8520 iberry 2.0 theme

2-1 Complete + Level Exchange

2024.06.10 06:46 BrotherRooster 2-1 Complete + Level Exchange

2-1 Complete + Level Exchange
Hey everyone! I just uploaded the newest stage of my super world. Stage 2-1 introduces the forest world. This world allows Mario to change to and from small and giant variants of itself. Sometimes, you’ll need the world to be big to progress, other times you’ll need it to be small! This mechanic will continue to be used throughout world 2 in various different ways. Let me know what you think! If you’re interested in the rest of my Super world so far, my Creator ID is: PSY-LGB-BVG
Leave a level of yours here too and I’ll play it and leave feedback if needed!
submitted by BrotherRooster to MarioMaker [link] [comments]


2024.06.10 06:30 TechGearWhips [i3wm] Loving the combination with NixOS

[i3wm] Loving the combination with NixOS submitted by TechGearWhips to unixporn [link] [comments]


2024.06.10 06:02 AutoModerator Trading Week Ahead - Week of June 10

Last week, the BOC and ECB cut interest rates as expected, supporting the growing narrative of monetary policy easing.
The coming week will still be active on the monetary policy front, with all eyes on the Fed's interest rate decision on Wednesday, shortly after the release of US CPI figures. The BOJ will also hold its monpol meeting, with some speculating surprising developments.
Visit Spreadex

The Week in Review

Central banks finally got around to reducing interest rates, which was a key theme last week. Notably, the ECB lowered rates by 0.25 basis points to 3.75%, as widely expected, but the statement and presser were viewed as slightly hawkish. Some members expressed concern over potentially premature easing, given raised inflation forecasts for the year. However, they reiterated the data-driven approach to future decisions. EURUSD remains below the 1.0916 resistance reached ahead of the meeting last Tuesday, with support below 1.0850.
Canada's central bank also cut rates as expected, with Governor Tiff Macklem emphasising a meeting-by-meeting examination of inflation. USDCAD fluctuated over the week within a tightening range between 1.36 and 1.3740 and may continue consolidating.
China saw an unexpectedly expanded trade surplus as exports increased at the fastest annual pace of 7.6% in over a year. The US trade deficit shrank as exports fell more sharply than imports, including a narrowed deficit with China.
China's manufacturing PMI figure was the highest since June 2022. European PMI readings were disappointing, weakening bond yields across economies and offsetting the ECB's rate action.
BOJ Deputy Governor Ryozo Himino said monetary policy inappropriately targeted FX rates, noting signs of accelerating underlying inflation.
Election results included South Africa's ANC losing its majority for the first time post-apartheid, seeking unity cooperation. Mexico saw AMLO protege Claudia Scheinbaum as a winner. India's general election showed the ruling BJP leading by a smaller margin than forecasted, concerning markets.
The proposed ceasefire in Gaza received limited support in Israel without agreement amid ongoing operations.

Biggest Market Movers


Top Events in the Week Ahead

Interest rate decisions will once again be the main focus over the coming week.

FOMC in Focus

Attention will turn to the FOMC decision midweek. There is consensus that policy will remain unchanged, so markets will scrutinise the economic outlook to gauge whether the anticipated September rate cut will materialise. The Fed enters its August recess when the Jackson Hole Symposium occurs, leaving a wider gap than usual between rate decisions. The latest FOMC economic projections on growth and inflation will be key to reassuring the market about September's move. Nasdaq may confirm a break above 19K or pullback towards 18K.
On Friday, the BOJ also meets. There was speculation another Japanese rate hike could happen, but markets see little risk of that. Instead, the focus involves reports on possibly scaling back unlimited bond purchases, deemed a hawkish shift. USDJPY may find next support around 152.

Inflation Seen Easing

Coincidentally, the US will release its latest CPI figures on the same day as the FOMC meeting, with headline inflation expected to stay at 3.4%. Last month's downward reversal reassured markets over imminent rate cuts, so participants will watch if the easing trend persists ahead of policy guidance. US PPI follows the next day and is anticipated to show diminishing inflationary pressures.

UK Data Maintaining the Trend

Crucial UK economic indicators will be released over the coming days. Tuesday's employment numbers may keep the claimant count and unemployment rate in single digits and steady, respectively. Later, the UK monthly GDP for April is projected to evidence solid 0.2% growth, though below the unusually high 0.4% last month. Cable recorded a 4-week streak to 1.28 last week, exposing 1.29 next.

Other Events and Earnings

NAB will publish its survey on business confidence in Australia on Tuesday. Chinese inflation figures will be released on Wednesday. Data on new loans issued in China will be disclosed on Thursday, along with Westpac Bank's survey of consumer sentiment in Australia. Trade balance data for the EU is scheduled for Friday, followed by the UoM consumer confidence survey for the US.
Corporate earnings are expected to be limited this week. Only a small number of prominent companies, such as Oracle, GameStop, Broadcom, Adobe, and Signet Jewellers, will declare their latest financial results.
Source: Spreadex
submitted by AutoModerator to FOREXTRADING [link] [comments]


2024.06.10 05:41 mendokuseee Clear BackStack on Nested Navigation

In this NavHost:
NavHost( modifier = Modifier.padding(it), navController = navController, startDestination = Route.INITIALIZATION_MODE // when (mode) { // 1 -> Route.POINTOFSALE_MODE // 3 -> Route.CASHIER_MODE // else -> Route.INITIALIZATION_MODE // } ) { navigation( startDestination = Route.INITIALIZATION, route = Route.INITIALIZATION_MODE ) { composable(Route.INITIALIZATION) { InitializationScreen( snackbarHostState, navController::navigate ) } } navigation( startDestination = Route.CASHIER, route = Route.CASHIER_MODE ) { composable(Route.CASHIER) { CashierScreen( snackbarHostState, navController::navigate ) } navigation( startDestination = Route.DOCUMENT, route = Route.ACTIVATE ) { composable(Route.DOCUMENT) { navBackStackEntry -> val viewModel = navBackStackEntry.sharedViewModel( navController ) DocumentScreen( snackbarHostState, navController::navigate, viewModel ) } composable(Route.BALANCE) { navBackStackEntry -> val viewModel = navBackStackEntry.sharedViewModel( navController ) BalanceScreen( snackbarHostState, navController::navigate, viewModel ) } composable(Route.CONFIRM) { navBackStackEntry -> val viewModel = navBackStackEntry.sharedViewModel( navController ) ConfirmScreen( snackbarHostState, navController::navigate, { navController.navigateUp() }, viewModel ) } } navigation( startDestination = Route.DOCUMENT, route = Route.CANCEL ) { composable(Route.DOCUMENT) { navBackStackEntry -> val viewModel = navBackStackEntry.sharedViewModel( navController ) DocumentScreen( snackbarHostState, navController::navigate, viewModel ) } } navigation( startDestination = Route.CONFIRM, route = Route.RECHARGE ) { composable(Route.CONFIRM) { navBackStackEntry -> val viewModel = navBackStackEntry.sharedViewModel( navController ) ConfirmScreen( snackbarHostState, navController::navigate, { navController.navigateUp() }, viewModel ) } } } navigation( startDestination = Route.POINTOFSALE, route = Route.POINTOFSALE_MODE ) { composable(Route.POINTOFSALE) { Text(text = "Ponto de Venda") } } } 
I'm trying to clear the backstack after going from InitializationScreen to CashierMode:
u/Composable fun InitializationScreen( snackbarHostState: SnackbarHostState, onNavigate: (UiEvent.Navigate) -> Unit, viewModel: InitializationViewModel = hiltViewModel() ) { val state = viewModel.state LaunchedEffect(key1= true) { viewModel.uiEvent.collect{ event -> when(event){ is UiEvent.Navigate -> onNavigate(event) is UiEvent.ShowSnackbar -> { snackbarHostState.showSnackbar(message = event.text, duration = event.duration) } else -> Unit } } } Box( modifier = Modifier.fillMaxSize(), contentAlignment = Alignment.Center ) { if (!state.isLoading) { Column( horizontalAlignment = Alignment.CenterHorizontally, ) { Row( modifier = Modifier .weight(2.25f) .padding(start = 15.dp) .fillMaxWidth(), ) { Column( modifier = Modifier .fillMaxSize(), verticalArrangement = Arrangement.Bottom, horizontalAlignment = Alignment.Start ) { Text( text = stringResource(id = R.string.equipment_code), fontSize = 20.sp, fontStyle = FontStyle.Normal, fontWeight = FontWeight.Bold, textAlign = TextAlign.Center ) } } Row( modifier = Modifier .weight(4.75f) .fillMaxWidth(), verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.Start, ) { Column( verticalArrangement = Arrangement.Bottom ) { CompositionLocalProvider( LocalTextInputService provides null ) { GeneralTextField( text = state.equipmentCode, onValueChange = { viewModel.onEvent(InitializationEvent.OnEquipmentCodeEnter(it)) }, colors = TextFieldDefaults.textFieldColors( containerColor = Color.Transparent, cursorColor = Color.Transparent, focusedIndicatorColor = Color.Black, unfocusedIndicatorColor = Color.Gray, selectionColors = TextSelectionColors( handleColor = Color.Transparent, backgroundColor = Color.Transparent ) ), textStyle = TextStyle( fontSize = 30.sp, fontWeight = FontWeight.Bold, color = Color.Black, ), ) } } } Row( modifier = Modifier .weight(10f) .padding(top = 20.dp) .fillMaxWidth(), horizontalArrangement = Arrangement.Center ) { DefaultButton( text = stringResource(id = R.string.initialize_button), onClick = { viewModel.onEvent(InitializationEvent.OnClick) }, colors = ButtonDefaults.buttonColors( containerColor = MaterialTheme.colorScheme.secondary ), textColor = Color.Black ) } } } else { CircularProgressIndicator() } } } @HiltViewModel class InitializationViewModel @Inject constructor( private val context: Application, private val apiUseCases: ApiUseCases, private val dbUseCases: DatabaseUseCases, private val preferences: PreferencesRepository ) : ViewModel() { var state by mutableStateOf(InitializationState()) private set private val _uiEvent = Channel() val uiEvent = _uiEvent.receiveAsFlow() private fun activateEquipment( ) { viewModelScope.launch { state = state.copy(isLoading = true) if (state.equipmentCode.isEmpty()) { _uiEvent.send( UiEvent.ShowSnackbar( text = getString(context, R.string.initialize_error), duration = SnackbarDuration.Short ) ) } apiUseCases .activateEquipment( equipmentCode = state.equipmentCode, serialNumber = "999999" ) .onSuccess { equipment -> if (!equipment.isSuccessful) { _uiEvent.send( UiEvent.ShowSnackbar( text = getString(context, R.string.initialize_error), duration = SnackbarDuration.Short ) ) } else if (DateUtil.expiredDate(equipment.data?.get(0)?.pointOS?.event?.endDate.toString())) { _uiEvent.send( UiEvent.ShowSnackbar( text = getString(context, R.string.event_expired), duration = SnackbarDuration.Short ) ) } else { dbUseCases.insertEvent(equipment.data!![0].pointOS.event) when (equipment.data?.get(0)?.pointOS?.type) { 1 -> { val categoryList = getCategoryList(equipment) if (categoryList != null) { for (category in categoryList) { dbUseCases.insertCategory(category) } } preferences.saveMode(1) _uiEvent.send( UiEvent.Navigate( route = Route.POINTOFSALE_MODE, popUpToRoute = Route.INITIALIZATION_MODE, inclusive = true ) ) } 3 -> { preferences.saveMode(3) _uiEvent.send( UiEvent.Navigate( route = Route.CASHIER_MODE, popUpToRoute = Route.INITIALIZATION_MODE, inclusive = true ) ) } else -> { } } } } .onFailure { println("error: ${it.message}") } state = state.copy(isLoading = false) } } fun onEvent(event: InitializationEvent) { when (event) { is InitializationEvent.OnEquipmentCodeEnter -> { state = state.copy(equipmentCode = event.equipmentCode) } is InitializationEvent.OnClick -> { viewModelScope.launch { activateEquipment() } } } } private fun getCategoryList(equipment: Equipment): List? { return dbUseCases.categoryList(equipment) } } 
I'm trying to use popUpTo, but i'm not having success as i can still navigate back to initializationScreen after going to CashierScreen.
fun NavController.navigate(event: UiEvent.Navigate, popUpToRoute: String? = null, inclusive: Boolean = false){ this.navigate(event.route) { popUpToRoute?.let { route -> popUpTo(route) { this.inclusive = inclusive } } } } 
What am i doing wrong here? i tried passing the navcontroller directly to the screen but it also didn't work
submitted by mendokuseee to androiddev [link] [comments]


