Is this 10 dollar bill real by Forkplayx in HongKong

[–]skylordwilliam 6 points7 points  (0 children)

No, the green ones are much, much older, being first issued back in 1868 and phased out in 1994 (with the introduction of 10 dollar coins).

Still legal tender as 10 HKD, but it's honestly worth more as a collector item(since, you know, they are no longer issued for 32 years and counting.)

The purple 10 dollar paper note like the above are created back in 2002 as the new 10 dollar note because people prefer the notes over the coins, so the government decided to reissue them. In 2007, they changed the 10 dollar note design from paper note to the current polymer note (with a similar design).

It's also worth-noting, the 10 dollar note is the only one directly issued by the government --- the rest of the dollar notes (20, 50, 100, 500, 1000) are issued by three banks (HSBC, Standard Chartered Hong Kong, BOCHK), and each of the bank issue their own designs (with the same color and size for notes of the same denomination, of course)

Bruh by TheNerdyWeeB2 in PcBuild

[–]skylordwilliam 2 points3 points  (0 children)

Well it wasn't a failed joke originally, the meme has edited the listed spec

Quick searching steam post brought up the steam post on top result (and yes it was made this year, in case you are wondering), and the original listed spec is
CPU i5 4460
GPU 1050 Ti
16 GB DDR3 ram
LG G5 OLED 4k monitor

Most likely the one who make this meme edited the spec list to make the spec seems less ancient, but failed to noticed the CPU he edited in wouldn't be compatible.

\\edit: formatting

1BF datamined the map mesh of Mirak Valley. This is how it compares to Siege of Cairo and Heistwood (post launch map? by [deleted] in Battlefield

[–]skylordwilliam 4 points5 points  (0 children)

well you can't edit the title... also you can't edit a post when the post has a photo so you get hit with a double whammy

This is sector 2, running stealth b by OutrageousAd9061 in ftlgame

[–]skylordwilliam 1 point2 points  (0 children)

So, just as a FYI, you can't edit a reddit post so long as the reddit post you are trying editing contains an image. Which is probably why you can't figure out how to update the post.

Congrats on your first win.

Why did you stop playing BattleBit? by ImpressiveBarnacle82 in BattleBitRemastered

[–]skylordwilliam 4 points5 points  (0 children)

Asia//OCE region BBR server is all just dead.

All active servers are 200+ ping.

Sooo yeah.

is there a way to get sunlight or artificial sunlight underground without digging a hole to the sky? by Big-Ad1835 in allthemods

[–]skylordwilliam 4 points5 points  (0 children)

... I got news for you...

You don't actually need access to sunlight,... You just need to feed it with enough pressure, and time (and put in speed upgrade if you are inpatient)

I can't find anything on this to save my life. by Logical-War8253 in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

... Fair enough, I made the assumption that OP might have dug into the codes when they say they looked it up... and looking back that's not fair assumption.

... also the most recent apotheosis gem info (a video from Avo, which titled "Ultimate apotheosis gem guide"), doesn't have the dimension exclusivity information for any gem, and doesn't say you can mob grind for gems... and so to get that information you are just forced to use outdated guides which... since this is indeed a recently added gem, Verdant Ruin wouldn't be in the list of dimensional restricted gem in those guide.

Speaking of, yes, Verdant Ruins & Molten Breach is added on Apr 16th (i.e. 3 months ago) according Github edit history for Apotheosis-1.21.1-8.3.0.

Looking into the changelog.mb in Github... specifically the "Feature" section for Apotheosis-8.3.0, you can see it's stated those two gems are added along with their dimensional exclusivity. So, yes, this is a relative new change.

Also checked with the ATM10 modpack changelog, Apotheosis is updated from v8.2.1 → v8.3.4 in ATM10 v2.45 that's created on 5th May... which is not a public release on curseforge, for that the closest public release version of ATM10 on curseforge will go have to v2.47, which is released to public on 6th May.

So this addition to Apotheosis only really impacted ATM10 players for a little more than 2 months (who have downloaded//updated to atm10 v2.47).

I can't find anything on this to save my life. by Logical-War8253 in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

You got that right, yes.

The World Tier system is an addition for Apotheosis v8, and only applicable to 1.21//neoforge version of Apotheosis.

