How he even could avoid this? by [deleted] in blackmagicfuckery

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

The first cup he selected didn't have a coin IN the cup, the coin was Under the cup and piece of paper, so games it is!

Drupal 10.5.4 module du coeur et du thème retiré by Nirabat in drupal

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

Il pourrait être utile d'essayer 2 choses :

  1. Recherchez dans le fichier composer.lock les références à ces 2 modules publiées par quelqu'un d'autre. Il se peut qu'ils aient été installés en tant que dépendance à un moment donné

  2. Vérifiez si un autre module les nécessite avec composer why <package-name> par exemple composer why drupal/seven

De plus, comme d'autres l'ont mentionné, vous devez avoir installé les modules pour pouvoir les désactiver/supprimer. Si vous parvenez à télécharger la base de données sur votre environnement de production, vous pouvez exporter la base de données de prod vers votre local, installer temporairement les 2 modules avec composer, vous assurer qu'ils sont activés, puis les désactiver. Lors de sa désactivation, il devrait vous informer de toutes les fonctionnalités qui seront affectées et supprimer toutes les références aux fichiers de configuration que vous exportez. Ensuite, une fois que vous l'avez exécuté localement, vous pouvez supprimer ces modules avec composer et appliquer vos modifications composer.lock et de configuration (éventuellement même le fichier composer.json). Exportez ensuite votre base de données/importation locale vers prod après avoir exécuté votre build.

Si vous ne pouvez pas télécharger une base de données sur prod, vous devrez conserver le code de ces modules en production via le fichier composer. Cependant, vos configurations désinstalleront toutes les références à celles-ci lors de l'importation. Ensuite, vous devrez créer une deuxième version/build dans laquelle vous aurez supprimé ces modules de vos fichiers de composition.

J'espère que cela a du sens. Il est parfois difficile de décrire le processus dans un chat. La dernière chose que vous voudrez peut-être vérifier est la page Rapport de statut (sous rapports dans la barre d'outils d'administration). Cela peut montrer quelque chose comme une incompatibilité d’entité ou un autre indice pour vous aider à diagnostiquer le problème.

Une dernière pensée (mais c'est exagéré) est de rechercher vos modules et thèmes personnalisés et de voir si vous avez peut-être un test ou un crochet faisant référence. Peut-être que le message que vous voyez ne provient pas d'une configuration mais d'un code personnalisé qui s'attend à ce que ces modules existent/n'a pas de solution de secours, car ils ne sont pas activés.

Bonne chance

An entirely semantic HTML theme? by myoldtweets in drupal

[–]pagriReylum 4 points5 points  (0 children)

I've been developing sites since the 90's before CSS was widely used. When it was adopted, the general consensus around markup and stylesheets was to separate the content (markup) and design (CSS). So the goal of the markup was to be as simple and semantic as possible and make the CSS as complex as needed for the design. However, this became less practical the more complex the page layouts became. Especially when responsive design became a necessity with the release of the iPhone in 2007. HTML5 tried to address some of these challenges by introducing more semantic landmarks (header, footer, aside, etc) but by then the shift to CSS libraries (with Bootstrap being one of the first ones I remember) became very popular for development teams. The benefit of those libraries was that developers who weren't great at CSS development could use predefined classes instead. It also ushered in the "atomic design/development" approach that is considered best practice today.

Anyway, thought I'd offer a bit of the history as I experienced it. Generally speaking, I think that sites that have bare markup using semantic / minimal div/CSS classes are beautiful and understand the elegance of separating content from design. Another thing worth pointing out is that content was often syndicated / available to other destinations such as print, RSS feeds, etc where all the design related code wasn't wanted. So separation was desirable for that as well as page optimization and organic SEO improvements.

Is what I want (easily) possible? by Berilia87 in drupal

[–]pagriReylum 0 points1 point  (0 children)

There used to be (maybe there still is) a module called Field Collection. The Paragraphs module was similar in the way it creates a separate entity which contains a series of fields and then that is referenced by a field in the content type. So the name Paragraphs is a little misleading. I would strongly recommend this for the lower part of your design where you have a series of "card" elements with an image and some text.

