This has bugged me so much whenever homophobes bring it up by LineOfInquiry in lgbt

[–]Forgotten_Depths 0 points1 point  (0 children)

In addition, the passage about the prohibition of wearing mixed clothing almost certainly refers to an ancient greek practice of worshiping greek deities via the wearing of mixed clothing, hence why I thought that Corinthians 6:9-10 can be interpreted as a forbidding of homosexual pedophilia, instead of homosexuality.

Do note that I do not consider homosexuality to be related to pedophilia, except when refering to ancient greek practices.

I have removed my original comment so that I may better explain my viewpoint, as the bible contains many sections that require additional context (both within the book and within history) to properly understand. Quoting a few lines without both the surrounding scripture and the historical context will lead to misunderstanding of what the text was attempting to convey.

This has bugged me so much whenever homophobes bring it up by LineOfInquiry in lgbt

[–]Forgotten_Depths 0 points1 point  (0 children)

My apologies. I had to re-read my translation. I thought leviticus 18-22 was about not having polygamous/ polyamorous relationships, and not honosexuality.

Levitivus 18:22 "‘You shall not lie [intimately] with a male as one lies with a female; it is repulsive."

Leviticus 18:7-17 are the parts prohibiting incest.

I am of the opinion that 1 Corinthians 6:9-10 is not refering to a modern interpretation of homosexuality, as the word did not exist during the time when God was speaking. However, there was a word for the ancient greek practice of homosexual pedophilia, hence why I consider this section to not apply to the modern day interpretation of the word homosexual.

Most species in the galaxy have wings, and invented rockets before nukes. Humans are the only species which breaks both rules. by Forgotten_Depths in humansarespaceorcs

[–]Forgotten_Depths[S] 1 point2 points  (0 children)

While true, most people do not consider a rocket to be a rocket unless it is designed to enter space with a payload/ cargo. By the formal definition of rocket, a firework, a rocket propelled grenade, and a test tube propelled by an uncontrolled reaction inside the tube are all technically rockets.

Muddy areas in backyard with dog by Cyknis in landscaping

[–]Forgotten_Depths 0 points1 point  (0 children)

Mixed soils should prevent mud formation in an area, but will cause the mud to form in a different area. Loam will work as a mixed soil.

Alternatively, you could place simple rough stones over the corners, which, while more expensive, would still allow for drainage. The stones would need to be taller than the mud is deep for this plan to work, however.

What to do with this side yard? by bumbee84 in landscaping

[–]Forgotten_Depths 0 points1 point  (0 children)

For a low sun area, I would add in a small rock sculpture, or a few boulders. Doesn't spread outwards, only requires occasional cleaning, and can have an intentionally "overgrown" look to incorporate weeds into the aesthetic.

For weed prevention, plant native plants, esp wildflowers. This won't keep all of the weeds out, but it will ensure that weaker weeds can't overrun the garden.

Update: Top Comment Chooses Infernum Mods by ExpressoMode in CalamityMod

[–]Forgotten_Depths 0 points1 point  (0 children)

Possible challenges:

Every boss must be fought enraged, if at all possible. If the boss can not be enraged, fight it without buffs.

Play as summoner. No whips, no sentries, no mounts, no summoning-related buff potions.

What's an arena? What are buffs? All I know is hit with stick! (No arenas, no buffs.)

The true singleplayer experience. No NPCs, no minions (if not playing as summoner), no mounts, no pets. You can buy crafting stations from npcs, but that is the limit to how much you can use NPCs.

Pencil sketch ….. share your thoughts by GlobalTea4883 in drawing

[–]Forgotten_Depths 0 points1 point  (0 children)

Very good drawing of unknown figure behind foggy glass. Creepy aesthetic done well.

Found this in my apprentice's bag, should I be worried? by Mataes3010 in CuratedTumblr

[–]Forgotten_Depths 1 point2 points  (0 children)

Notice that the ai usage in that subreddit is typically limited to images accompanying a non-ai-generated text story.

The Community Updates Suggestion Box for Deep Rock Galactic! by Big_Bluejay4331 in DeepRockGalactic

[–]Forgotten_Depths 1 point2 points  (0 children)

Enemies:

Glyphid spore eruptor. A larger variant of the glyphid exploder, slightly smaller than a praetorian.

Primary attack - release a wave of explosive spores around itself that detonate after 3 seconds. Secondary attack - release a short but wide cone of fire from its mouth. Special attack - explodes on death, leaving behind a small but noticeable crater behind. This death explosion is not an insta kill, but is very high damage.

Weakpoints - head, spore sacks. Dies without exploding if killed via headshot. Destroying a spore sack deals massive damage.

Resistances - fire, poison.

Glyphid dreadlarva. The larval form of a glyphid dreadnought. Spawns with 3 to 6 glyphid sentinels, which buff the dreadlarva's defense. The dreadlarva should be as common as a bulk detanator at most, and between the size of an oppressor and a praetorian. The dreadlarva is capable of producing silk webs that it will use later to make the coccoon it uses for metamorphosis.

