How’s it compare to greenshot?
How’s it compare to greenshot?
After several years of using Linux for work and school, I made the leap to daily driving linux on my personal computer. I stuck with it for two years. Hundreds of hours I sunk into an endless stream of inane troubleshooting. Linux preys on my desire to fix stuff and my insane belief that just one more change, suggested by just one more obscure forum post will fix the issue.
… the lack of an increment operation, no “continue” instruction, and array indices starting from 1 instead of 0. These differences can be jarring
Understatement
Containers are a really cool part of security. The security provided will depend on how the container is configured. For example if you give the container bridged networking permissions (or whatever equivalent term is used by your solution) then you’re giving the container access to communicate with other devices on your local network. This would be the opposite of what you want to do to prevent an attacker from pivoting through your LAN.
Other threats just aren’t within the set of protections that can be provided by a container. For example if you wish to protect your Minecraft world from being griefed the container won’t have any affect on this. Another example is hiding your IP.
Basically what I’m saying is that whenever you are looking at a security technology think about what guarantees it provides and realize that no single security measure provides protection against all threats.
You’re basically relying on the security of minecraft, and your ability to quickly patch. The Log4j exploit is one good example of the kind of threats you might face.
Another is just that revealing your ip can open an opportunity for various forms of harassment. Lots of us skate by on obscurity and luck without to many issues, but that’s not a very robust solution.
Oh now i get it. Yes, exactly!
No actually, the water in spent fuel pools does not contain radioactive material. The water provides shielding. You could hypothically swim in that water just dont dive and also they would never let you do that because it would contaminate the pool.
The Japan Times reported that at Tokyo Electric Power Company Holdings’ (Tepco) Kashiwazaki Kariwa nuclear power plant officials “confirmed Monday that water from a spent fuel pool spilled over due to the earthquake, but that no abnormalities in operation had been detected”. In an update issued on Tuesday, Tepco said: “At the Kashiwazaki-Kariwa nuclear power plant, the readings on the stack monitors and monitoring posts installed at the power plant site boundaries are within normal fluctuation ranges, and there is no radioactivity impact on the outside world. The spent fuel pool cooling system is in operation at all units, and there are no abnormalities in fuel cooling. As of 12:25 pm on 2 January, all patrols had been completed and no abnormalities caused by this earthquake were confirmed.”
https://www.world-nuclear-news.org/Articles/No-abnormalities-reported-at-Japanese-nuclear-plan
Oh my goodness. I have to comment here because some of the advice you’re getting is a bit sus. Oh sugarcane farms, sugarcane farms. I’ve been building them for almost a decade. Optimizing them has been taking up room in my brain for such a long time.
First you need to know that sugarcane has 16 growth states. The block doesn’t show any texture change but sugarcane will over time receive random ticks and count up in state. Once it has fully grown only then will it create a new sugarcane block above. Crucially once the sugarcane block reaches it’s final growth state it doesn’t reset. So if you have 1 high sugarcane and you harvest it immediately after it grows 2 high that only requires one random tick. However if you wait to harvest it until it’s 3 high that would require 17 random ticks (which will take a LOT longer). This also means if you want to benchmark your farms you should wait until all the bottom sugarcane blocks are fully grown because freshly placed sugarcane will give you a very slow start.
Generally speaking there are two types of sugarcane farms that I see.
First, there are one-piston-per-sugarcane farms. Logically the two ways to optimize these farms are to break the sugarcane asap after it grows and reduce the resource cost. The farm you have right now is ok. You essentially have a clock that pushes the pistons periodically. Testing will tell you if you have the time dialed in, I’d suspect that a faster clock will be more efficient so that would mean moving the observer one block lower or even stripping out the current design for a different style of clock, but you would want to test to see how that turns out. The sugarcane can’t grow on the tick where the pistons are extended so eventually that will interfere with the farm but it’s not an issue until you have a fast clock going. If you want the farm to harvest immediately when the sugarcane grows, you either need an observer per sugarcane OR you need to use a budded piston setup. The budded piston setup the way I built it in the past would essentially mean that if you have 13 sugarcane you need 14 pistons + some other components like Redstone and 1 observer (IIRC). Sorry I don’t have a tutorial, no one makes these farms anymore since they added observers. Don’t worry about that because we can do more optimal than the one-piston-per-sugarcane farms using the second type.
