Map of wayward cave
For sharing awesome RimWorld seeds!
2016.08.18 20:28 Mehni For sharing awesome RimWorld seeds!
/RimWorldSeeds is a place where you can share that awesome map you've found
2011.08.19 08:56 Sharing and requesting fantasy maps!
2017.01.26 21:23 hornbook1776 D&D Maps
A catalog for user created maps and links to maps by other artists suitable for use in any D&D campaign, adventure, or encounter.
2023.03.31 17:09 TopTheropod This couldn't be more perfect for my roleplay of a democracy with private corporate interest lobbying :D
2023.03.31 17:08 StepwiseUndrape574 Latest GTA 6 Rumors Allege Vice City Return But Its Release Date Is Another Question
It seems like we have been hearing rumors about Grand Theft Auto 6 since the beginning of time, though in reality, it has only been almost that long. If you were hoping for some clarity with a release finally being around the bend, well, brace yourself—we could be in for several more years of rumors, not just weeks or even months.
Naturally, the folks at Rockstar Games are not offering up any juicy tidbits about the inevitable release. So everything we know, or think we know, has come by way of leaks and rumors. To that end, multiple leakers are reporting that GTA 6 might not come out until 2024 or even sometime 2025. As things stand right now, YouTuber Tom Henderson says the next version of GTA is very early in development.
Henderson notes that, historically, he has not been associated with GTA leaks (he's been more plugged into the Battlefield scene), but the information he shared in a YouTube video is based on what he has heard from multiple sources. He is not the only one that is hearing GTA 6 is still several years away from being released, either.
GTA 6 Tweet
Given the success of GTA Online, it seems Rockstar Games might not be in a rush to push out another major release. At the same time, it's said the developer is focusing "very heavily on employee well being," which in part means avoiding the crunch that precedes a game's release. However, there is at least one other factor at play as well.
It's said GTA 6 will launch on PC and the latest generation game consoles (PlayStation 5 and Xbox Series X/S). By taking its time in releasing GTA 6, Rockstar Games will have a much wider audience of compatible console owners to drum up sales. And while not mentioned, the same could be true in the PC space, as hopefully discrete GPUs will be plentiful again by the the time GTA 6 arrives.
As for the setting, Henderson says GTA 6 will in fact mark a return to Vice City. Rockstar Games may opt to add more locations to the map over time (post launch), but it looks like a modern take on Vice City is headed to the GTA universe.
Given how much we had playing Grand Theft Auto V when it came to PC several years ago (and still holds up today), we're excited to see what GTA 6 brings to the table, even if it means waiting another 3-4 years.
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2023.03.31 17:07 Suitable-Ad7941 Super mid (for T20) half-Asian gets super lucky
Demographics - Gender: Male
- Race/Ethnicity: Mixed Chinese/White
- Residence: Chicago Suburbs
- Income Bracket: 600k+
- Type of School: Semi-Competitive Public High School
- Hooks (Recruited Athlete, URM, First-Gen, Geographic, Legacy, etc.): Single parent legacy at UPenn (doesn't matter since I didn't ED there)
Intended Major(s): Biology
Academics - GPA (UW/W): 3.894/4.31 (got a one semester C and 2 Bs freshman year, all A's afterwards. School counts gym and electives in GPA)
- Rank (or percentile): not ranked
- # of Honors/AP/IB/Dual Enrollment/etc.: 7 Honors, 7/25+ AP's, 2 CC courses outside of High School right now
- Senior Year Course Load: AP Statistics, AP Government, AP Seminar, College Prep Anatomy, College Prep Psychology, Band, CC Calc I, CC Physics I
Standardized Testing - SAT: 1430, did not report
- ACT: Super Unbalanced 34 (36E, 30M, 36R, 34S), reported to all that accept it
- AP/IB: 3 APUSH, 4 APHUG, 5 AP BIO, 4 AP LIT
- Other (ex. IELTS, TOEFL, etc.): none
Extracurriculars/Activities List all extracurricular involvements, including leadership roles, time commitments, major achievements, etc. - Boy Scouts Eagle Scout: led project to build nesting boxes for threatened birds of prey (kestrels) in my local park system. Organized my troop into building these boxes and then placing them around the area. Rank took about 6-7 years to earn, project went on over a course of half a year from planning to completion.