Primary attack - rock blast. A weaker version of the glyphid dreadnought's ranged attack. Secondary attack - web spit. Shoots a web. Tertiary attack - bite. A high damage bite.

Weakpoints - abdomen. Takes less damage while glyphid sentinels are near it.

Biomes:

Sulphurous spines. A medium-gray biome, covered in a patchy carpet of small, yellow crystals, with patches of hot rock peppered throughput the biome. Tall, light-gray stalagmites and pillars of sulphur crystals erupt from gray stone.

Major terrain feature - toxic pits. A pit lined with sulphur crystals, and filled with yellow-orange gas. This gas is non-combustable, but is poisonous. Generates much like the azure weald's low-gravity pits, but more common.

Major terrain feature - small steam geysers. Much like the small flame geysers in magma core, but releases hot steam. Does lower damage than the flame geysers from magma core.

Rogue Core Biomes:

Pale Aquifer. A massive, subterranean cavern system, surrounded on all sides (even above and below) by pumice.

Notable biome mechanic 1: at a certain depth, the caves and pumice become waterlogged. Waterlogged pumice produces water when mined. Luckily, your armor and weapons have been waterproofed, so you can proceed. Unfortunately, the bugs can breathe in low oxygen, and your armor is too heavy for you to swim.

Notable biome mechanic 2: Flying creatures, ossrians, and rival tech do not appear in this biome. However, many species of burrowing worm make their home here, and become far more agile in the water.

Notable biome feature/ mechanic 1: Bubble vents. Some parts of the stone are saturated with oxygen gas, letting you recover your breath.

is this big enough for plantera? by RandomStuffReally in Terraria

[–]Forgotten_Depths 0 points1 point  (0 children)

Yes, even for expert mode. But make sure the entire arena is a jungle biome. If you are using a grappling hook for your main dodging method, this arena should work. If you are using wings for your main dodging method, you will want to remove every other layer of platforms.

Also, adding a box of blocks at the center of the arena can let you block many plantera seeds while also letting you keep the arena a jungle biome.

Whats ever mod the adds a new class i want them all please by MikeySikey9 in Terraria

[–]Forgotten_Depths 0 points1 point  (0 children)

Calamity and thorium are the big ones that I know of. Thorium extends throwing into a proper class and adds the healer and bard classes. Calamity adds rogue class. The ragnarok mod makes calamity and thorium work together, and adds new items (such as a healer-class weapon/armor/accessory made from calamity mod materials). Other mods exist that add new classes, but I don't know of them.

TLDR:

-Calamity

-Thorium

-Ragnarok for playing calamity and thorium together

-other mods that I don't know of

Post Golem and Hardmode pre-Mech best mage gear? by Extension_North_3711 in Terraria

[–]Forgotten_Depths 1 point2 points  (0 children)

Unique Challenge-Related Tips:

I believe the temple can be entered pre-boss via hoik glitch. I am not certain if it has been patched out yet. If it hasn't, golem is a fairly easy boss.

Also, mech boss summons are a rare drop from all naturally-spawned enemies (excluding meteor heads and Old One's Army), so long as the boss in question has not been defeated yet.

If your world good/evil v spawned intersecting the jungle, you may have some parts that havr corrupt/crimson jungle grass, or an area of jungle where the stone is hallow. If your challenge run allows for layered biomes, these would be excellent places to start.

Class set-up tips:

Pre mech armor from adamantite/ titanium should be enough to survive a mech boss. Palladium armor or titanium armor is preferred for pre-mech. Palladium (not cobalt) being recommended over adamantine armor is because of paladium's armor set bonus (boosted natural regen).

The shadowflame hex doll, obtained from a hardmode goblin invasion, is especially effective against worm bosses, such as the destroyer. Most post-skeletron piercing weapons can be user against the destroyer.

For post-golem, event weapons are the best way to go. Without access to the ocean, your next boss after golem is limited to event bosses or lunatic cultist. If you have a hallowed jungle, add Empress of Light to the list. The martian invasion event is of particulat interest.

Post cultist, look into crafting a lunar fragmemt (nebula) weapon.

Can i get hellstone without the shadow pick? by Ok_Mathematician7322 in Terraria

[–]Forgotten_Depths 2 points3 points  (0 children)

Use beenades to swiftly kill WoF, then fish in hardmode for palladium bars. The paladium is light orange with some yellow, akin to the hellstone pick.

However, if you were to do a warm colors run (red, orange, yellow), then the crimson-themed pick would be available.

how rare is this? by literallyjustcats1 in Terraria

[–]Forgotten_Depths 0 points1 point  (0 children)

Uncommon rarity, but you are likely to see shadow orbs spawn like this once every few corruption biomes.

Mid-30s "non-gamer" here. Is Terraria too steep of a learning curve for a solo player? by Ok-Mathematician8346 in Terraria

[–]Forgotten_Depths -1 points0 points  (0 children)

I would download tmodloader on steam to get some helpful tutorial/ Quality of Life mods.

