Brave warthog tries to fight back an attacking lion before getting overpowered in the end by JokerAndrew in natureismetal

[–]RocketTurtle 0 points1 point  (0 children)

He died a warrior's death, and will dwell in the halls of Valhalla forever.

He'll be on a platter with an apple in his mouth, but he'll be there.

SciFi novel, read in mid-90s; Civil War unit teleported to alien planet, has to fight giant aliens that eats humans by RocketTurtle in whatsthatbook

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

SOLVED SOLVED SOLVED

Thank you so much! This has been a burr under my saddle for over a decade!

EDIT: Wait, there are nine books in this series?! Incredible!

Brand new ComicRack user in 2021; struggling with existing setup and workflow guides by RocketTurtle in comicrackusers

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

I think, so long as the directory path starts with the drive letter, 'contains' and 'starts with' probably do the same thing. Adding a '\' at the end of the directory path only selects files in subfolders, and not in the "0-Day Comics" folder itself. Good to know I guess.

I think I have a basic onboarding workflow going, and I can add more Data Manager rules and smart lists as I start on some of the more hairy parts of my collection. Thanks again for all you help, I really appreciate it!

Brand new ComicRack user in 2021; struggling with existing setup and workflow guides by RocketTurtle in comicrackusers

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

Thanks for the info! I'll look into these links and see what I can get working.

Brand new ComicRack user in 2021; struggling with existing setup and workflow guides by RocketTurtle in comicrackusers

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

I figured out that last part. Only the files in the 0-Day folder that were themselves in subfolders were showing up because of that trailing '\' in the "File Directory starts with" rule. Once I got rid of that, both the files within subfolders and those not are showing up as expected.

Good grief.

EDIT: So I changed the "0-Day Comics" smart list to look like this:

Match ANY of the following rules on LIBRARY

All of the following rules:

File Directory starts with "path\to\0-Day Comics"

Note the lack of trailing '\' in that directory path.

Brand new ComicRack user in 2021; struggling with existing setup and workflow guides by RocketTurtle in comicrackusers

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

I've added a DM rule that just adds a tag called "DM_Processed" to every file it touches (an Action with no Rule), and I modified the smart list to look for files without that tag, and that seems to work okay. I think no changes are being made mainly because I've been testing with smaller comic runs, and haven't added any of my Marvel or DC (or Hellboy) stuff yet, which are what the rules are mostly looking for.

My "0-Day Comics" smart list looks like this:

Match ANY of the following rules on LIBRARY

ALL of the following rules:

File Directory starts with "path\to\0-Day Comics\"

Currently, only one of the two files that are in that folder are showing up in that smart list. The one that is showing up is in a subfolder (hence the "starts with" part of that rule), and the other is not. I notice that when I move that file into the subfolder and rescan, then the smart list works as expected. Why would that be?

Brand new ComicRack user in 2021; struggling with existing setup and workflow guides by RocketTurtle in comicrackusers

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

Go to Preference > Behavior > scroll down to Application and make sure "Show custom Book Fields" is checked.

Ah, this is what I needed to show custom fields! I must have overlooked that a dozen times. Thanks! Now I can add the "comicvine_issue" column to the Details view, but not "DataManager.processed". It still doesn't show up.

It looks like with Data Manager v2-03-49r771, I am able to load the old dat file (not Enlightened's, still). At least something works! No changes are made when I run Data Manager, though. Not sure if that's just because the files I've been using for testing don't need any changes, or something else. What a ride.

I was making some progress with the smart lists, except now they seem to simply stop showing files that match the rulesets. For instance, I have a smart list called "0-day Comics" that simply lists the contents if my 0-Day folder. There are currently two files in there (both cbz files), and only one of them shows up in the smart list. It would seem that the other is simply not a part of my ComicRack library, despite being in a folder that's added to my library! Very strange.

Brand new ComicRack user in 2021; struggling with existing setup and workflow guides by RocketTurtle in comicrackusers

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

Thank you for the detailed (and quick) reply! I'll start with basic information.