2024.06.10 04:22 Current-Performer-51 Collectors edition predicament

Collectors edition predicament
I have the collectors edition in my cart on Bandais store (Xbox edition) which is now waitlisted but it gives me the option to check out. I want to do it but i’m scared that i might get charged and not even get my order put in. If anyone could give some input it would be much appreciated!
submitted by Current-Performer-51 to tenkaichi4 [link] [comments]


2024.06.10 03:57 cheesey_cheddaryched Finally another new update for our game

Finally another new update for our game
We finally added SCP 010, 011 and 012 to our game SCPviewingfacility
submitted by cheesey_cheddaryched to RecRoom [link] [comments]


2024.06.10 03:22 Th3FluffyOne Found this Fossil at a Goodwill over the weekend...

Found this Fossil at a Goodwill over the weekend... submitted by Th3FluffyOne to JurassicPark [link] [comments]


2024.06.10 01:50 jamesgilboy [Suggestion] Make Barrows equipment upgradable to Wighted Barrows gear, with set effects integral to each piece and cosmetic changes

Barrows equipment still has its uses, but it's also been a slow victim of power creep. Perilous Moons gear is relatively well-balanced against it, though there's no discounting how obsolete most of this equipment is. But that can be changed, by introducing a way to slightly upgrade the gear—adding viability in more scenarios, but not meaningfully changing its function.
One of Barrows gear's biggest drawbacks is requiring the full set to access the effect. With a handful of exceptions, there's almost no reason to use the pieces individually, and set effects are of widely varying usefulness. That leaves some Barrows gear (Torag's, many various pieces) without any real purpose outside extremely small niches. If there were a way to access set effects on individual pieces though, they could suddenly become viable for a much wider range of content, not to mention become budget alternatives for late-game gear.
There'd have to be a cost, of course. Its level requirements should be 75, the upgraded armor shouldn't be tradable, and there wouldn't be any stat bonuses. It should also be expensive, requiring sacrificing the rest of the set and an amulet of the damned to produce one upgraded piece. Four sets turn into one upgraded set. Perhaps with the help of the Strange Old Man, or made at the chest with a 75 Smithing and Prayer requirement. Maybe a miniquest could be involved.
So, that's obviously a lot, but it could be worthwhile for access to the set effect on its own. Or at least, part of it: Each piece gets the effect at 1/4 strength, and they stack with each other. This would allow wearing more powerful amulets (salve ei, bonecrusher, torture, etc) while accessing set effect, amounting to a full-set upgrade. They could also be non-degradable too, or repaired at the same cost as regular Barrows armor.
The most interesting possibilities lie with using individual pieces in other gear, though, because of how the effects interact with other equipment. Per-piece as follows, with some small tweaks for balance's sake:
This would allow some interesting mix-and-matching that would add plenty of fun new builds
This could also make something of an item sink, reducing oversupply of some sets, and making Barrows a more profitable training method again. As for a name and theme, they could just get the "Wighted" prefix or a (w) marker. They could also have the pink ghostly effect of the brothers, or have that be unlocked through an ornament kit added to the Barrows chest as a super rare. (It could affect the Barrows Gloves too.) And screw it, maybe add a wighted cat as a pet.
I'm spitballing a bit at the end, but I've been testing homemade edibles today, so cut me some slack. Just an idea for adding another gear upgrade tier for mid-late game to smooth out progression.
submitted by jamesgilboy to 2007scape [link] [comments]