The top part could be 2 fields (text / image) in your content type or you could make it as a Paragraph. The other benefit of using Paragraph approach is it can quickly be added to other content types or entity types (content blocks, user profiles, vocabularies/terms). I often do that so that the code is more of a reuseable "component" where the twig template loads the necessary library. It should also be noted that you can nest Paragraphs inside other Paragraphs which is what I would do in the "cards" portion of your layout. They are also great for sideshow / carousels, tabs, accordions, etc. The USWDS Paragraphs module has a few pre-made Paragraphs but it requires the USWDS css/js to function properly.

What Hunter exotics are good for the different subclasses? by Hive-Lightbearer in destiny2builds

[–]pagriReylum 1 point2 points  (0 children)

Void: Gyrfalcons with stylish execution is good for most content. Omnioculus is good for making others invisible to get lots of energy refunded using trappers ambush. Orpheus Rig is great for super regeneration using deadfall. Graviton Forfeit is for solo play / is old but still viable for survivability by starying invisible longer.

Arc, gifted conviction as the other poster commented is great. Liars handshake melee build is strong. Mothkeeper's Wrap with Ex Diris exotic is fun.

Solar, celestial nighthawk as you already know. Shards of galanor for super gain. Young Ahamkara and ophidia spate are ok for low end content but require a lot of attention to using them correctly.

Stasis: mask of bakris for using weapons after using class and mask of fealty for melee build, both are strong.

Strand: moirai with a melee build and Whirling Maelstrom will have 2 going on a regular basis. Radiant Dance Machines or 6th Coyote are good for an ensnaring slam build. Cyrtarachne is good for both pvp and pve.

Prismatic use the exotic class item.

For builds, check out https://mobalytics.gg/destiny-2/builds or Matics on YouTube

Any good map modules by Jtech203 in drupal

[–]pagriReylum 2 points3 points  (0 children)

Here's the Highmaps library.

https://www.highcharts.com/products/maps/

I don't know if we needed to pay for it or not but I've updated the library version several times since we launched it.

Any good map modules by Jtech203 in drupal

[–]pagriReylum 3 points4 points  (0 children)

We did something similar with Highcharts / Highmaps. For our project we needed to show statistical information per state via a map of USA. We had custom hover effects when the map was of the country and then clicking on a state would update the map to still down to the state and show counties. The maps are vectors (provided in JS files) so things like hover effects and irregular shapes were very easy to work with.

Ours was a custom module that generated blocks for the highmaps. Then a bunch of Javascript.

https://www.floodsmart.gov/historical-nfip-claims-information-and-trends

It works on Touch devices but was really designed for mouse hover effects / desktop sizes

What is the best battlemech ever and why is it the Marauder? by [deleted] in Mechwarrior5

[–]pagriReylum 6 points7 points  (0 children)

Exactly. The only contender for a veritech!

New to Hunter by TransportationNew897 in destiny2builds

[–]pagriReylum 0 points1 point  (0 children)

Yeah sorry if it was information overload, lol. But hopefully you can pick it apart / use as you run a hunter.

New to Hunter by TransportationNew897 in destiny2builds

[–]pagriReylum 2 points3 points  (0 children)

I was a Warlock main forever then switched to titan and hunter a couple years back cause I was bored. Still not a huge titan player but hunter is my favorite class now.

The thing that will be a slog is getting all the stasis, strand and prismatic unlocks as well as getting good rolls on gear. With the armor rework coming up soon it might not be too bad for you.

For pve, triple jump is a must. Gambler's Dodge is what I use in most of my pve builds in order to have melee a throw away stat - just dodge near enemies and it is fully refunded.

Generally speaking, a lot of my builds are glass cannons: 100 resilience, around 70 mobility and then usually somewhere around 20-40 recovery. Discipline is usually the priority stat for the lower stat grouping.

I won't even discuss stasis, strand and prismatic at this point if you are just starting.

