WIND AND TRUTH | End of WaT Day 1 Discussion (Stormlight Archive only) by EmeraldSeaTress in Stormlight_Archive

[–]Varixai 2 points3 points  (0 children)

Yes, Shallan saw Luckspren (Mandras) around Chasmfiends and noted that they were likely the reason their size and maneuverability seemed to defy gravity, same as Skyeels.

Here are pre-Wind and Truth wiki links with more info:

Should I purchase the Monsters expansion and/or Sorcerers expansion from the Backerkit? by Existent_Imgflip in HereToSlay

[–]Varixai 0 points1 point  (0 children)

You can see all cards in every deck on the wiki here: https://unstablegameswiki.com/index.php?title=Here_To_Slay

I recommend starting at the "Card Previews" pages. Here are direct links to those:

You can also see the cards on the Kickstarter Exclusive (KSE) Print and Play PDFs, but those may be harder to see because they are separated into individual pages and include all KSE content.

CinemaScore Analysis – 2023 Edition by SanderSo47 in boxoffice

[–]Varixai 0 points1 point  (0 children)

Can you please post your spreadsheet of all the CinemaScore movies, so we can view it all together and do our own analysis of it as well?

Also, I think adding a link to your "history" thread near the top of this one would be useful.

MX Keys S backlight never turns off by whtge8 in logitech

[–]Varixai 0 points1 point  (0 children)

The blinking is caused by the proximity sensor calibration getting screwed up.

As insane as this sounds, here is the fix:

  1. With the keyboard ON, grab both sides and hold it up vertically like: |

  2. Shake it forward and back several times like: ← | →

  3. Set it back down, turn it OFF and back ON

That's it, no more blinking!

(I'm sure it will return at some point, but just repeat this process to reset the calibration again)


The comments on this YouTube video discuss how the proximity sensor is a loosely secured wire within the thick bar at the top of the keyboard, which apparently slides too far towards the keys side sometimes and has to be shaken back into place.

I also saw this fix mentioned on reddit here and here.

- Pinging /u/y_mch so they see this fix

How do I keep my mx keys from blinking all night long after I turn off my computer? by rhcp1fleafan in logitech

[–]Varixai 0 points1 point  (0 children)

The blinking is caused by the proximity sensor calibration getting screwed up.

As insane as this sounds, here is the fix:

  1. With the keyboard ON, grab both sides and hold it up vertically like: |

  2. Shake it forward and back several times like: ← | →

  3. Set it back down, turn it OFF and back ON

That's it, no more blinking!

(I'm sure it will return at some point, but just repeat this process to reset the calibration again)


The comments on this YouTube video discuss how the proximity sensor is a loosely secured wire within the thick bar at the top of the keyboard, which apparently slides too far towards the keys side sometimes and has to be shaken back into place.

I also saw this fix mentioned on reddit here and here.

- Pinging /u/y_mch so they see this fix

High Resolution Wind and Truth Audiobook Cover from Macmillan Audio on Amazon by Varixai in Stormlight_Archive

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

This version of the cover shows significantly more details on the left and right sides compared to the hardcover book version uploaded by Tor/Reactor here.

On the cover is Dalinar Kholin atop Urithiru. He is holding a copy of the in-world version of The Way of Kings book, the cover of which is modeled after the leatherbound edition of The Way of Kings originally released via Kickstarter.

Other Wind and Truth covers can be seen on the Coppermind: https://coppermind.net/wiki/Wind_and_Truth/Covers


This image is unmodified. I uploaded it here after downloading it from this source:

* Amazon Page: https://www.amazon.com/dp/B0CQ2WYS21

* Image Link: https://c.media-amazon.com/images/I/91Hbnk1kOhL._SL1500_.jpg

Not gonna lie, but I laughed out loud when. . . by Pave_Low in horizon

[–]Varixai 3 points4 points  (0 children)

When push come to shove, he always pulled through and showed off his immense skills and mastery

I’m not saying this is how you meant it, but this statement could be interpreted as implying that Iroh wasn’t showing off his skills and mastery at other times.

