles-1.12-1.5.2.jar None LCH actuallybaubles 1.1 ActuallyBaubles-1.12-1.1.jar None LCH additional\_stuff 0.1.1 additionalstuff-1.12.2-beta1.1.jar None LCH aj 1.0.0 Advanced\_Swords-1.12.2\_0.6.3.5\_Beta.jar None LCH advancedguns 1.0.0 AdvancedGuns+pre1.5+OPEN+BETA.jar None LCH aim 1.4.1 AdvancedInventoryManagement-1.12.2-1.4.1.jar None LCH cgm 0.15.3 guns-0.15.3-1.12.2.jar None LCH advancedrifles 0.6.0 advancedrifles-0.6.0.jar None LCH orbis-lib 0.2.0 orbis-lib-1.12.2-0.2.0+build127.jar db341c083b1b8ce9160a769b569ef6737b3f4cdf LCH aether 0.2.6 aether\_ii-1.12.2-0.2.6+build127-universal.jar db341c083b1b8ce9160a769b569ef6737b3f4cdf LCH ageofweapons 0.13.5 Age+of+Weapons+1.12.2++(v.0.13.5).jar None LCH jei 4.16.1.302 jei\_1.12.2-4.16.1.302.jar None LCH appleskin 1.0.9 AppleSkin-mc1.12-1.0.9.jar None LCH aquaculture 1.6.8 Aquaculture-1.12.2-1.6.8.jar None LCH atum 2.0.20 Atum-1.12.2-2.0.20.jar None LCH quark r1.6-179 Quark-r1.6-179.jar None LCH autoreglib 1.3-32 AutoRegLib-1.3-32.jar None LCH backpack 3.0.2 backpack-3.0.2-1.12.2.jar None LCH ichunutil 7.2.2 iChunUtil-1.12.2-7.2.2.jar 4db5c2bd1b556f252a5b8b54b256d381b2a0a6b8 LCH backtools 7.0.1 BackTools-1.12.2-7.0.1.jar 4db5c2bd1b556f252a5b8b54b256d381b2a0a6b8 LCH battletowers 1.6.5 BattleTowers-1.12.2.jar None LCH bettercaves 1.12.2 bettercaves-1.12.2-2.0.4.jar None LCH forgelin 1.8.4 Forgelin-1.8.4.jar None LCH betterfoliage 2.2.0 BetterFoliage-MC1.12-2.2.0.jar None LCH biomesoplenty 7.0.1.2444 BiomesOPlenty-1.12.2-7.0.1.2444-universal.jar None LCH blue\_skies 1.1.3 blue\_skies-1.12.2-v1.1.3.jar None LCH bountifulbaubles 0.0.1 Bountiful+Baubles-1.12.2-0.1.6.jar None LCH buildcraftlib [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH buildcraftcore [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH buildcraftbuilders [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH buildcrafttransport [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH buildcraftsilicon [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH buildcraftenergy [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH ic2 2.8.221-ex112 industrialcraft-2-2.8.221-ex112.jar de041f9f6187debbc77034a344134053277aa3b0 LCH forestry 5.8.2.387 forestry\_1.12.2-5.8.2.387.jar None LCH buildcraftcompat [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH buildcraftfactory [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH buildcraftrobotics [7.99.24.7](https://7.99.24.7) buildcraft-all-7.99.24.7.jar None LCH cavern 2.3.1 Cavern\_1.12.2-v2.3.1.jar None LCH phosphor-lighting 1.12.2-0.2.6 phosphor-1.12.2-0.2.6+build50.jar f0387d288626cc2d937daa504e74af570c52a2f1 LCH cqrepoured 2.3.1B Chocolate\_Quest\_Repoured-1.12.2-2.3.1B.jar None LCH clumps 3.1.2 Clumps-3.1.2.jar None LCH codechickenlib 3.2.3.358 CodeChickenLib-1.12.2-3.2.3.358-universal.jar f1850c39b2516232a2108a7bd84d1cb5df93b261 LCH complexcrops v4.2.0 Complex+Crops+1.12.2-4.2.0.jar None LCH craftingautomat 1.0.5 CraftingAutomat-MC1.12.2-1.0.5.jar None LCH customspawner 3.11.4 CustomMobSpawner-3.11.5.jar None LCH doubleslabs 0.12.2 DoubleSlabs-1.12-0.12.2.jar None LCH mocreatures 12.0.5 DrZharks MoCreatures Mod-12.0.5.jar None LCH dynamictrees 1.12.2-0.9.23 DynamicTrees-1.12.2-0.9.23.jar None LCH erebus 1.0.32 Erebus-1.0.32.jar None LCH extrabows v1.12.2 b13 extrabows-v1.12.2+b13.jar None LCH mantle 1.12-1.3.3.55 Mantle-1.12-1.3.3.55.jar None LCH tconstruct 1.12.2-2.13.0.183 TConstruct-1.12.2-2.13.0.183.jar None LCH extrautils2 1.0 