2024.06.10 01:49 Thepeoplesrepublics Game will not start

Error: java.lang.RuntimeException: null 
so im trying to play modded minecraft with some friends but i get this error code no matter what ive done. heres the mods and the code error it gives
[Patchouli]()Patchouli-1.19.2-77.jarVazkii[Regrowth]()Regrowth-1.19-41.1.31.1.jarMacTso[Simple Voice Chat]()voicechat-forge-1.19.2-2.5.15.jarhenkelmax[Sophisticated Core]()sophisticatedcore-1.19.2-0.6.4.605.jarP3pp3rF1y[The Man From The Fog]()The-Man-From-The-Fog-1.3-1.19.2.jarM_Productions[The Mi Alliance: Invasion!]()mialliance-4.2.0.jarlord_blubbee[The Twilight Forest]()twilightforest-1.19.2-4.2.1518-universal.jarBenimatic[Villager Recruits: Cavalry Update!]()recruits-1.19.2-1.10.15.jartalhanation[Villager Workers: Traveling Merchant Update!]()workers-1.19.2-1.7.8.jar
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 2024-06-09 19:47:06
Description: Initializing game
java.lang.RuntimeException: null
at net.minecraftforge.registries.GameData.postRegisterEvents(GameData.java:326) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.common.ForgeStatesProvider.lambda$new$4(ForgeStatesProvider.java:25) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.fml.ModLoader.lambda$dispatchAndHandleError$23(ModLoader.java:207) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at java.util.Optional.ifPresent(Optional.java:178) \~\[?:?\] {re:mixin} at net.minecraftforge.fml.ModLoader.dispatchAndHandleError(ModLoader.java:207) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.fml.ModLoader.lambda$gatherAndInitializeMods$14(ModLoader.java:185) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at java.lang.Iterable.forEach(Iterable.java:75) \~\[?:?\] {re:mixin} at net.minecraftforge.fml.ModLoader.gatherAndInitializeMods(ModLoader.java:185) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.client.loading.ClientModLoader.lambda$begin$1(ClientModLoader.java:91) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraftforge.client.loading.ClientModLoader.lambda$createRunnableWithCatch$4(ClientModLoader.java:111) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraftforge.client.loading.ClientModLoader.begin(ClientModLoader.java:91) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.Minecraft.(Minecraft.java:468) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:carryon.mixins.json:MinecraftMixin,pl:mixin:APP:ars\_nouveau.mixins.json:light.ClientMixin,pl:mixin:APP:ars\_nouveau.mixins.json:camera.MinecraftMixin,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.m\_239872\_(Main.java:176) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.main(Main.java:51) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:classloading,pl:runtimedistcleaner:A} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) \~\[?:?\] {} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) \~\[?:?\] {} at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) \~\[?:?\] {} at java.lang.reflect.Method.invoke(Method.java:568) \~\[?:?\] {} at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0(CommonClientLaunchHandler.java:27) \~\[fmlloader-1.19.2-43.3.0.jar%23101!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:30) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:141) \[bootstraplauncher-1.1.2.jar:?\] {} Suppressed: net.minecraftforge.fml.ModLoadingException: Sophisticated Backpacks (sophisticatedbackpacks) encountered an error during the common\_setup event phase 
§7java.lang.NoSuchMethodError: 'void net.p3pp3rf1y.sophisticatedcore.upgrades.pickup.PickupUpgradeItem.(java.util.function.IntSupplier, net.minecraft.world.item.CreativeModeTab)'
 at net.minecraftforge.fml.javafmlmod.FMLModContainer.acceptEvent(FMLModContainer.java:111) \~\[javafmllanguage-1.19.2-43.3.0.jar%23203!/:?\] {} at net.minecraftforge.fml.ModLoader.lambda$postEventWithWrapInModOrder$35(ModLoader.java:315) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at java.lang.Iterable.forEach(Iterable.java:75) \~\[?:?\] {re:mixin} at net.minecraftforge.fml.ModList.forEachModInOrder(ModList.java:225) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.fml.ModLoader.postEventWithWrapInModOrder(ModLoader.java:313) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.registries.GameData.postRegisterEvents(GameData.java:341) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.common.ForgeStatesProvider.lambda$new$4(ForgeStatesProvider.java:25) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.fml.ModLoader.lambda$dispatchAndHandleError$23(ModLoader.java:207) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at java.util.Optional.ifPresent(Optional.java:178) \~\[?:?\] {re:mixin} at net.minecraftforge.fml.ModLoader.dispatchAndHandleError(ModLoader.java:207) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.fml.ModLoader.lambda$gatherAndInitializeMods$14(ModLoader.java:185) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at java.lang.Iterable.forEach(Iterable.java:75) \~\[?:?\] {re:mixin} at net.minecraftforge.fml.ModLoader.gatherAndInitializeMods(ModLoader.java:185) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.client.loading.ClientModLoader.lambda$begin$1(ClientModLoader.java:91) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraftforge.client.loading.ClientModLoader.lambda$createRunnableWithCatch$4(ClientModLoader.java:111) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraftforge.client.loading.ClientModLoader.begin(ClientModLoader.java:91) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.Minecraft.(Minecraft.java:468) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:carryon.mixins.json:MinecraftMixin,pl:mixin:APP:ars\_nouveau.mixins.json:light.ClientMixin,pl:mixin:APP:ars\_nouveau.mixins.json:camera.MinecraftMixin,pl:mixin:A,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.m\_239872\_(Main.java:176) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.main(Main.java:51) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:classloading,pl:runtimedistcleaner:A} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) \~\[?:?\] {} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) \~\[?:?\] {} at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) \~\[?:?\] {} at java.lang.reflect.Method.invoke(Method.java:568) \~\[?:?\] {} at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0(CommonClientLaunchHandler.java:27) \~\[fmlloader-1.19.2-43.3.0.jar%23101!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:30) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:141) \[bootstraplauncher-1.1.2.jar:?\] {} Caused by: java.lang.NoSuchMethodError: 'void net.p3pp3rf1y.sophisticatedcore.upgrades.pickup.PickupUpgradeItem.(java.util.function.IntSupplier, net.minecraft.world.item.CreativeModeTab)' at net.p3pp3rf1y.sophisticatedbackpacks.init.ModItems.lambda$static$5(ModItems.java:172) \~\[sophisticatedbackpacks-1.19.2-3.18.63.934.jar%23195!/:1.19.2-3.18.63.934\] {re:classloading} at net.minecraftforge.registries.DeferredRegister.lambda$addEntries$1(DeferredRegister.java:388) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.registries.RegisterEvent.register(RegisterEvent.java:59) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:eventbus:A} at net.minecraftforge.registries.DeferredRegister.addEntries(DeferredRegister.java:388) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.registries.DeferredRegister$EventDispatcher.handleEvent(DeferredRegister.java:330) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.registries.\_\_EventDispatcher\_handleEvent\_RegisterEvent.invoke(.dynamic) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:eventbus:B} at net.minecraftforge.eventbus.ASMEventHandler.invoke(ASMEventHandler.java:73) \~\[eventbus-6.0.3.jar%2385!/:?\] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:315) \~\[eventbus-6.0.3.jar%2385!/:?\] {} at net.minecraftforge.eventbus.EventBus.post(EventBus.java:296) \~\[eventbus-6.0.3.jar%2385!/:?\] {} at net.minecraftforge.fml.javafmlmod.FMLModContainer.acceptEvent(FMLModContainer.java:107) \~\[javafmllanguage-1.19.2-43.3.0.jar%23203!/:?\] {} ... 31 more 
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
Thread: Render thread
Stacktrace:
at net.minecraftforge.registries.GameData.postRegisterEvents(GameData.java:326) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.common.ForgeStatesProvider.lambda$new$4(ForgeStatesProvider.java:25) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading} at net.minecraftforge.fml.ModLoader.lambda$dispatchAndHandleError$23(ModLoader.java:207) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at java.util.Optional.ifPresent(Optional.java:178) \~\[?:?\] {re:mixin} at net.minecraftforge.fml.ModLoader.dispatchAndHandleError(ModLoader.java:207) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.fml.ModLoader.lambda$gatherAndInitializeMods$14(ModLoader.java:185) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at java.lang.Iterable.forEach(Iterable.java:75) \~\[?:?\] {re:mixin} at net.minecraftforge.fml.ModLoader.gatherAndInitializeMods(ModLoader.java:185) \~\[fmlcore-1.19.2-43.3.0.jar%23202!/:?\] {} at net.minecraftforge.client.loading.ClientModLoader.lambda$begin$1(ClientModLoader.java:91) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraftforge.client.loading.ClientModLoader.lambda$createRunnableWithCatch$4(ClientModLoader.java:111) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraftforge.client.loading.ClientModLoader.begin(ClientModLoader.java:91) \~\[forge-1.19.2-43.3.0-universal.jar%23206!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.Minecraft.(Minecraft.java:468) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:carryon.mixins.json:MinecraftMixin,pl:mixin:APP:ars\_nouveau.mixins.json:light.ClientMixin,pl:mixin:APP:ars\_nouveau.mixins.json:camera.MinecraftMixin,pl:mixin:A,pl:runtimedistcleaner:A} 
-- Initialization --
Details:
Modules: ADVAPI32.dll:Advanced Windows 32 Base API:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation COMCTL32.dll:User Experience Controls Library:6.10 (WinBuild.160101.0800):Microsoft Corporation CRYPT32.dll:Crypto API32:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation CRYPTBASE.dll:Base cryptographic API DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation CRYPTSP.dll:Cryptographic Service Provider API:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation CoreMessaging.dll:Microsoft CoreMessaging Dll:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation CoreUIComponents.dll:Microsoft Core UI Components Dll:10.0.22621.3672:Microsoft Corporation DBGHELP.DLL:Windows Image Helper:10.0.22621.3593 (WinBuild.160101.0800):Microsoft Corporation DEVOBJ.dll:Device Information Set DLL:10.0.22621.2506 (WinBuild.160101.0800):Microsoft Corporation DNSAPI.dll:DNS Client API DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation GDI32.dll:GDI Client DLL:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation GLU32.dll:OpenGL Utility Library DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation IMM32.DLL:Multi-User Windows IMM32 API Client DLL:10.0.22621.3374 (WinBuild.160101.0800):Microsoft Corporation IPHLPAPI.DLL:IP Helper API:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation KERNEL32.DLL:Windows NT BASE API Client DLL:10.0.22621.3374 (WinBuild.160101.0800):Microsoft Corporation KERNELBASE.dll:Windows NT BASE API Client DLL:10.0.22621.3374 (WinBuild.160101.0800):Microsoft Corporation MSCTF.dll:MSCTF Server DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation MpOav.dll:IOfficeAntiVirus Module:4.18.24050.7 (b60bcb9c79f050335eb91db16f7d3e97336ad10e-dirty):Microsoft Corporation NSI.dll:NSI User-mode interface DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation NTASN1.dll:Microsoft ASN.1 API:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation OLEAUT32.dll:OLEAUT32.DLL:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation Ole32.dll:Microsoft OLE for Windows:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation POWRPROF.dll:Power Profile Helper DLL:10.0.22621.3374 (WinBuild.160101.0800):Microsoft Corporation PSAPI.DLL:Process Status Helper:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation Pdh.dll:Windows Performance Data Helper DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation RPCRT4.dll:Remote Procedure Call Runtime:10.0.22621.2506 (WinBuild.160101.0800):Microsoft Corporation SETUPAPI.dll:Windows Setup API:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation SHCORE.dll:SHCORE:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation SHELL32.dll:Windows Shell Common Dll:10.0.22621.2792 (WinBuild.160101.0800):Microsoft Corporation UMPDC.dll:User Mode Power Dependency Coordinator:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation USER32.dll:Multi-User Windows USER API Client DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation USERENV.dll:Userenv:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation VCRUNTIME140.dll:Microsoft® C Runtime Library:14.29.30139.0 built by: vcwrkspc:Microsoft Corporation VERSION.dll:Version Checking and File Installation