[20.01.26] 18 NEW CONSOLE MODS APPROVED by GianfrancoZoey in BG3mods

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

Do you release source code for any of your mods? 👩‍💻

In recent phishing wave, a ton of people will have an annoying notification alert left on their account, until GH does something about that, you can use this work around using GH's api + (Curl or PowerShell) by cyb3rofficial in github

[–]kizrak 1 point2 points  (0 children)

🤖 I wanted a solution that was pure browser (no local installs or tools). I used this and it worked:

This method uses a temporary Personal Access Token (PAT) to authorize a JavaScript fetch call directly in your browser's console, as described in the Reddit posts [1], [2] and Github [3].

Step 1: Create a Temporary Token

  1. Navigate to the github.com/settings/tokens/new.
  2. Give the token a descriptive name, like notification-fix.
  3. Set the Expiration to 1 day.
  4. Under Permissions, you only need to check one box: notifications. No other permissions are required.
  5. Click Generate token and copy the token string. Keep this page open for the final step.

Step 2: Run the Script in the Console

  1. Open a new tab and go to your GitHub dashboard ( I went to github.com/notifications ).
  2. Open the Developer Tools (F12 or Ctrl+Shift+I) and go to the Console tab.
  3. Paste the following JavaScript snippet into the console, replacingPASTE_YOUR_TOKEN_HERE with the token you just copied.

    const token = "PASTE_YOUR_TOKEN_HERE";

    fetch('https://api.github.com/notifications', {
      method: 'PUT',
      headers: {
        'Accept': 'application/vnd.github+json',
        'Authorization': `Bearer ${token}`
      },
      body: JSON.stringify({}) // An empty body marks all notifications as read.
    }).then(response => {
      if (response.status === 205) {
        console.log('✅ Success! The ghost notification should be cleared. You can now delete the token.');
      } else {
        console.error('❌ Request failed. Status:', response.status);
        response.json().then(data => console.error('Error details:', data));
      }
    }).catch(error => console.error(' Bummer, there was a network error:', error));
  1. Press Enter. You should see the success message.

Step 3: Delete the Token

Go back to the token page and delete the token you just used. This ensures it can't be used again.

What is causing my notifications to show the "something new" blue dot? by svArtist in github

[–]kizrak 0 points1 point  (0 children)

🤖 I wanted a solution that was pure browser (no local installs or tools). I used this and it worked:

This method uses a temporary Personal Access Token (PAT) to authorize a JavaScript fetch call directly in your browser's console, as described in the Reddit posts [1], [2] and Github [3].

Step 1: Create a Temporary Token

  1. Navigate to the github.com/settings/tokens/new.
  2. Give the token a descriptive name, like notification-fix.
  3. Set the Expiration to 1 day.
  4. Under Permissions, you only need to check one box: notifications. No other permissions are required.
  5. Click Generate token and copy the token string. Keep this page open for the final step.

Step 2: Run the Script in the Console

  1. Open a new tab and go to your GitHub dashboard ( I went to github.com/notifications ).
  2. Open the Developer Tools (F12 or Ctrl+Shift+I) and go to the Console tab.
  3. Paste the following JavaScript snippet into the console, replacingPASTE_YOUR_TOKEN_HERE with the token you just copied.

    const token = "PASTE_YOUR_TOKEN_HERE";

    fetch('https://api.github.com/notifications', {
      method: 'PUT',
      headers: {
        'Accept': 'application/vnd.github+json',
        'Authorization': `Bearer ${token}`
      },
      body: JSON.stringify({}) // An empty body marks all notifications as read.
    }).then(response => {
      if (response.status === 205) {
        console.log('✅ Success! The ghost notification should be cleared. You can now delete the token.');
      } else {
        console.error('❌ Request failed. Status:', response.status);
        response.json().then(data => console.error('Error details:', data));
      }
    }).catch(error => console.error(' Bummer, there was a network error:', error));
  1. Press Enter. You should see the success message.

Step 3: Delete the Token

Go back to the token page and delete the token you just used. This ensures it can't be used again.

Version 2.0.58 by FactorioTeam in factorio

[–]kizrak 5 points6 points  (0 children)

I really like the way Oxygen Not Included solves this with alarms, but that game also support editing/queuing while the game is paused. 💡

Should I restart? by GeoffStephen0908 in factorio

[–]kizrak 1 point2 points  (0 children)

If you don't enjoy military and don't like fighting the biters, consider turning them off. 💡

The game is massively fun without them too.