extrautils2-1.12-1.9.9.jar None LCH familiarfauna 1.0.11 FamiliarFauna-1.12.2-1.0.11.jar None LCH foodexpansion 1.3 FoodExpansion1.3.3-1.12.2.jar None LCH waila 1.8.26 Hwyla-1.8.26-B41\_1.12.2.jar None LCH llibrary 1.7.20 llibrary-1.7.20-1.12.2.jar b9f30a813bee3b9dd5652c460310cfcd54f6b7ec LCH iceandfire 1.9.1 iceandfire-1.9.1-1.12.2.jar None LCH ido 2.0.0-B ido-1.12.2-2.0.0-B.jar None LCH inventorytweaks 1.63+release.109.220f184 InventoryTweaks-1.63.jar 55d2cd4f5f0961410bf7b91ef6c6bf00a766dcbe LCH ironchest 1.12.2-7.0.67.844 ironchest-1.12.2-7.0.72.847.jar None LCH jrftl 1.1 JRFTL\[1.12.2\]-1.1.jar None LCH kleeslabs 5.4.12 KleeSlabs\_1.12.2-5.4.12.jar None LCH lex 1.0.8 LibEx-1.12.2-1.0.8.jar None LCH llor 1.1.6-mc1.12.2 LLOverlayReloaded-1.1.6-mc1.12.2.jar None LCH magicstaffs 0.10.1 MagicStaffs-1.12.2-1.0.0.jar None LCH mcwbridges 1.0.4 mcw-bridges-1.0.4-mc1.12.2.jar None LCH mcwdoors 1.0 mcw-doors-1.0.0-mc1.12.2.jar None LCH mcwfences 1.0.0 mcw-fences-1.0.0-mc1.12.2.jar None LCH mcwroofs 1.0.2 mcw-roofs-1.0.2-mc1.12.2.jar None LCH mcwwindows 1.0 mcw-windows-1.0.0-mc1.12.2.jar None LCH mobamputation 7.0.0 MobAmputation-1.12.2-7.0.1.jar None LCH mobdismemberment 7.0.0 MobDismemberment-1.12.2-7.0.0.jar None LCH mobends 1.0.0-beta-20.06.20 MoBends\_1.12.2-1.0.0-beta-20.06.20.jar None LCH moremobss 1.0.0 More+Mobs+1.12.2.jar None LCH morebows 1.0.2 MoreBows-1.0.2.jar None LCH mowziesmobs 1.5.6 mowziesmobs-1.5.6.jar None LCH nex 2.0.8 NetherEx-1.12.2-2.0.8.jar None LCH nei 2.4.3 NotEnoughItems-1.12.2-2.4.3.245-universal.jar f1850c39b2516232a2108a7bd84d1cb5df93b261 LCH harvestcraft 1.12.2zb Pam's+HarvestCraft+1.12.2zg.jar None LCH patchouli 1.0-23.6 Patchouli-1.0-23.6.jar None LCH portalgun 7.1.0 PortalGun-1.12.2-7.1.0.jar 4db5c2bd1b556f252a5b8b54b256d381b2a0a6b8 LCH projecte 1.12.2-PE1.4.1 ProjectE-1.12.2-PE1.4.1.jar None LCH quarkoddities 1 QuarkOddities-1.12.2.jar None LCH refinedstorage 1.6.16 refinedstorage-1.6.16.jar 57893d5b90a7336e8c63fe1c1e1ce472c3d59578 LCH xreliquary 1.12.2-1.3.4.796 Reliquary-1.12.2-1.3.4.796.jar None LCH roguelike 1.8.0 RoguelikeDungeons-1.12.2-1.8.0.jar None LCH ruins 17.2 Ruins-1.12.2.jar None LCH rustic 1.1.7 rustic-1.1.7.jar None LCH simplecore [1.7.3.4](https://1.7.3.4) simplecore-1.12.2-1.7.3.4.jar None LCH simpleores [1.11.2.2](https://1.11.2.2) simpleores-1.12.2-1.11.2.2.jar None LCH speedyhoppers 1.1.19 speedyhoppers-1.1.19.jar None LCH stg 1.12.2-1.2.3 stg-1.12.2-1.2.3.jar None LCH swordblockingcombat 1.2.3 SwordBlockingCombat-v1.2.3-1.12.2.jar 12d137bcc36051a1c2c8ea7211cfc1da1c6e9dea LCH toolbelt 1.9.13 ToolBelt-1.12.2-1.9.13.jar None LCH torchslabmod v1.5.2 torchslabmod-1.12.2-v1.5.2.jar None LCH tropicraft [7.1.9.115](https://7.1.9.115) tropicraft-MC1.12.2-7.1.9.115.jar None LCH twilightforest 3.5.263 twilightforest-1.12.2-3.5.263-universal.jar None LCH uppers 0.0.6 Uppers-0.0.6.jar None LCH vehicle 0.44.1 vehicle-mod-0.44.1-1.12.2.jar None LCH veinminer 0.38.2 VeinMiner-1.12-0.38.2.647+b31535a.jar None LCH veinminermodsupport 0.38.2 VeinMiner-1.12-0.38.2.647+b31535a.jar None LCH vc 5.9.16 ViesCraft-1.12.2-5.9.16.jar None LCH xaerominimap 20.27.3 Xaeros\_Minimap\_20.27.3\_Forge\_1.12.jar None LCH xaeroworldmap 1.11.1 XaerosWorldMap\_1.11.1\_Forge\_1.12.jar None LCH thebetweenlands 3.9.6 TheBetweenlands-3.9.6-universal.jar 38067d6878811efb38b6a045521cfd80b9b60b38 

Loaded coremods (and transformers): 
TheBetweenlandsLoadingPlugin (TheBetweenlands-3.9.6-core.jar)