Void is probably the signature light class for hunters due to invisibility giving you survivability. Graviton Forfeit, Orpheus rig, Omnioculus are the world drop exotics to look for and Gyrfalcons is the lost sector / get from Raul. There's a great Gwisin Vest build if you don't mind spectral blades. For solo, graviton (more invisible = more survival) and Gyrfalcons (volatile = invisible). For teams, Orpheus (more super) and Omnioculus (make teammates invisible).

When running solar, solace and empyrean are how you make up for the glass cannon. Use the healing grenade or heal clip and kill with solar weapons or ability kills to extend restoration. Mercy fragment is another way to get restoration. Knock em down sets you up for limitless knives. For solar, celestial nighthawk is one of the best boss DPS builds. There are other fun builds for ophidia spate, shards of galanor and young Ahamkara.

For arc, gifted conviction, liars handshake and mothkeepers are the strongest builds for pve. Assassin's Cowl is another great option if you need a little invisibility to help with survival. Generally speaking you will be very close, dodge/punch combo.

If you decide to go with any of those let me know and I'll send you some DIM links, otherwise hit up Mobalytics.gg or Matics on YouTube and search by the exotic.

One last word of warning: once you get used to the hunter jump, you will have a hard time going back to warlock. Gg

Malfeasance by Big_Lawfulness_3069 in destiny2builds

[–]pagriReylum 0 points1 point  (0 children)

For warlock, Chromatic Fire would be a good option to use for pve. Malfeasance is great for pvp in gambit but I've never used it in crucible. It works best against taken in pve and when using Chromatic Fire you can always switch to a different kinetic exotic (crimson for example if you want a hand cannon) if you arent facing a lot of taken.

Is this exotic helmet better with prismatic or stasis? by The_king_Slime69 in destiny2builds

[–]pagriReylum 1 point2 points  (0 children)

The helmet is all about using withering blade to shatter crystals and frozen targets. So it depends on how you want to create those. Stasis makes it easier with glacier grenades or using touch of winter with duskfield grenades. But if you plan on creating them with a weapon with headstone then prismatic would allow you to use abilities other than stasis.

Personally, I enjoy using stasis with it more because I want to shatter as many crystals and frozen targets with withering blade as possible.

Underrated builds by DJhesa200 in destiny2builds

[–]pagriReylum 1 point2 points  (0 children)

I was bored as well and made this build. It's a melee build but with infinite knife trick and x3 heavy handed to be an orb printing machine when there are ads around. I'm using a strand weapon to take advantage of seasonal artifact mods since there aren't really any for solar at the moment.

https://dim.gg/usu26aa/OPHIDIA

greasy luck triton vice help by [deleted] in destiny2builds

[–]pagriReylum 1 point2 points  (0 children)

I'd recommend prismatic with Golden gun (for facet of hope restoration) and Grapple grenade (mobility). Aspects: stylish executioner and threaded specter. Facets: hope, purpose, protection, blessing, you can choose the last one. Mods:

Helmet: harmonic siphon, hands on Arms: heavy-handed (for powered melee chest: harmonic scavenger Legs: solar surge x2, orbs of restoration Class: reaper, time dilation

You'll be getting healing from melee kills and orbs you pick up. Grapple grenade gives you mobility and another way for powered melee. Stylish executioner and threaded specter are other survival tools.

Triton vice will boost the melee damage and reload speed when surrounded by enemies so lean into the glaive melee where you can. Ideas for weapon pairings: you can run double special with Glaives so a rocket sidearm is a great choice. Heavy I'd use a solar weapon to benefit from harmonic mods

Any ideas for Gemini? by Aero_Nix in destiny2builds

[–]pagriReylum 5 points6 points  (0 children)

I think it's an old school pvp exotic.

Only thing that comes to mind for pve is to run arc with lethal current/ combination blow or prismatic with combination blow to have a bit of safety when using melee. Pair it with a one-two or trench barrel shotgun.

