Florida winning number
Welcome to Oviedo!
2011.12.17 15:00 jclishman Welcome to Oviedo!
2014.12.02 22:02 brtw What are we cooking tonight?
Never know what to make for dinner? Neither do we. Let's all make the same thing for dinner and see how it comes out. We're under some renovations right now, but new things are on the way!
2011.02.25 16:52 garyp714 Women's College Softball
Official subreddit of NCAA Women's College Softball.
2023.03.20 22:49 Lock-e-d absolutely broken adc's not a word from OMEDA
ADC's are being played in nearly every role now. off lane, safe lane, mid, double safe lane. It doesn't matter if they lose their lane. Get enough brain dead farm and you will melt any other hero in the game. It has been this way for nearly two weeks, and OMEDA wont say a peep. why? because the buff is all centered around the new hero. Every MOBA and brawler over tunes new hero's on release, to get people to play them. But THIS is ridiculous. Its almost pointless to play anything else. winning your lane doesn't matter. landing a crucial stun doesn't matter. That Murdock just self peeled twice and gained all his health back in the time it takes you to catch up. whats that? you're a sevarog with anti heal, damage reflect, full stacks and two items ahead of the enemy ADCS (plural cause there almost always more than one now). doesn't matter. Not only do they heal faster than you can damage them, they heal faster than you reflect damage. Ace, Nibori, Blood, cmon you guys know this shit is broken, you are valued community members. You know what this kind of crap did to paragon. Bring back a balanced game with counter play, where there's more to it than damage and death balling (yeah that's back). The DPS numbers are insane, every ADC gets massive healing, damage, and mobility all the while having the advantage of being ranged.
I may not be as well known here, but trust me I know a thing or two about this game, and its origins, and the failures of its predecessors (no pun intended) this mess will alienate many players and the ones it brings in will cheer the game to its grave.
TLDR: ADCS are broken as fuck and need tuned down before the game is irreparable.
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2023.03.20 22:46 T2LV Restaurant storing CVV from CCs for all gift card purchases
I work at a very small restaurant in Florida. Whenever a customer buys a gift card, management is directed to write down the card number, expiration and also the CVV.
Is this illegal or just frowned upon?
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T2LV to
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2023.03.20 22:40 No_Privacy_Anymore Hindenburg rebuttal
As we have gotten more new members recently I periodically get questions about the short report. While we have discussed that in many ways over the last year+ the discussion is spread out in various comments. I thought it would be helpful to have a summary rebuttal which I might pin at the top.
I will edit this post over time to add supporting links for each rebuttal portion as needed.
Here was the short report from the tail end of "peak SPAC" days.
https://hindenburgresearch.com/purecycle/ 1. PCT is an ESG-themed SPAC. – That obviously means it is a fraud. - They offer some basic description of the company and then explain that PureCycle is promising something amazing 45% EBIDTA margins growing eventually to 59% EBITDA margins in 2027 and billions in revenue. These margins would be on par with some of the world’s most profitable technology company. This is the “too good to be true argument.
- They do note the company raised $308 million with the SPAC and PIPE (at a $10/share valuation). This does not include the $250 million raised as part of the Muni-bond offering.
2. The SPAC sponsor makes money regardless because it is a SPAC. This deal was from from Roth Capital which has a bad reputation for a variety of reasons.
- I have no intention of defending SPAC transactions, the majority of which were very pool investments.
3. Founding CEO has not had success with past companies – No mention of the new CEO since that transition didn’t happen. No mention that Mike Otworth was able to successfully raise a huge amount of capital, including the $250 million muni-bond that made Ironton possible.
- Lots of attacks on the prior CEO – all irrelevant now.
- Mike was not the person you would want to be running a company like PureCycle because he was not a Chemical Engineer or an industry veteran.
4. The technology – Why didn’t the company keep it in house or license to a major company. - P&G is not in the business of buying and cleaning trash or supplying plastic pellets to thousands of other companies (including their competitors. They are retail business not a wholesale business. They are going to generate licensing revenue from PureCycle with no incremental capital investment on their part. The technology was not “given away.”
- P&G chose not to license the technology to the big players because I believe they were worried that those companies might slow the rollout of technology that might undermine their existing investments.
- The company has not published any peer reviewed studies. The company has started to reveal much more information along with Milliken. They have provided samples to many potential customers who are perfectly capable of doing their own assessment of the quality of the material. No need to publish studies if you can sign customers up without them.
- Vague criticism of the patents. Anyone who thinks P&G doesn’t know how to write a patent, I’m not sure what to say. P&G is responsible for defending the patents and they have every incentive to do so.
- Concerns that PureCycle uses butane as a solvent. If the concern is that running a chemical plant has flammable material I think we would have to shut down vast amounts of industry around the world. Process safety is critical, and the company has shown all the characteristics of an entity that knows how to implement operational excellence. They will run this plant safely and monitor it properly.
- f. Ability to scale – I believe that running the FEU for multiple years now (several years before the commercial scale plant was built and for 2 more years since the short report was first published gives proof this technology works. It is likely to work substantially better using full size equipment from world-class suppliers. The contracts with those suppliers include some protection in the form of performance guarantees. This attack cannot be fully disproven until the plant starts up, but we won’t have to wait too much longer for that.
5. Ability to source feedstock at attractive pricing – I believe the last 2 years have addressed almost all of the concerns about the ability to source low-cost feedstock. They acquired new contracts for Ironton in 3 weeks after Ravago bailed out. They are oversubscribed for the first 2 lines at Augusta. The European plant is 125% subscribed for feedstock on the first line. Detailed budget numbers for Ironton show they are meeting or beating the SPAC presentation estimates for feedstock costs. The company also made additional capital investments to improve the design to be able to handle higher levels of PE in the feedstock.
- They attack one potential supplier of plastic sorting technology. The company has built a large PreP facility and we don’t know exactly what set of equipment they are using. From the photos we can see it is quite substantial. I believe the company has been successful at buying and installing equipment to sort, shred, and wash various feeds.
6. Claims that customers are unwilling to pay a premium in bulk. The current economics were shown with an expected sales price of $1.10 / lb. Customers are accepting the “Feedstock +” pricing model and signing new 20-year agreements. End user pricing does not appear to be a problem. Talco plastics was skeptical of the profit margins, but the company has just reiterated the expected margins for a steady-state Ironton. That plant will be the most expensive they ever build so future plants are likely to be even more profitable.
- Greenwashing - The report makes various claims of “greenwashing” and says this is all a shame to fool investors. I believe the fact that P&G included Dustin in their January meetings in Davos shows you this isn’t greenwashing. P&G is counting on having this material as part of their supply chain. The company has signed a JV agreement with SK geo centric after this report. They have new board members from Milliken Chemical. They have an HOA with Mitsui. They won a competition for a prime piece of real estate at a port in Belgium. They signed a major supply agreement with Berry Global. These are not the kinds of things you would see for a “green washing” exercise. They are gearing up for massive amounts of expansion on a global basis.
For those of you paying attention on Twitter, the shorts have a creeping thesis as past accusations don't hold water. What else have they thrown out or ignored?
- The Ravago contract cancellation must mean something was wrong! Oops, they forgot to mention the company got replacement contracts in ~3 weeks. The new sales agreement should generate more than $2 million additional revenue per year and uses the need Feedstock + pricing.
- The company has now received one NOL from the FDA and has a letter of intent for a wider range of feedstocks that should eventually turn into an NOL.
- The company will lose the right to Augusta location because they didn't close financing in 2022 when the funding market blew up. Note: the company would have liked to raise debt earlier before interest rates soared but they needed more documentation for the exact August design before they could go to market and financial conditions had changed. Solution: pay a modest option fee of $25,000 / month and wait until Ironton is online to raise debt.
- The company defaulted. They are going to have to give the bondholders an equity stake. The bond holders are going to try to repossess...yadda yadda yadda. They are going to have to do an equity raise and dilute shareholders again. Ooops. That was wrong also.
- The facility at Winter Garden will never open because of local opposition. This is unfortunately because they have some local support but clearly they are going to do a prep site at Augusta. They will have some location in Florida where they can sort plastic before shipping it longer distances.
As Dustin said on the last call, the company now controls its own destiny. They need to get Ironton up and running safely. That will resolve all outstanding questions and the share price will begin to reflect the growth and profit opportunity here. As a community we should also work on a shared valuation model with our own forecasts of revenue and profits. No need to rely on investment banks for something we do on our own. The company made it super simple with the numbers they provided on the recent slides.
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2023.03.20 22:36 CoshiToTheMoon Here are my two parlays for tonight. Feel free to tail if you’d like. Good luck!
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2023.03.20 22:35 PartiallyCharged Early Access Sorcerer - Recap and Review
Howdy, folks. Long time Diablo-enjoyer here. I wanted to play just a couple hours of the D4 early access weekend so as not to burn out on the early game pre-release. Instead I became totally captivated by the sorcerer and spent most of Sunday digging through everything she has to offer. So now– hours later–I thought it might be fun to organize my thoughts and share them with you all.
Let’s get a few things out of the way first.
1) I played exclusively on world tier 2. I cannot comment on WT1.
2) I dabbled in the other two classes, but I only dug deep on sorcerer. Everything here is strictly in-class. I’m not making any assumptions or assertions about how sorc stacks up to rogue or barb.
3) I didn’t have time to get to absolutely everything. Someone has to clean up this house, you know! (It’s me. I’m the one that has to clean the house. The cats sure aren’t doing it.)
4) Obviously, everything here only applies to what’s available so far. There’s probably a skill I’m going to talk smack about which, with the right legendary aspect, full 50 point build, and perfect paragon board, turns out to be a certified ripper. That’s fine. We’ll get there when we get there. I maintain that it would be cool if stuff was good more or less from the time you can use it, though, and will be operating under that principle.
5) I will express negative opinions toward some aspects of the design in this, but I have deep and abiding respect for the designers of this game. Every game, for that matter. I dabble in design and even the baby card games for babies that I’ve worked on in my spare hours seem overwhelmingly difficult to make at times. People make games. Real people. I don’t ever want to forget that and, if you choose to comment, I ask you not to forget it either.
6) Furthermore, I have deep and abiding respect for you and your opinions. No kappa. I’m not here to yuck your yum or tell you you’re doing something wrong. If you’re having a good time, you’re winning the game and I salute you.
7) What this all adds up to, is that I have spent a lot of time playing, taking notes on, and thinking about this game and in particular this class this weekend. It’s led me to some moderately firm opinions. If you disagree, I think that’s great. I want you to disagree with me. Let’s talk it out. But please be chill and respectful. If something I say about the game angers you, I would ask that you not damage your mental health and mine taking it out here. Thank you, truly.
So, the sorcerer. Pretty nifty, huh?
The tl;dr is that I think the class is very cool, and the game is very cool, and I had a lot of fun.
But.
There are definitely some things that stand out to me as not well balanced. A couple of skills seem to dominate the pack, and a few are outright stinkers. What I’m going to do is go through each skill individually, then fire off a few random thoughts.
And one more time for the back row: I liked this game and I liked this class. All criticism comes from a place of love, and for the desire to be as good for as many people as it possibly can. I wish to see the game elevated, not torn down.
On to the skills!
BASIC
Sad to start on this note, but I think the sorcerer basics are woefully underdeveloped. Spark, Frost Bolt, and Fire Bolt practically feel like the same skill. All three of them are just little baby bolts of energy that don’t look or sound particularly interesting. And mechanically, the impact of their base damage as well as the upgrades are so minimal that most of the time I’d rather just be dodging while my mana recovers.
Arc Lash though? Arc Lash is where it’s at. The numbers are better–as they should be since it’s a close range skill–but they’re much better. Add it to the wide cleave and this is the beginning of a solid basic skill. Also it’s very visually distinct, I love the orchestra conductor animation with the lash whipping back and forth.
I realize it’s probably too late to make such a sweeping change, but the three bolts could actually, literally be the same skill–call it “Elemental Bolt”--and the upgrades could apply different elemental effects, making room for other, more interesting skills basics. (Yes this would break the current skill->improvement->specialization layout followed by all the other skills, I think that’s OK.)
In any case, the other major failing of the basics is that they don’t generate any mana by default. I would really like to feel a bit of a push/pull dynamic between Basic Spell/Big Spell. And right now, they generate no mana, or very meager mana with the right upgrades, in addition to outputting damage that feels insufficient and upgrade effects that feel marginal. I say bump their numbers (generously), and consider adding some base mana regen. Maybe 3-5? Make me feel like I have a reason to weave them into my attack patterns.
CORE
Overall this crop is much better. Thematically distinct, with solid visuals and good game feel. Numerically though, there are some stark disparities. Starting at the top and going counter-clockwise we have…
-Incinerate feels like the worst of the lot. Channeled spells are always tricky to get right; standing still is dangerous and, for me at least, less interesting than bobbing and weaving. I don’t think Incinerate threads the needle. The damage output and mana cost don’t justify the downside of planting my feet. Looks cool as hell though.
-Fireball is… it’s fireball, you know? It’s a classic, and it’s doing what I’d expect it to do here. Pretty middle of the pack in terms of numerical output, quality of life, and visual flair.
-Frozen Orb is functionally a very similar skill. It has more AoE, the utility of chill, and some razzle-dazzle to the animations. But the damage is so much lower than fireball that it feels lacking. I think it needs a damage bump. (But maybe I just look back too fondly upon my days as an Ice Queen in Diablo 2. xD)
-Ice Shards is the core skill I spent the least time with. I tried it in a couple different packages, but couldn’t find the use case. If I’m being honest, it kinda feels like a Basic after a couple of upgrades, not a Core. If you love this one I definitely want to hear from you.
-Chain Lightning, I’m pretty confident, makes the rest of these spells look like chumps. It is good at clear, good at single target, and the mobility it affords is unparalleled. You just fire it and go. Seriously, look at the numbers it does for the cost, and then remember that you press that button once and can’t miss, provided your cursor was on any monster, and you get to duck dive and dodge while it bounces hither and yon, smiting your foes. I don’t think it’s too strong though, I think it feels perfect. Just what I want from a Core. If the others could be brought up to this level. I’d be extremely happy. One complaint though… why doesn’t it look like chain lightning? ;__; Come on, gimme the classic forked lightning, baby! I miss it so much here.