- Multiple NAUI SCUBA certifications, including Open Water, Advanced, Rescue, Cave, Night, Wreck, and Underwater Ecologist. First certification when I was 12, and I dive over the summer every year.
- School Band, played since freshman year but never got into top band.
- Part time job at AMC theaters, about 10 hours a week.
- Second part time job at family business, about 8 hours a week.
- NHS
- Self taught Blender 3D modeling experience, started as a project for AP Lit but turned into a hobby.
- Built PCs for myself and friends over sophmore year lockdown.
- Fishkeeping, I keep a breeding colony of freshwater shrimp in a heavily planted aquarium, and I like to see how genetics are passed down into offspring.
- Science Olympiad, I joined as a filler for senior year and only went to a single competition lmao.
Awards/Honors List all awards and honors submitted on your application. - Eagle Scout Award
- Order of the Arrow (Boy Scouts Honor Society)
- Award plaque from park system I did project for
- Illinois State Scholar Award
- High School Honor Roll
Letters of Recommendation (
Briefly describe relationships with your recommenders and estimated rating.) APUSH Teacher: 8/10, only had her for one year but had a really awesome experience. Basically made me interested in US History. I ended up doing really well in her class, but not too great on the AP exam. She liked me a lot and I'm sure she made a great rec.
AP Bio Teacher: 10/10, by far my favorite teacher ever. Had her for honors and AP Bio, and had a blast in her class. We always had conversations about cool animals, my SCUBA diving, random stuff, etc.
Interviews Northwestern: 7/10. Pretty good overall, interviewer graduated recently and she was really nice. A bit difficult to connect since she was a psychology major and I'm applying for Biology. Had a bit of an awkward moment where she talked about her research on death row inmates and how it kinda messed her up mentally, and I replied without thinking "wow, that's really cool!" 😳.
Cornell: 8/10. Not really an interview, more of a one on one information session. I asked more questions than she did. She was really friendly and brutally honest with the best and worst parts of Cornell. Overall pretty good.
UPenn: 7.5/10. Interviewer was a really old dude and missed the first meeting so I was a bit worried, but he ended up being pretty hilarious and easy to talk to. Interview lasted over an hour.
Essays (
Briefly reflect on the quality of your writing, time spent, and topic of main personal statement.) Commonapp Essay: 8/10. Imma be honest with you I got an essay tutor for this one. Talked about my love of the ocean, marine biology, and conservation. Thought it was really well written, but reading it now makes it seem a little bit...braggy ("as an Eagle Scout, I led a multifaceted project that provided support to yadayada)
UC PIQs: 8/10. Some of them were copypasted bits from commonapp, others were unique. Overall pretty good, maybe a little rushed. Talked about my aquarium and experience with Blender, too.
Northwestern: 9/10. Also got this one doctored. Talked about aspects of Northwestern that called to me, from the research to specific professors to obscure biology activities they offered.
Emory, BU, UW Madison, UIUC, Vanderbilt, Rice, etc.: 6/10 mostly copypasted, not bad not great.
Cornell: 9/10: I wrote this entire thing in one day but I ended up being extremely proud of it. Talked about research opportunities, cool classes offered, the Lab of Ornithology, specific professors, and ended it by saying the CALS ice cream looked good lol.
Decisions (indicate ED/EA/REA/SCEA/RD) Acceptances: Safeties:
Michigan Tech (Rolling): accepted
University of the Pacific (Niche direct admit): accepted
IU Bloomington (Rolling): accepted
Targets:
UIUC In State (EA): accepted w/ scholarship offer I forgot to apply to oops
UW Madison OOS (RD): accepted
Reaches:
Boston University (RD): accepted General Studies
UCSD OOS: accepted capped Bio major!
UCI OOS: accepted
Emory University (RD): accepted!
CORNELL UNIVERSITY (RD): GUARANTEED TRANSFER WHAT???!!!!
Waitlists: Grinnell College (RD): waitlisted, did not accept place
Case Western (RD): deferred then waitlisted, did not accept place
UCLA OOS: waitlisted, accepted place
Rejections: Northwestern (ED)
WashU (EDII)
Bowdoin College (RD)
Rice University (RD)
Vanderbilt University (RD)
Northeastern (EA): deferred then rejected
Brown University (RD)
UPenn (RD)
NYU (RD)
Tufts University (RD)
UC Berkeley
USC (RD)
awaiting: UMich (RD)
Additional Information: Part of me feels really bad since some friends I know who achieved way more than I did and tried way harder in school than I did got rejected from all their reaches. I'm actually shocked about the transfer option I got from Cornell, and UCSD and Emory also surprised me. I think my Cornell essay must have helped a ton. I need to find out where to go for a year where I can get a 3.5+ GPA in order to keep my transfer, which means a little bit more stress.