Libraries:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation WINHTTP.dll:Windows HTTP Services:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation WINMM.dll:MCI API DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation WINSTA.dll:Winstation Library:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation WINTRUST.dll:Microsoft Trust Verification APIs:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation WS2\_32.dll:Windows Socket 2.0 32-Bit DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation WSOCK32.dll:Windows Socket 32-Bit DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation WTSAPI32.dll:Windows Remote Desktop Session Host Server SDK APIs:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation amsi.dll:Anti-Malware Scan Interface:10.0.22621.3527 (WinBuild.160101.0800):Microsoft Corporation bcrypt.dll:Windows Cryptographic Primitives Library:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation bcryptPrimitives.dll:Windows Cryptographic Primitives Library:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation cfgmgr32.dll:Configuration Manager DLL:10.0.22621.2506 (WinBuild.160101.0800):Microsoft Corporation clbcatq.dll:COM+ Configuration Catalog:2001.12.10941.16384 (WinBuild.160101.0800):Microsoft Corporation combase.dll:Microsoft COM for Windows:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation cryptnet.dll:Crypto Network Related API:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation dbgcore.DLL:Windows Core Debugging Helpers:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation dhcpcsvc.DLL:DHCP Client Service:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation dhcpcsvc6.DLL:DHCPv6 Client:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation dinput8.dll:Microsoft DirectInput:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation drvstore.dll:Driver Store API:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation dwmapi.dll:Microsoft Desktop Window Manager API:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation dxcore.dll:DXCore:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation fwpuclnt.dll:FWP/IPsec User-Mode API:10.0.22621.2506 (WinBuild.160101.0800):Microsoft Corporation gdi32full.dll:GDI Client DLL:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation glfw.dll:GLFW 3.4.0 DLL:3.4.0:GLFW icm32.dll:Microsoft Color Management Module (CMM):10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation inputhost.dll:InputHost:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation java.dll:OpenJDK Platform binary:17.0.8.0:Microsoft javaw.exe:OpenJDK Platform binary:17.0.8.0:Microsoft jemalloc.dll jimage.dll:OpenJDK Platform binary:17.0.8.0:Microsoft jli.dll:OpenJDK Platform binary:17.0.8.0:Microsoft jna3140004083156889871.dll:JNA native library:6.1.2:Java(TM) Native Access (JNA) jsvml.dll:OpenJDK Platform binary:17.0.8.0:Microsoft jvm.dll:OpenJDK 64-Bit server VM:17.0.8.0:Microsoft kernel.appcore.dll:AppModel API Host:10.0.22621.2715 (WinBuild.160101.0800):Microsoft Corporation lwjgl.dll lwjgl\_opengl.dll lwjgl\_stb.dll management.dll:OpenJDK Platform binary:17.0.8.0:Microsoft management\_ext.dll:OpenJDK Platform binary:17.0.8.0:Microsoft msasn1.dll:ASN.1 Runtime APIs:10.0.22621.2506 (WinBuild.160101.0800):Microsoft Corporation mscms.dll:Microsoft Color Matching System DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation msvcp140.dll:Microsoft® C Runtime Library:14.29.30139.0 built by: vcwrkspc:Microsoft Corporation msvcp\_win.dll:Microsoft® C Runtime Library:10.0.22621.3374 (WinBuild.160101.0800):Microsoft Corporation msvcrt.dll:Windows NT CRT DLL:7.0.22621.2506 (WinBuild.160101.0800):Microsoft Corporation mswsock.dll:Microsoft Windows Sockets 2.0 Service Provider:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation napinsp.dll:E-mail Naming Shim Provider:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation ncrypt.dll:Windows NCrypt Router:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation net.dll:OpenJDK Platform binary:17.0.8.0:Microsoft nio.dll:OpenJDK Platform binary:17.0.8.0:Microsoft nlansp\_c.dll:NLA Namespace Service Provider DLL:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation ntdll.dll:NT Layer DLL:10.0.22621.3374 (WinBuild.160101.0800):Microsoft Corporation ntmarta.dll:Windows NT MARTA provider:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation nvoglv64.dll:NVIDIA Compatible OpenGL ICD:31.0.15.3640:NVIDIA Corporation nvspcap64.dll:NVIDIA Game Proxy:3.20.5.70:NVIDIA Corporation opengl32.dll:OpenGL Client DLL:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation perfos.dll:Windows System Performance Objects DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation pfclient.dll:SysMain Client:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation pnrpnsp.dll:PNRP Name Space Provider:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation profapi.dll:User Profile Basic API:10.0.22621.3527 (WinBuild.160101.0800):Microsoft Corporation rasadhlp.dll:Remote Access AutoDial Helper:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation rsaenh.dll:Microsoft Enhanced Cryptographic Provider:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation sechost.dll:Host for SCM/SDDL/LSA Lookup APIs:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation shlwapi.dll:Shell Light-weight Utility Library:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation sunmscapi.dll:OpenJDK Platform binary:17.0.8.0:Microsoft textinputframework.dll:"TextInputFramework.DYNLINK":10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation ucrtbase.dll:Microsoft® C Runtime Library:10.0.22621.3593 (WinBuild.160101.0800):Microsoft Corporation uxtheme.dll:Microsoft UxTheme Library:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation vcruntime140\_1.dll:Microsoft® C Runtime Library:14.29.30139.0 built by: vcwrkspc:Microsoft Corporation verify.dll:OpenJDK Platform binary:17.0.8.0:Microsoft win32u.dll:Win32u:10.0.22621.3672 (WinBuild.160101.0800):Microsoft Corporation windows.storage.dll:Microsoft WinRT Storage API:10.0.22621.3527 (WinBuild.160101.0800):Microsoft Corporation winrnr.dll:LDAP RnR Provider DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation wintypes.dll:Windows Base Types DLL:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation wldp.dll:Windows Lockdown Policy:10.0.22621.2506 (WinBuild.160101.0800):Microsoft Corporation wshbth.dll:Windows Sockets Helper DLL:10.0.22621.3374 (WinBuild.160101.0800):Microsoft Corporation xinput1\_4.dll:Microsoft Common Controller API:10.0.22621.1 (WinBuild.160101.0800):Microsoft Corporation zip.dll:OpenJDK Platform binary:17.0.8.0:Microsoft 
Stacktrace:
at net.minecraft.client.main.Main.m\_239872\_(Main.java:176) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:classloading,pl:runtimedistcleaner:A} at net.minecraft.client.main.Main.main(Main.java:51) \~\[client-1.19.2-20220805.130853-srg.jar%23201!/:?\] {re:classloading,pl:runtimedistcleaner:A} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) \~\[?:?\] {} at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) \~\[?:?\] {} at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) \~\[?:?\] {} at java.lang.reflect.Method.invoke(Method.java:568) \~\[?:?\] {} at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0(CommonClientLaunchHandler.java:27) \~\[fmlloader-1.19.2-43.3.0.jar%23101!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:30) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) \[modlauncher-10.0.8.jar%2388!/:?\] {} at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:141) \[bootstraplauncher-1.1.2.jar:?\] {} 
-- System Details --
Details:
Minecraft Version: 1.19.2 Minecraft Version ID: 1.19.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 17.0.8, Microsoft Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft Memory: 1215913224 bytes (1159 MiB) / 1610612736 bytes (1536 MiB) up to 4294967296 bytes (4096 MiB) CPUs: 12 Processor Vendor: GenuineIntel Processor Name: Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz Identifier: Intel64 Family 6 Model 165 Stepping 3 Microarchitecture: unknown Frequency (GHz): 2.90 Number of physical packages: 1 Number of physical CPUs: 6 Number of logical CPUs: 12 Graphics card #0 name: NVIDIA GeForce GTX 1660 SUPER Graphics card #0 vendor: NVIDIA (0x10de) Graphics card #0 VRAM (MB): 4095.00 Graphics card #0 deviceId: 0x21c4 Graphics card #0 versionInfo: DriverVersion=31.0.15.3640 Memory slot #0 capacity (MB): 8192.00 Memory slot #0 clockSpeed (GHz): 2.93 Memory slot #0 type: DDR4 Memory slot #1 capacity (MB): 8192.00 Memory slot #1 clockSpeed (GHz): 2.93 Memory slot #1 type: DDR4 Virtual memory max (MB): 31997.22 Virtual memory used (MB): 13478.52 Swap memory total (MB): 15872.00 Swap memory used (MB): 70.57 JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance\_javaw.exe\_minecraft.exe.heapdump -Xss1M -Xmx4096m -Xms256m Launched Version: forge-43.3.0 Backend library: LWJGL version 3.3.1 build 7 Backend API: NVIDIA GeForce GTX 1660 SUPEPCIe/SSE2 GL version 3.2.0 NVIDIA 536.40, NVIDIA Corporation Window size:  GL Caps: Using framebuffer using OpenGL 3.2 GL debug messages: Using VBOs: Yes Is Modded: Definitely; Client brand changed to 'forge' Type: Client (map\_client.txt) CPU: 12x Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz ModLauncher: 10.0.8+10.0.8+main.0ef7e830 ModLauncher launch target: forgeclient ModLauncher naming: srg ModLauncher services: mixin-0.8.5.jar mixin PLUGINSERVICE eventbus-6.0.3.jar eventbus PLUGINSERVICE fmlloader-1.19.2-43.3.0.jar slf4jfixer PLUGINSERVICE fmlloader-1.19.2-43.3.0.jar object\_holder\_definalize PLUGINSERVICE fmlloader-1.19.2-43.3.0.jar runtime\_enum\_extender PLUGINSERVICE fmlloader-1.19.2-43.3.0.jar capability\_token\_subclass PLUGINSERVICE accesstransformers-8.0.4.jar accesstransformer PLUGINSERVICE fmlloader-1.19.2-43.3.0.jar runtimedistcleaner PLUGINSERVICE modlauncher-10.0.8.jar mixin TRANSFORMATIONSERVICE modlauncher-10.0.8.jar fml TRANSFORMATIONSERVICE FML Language Providers: minecraft@1.0 lowcodefml@null javafml@null Mod List: client-1.19.2-20220805.130853-srg.jar Minecraft minecraft 1.19.2 COMMON\_SETManifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f voicechat-forge-1.19.2-2.5.15.jar Simple Voice Chat voicechat 1.19.2-2.5.15 COMMON\_SETManifest: NOSIGNATURE humancompanions-1.19.2-1.7.4.jar Human Companions humancompanions 1.19.2-1.7.4 COMMON\_SETManifest: NOSIGNATURE lootbundles-1.19.2-0.1.0.6.jar Loot Bundles lootbundles 1.19.2-0.1.0.6 COMMON\_SETManifest: NOSIGNATURE clay-0.4.2-forge-1.19.2.jar Clay Soldiers clay 0.4.2 COMMON\_SETManifest: NOSIGNATURE sophisticatedcore-1.19.2-0.6.4.605.jar Sophisticated Core sophisticatedcore 1.19.2-0.6.4.605 COMMON\_SETManifest: NOSIGNATURE curios-forge-1.19.2-5.1.6.2.jar Curios API curios 1.19.2-5.1.6.2 COMMON\_SETManifest: NOSIGNATURE Patchouli-1.19.2-77.jar Patchouli patchouli 1.19.2-77 COMMON\_SETManifest: NOSIGNATURE mialliance-4.2.0.jar MI Alliance mialliance 4.2.0 COMMON\_SETManifest: NOSIGNATURE The-Man-From-The-Fog-1.3-1.19.2.jar The Man From The Fog man 1.3 COMMON\_SETManifest: NOSIGNATURE EpicFight-19.5.16.jar Epic Fight epicfight 19.5.16 COMMON\_SETManifest: NOSIGNATURE workers-1.19.2-1.7.8.jar Workers Mod workers 1.7.8 COMMON\_SETManifest: NOSIGNATURE journeymap-1.19.2-5.9.8-forge.jar Journeymap journeymap 5.9.8 COMMON\_SETManifest: NOSIGNATURE OreExcavation-1.11.166.jar OreExcavation oreexcavation 1.11.166 COMMON\_SETManifest: NOSIGNATURE mixinextras-forge-0.2.0-beta.6.jar MixinExtras mixinextras 0.2.0-beta.6 COMMON\_SETManifest: NOSIGNATURE Regrowth-1.19-41.1.31.1.jar Regrowth regrowth 41.1.31.1 COMMON\_SETManifest: NOSIGNATURE musketmod-1.19.2-forge-1.4.5.jar Musket Mod musketmod 1.4.5 COMMON\_SETManifest: NOSIGNATURE sophisticatedbackpacks-1.19.2-3.18.63.934.jar Sophisticated Backpacks sophisticatedbackpacks 1.19.2-3.18.63.934 COMMON\_SETManifest: NOSIGNATURE cupboard-1.19.2-2.6.jar Cupboard utilities cupboard 1.19.2-2.6 COMMON\_SETManifest: NOSIGNATURE farsight-1.19.2-3.6.jar Farsight mod farsight\_view 1.19.2-3.6 COMMON\_SETManifest: NOSIGNATURE carryon-forge-1.19.2-2.1.2.23.jar Carry On carryon 2.1.2.23 COMMON\_SETManifest: NOSIGNATURE ars\_nouveau-1.19.2-3.23.0.jar Ars Nouveau ars\_nouveau 3.23.0 COMMON\_SETManifest: NOSIGNATURE ars\_elemental-1.19.2-0.5.9.4.1.jar Ars Elemental ars\_elemental 1.19.2-0.5.9.4.1 COMMON\_SETManifest: NOSIGNATURE forge-1.19.2-43.3.0-universal.jar Forge forge 43.3.0 COMMON\_SETManifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90 twilightforest-1.19.2-4.2.1518-universal.jar The Twilight Forest twilightforest 4.2.1518 COMMON\_SETManifest: NOSIGNATURE geophilic-1.19-2.0.0c.jar Geophilic geophilic 1.19-2.0.0c COMMON\_SETManifest: NOSIGNATURE geckolib-forge-1.19-3.1.40.jar GeckoLib geckolib3 3.1.40 COMMON\_SETManifest: NOSIGNATURE recruits-1.19.2-1.10.15.jar Recruits Mod recruits 1.10.15 COMMON\_SETManifest: NOSIGNATURE Crash Report UUID: 8c7ae69a-7ad4-4675-9078-e4abe611bb36 FML: 43.3 Forge: net.minecraftforge:43.3.0 
submitted by Thepeoplesrepublics to minecraftbugs [link] [comments]