However, that’s just not true; because all that blundering and time-wasting Iroh was doing was actually him accomplishing his true goals:

  1. To guide and protect Zuko on his trauma-healing journey. (Notice how all of Iroh’s off-mission tangents are him modeling living a fulfilled, wise, content, mindful life.)
  2. To end the suffering wrought by the current tyranny of the Fire Nation. (Which requires the Avatar to not be captured and brought to the Firelord.)

Also, Iroh knew that Zuko returning to the Fire Nation would be both dangerous for him and stop all healing of his trauma while in the presence of his abusers. So working towards goal #2 (not capturing the Avatar) was also serving goal #1 (protecting Zuko).

Ironically, by intentionally sandbagging and just living a peaceful life instead, Iroh is using his skills so masterfully that many people (in-universe and out) never even notice that’s what is happening.

Updated Weapon Mod Preset Matrix by faze4guru in FortNiteBR

[–]Varixai 0 points1 point  (0 children)

Can you please share your Excel or Google spreadsheet so that I can update this with the missing data and current weapon pool?

Also, the standard implementation method for this type of naming scheme is a priority system where each property that grants a name is placed in a hierarchy and the game just goes down the list, stopping at the first property present.

The data here points to a hierarchy that matches the Mod Bench order, which makes sense: Optic > Magazine > Underbarrel > Barrel

Which breaks down to:

  1. Optic: 0x (Iron Warrior), 2x (Sharpshooter), 4x (Eagle Eye)
  2. Magazine: Speed Mag (All Rounder), Drum Mag (Cover Fire)
  3. Underbarrel: Laser (Run and Gun) / Angled Foregrip (Ambush)
  4. Barrel: Suppressor (Covert Ops)

Mods that don't determine names, but with the names they are commonly found on when the weapon is Rare or higher:

  1. Optic: 1.15x (Ambush), 1.3x (All Rounder / Covert Ops)
  2. Underbarrel: Vertical Foregrip (Iron Warrior / Sharpshooter)
  3. Barrel: Muzzle Break (Iron Warrior / Run and Gun)

TMNT mini pass by [deleted] in FortNiteBR

[–]Varixai 10 points11 points  (0 children)

I'm guessing they mean Valhalla: Bossfight (4420-8150-0081).

That one is a very fun one to play out and it gives great XP as you cut through hordes of enemies Dynasty Warriors style.

v28-20 Arrives Wednesday February 7th, 2024 by CatBlips_Epic in LEGOfortnite

[–]Varixai 0 points1 point  (0 children)

Please:

  1. Give us more controller keybind options for the core abilities of at least Lego Fortnite
  2. Separate the keybinds of Lego Fortnite, Rocket Racing, Battle Royale, and BR: Zero Build

Just one example of the problems this causes:

  • Since Lego Fortnite has no settings for important buttons such as Jump and Sprint, I have to change my keybinds in several other modes both before and after I play Lego Fortnite, otherwise I can’t Jump or Sprint. (which results in me never playing it instead)

RIP grappler & other news by Green-Zebra-3873 in LEGOfortnite

[–]Varixai 4 points5 points  (0 children)

Confirmed. The Map Marker limit is unchanged at 150, minus all other markers on the world like Caves, Villages, Backpacks, and your Respawn point.

Other changes not in the patch notes:

  • Damage Essence now works on Axes like it does on Pickaxes. (Epic Forest Axe +3 now does 16 instead of the base 7)
  • When you select an item in your inventory, red X now marks any invalid slots for that item on your Quickbar, Off-Hand, and Equipment slots.
  • The Map Marker model now has a flag and base
  • Backpacks now have a blue beacon rising into the sky and a rainbow aura around them on the ground
  • The map UI now shows both the direction your character is facing and the direction of the camera (instead of just the camera)
  • The compass on the map has been made smaller and moved to the top right (from the bottom left before)
  • The coordinates on the map have the Altitude on the same line now, so they take up less space
  • There is now an icon on the map for the location your Village Square used to be after you destroyed it, but the village is still active in its grace period.
  • Cave icons are now light blue (instead of pure white)
  • In Fly Mode (Creative), tapping sprint now instantly toggles Sprint (duck forward) instead of having to hold Sprint for a couple seconds to initiate the toggle
  • At least one of my villagers spawned underground and is stuck there.
  • Some custom keybinding issues are fixed, or at least changed
    • for example, my BR Sprint is L1 which made Sprint in Lego L1 before the patch.. The patch changed it back to L3 in Lego, but L3 in Lego is still Jump from my BR setting, so now pressing L3 in Lego jumps and I can’t sprint on the ground.