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2023.03.31 17:07 styajoker Recognized startups distribution across India.
2023.03.31 17:07 WeAreFanatical New Release — Lunark (-25% ~ $14.99/£12.56/€14.62)
Title | DRM | Discount | USD | GBP | EUR |
LUNARK | Steam | 25% | $14.99 | £12.56 | €14.62 |
Join the revolution in this cinematic sci-fi platformer
Set on a distant planet ruled by a totalitarian regime, LUNARK is a modern take on the 2D cinematic platformer genre of the '90s. As Leo, a courier with unique abilities and a mysterious past, you'll run, jump, hang, climb, roll, and shoot through gorgeously animated pixel-art environments ranging from a dystopian megalopolis to eerie caves to an alien forest. You must overcome traps, solve puzzles, earn upgrades, and battle enemy droids, and when you're not fighting for survival, you'll meet a cast of colorful characters who will put Leo's allegiances to the test. Uncover the dark origin of humanity's new home and the truth about yourself in this epic sci-fi adventure!
Key Features:
- Experience a modern 2D cinematic platformer with precision gameplay, stunning animation, and rotoscoped cutscenes!
- Immerse yourself in a compelling sci-fi story of survival, revolution, and mystery
- Intuitive but versatile controls: Run, jump, hang, climb, roll, and shoot your way to freedom!
- Explore glorious pixel-art environments, including mysterious alien ruins, a flying penitentiary, a high-tech megalopolis, and an alien forest
- Solve puzzles, overcome traps, and interact with a variety of characters
- Discover hidden upgrades to expand your health and weapon capabilities
- Yes, you can pet the dog (and cat)!
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2023.03.31 17:06 VRLink64 How to self learn C, C# and C++ at home with out going to College?
I was hoping someone could help me with this. I want to learn some of these programming languages for modding purposes. And I want to learn C# for basically VR Chat. My math isn't that great. I've learned from my coding friends that you don't need to be a math genius to learn to code. Is this true? Please be nice. I'm currently learning 3D Modeling with Blender and Unity. I want to learn C# and make a VR Chat Map in VR and Desktop. Sorry if this sounds delusional or unrealistic. I was hoping I could learn how to code from home. I'm 31 years old and math ain't great. But heard some people started late. So is it possible to learn programming at home with out going to College? Has anyone done this before? Thanks. :) I can read a little bit of code. But I'm not that great.
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2023.03.31 17:06 Brilliant_Housing_49 Inconsistent unit AI
I’ve played several dynamic conquest campaigns with a friend and we have noticed an inconsistency with our units auto engaging enemies legitimately in front of them. Sometimes the unit AI functions properly but other times we will have units wasted as they take shot after shot, not engaging/ returning fire at an enemy that is ~10-30 meters away, sometimes farther. There doesn’t seem to be anything obscuring their vision and we are playing with FOW off.
This has happened to a variety of units but most notably armor and infantry on several maps. I’ve taken a break from playing due to frustration of losing units for no discernible reason. Has anyone else experienced this? Are there any fixes? This has happened both on vanilla and CEv2
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2023.03.31 17:05 milquetoastfox How to get to 100% after the stage is complete?
My first run on the very first stage (level 2 difficulty) I did the minimum requirements (3/3 animals, etc.) but figured I only got 60% complete because I hadn’t discovered all of the animals. I went back and played again, discovered all 6 animals that could be discovered in the region, but when the stage was complete, it only went up to 70%.
Just curious, as I’ve seen some pictures of people who have 100% on the map!