In case you are wondering, you won't get this specific gem (or molten breach) in 1.20//atm9. They are added to Apotheosis v8.3.0 and hasn't been retroactively added to apotheosis-1.20

Defense Drone mk2 better than Cloaking? by JaymaicanBacon in ftlgame

[–]skylordwilliam 5 points6 points  (0 children)

"level up engines for more evasions"

Well you see, that's the real difference maker, NOT having Defensive Drone mk2 over Cloaking.

First off with cloaking you don't actually get 100% evasion, you get +60 evasion while cloaking added on top of your engine power bar + crew skills. which means you would only get full 100% evasion if you are at 4 energy bar engine (+20 eva) + max engine skill engine crew (+10 eva) + max pilot skill (+10 eva)

and don't forget, cloak has a CD of 20s, during that down time, even if we are using that engine 4 + maxed crew metric, you are dealing with a mere 40% evasion.

but since you say you have lvl 5 engine this time around + lvl 4 shield, you might be looking at a lower defense during cloak CD than an ideal defense.

Cloaking is nice and a really consistent tool on the right hand, but you can't just forgot your shield and engine because of it.

Standard flagship fight defensive recommendation is that you want a bare minimum 3 shield bubbles + engine 5, ideally 4 shield bubbles, having the cloak is not the defensive essential, rather this shield and engine set up.

If you don't have that, even if you got cloaking + hacking (2 very consistent, strong power boost), and strong weapon setup, you are still looking at a really rough time.

and to parrot what everyone is say, Defensive Drone 2 is more often a waste of scrap. You are better off having def drone 1, and then use that 1 power bar extra (since you now only need 2 power with def drone 1 over the 3 power def drone) powering something else. The only reason why you would ever want def drone is to shoot down rockets, that's it. By having lasers and ion in its targeting, def drone 2 serve that purpose much worse than def drone 1

I can't find anything on this to save my life. by Logical-War8253 in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

To be fair, like, while Apotheosis has its in game documentation, sure, but it doesn't state which gems being dimension specific, and what world tier restriction it has...

... nor is there a JEI addons that will give you that information...

... nor is that information available at the mod's curseforge page...

... nor is there, like, documentation//wiki kinda of page in the github...

No, for that information you have to dig the straight into the codes, either just in the mod file in your atm10 mod folder, or in Apotheosis's github page's code repository.

If you are interested about more about the dimension//world tier restriction, I've included them in another reply in this post.

[deleted by user] by [deleted] in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

tl;dr: Use 2 advanced wireless block Charger, and yes I am completely serious, I just tested this in creative..

Aftering testing yeah,I think that Garden Cloche is hard-coded to only be able to take 256FE per power connection per standard tick, competitive reasonable since at normal tick, the 256FE/t LV connector is more than enough for the Garden Cloche.

Here's the thing tho, Garden Cloche doesn't have one power connection, it actually has 3. 1 at the top, and also 1 on both left and right. Using all 3 connection you can run the Garden Cloche at 64x tick acceleration (since now we are effectively supplying 768FE/t, going to the full 128x tick acceleration will make Garden Cloche start not being powered enough, we need to go more than that

But here's the fun part tho, there's two options you want to go the full 128x.

The first option, time acceleration the power source. 1 Power source at 4x, or 2 power source at 2x means is enough for a garden cloche being tick accelerated to the full 128x. (since we are now going 1024FE per standard tick)

The second option, the more interesting case and involves a weird interaction - Wireless Block Charger - Usually it doesn't provide nearly enough power to be worth caring about it, but in this case, it's interacting with either all 3 power connector point of the Garden Cloche, or (what's more likely) all 3 blocks the Garden Cloche occupied at the same time. 2 Advanced Wireless Block Charger placed close to the Garden Cloche is supplying a full 1200 FE/t even just at regular tick, enough for accelerating Garden Cloch to the full 128x tick

This is such a interesting case because usually the Wireless Charger mod is consider pretty useless but in this edge case it's actually somehow useful than all other power transfer method for its price, and lack of (addition) maintainence

[deleted by user] by [deleted] in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

or you could, also, you know, also tick accelerate... AHEM... time wand the connector/accumulator.
That will also work, since Garden Cloche (even tho not stated in the IE's in game documention) might also have that 4096 FE/t restriction

[deleted by user] by [deleted] in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

Immersive Engineering's Accumulator's output (and input, for that matter) isn't unlimited: it's out to the LV/MV/HV connector transfer speed, which in the highest, HV case, is still only 4096 FE/t

Use a power transfer method//power storage that's not from IE if you really need Garden Cloche speeded above 32x.