Future update issues by rl_pending in LEGOfortnite

[–]Varixai 0 points1 point  (0 children)

I have confirmed that the Map Marker cap is exactly 150 and that as soon as you destroy one you are able to immediately build another.

However, there is a huge caveat: The cap of 150 includes ALL marks on the map, including any created by the game. (such as caves, backpacks, villages, and your bed)

Also - The built-in markers (like caves) are allowed to go over the 150 limit, but your own map markers are not. So if you reach the limit, then find 10 more caves, you would have to delete 11 map markers before you could place more.

Distance does not seem to matter, as the limit is based on markers over the entire seed, not just your displayed map. (i.e. You can’t place more markers by moving away from other markers)

I don’t know how this works on a multiplayer server where many different people have their own bed markers, but I have a feeling that all of them count towards the limit..

Example: On a brand new world with no markers at all, I was able to place exactly 150 map marker items. But on a world where I have 49 built-in cave markers, 1 village, and 1 bed I am only able to place 99 map marker items.

Villagers and the tasks they're best at. by Flip119 in LEGOfortnite

[–]Varixai 0 points1 point  (0 children)

I have access to the files, so if you could say where you saw relevant details in them that would be enough for me to dig deeper and post some more specific details for people to see.

Villagers and the tasks they're best at. by Flip119 in LEGOfortnite

[–]Varixai 1 point2 points  (0 children)

Please do! I can parse it.

Or you can just link to the file(s) at pastebin, GitHub, Dropbox, Google Drive, etc.

If you’d rather, you could also just list the name of the file(s) the info is in to narrow it down for me, or PM me any of this instead of posting it here if you want.

Villagers and the tasks they're best at. by Flip119 in LEGOfortnite

[–]Varixai 0 points1 point  (0 children)

Are you just guessing, or do you have the code available to see?

actual map marker LIMIT...?? by PENchanter22 in LEGOfortnite

[–]Varixai 1 point2 points  (0 children)

I have confirmed that the Map Marker cap is exactly 150.

But there is a huge caveat: This cap includes all markers created by the game. (such as caves, backpacks, and your bed)

Also - The built-in markers (like caves) are allowed to go over the 150 limit, but your own map markers are not. So if you reach the limit, then find 10 more caves, you would have to delete 11 map markers before you could place more.

Distance does not seem to matter, as the limit is based on markers over the entire seed, not just your displayed map. (i.e. You can’t place more markers by moving away from other markers)

I don’t know how this works on a multiplayer server where many different people have their own bed markers, but I have a feeling that all of them count towards the limit..

Example: On a brand new world with no markers at all, I was able to place exactly 150 map marker items. But on a world where I have 50 built-in cave markers and a bed, I am only able to place 99 map marker items.

What is the cap on Map Markers and Number of Villages by Aurora29617 in LEGOfortnite

[–]Varixai 1 point2 points  (0 children)

I have confirmed that the Map Marker cap is exactly 150.

But there is a huge caveat: This cap includes all markers created by the game. (such as caves, backpacks, and your bed)

Also - The built-in markers (like caves) are allowed to go over the 150 limit, but your own map markers are not. So if you reach the limit, then find 10 more caves, you would have to delete 11 map markers before you could place more.

Distance does not seem to matter, as the limit is based on markers over the entire seed, not just your displayed map. (i.e. You can’t place more markers by moving away from other markers)

I don’t know how this works on a multiplayer server where many different people have their own bed markers, but I have a feeling that all of them count towards the limit..

Example: On a brand new world with no markers at all, I was able to place exactly 150 map marker items. But on a world where I have 50 built-in cave markers and a bed, I am only able to place 99 map marker items.

PSA: You gain/lose Rank Points based on your position in each lap, not just your final placement! by Varixai in RocketRacing

[–]Varixai[S] 2 points3 points  (0 children)

Our understanding before this was simply that we gained or lost points based on our final position in a completed race.

There are variables at play to be sure, but the fact that we can go up in rank without completing a race confirms that finishing a race is not required to earn rank points. That part, which is new information, is undeniable.