2024.06.10 01:40 Forgesword [Other][Online][Sunday 12PM PST] Wayfaring Strangers!

Hello all! I am looking for a replacement player to a campaign in progress, they are 5th level (level cap 10) and making good progress, about 2 months in.
System: very similar to 5e, but level cap is 10, the classes are different in a 3 stage evolution (For example, Skirmisher becomes Fighter at 3rd level, then becomes Armsmaster at 5th level). And a few other things that are bit different than 5e, but if you are familiar with 5e you will transfer with 0 issues. If you are new to both, then perfect!
Game: They started in a world called Mirria, which is a VAST water world that has continent like islands. This world has many legends of seamonsters, but none greater than that of Caltiathon! The gigantic seabeast has never been seen or witnessed in anyway, but some sailors swear up and down they have had an encounter with it! Party consists of 1 tank, 1 bruisetank (think barbarian), 1 ranged, and 1 bard.
Me: DMing since 2018, played 3 games successfully, 2 were longer than a year and the last was not. DMed several one-shots (mainly holiday ones like Christmas and Halloween themed). RAI DM. Welcoming to all, but I don't allow political discussion during game, no exceptions.
Requirements: Discord, a working mic, Roll20. No experience needed with any of it, just have it! Either respond to the post or message me directly, thanks!
submitted by Forgesword to lfg [link] [comments]


2024.06.10 01:37 RenoHadreas My submission for the 2024 CivitAi user unhinged prompt olympics

My submission for the 2024 CivitAi user unhinged prompt olympics submitted by RenoHadreas to StableDiffusion [link] [comments]


2024.06.10 01:29 geosunsetmoth Your campaign setting is way too fucking weird. I bet your players hate playing with you. Have YOU asked THEM to write the story for you? You should.

Honestly... I don't even know where to start.
Different factions with opposing ideologies? BBEG with secret plans? Themes? This is just way too complex. Have you asked your players what they like? Because I know what they like. They like it when the dragon kidnaps the princess, and takes it to the tower, and the gnome says "oh my god you need to save the princess", and then you save the day and the campaign is over.
THIS is real D&D. This is what Tolkien intended when he invented D&D 1e in the 80s. Stop holding your players HOSTAGE to your KOOKY SETTINGS with SILLY CREATURES, and play by the RULES OF FANTASY, because tropes exist for a reason. And this reason is to make me happy. You wicked being, your poor players. Horrible situation all around. Go give them an evil wizard with a long beard and an orb for them to beat up or don't even bother being a DM.
Delete everything you've done so far in the campaign. Go back to the drawing board. Session 0 part 2, bring new characters next week, make the campaign that they want, not whatever vain concoction of yours came up with "Primus" or "Modrons". They want "Hogs" and "Wizard Tower".
submitted by geosunsetmoth to DnDcirclejerk [link] [comments]


2024.06.10 01:23 darth_aer LMDE on 12 year old ThinkPad

LMDE on 12 year old ThinkPad submitted by darth_aer to linuxmint [link] [comments]


2024.06.10 00:16 semi_automatic_oboe Public Playtesting and Data Collection Initiative!

For those of you who may be following from other spheres: In an effort to increase transparency, we have opened up playtesting and data reporting concerning pieces in the game for the public, the information and collection site is available on the Legacy Discord: https://discord.com/invite/gnU2CKVGYv ! Please look under the Balance and Playtest Category, #playtest-reqs. You will need to post one playtest report in #playtest-impressions, and afterwards you will gain the Playtester Role which will allow you to comment, nicely-critique other playtests and post playtests directly into #playtest-standard and #playtest-wildspace-other
The above place will contain notes on what pieces the Balance Team is looking for more directly playtest data on. Please feel free to pick material that you are interested in and provide us feedback and opinions on that piece.
Playtest reports require a specific format, please ensure you provide the minimum required information/stats, and you are playing with the Legacy ruleset (which is FFG + 2 rules).
Finally, reports are best if you and your opponent BOTH agree upon the assessment/opinions made. And it's always recommended to swap lists if you think something is a big issue.
# Title: what is tested specifically in this battlerep / or what is the theme of this report POST LISTS HERE (xwing-legacy builder Link) ## Game Stats **Turns**: (eg. 9) **Time**: (eg. 75 minutes) **Score**: Faction1 scored 00, Faction2 scored 00; FACTION1 WINS 00pts difference. **Luck**: (describe issues with luck, one sentence if needed) **Skill disparity**: (one sentence if needed, please agree to this between players, else leave it blank, do not demean your opponent) Impressions/Opinions both player can agree upon: here 
We are looking forward to you joining us and providing your voice for all to see.

Also this is an excellent time to participate in the upcoming tournament online! https://www.reddit.com/XWingTMG2_0/comments/1d7gvq4/ambush_in_takodana_legacy_tts_online_tournament/
submitted by semi_automatic_oboe to XWingTMG2_0 [link] [comments]


2024.06.09 23:50 KnightGhost721 Concept: Operation Ominous Howl (Disclaimer: Long Post)

SEASON OVERVIEW

Ominous Howl initial teaser image. Original artwork by Gaetan Perrot for BF2042 on ArtStation. Edited by me to include the indigo-colored smoke effect.
Hello Siege players, this is a concept for a season I've been working on for a little while, it includes a brand new Attacker from Siberia, a brand new map set in a fortified manor in a private island, as well as a few other quaility-of-life and gameplay changes. Keep in mind my foccus in more so on the new additions, those being the brand new Operator and Map, so the other topics may not sound as detailed or refined as them.

NEW MAP: ESTATE

https://preview.redd.it/rt8agw92ol5d1.png?width=3931&format=png&auto=webp&s=eaba03733f395fda019b7625b70bd81b698fa20c
https://preview.redd.it/5pjwtgdy8m5d1.png?width=3480&format=png&auto=webp&s=87adad17b7c57c9d9daefbbeb018ace14d329309
https://preview.redd.it/g2aksersbm5d1.png?width=3723&format=png&auto=webp&s=d14af9efc768d3495a14c40ad3b58869c2b2601b
https://preview.redd.it/hpxyjvyvbm5d1.png?width=3723&format=png&auto=webp&s=421bab1f428b86875ca5d652b2ab74793b56fbd6
Estate is the brand new map featured in Operation Ominous Howl, it takes place in the fortified manor of the Romanov Estate, a family of Russian Oligarchs with political, military and industrial ties, as well as the home of KOHHN PMC's CEO herself, Natalya Romanova. The map is located on a private island in the Mediterranean Sea, which has a somewhat tropical look, taking place at sunset, with a very refined aesthetic to the manor itself.
Of course, to differentiate the ambiances for each floor and section of the map, different themes are presented, similar to Lair in Y8S4.
(please note that the reference images used above are used directly from MW3's Oligarch campaign mission and are meant to be EXCLUSIVELY illustrative, they are not my work, they are not 100% true to what I pictured for the map itself)

OPERATOR MASTERY SYSTEM

https://preview.redd.it/n4e4mnb3xl5d1.png?width=3931&format=png&auto=webp&s=89efb064727d28b7fd2e5648c5dbdb30fcc5e466
Following in the footsteps of Rainbow Six: Extraction, the introduction of the Operator Mastery System allows players to level up and unlock unique cosmetic rewards for their favorite operators by simply playing the game.
Each operator will have their own individual progress of up to 10 different levels, unlocking unique cosmetic rewards such as mastery uniforms and headgears, weapon skins, card backgrounds and portraits. These masteries also include seasonal rewards as a way to encourage players to also play a wider variety of Operators for the duration of the season.