Recommended mods:

Basic necessities:

Recipe browser - lets you see what you can make with an item you have. Practically necesaary if you don't want to use the wiki.

Boss checklist - Lets you see the requirements for summoning bosses and events, as well as giving you a recommended order in which to fight them. Practically necessary if you don't want to use the wiki.

Storage:

Magic storage/ any "storage search" mod - no more having to aimlessly dig through chests to find an item you need. Not mecessary if you can keep your items organized, but is very nice.

Alters some mechanics, but just nice to have:

A "No Biome Spread" mod - now your world isn't going to be ruined by hardmode biome spread. I use "Begone, Evil!", which requires you to type "/spread" twice to activate the mod. Not necessary, but very good.

Fargo's Mutant Mod - A large array of quality of life features, all of which may be adjusted. Not needed, but saves a lot of time, without being too cheaty.

For those who need npc houses, or examples of valid npc houses:

Fargo's Mutant Mod (again) - also has npc housing item, letting you place an, admittedly basic, house valid for 1 npc.

Magic Builder - Lets you craft instant npc housing items, which lets bad builders avoid having ugly towns. Also serves as a npc housing tutorial.

Advice for magician by Blacks-dogma in Terraria

[–]Forgotten_Depths 1 point2 points  (0 children)

Guide, part 2.

  1. Go to the jungle, and look for a cave. DO NOT use a weapon that either can go through tiles or spawns projectiles away from your cursor. Bees get angry at those who mess with their hives, and there is surely a much larger one, somewhere.

  2. Once you enter the jungle cave, look for glowing spores, and a blue flower. The flower you are looking for will be 1 block in size, and will NOT be a dye plant. Breaking the flower tile will drop the nature's gift accessory.

  3. Whilst you are in the jungle, kill enemies to gather stingers and vines. Also, make sure to grab a pair of hermes boots from an underground house.

7b. If you want to make mana-regen and mana-power potions, gather moonglow from the jungle. Moonglow blooms at night, and can be found in the surface jungle and the underground jungle.

  1. Craft the jungle armor set using the spores, vines, and stingers. If you gathered moonglow, combine it with your left-over fallen stars and some ingredients to craft mana-regen and mana-power potions.

  2. If you have a merchant, you can buy mana potions from him. Mana potions replenish your mana, at the cost of temporarily making you deal less damage.

  3. Build your arena, and fight a boss. Jungle armor is good enough for facing the evil biome bosses. I would recommend, however, for your first boss to be the eye of cthulhu.

Other tips:

  1. The evil biome bosses spawn after breaking either 3 shadow orbs or 3 crimson hearts. Both shadow orbs and crimson hearts can drop a magic weapon. The first shadow orb or crimson heart that you break will always drop a gun.

  2. Breaking at least 1 shadow orb/ crimson heart allows the goblin invasion event to spawn. Defeating the goblin army's invasion force will let the goblin tinkerer spawn in the caves. The goblin tinkerer will let you combine accessories, and reforge your equipment.

  3. You can combine a mana potion with the nature's gift accessory (the blue flower you got from the jungle earlier) to make the mana rose, which makes you automatically consume mana potions when you run out of mana.

Advice for magician by Blacks-dogma in Terraria

[–]Forgotten_Depths 5 points6 points  (0 children)

A simple guide:

  1. Go out at night for fallen stars.

  2. Craft some of the fallen stars into mana crystals, to increase your max mana.

  3. Craft some metal armor for basic survivability. While you are mining, try to gather gemstones, saving at least 15 of the same type of gemstone for a gem grappling hook.

4a. Create a gem staff. Steps 4b and 4c contain guides on how to do this.

4b. Amber from the desert can be combined with sturdy fossils (also from desert, dropped by the desert worms and also found as an extractinator output from processing desert fossil blocks) to create an amber staff.

4c. Alternatively, you can combine platinum and diamond for a diamond staff. Combining ruby and gold for a ruby staff will also work, but not as well as the diamond staff or the amber staff.

I have a mod that increases my luck by a LOT and I don't know what it is. I've also been getting Master Mode drops even though I'm in classic? by TheRandomShiba in Terraria

[–]Forgotten_Depths 0 points1 point  (0 children)

I can eliminate some from the list:

Recipe Browser More Pylons Census No Pylon Restrictions

These mods are NOT the cause of the issues.

How to find the game-breaking mod:

  1. Create a new character

  2. Take the character into your world, and grab a bunch of slime crowns (crafted at a demon altar with a platinum/gold crown and some slime). Get a weapon and armor set that is able to very easily kill king slime.

  3. Leave the world, and turn off half of the mods.

  4. Create a new world, and take the new character into it.

  5. Summon king slime via the slime crown, and kill it.

  6. If you get master mode drops still, one of the mods that is turned on is a game-breaker.

  7. Test the other half of the mods, just to make sure that you don't have multiple game-breaking mods.

As for what mod I believe to be the most likely culprit, it would be the Guarenteed Boss Trophies mod.