-Charged Bolts: Another Core that probably looks better if it’s put more on par numerically with Chain Lightning. The shotgun spread of random projectiles is another classic, and being able to get bonus effects for dumping them into a single target at point blank range is pretty cool.
DEFENSE
I think these skills are overall in a pretty good place.
-Flame Shield seems almost there. The burn numbers feel a touch low and the cooldown a touch high. It’s not a “true” defensive skill, more of a mixed use skill. And since at least one solid defensive cooldown seems pretty necessary, I’d like to see this one have a bit more muscle as an offensive skill, or a bit more defensive power added in somewhere. Maybe some bonus resistances? But then it starts to infringe on Ice Armor’s design space, so I’m not sure.
-Teleport is a staple for a reason, and this version is great. The upgrades are fine if you want them but they’re far from necessary. A true one point wonder, a classic for a reason. And I love the VFX. 10/10 no notes.
-Ice Armor is a solid defensive option for any build that’s cool (haha get it cool) with standing still and getting punched in the face. I still think that archetype is going to need more support than is currently available–whether through late/postgame stuff we haven’t seen or through some adjustments to skills like Incinerate–but I’m willing to bet this will feature in many such builds.
-Frost Nova is very, very good. Reasonable cooldown, good area. Making it inflict Vulnerable is great, and lengthening the Vulnerable duration against bosses who are immune to Freeze is a smart move. Relevant in all situations.
CONJURATION
I’m just gonna say it up top; Hydra is here, everyone else can go home now. Details follow.
-Hydra is bananapants compared to the other two. The DPS value is good, both against groups and single targets. The damage to mana ratio is obscenely high. The upgrades are great, especially the one that gives a bonus head when healthy. That’s just 33% more damage, straight up, in almost every situation. Honestly this is the one sorcerer skill in the game that could get nerfed and probably still be good, I think.
-Ice Blades makes me so sad. I find it possible that in the late game/postgame, with enough cooldown reduction and ways to make enemies vulnerable, you could do a really cool thing where Ice Blades makes Ice Blades which make Ice Blades… until you have an Icy, Bladed army slicing up the whole map. It’s certainly the first thing I thought when I read the package over. But right now it’s verging on useless. It moves and attacks so slowly, for a pitiful amount of damage. Even if it turns out to be a build-around late game powerhouse, it needs help now.
-Lightning Spear feels like the actually appropriate power level for this group. Hydra clowns on it numerically, but that’s not Lightning Spear’s fault. My one complaint is that visually, it’s insufficiently distinct from Chain Lightning. I’m not 100% sure but I think they’re actually the same projectile! This look is fine for Lightning Spear, so to restate, please make chain lighting look like, you know. A chain of lightning. ___^
MASTERY
This is a flock of strange ducks to me. In essence, Meteor, Firewall, and Ball Lightning feel like Cores in disguise. They’re just nukes. Blizzard set my expectation that these skills would be utility-based supplemental damage dealers. Kinda like how Conjurations are longer-lasting, fire-and-forget, continuous damage dealers. But ¾ feel like Cores; repeatable nukes to spend most of your mana on. In a vacuum this is fine, my only real quibble is that you have to spend points passing through the cluster of Core skills. And in a world where this is true, I would like to see more options for passives to buy in the Core cluster for builds that evolve to use a Mastery instead of a Core as the bread and butter damage button. (Bread and Butter Damage Button is the name of my cottagecore heavy metal band, btw.) Now let’s look at each skill individually.
-Blizzard does what you want Blizzard to do. (The skill that is, not the development studio; I make no claims as to whether or not Blizzard Entertainment is doing what you, personally, want them to do. __). This is the epitome of “nailed it” for this skill group.
-Meteor, man. When I first read the description of Meteor in the Diablo 2 manual I lost my damn mind. Then I cast it, sat there for a minute and said to myself, wait, is that it? Then Diablo 3 gave me the Meteor I’d imagined so many years earlier. Several different kinds in fact! This meteor? It makes the cut. Sorry, that might feel like a tangent, but the A/V, the game feel, the fantasy of Meteor is of particular importance to me. From a usage perspective it seems to fill its own niche, so that’s great, and the numbers seem solid.
-Speaking of Diablo 2, y’all remember Firewall owning the world? Conceptually this skill has never been my favorite. It seems like it should be a defensive or zoning tool, but Diablo enemies have zero sense of self preservation and will happily charge to their death for even the slightest chance to stab you just one time. That’s fine though, I know lots of other people love Firewall as a primary damage dealer. I don’t however feel like the numbers are there. Enemies in this game move pretty fast and I never felt like I found a way to kite enemies effectively for the damage to come out at a reasonable speed, especially for the mana cost.
-Ball Lightning isn’t working for me on any level. It doesn’t move fast enough to reliably hit distant targets; it doesn’t move slowly enough to reliably multi-hit close targets. Also, it’s really infringing on Frozen Orb’s design space. It’s a primary damage dealer in the form of a slow orb that pierces all targets. I actually think this skill would feel a lot better if the basic usage became the immobile version that can proc from one of the legendary aspects. That’s getting close to Firewall’s turf though.
ULTIMATE
Two of these feel like Ultimates to me, one doesn’t. Can you guess which before reading? Try it! Or don’t that’s fine, too.
-Deep Freeze is very, very good. Almost like an upgraded, long-cooldown Frost Nova. Immunity, plus barrier and Chill/Freeze that persist after that, plus (modest) damage in a (huge!!) area. Powerful, versatile skill.
-Inferno also feels appropriate to call an ultimate. Unique VFX with real wow factor, and chunky damage on a long cooldown. Though I do think maybe the vacuum effect should be inherent and that upgrade replaced with something else. It doesn’t feel quite powerful enough without it.
-Unstable Currents leaves me pretty cold. For one, I usually wanna really feel my ultimate when I hit that button. For another, it seems like the lowest impact (and highest variance, thanks to the random spell cast) of the three, but also has the longest cooldown for some reason. I think it’s a really neat idea, But it’s not quite coming together for me, and I don’t know what I would suggest be done with it.
ENCHANTMENTS
There are simply too many of these for me to have spent much time with most of them. But my game sense tells me that, most of the time, Fireball is going to be really hard to beat. Really, really hard. A huge percentage of this game is about clearing packs, and Fireball clears packs. It has limited utility against bosses, but it’s free to switch your Enchantment before a boss fight. At least for now? Maybe in postgame dungeons we’ll be locked in, like a D3 rift? But then again, we’ll get a second slot eventually, so I don’t know. Spending one skill point or getting a point in Fireball from an item right now feels as close to mandatory as anything for Sorcerer.
RANDOM NOTES
Here are a few brain droppings that didn’t fit into the above.
-Why isn’t Stun a searchable keyword in the sorcerer tree?
-Part of the reason I advocated for some inherent mana restoration from Basics is because mana recovery feels a bit too slow. Maybe more than a bit. There are a dozen different knobs that could tune this, from Basics feeling punchier and/or recovering mana, to base mana regen going up, to it being more common on gear, to base spell costs being lowered a touch… You get the idea. I wanna use my cool skills, let me use my cool skills, that’s all I’m sayin’. Probably in the late and postgame this will cease to be an issue, but I’d still like to fire off my main skill a bit more often.
-Please show me the number of points required to reach each tier of skill so I can more effectively pull and replace single points. For example, even after I have two points in Basics, I would like to see on screen somewhere–maybe off to the side, maybe on a tooltip–that it takes a total of two points invested before I can put points in Core skills. (Obviously this is more for stuff way further down the tree, that was just an easy example.)
-We won’t know until later in the game, but is there ever a reason to deliberately mix elements? I’m all for a good Only Lightning, Other Elements Need Not Apply sort of build, but I also like the way D3 had skills and gear that encouraged mixing and matching. Right now it looks like the more you can mono-focus the better, so I’m hoping gear and/or Paragon Boards will open up some builds that combine two or even three damage types.
That’s all I have for now! What do my Sorcerous Comrades think? Satisfied? Underwhelmed? Haha Hydra go brrrr? Counting the minutes until June, but until then, I'd love to hear from you.
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2023.03.20 22:26 Awkward_Comparison93 Ancient Ekrainian Tounge
The Ekrainian language, an intricate tongue spoken by the native Ekrainian Race, holds the distinction of being one of the first languages on the planet Tra'Vol. This complex language boasts elaborate grammar rules and an extensive vocabulary, where context heavily influences the meaning of many words.
To greet someone, one says "Kryniak," which translates to "greetings." Parting ways calls for the expression "Tazkar," or "goodbye." Gratitude is conveyed with the word "Vykram," meaning "thank you."
Affirmative responses are given with "Krenak," while "Nyrak" indicates a negative reply. The elemental terms include "Lymsar" for water, "Nyzar" for fire, "Gaarak" for earth, and "Aeris" for sky. Celestial bodies have their own names: "Solys" for the sun, "Lunaer" for the moon, and "Zyliar" for stars.
Emotions and states are represented with words such as "Elyndar" for love, "Dyrnys" for hate, "Krytsar" for war, and "Nyrthus" for peace. Relationships are defined by terms like "Vakyr" for friend and "Dyzar" for enemy. Societal constructs are designated by words like "Ekrasys" for kingdom, "Myzar" for power, and "Sythar" for wisdom.
The Ekrainian language also acknowledges life and death with "Vyndar" and "Kylos," respectively. Mystical concepts like "Fyraal" for magic, "Vyramar" for wizard, and "Kryndar" for warrior are present as well. Monarchs are referred to as "Sylvera" for queen and "Krynos" for king.
Lastly, the Ekrainian pantheon comprises the gods "Ekrainar," the god of order, and "Neroneka," the god of chaos.
In the Ekrainian language, various expressions convey the unique origins or characteristics of different beings or concepts:
Soul Born Elf: Solvaylian
Blood Born Elf: Vulcainian
Void Born Elf: Luminari
Sea Born Elves: Aquarayian
Our First Creations: Imperious
Children Born of Scales: Chemekian
Forest Born Elves: Sylvanaray
Stone Born Dwarves: Gaiadanar
Wind Born Nomads: Ventusari
Fire Born Children: Ignitari
Additional examples of Ekrainian words include:
Order: Ekrain Chaos: Neronek Murder: Merisu Judgment: Astla Crime: Dyzen Criminal: Dyzar Hello: Kryniak Goodbye: Tazkar Thank you: Vykram Yes: Krenak No: Nyrak Water: Lymsar Fire: Nyzar Earth: Gaarak Sky: Aeris Sun: Solys Moon: Lunaer Star: Zyliar Love: Elyndar Hate: Dyrnys War: Krytsar Peace: Nyrthus Friend: Vakyr Enemy: Dyzar Kingdom: Ekrasys Power: Myzar Wisdom: Sythar Death: Kylos Life: Vyndar Magic: Fyraal Wizard: Vyramar Warrior: Kryndar Queen: Sylvera King: Krynos God: Ekrainar Goddess: Neroneka Greetings: Kryndar Farewell: Tazkyr Appreciation: Vylthar Affirmative: Krenar Negative: Nyrnar Fluid: Lymthar Blaze: Nyzthar Soil: Gyrthar Firmament: Aerthar Radiance: Solythar Lunar: Lunythar Stellar: Zylthar Affection: Elyndyrthar Animosity: Dyrnythar Conflict: Krythar Harmony: Nyrthys Comrade: Vakyrthar Foe: Dyzthar Empire: Ekrasynthar Potency: Myzthar Sapience: Sytharthar Mortality: Kylothar Vitality: Vyndarthar Enchantment: Fyraalthar Magus: Vyramythar Gladiator: Kryndarthar Queenly: Sylverathar Regal: Krynothar Honor: Kyrnal Betrayal: Traesku Courage: Valyra Fear: Fobrys Foolishness: Nartis Justice: Jystara Injustice: Injystar Truth: Veritae Deception: Falsira Beauty: Bellarys Ugliness: Grystark Freedom: Libertas Captivity: Catenar Joy: Gaudia Sorrow: Tristal Prosperity: Opulantar Poverty: Penuria Hope: Speras Despair: Despar Trust: Fidara Doubt: Dubitae Dream: Somnior Nightmare: Nocmara Knowledge: Cognitari Ignorance: Ignaros Balance: Aequilar Imbalance: Inaequar Healing: Sanatar Sickness: Morbys Strength: Fortir Weakness: Debilar Nature: Naturae Artifice: Artifexar Victory: Vinctory Defeat: Decadra Time: Temporis Eternity: Aeternar Fate: Fatum Choice: Electar Journey: Viatar Home: Domus Light: Luminis Darkness: Tenebris Beginnings: Initium Endings: Finemar Spirit: Spiritus Matter: Materiar Curiosity: Curiosar Indifference: Apathae Generosity: Generos Greed: Avaritia Patience: Patientar Impatience: Impatir Humility: Humilitas Pride: Superbar Maybe: Forsitan Certainly: Certanar Probably: Probabilis Possibly: Posibilar Of course: Kursaris Definitely: Definatir Never: Nunquam Always: Semper Sometimes: Interdum Rarely: Raro Often: Saepe Is: Estis This: Hocar And: Etar Get: Obtenar Why: Quoris How: Modaris Who: Quimar Where: Ubiar When: Temporisar Which: Qualis Many: Multar Few: Paucar More: Plurar Less: Minusar Big: Grandar Small: Parvar Fast: Rapidae Slow: Lentar Old: Vetar Young: Juvanar Happy: Felicar Sad: Tristiar Good: Bonar Bad: Malumis Smart: Intelligar Foolish: Stultar Rich: Ricutar Poor: Paupar Hot: Calidar Cold: Frigar Full: Plenar Empty: Vacuar Hard: Durar Soft: Mollar Wet: Umidar Dry: Siccus Long: Longar Short: Breviar Wide: Latar Narrow: Angustar Loud: Sonaros Quiet: Tacitar Heavy: Gravisar Light (weight): Levar Bright: Lucidar Dim: Obscurar Clean: Limpidar Dirty: Sordidar Safe: Securusar Dangerous: Periculis Sweet: Dulcar Sour: Acerbar Bitter: Amarar Salty: Salinar Spicy: Picantar Delicious: Deliciar Tasteless: Insipidar Awake: Vigilar Asleep: Dormitar Alive: Viventis Dead: Mortuar Visible: Visiblar Invisible: Invisiblar Near: Proximar Far: Distantar Above: Suprar Below: Infrar Inside: Internar Outside: Externar High: Altar Low: Bassus Smooth: Levigar Rough: Asperar Thin: Tenur Thick: Crassar Straight: Rectar Curved: Curvar Sharp: Acutar Blunt: Obtusar Kind: Benignar Cruel: Crudelis Brave: Fortisar Cowardly: Timidis
Verbs include:
To create: Kreatus To destroy: Destrakar To believe: Kredara To doubt: Dubitara To know: Sciaros To learn: Lernatar To teach: Instruktis To remember: Memoran To forget: Oblivara To forgive: Pardonus To avenge: Vendikar To love: Amatar To hate: Odiar To fight: Pugnar To defend: Defendar To heal: Sanator To harm: Nocentar To speak: Loquar To listen: Auditara To see: Visuar To hide: Celatar To seek: Kuestara To find: Inventar To lose: Perdar To win: Vincer To give: Donatar To take: Captar To build: Konstrukar To protect: Protektor
Adjectives include:
Strong: Robustus Weak: Debilis Wise: Sapiens Foolish: Stultus Brave: Audax Cowardly: Timidus True: Verus False: Falsus Beautiful: Pulcher Ugly: Deformis Rich: Dives Poor: Pauper Happy: Felicitas Sad: Tristis Kind: Benignus Cruel: Saevus Generous: Munificus Greedy: Avarus Patient: Patiens Impatient: Impatiens Humble: Humilis Proud: Superbus Young: Juvenis Old: Senex Fast: Velox Slow: Tardus Loyal: Fidelis Disloyal: Infidelis
Numbers:
One:Unaris Two:Duvaris Three:Trikalis Four:Quadris Five:Pentaris Six:Hexalis Seven:Septaris Eight:Oktaris Nine:Nonaris Ten:Dekaris Eleven:Undekaris (Unaris-Dekaris) Twelve:Duvadekaris (Duvaris-Dekaris) Thirteen:Trikaldekaris (Trikalis-Dekaris) Fourteen:Quadradekaris (Quadris-Dekaris) Fifteen:Pentardekaris (Pentaris-Dekaris) Sixteen:Hexaldekaris (Hexalis-Dekaris) Seventeen:Septardekaris (Septaris-Dekaris) Eighteen:Oktardekaris (Oktaris-Dekaris) Nineteen:Nonardekaris (Nonaris-Dekaris) Twenty:Duvandekaris (Duvaris plus Dekaris) Twenty-one:Duvandunaris (Duvandekaris-Unaris) Twenty-Two:Duvanduvaris (Duvandekaris-Duvaris) Twenty-Three:Duvandtrikalis (Duvandekaris-Trikalis) Twenty-Four:Duvandquadris (Duvandekaris-Quadris) Twenty-Five:Duvandpentaris (Duvandekaris-Pentaris) Twenty-Six:Duvandhexalis (Duvandekaris-Hexalis) Twenty-Seven:Duvandseptaris :(Duvandekaris-Septaris) Twenty-Eight:Duvandoktaris (Duvandekaris-Oktaris) Twenty-Nine:Duvandnonaris (Duvandekaris-Nonaris) Thirty:Tridekaris (Trikalis-Dekaris)
The pattern continues as such with the base numbers being added to Dekaris.