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2023.03.31 17:04 wanburat North American Military Drone Market’s Dominant Export Of Military UAVs Worldwide Is Booming $EPAZ #BreakingNews
Palm Beach, FL – March 30, 2023 –
FinancialNewsMedia.com News Commentary – The Military UAV Drone market just keeps expanding with seemingly no end in sight! The growing use of Unmanned Aerial Vehicles (UAVs) in the defense and security industry for several applications such as surveying, mapping, transportation, combat operations, and monitoring will fuel the demand for military UAVs in the coming years. The rise in defense expenditure of various countries to procure modernized & technologically advanced military drones/UAVs for intensified combat capability is expected to support market growth across the globe. The adoption of Artificial Intelligence (AI) is modernizing military drone technologies by picking targets autonomously with precision. A
report from Fortune Business Insights projects that the global military drone market size was valued at USD 10.25 billion in 2021 and is projected to grow from USD 11.73 billion in 2022 to USD 30.86 billion by 2029, exhibiting a CAGR of 14.82% during the forecast period. The report said: “Drone technology has witnessed strong growth in the past years due to continuous research & development and innovation enhancing the capabilities. The numerous drones are incorporated with modern sensors, LiDAR, GNSS, high-tech cameras, and thermal, and infrared imaging systems. The most advanced drones are equipped with multiple sensor systems such as communication intelligence sensors, and air-to-air missiles, and a global system for mobile communication (GSM). Active companies in the markets this week include:
EHang Holdings Limited (NASDAQ:
EH),
Epazz, Inc. (OTCPK:
EPAZ),
Kratos Defense & Security Solutions, Inc. (NASDAQ:
KTOS),
Mobilicom Limited (NASDAQ:
MOB),
Raytheon Technologies (NYSE:
RTX).
Fortune Business Insights continued: “Nowadays, the most advanced unmanned aerial vehicles can carry several payloads attached to large sensors and internal weapons bay. Artificial intelligence (AI) is being adopted commercially for autonomous flight systems for high-altitude military UAVs. This is expected to predict well for the global military drone market growth in the forthcoming years. The weapon payload includes missile and guided bomb units. The air force, navy, army, and other security agencies have been using unmanned aerial vehicles for applications such as transportation and logistics for the past few years. The increase in demand for logistics and transportation is projected to fuel the market growth in the coming years.”
Epazz, Inc. (OTCPK:
EPAZ)
BREAKING NEWS: Epazz Holdings: ZenaDrone, Inc. 1000 AI Predictive Received a Letter of Support from the US Air Force for Drone Cargo Delivery and Intent to Use ZenaDrone 1000 Platform- Epazz Inc., a mission-critical provider of drone technology, blockchain mobile apps and cloud-based business software solutions, announced this week that ZenaDrone, Inc. received a letter of support from U.S. Air Force to use ZenaDrone 1000 for drone cargo delivery, which includes blood transport. ZenaDrone is invited to work with the U.S. Air Force at an overseas base to test the ZenaDrone 1000 platform under battlefield conditions. ZenaDrone will be assigned a team from the base to conduct the test.
Over the past couple of months, ZenaDrone 1000 has been presented and showcased in front of the U.S. military. The company has been getting traction from the U.S. Air Force and U.S. Army. This test will be the first time ZenaDrone will be actively used in a military environment. Additionally, the test allows ZenaDrone to move to Technology Readiness Level 7 (TRL). “Technology readiness levels (TRLs) are methods for estimating the maturity of technologies during the acquisition phase of a program. TLR’s are measured on a scale of 1 to 9 with 9 being the most mature technology.”
ZenaDrone is now qualified to submit a Phase II SBIR grant for external funding of this cargo delivery solution. Phase II SBIR grants are generally up to $1.2 million for a two-year period and a nondilutive source of funding. This will be the second direct to Phase II project for ZenaDrone 1000.
CEO Shaun Passley, Ph.D., said, “We are excited to see ZenaDrone 1000 the subject of so much attention in multiple military branches. The Air Force clearly sees value in this platform and is pushing the envelope of new testing to find out the extent of its capabilities. We are anxious to receive critical feedback from the Air Force as we transition to mass production operations. We are currently in the process of evaluating a number of suitable sites while balancing the potential commercial uses. We also hope shareholders see how we are trying to move the technology forward through the use of nondilutive funding sources.”