RANKED 2.0 REWARDS UPDATE

https://preview.redd.it/yw3b27aqyl5d1.png?width=3931&format=png&auto=webp&s=aeb62bb17fc7886650e6df942a96b96d12854564
As a soft update to the recent addition of ranked-exclusive Headgears, Ominous Howl will add full fledged Uniforms, Universal Weapon Skins for each rank, Operator Portraits and more. It should be noted that only Platinum and above ranks feature Operator Portraits, while the lower ranks will feature a Bravo Pack instead.
The rewards for each rank division will be:
[Rank] V - Weapon Charm, [Rank] IV - Uniform, [Rank] III - Card Backrgound (universal), [Rank] II - Operator Portrait, [Rank] I - Headgear.

NEW OPERATOR: GARM

https://preview.redd.it/ya104v1y1m5d1.png?width=3931&format=png&auto=webp&s=8b4d74584457323a287ff92d4aeea3e7a310b06a
The new Attacking Operator coming with Operation Ominous Howl is Garm, a mysterious strategist and black ops specialist affiliated with Deimos' sinister Keres Legion.
Lore-wise, Fyodor "Garm" Volkov is a former member of the elusive Bodark unit from the Tom Clancy's Ghost Recon franchise and the acting Commander of the KOHHN PMC Group, founded and owned by Russian Oligarch Natalya Romanova (as you may have noticed, the owner of the Estate map). Here's a better look as his lore and in-game bio:
https://preview.redd.it/5ftbmziv2m5d1.png?width=499&format=png&auto=webp&s=011c90011319732452b11ee3ba40c1fefea3d964
Garm's Background
Garm's Specialist Profile
Garm's Training and Relevant Experience
Garm's Gadget Evaluation
Gameplay-wise, Garm is a 2 Speed, 2 Health support-style Attacker who specializes in creating aggressive openings for his team to push key positions of the map by suppressing Defenders who would otherwise take advantage in such positions.
Original art by Jean-Christophe Alessandri for Ghost Recon Breakpoint. Edited by me via adding the blue LEDs and smoke effect.
M-RAK Charge gadget icon.
Garm's gadget is the M-RAK CHARGE, a special flying drone that travels forward in a set path, releasing a powerful toxic gas that severy hinders Defenders' senses once affected by it. Do keep in mind that the dark blue smoke cloud itself is not meant to directly obstruct vision in the same way a regular Smoke Grenade would. Instead, it works more like FENRIR's F-NATT Mines, only affecting those who come in direct contact with the gas itself.
The gadget works like this: Garm deploys his M-RAK Drone, which stays hovering in place until further notice, he can then choose (via the alternate button) to make the drone travel forward or to the left or right and then remotely trigger it (much like RAM's BU-GI). The drone will then move in the chosen direction, leaving behind a cloud of blue smoke that, once in contact with it's prey, will obscure vision (like Fenrir, but not as much), slow down movement (like Melusi or Barbed Wire) and make it's victims cough relatively loud. It should also be noted that Garm himself (exclusively) is immune to the effects of the gas.
Of course, the gadget isn't without it's own set of counters. Mute's Jammers or Tubarão's Zoto Canisters will prevent the drone from being triggered once it's already been deployed, and they will stop it's movement if already triggered. The drone itself is bulletproof but it has a blue canister on it's bottom which can be shot to destroy it. Explosives are another alternative.
Garm starts with only 1 M-RAK Charge, and can gain up to a max of 3 over the course of the round. His loadout was created with the help of Rainbow Six Siege developer Justin Loranger-Ahluwalia via Twitter DMs, who gave me some incredible insights on what would work best for this operator and his gadget, so MASSIVE thanks to Justin for the help.
https://preview.redd.it/av6zgd5b5m5d1.png?width=3248&format=png&auto=webp&s=c493a1ce32121931a807a224dffcda1bcf5c14cc
Primary Weapons
Secondary Weapons:
Gadgets:
Garm's entire loadout sets around 2 different playstyles one can have while deploying the M-RAK, those being either a Support or Aggressive playstyle.
The C-X50 Stalker is a brand new DMR exclusive to Garm. It's design is inspired by a wide variety of different precision and anti-material rifles, customized to have a modernized "heavy duty" look. The weapon itself is chambered in 12.7x55mm and is semi-auto. It also comes with a custom 2.5x Scope that can't be removed, similar to Deimos' .44 Vendetta.
https://preview.redd.it/mpiy3umy5m5d1.png?width=2560&format=png&auto=webp&s=6201031744a54e768dd76af4fd006eef25242667
Stats are as follows:
70 Damage / ~420 RPM Fire Rate / 10+1 Capacity / Moderate-Low Recoil
The C-X50 is good for a medium-long range support to pick off desperate victims of the M-RAK drone, and is especially nice when paired up with Garm's SPSMG9 secondary SMG.
The POF-9 assault rifle is meant for more aggressive pushes on key positions or suppressive fire with it's large magazine capacity. When I first presented Justin with the idea, he suggested the V308 for a suppressive/aggressive role, however, due to it's high damage profile, it would've been too strong and make Garm a heavy frag operator, so I kept the suppressive idea and went with the POF-9 as a somewhat weaker option for balancing purposes. As one may guess, his Keratos .357 is meant to synergize with the POF.
The original idea had Impact EMP Grenades and Smoke Grenades as secondary gadget options, however, with Justin's help, the Smokes were swapped for Claymores. The EMPs synergize with the support role of the operator himself, and can help him clear the path of Mute Jammers or other gadgets that can disturb the usage of the M-RAK. Alternatively, Claymores provide flank-watch help while Garm and his team can have their foccus on the push itself.
And that's a wrap I guess..? I'd appreciate some feedback down bellow so I can improve on this and other future concepts and please be gentle when doing so, this is was made by a single person who also has a full time job and family to take care of so it's obviously not the best out there. If you've read it all the way down here, I hope you enjoyed your time, have a wonderful day and take care!
submitted by KnightGhost721 to Rainbow6 [link] [comments]


2024.06.09 23:39 paulgrey506 Current XFCE4 Rice

Current XFCE4 Rice submitted by paulgrey506 to EnhancingArchLinux [link] [comments]


2024.06.09 23:36 Altruistic_Astronaut What are people's thoughts on Bandai putting out the same card under a different character?

What are people's thoughts in printing new card with the same effect? The character and archetype will be different but the searcher or overall theme of the deck could change.
Examples: 1. Rush Zoro becomes Shanks. He's still a 3C, 5K, 0 Counter but has a rush effect and the Film and Red-haired Pirates type. 2. Purple Queen becomes Rosinante. He keeps the same stats and effect but can be searchable by Donquixote Pirates and Navy.
submitted by Altruistic_Astronaut to OnePieceTCG [link] [comments]