Second there are slime-block/honey-block sugarcane farms. These farms push some kind of slime contraption across a field of sugarcane. They are a lot more resource efficient in terms of the redstone because the mechanical part of the farm can harvest a much larger area. Observers have made “sweeper” flying machines really cheap. 2 pistons, 2 observers, and you can build a sweeper made out of slime or honey blocks out to just short of the push limit in both directions. The key efficiency observation with this second type of farm is that sugarcane is cheap so don’t worry about how fast you harvest an individual sugarcane, instead figure out how to pack a lot of sugarcane into the farm. For example this design is pretty close to optimal. The main problem with flying machines is that it’s possible for flying machines to break on servers. This is a lot less common then it used to be as some bugs have been fixed. I think that this is much less of an issue today than it was in older versions so I think that if you want to optimize all of the best designs are going to involve slime/honey flying machines.
As a third consideration I think that your collection method can be optimized. Increase the random tick speed in your world and you will be able to test and iterate on your design much more quickly. What you will find is that sugarcane when broken likes to pop and glitch all over the place out of the farm. The pistons pushing sideways will from my testing cause more drops to escape than pistons pushing downward. This is another way in which flying machine farms are more efficient because the whole area needs to be covered in a collection system drops can only escape at the edges vs with one-piston-per-sugarcane you can usually only do two rows at a time.
In fact this brings us to the fundamental problem with optimizing sugarcane farms. As a certain point it’s just a matter of scaling up whatever design you find interesting at the moment. If I’m going to build a sugarcane farm these days the important thing to me is that the design is not boring. I’ve build too many sugarcane farms and so it’s nice to pick something that’s a bit different than what I’ve tried before. Scaling up will hide a lot of inefficiencies. My advice would be to take your current design even if it’s not perfect and figure out how to scale it up. For example instead of one line of sugarcane mirror it so that there’s two rows of sugarcane that way sugarcane that might escape will instead just land in the other row.
If this wasn’t enough information feel free to reach out and have a good day.
Is there a charater sheet template/example?
Seams to be pretty heavily biased toward popular tv-ma original dramas.
The recovery codes come as a set of numbers
Grant +2 to Panhandling using Deceive when you pay a fate point.
I am probable pretty late responding to this, but I feel it shouldnt cost a fatepoint. Its a common patter to get a +2 to a skill in situation. Each stunt is meant to be roughly as powerful as a fate point. This is like having a panhandling aspect rather than a stunt.
As for other stunts, you might make one for a +2 in a situation using your hacking skill, or one that uses your hacking skill instead of another skill your character is weak in.
BTW a watchdogs themed campaign sounds cool.
I think it depends on the game. I am studying the Blades in the Dark rulebook and really loving the detail. I think what makes a big difference is that the details provided feel like they would actually help with GM prep. This is a first for me. So many modules and rule books provide details while somehow being utterly useless. My advice would be to play test the system and only write down the kinds of details that actually made a difference in your prep and games. There is such a night and day difference I am feeling with this rulebook and I dont think its at all obvious to the casual observer. Got to get out of that author mindset and into a gm one. Thow out all that inspiration drivel and make actual facts out of the world that would matter and lead to plothooks for a campaign. … that is if you want to, generic systems are good too.
Missed this give-away first time around. This is redemption!
Wonder how this compares with deadcells.
Factorio is in the minority IMO. My experience has been that indie games will often, say that they probablely wont do sales as a way to engourage purchases during beta and then a bit after release when there are potential financial benefits on the line they do sales anyway. I am totally not speaking from first hand experience /s.
Which comment?