The Ekrainian language is a rich and complex linguistic system spoken by the Ekrainian Race, the first inhabitants of the planet Tra'Vol. It is characterized by its intricate grammar rules and an extensive vocabulary, which allows for a multitude of nuanced meanings and expressions. Its grammar structure is built upon a foundation of inflections, affixes, and context-dependent word forms, making it a challenging language to learn and master for non-native speakers.
One notable aspect of Ekrainian grammar is its extensive use of inflections. Nouns, verbs, and adjectives undergo various transformations based on their role in a sentence, the tense, mood, and aspect of verbs, as well as the gender, number, and case of nouns. This feature enables speakers to convey a great deal of information simply by altering the form of a word.
In Ekrainian, word order is more flexible than in languages like English, due to its reliance on inflections. However, the typical word order follows a Subject-Object-Verb (SOV) pattern, with modifiers generally placed before the words they modify. This structure allows speakers to shift focus or emphasis by rearranging the word order, without changing the core meaning of a sentence.
Another key feature of Ekrainian grammar is the use of affixes, which are added to the beginning or end of a word to modify its meaning. Prefixes, suffixes, and infixes can be combined in numerous ways to create new words or convey complex ideas. This system allows for a high degree of creativity and flexibility in the language.
Ekrainian vocabulary is vast and versatile, with many words having multiple meanings depending on the context in which they are used. This can make the language challenging for learners, as the subtle shifts in meaning often require a deep understanding of the culture and history of the Ekrainian people.
The Ekrainian language also contains a rich array of idiomatic expressions, proverbs, and sayings, which provide insight into the beliefs, values, and worldview of its speakers. These expressions often reflect the deep connection the Ekrainians have with their environment, their gods, and their shared history.
In summary, the Ekrainian language is a sophisticated and expressive linguistic system, marked by complex grammar rules and a rich vocabulary. Its intricacies require a deep understanding of not only the language itself, but also the culture and history of the Ekrainian people. Those who master the Ekrainian language gain access to a world of nuanced communication, poetic beauty, and a unique perspective on the universe.
Ekrainian Story
Once upon a time in the kingdom of Ekrasys, a young warrior named Kryndar set off on a quest to rescue Sylvera, the queen who had been kidnapped by the evil sorcerer Vyramar. Here is the tale in the Ekrainian language:
Kryniak, Ekrasys ekrainary. Kryndar, vyndarthar Krynos, vyramarthar Tazkar, elyndar Sylvera, Sylverathar zyliar. Vyramar, Fyraalthar nyzar, dyzthar ekrainar.
Kryndar tridekaris viatar sytharthar, lymthar aerthar. Fobrys bellarys, valyra krenar. Krythar Ekrasynthar, ekrainar nyrthus, pentardekaris viatar gaarak.
Kryndar vyramarthar aeris, Vyramar gaudia. Kylothar ekrainar, hexaldekaris viatar. Fyraal lunythar, kryndarthar Sylvera libertas, Vyramar nyrnar.
Sylvera ekrainar Kryndar vakyrthar, kyrnal ekrasys. Ekrainar Neroneka, ekrainar nyrthus, Ekrasys ekrainar gaudia. Finemar, kryniak ekrainar tristal.
Translation: Greetings, in the kingdom of Ekrasys. Kryndar, a young warrior, set off to rescue Sylvera, the beautiful queen. Vyramar, a powerful sorcerer, was the enemy of the kingdom.
Kryndar journeyed for thirty days and nights, across land and water. Fearful of the danger, he showed great courage. He fought for the empire, bringing order and peace, traveling for fifty days on the earth.
Kryndar reached the tower where Vyramar was hiding, full of joy. He confronted the sorcerer, and after sixteen days of battle, using powerful magic, he freed Sylvera, and Vyramar was defeated.
Sylvera and Kryndar became close friends, restoring honor to the kingdom. Order and chaos were balanced, and peace returned to Ekrasys. In the end, they greeted a new beginning free from sorrow.
Please note that translating the story directly into Ekrainian is an approximation, as the language's complex grammar and context rules may not perfectly align with English.
submitted by
Awkward_Comparison93 to
TalesofTravol [link] [comments]
2023.03.20 22:20 TheWritingProf How much work is it reasonable to expect from a freelancer in a month at various levels of hours?
Greetings and salutations, everyone!
I'll keep this as brief as possible, which is probably going to turn into an ironic statement. In summary, a friend and I are looking to get into the Social Media Management/Arbitration business. You know, the people that convince small businesses that they would be better off hiring a professional and then take those job offers to professionals we already know and see if they're interested. Hopefully a win-win all around. However, we are working on what estimates and packages to give our clients, and we have run into a number of conflicting data points.
By our estimate, the average social media manager who is established enough to have at least a small profile is looking to make about 60000 yearly at 40 hours/week. This leaves us with an hourly rate of ~30. A little more, a little less on some months.
The platforms we are looking at are primarily Facebook and Instagram, with the possibility of Twitter or even Tik Tok if those platforms seem like a better fit. For our target client, though, Facebook and Instagram are where they would find most of their target audience. Thus, according to our numbers, if we want to contract a social media manager for them, then 10 hrs a week runs at 1200, 5 at 600, etc. Now, these contracts are designed to run over multiple months with the shortest period of time being 3 and the longest being 36, so there is hopefully the draw of guaranteed income. All work is to be submitted and scheduled one month in advance of posting, and the clients are responsible for any community engagement. The main services we are focused on are planning, content creation, and month to month analysis of performance with adjustments made to the next month's plan based on that. That being said, we also want to make sure we are compensating people fairly for their work and expertise.
So, my question is this: how much content and what other services is it reasonable to expect from a freelance manager working with Facebook and Instagram at, say, 5, 10, or even 20 hours a week?
submitted by
TheWritingProf to
AskMarketing [link] [comments]
2023.03.20 22:07 flyfightandgrin RTWS - How We IMMEDIATELY Made a Podcast Profitable
Reddit Family -
Many people out there started podcasts. That's the good news. Many of them treat it like a hobby. That's the bad news. Too many people write these stupid excuses in their head and wait for what I call the "magic number"
"Oh if i just get 5000 listens an episode, I can monetize." "Oh if i just had 3000 downloads, I could sell advertising"
Bullshit.
I had a client reach out. Veteran and successful entrepreneur. I could tell right away he was very serious about creating a high value podcast. We planned out the format of the show, he bought nice but not crazy expensive equipment, and made sure to plan out certain things like a theme song, a consistent cadence when recording and a content calendar. He also had a unique graphic created.
I put out the word and an introductory offer for any companies wanting to become sponsors. Got 3 offers the first day. For a podcast that wasn't even live yet. Let that sink in. Signed one immediately. They are VERY happy, Ryan now has 3 episodes up, and he is selling merch and digital advertising for his show.
The point is, don't wait for the "magic number" You can use the excuse of low numbers as a WIN for companies to get in at very low rates. Sign three month contracts and review sales and analytics. Create social media for sponsors and make sure to push out custom content to drive traffic.
You can also sell custom interviews on the podcast with upgraded media packages. Be creative. Sound snippets, custom graphics, audiograms, extended distribution, etc. Questions?
submitted by
flyfightandgrin to
Entrepreneur [link] [comments]
2023.03.20 22:05 YonderDoeskin Here is the funny way to find an undated map.
2023.03.20 21:48 minnesotaphatz Are these Pella windows suitable for Minnesota?
2023.03.20 21:48 Key-Piece-3206 Arbitrage Betting Guide
Originally posted in
lunchmoney Background
This is a common sports betting method that goes over how you can make
$500 per day, risk-free by capitalizing on mispricing in the sports betting market. Although legalization only happened recently, sports betting around the world has seen a significant amount of new sportsbooks starting up every year. This, along with the complexity of adjusting to the supply and demand of bettors means that sportsbooks often have very mispriced odds.
This creates a significant opportunity for people to bet on both possible outcomes of an event and guarantee themselves a profit! Before I show you more, check out my other guide
here, which goes over how to make
$5,000 - $10,000 risk-free by signing up for new user bonuses with various regulated sportsbooks!
*This guide assumes you know the basics of sports betting. If you do not, please follow this
link to find a quick online guide
What is Arbitrage Betting
- Arbitrage betting (arbing) involves betting on both sides of a line at odds that will guarantee a profit no matter the outcome of the event
- Because we are placing bets on both sides of an event, this method is risk-free and should be looked at as an investment rather than a gamble!
- Arbitrage betting is like counting cards, it allows you to gain an edge on the house and guarantee yourself a profit!
Example: - Let's say the Bruins play the Rangers and Fanduel has the Bruin's moneyline at -150 while DraftKings has the Rangers moneyline at +200
- By placing a $180 bet on the Bruins moneyline (through Fanduel) and by simultaneously placing a $100 bet on the Rangers moneyline (through Draftkings), we can make a $20 profit, no matter what happens!
- If the Bruins win, we get winnings of $120 and because we bet $100 on the Rangers (who lost), we get a $20 profit. We also get our initial $180 stake on the Bruins back since they won
- Another way to look at is we go from having $280 ($180 on Fanduel and $100 on Draftkings) to having winnings of $120, and our initial stake of $180 totaling $300. Overall, a $20 profit!
- If the Rangers Win, we get winnings of $200 and because we bet $180 on the Rangers (who lost), we get a $20 profit. We also get our initial $100 stake on the Rangers back since they won
- Another way to look at is we go from having $280 ($180 on Fanduel and $100 on Draftkings) to having winnings of $200, and our initial stake of $100 totaling $300. Overall, a $20 profit!
- This would be a 6.7% arb opportunity which is very good and if we bet a larger amount of both sides (say $450 on the Bruins and $250 on the Rangers), we would have a guaranteed profit of $50!
How to Find Arbitrage Opportunities
- Generally speaking, finding arb opportunities like the one above is extremely difficult and time-consuming when doing it manually
- Online software and tools have revolutionized the sports betting game. The differences in odds for any given line can be upwards of 50% which can result in drastically different outcomes for your bet. Using software to screen odds can save you a lot of time and money.
- My favourite tool for arbing is OddsJam, which screens millions of odds per second on hundreds of sportsbooks. Using the OddsJam platform has saved me thousands of dollars and is the reason I was able to make $500 per day when I arbed.
