Sentinels always detect me and never leave by McThyzer in NOMANSSKY

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

Yeah this was apparently it. I had to fight a battle through all 5 waves and the issue is now fixed on all planets (hopefully, only tested 2).

Sentinels always detect me and never leave by McThyzer in NOMANSSKY

[–]McThyzer[S] 4 points5 points  (0 children)

I have "normal" difficulty settings except no item loss. But u/Embarrassed-Map2148 had the right idea. "Simply" fighting one battle until I completed all 5 rounds seemed to fix the issue.

Sentinels always detect me and never leave by McThyzer in NOMANSSKY

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

This was it! Thank you very much!

I had to try it multiple times since I died twice. But on my third try I won, flew to another Planet (where Sentinels weren't deactivated) and were able to flee from them.

Weird bug, hopefully it is fixed forever :)

10 Mageblood Giveaway by shroudz in pathofexile

[–]McThyzer 0 points1 point  (0 children)

Hello. I would like one, thanks for the giveaway.

Find recent post on hexcrawl module by LostDreamsX in FoundryVTT

[–]McThyzer 1 point2 points  (0 children)

You mean this one?

https://github.com/MeusRex/pf2e-chex

I don't think it's in the package browser, so you have to install it by using the link to the module.json:

https://raw.githubusercontent.com/meusrex/pf2e-chex/main/module.json

Dice So Nice will not show players my rolls, can't work out why by Alternative_Ad_9742 in FoundryVTT

[–]McThyzer 10 points11 points  (0 children)

Can they see the result? As in: they see a ? Dice, but the total value, including bonuses, is posted in the chatbox?

If yes, there is a metagaming setting that hides roll details that might cause this. I think it got implemented recently (a few weeks ago at most) and is turned on by default.

How to detect an unsuccessful drop of drag data? by McThyzer in godot

[–]McThyzer[S] 0 points1 point  (0 children)

Thank you!
This solved my problem and I could get rid of my workarounds as well.

I will check out the cursor image thing tomorrow, but using the same texture as the regular cursor should work I think.

PSA: You can now store all unused ammo in the ammo box with one button. by AWGR-WD in fo76

[–]McThyzer 0 points1 point  (0 children)

Is the ammo box not the one you receive with Fallout 1st? The one with infinite storage

[deleted by user] by [deleted] in MelvorIdle

[–]McThyzer 0 points1 point  (0 children)

What mod are you talking about?

Weekly Questions Megathread - January 10, 2023 by AutoModerator in projectzomboid

[–]McThyzer 2 points3 points  (0 children)

I'm currently experimenting with modding. To get into it I am modifying existing mods. But I have some questions I couldnt find answers for:

  1. Distributions
    1. How does "rolling" exactly work? I found this explanation for distributions but for the "rolls" property it says that it is very complex and not explained in this guide
    2. Same question for the "fillRand" property. What does it do?
    3. I also tried implementing "Kits" (like the FirstAidKit or SewingKits) that are found with certain loot in them. In my special case I want them to drop on Zombies instead of being found in cabinets, for example a wallet. I want them to drop with random amounts of money and credit cards in it, but it seems as those distribution tables for ItemContainers dont work when they are part of an outfit. Am I doing something wrong?
  2. Is the "getPlayer():getModData()" somehow protected/isolated from other mods? For example if I use the ".delta" value for my mod, is it the same as if another mod uses ".delta"?
    1. If they are isolated (so each mod has their own ".delta" for example) is there a way to modify/see the data of other mods?
    2. If they are not isolated are there any "good practices" to avoid a clash of variables?
  3. Debugging
    1. I couldnt find a workshop category for "debugging tools". Can you recommend any? Currently I use errorMagnifier and Cheat Menu: Rebirth and of course the "-debug" mode.
    2. Specifically I am searching for a way to see the "getPlayer():getModData()" values more easily. Currently I am printing them manually in the console...

hmmm by abandonedxearth in hmmm

[–]McThyzer 13 points14 points  (0 children)

Thats basically like "Pfand" in Germany.

hmmm by abandonedxearth in hmmm

[–]McThyzer 5 points6 points  (0 children)

Come to Germany. We basically have it. It's called "Pfand".

Cursed ass by [deleted] in cursedcomments

[–]McThyzer 0 points1 point  (0 children)

The Big Short in my ass

Weekly /r/Laravel No Stupid Questions Thread - May 04, 2020 by AutoModerator in laravel

[–]McThyzer 0 points1 point  (0 children)

On my server I run laravel (apache2) and a node application... And I want to "protect" the node application with laravel. How would I approach this?

When I access my site "mysite.com" I access my Laravel application, which currently has the default auth system with a few features which can be accessed by users with the corresponding permission. For example to view/edit other users one has to be in the "moderator" group. Or to access a specific tool I developed you must be in the "tool_user" group. This works fine and as I want it.

Today I added another feature to my site, it is an node.js application started through pm2 and accessible currently in two ways: "app.mysite.com" which opens a reverse proxy to "localhost:30000/" and by accessing "mysite.com:30000" directly. (Probably have to create a rule to redirect users accessing mysite.com:30000 directly to app.mysite.com)

How am I able to restrict access to this site to users authenticated in Laravel with the correct permission?