2024.06.09 23:15 JohannGoethe Alphabet evolution chart Cross-post analysis

Alphabet evolution chart Cross-post analysis
Abstract
(add)
Stats
The following shows the post and cross-post stats for the alphabet evolution chart, the first three being HieroTypes based subs:
Views 👍 Percent Shares Comment 👍 Post Sub
1. 1.4K 11+ 100% 12+ 2+ Here Alphanumerics EAN
2. 255 0+ 17% 1+ 0 Here EgyptianHieroglyphs EH
3. 241 0+ 55% 0 0 Here Hieroglyphics H
4. 13.2K 38+ 100% 38+ 1+ Here Infographics IG
5. 437 2+ 100% 0 2+ Here Symbology S
Curiously, we see that the EH and H subs dislike 👎 the chart so much that the even down-vote the comment where I provided the links to the three part 73-min video, which they obviously did not watch, as the down-votes starting coming in the first hour of the cross-post.
Also if interest, the IG sub is sharing (38+) the chart at a faster rate then they are upvoting (36+), at this comment, share / 5-min rate, presently, in the first 3-hours.
The previous alphabet origin chart, from a year and 5-months ago, to give some comparison, obtained 9+ upvotes and 13 comments.
Discussion
What we are observing in the Egyptian Hieroglyphs (EH) sub, in particular, which has the most negative reaction thus far, and the and Hieroglyphics (H) sub, in similar but lesser effect theme, as compared to the EAN sub, is that both the EH and H subs have their entire alphabetic phonetics belief system anchored in the following CartoPhonetics (CP) alphabet table, the EH sub most of all, as CP theory is their bread and butter, which most of their posts are based on:
https://preview.redd.it/pqg3bqbd3m5d1.png?width=1926&format=png&auto=webp&s=539f3a0d57f172701fce5e9712c1fb1573872b0e
Derived mostly by Young and Champollion, among about 20 other cartophonetics based alphabet tables, and Egyptian dictionaries written thereupon:
In comparing the two alphabet phonetic systems, i.e. EAN-based, aka NeoEgypto or EgyptoLinguistics, vs CartoPhonetics, however, we see conflicting phonetics assigments.
Letter R
The following shows the theoretical HieroTypes for the / phonetic 📞 for each model:
Model Type # Thing Evidence
CartoPhonetics 𓂋 D21 👄
NeoEgypto 𓍢 V1 100 Type form matches Greek letter rho (ρ), which also is number 100, and makes the / phono 📞 sound.
The following, showing the conjectured: Ptolemy (Πτολεμαῖος), Berneke (Βερενίκη), Cleopatra (Κλεοπάτρα), Alexander (Ἀλέξανδρος), and Ramesses cartouches, is so-called “evidence” behind the theory that D21 make the / phono:
https://preview.redd.it/mr030nmoom5d1.png?width=1835&format=png&auto=webp&s=79676a6c6db6ac39eb4200829358bcc454e8573c
Cleopatra
The following is conjectured Cleopatra cartophonetic name:
  • Cleopatra (Κλεοπάτρα)
  • KLEOPATRA
  • 𓈎𓃭𓇋𓍯𓊪𓄿𓂧𓂋𓏏𓄿𓆇
  • 𓈎 [K] 𓃭 [L] 𓇋 [E] 𓍯 [O] 𓊪 [P] 𓄿 [A] 𓂧 [D] 𓂋 [R] 𓏏 [T] 𓄿 [A] 𓆇 {egg}
Here, the L = 𓃭 [E23] conjecture, based on the Greek word lion (λέων) 🦁, is the only connective anchor ⚓️ point in this entire theory.
Ramesses
As to difficulties on theory, firstly, we can ask: where is there no mouth 𓂋 [D21] type in the Rameses cartouche, if his names starts with an R in Egyptian? Why is his name now spelled with two S letters (Ramesses) instead of one (Rameses), as Champollion has it rendered?
Bernike
The following are two versions of the conjectured BERENIKE (Βερενίκη) cartouche:
  • BERENIKE (Βερενίκη)
  • 𓊸 [B] 𓂋 [R] 𓈖 [N] 𓇌 [Y/I/E] {?} 𓎼 [K] 𓄿 [A] 𓏏 [T] 𓆇 (🥚)
  • 𓊸 [B] 𓂋 [R] 𓋔 [N] 𓇌 [Y] {add} 𓅬 [Κe] (κη) 𓏏 [T] 𓆇 (🥚)
  • B-R-NIK (core letter)
Firstly, we see the Young assignment of the goose 𓅬 as the /ke/ (κη) phonetic, whereas this type presently has assigned name Geb, and is the prototype to the Phoenician G (𐤂‎), which makes the /g/ phono.
Seconly, we see the letter R red 🛑 crown 𓋔 [S23], which has the 𓂅 [D15] type or letter R ram 🐏 head spiral in the crown, cited as making the /n/ phono? Next we see the mouth 𓂋 [D21] symbol, just before, assigned the / phonetic? The RED 🛑 crown 𓋔 [S23] has letter R (𓂅) in the crown, but the glyph makes the /n/ phono? Does not make sense, particularly when we now know that letter N is based on the N-bend of the Nile, and has to do with flood waters that bring the fertile black crop soil, and also that 𓂅 [D15] is a battle ram symbol, used to break down the walls of the enemy, and to spill the RED 🩸 blood of the enemy.
Knowing this, accordingly, it is unlikely that the Egyptians would have called 𓋔 [S23] the N-crown, i.e. water 💦 flood crown. Thirdly, we have already showed that the Latin word for king or Rx symbol: ℞ derives from the red crown 𓋔 [S23], thus evidencing:
  • 𓋔 [S23] = / phono; or / phono based name
and, accordingly, not the /n/ phono. This evidence thus refutes the Berneke cartouche theory, therein showing that the mouth type 𓂋 [D21] does not make the / phono.
Mock
Whence, the EH and H sub members will see the EAN-based HieroTypes in the chart for each letter, and their mind will reject most of them.
An EH or H member, e.g., will say, in their mind:
“This table is crap! We ALL KNOW, as Gardiner has taught us, that the hierotype phonetic for letter A is the vulture 𓄿 [G1] and it makes the Hebrew letter A glottal stop sound, and that the hoe 𓌺 [U6B] shown in this chart makes the /m phonetic, NOT the letter A phonetic! The Egyptians, in FACT, did not have vowels!
Also, the phonetic for letter B, in Egyptian, is based on the leg hierotype 𓃀 [D58] and NOT the N1 hierotype 𓇯 which makes the /pt/ phonetic.”
Other
If we look at the history of EAN alphabet evolution chart posts and cross-posts, we see that the members and mods of the ancientegypt sub, found EAN based alphabet origin so-offensive that I was banned for 2-days and the post was removed, per reason that the chart was non-factual:
Posts Thims
  • 5,000-year Evolution of the Alphabet (8 Nov A67/2022)
  • Evolution of the Alphabet (28 Dec A67/2022)
  • Evolution of the alphabet in atomic years (30 Apr A68/2023)
  • Evolution of the Alphabet Timeline (2 May A68/2023)
  • Egyptian to Phoenician, Greek, and Latin alphabet evolution (review) (23 May A68/2023) (Post ❎ removed for “being non-factual”; banned ❌ for two days) - Ancient Egypt.
  • Alphabet evolution over the last 6,000-years (19 Sep A68/2023)
  • Math (𓌳𓌹Θ) and Nile 𐤍-bend evolution of the alphabet (22 Nov A68/2023)
  • Alphabet evolution: formation of the first Greek words (12 Apr A69/2024)
  • Alphabet evolution: numbers to number-letters to letters (5 May A69/2024)
  • Cubit 𓂣 ruler history & alphabet letter proto-type evolution (3 Jun A69/2024)
  • Evolution of The AlphaBet (9 Jun A69/2024)
Posts Related
To most in Egyptology, the letter in the Gardiner alphabet chart are the FACTS, and to question these assumed facts will get you banned!
Notes
  1. This is just a mock reply comment, modeled on dozens (or maybe 100s) like this I’ve seen before. No comments made yet in the EH and H subs, as I have only cross-posted 3-hours ago. But we can be sure we shortly see something to the effect of the mock quote shown.
  2. Who knows, some might find the EAN alphabet chart so offensive to their intellect, that they will mass report me to the mods of those subs, and I the post will be removed and I will be banned, temp or permanent?
submitted by JohannGoethe to Alphanumerics [link] [comments]


2024.06.09 23:08 paulgrey506 Tutorial: Customizing XFCE4 Panel and Whisker Menu Appearance

Tutorial: Customizing XFCE4 Panel and Whisker Menu Appearance

Tutorial: Customizing XFCE4 Panel and Whisker Menu Appearance

For the users that already have the following knowledge you can always have a look at the resources, maybe you'll find something for you.
XFCE4 Desktop with custom gtk.css
This tutorial is for the new arch linux users that are into ricing - who wants to customize their desktop experience. Also it can be used by anyone who uses the XFCE4 desktop environment, depending on distro there might be a few changes in the css response.
Resources used to make this tutorial:
Customizing the appearance of the XFCE4 panel and the Whisker Menu allows you to personalize your Linux desktop experience to suit your style and preferences. Below is a CSS snippet that you can use to show how gtk.css works.
CSS Script Explanation:
  • The `.xfce4-panel` section defines styles for the XFCE4 panel.
  • Borders are given a 1px solid color with transparency.
  • Border-radius creates rounded corners for a modern look.
  • Margin adjustments provide spacing between the panel and other elements.
  • Font-family and font-size properties change the text appearance.
  • Opacity allows for a slight transparency effect.

#gtk.css .xfce4-panel { border: 1px solid rgba(255,255,255,0.1); border-radius: 5px; margin-top: 4px; margin-left: 2px; margin-right:2px; font-family: 'Terminus (TTF)'; font-size: 12px; opacity: 1; } 
Whisker Menu Customization:
  • The `#whiskermenu-window` section defines styles for the Whisker menu.
  • The '#whiskermenu-window *' is to call every objects within that window.
  • Colors are set to transparent and adjusted for background, border, and padding.
  • Border-radius creates rounded corners for a smoother appearance.
  • The '#whiskermenu-window entry' is for the search bar
  • The '#whiskermenu-window button' is for the categories button.
  • You can group a bunch of objects and call them with a single css class like the treeview window..

gtk.css #whiskermenu-window { padding: 15px; } #whiskermenu-window * { border: 0px #ccc solid; outline: none; } #whiskermenu-window scrollbar { background: transparent; } #whiskermenu-window entry { background-color: #282c34; border: 2px solid rgba(255,255,255,0.1); border-radius: 5px; color: #ccc; padding: 5px; } #whiskermenu-window button { background-color: #282c34; border: 2px solid rgba(255,255,255,0.2); border-radius: 5px; min-width: 40px; color: #ccc; margin:2px; margin-bottom: 4px; margin-right: 4px; font-weight: normal; } #whiskermenu-window treeview:selected, #whiskermenu-window treeview:hover, #whiskermenu-window treeview:active, #whiskermenu-window treeview:focus, { background-color: rgba(131, 185, 184, 0.5); color: #FFF; transition: 200ms; } 

What Can Be Done?

  • Adjust the panel's appearance, including borders, colors, fonts, and transparency, to match your desktop theme or personal style.
  • Customize the layout and arrangement of panel plugins to optimize workflow and accessibility. That can only be done within the preferences menu.
  • Experiment with different panel configurations and orientations to create a unique desktop setup.
  • Play with other desktop environment tools to combine with the current visuals, Picom is a good one.
Picom is a lightweight compositor for the X Window System on Linux. It is derived from the Compton compositor, which itself is a fork of Xcompmgr, aimed at providing a more feature-rich and stable compositor for X. For an outstanding user experience, another Picom tutorial will follow:
And a picom.conf file to get started: https://github.com/duguayworld/xfce4/blob/main/compositopicom.conf

Whisker Menu:

  • Modify the menu's background, border, padding, and font properties to create a visually appealing and user-friendly menu interface.
  • Customize the appearance of menu entries, buttons, and tree views for a cohesive and consistent design.
  • Add dynamic effects such as hover effects, transitions, and animations to enhance the interactive experience of the menu.

How Can It Look?