- If you decide to start arbing, using OddsJam is a must and you can use my link and promo code “Firebet” at checkout for 25% lifetime discount (to ensure you get the discount, press on my link before signing up and enter the promo code at checkout)!
- Without software like OddsJam, you will basically never find arb opportunities. If you somehow manage to find one, it will probably be gone before you can blink because you found it 30 seconds slower than OddsJam (most arbs last 30 seconds to ~2 minutes).
- On OddsJam, you can consistently find 1.5% - 5.0% arb opportunities. Assuming you read and completed my Sports Betting Bonus Guide here and made up to $6,437.50 risk-free, and assuming you can double those winnings with your existing bank balances, you'll have a bankroll of $19,312! When I was arbing, I would usually hit a 2.5% daily return, so you can make about $500 per day, risk-free using this strategy! If you don't have that kind of bankroll, you can start out with as little as $1,000!
How to Avoid Account Limits
By arbing, you guarantee a profit for yourself, which guarantees a loss for the sportsbooks, something they are not very fond of. It is important that you read the T&Cs of each sportsbook because many will put certain clauses that target arbers and other undesirable customers.
If you are playing only on regulated sportsbooks in your country, you should never have any problem withdrawing your money unless you do something very wrong. Remember, arbing is legal so this alone will not warrant the sportsbooks to hold your funds.
Below are some tips to stay off the radar of your sportsbook for as long as possible:
1. Round Bets to a Reasonable Number: - If you are betting $98.29 to cover a bet, this looks really odd, instead round up to $100
- If you are betting $935 to cover a bet, this also looks strange so round up to $950 or down to $925
2. Don’t Deposit/Withdraw Frequently: - Most sportsbooks see bettors who try to keep their balance at a certain level ($2,000 for example) as arbers because it indicates they’re sending winnings to the sportsbooks they lost on
3. Stick to Main Markets if you are in it for the Long Haul: - To fly under the radar, avoid betting on alternative markets (especially very alternative markets, for example if the oveunder for a hockey game is 5.5 goals, don’t bet on the 9.5 line)
4. Don’t Make Repeated Bets: - If you find a 10% arb opportunity, don’t keep making $100 bets. If your first one cleared the sportsbooks trading team, take it as a win and move on
5. Bet Only on Major Leagues: - In North America, I would only bet on NHL, NBA, MLB, NFL, and International Soccer (World Cup, Euro Cup, UEFA Champions League, and the Big European Leagues)
6. Deposit/Withdraw to One Bank Account: - Many books will accuse you of accepting funding from other people if they see you depositing and withdrawing to multiple bank accounts
- Make sure to only fund your account with your funds from one bank account to avoid confusion with the sportsbook
7. Never Cover Bets on the same Sportsbook - If you initially made a bet on the Rangers to win on Fanduel at +100. Now lets say a bunch of players on the Bruins got injured or traded which moves the Bruins line to +200 on Fanduel.
- Don't bet on the Bruins on Fanduel, even if they have the best odds. Take them on DraftKings, even if the line is only at +180.
- If sportsbooks see you covering bets, they could limit your account because they recognize you as an arber.
By doing all this, you will most likely fly under the radar for a significant amount of time and if you are consistently betting each day, you can make thousands of dollars. For reference, I made almost $20,000 from arbing and about $5,000 from sign-up bonuses and I wish I had this guide when I started!
Tips to Maximize Earnings
1. Keep an Optimal Amount of Funds in Sportsbooks with the Most Arb Opportunities - Sportsbooks like Fanduel, DraftKings, Pointsbet, Pinnacle, BetMGM, Bet365, and Betano all have very competitive odds and consistently pop up when using the OddsJam software
- If you have $5,000 you can spread it across all sportsbooks, don't put $250 into 20 different ones as most of these will provide no arb opportunities. Instead, put $500 into the top 10 books that consistently have the most arb opportunities
2. Take Advantage of Boosts - Since you will be betting in such high volumes, sportsbooks will consistently give you bet credits and boosts to try and retain your business. Make sure to take advantage of these because they can be the most profitable bets you can make per day.
3. Place your First Bet on the Sportsbook that is Heavily Mispriced - If Pointsbet has the KC Chiefs moneyline at +200 when most other books have it at +140, this is a significant mispricing by Pointsbet. If you see that most other books have the Eagles at -160, you should try to bet as much as you can on Pointsbet because this bet is most likely to get stopped by the trading team
- Trading teams take manual action when specific lines start getting an abnormal amount of betting
- If you are able to get a $1,000 bet on KC at +200 (on Pointsbet), you know with certainty that you can cover this on most other books at -160 (on the Eagles)
- Once you are sure you've bet on the sportsbook with the mispricing, then you should bet on the side that has no mispricing because you know your initial bet will go through
Summary
- If you haven't already read my Sports Betting Bonus Guide here
- If you haven't already, sign up for the OddsJam platform here and use my promo code “Firebet” at checkout for 25% lifetime discount (to ensure you get the discount, press on my link before signing up and enter the promo code at checkout)! This software will allow you to screen millions of odds per second to consistently find 1.5% - 5.0% arb opportunities, allowing you to make $500 per day
- Start arbing and track your progress using the built-in OddsJam tracker or use my custom excel sheet in my google drive here
Feel free to comment and ask questions below! Also, let me know if you want me to do any other betting guides!
submitted by
Key-Piece-3206 to
sportsbetting [link] [comments]
2023.03.20 21:33 VoldemortPootin 5$ Raffle
I figured this place would be the best to ask about opinions or if someone knows if this exists.
Would people be interested in a raffle where a low number of people (around 60) paid 5$ each for the chance to win a newly released shoe (say for instance an AJ3 Reimagined).
One of the catches would be that it would clearly only be one size so it would be limited to what I have.
Is there a place that does this or is this a dumb idea? I have a bunch of drops I've won and instead of going the resale route and worrying about meeting up in person (we've all seen the stories), I raffle them off and cover the cost of shipping to the winner and a little extra to buy more drops and raffle.
submitted by
VoldemortPootin to
Sneakers [link] [comments]
2023.03.20 21:24 CapitalBee2880 Tmodloader crash log server wont load, can anyone help?
[20:21:44.311] [Main Thread/INFO] [tML]: Save Are Located At: C:\Users\conal\Documents\My Games\Terraria\tModLoader
[20:21:44.317] [Main Thread/INFO] [tML]: Starting tModLoader server 1.4.3.6+2022.09.47.42stableStableee2a93cf193a003c68f1636a89627425a1a9db895249834780281054000 built 20/03/2023 02:29
[20:21:44.318] [Main Thread/INFO] [tML]: Log date: 20/03/2023
[20:21:44.318] [Main Thread/INFO] [tML]: Running on Windows (v10.0.19045.0) X64 NetCore 6.0.13
[20:21:44.318] [Main Thread/INFO] [tML]: FrameworkDescription: .NET 6.0.13
[20:21:44.318] [Main Thread/INFO] [tML]: Executable: E:\SteamLibrary\steamapps\common\tModLoader\tModLoader.dll
[20:21:44.318] [Main Thread/INFO] [tML]: Working Directory: E:\SteamLibrary\steamapps\common\tModLoader
[20:21:44.318] [Main Thread/INFO] [tML]: Launch Parameters: -server -autoshutdown -password -lang 1 -world C:/Users/conal\Documents\My Games\Terraria\tModLoader\Worlds\The_Flatulent_Wharf.wld -worldrollbackstokeep 2 -modpath C:/Users/conal\Documents\My Games\Terraria\tModLoader\Mods -steam -localsteamid 76561198277795034 -lobby friends
[20:21:44.320] [Main Thread/INFO] [tML]: Parsed Launch Parameters: -server -autoshutdown -password -lang 1 -world C:/Users/conal\Documents\My Games\Terraria\tModLoader\Worlds\The_Flatulent_Wharf.wld -worldrollbackstokeep 2 -modpath C:/Users/conal\Documents\My Games\Terraria\tModLoader\Mods -steam -localsteamid 76561198277795034 -lobby friends
[20:21:44.781] [Main Thread/INFO] [tML]: Distribution Platform: Steam. Detection method: -steam launch parameter
[20:21:44.976] [Main Thread/INFO] [Terraria]: Steam Cloud Quota: 905.6 MB available
[20:21:45.972] [Main Thread/DEBUG] [tML]: Network compatibility version is 2022.9.47
[20:21:46.815] [Main Thread/WARN] [tML]: Ignoring LansHouseBuilder found at: E:\SteamLibrary\steamapps\common\tModLoader\..\..\workshop\content\1281930\2857589166\2022.8\LansHouseBuilder.tmod. A mod with the same name already exists.
[20:21:46.866] [Main Thread/INFO] [tML]: Finding Mods...
[20:21:46.881] [Main Thread/INFO] [tML]: Sandboxing: CalamityMod (Calamity Mod) v2.0.2.2
[20:21:48.288] [Main Thread/INFO] [tML]: Sandboxing: AlchemistNPCLite (AlchemistNPC Lite) v1.8.16
[20:21:48.700] [Main Thread/INFO] [tML]: Sandboxing: AnimeOverhaul (Anime Vanity & Pets) v3.0.1
[20:21:48.769] [Main Thread/INFO] [tML]: Sandboxing: BAM (Basic Automated Mining) v1.1.8
[20:21:48.831] [Main Thread/INFO] [tML]: Sandboxing: BetterExtractinator (Better Extractinator) v1.1.1
[20:21:48.835] [Main Thread/INFO] [tML]: Sandboxing: BossChecklist (Boss Checklist) v1.4.0
[20:21:48.842] [Main Thread/INFO] [tML]: Sandboxing: BossTownNPC (BossTownNPC) v1.0.1
[20:21:48.846] [Main Thread/INFO] [tML]: Sandboxing: BuilderNPC (Builder NPC) v0.1
[20:21:48.849] [Main Thread/INFO] [tML]: Sandboxing: CampingMod (Camping) v2.0.5
[20:21:48.895] [Main Thread/INFO] [tML]: Sandboxing: DisplayBase (Item Display Base) v0.5
[20:21:48.920] [Main Thread/INFO] [tML]: Sandboxing: DragonsDecorativeMod (Dragons Decorative Mod) v1.24.2
[20:21:48.996] [Main Thread/INFO] [tML]: Sandboxing: Fargowiltas (Fargo's Mutant Mod) v2.8.7
[20:21:49.182] [Main Thread/INFO] [tML]: Sandboxing: HelpfulNPCs (Helpful NPCs) v2.0.4
[20:21:49.218] [Main Thread/INFO] [tML]: Sandboxing: HerbalistNPC (Herbalist NPC) v0.4
[20:21:49.237] [Main Thread/INFO] [tML]: Sandboxing: ItemMagnetPlus (ItemMagnetPlus) v1.1.0.9
[20:21:49.275] [Main Thread/INFO] [tML]: Sandboxing: LansHouseBuilder (Lan's House Builder) v2022.8.1
[20:21:49.300] [Main Thread/INFO] [tML]: Sandboxing: LansUnlimitedBuffSlots (Lan's Unlimited Buff Slots) v2022.9.1
[20:21:49.304] [Main Thread/INFO] [tML]: Sandboxing: LumeloreDeco (Lumelore's Decoration Mod) v0.2.2
[20:21:49.311] [Main Thread/INFO] [tML]: Sandboxing: MagicStorage (Magic Storage) v0.5.7.10
[20:21:49.419] [Main Thread/INFO] [tML]: Sandboxing: miningcracks_take_on_luiafk (LuiAFK Reborn) v1.1.4.5
[20:21:49.592] [Main Thread/INFO] [tML]: Sandboxing: MiscNPCAdditions (Misc NPC Vendor Additions) v0.3
[20:21:49.596] [Main Thread/INFO] [tML]: Sandboxing: MultipleLures (Multiple Lures) v1.3
[20:21:49.599] [Main Thread/INFO] [tML]: Sandboxing: OneStopNPCShop (The Shop Market) v1.2.1.3
[20:21:49.651] [Main Thread/INFO] [tML]: Sandboxing: PCW (Items from anywhere) v0.1.0.6
[20:21:49.677] [Main Thread/INFO] [tML]: Sandboxing: RecipeBrowser (Recipe Browser) v0.9.8
[20:21:49.815] [Main Thread/INFO] [tML]: Sandboxing: ShopExpander (Shop Expander) v1.2.6
[20:21:49.852] [Main Thread/INFO] [tML]: Sandboxing: ShorterRespawn (Shorter Respawn Time) v1.0.1
[20:21:49.868] [Main Thread/INFO] [tML]: Sandboxing: SkullsFurnitureMod (Skull's Furniture Mod) v1.3.0.2
[20:21:49.970] [Main Thread/INFO] [tML]: Sandboxing: Terrarchitect (Terrarchitect) v1.4.0.6
[20:21:50.033] [Main Thread/INFO] [tML]: Sandboxing: TerrariaNoRangePylon (Teleport to pylons from anywhere!) v0.6
[20:21:50.048] [Main Thread/INFO] [tML]: Sandboxing: TownNPCHome (Teleport All NPC Home) v1.2.3
[20:21:50.052] [Main Thread/INFO] [tML]: Constructing Mods...