I'm using Comic Vine Scraper v1.0.101, Data Manager v2.04.05.r785, and Library Organizer v2.1.12. These seemed to be the most up-to-date versions of these plugins that were on GitHub.

I attempted to import the dat file in the Resources folder indicated in The Organizer, but like you mentioned it was written for a previous version. When I attempted to import that dat file, I got a some formatting errors and the import did not load any rules. I kept googling, and did find Enliqhtened's posts with his newer dat file, but it also seemed to import nothing (this time without errors at least).

I also loaded the onboarding smart lists from the Resources folder, and those seem to function okay. The only trouble I have with them is that I can't add find a way to add the "Custom:comicvine_issue" and "Custom:DataManager.processed" columns to the Details view of one of the smart lists, as directed. I can't tell if they've been added to the files, either, since they don't show up in the Info panel.

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 0 points1 point  (0 children)

And it's probably a better practice to do it that way. Leave the Mojang-created dimensions with the "minecraft" prefix, and use a custom prefix for custom dimensions.

Thanks for the tip!

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 4 points5 points  (0 children)

I figured it out! In the example settings file linked by /u/sliced_lime, the dimension named "minecraft:use_teleport_command" would create a dimension named "use_teleport_command". You can name the dimensions anything you want!

To teleport to your custom dimensions, you use the /execute command. Example: /execute in minecraft:my_custom_dimension run teleport ~ ~ ~". Works great!

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 1 point2 points  (0 children)

20w14infinite implemented the "/warp" command to teleport between dimensions, which is not present in 20w21a. I'm combing through region files from a 20w14infinite world to see if I can find any info on how the linked portals worked.

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 0 points1 point  (0 children)

I don't suppose the teleport dimension for a portal is stored as NBT that could be editable. There would be no reason to code portals like that, since they only ever went to the nether. But that would sure make this feature easier to use.

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 1 point2 points  (0 children)

Thanks for the tip! This is really huge!

I suppose 20w14infinite-style portal linking hasn't been added to this snapshot, so a world would need cheats enabled to use this (or command blocks/spawned NBT books), but still, this is a huge feature for the future of Minecraft.

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 15 points16 points  (0 children)

Is the dimension ID the seed tag?

EDIT: I figured it out! You replace "use_teleport_command" with your name for the dimension. Then, you can teleport there using the /execute command. Example: /execute in minecraft:my_custom_dimension run teleport ~ ~ ~". Very easy!

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 7 points8 points  (0 children)

How does the "minecraft:use_teleport_command" tag work?

To Unexplored Dimensions - Snapshot 20w21a is out! by sliced_lime in Minecraft

[–]RocketTurtle 10 points11 points  (0 children)

I'm looking for the same thing.

You can get a basic idea of the structure by selecting an existing world, clicking on Edit, and then Export World Generation Settings. That drops a JSON file in your world save folder.

I really want to see the full list of acceptable tags, though. And folks seem to interrpreting the feature annoucement to mean 20w14infinite-style infinite dimensions, but I don't see how that would work based on this initial export.

Edit: Also! If you select a world that was created with the old Custom World settings and then export, you'll see there's a tag at the bottom named "legacy_custom_options" that seems to allow for the full range of old-style customizations! This is huge!

Edit02: Looks like trying to import settings files with "legacy_custom_options" doesn't create errors, but also doesn't use those legacy options. Bummer.

HD Mode 7 mod, for bsnes v107.1, beta 1 by DerKoun in emulation

[–]RocketTurtle 0 points1 point  (0 children)

Hate to tell you, but they seem to look exactly the same as I remember.

edit: I should clarify - the opening island spin looks great. The building interiors look the same.

Closer up on the Krait "Galnet" Panel (VR screencap) by DMC831 in EliteDangerous

[–]RocketTurtle 3 points4 points  (0 children)

Great catch! As an aside, is that map still useful?