thebetweenlands.core.TheBetweenlandsClassTransformer
Backpacked (backpacked-1.4.2-1.12.2.jar)
com.mrcrayfish.backpacked.asm.BackpackedTransformer
ForgelinPlugin (Forgelin-1.8.4.jar)
Quark Plugin (Quark-r1.6-179.jar)
vazkii.quark.base.asm.ClassTransformer
ObfuscatePlugin (obfuscate-0.4.2-1.12.2.jar)
com.mrcrayfish.obfuscate.asm.ObfuscateTransformer
iceandfire (iceandfire-1.9.1-1.12.2.jar)
com.github.alexthe666.iceandfire.patcher.IceAndFireRuntimePatcher
llibrary (llibrary-core-1.0.11-1.12.2.jar)
net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer
net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcher
XaeroWorldMapPlugin (XaerosWorldMap_1.11.1_Forge_1.12.jar)
xaero.map.core.transformer.ChunkTransformer
xaero.map.core.transformer.NetHandlerPlayClientTransformer
xaero.map.core.transformer.EntityPlayerTransformer
xaero.map.core.transformer.AbstractClientPlayerTransformer
xaero.map.core.transformer.WorldClientTransformer
xaero.map.core.transformer.PlayerListTransformer
Inventory Tweaks Coremod (InventoryTweaks-1.63.jar)
invtweaks.forge.asm.ContainerTransformer
PhosphorFMLLoadingPlugin (phosphor-1.12.2-0.2.6+build50.jar)
DoubleSlabs Plugin (DoubleSlabs-1.12-0.12.2.jar)
cjminecraft.doubleslabs.client.asm.ClassTransformer
XaeroMinimapPlugin (Xaeros_Minimap_20.27.3_Forge_1.12.jar)
xaero.common.core.transformer.ChunkTransformer
xaero.common.core.transformer.NetHandlerPlayClientTransformer
xaero.common.core.transformer.EntityPlayerTransformer
xaero.common.core.transformer.AbstractClientPlayerTransformer
xaero.common.core.transformer.WorldClientTransformer
xaero.common.core.transformer.EntityPlayerSPTransformer
xaero.common.core.transformer.PlayerListTransformer
BetterFoliageLoader (BetterFoliage-MC1.12-2.2.0.jar)
mods.betterfoliage.loader.BetterFoliageTransformer
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 531.61' Renderer: 'NVIDIA GeForce RTX 2060 SUPEPCIe/SSE2' Pulsatconstruct loaded Pulses: \- TinkerCommons (Enabled/Forced) \- TinkerWorld (Enabled/Not Forced) \- TinkerTools (Enabled/Not Forced) \- TinkerHarvestTools (Enabled/Forced) \- TinkerMeleeWeapons (Enabled/Forced) \- TinkerRangedWeapons (Enabled/Forced) \- TinkerModifiers (Enabled/Forced) \- TinkerSmeltery (Enabled/Not Forced) \- TinkerGadgets (Enabled/Not Forced) \- TinkerOredict (Enabled/Forced) \- TinkerIntegration (Enabled/Forced) \- TinkerFluids (Enabled/Forced) \- TinkerMaterials (Enabled/Forced) \- TinkerModelRegister (Enabled/Forced) \- wailaIntegration (Enabled/Not Forced) \- quarkIntegration (Enabled/Not Forced) 

Patchouli open book context: n/a Launched Version: 1.12.2-forge-14.23.5.2860 LWJGL: 2.9.4 OpenGL: NVIDIA GeForce RTX 2060 SUPEPCIe/SSE2 GL version 4.6.0 NVIDIA 531.61, NVIDIA Corporation GL Caps: Using GL 1.3 multitexturing. 
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.

Using VBOs: Yes Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map\_client.txt) Resource Packs: vanilla Current Language: English (US) Profiler Position: N/A (disabled) CPU: 12x Intel(R) Core(TM) i7-6800K CPU @ 3.40GHz OptiFine Version: OptiFine\_1.12.2\_HD\_U\_E3 OptiFine Build: 20181210-121000 Render Distance Chunks: 12 Mipmaps: 4 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false Shaders: Sildurs Vibrant Shaders v1.28 [Extreme-VL.zip](https://Extreme-VL.zip) OpenGlVersion: 4.6.0 NVIDIA 531.61 OpenGlRenderer: NVIDIA GeForce RTX 2060 SUPEPCIe/SSE2 OpenGlVendor: NVIDIA Corporation CpuCount: 12 
submitted by zapperkp to MinecraftForge [link] [comments]