[20:21:51.094] [Main Thread/INFO] [tML]: Adding Content: ModLoader (tModLoader) v2022.9.47.42
[20:21:51.164] [Main Thread/INFO] [tML]: Adding Content: CalamityMod (Calamity Mod) v2.0.2.2
[20:21:54.852] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::DrawInfernoRings() added by CalamityMod
[20:21:54.877] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::KeyDoubleTap(int) added by CalamityMod
[20:21:54.882] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::QuickMount() added by CalamityMod
[20:21:54.893] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::dropItemCheck() added by CalamityMod
[20:21:54.900] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::LeftClick(Item[], int, int) added by CalamityMod
[20:21:54.913] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::Draw(SpriteBatch, Item[], int, int, Vector2, Color) added by CalamityMod
[20:21:54.947] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::KeyDoubleTap(int) added by CalamityMod
[20:21:54.953] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::DrawPendingMouseText() added by CalamityMod
[20:21:54.969] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Item::CanFillEmptyAmmoSlot() added by CalamityMod
[20:21:55.119] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::DoDraw(GameTime) modified by CalamityMod
[20:21:55.214] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::DrawGore() added by CalamityMod
[20:21:55.221] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::DrawCursor(Vector2, bool) added by CalamityMod
[20:21:55.228] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::SetDisplayMode(int, int, bool) added by CalamityMod
[20:21:55.238] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::SortDrawCacheWorms() added by CalamityMod
[20:21:55.240] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::DrawInfernoRings() added by CalamityMod
[20:21:55.240] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::DrawInterface_40_InteractItemIcon() modified by CalamityMod
[20:21:55.252] [Main Thread/DEBUG] [tML]: Hook On.Terraria.GameContent.Drawing.TileDrawing::DrawPartialLiquid(Tile, Vector2, Rectangle, int, Color) added by CalamityMod
[20:21:55.255] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WaterfallManager::DrawWaterfall(SpriteBatch, int, float) modified by CalamityMod
[20:21:55.303] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.GameContent.Liquid.LiquidRenderer::InternalDraw(SpriteBatch, Vector2, int, float, bool) modified by CalamityMod
[20:21:55.315] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::oldDrawWater(bool, int, float) modified by CalamityMod
[20:21:55.346] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Graphics.Light.TileLightScanner::GetTileLight(int, int, out Vector3) added by CalamityMod
[20:21:55.348] [Main Thread/DEBUG] [tML]: Hook On.Terraria.GameContent.Drawing.TileDrawing::PreDrawTiles(bool, bool, bool) added by CalamityMod
[20:21:55.349] [Main Thread/DEBUG] [tML]: Hook On.Terraria.GameContent.Drawing.TileDrawing::Draw(bool, bool, bool, int) added by CalamityMod
[20:21:55.361] [Main Thread/DEBUG] [tML]: Hook On.Terraria.GameContent.ItemDropRules.CommonCode::ModifyItemDropFromNPC(NPC, int) added by CalamityMod
[20:21:55.363] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::UpdateTime() modified by CalamityMod
[20:21:55.378] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::UpdateTime_SpawnTownNPCs() added by CalamityMod
[20:21:55.394] [Main Thread/DEBUG] [tML]: Hook On.Terraria.NPC::ShouldEmpressBeEnraged() added by CalamityMod
[20:21:55.395] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::CollectTaxes() modified by CalamityMod
[20:21:55.397] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Projectile::Damage() modified by CalamityMod
[20:21:55.514] [Main Thread/DEBUG] [tML]: Hook On.Terraria.NPC::ApplyTileCollision(bool, Vector2, int, int) added by CalamityMod
[20:21:55.516] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::ApplyEquipFunctional(Item, bool) modified by CalamityMod
[20:21:55.566] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::Hurt(PlayerDeathReason, int, int, bool, bool, bool, int) modified by CalamityMod
[20:21:55.603] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::DashMovement() modified by CalamityMod
[20:21:55.632] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::DoCommonDashHandle(out int, out bool, DashStartAction) added by CalamityMod
[20:21:55.634] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::GiveImmuneTimeForCollisionAttack(int) modified by CalamityMod
[20:21:55.635] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::Update_NPCCollision() modified by CalamityMod
[20:21:55.646] [Main Thread/DEBUG] [tML]: Hook On.Terraria.WorldGen::OpenDoor(int, int, int) added by CalamityMod
[20:21:55.660] [Main Thread/DEBUG] [tML]: Hook On.Terraria.WorldGen::CloseDoor(int, int, bool) added by CalamityMod
[20:21:55.664] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Item::AffixName() added by CalamityMod
[20:21:55.667] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Projectile::NewProjectile(IEntitySource, float, float, float, float, int, int, float, int, float, float) added by CalamityMod
[20:21:55.673] [Main Thread/DEBUG] [tML]: Hook On.Terraria.NPC::Collision_DecideFallThroughPlatforms() added by CalamityMod
[20:21:55.676] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Wiring::HitWireSingle(int, int) modified by CalamityMod
[20:21:55.742] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::UpdateItemDye(bool, bool, Item, Item) added by CalamityMod
[20:21:55.751] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::QuickHeal() modified by CalamityMod
[20:21:55.755] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::QuickMana() modified by CalamityMod
[20:21:55.759] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::ItemCheck_Inner(int) modified by CalamityMod
[20:21:55.803] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::GrappleMovement() added by CalamityMod
[20:21:55.811] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::UpdatePettingAnimal() added by CalamityMod
[20:21:55.813] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::PlayerFrame() added by CalamityMod
[20:21:55.849] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::SlopeDownMovement() added by CalamityMod
[20:21:55.854] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::DamageVar(float, float) modified by CalamityMod
[20:21:55.855] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Projectile::Damage() modified by CalamityMod
[20:21:55.931] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.NPC::ScaleStats_ApplyExpertTweaks() modified by CalamityMod
[20:21:55.934] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Projectile::AI_001() modified by CalamityMod
[20:21:56.156] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::UpdateBuffs(int) modified by CalamityMod
[20:21:56.280] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::UpdateJumpHeight() modified by CalamityMod
[20:21:56.282] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::Update(int) modified by CalamityMod
[20:21:56.487] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::Update(int) modified by CalamityMod
[20:21:56.624] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Initializers.WingStatsInitializer::Load() modified by CalamityMod
[20:21:56.628] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::Update(int) modified by CalamityMod
[20:21:56.765] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::Update(int) modified by CalamityMod
[20:21:56.910] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::WingMovement() modified by CalamityMod
[20:21:56.921] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::UpdateLifeRegen() modified by CalamityMod
[20:21:56.935] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::Update(int) modified by CalamityMod
[20:21:57.077] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::UpdateManaRegen() modified by CalamityMod
[20:21:57.081] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WorldGen::Pyramid(int, int) modified by CalamityMod
[20:21:57.096] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WorldGen::MakeDungeon(int, int) modified by CalamityMod
[20:21:57.149] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WorldGen::DungeonHalls(int, int, ushort, int, bool) modified by CalamityMod
[20:21:57.169] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WorldGen::GrowLivingTree(int, int, bool) modified by CalamityMod
[20:21:57.205] [Main Thread/DEBUG] [tML]: Hook On.Terraria.WorldGen::SmashAltar(int, int) added by CalamityMod
[20:21:57.211] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WorldGen::hardUpdateWorld(int, int) modified by CalamityMod
[20:21:57.242] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WorldGen::Chlorophyte(int, int) modified by CalamityMod
[20:21:57.245] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.GameContent.UI.States.UIWorldCreation::SetDefaultOptions() modified by CalamityMod
[20:21:57.248] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.GameContent.UI.States.UIWorldCreation::AddWorldSizeOptions(UIElement, float, MouseEvent, string, float) modified by CalamityMod
[20:21:57.253] [Main Thread/DEBUG] [tML]: Hook On.Terraria.IO.WorldFile::ClearTempTiles() added by CalamityMod
[20:21:57.255] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.GameContent.Events.Sandstorm::HasSufficientWind() modified by CalamityMod
[20:21:57.255] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Item::Prefix(int) modified by CalamityMod
[20:21:57.288] [Main Thread/DEBUG] [tML]: Hook On.Terraria.NPC::SlimeRainSpawns(int) added by CalamityMod
[20:21:57.291] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.NPC::SpawnNPC() modified by CalamityMod
[20:21:57.419] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::IsTileTypeInInteractionRange(int) modified by CalamityMod
[20:21:57.422] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Projectile::CanExplodeTile(int, int) modified by CalamityMod
[20:21:57.424] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::UpdateWindyDayState() modified by CalamityMod
[20:21:57.427] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::UpdateTime_StartNight(ref bool) modified by CalamityMod
[20:21:57.442] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.WorldGen::AttemptFossilShattering(int, int, Tile, bool) modified by CalamityMod
[20:21:57.445] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::GetPickaxeDamage(int, int, int, int, Tile) added by CalamityMod
[20:21:57.451] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::GetAnglerReward(NPC) added by CalamityMod
[20:21:57.454] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.NPC::NPCLoot() modified by CalamityMod
[20:21:57.458] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Item::Prefix(int) added by CalamityMod
[20:21:57.752] [Main Thread/INFO] [tML]: Adding Content: AlchemistNPCLite (AlchemistNPC Lite) v1.8.16
[20:21:57.838] [Main Thread/WARN] [tML]: AlchemistNPCLite.Items.Placeable.MateriaTransmutatorMK2 has reference fields (Calamity) that may not be safe to share between clones.
For deep-cloning, add a custom Clone override and make proper copies of these fields. If shallow (memberwise) cloning is acceptable, mark the fields with [CloneByReference] or properties with [field: CloneByReference]
[20:21:57.885] [Main Thread/INFO] [tML]: Adding Content: AnimeOverhaul (Anime Vanity & Pets) v3.0.1
[20:21:58.080] [Main Thread/INFO] [tML]: Adding Content: BAM (Basic Automated Mining) v1.1.8
[20:21:58.158] [Main Thread/INFO] [tML]: Adding Content: BetterExtractinator (Better Extractinator) v1.1.1
[20:21:58.206] [Main Thread/INFO] [tML]: Adding Content: BossChecklist (Boss Checklist) v1.4.0
[20:21:58.281] [Main Thread/DEBUG] [tML]: Hook On.Terraria.GameContent.Events.DD2Event::WinInvasionInternal() added by BossChecklist
[20:21:58.284] [Main Thread/INFO] [BossChecklist]: Progression values for vanilla entries have been last updated on BossChecklist v1.4.0
[20:21:58.284] [Main Thread/INFO] [BossChecklist]: Boss Log integration messages will not be logged.
[20:21:58.328] [Main Thread/INFO] [tML]: Adding Content: BossTownNPC (BossTownNPC) v1.0.1
[20:21:58.376] [Main Thread/INFO] [tML]: Adding Content: BuilderNPC (Builder NPC) v0.1
[20:21:58.421] [Main Thread/INFO] [tML]: Adding Content: CampingMod (Camping) v2.0.5
[20:21:58.474] [Main Thread/INFO] [tML]: Adding Content: DisplayBase (Item Display Base) v0.5
[20:21:58.522] [Main Thread/INFO] [tML]: Adding Content: DragonsDecorativeMod (Dragons Decorative Mod) v1.24.2
[20:21:58.687] [Main Thread/INFO] [tML]: Adding Content: Fargowiltas (Fargo's Mutant Mod) v2.8.7
[20:21:58.847] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Recipe::FindRecipes(bool) added by Fargowiltas
[20:21:58.906] [Main Thread/INFO] [tML]: Adding Content: HelpfulNPCs (Helpful NPCs) v2.0.4
[20:21:58.964] [Main Thread/INFO] [tML]: Adding Content: HerbalistNPC (Herbalist NPC) v0.4
[20:21:59.022] [Main Thread/INFO] [tML]: Adding Content: ItemMagnetPlus (ItemMagnetPlus) v1.1.0.9
[20:21:59.085] [Main Thread/INFO] [tML]: Adding Content: LansHouseBuilder (Lan's House Builder) v2022.8.1
[20:21:59.139] [Main Thread/INFO] [tML]: Adding Content: LansUnlimitedBuffSlots (Lan's Unlimited Buff Slots) v2022.9.1
[20:21:59.189] [Main Thread/INFO] [tML]: Adding Content: LumeloreDeco (Lumelore's Decoration Mod) v0.2.2
[20:21:59.270] [Main Thread/INFO] [tML]: Adding Content: MagicStorage (Magic Storage) v0.5.7.10
[20:21:59.332] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Recipe::FindRecipes(bool) added by MagicStorage
[20:21:59.333] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::QuickSpawnItem(IEntitySource, int, int) added by MagicStorage
[20:21:59.334] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Main::DrawInterface_36_Cursor() added by MagicStorage
[20:21:59.337] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::MouseHover(Item[], int, int) added by MagicStorage
[20:21:59.339] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::LeftClick(Item[], int, int) added by MagicStorage
[20:21:59.345] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::RightClick(Item[], int, int) added by MagicStorage
[20:21:59.346] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::OverrideHover(Item[], int, int) added by MagicStorage
[20:21:59.350] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::OverrideLeftClick(Item[], int, int) added by MagicStorage
[20:21:59.353] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::ItemCheck_ApplyHoldStyle_Inner(float, Item, Rectangle) modified by MagicStorage
[20:21:59.371] [Main Thread/DEBUG] [tML]: Hook On.Terraria.ModLoader.TileLoader::NearbyEffects(int, int, int, bool) added by MagicStorage
[20:21:59.372] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Main::DoUpdate_HandleChat() modified by MagicStorage
[20:21:59.383] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Chest::ServerPlaceItem(int, int) added by MagicStorage
[20:21:59.384] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.Player::QuickStackAllChests() modified by MagicStorage
[20:21:59.393] [Main Thread/WARN] [tML]: Granted native detouring access to MagicStorage
[20:21:59.393] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.ModLoader.RecipeLoader::AddRecipes() modified by MagicStorage
[20:21:59.397] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.ModLoader.RecipeLoader::PostAddRecipes() modified by MagicStorage
[20:21:59.399] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.ModLoader.RecipeLoader::PostSetupRecipes() modified by MagicStorage
[20:21:59.406] [Main Thread/DEBUG] [MagicStorage]: EnvironmentModule "MagicStorage/JourneyInfiniteItems" added by mod "MagicStorage"
[20:21:59.406] [Main Thread/DEBUG] [MagicStorage]: EnvironmentModule "MagicStorage/UseInventoryModule" added by mod "MagicStorage"
[20:21:59.406] [Main Thread/DEBUG] [MagicStorage]: EnvironmentModule "MagicStorage/UseInventoryNoFavoritesModule" added by mod "MagicStorage"
[20:21:59.505] [Main Thread/INFO] [tML]: Adding Content: miningcracks_take_on_luiafk (LuiAFK Reborn) v1.1.4.5
[20:21:59.756] [Main Thread/INFO] [tML]: Adding Content: MiscNPCAdditions (Misc NPC Vendor Additions) v0.3
[20:21:59.804] [Main Thread/INFO] [tML]: Adding Content: MultipleLures (Multiple Lures) v1.3
[20:21:59.853] [Main Thread/INFO] [tML]: Adding Content: OneStopNPCShop (The Shop Market) v1.2.1.3
[20:21:59.910] [Main Thread/INFO] [tML]: Adding Content: PCW (Items from anywhere) v0.1.0.6
[20:21:59.961] [Main Thread/INFO] [tML]: Adding Content: RecipeBrowser (Recipe Browser) v0.9.8
[20:22:00.011] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Player::AdjTiles() added by RecipeBrowser
[20:22:00.065] [Main Thread/INFO] [tML]: Adding Content: ShopExpander (Shop Expander) v1.2.6
[20:22:00.119] [Main Thread/INFO] [tML]: Adding Content: ShorterRespawn (Shorter Respawn Time) v1.0.1
[20:22:00.171] [Main Thread/INFO] [tML]: Adding Content: SkullsFurnitureMod (Skull's Furniture Mod) v1.3.0.2
[20:22:00.560] [Main Thread/INFO] [tML]: Adding Content: Terrarchitect (Terrarchitect) v1.4.0.6
[20:22:00.754] [Main Thread/INFO] [tML]: Adding Content: TerrariaNoRangePylon (Teleport to pylons from anywhere!) v0.6
[20:22:00.759] [Main Thread/DEBUG] [tML]: Hook On.Terraria.GameContent.TeleportPylonsSystem::IsPlayerNearAPylon(Player) added by TerrariaNoRangePylon
[20:22:00.760] [Main Thread/DEBUG] [tML]: Hook IL.Terraria.GameContent.TeleportPylonsSystem::HandleTeleportRequest(TeleportPylonInfo, int) modified by TerrariaNoRangePylon
[20:22:00.816] [Main Thread/INFO] [tML]: Adding Content: TownNPCHome (Teleport All NPC Home) v1.2.3
[20:22:00.819] [Main Thread/DEBUG] [tML]: Hook On.Terraria.WorldGen::moveRoom(int, int, int) added by TownNPCHome
[20:22:00.870] [Main Thread/INFO] [tML]: Resizing...