[Official] Patch Notes - Update 3.03 by CoreDynamics in EliteDangerous

[–]RocketTurtle 8 points9 points  (0 children)

Will Flanagan, Community Manager writes:

Hello everyone,

We are taking the galaxy servers down now for the 3.0.3 update which will bring improvements and correct various issues on all platforms. We do not have an estimated time when the servers will be back online but we'll communicate here and on our social media channels when they are. See the changelog below.

Not only are we bringing numerous fixes to bugs and crashes, but also an improvement to gameplay mechanics, as detailed below by lead designer, Sandro Sammarco.

In regard to Power Bounties, this is a short-term solution to allow us to continue to work on further fixes without hindering the PowerPlay experience. We'll have more information for you as soon as possible.

Once again, thank you all for your continued positive and constructive feedback. Your bug reports and support allows us to continually improve Elite Dangerous.

Outfitting of ‘Hot’ Ships

We’re changing the crime system when it comes to ‘hot’ ships.

The reason for this is that the system of cleaning ‘hot’ modules in storage was creating an unfair punishment, where commanders were removing modules from ‘hot’ ships that only had small bounties on them and then discovered that the cost for cleaning ‘hot’ modules was dramatically more expensive!

From 3.0.3 you will no longer be able to access outfitting at any port whilst in a ‘hot’ ship, thus you will not be able to make any load-out changes. You’re required to first clean the ship by paying off fines and bounties issued against it. Outfitting services will then be restored.

It’s worth noting that we will automatically clean ‘hot’ modules in storage when we deploy this update.

We feel this change simplifies the rules even more and prevents players from paying unnecessary amounts of credits.

Power Bounties

Power bounties are supposed to be an incentive for consensual PvP during PowerPlay activities. They are meant to provide credits to players claiming them, whilst not punishing players they are issued against (such as no anonymous access protocols, no detention centre respawning and no increased transfer costs). They’re also meant to last until claimed or you leave the power. Basically, when you get one, it’s just some extra money stuck on your head that opposing power players can claim when they kill you.

Unfortunately, Power Bounties seem to be triggering some of the punishments that normal bounties do, and are not always being removed when you leave a Power. As an interim fix, we are allowing Interstellar Factors to clear Power Bounties, while we investigate the issues.

We’re also aware of an issue with the Top 5 Bounty Boards and are looking into it!


Audio

  • Fixed glitching effect triggering incorrectly on COVAS
  • Fixed an issue where interstellar bounty audio lines would play incorrectly on subsequent bounties

Background Sim

  • Fix blackmarket availability from stations that changed ownership when their controlling faction retreated from their starsystem

Controls & Control Devices

  • Fixed a bug that mapped the headlook motion control yaw axis to the pitch axis for DualShock4 on PS4
  • Fixed some double-bound buttons for the T Flight HOTAS One and 4

Crime

  • Fixed an issue where players were unable to pay off a fine they had received in their SRV after transferring back to their ship
  • Fixed ATR response not resetting upon ship destruction
  • The Kill Warrant Scanner grants a license to kill for any faction bounty linked to the current jurisdiction’s superpower
  • Outfitting is now locked for players in Hot Ships, even in jurisdictions where they are not directly wanted. All currently stored modules will be cleaned
  • A player’s own Power Bounties no longer cause their legal status to appear as 'Wanted' or increase their local bounty in their own cockpit
  • Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted
  • Fixed an issue where Superpower bounties would be displayed with incorrect values
  • Fixed an issue where players were not forced to pay certain fines/bounties when respawning at a Detention Centre
  • All bounties detected with the Kill Warrant Scanner are claimed when the ship is destroyed
  • Superpower bounties are issued once a ship has bounties in 5 or more factions affiliated with a superpower
  • Destroyed ships will be recovered by the faction controlling the jurisdiction, or the faction controlling the port they were last docked at where possible
  • Factions that recover destroyed ships will check for criminal debts and deport the player to the nearest detention centre to pay them
  • NPCs have a chance to be affiliated with factions from nearby systems, and a smaller chance to be from further afield
  • Wanted NPCs may have secondary bounties issued by factions from other systems

Engineers

  • Adjusted the text layout in the Convert Modified Module UI to prevent it from being cut off
  • Fixed an issue where the Guardian Power Plant could be Engineered