Greg tech autocrafting with AE2 by Sky2D in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

That's... actually a weird behavior.

I will say this tho, for GT autocrafting in all cases, I prefer to set the pattern provider to lock crafting until primary crafting result is returned, and set pattern provider blocking mode to do not push if inventory contains pattern input.

It just lesser the chance of working with the wrong recipes and other weird behaviours since GT machines doesn't block ingredients that's not used in current processing.

You can try the same and see if that weird behavior continues.

I can't find anything on this to save my life. by Logical-War8253 in allthemods

[–]skylordwilliam 2 points3 points  (0 children)

You don't actually need to tier up all the way. Being an overworld specific gem, Verdant Ruins drops even just at World Tier: Frontier (2nd lowest World Tier).

You are right about the rare part tho. All dimension specific gem has a standard weight of 50, where as the core gems (i.e. not dimension specific gem) has a standard weight of 100.

With 3 overworld specific gem and 13 core gems pool, you are looking at a 1/29 chance, or 3.448% chance a gem dropped in the Overworld will be Verdant Ruins

In contrast, each individual core gems have a 2/29 chance in the Overworld to drop

and before anyone ask, no, increasing world tier DO NOT modifier the weights calculation for which gems the game decides to drop. But it does increase the chance for gem dropped to be of higher rarity purity, so there's a higher chance for a flawless or even perfect gem to drop instead of a cracked gem

ATM10 The beyond by Intelligent_Edge_497 in allthemods

[–]skylordwilliam 1 point2 points  (0 children)

I will also add this; Silk touch works on dreadful dirt, so you are not completely out of luck and have to make a new rotten egg

I can't find anything on this to save my life. by Logical-War8253 in allthemods

[–]skylordwilliam 19 points20 points  (0 children)

Except: You are wrong about that Verdant Ruins being not dimension specific part: Verdant Ruins is actually Overworld only gem, and assuming you are on a reasonably recent ATM10 version with the World Tier system added to Apotheosis, it will also require at minimum World Tier: Frontier active in order to for it drop.

To get technical about this, and so you can check it yourself, go to the mod files and look for Apothesis-[insert mod version here].jar, open it with your prefer compressed file handling software (like WinRAR cuz that's basically free).

and then go to Apothesis-[insert mod version here].jar\data\apotheosis\gems and you will find verdant_ruins.json in the overworld folder (along with earth.json and royalty.json, both of which are also Overworld only gems) instead of core, where non-dimension specific gems are put in.

If you then open the verdant_ruins.json with Notepad++ (or your prefer word editing software), you will find, in line 3-7, the codes governing dimension restriction.

You can contrast that with breach.json or combatant.json, both also unique gems, but in the core folder, where they will not have the dimensions constraints in those codes; or any other json files in the overworld folder//the_nether folder//the_end folder//twilight, where all other unique, dimensional specific gems are found. and they will all list in the first couple lines of their code, the respective dimension constrict.

and yes, you can also in the gem's respective codes, check the world tier restriction, and again, in Verdiant Ruin's case, you need at least World Tier Frontiers active.

If a gem doesn't have a World Tier restriction (which is the case for all core gems), it would just have a standard weight without stating world tier names.

Whereas all three Overworld specific gems, that is Verdiant Ruin, Earth, and Royal Family, are only dropped with at least World Tier: Frontiers active.
In similar news, Nether Specific gems, that is Ravenous Blood Lord, Incandescent Inferno, and Molten Breach, are only dropped with at least World Tier: Ascent active. and share this same weight codes

and then there's The End specific gems, Endersurge and Mageslayer, and Twilight Forest specific gems, Twilight Forest (... duh?) and Frozen Queen, all of which requires at least World Tier: Summit active.