[20:22:01.256] [Main Thread/INFO] [tML]: Configuring Content: ModLoader (tModLoader) v2022.9.47.42
[20:22:01.314] [Main Thread/INFO] [tML]: Configuring Content: CalamityMod (Calamity Mod) v2.0.2.2
[20:22:01.492] [Main Thread/INFO] [tML]: Configuring Content: AlchemistNPCLite (AlchemistNPC Lite) v1.8.16
[20:22:01.547] [Main Thread/INFO] [tML]: Configuring Content: AnimeOverhaul (Anime Vanity & Pets) v3.0.1
[20:22:01.605] [Main Thread/INFO] [tML]: Configuring Content: BAM (Basic Automated Mining) v1.1.8
[20:22:01.659] [Main Thread/INFO] [tML]: Configuring Content: BetterExtractinator (Better Extractinator) v1.1.1
[20:22:01.713] [Main Thread/INFO] [tML]: Configuring Content: BossChecklist (Boss Checklist) v1.4.0
[20:22:01.767] [Main Thread/INFO] [tML]: Configuring Content: BossTownNPC (BossTownNPC) v1.0.1
[20:22:01.821] [Main Thread/INFO] [tML]: Configuring Content: BuilderNPC (Builder NPC) v0.1
[20:22:01.875] [Main Thread/INFO] [tML]: Configuring Content: CampingMod (Camping) v2.0.5
[20:22:01.930] [Main Thread/INFO] [tML]: Configuring Content: DisplayBase (Item Display Base) v0.5
[20:22:01.986] [Main Thread/INFO] [tML]: Configuring Content: DragonsDecorativeMod (Dragons Decorative Mod) v1.24.2
[20:22:02.046] [Main Thread/INFO] [tML]: Configuring Content: Fargowiltas (Fargo's Mutant Mod) v2.8.7
[20:22:02.104] [Main Thread/INFO] [tML]: Configuring Content: HelpfulNPCs (Helpful NPCs) v2.0.4
[20:22:02.160] [Main Thread/INFO] [tML]: Configuring Content: HerbalistNPC (Herbalist NPC) v0.4
[20:22:02.214] [Main Thread/INFO] [tML]: Configuring Content: ItemMagnetPlus (ItemMagnetPlus) v1.1.0.9
[20:22:02.268] [Main Thread/INFO] [tML]: Configuring Content: LansHouseBuilder (Lan's House Builder) v2022.8.1
[20:22:02.323] [Main Thread/INFO] [tML]: Configuring Content: LansUnlimitedBuffSlots (Lan's Unlimited Buff Slots) v2022.9.1
[20:22:02.377] [Main Thread/INFO] [tML]: Configuring Content: LumeloreDeco (Lumelore's Decoration Mod) v0.2.2
[20:22:02.435] [Main Thread/INFO] [tML]: Configuring Content: MagicStorage (Magic Storage) v0.5.7.10
[20:22:02.494] [Main Thread/INFO] [tML]: Configuring Content: miningcracks_take_on_luiafk (LuiAFK Reborn) v1.1.4.5
[20:22:02.553] [Main Thread/INFO] [tML]: Configuring Content: MiscNPCAdditions (Misc NPC Vendor Additions) v0.3
[20:22:02.612] [Main Thread/INFO] [tML]: Configuring Content: MultipleLures (Multiple Lures) v1.3
[20:22:02.670] [Main Thread/INFO] [tML]: Configuring Content: OneStopNPCShop (The Shop Market) v1.2.1.3
[20:22:02.726] [Main Thread/INFO] [tML]: Configuring Content: PCW (Items from anywhere) v0.1.0.6
[20:22:02.783] [Main Thread/INFO] [tML]: Configuring Content: RecipeBrowser (Recipe Browser) v0.9.8
[20:22:02.839] [Main Thread/INFO] [tML]: Configuring Content: ShopExpander (Shop Expander) v1.2.6
[20:22:02.896] [Main Thread/INFO] [tML]: Configuring Content: ShorterRespawn (Shorter Respawn Time) v1.0.1
[20:22:02.953] [Main Thread/INFO] [tML]: Configuring Content: SkullsFurnitureMod (Skull's Furniture Mod) v1.3.0.2
[20:22:03.019] [Main Thread/INFO] [tML]: Configuring Content: Terrarchitect (Terrarchitect) v1.4.0.6
[20:22:03.082] [Main Thread/INFO] [tML]: Configuring Content: TerrariaNoRangePylon (Teleport to pylons from anywhere!) v0.6
[20:22:03.141] [Main Thread/INFO] [tML]: Configuring Content: TownNPCHome (Teleport All NPC Home) v1.2.3
[20:22:03.375] [Main Thread/INFO] [tML]: Finalizing Content: ModLoader (tModLoader) v2022.9.47.42
[20:22:03.443] [Main Thread/INFO] [tML]: Finalizing Content: CalamityMod (Calamity Mod) v2.0.2.2
[20:22:03.523] [Main Thread/INFO] [tML]: Finalizing Content: AlchemistNPCLite (AlchemistNPC Lite) v1.8.16
[20:22:03.592] [Main Thread/INFO] [tML]: Finalizing Content: AnimeOverhaul (Anime Vanity & Pets) v3.0.1
[20:22:03.666] [Main Thread/INFO] [tML]: Finalizing Content: BAM (Basic Automated Mining) v1.1.8
[20:22:03.740] [Main Thread/INFO] [tML]: Finalizing Content: BetterExtractinator (Better Extractinator) v1.1.1
[20:22:03.811] [Main Thread/INFO] [tML]: Finalizing Content: BossChecklist (Boss Checklist) v1.4.0
[20:22:03.880] [Main Thread/INFO] [tML]: Finalizing Content: BossTownNPC (BossTownNPC) v1.0.1
[20:22:03.949] [Main Thread/INFO] [tML]: Finalizing Content: BuilderNPC (Builder NPC) v0.1
[20:22:04.015] [Main Thread/INFO] [tML]: Finalizing Content: CampingMod (Camping) v2.0.5
[20:22:04.083] [Main Thread/INFO] [tML]: Finalizing Content: DisplayBase (Item Display Base) v0.5
[20:22:04.151] [Main Thread/INFO] [tML]: Finalizing Content: DragonsDecorativeMod (Dragons Decorative Mod) v1.24.2
[20:22:04.219] [Main Thread/INFO] [tML]: Finalizing Content: Fargowiltas (Fargo's Mutant Mod) v2.8.7
[20:22:04.286] [Main Thread/INFO] [tML]: Finalizing Content: HelpfulNPCs (Helpful NPCs) v2.0.4
[20:22:04.354] [Main Thread/INFO] [tML]: Finalizing Content: HerbalistNPC (Herbalist NPC) v0.4
[20:22:04.423] [Main Thread/INFO] [tML]: Finalizing Content: ItemMagnetPlus (ItemMagnetPlus) v1.1.0.9
[20:22:04.493] [Main Thread/INFO] [tML]: Finalizing Content: LansHouseBuilder (Lan's House Builder) v2022.8.1
[20:22:04.562] [Main Thread/INFO] [tML]: Finalizing Content: LansUnlimitedBuffSlots (Lan's Unlimited Buff Slots) v2022.9.1
[20:22:04.630] [Main Thread/INFO] [tML]: Finalizing Content: LumeloreDeco (Lumelore's Decoration Mod) v0.2.2
[20:22:04.699] [Main Thread/INFO] [tML]: Finalizing Content: MagicStorage (Magic Storage) v0.5.7.10
[20:22:04.785] [Main Thread/INFO] [tML]: Finalizing Content: miningcracks_take_on_luiafk (LuiAFK Reborn) v1.1.4.5
[20:22:04.855] [Main Thread/INFO] [tML]: Finalizing Content: MiscNPCAdditions (Misc NPC Vendor Additions) v0.3
[20:22:04.925] [Main Thread/INFO] [tML]: Finalizing Content: MultipleLures (Multiple Lures) v1.3
[20:22:04.995] [Main Thread/INFO] [tML]: Finalizing Content: OneStopNPCShop (The Shop Market) v1.2.1.3
[20:22:05.064] [Main Thread/INFO] [tML]: Finalizing Content: PCW (Items from anywhere) v0.1.0.6
[20:22:05.132] [Main Thread/INFO] [tML]: Finalizing Content: RecipeBrowser (Recipe Browser) v0.9.8
[20:22:05.199] [Main Thread/INFO] [tML]: Finalizing Content: ShopExpander (Shop Expander) v1.2.6
[20:22:05.200] [Main Thread/DEBUG] [tML]: Hook On.Terraria.ModLoader.NPCLoader::SetupShop(int, Chest, ref int) added by ShopExpander
[20:22:05.202] [Main Thread/DEBUG] [tML]: Hook On.Terraria.Chest::AddItemToShop(Item) added by ShopExpander
[20:22:05.204] [Main Thread/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::HandleShopSlot(Item[], int, bool, bool) added by ShopExpander
[20:22:05.274] [Main Thread/INFO] [tML]: Finalizing Content: ShorterRespawn (Shorter Respawn Time) v1.0.1
[20:22:05.342] [Main Thread/INFO] [tML]: Finalizing Content: SkullsFurnitureMod (Skull's Furniture Mod) v1.3.0.2
[20:22:05.411] [Main Thread/INFO] [tML]: Finalizing Content: Terrarchitect (Terrarchitect) v1.4.0.6
[20:22:05.483] [Main Thread/INFO] [tML]: Finalizing Content: TerrariaNoRangePylon (Teleport to pylons from anywhere!) v0.6
[20:22:05.557] [Main Thread/INFO] [tML]: Finalizing Content: TownNPCHome (Teleport All NPC Home) v1.2.3
[20:22:05.636] [Main Thread/INFO] [tML]: RAM usage: 503.7 MB
[20:22:05.755] [Main Thread/INFO] [tML]: Adding Recipes...
[20:22:05.922] [Main Thread/INFO] [BossChecklist]: Progression Mode is DISABLED
[20:22:06.664] [.NET ThreadPool WorkeINFO] [Terraria]: Loading World: , IsCloud=False, Size=0x0
[20:22:06.725] [Main Thread/INFO] [Terraria]: Running one update...