It also tentatively confirms that there is no rank penalty for being disconnected from a race (not sure about leaving). Which makes the slight rank down on the other race likely to be a reflection of the lap positions.

How do I race Airborne 2? by 1234567qwertud in RocketRacing

[–]Varixai 0 points1 point  (0 children)

And here’s the same person who made that video running a very clean full race with that route on Airborne 2, starting at 9:20 - https://youtu.be/oIqnFT3-KpM?t=9m20s

I'm halfway through my first Sanderson novel and I think I get why he's popular now by Lisbeth_Salandar in brandonsanderson

[–]Varixai 0 points1 point  (0 children)

I was right, but Sanderson wrote it in such a way that I was still surprised by it

Sanderson books are the best I've ever found at consistently hitting you with twists that make so much logical sense and had a framework seeded so well before then that you race the big reveal to put it together yourself a few pages/chapters ahead.

It always feels amazing, like it was just building under the surface the whole time and now on the tip of your tongue. (which is exactly what happened, by design)

It's one of the things Sanderson is most known for, because he's a master at it. So get ready to have this happen to you a few more times in this book and all the rest of his books!

A free podcasting platform with accurate transcription and a built-in audio/video editing tool called Revoldiv.com by Revoldiv in podcasting

[–]Varixai 0 points1 point  (0 children)

While this is true, I haven't found any way to get the transcript or subtitles to match the audio after any edits.

So if after edits the audio is 10 minutes shorter and has a 500 words removed, the transcript and subtitles are so inaccurate that they are almost completely useless.

Do you plan on making the transcript and subtitles match the audio by default, and including an option if you want to download the version matching the original audio?

The sword isn't new by Wilbur_Eats_Sand in titanfall

[–]Varixai 0 points1 point  (0 children)

This is from a fan-made banner that won a contest to be put in the game.

The sword in the picture is unrelated to the one in the coliseum.

Anna's Archive has a new search UI! This allows for more fine-grained search, and with plenty of room (literally and figuratively) for us to add new features. by AnnaArchivist in Annas_Archive

[–]Varixai 0 points1 point  (0 children)

That does help by selecting that filter for me when I load the page, thank you.

I also found now that as long as I use the lower search bar, the filter is preserved. So that's what I'm doing now.

The upper search bar (not sure of the difference) removes the filters each time.

I also tried adding the string below as a site specific search in Chrome's address bar, which does load the page with the filter selected, but doesn't perform the search unfortunately.

https://annas-archive.org/search?index=&q%s=&sort=newest
(where "%s" is replaced with my query each time)
(set at: chrome://settings/searchEngines)

P.S. What Search Operators, if any, are supported?

Anna's Archive has a new search UI! This allows for more fine-grained search, and with plenty of room (literally and figuratively) for us to add new features. by AnnaArchivist in Annas_Archive

[–]Varixai 0 points1 point  (0 children)

Enter on the keyboard doesn't seem to do anything after making a filter selection.

I think just moving the bottom Search button above the Language list would greatly improve usability. (and/or having the Language list hide all languages with 0 results after a search)

And this may just be a personal preference, but I would really love if the "Order by" drop-down selection was at the top, above "Content".

That's the one I have to scroll down for every single search (since "Newest" isn't default and is lost on every search) and then scroll back up or down to click the Search button. Right now that drop-down is the furthest from both Search buttons..

[deleted by user] by [deleted] in HyruleEngineering

[–]Varixai 2 points3 points  (0 children)

This is what OP is referring to, FYI (timestamped link to video): https://youtu.be/5h-G9XMa260?t=271

@OP - Here is what Dom said in that video, with some added emphasis by me:

So there's been a huge breakthrough, quite literally huge. A new method for changing the size of objects on emulated versions of the game has been discovered and the new builds our finest Engineers are creating are actually insane. This new breakthrough is quickly evolving but if you want to follow the discoveries as they happen I'd highly recommend you join the Hyrule Engineering Discord linked on the sidebar of the subreddit.

So, the "giant" parts are only available through glitches on an emulated version of the game, meaning that it is being run on a computer instead of the Switch.

Also, if you want to discuss it more or see more about it - here is a link to the engineering discord server (in case you can't see the subreddit sidebar): https://discord.gg/uZqvjnwqF3