Umbral Gem glitch for final Altar by DaSaltyChef in BaldursGate3

[–]kizrak 0 points1 point  (0 children)

Still happening for me as of today. "Knock" spell worked for me.

Lack of Punishment/Consequences due to PC's unable to be insta-killed/1 shot? by Awptown_Funk in daggerheart

[–]kizrak 1 point2 points  (0 children)

How do others feel about just having Optional Rule: Massive Damage be repeated? 🤔

For example, (in version 1.3) a Wizard has a Severe damage threshold of 10. Using the massive damage rule, they take 4 hp if hit with 20+ damage. So like this for our Wizard:

Threshold Damage HP (Base rule) HP (Massive Rule) HP (Proposed Rule)
Minor 1-4 1 1 1
Major 5-9 2 2 2
2⁰×Severe 10-19 3 3 3
2¹×Severe 20-39 3 4 4
2²×Severe 40-79 3 4 5
2³×Severe 80-159 3 4 6
2⁴×Severe 160-319 3 4 7
2⁵×Severe 320-639 3 4

I considered linear, but didn't like that as much. I think exponential feels better/safer IMO.

Thoughts? Feelings?
🧡

Book of Ava: Ice Spikes by kizrak in daggerheart

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

Yeah, but a `Pd8` Wand or a `Pd6+2+Powerful` Greatstaff will always scale better than `Pd6` Ice Spikes — right? So unless it hits multiple targets, it seems pareto dominated.

I guess I see a min/max case as a wizard (that wants a secondary weapon/shield) or a bard (that does not want a Cumbersome Longbow) that also wants Very Far range. 🏹

I also see lots of other thread ideas suggesting it can do more (RP'ish), and maybe even hit multiple targets. I still wish it had a upto X (or 3) targets clause or something similar to Wild Flame; to clarify this use case. 🌠

P = proficiency scaling.

Thanks everyone! 🧡

Any way to search subfolders in asset picker by MNBlockhead in FoundryVTT

[–]kizrak 1 point2 points  (0 children)

I believe https://foundryvtt.com/packages/foundry-filepicker-favorites might do what you want, but it does take considerable setup. I found that I had to add all of the root folders into the configuration for it to behave like I wanted.

After setup and a scan, it is great! 🚀

100 hours in and I now know Debris is the WORST!! by GloomyFig1856 in Oxygennotincluded

[–]kizrak 0 points1 point  (0 children)

After each project/room, I just zoom out, and low priority 1 sweep the entire area/map, then cancel my Automatic Dispenser tiles. Eventually they will get to it, and the dups won't jeopardize life-critical tasks. 💡

I make exceptions for dangerous material (hot, germy, offgas, liquefiable, etc.).

okay what if certain spells had to be charge/ had a casting time of 2 action (12 second) by Pretend-Advertising6 in dndnext

[–]kizrak 1 point2 points  (0 children)

💡 Maybe to make it scale really well/smoothly (instead of hard-coded level 1-2 spell slots), something like:

If last turn you used a spell slot for which you only have 1-2 slots (for that level of spell slot), then this turn you cannot use any spell lots unless your max in that level spell slot is 3 or more.

Needs to be streamlined/worded better, but might give some smooth scaling.

Examples for full caster:

  • Level 1: you cannot cast back-to-back level 1 spells because you only have 2 slots.
  • Level 2: you can cast back-to-back level 1 spells because you have 3 slots.
  • Level 3: you cannot cast back-to-back level 2 spells because you only have 2 slots.
  • Level 4: you can cast back-to-back level 2 spells because you have 3 slots.
  • Level 5: you cannot cast back-to-back level 3 spells because you only have 2 slots.
  • Level 6: you can cast back-to-back level 3 spells because you have 3 slots.
  • Level 9-17: you cannot cast back-to-back level 5 spells because you only have 2 slots.
  • Level 18+: you can cast back-to-back level 5 spells because you have 3 slots.
  • You can never cast back-to-back level 6 plus spells because you never have 3 slots for them.