[20:22:06.725] [Main Thread/INFO] [tML]: Server starting with AllowVanillaClients set to False
[20:22:07.066] [Main Thread/WARN] [tML]: Silently Caught Exception:
System.Collections.Generic.KeyNotFoundException: The given key 'lumberjack' was not present in the dictionary.
at Fargowiltas.FargoWorld.NetSend(BinaryWriter writer) in Fargowiltas\FargoWorld.cs:line 195
at Terraria.ModLoader.IO.WorldIO.<>c__DisplayClass23_0.b__0(BinaryWriter w) in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 519
at Terraria.ModLoader.IO.BinaryIO.SafeWrite(BinaryWriter writer, Action`1 write) in tModLoader\Terraria\ModLoader\IO\BinaryIO.cs:line 16
at Terraria.ModLoader.IO.WorldIO.SendModData(BinaryWriter writer) in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 519
at Terraria.NetMessage.SendData(Int32 msgType, Int32 remoteClient, Int32 ignoreClient, NetworkText text, Int32 number, Single number2, Single number3, Single number4, Int32 number5, Int32 number6, Int32 number7) in tModLoader\Terraria\NetMessage.cs:line 335
at Terraria.Main.UpdateWeather(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 46733
at Terraria.Main.DoUpdate(GameTime& gameTime) in tModLoader\Terraria\Main.cs:line 13191
at Terraria.Main.Update(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 12777
at Terraria.Main.DedServ_PostModLoad(Boolean& reloadMods) in tModLoader\Terraria\Main.cs:line 4643
at Terraria.Main.DedServ() in tModLoader\Terraria\Main.cs:line 4214
at Terraria.Program.LaunchGame_(Boolean isServer) in tModLoader\Terraria\Program.cs:line 233
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs) in tModLoader\Terraria\Program.cs:line 192
at MonoLaunch.<>c__DisplayClass1_0.b__0() in tModLoader\Terraria\MonoLaunch.cs:line 56
at System.Threading.Thread.StartCallback()
[20:22:07.069] [Main Thread/ERROR] [Terraria]: System.Collections.Generic.KeyNotFoundException: The given key 'lumberjack' was not present in the dictionary.
at Fargowiltas.FargoWorld.NetSend(BinaryWriter writer) in Fargowiltas\FargoWorld.cs:line 195
at Terraria.ModLoader.IO.WorldIO.<>c__DisplayClass23_0.b__0(BinaryWriter w) in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 519
at Terraria.ModLoader.IO.BinaryIO.SafeWrite(BinaryWriter writer, Action`1 write) in tModLoader\Terraria\ModLoader\IO\BinaryIO.cs:line 16
at Terraria.ModLoader.IO.WorldIO.SendModData(BinaryWriter writer) in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 519
at Terraria.NetMessage.SendData(Int32 msgType, Int32 remoteClient, Int32 ignoreClient, NetworkText text, Int32 number, Single number2, Single number3, Single number4, Int32 number5, Int32 number6, Int32 number7) in tModLoader\Terraria\NetMessage.cs:line 335
at Terraria.Main.UpdateWeather(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 46733
at Terraria.Main.DoUpdate(GameTime& gameTime) in tModLoader\Terraria\Main.cs:line 13191
at Terraria.Main.Update(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 12777
[20:22:07.077] [Main Thread/WARN] [tML]: Silently Caught Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Terraria.Main.WriteFancyWorldLoadErrorToConsole() in tModLoader\Terraria\Main.cs:line 4723
at Terraria.Main.DedServ_PostModLoad(Boolean& reloadMods) in tModLoader\Terraria\Main.cs:line 4645
at Terraria.Main.DedServ() in tModLoader\Terraria\Main.cs:line 4214
at Terraria.Program.LaunchGame_(Boolean isServer) in tModLoader\Terraria\Program.cs:line 233
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs) in tModLoader\Terraria\Program.cs:line 192
at MonoLaunch.<>c__DisplayClass1_0.b__0() in tModLoader\Terraria\MonoLaunch.cs:line 56
at System.Threading.Thread.StartCallback()
[20:22:07.080] [Main Thread/FATAL] [tML]: Main engine crash
Tip: This is likely a mod's fault. Disable mods one by one and check if the issue persists
System.NullReferenceException: Object reference not set to an instance of an object.
at Terraria.Main.WriteFancyWorldLoadErrorToConsole() in tModLoader\Terraria\Main.cs:line 4723
at Terraria.Main.DedServ_PostModLoad(Boolean& reloadMods) in tModLoader\Terraria\Main.cs:line 4645
at Terraria.Main.DedServ() in tModLoader\Terraria\Main.cs:line 4214
at Terraria.Program.LaunchGame_(Boolean isServer) in tModLoader\Terraria\Program.cs:line 233
[20:22:07.598] [26/DEBUG] [tML]: SSDP search line seperator: CRLF
submitted by
CapitalBee2880 to
TmodLoader [link] [comments]
2023.03.20 21:22 P0pst1ck Predators Skies Part 6 (cross over with OC)
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Memory transcription subject: General Kam, Venlil Republic Date [standardized human time]: July 10th, 2403 Now I never imagined that I would be spending my time with predators let alone go to a predator wilfully.
However, Mommy Tarva says I go to planet and I go to planet.
Her plan with the new contacts was to send diplomats to explain the situation with the Federation and some military personnel (me) to explain the situation with the arxur. While she would introduce the sex crazed pervert known as Noah and if shit hit the fan, introduce the other sex crazed pervert known as Sanders so that the Federation can decide on a non lethargic idea on how to deal with the new civilisations.
Unfortunately, one of the woes of this journey was...
"You know, these guys ARE telling the truth, they're not going to eat us, THEY'RE ONLY GOING TO MAKE US JUMP OFF A CLIFF AND ENJOY IT! Or how about this one: JUMP OFF PLANE!" Said Doctor Zarn, one that I myself and the remainder of the expedition crew are eager to engage in the beating of. "AND WHY DO WE HAVE TO WEAR THESE THINGS OVER OUR BODIES!?"
"Clothing, as I told you." Said Sara, "It is expected of beings of better technological understanding to wear clothes."
"WELL HAVEN'T YOU SEEN US!? OUR LITERAL SOLUTION TO AN OIL SHORTAGE IS TO RUN AWAY IN CARS!"
"Shut up" I said, "You're turning me into a predator species!"
We managed to reach the planetary council hall without ejecting Zarn to the 3rd moon of this planet where we would be meeting with nearby diplomats and governors, some from different factions from the one that we were in.
We were greeted by a reptilian (presumptuously predatory) security guard. Look at it, vicious teeth, creepy eyes and perhaps prepared to strike out against us at any moment. "What would happen if I pushed this cigarette up my nose?" It wandered out loud." And oh! The new contacts I presume?"
"Ye-yes." Stammered Cheln.
"The meeting is at the top 4th level."
"Tha-thanks."
We carried on to move to the 4th level where we were welcomed by foreign alien ambassadors and governors.
"If I remember your names correctly, I'm guessing you guys are Recel, Doctor Zarn, Sara, Cheln and General Kam." Spoke a male human.
"That is uhhh.... C-Correct..." I responded as the members of various species looked onward to ourselves directly. "I myself am Kam."
"Kim."
"Kam."
"Kim."
"Kam."
"Kom?"
"No, Kam."
".... Kum? You know what, just take a seat."
We all found seats and took our positions.
"I am Governor Gerald of this planet, I understand your kinds are not too fond of meat eaters."
"N-n-no." Choked out Cheln.
"Ight understandable."
"Could you please get onto the arxur." Spoke another alien.
"Administrator Lyron!" Hissed Gerald. "You know better than to interrupt-"
"Please, my district is the closest to the arxur territory from the information that we have received, and considering that we are lacking in weapons to defend my colonial sector with the nearest major fleet being a couple of tens of light years away and that including myself and the majority of my population are J'naraks, a herbivorial species or what the arxur would consider "prey," you damn know well what is going to happen."
Gerald paused for a moment and considered the words of his fellow although foreign politician. "Pardon me." He nodded.
"What would you like to know about the arxur?" Questioned Recel.
"Well, let's just say, on a typical major invasion, what numbers of ships would they send, or men and their technological abilities."
"I'd say that on a usual invasion of a planet, maybe homeworld grade, they'd send like... 3000 starships, 200 bombers, 10000 cattle ships and 400 transport ships, there'll also be a good few tens of millions of soldiers. For technology they'll just use kinetic guns, gas warfare and energy artillery is not to be disregarded however. But they don't have armor like you guys."
"Well alright," Reacted the 'predator' herbivore, "for the numbers, that's fucking scary, but for planetary troops, I mean really? No disruptors? No armor? No shields? No anythings? That's pathetic. We could easily win against them."
"Not quite, they've utilised broccoli as a torture method mid battle."
"NO!"
"And from there they will exploit and make each of our colonies into a barren wasteland devoid of life."
"Not too different from what you do from what we've heard." Said a tree.
Gerald looked at the tree for the moment. "And what did I say about interrupting?"
"My apologies, just speaking out against some genocidal maniacs."
"AMBASSADOR-"
"Get real Jerry, I mean think about, hundreds of species that an oh so conveniently a uniform group of carbon based herbivores only knowing of two species that eat meat. However, before your kind invented FTL travel, they already had alien refugees of all types on Earth, herbivorial, omnivores, carnivores, sulfur based, maybe some hydrogen-based lifeforms settling on Jupiter after their home world was destroyed by the Ritnonites.
"SHUT UP WOULD YOU!" Shouted Zarn, "I don't why we are lacking on the variety scale, but I doubt we would commit genocide on such level, that's not how true prey acts."
"OHHHHH fuck off, my ancestors ran away from flesh herbivores as you today run from the arxur. Are such herbivores prey?"
"Well, I guess not."
"Exactly. And what is saying that you too are?"
But the alien did have a point, if these aliens had a large amount of variety, then why weren't we as various?
"May I suggest an evolutionary investigation?" Suggested another human politician.
"Alright," Nodded Gerald, "We'll take this to the UPO, both the situation with the arxur and the evolutionary mystery of the federation, we'll organize a mobilization plan with the cooperation of armies however, I've gotten confirmation from Auckland and the rest of the Delta Alliance have agreed to declare war against the arxur, you guys?"
"The Emari Corporation has agreed to... Embark this joint mission of market expansion."
"In the interests of the Assembly of Races," Said Lyron, "I am to help lead the front against the arxur. The assembly fleets are already on their way."
The plant then spoke "I am to wait for a response, but I am pretty certain that they will approve for an invasion against the arxur in the interest of sentience."
"Despite the Horodon Commonwealth being neutral throughout the past 600 years with us priding ourselves on our ability to not kill, WE HEREBY DECLARE WAR!"
More and more voices informed their situation and readiness for war. But unanimously, all the representatives represented the interests of their nations, and their interests were in war.
"General Kum?" Asked Gerald.
"Kam." I corrected the senile fool.
"Do we have the military support of the Venlil Republic?"
"No, the entire Venlil Republic thinks that the Odyssey was just a weather balloon."
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Memory transcription subject: Some randpm vemlil IDFK Date [standardized human time]: July 10th, 2403 *"*Hey Dad!" I said, "What was that predator ship above our planet?"
"That was no predator ship!" Exclaimed pop, "That was a weather balloon."
"And that shuttle that landed at the governor's house?"
"Well you see, the weather balloon was a weather balloon weather mother ship that let a weather balloon drone down to Venlil Prime!"
"And how the fuck can a weather balloon work is space? They're supposed to work in the atmosphere I mean ARE YOU SURE THAT WAS A WEATH-"
I was stopped by the cocking of a pistol.
"Oi," Said my father. "You know too much boy."
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Memory transcription subject: General Kam, Venlil Republic Date [standardized human time]: July 10th, 2403 "With all confirmed attending nations, we should be fully mobilized within two weeks." Said Gerald. "The UPO meeting is occurring in the week after. I suggest the justification we use against the arxur is that they have an illegal WMD program."
"BRILLIANT IDEA!" Shouted the 'Canadian.'
"AND TAKE THEIR OIL" shouted the representative from the neutral Horodons.
And the room interrupted into cheering.
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Memory transcription subject: Chief Hunter Isif, Arxur Dominion Sector Fleet Date [standardized human time]: July 26th, 2403 "Sir!" Spoke a grunt.
"This better be important! I'm planning on my coup- Sorry, what did I say?"
"You said that you were planning on a coup.
"Noooo! I chuckled, "I said steamed hams, that's what I call hamburgers."
"You call hamburgers steamed hams?"
"Yes! It's a regional dialect."
The grunt squinted at me and continued asking questions. "Uh huh well what region?"
"Uhh... Upstate New York."
"Well we're getting a message from the United Planets Organisation headquarters in the New York International District from aliens."
"Let me see." I demanded as I snatched the grunt's holopad.
The message translated into a declaration of war with multiple mysterious signatures. "We here representing these signed nations, hereby declare the existence of a state of war on the arxur dominion, signed…” I read out loud and holy! Look at that list! Around 77 nations have declared war on us whoever they were, this war would be in vain though, after all we were relatively crushing an entire federation with no less than a fifth of our naval power. But this was one of the most intriguing things I've seen from what I'm presuming to be prey.
“Chief!” Growled the weapons officer. “I am detecting alien vessels 4 light years from our position. An extensive fleet indeed.”
“Send a message to these aliens now!” I shouted.
I did not like where this was going.
