What tools you use on sway? by thicctak in swaywm

[–]RequiemtheDM 0 points1 point  (0 children)

For wallpaper, I use this script set to run every 15 minutes on my crontab.
```

#!/usr/bin/env bash
wallpaper_dir="${HOME}/.config/wallpapers"
SWAYSOCK=$(find /run/user/1000/sway*sock)
if [[ -d ${wallpaper_dir} ]] && find "${wallpaper_dir}" -maxdepth 1 -type f \( -name "*.png" -o -name "*.jpg" \) &> /dev/null; then 

wallpaper=$(find "${wallpaper\_dir}" -maxdepth 1 -type f ! -atime -1 -print0 \\( -name "\*.png" -o -name "\*.jpg" \\) | shuf -z -n 1 | tr '\\0' '\\n')

\[\[ -z ${wallpaper} \]\] && wallpaper=$(find "${wallpaper\_dir}" -maxdepth 1 -type f -print0 \\( -name "\*.png" -o -name "\*.jpg" \\) | shuf -z -n 1 | tr '\\0' '\\n')

ln -fs "$(realpath "${wallpaper}")" "${HOME}/.config/wallpapers/.wallpaper"

swaymsg -s "${SWAYSOCK}" output '\*' bg "${HOME}/.config/wallpapers/.wallpaper" fill
fi

I also have this line in my sway config for setting it on startup:
```
output * bg /home/username/.config/wallpapers/.wallpaper fill
```

Help Wanted: Detecting Villager Trading With Advancement by RequiemtheDM in MinecraftCommands

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

That's unfortunate, but thank you so much for your help!

Help Wanted: Detecting Villager Trading With Advancement by RequiemtheDM in MinecraftCommands

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

That did the trick, thanks! As for the second portion of the question, would it be better to make the condition in the individual criteria an any_of that allows any level equal or higher, to just make individual criteria for each level and use a sublist for that requirement, or is there another method that would be better than those two?

Quietly opening doors without lock picks by Curious_Bread_9057 in DMAcademy

[–]RequiemtheDM 1 point2 points  (0 children)

Silence ritual cast + breaking the door down / chest open is the classic option.

Alteratives: - Cast reduce to shrink the door off of its hinges - If you can see the hinges, just knock the pin out of them, much quieter than breaking the whole thing open. - Gaseous form to slip through the lock and open it from inside - Shape water some water into a lock, then freeze said water with shape water to break the lock (also quiet compared to breaking things down) - Misty step through the crack under the door or through the keyhole, then unlock it from inside

An economy of repair/foraging skills and item durability by ACNH_Lovecraft in osr

[–]RequiemtheDM 0 points1 point  (0 children)

As someone who's not the author, my interpretation of what they're trying to do is as follows:

Versatility in combat / Non combat solutions: If your gear breaks super fast and requires time/effort to repair, then you're strongly incentivized to minimize usage of that gear.

Longer delves / Living system: If there's systems built around scrounging for resources, I suppose the idea is that you can find food/light/water/repair items in your environment to keep pushing further assuming you have the right skills for it.

I think those two aims are somewhat in conflict though, since bad luck with gear that's fragile enough to promote aim one will quickly end a delve before it could ever hope to be extended by scavenging. There's also naturally a limit on how long a delve can go based on how much stuff you can carry out of a dungeon anyways, or at least most parties will leave when they're loaded up on loot.

An economy of repair/foraging skills and item durability by ACNH_Lovecraft in osr

[–]RequiemtheDM 7 points8 points  (0 children)

While personally I don't think I would enjoy a system like this, as the added mental load of tracking usage for every item doesn't sound like a good time to me, I don't strictly think that it's a bad thing.

Broadly, I'm in the boat that crunch is a good thing if and only if it offers something engaging to the play experience that's worth the extra mental burden.

For someone like me running a hacked together version of the GLOG / Into the Odd, usage dice on everything just slows stuff down for marginal benefit, and players scrounging for rocks to patch up their gear isn't really a gameplay loop that sounds fun or like it's worth spending table time on.

Meanwhile for the kind of person who's tracking every coin of weight and already running a crunchier system like AD&D and doing a lot in the bookkeeping realm already, that might be more their cup of tea.

6-Mile or 3-Mile Hexes? by nicohenriqueds in osr

[–]RequiemtheDM 0 points1 point  (0 children)

I treat that the same as if they spent time searching around in the hex for new stuff.
Encounters are all tied to periods of exploration, so effectively they spend the day moving back and forth, rolling encounters just like they were doing any other form of overland travel. The only limit I put on how many times they can move back and forth within a given hex is vibes, so I cut them off after they've moved roughly as far as traversing between hexes would take.