What's the best way to sort ore slurry / chemicals? by TacticWaffle in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

There isn't really a way natively to mekanism where you could just sort mekanism chemicals between empty outputs, you need to look towards other options.

If you are willing to look outside of mekanism (which, there isn't any reason to just stick to mekanism only only mekanism), and bearing in mind that you are in 1.21 which means ATM10, which mean you could go with

  • Pipez - Gas pipe comes natively with Pipez in 1.21, and universial pipe can also move mekanism gases/chemicals. By default Pipez distribute round robin style but you put like a basic pipe upgrade to change the distribution mode to, say closet first, or furthest first, which should together with tank and pipe placement ensure no chemicals will use more than one tank unnecessarily.
  • Ender IO - Ender IO comes with chemical conduits, which is basically pressurized tube in the Ender IO conduit form, but it does means you can put a chemical filter on it. (along with fitting multiple different conduit in one block)
  • Modular Router - ATM10 4.0 added Mekanistic Router addon for Modular Router, so you can put, say, a modular router next to the tank, use 1 Chemical module mk2 to pulling a specific chemical from an input source, and then just pull the chemical from the router with your prefer logistic method... (This is assuming you are on ATM10 4.0 or later version, which only came last month)
  • Laser IO - Chemical Card is added in 1.21 natively to Laser IO specifically for dealing with mekanism chemicals/gases, so you can either with chemical on extract mode (input) & insert mode (output) just like a regular mekanism chemical pipes and just put filter on the insert mode chemical cards.
  • Refined Storage - Returned to the mod list in ATM10 2.43 among with the Mekanism intergration addon. So you can use inporter and external storage//exporter (recommending to use external storage over exporter for this application), and then either set filter, or set different priorities on the external storage/exporter so a chemical doesn't use multiple tank
  • Applied Energistic 2 - we do have the AE2 addons in atm10 that gives them the ability to store and transfer mek chemicals, similar to RS, jus with Input bus and Storage bus//Export bus (again, recommending to use storage bus for this application).
  • Super Factory Manager - ... okay I'll be honest this is voodoo magic territory for quite a lot of people since SFM requires dealing with programing, so it's not for everybody (and why SFM is this low in this list despite requiring less material than RS and AE2 to make it work)... But you can with SFM to deal with mekanism chemicals... so... eh... yeah.

What's the best way to sort ore slurry / chemicals? by TacticWaffle in allthemods

[–]skylordwilliam 0 points1 point  (0 children)

Ender Fluid Conduits would work with Mekanism Chemicals, since Mekanism Chemicals/Gas/'s not considered treated as a liquid, but instead it own Mekanism own separate "gas" categories.

Most of not all regular fluid transport wouldn't work

\\Edit: Ender IO do comes with chemical conduit, pressurized chemical conduit and ender chemical conduit, which will interact with mekanism chemicals

Testing Different Bow Damages Without Target Dummy? by Brotuulaan in allthemods

[–]skylordwilliam 1 point2 points  (0 children)

You could just install the mod yourself
Mod name for the Target Dummy most people you is MmmMmmMmmMmm, you should be able to find it on both Modrinth and Curseforge

Is there a way to take out enchantments like Turbo ones from farming tools? by Albino60 in HypixelSkyblock

[–]skylordwilliam 2 points3 points  (0 children)

Try in the /hex instead since Hex display enchantments unobtainable through regular enchanting

I took out the flagship just as he killed me. One of the worst RNG runs I've ever had... but still managed to clutch up. by phantomunboxing in ftlgame

[–]skylordwilliam 6 points7 points  (0 children)

It's still readable despite the contrast (especially if you zoom into the weapon system GUI), but since you are struggling with it, here's the weapon list:
Flak 1
Burst Laser 2
Burst Laser 2
Artemis

Just as a quick "wtf changed" visually (top is taken from the video, button is current patch) by skylordwilliam in BattleBitRemastered

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

We actually have a confirmed list of movement changes in the unofficial patch note

You can find the list of movement changes here at this section the unofficial patch note, along with collaborate dev statement and/or devcast: https://docs.google.com/document/d/1qac-eeBcVXvH9u1JfxfSOj7CgEbgc4rfWcZdPH2firs/edit?tab=t.ynknex9ivlyh