With the provided CSS snippet, you now learned the basics of tweaking the gtk.css configurations, here is a few things you'll be able to achieve:
  • Minimalistic: Clean lines, subtle borders, and neutral colors for a minimalist aesthetic.
  • Modern: Sleek design elements, vibrant colors, and stylish fonts for a contemporary look.
  • Customized: Tailored appearance with unique color schemes, custom fonts, and personalized icons to reflect your individuality.
  • Theming: Coordinated design elements inspired by your favorites for a cohesive desktop experience.
https://preview.redd.it/htm7uszo2m5d1.png?width=1920&format=png&auto=webp&s=474c697a037ac2ebcce5d08e7d4d722081ab14ab
Generate color variants to create custom color palettes and colorschemes
I have made a script that I include in my ~/.bashrc file that makes it possible to input a hex color code and generate up to 40 color variants at once by giving your choice of RGB values to tweak the main color. Here is the link for the script: https://github.com/duguayworld/xfce4/blob/main/renderxcolor.sh
And a tutorial on using the ~/.bashrc file:

How Far Can We Get with This?

The possibilities for customization with CSS scripting are virtually limitless. By leveraging the power of CSS, you can transform the appearance of your XFCE4 panel and Whisker menu to match your vision for the perfect desktop environment. Here are some ideas to inspire your creativity:
  • Create themed desktop setups for different seasons, holidays, or moods.
  • Design custom icon sets and background images to complement your CSS styling.
  • Implement dynamic effects such as animations or transitions to add flair to your desktop interactions.
  • Share your creations with the Linux community to inspire others and receive feedback on your designs.

Applying CSS modifications to gtk.css:

Open your favorite text editor and - I am currently using Lite-Xl https://github.com/lite-xl/lite-xl
Open the ~/.config/gtk-3.0/gtk.css file or - Open a terminal window and type:
nano ~/.config/gtk-3.0/gtk.css 
Make your modifications - save and finally restart the panel:
xfce4-panel -r 
Now, your XFCE4 panel and Whisker menu should have a customized appearance based on your modifications CSS.
paulgrey506
submitted by paulgrey506 to EnhancingArchLinux [link] [comments]


2024.06.09 22:58 RegularPool5370 Exfat Support

Exfat Support
I wanted to share with you that Trimui works with exfat which is better than fat32, fat32 has a file size limit and poor performance, exfat supports large files and is best for sdcards from 64gb and above.
submitted by RegularPool5370 to trimui [link] [comments]


2024.06.09 22:57 iGlutton [Charix, the Raging Isle] Mono-U Cancer, opinions if this was in your pod and long game times

Decklist at the bottom. Long post, so here's my questions up front: How do you feel about control decks in casual pods, as I know a lot of players just dislike control as a whole? And if I brought this deck out at a table you were in, what would you think?
Hello! I recently got back into playing EDH. This Charix list is my first pet project deck, as when I had first seen Charix spoiled, I knew I wanted to make a crab tribal, but well, crabs are kinda bad. I had never designed an EDH deck from scratch before. But mono-U? As a player who does enjoy playing control, I figured having a horrible creature base is more than able to be played in this color. So I built it, restricted myself to only creatures that have crab in their type line, no changelings, tinkered a bit, and maybe played two games with my friends before going on my multiple year hiatus, so I did not get enough play testing to see how it would do in the wild. I did recently put my decks/collection into ManaBox and was kinds surprised at the deck price once I had finished, it was more expensive than my Animar and only slightly under my Breya's current deck cost, mostly due to me trying to get the best tribal support I could for a very, very bad tribal.
Last night I went to play commander for the first time at a new LGS, and had a super awesome pod! It was a fatheson duo who had some really strong decks using [[Rowan, Scion of War]] and [[Kolaghan, the Storm's Fury]], the 4th player in our pod was playing a [[Zedruu the Gatehearted]] gifting deck(idk if that's the right term, he'd swap control of permanents and give stuff, but not really group hug, he was the often the only one generating value). All of us were very lighthearted about plays and whatnot, often times congratulating each other when we did something cool or good for the table and the table politics were incredibly hilarious with the fatheson dynamic being involved. I am very upfront about the theme of the deck being bad bodies with a lot of counterspells and board bounces, without a true win con, during rule 0 discussion. But this brings me to the topic point because well..
Our first game took almost 3 hours to finish. I know that playing control slows games down, and if you look at my list with the counterspells/board bounces I run, I'm not surprised that it did run long,, I want to say I played 2 bounces that game, between turns 7 and 11. No one at the table complained about the length of game, and while there were some groans by whichever player was getting counterspelled at the time of resolving, no one was really vocal about having a control player in their pod outside of one comment of, "I prefer playing the kind of Magic that let's other people play their cards as well." Which I did not take as a dig, as I can 100% understand and relate to that sentiment; the players who taught me EDH ran a lot of interaction, so I found out pretty fast that not having interaction can be a big detriment in a multi-player format and very unfun for players who do not.
The Kolaghan player was killed due to the Zedruu player gifting him a Nine Lives before I played a [[Coastal Breach]], I honestly forgot that it was going to kill him until I had resolved my spell and we saw the boardstate. He laughed it off and sat and watched us continue, as his son was still playing.
His son was the next player out, a couple of turns later. He had gotten himself super low to use Rowan across multiple turns, and ended up flipping really poorly with his [[Dark Confidant]] and actually ended up killing himself with a reveal trigger.
This ended up leaving just me and the Zedruu player, who eventually ended up giving me his Nine Lives again, which effectively put our game into a stand still as I had tons of chump blockers and a [[Maze of Ith]] to stop his unblockable [[Body of Knowledge]] and couldn't draw a Rift to save my life. I was able to mill him down to 2 cards after at one point, when he played [[Archangel's Light]], putting 87 cards back into his library, gaining a huge amount of life, and forcing me to mill his entire deck a second time (I think he milled between 150-160 cards across the whole game). By the time I did manage to mill him down to win, the game had been 2 hours and 55 minutes long. The fatheson duo had completed two 1v1's while waiting for us to finish the first game at the table.
I felt horrible. Not because I won using control, but because I felt like:
a) I effectively forced the table to play almost 2 games worth of time in a single game and
b) the last half of the game was just me and the Zedruu player watching his milled cards to see if he would mill the things keeping him alive while two people waited for us to clean up. My decks only real "win cons" are milling, and potentially a [[Cyclonic Rift]] or [[Coastal Breach]] to let me pump Charix to lethal commander damage with the tribal support. I'm hesitant to add a true win con since playing a control heavy deck into a 'no responses? OK, I win' combo wasn't the idea behind the deck. I just wanted an heavy interaction focused deck, with some funny crabs.
Thankfully, we were able to get 2 more games in before the end of the night, I promptly switched decks to more combo heavy and lost both games(which was well deserved, both times I was getting ready to combo to win if no responses on my next turn). I really do think I'm the only one who walked away feeling bad about the first game, so that's why I'm here. Asking how y'all might feel after the first game at a table taking 3 hours.
https://manabox.app/decks/G6A_16Q7QWuSEpDm1oRuCg
Edit: Yup, I now realize that I am that asshole that built a deck that doesn't win, but just make people lose. I will be looking into a more decisive plan of action and finding a lane to win before Charix sees another LGS pod. Crossed out the line that said I didn't want to add a win con, cause that's the issue here.
submitted by iGlutton to EDH [link] [comments]


2024.06.09 22:53 Chromozard Help with CSS

Hey, I have been using the same theme for a year+ now, but recently within the past month the transparency of the theme has stopped working on just the main pages of Discord (DM's, Servers, ETC), but I can still see it working when I am in the settings menu. Could you take a look at the CSS and maybe try to offer a fix for it? I have tried the * {background: transparent!important;} and that works, but it removes any of the shadings I have set up, so I am trying to stay away from it if possible.
/** * @name Custom V4 * @author Gibbu#1211 * @version 2.0.0 * @description Display your picture of choice with adjustable blur and brightness. * @source https://github.com/DiscordStyles/FrostedGlass * @invite ZHthyCw * @donate https://paypal.me/IanRGibson * @website https://gibbu.me * @authorId 174868361040232448 */ @import url('https://discordstyles.github.io/FrostedGlass/dist/FrostedGlass.css'); @import url('https://discordstyles.github.io/Addons/windows-titlebar.css'); @import url('https://discordstyles.github.io/HorizontalServerList/dist/HorizontalServerList.css'); @import url('https://discordstyles.github.io/RadialStatus/dist/RadialStatus.css'); :root { --background-image: url(); --background-image-blur: 5px; --background-image-size: cover; --background-image-position: center; --popout-modal-image: transparent; --popout-modal-blur: 5px; --popout-modal-size: cover; --popout-modal-position: center; --home-button-image: url(''); --home-button-size: cover; --home-button-position: center; --serverlist-brightness: 0.8; --left-brightness: 0.8; --middle-brightness: 0.6; --right-brightness: 0; --popout-modal-brightness: 0.75; --gradient-primary: 103,58,183; --gradient-secondary: 63,81,181; --link-colour: #00b0f4; --scrollbar-colour: rgba(255,255,255,0.05); --gradient-direction: 0deg; --tint-colour: 255,255,255; --tint-brightness: 0; --font: Whitney; --window-padding: 0px; --window-roundness: 0px; --update-notice-1: none; --HSL-server-icon-size: 40px; --HSL-server-spacing: 10px; --rs-small-spacing: 2px; --rs-medium-spacing: 2px; --rs-large-spacing: 2px; --rs-small-width: 2px; --rs-medium-width: 2px; --rs-large-width: 2px; --rs-avatar-shape: 50%; --rs-online-color: #43b581; --rs-idle-color: #faa61a; --rs-dnd-color: #f04747; --rs-offline-color: #636b75; --rs-streaming-color: #643da7; --rs-phone-visible: block; } /* Any custom CSS below here 
submitted by Chromozard to BetterDiscord [link] [comments]


http://activeproperty.pl/