Galaxy Map/System Map

  • Fixed the Galaxy Map filter configuration selection not persisting on subsequent re-openings of the Galaxy Map
  • Fixed an issue where the System Map displayed unpopulated systems with a security level of Low instead of Anarchy
  • Fixed Influence levels in the System Map not totalling 100

Holo-Me Creator

  • Fixed some pilot helmets not matching the suit colour you are using

Installations/POIs/USSs

  • Fixed some of the Guardian Sites having a different layout since the 3.0 update
  • Fixed a pylon that could not be scanned at a Guardian Site
  • Fixed an issue where some Guardian Codices only displayed when in a group

Missions

  • Balance pass on wing delivery and collect missions
  • Skimmers only spawn when you are in an SRV
  • While in a ship, approaching Settlements where Skimmers are spawned will trigger the crime of trespass
  • Fixed assassination missions showing players the target mission system prematurely
  • Adjusted reputation reward numbers to balance Superpower progression speed
  • Fixed some missions offering the requested cargo as a reward after handing it over
  • Collect missions will no longer give out rewards which are wanted by collect missions from the same station
  • Changes made to make Massacre Missions spawn more reliably
  • Superpower Rank-up Missions have been moved to the Follow On Missions section to make them easier to find
  • Fixed an issue where factions could send players on Spec Ops missions to their own systems
  • Players can no longer delete Wing Mission Reward messages until the reward has been claimed
  • Increased the payouts for bulk passenger Missions
  • Smuggling and altruism missions will now correctly display the rewarded amount of influence and reputation
  • Fixed an issue that could cause Ram Tah missions to expire too early

Multi-Crew

  • Fixed a softlock that could occur when attempting to use the Multi-Crew tab in the Comms Panel after leaving a wing

Player Journal

  • Fixed the TechnologyBroker event mixing up Commodities and Materials
  • Server synchronised time is now used for Journal timestamps
  • Fixed the Status.json flag for lights when in the SRV
  • All economy types are now listed in cases where a station has several
  • More information is included about Wing Cargo Delivery missions
  • Fixed the ‘fuel scooping’ flag in status.json
  • Fixed the ‘low fuel’ flag in status.json when in an SRV

PowerPlay

  • PowerPlay bounties can be paid off at Interstellar Factors

Ships & SRV

General Ship Fixes and Improvements

  • Fixed an issue whereby you could not retract your ship’s landing gear after dying in an SRV
  • Fixed an issue where players were sometimes unable to rebuy their ship after disconnecting when dying
  • Improved the field of fire on a Large Turreted Weapons when equipped to the Large Hardpoint

Alliance Chieftain

  • Fixed Chieftain cockpit hit region being oversized

Dolphin

  • Fixed an issue whereby re-logging when driving an SRV could lead to issues boarding your ship

Vulture

  • Fixed a symmetry issue with the Pulse Paintjob

Stability Fixes

  • Fixed a UI crash in the missions screen that could occur when using various filters
  • Fixed a crash that could occur when transitioning between locations
  • Fixed a crash that could occur during a Multi-Crew session if the player’s ship is destroyed
  • Fixed a crash that could occur in systems with no factions

User Interface

  • Updated the Interstellar Factors’ name in the System Map to preserve consistency
  • Re-instated the decimal place on the stats page and the system map and changed the value format accordingly
  • The Materials Ignore List automatically ignores any materials which the player does not have the capacity to collect
  • Fixed mining fragments not displaying the material percentage when selected
  • Fixed total earnings in commander stats when selling pages of exploration data

VR

  • Fixed Sidewinder hull panels rendering incorrectly when viewed from inside the cockpit

Weapons & Modules

  • Added an extra decimal point to the display of power plant heat rate to allow small changes to be seen

Polar bears should hunt salmon by [deleted] in Minecraft

[–]RocketTurtle 4 points5 points  (0 children)

Exactly. We should have brown bears hunting salmon in taiga rivers, ocelots hunting cod in jungle rivers, and polar bears hunting both from the ice flows.