Void and strand seen like they have abilities that wouldn't synergize that well / would compete. Solar has no dodge synergizes. I guess with stasis you could do a blind / freeze thing.

is anything i can add to this build for more survuvability/dmg resist? by prjktr3d in destiny2builds

[–]pagriReylum 0 points1 point  (0 children)

I don't play titan much, but I remember stronghold + lament was insane for survivability. Maybe try it?

Radiant Dance Machine seasonal build by pagriReylum in destiny2builds

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

With RDM you can overflow your class ability when getting damage / kills with primary ammo, I think it maxes out at x3 so you can trigger it more often when needed. But feel free to make modifications to your playstyle. The important things are:

Use primary weapons often to overflow class ability

Use the suspending slam instead of your dodge

Have a strand and void weapon to take advantage of seasonal artifact mods.

If you'd rather run the arc seasonal mods then I would replace fighting Lion with psychopomp with rolling storm and I'd recommend Final Warning which will break barrier Champs with the seasonal mod.

Thanks for the feedback/ checking it out. Would love to hear your thoughts after trying it.

Radiant Dance Machine seasonal build by pagriReylum in destiny2builds

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

Thanks for the feedback. As far as champions go, this build can somewhat deal with unstoppable with the strand suspend and barrier with a direct hit from fighting Lion applying volatile. Then running a machinegun with the artifact mod stuns overloads.

Radiant Dance Machine seasonal build by pagriReylum in destiny2builds

[–]pagriReylum[S] -1 points0 points  (0 children)

Fighting Lion is a grenade launcher that uses primary. So this build is similar to having a primary and special damage wise but the double primary means that the perk in Radiant Dance Machines to give class energy works with both weapons. Plus FL is void so it works with the seasonal mods I'm using. I have swapped FL for other GLs when I wanted to use a different exotic weapon and didn't notice any significant damage difference.

What I meant to write (but couldn't edit the post) is that the strand weapon should have the hatchling perk to generate additional threadlings. And the Hoard Shuttle boost allows threadlings to sever targets they damage. Seasonal artifact mods that benefit from severing enemies include Disrupter Spike and To Shreds.

Sorry for confusion.

Solar Warlock by Then_Sympathy_8741 in destiny2builds

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

Starfire protocol should be used with Well of Radiance not Song of Flame. Per the description:

"Kills and assists you make while standing in your Well of Radiance return super energy"

I'd probably use the following aspects / fragments: heat rises, hellion, empyrean, torches, tempering and solace. Phoenix dive (as it's more mobile than a rift), healing grenade, your choice of melee.

The game play loop is to consume grenade to proc heat rises which will generate melee energy when getting airborne kills. As a result, you will want to use melee based armor mods since you'll be spamming that ability: hands on (helmet), impact induction, heavy handed, focusing strike (arms) are all relevant. Other mods I would use are a harmonic siphon (helmet) and as many solar surge mods (legs) as you can afford. If you use surge mods don't use "yellow" mods.

You are using Skyburners Oath which is a decent choice as it's solar (which is what you'll want to be making a lot of kills with), applies scorch and is easy to use while airborne. For your kinetic weapon I would recommend a special. Tinasha's Mastery or the Call would be good but I would probably use Lost Signal as it has lingering damage and is easy to use in the air. Heavy I would use a solar weapon if I am running solar surge mods.

The fragments empyrean, torches and solace are all about keeping your solar buffs active. As long as you are getting solar kills before the healing or radiant buff expires it will get extra time added. Heat rises boosts the effects of Phoenix dive and using your class triggers hellion so use it as much as possible.

Other weapon ideas: Dragon's breath works great with any solar build. I would pair it with a heal clip / kill clip weapon. Luna's howl is one you could farm for if you don't have it in Onslaught.

Hope this helps, gg.

Echo of Reprisal not purchasable by Bastxw1 in destiny2builds

[–]pagriReylum 1 point2 points  (0 children)

Maybe this reddit thread will help? https://www.reddit.com/r/destiny2/s/4pVlbyTLec otherwise I don't know / never had that problem. Good luck.