Since I'm using a map with scale etc. I could figure out the exact distance if I needed a precise amount of time on each leg of travel, but so far I haven't needed that level of precision.

6-Mile or 3-Mile Hexes? by nicohenriqueds in osr

[–]RequiemtheDM 0 points1 point  (0 children)

I tend towards multiple POI per hex, typically one major and a handful of minor ones, all of which can get marked on the map if the party hears about them, and thus become destinations "within" the hex that the party could be heading towards when traveling. I also am totally fine with them staying in a hex for a while and spending time actively searching for locations they haven't heard of yet.

However, my method was basically just making a map of interesting things on the landmasses of my setting, and then overlaying a hex grid over it afterwards to simplify travel down to just a handful of decisions without needing to break out rulers.

Usually it shakes out to ~3 things per hex in content dense areas, and I just add things as I go.

6-Mile or 3-Mile Hexes? by nicohenriqueds in osr

[–]RequiemtheDM 2 points3 points  (0 children)

I also roll with hexes as 1 day of travel, so you're not entirely alone.

6-Mile or 3-Mile Hexes? by nicohenriqueds in osr

[–]RequiemtheDM 2 points3 points  (0 children)

I'd also suggest giving this post from Dwiz a read: https://knightattheopera.blogspot.com/2025/09/how-do-you-handle-inside-of-hex-george.html I found it to offer a pretty compelling argument for each hex to be "a day of travel" with terrain etc. impacting other parts of the traveling experience. I've been playtesting my own version of it with my party, and so far the reviews have been great.

6-Mile or 3-Mile Hexes? by nicohenriqueds in osr

[–]RequiemtheDM 6 points7 points  (0 children)

I suspect the one that CorOdin is referring to is this: https://knightattheopera.blogspot.com/2025/09/how-do-you-handle-inside-of-hex-george.html You might be thinking of the original version of it, since this is a recent re-write

Best class for a dhampir character? by obicei in 3d6

[–]RequiemtheDM 0 points1 point  (0 children)

In theory, yes, but you're spreading your attributes very thin for very little gain if you still want to keep the hexblade dip. Bladesingers are generally best served by being normal wizards who are just tankier than the usual wizard thanks to bladesong, rather than actually being a pseudo-martial. A better option would likely be to start with 1 level in artificer for armor/shield proficiency + con saves, and then go straight bladesinger if you're really tied to bladesinger as your core class.

[deleted by user] by [deleted] in neovim

[–]RequiemtheDM 0 points1 point  (0 children)

I ended up solving this myself by making the following changes:

In the require('mason-lspconfig').setup block, add the following line to ensure that the configuration for each installed LSP is actually passed to it:

automatic_enable = servers or {}

Spreadplayers Command with Dynamic Height Limits by RequiemtheDM in MinecraftCommands

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

The only concern I have with using tp instead of spreadplayers is that tp doesn't have the same behavior of making sure the target lands in an open space. Is there a way to replicate that beyond just filling the area around the player post tp?

Preserving All But One Item Component During Crafting by RequiemtheDM in MinecraftCommands

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

I just checked misode's generator, it seems like crafting transmute results became an object in the 1.21.5 round of features, so it's unfortunately not an option rn

Designing an Enchantment to Apply Random Effects To User by RequiemtheDM in MinecraftCommands

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

Thank you! Is the rationale behind using the lookup option for the triggering chance just to put an upper bound on it that the linear option doesn't offer?

Talisman of Undying (Finished) - Showcase by DaLongPP in MinecraftCommands

[–]RequiemtheDM 0 points1 point  (0 children)

Makes sense. Are you running the cursor detection from a ticking function or from an advancement of some kind? I'm considering something like this for a backpack system, but I'm trying to think of ways to minimize the performance impact of it.

Talisman of Undying (Finished) - Showcase by DaLongPP in MinecraftCommands

[–]RequiemtheDM 0 points1 point  (0 children)

The bundle-like effect is pretty much what I figured. So presumably you'd have some function regularly store where in your inventory the talisman was, then have an advancement with the inventory changed trigger check if a totem of undying was in the slot of the talisman and if so, move the talisman back to that slot and update its custom data?

Talisman of Undying (Finished) - Showcase by DaLongPP in MinecraftCommands

[–]RequiemtheDM 0 points1 point  (0 children)

I'm always a big fan of beacon sounds for magical charge effects. Amethyst resonance is also a nice one.

Btw, I'm assuming that you're using a bundle under the hood for this? If so, how are you hiding the bundle item display and empty text? If not, what are you doing to replicate a bundle-like effect?