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submitted by
P0pst1ck to
NatureofPredators [link] [comments]
2023.03.20 21:18 drstrangelove444 China-Russia cooperation achievements over the past decade
2023.03.20 21:17 cyhui1 What pre-10-minute stats are most useful in wins? What is blue side vs red side win rate? How likely is a team to win given their early objective success rate? - An LCK LEC LCS in 2023 Analysis
| tldr; Below is a table that contains the pre-10 stats that are most useful in predicting wins based on role. Note that the "team" role is simply the whole team. As such, we can loosely interpret these as the most important pre-10-minute factors in competitive matches for each role. Role | Top 2 Pre-10-Minute Stat Most Useful for Predicting Games | Team | Gold Difference at 10 and First Tower | Top | Gold Difference at 10 and CS Difference at 10 | Jungle | Gold Difference at 10 and Assists at 10 | Mid | Gold Difference at 10 and Assists at 10 | Bot | Gold Difference at 10 and CS Difference at 10 | Support | First Blood and Assists at 10 | Hello! I am an aspiring Data Analyst looking for work hopefully in the LoL field. Since being a fan of League, I've always wondered how likely a team would win based on their laning (pre-10-minute) stats. As such, this week, I decided I would try to tackle that issue and ask: Can I accurately predict matches based off of laning (pre-10 minute) stats? What categories are the most effective? What categories are most correlated to wins? Please note that there are differences between the "team" role and other roles. For example, in the team category, we had statistics on whether or not the team got first dragon or first herald whereas other roles did not. Another example includes how gold difference in the team role refers to the team's gold difference whereas the gold difference in the top/jng/mid/bot/sup role refers to their respective role opponent's gold difference. Please also note that I only worked on data from the LCK, LEC, and LCS in 2023. I was originally going to look at all major regions, but since the LPL data is incomplete, I decided against adding them in. Lastly, this data contains all games from these three regions since 3/20/2023. This includes any sort of playoff game that has happened before this date. Blue Side vs Red Side Wins Before beginning to predict using the pre-10-minute data, I was curious about the win rates of various aspects of the game. For example, below is a bar graph containing the number of Blue side and Red Side. 0 is Blue and 1 is Red. Blue Side vs Red Side Wins 0 = Blue, 1 = Red As shown above, Blue side wins more than red side. More specifically, Blue side has 226 wins (53.6817% win rate) and Red side has 195 wins (46.3183% win rate). This is quite interesting but is consistent with what we hear from many analysts: in a meta where there are many high-priority picks (such as Zeri/Yuumi/Lulu and Lucian/Nami) and a low number of counterpicks, blue side seems to thrive. What about first blood success? What is the percentage of first blood success relative to winning or losing a match for each role? First Blood Success (and other Objectives) vs Wins Below is a bar graph that shows the percentages of team first bloods for losses (represented by a 0) and percentage of team first bloods for wins (represented by a 1). Note that this is symmetrical since we have everyone's wins and losses in the data set (so a win for one counts as a loss for the other). Team First Blood vs Wins and Losses As shown above, it is obvious that the more first bloods a team scores, the more likely they are to win. Of the number of wins in the data, 61.7577% scored first bloods while 38.2423% did not. What about other objectives? First Dragon vs Wins and Losses First Herald vs Wins and Losses First Tower vs Wins and Losses Of the games in the data set, 62.9454% of the wins had the winning team score first dragon, 57.0071% of the wins had the winning team score first herald, and 70.5463% of wins had the winning team score first tower. One surprising aspect of these graphs is how first herald and first tower do not seem to be that closely related. One would think that teams usually use first herald to take first tower. Thus, I would expect these two categories to be relatively close in percentages. However, getting first herald is the worst of the three objectives, with first dragon beating it by 5.9383%. Correlation Between Categories Speaking of close relatedness, what is the correlation between each column in our data set? Correlation Matrix of Each Category of the \"Team\" Role Above is a correlation matrix showing the correlation for every pre-10-minute statistic used to predict wins for the team data. If we want to find the correlation between two data points, we can easily find it by looking for the corresponding categories (on the left or the bottom; it does not matter). For example, let's say I want to find the correlation between first tower and first herald. What I can do is look for a block that holds "firsttower" on the left (or the bottom) and "firstherald" on the bottom (or the left). We see that these two categories are positively correlated at 0.26. Perhaps the more interesting thing we can do with this plot is compare the categories to each other in wins (or results in this plot). As we can see, first tower is the category most highly correlated with wins at 0.41. This means of the categories we have, first tower is most likely to be able to predict a winning game. Note that this does not mean first towers alone definitely lead to a high likelihood to win a game (though this can be true). What is more likely is that better teams usually get first turret anyway (and thus they were always going to win since, well, they are the better team). Or it could mean that teams already had a large lead (maybe from an invade or very early dive) and, thus, were going to win anyway. Remember: statistics by themselves should be taken with a grain of salt. It is context and many stats together that make them useful. I know that I have primarily been talking mostly about the team category. However, I did do other research on specific lanes (such as correlation matrices for each role and distribution plots), so if you are interested in that, please check my GitHub. Predicting Wins based on Pre-10-Minute Data Nonetheless, now that we are done exploring data, let's get onto predicting. For those that care, my GitHub has the nitty-gritty explanations and the actual code and models I used to predict wins. As a tldr: I used 5 different models to predict wins for each role (top, jungle, mid, bot, support, and team) for a total of 30 models. Of these 30 models, we are given an accuracy score that tells us how many wins the model predicted correctly. It is as follows: Models Accuracy If we are to simply use each role to predict match results, which is the best? Model Accuracy Based on Lane Of each of these models, we are given the categories that were most effective in predicting match results. I took each best-performing model given the role and looked at the top 2 statistics that were most effective in predicting match results (same as the table in the tldr). Role | Top 2 Pre-10-Minute Stat Most Useful for Predicting Games | Team | Gold Difference at 10 and First Tower | Top | Gold Difference at 10 and CS Difference at 10 | Jungle | Gold Difference at 10 and Assists at 10 | Mid | Gold Difference at 10 and Assists at 10 | Bot | Gold Difference at 10 and CS Difference at 10 | Support | First Blood and Assists at 10 | Thus, for predicting wins from a top lane perspective, the most important thing for a top laner to do is to have a large gold difference and ensure first tower. For support, the most important thing is to secure first bloods and a large number of assists pre-10. For the whole team, it is to ensure a sizable gold difference and make sure you get first tower. Interestingly, junglers and mid laners seem to take a backseat in the carry role (which is unexpected for me since I would expect them - the mid laner especially - to be mostly focused on getting a lead), since their most defining stat other than gold difference at 10 is assists at 10. Maybe the fact that this is a bot lane meta has changed things a bit? I'm not too sure. But it is extremely shocking for me. As shown in the table above, it is clear that the best laning statistic to predict wins/losses is the gold difference at 10. Other than support, every role has gold difference at 10 first. This makes sense: the stronger the gold difference someone is relative to their lane opponent, the stronger the advantage they have in the game. What surprises me is the stats next to them: for some it's the CS difference at 10. For others it's the assists at 10. And for the whole team it's the first tower. T his may show that we are in a meta where gold matters the most on bot laners and top laners. A mid laner's and jungler's cs or gold may not matter as much as a bot laner's cs (which makes sense, since we are in a bot-centric meta). What do you find interesting about this table? And thus concludes my brief (and oversimplified) analysis of predicting competitive matches pre-10-minutes. As always, please visit my Github to see better explanations and more insight into the things I did. Thank you to OraclesElixir for their amazing dataset that is updated daily. Also, a huge thank you and shoutout to SemanDemon22 and this article by Jonathan Lee for their help. This was the first time I worked on ML in Python (since I mostly used R before), so their guidance in their respective notebooks was an immense help. Finally, here are the Imgur Albums of all the graphs I have. Each contains a brief description. Please take a look (especially at first blood success) if you are interested! First Blood Success in Wins and Losses For Each Lane Correlation Matrices for Each Statistic In Each Lane Distribution and Box Plots for - Team
- Top
- Jungle
- Mid
- Bot
- Support
Model Performance and Importance Plots - Logistic Regression
- Random Forest
- Linear Discriminant Analysis (LDA)
- Quadratic Discriminant Analysis (QDA)
- XGBoost With Random Forest
Edit: One interesting thing to note that I totally forgot when I was talking about first bloods: if we are to only look at first bloods and wins by role, junglers are the highest correlated to wins (than any other role). We can see that in the " First Blood Success in Wins and Losses For Each Lane" imgur album. This is pretty cool and makes sense; the more involved a jungle is in the early game, the more likely a team is to win! If a top laner gets first blood, it's cool and all. But it doesn't lead to a win as much as when a jungler is involved in first blood. In order, the percentage of wins relative to first blood success are Jungle -> Support -> Bot -> Mid -> Top. This shows that support and bot are useful! Especially in a bot-centric meta. submitted by cyhui1 to leagueoflegends [link] [comments] |
2023.03.20 21:16 gkdlswm5 Thoughts on Fury? Highest w/l in SS at 2100+
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2023.03.20 21:11 hybridxero_86 Rich beyond my wildest dreams
2023.03.20 21:09 JRGTheConlanger CADR 5: Line Cuts
CORK
It's time for Cake at Stake!
ROOMBA
I thought Cake at Stake got cancelled, has the show's budget expanded?
CORK
It has not, we just reallocated our spending, I'll get to that later
Here are 9 slices of cake, whoever got the LEAST votes won't get a slice, and thus be eliminated
DISHRAG
Time to show the votes! .w.
2 COSMOS KEY ROOMBA SAPPHIRE 1 AV LOCK SOAP 0 ALARMY KB STICKER
*7 TOSSES*
CORK
We have a tie again! ...System?
> WHAT DO YOU NEED?
CORK
There's a three way tie for fewest votes you need to break!
> AH SORRY, I DIDN'T REALIZE E5 STARTED ALREADY > ANYWAY, TIME TO ROLL... > PRE THREEVEN ROLLED, SO KB IS ELIMINATED
KB
WHAT?! NO!
CORK
KB, it is time for you to be sent to the Virtual Box
*ZIP*
CORK
With KB gone, you're the final 18
So on the topic of spending that I brought up a moment ago, in order to afford Cake at Stake prizes we had to cut the number of lines you get each episode
DISHRAG
From here on there's only 18 lines total, 9 for each team. Now is everyone ready for clonging? In 5, 4, 3, 2, 1, GO!
[18] ALARMY
To be honest, we don't need grammatical gender here. Any noun can take the Nominative case
[17] COSMOS
So nouns only inflect for case?
[16] KEY
Looks like it to me. I suppose verbs CAN take person marking for the object too, and let's add a few more cases because why not?
[15] SOAP
*scribbling* So this is the list of cases we have now:
Nominative..: Subject of a voluntary action, default case for animate nouns Absolutive..: Intransitive subject of an involuntary action and direct objects, default for inanimate nouns Ergative....: Transitive subject of an involuntary action Constructive: Marks possessors when the possession is inalienable Genitive....: Marks possessions when they are alienable Dative......: Indirect objects and directed nouns Locative....: Movement towards or location at another noun Ablative....: Movement away from another noun Instrumental: Agency for an action Comitative..: Marks accompaniment Topical.....: Topic of conversation Vocative....: Marks direct addressees
[14] SAPPHIRE
12 cases is quite a lot, at least case is the ONLY thing nouns inflect for
[13] KEY
Now let's flesh out verb inflections, and I bet there'd be plenty of those
[12] SOAP
Person marking for subject and object, aspect, mood and voice. There are two aspects, three moods and three voices:
Perfect and Imperfect Indicative, Subjunctive and Causative Active, Passive and Anti passive
[11] SAPPHIRE
Looks to me like we have enough grammar to gloss the diatribe next episode
[10] KEY
Sure thing
DISHRAG
Time's half up, it's my team's turn now!
[9] PS
Forget about base 1+3^(1/2), we should have a number system that's more practical to use
[8] UB
I have an idea, our clong uses binary, where a high meow is a 1 and a low meow is a 0. The binary point is pawing the listener's face .w.
[7] SSP
You know what? Let's name our lang Hyper Feline
[6] UB
Wait, why the "hyper"?
[5] SSP
Hyper Pirate, my beloved ¬w¬
[4] UB
Wait, so what you're saying is that our conlang should sound something like, ...wait, how the hell do you write a purr in IPA?!
[3] SSP
IDK
[2] ENBY
.w. Meow?
[1] LUCKIE
Enough!
CORK
And time's up! Given that the cats' ideas are more cursed, their team wins
ENBY
.w. *purr*
https://docs.google.com/forms/d/e/1FAIpQLSdjT1RbCM9nmxJ6TMLSK-KcSNkDHKSKKroYQ7SCGGc1rBIU0g/viewform?usp=sf_link submitted by
JRGTheConlanger to
ObjectShows [link] [comments]
2023.03.20 21:06 androidchrist Hey chat, hey Wubby, thank you for the inspiration.
No pictures from me just yet. I am still extremely embarrassed by my size.
Last year in August I was 418 pounds. I was extremely depressed for a long time, and am still working on it, but with the help of this community I found it within myself to finally make a long overdue change. Using code Wubby at checkout, I replaced all sugary drinks with Gamer Supps. I started only keeping snacks that weren't bad for me in the house. I started taking walks, albeit short ones. All of this has culminated in today, weighing in at 358.7 pounds.
60 pounds. That is quite literally 1/7th of my starting weight, GONE. I have an exceptionally long way to go, but seeing that number on the scale today was a huge deal for me. Gamer Supps has definitely played a big role in my progress, so not only am I making a positive change for myself, I'm also lining the green man's pockets. It's a win/win.
Thanks, chat. Thanks, Wubby. I love you. Say it back.
-chaoticgoodtimes in chat
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androidchrist to
PaymoneyWubby [link] [comments]
2023.03.20 21:06 pengox80 Critique for Simple Lottery Project Using Classes
I am still learning the ins and outs of classes and I think I am finally starting to understand them. I created the following code to represent a simple lottery system.
Since I am self studying, I am looking for feedback on if I am using any flawed logic, or if there are any things I should be considering when using classes that I may be misunderstanding.
#Currently, code does not check for an instance of a lottery with the same #draw_date. Work on having ticket instances match against lottery instances with #same draw date. Use dictionary for key to equal draw_date or create a class #attribute Draw-Date to store the winning list for comparison across classes? from random import randint class Lottery: """Official list of 20 possible picks for a Lottery.""" def __init__( self, draw_date, official_picks=[], winning_list=[], ): self.draw_date = draw_date self.official_picks = official_picks self.winning_list = winning_list def get_picks(self): self.official_picks=[ '20','3','8','u','f','16','45','e', 'x','43','72','34','5','34', ] get_four = 0 full_list = 14 self.winning_list = [] while get_four < 4: get_four += 1 random = randint(1,full_list) full_list -= 1 random -= 1 #Account for off-by-one index pick = self.official_picks.pop(random) self.winning_list.append(pick) return self.winning_list def announce_picks(self): active = True while active: if self.winning_list == []: self.get_picks() else: print( 'Here are the winning picks for ' f'{self.draw_date}. Anyone with a ticket ' 'matching these exact four letters and/or ' 'numbers will win a prize: ' f'\n{self.winning_list}.' ) active = False class Tickets(Lottery): """Subclass to create tickets based on any one instance of a lottery.""" def __init__( self, draw_date, official_picks=[], winning_list=[], ): super().__init__(draw_date,official_picks,winning_list) self.bought_list = [] def win_analysis(self): active = True win = self.get_picks() print( f"These are the winning picks for {self.draw_date}: " f"{win}" ) purchased = 1 while active: self.bought_list = self.get_picks() print( f'Here is a ticket you bought for {self.draw_date}: ' f'{self.bought_list}' ) if sorted(self.bought_list) == sorted(win): print( f'Congratulations, you won after buying ' f'{purchased} tickets.' ) active = False else: purchased += 1 my_ticket = Tickets('03202023') my_ticket.win_analysis()
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pengox80 to
learnpython [link] [comments]
2023.03.20 21:05 Icantstoplooking These Diamond 8’s have been fire 🔥🔥 Found a few back to back winners too!