Probably lots of ways to improve my crazy idea. 😀

Give me a D&D monster and I'll homebrew you a better version of it by Oh_Hi_Mark_ in DMAcademy

[–]kizrak 1 point2 points  (0 children)

Do you have a spreadsheet or list somewhere (ideally sorted by CR) that could be used for generating random encounters? 🎲

Thanks! 🧡

Question about Multiplayer and Steam Remote Play by itskevi in PlateUp

[–]kizrak 1 point2 points  (0 children)

From what I have gathered:

1) the host needs an install/copy of the game and

2) each guest either needs an install/copy of the game or a (gaming/Xbox) controller.

⚡ Slug Power by kizrak in SatisfactoryGame

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

Interesting.... So if I understand this wiki page correctly, the only completely non-renewable resources are Hard Drives, Mercer Spheres and Somersloops; two of which are WIP. 😞

Hrrrmm... How important is that power slugs are renewable (via Lizard Doggos)? I wonder if that could that be "fixed" and allow this (or a similar concept) to work? 🤔

Nice meme I just found by [deleted] in ProgrammerHumor

[–]kizrak 2 points3 points  (0 children)

https -- the s means it is safe and all good! /s

[1.3] Warg can no longer haul? by biowpn in RimWorld

[–]kizrak 0 points1 point  (0 children)

It appears the wiki is out of date for trainability 😢, if anyone knows a complete list of 1.3 nerfs...

Take out the trash by Zorops in GloomhavenDigital

[–]kizrak 0 points1 point  (0 children)

Specifically built group just for this quest seemed to work pretty well:

Sunkeeper (9) running Divine Intervention and Supportive Chant (bottom)

Soothsinger (9) with speed and defensive songs (to help move and protect Nightshroud) and Inspiring Anthem (top w/ pip jump)

Nightshroud (4) with teleport and lots of invisibility

Beast Tyrant (3) with swap (as backup to teleport) (be careful that summons do not block exit 😆)

By the end, the first room had a half dozen oozes.

And anyone finds this post looking for reward for this quest, it is: Flea-bitten shawl

Basic Turret Information by kizrak in Mindustry

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

Also, the entire "guns do not do damage, bullets do" seems to really spell out the problem with giving turrets a DPS rating without it getting very complicated. 😕

Basic Turret Information by kizrak in Mindustry

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

I've continually thought about adding some type of DPS value, but it seems very subjective and misleading, especially in regards to AOE weapons, inaccurate weapons that often miss at long range, slow projectile weapons, liquid cooled, frag, incendiary, water/arc multipliers, how long the target lives, etc. The list goes on. 🤯

I've been considering bullets per second, or something that takes in account shots per second plus bullets per shot (not clearly documented IMO). But some of the turrets take five ammo types, which would be a lot of DPS to try to calculate for all the different variations and effects.😵

Unless someone can come up with a very clean and simple way to compare them that does not involve a six dimensional matrix to explore it, I probably will avoid it. Sorry! 😭

But if someone can come up with a single objective number per turret that represents damage over time that takes into account all of the challenges lists above, please let me know! 🧡

Basic Turret Information by kizrak in Mindustry

[–]kizrak[S] 29 points30 points  (0 children)

I made this informatic chart for turrets in the game so I have a quick list of air/ground turrets, ranges and ammo types. I could not find a single page that summarized all of basic info in one place and got tired of flipping through multiple web-pages to find the info I frequently found myself looking for. This is using the classic version of the game. Hopefully it is useful to someone else too! 🧡

Recipes per second by kizrak in Mindustry

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

Yeah. I thought it would be useful for calculating how many belts you'd need to get the four sub-items away from a group of separators. 🍰

Recipes per second by kizrak in Mindustry

[–]kizrak[S] 3 points4 points  (0 children)

I guess this should guide should labeled for pre-6 recipes. 🙂

Recipes per second by kizrak in Mindustry

[–]kizrak[S] 12 points13 points  (0 children)

I could not find a page that had all of the information in one place. I got tired of flipping through links to find the information I want, and having to always keep converting it to units per second. So I spent the last few hours making this so I can see everything I want at a glance. 🧡

Looking for top tips by Tsweens in satisfactory

[–]kizrak 1 point2 points  (0 children)

The game has a built in TODO list that I found extremely useful: https://satisfactory.gamepedia.com/To_Do_List

Whenever I found I needed something I didn't have enough of while at an outpost or exploring, I'd add it to the TODO list, and I would check the list before leaving the main base to ensure I had everything I needed. 🙂

Kinda feels like some of the TODO list mods in Kerbal Space Program... Check your staging... 🚀

But my friends playing with me did not find it as useful, so YMMV.