CONTINUED… Read these full press releases and more news for Epazz at: https://www.epazz.com/press-room/ Other recent developments in the markets of note include EHang Holdings Limited (NASDAQ:EH), the world’s leading autonomous aerial vehicle (“AAV”) technology platform company, recently
announced that its EH216 passenger-grade AAV has completed its first passenger-carrying autonomous flight demonstration within Japan, which also marks the first passenger-carrying flight for an autonomous eVTOL aircraft in Japan. Today, the EH216 flew with two passengers and no pilot onboard for a trip along the stunningly beautiful coastline of Tanoura Beach in Oita city, under the approval of the Ministry of Land, Infrastructure, Transport and Tourism (“MLIT”) of Japan.
Sato Kiichiro, Mayor of Oita, Oita Prefecture, Japan, attended the event and delivered a speech saying, “Last July, EH216 completed its Japan’s first point-to-point trial flight in Oita, receiving overwhelming responses. Today, EH216 takes on the challenge of passenger-carrying flight here, and I am very pleased to witness this moment. I hope that today’s passenger-carrying flight test will accelerate autonomous aerial vehicles to take a further step toward practical use cases, so that this industry full of opportunities could be in full swing.”
Kratos Defense & Security Solutions, Inc. (NASDAQ:KTOS), a Technology Company in the Defense, National Security and Global Markets and industry-leading provider of high-performance, jet-powered unmanned aerial systems, recently
announced that it is further increasing its UK-based capability by the addition of key, seasoned engineering and programme/project management personnel highly experienced in jet UAS / Drone systems.
Stacey Rock, President of the Kratos Turbine Technology Division, said, “This strategic and tactical decision and action we have taken helps position Kratos to be a part of key uncrewed aircraft system programs here in the UK and abroad. We’re excited about this expansion and strengthening of our technical and programme team in this rapidly growing global defence focus arena. Joining us and supplementing the team are two experienced defence personnel who, between them, have 50+ years of successful complex programme delivery experience within the uncrewed systems arena and an unrivalled understanding of the development and delivery of uncrewed aerial systems.”
Mobilicom Limited (NASDAQ: MOB), a provider of cybersecurity and robust solutions for drones and robotics, recently
announced that it has been selected to represent the uncrewed autonomous systems (UAS) industry at the Association for Uncrewed Vehicle Systems International’s
(AUVSI) Hill Day in Washington DC on March 22, 2023. Mobilicom is a member of the AUVSI
Cybersecurity Working Group.
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2023.03.31 17:04 BlushingConsul A quest in Old School Runescape where you have to give food to a starving man in a cave. This is what happens when you give two of the same type of food.
2023.03.31 17:03 nocturnavi VCT 2023 — EMEA League / Week 1 Day 5 / Live Discussion Thread
Information
VCT EMEA is one of three international leagues where teams play to qualify for Masters and Champions. The EMEA region covers Europe, the Middle East, and North Africa.
Coverage: Liquipedia VLR.gg THESPIKE rib.gg Official Information: Website VCT 2023 VCT EMEA General Resources: VCT Ruleset Global Contract Database subreddit guide to VALORANT Esports EMEA League: - Patch: 6.05 - 6.06
- Map Pool: Lotus Haven Pearl Fracture Ascent Icebox Split
- Dates: March 27 – May 28, 2023
- Location: Messe Berlin Charlottenburg, Berlin, Germany — Offline (LAN)
Schedule
Match | CEST (local time) | EST | BST | TRT | JST/KST |
FNATIC vs BBL Esports | 6:00 PM | 12:00 PM | 5:00 PM | 7:00 PM | 1:00 AM |
Team Heretics vs Karmine Corp | 9:00 PM | 3:00 PM | 8:00 PM | 10:00 PM | 4:00 AM |
Streams
Check out the
official website for more streams
Broadcast Talent
See Liquipedia for talent from non-English streams Standings
Format
- Regular Season (Mar 27 - May 19)
- Single Round Robin
- All matches are Bo3
- Top 6 teams advance
- Playoffs (May 23 - May 28)
- Double Elimination Bracket
- Lower Final and Grand Final are Bo5
- Top 4 qualify to Masters: Tokyo
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2023.03.31 17:02 AutoModerator [Get] Dan Wardrope – The Pay Per Lead Agency Blueprint 3.0 – Download Instant Delivery
Get the course here:
https://www.genkicourses.com/product/dan-wardrope-the-pay-per-lead-agency-blueprint-3-0/ [Get] Dan Wardrope – The Pay Per Lead Agency Blueprint 3.0 – Download Instant Delivery📷
The Pay Per Lead Agency Blueprint 3.0In Just 6 Weeks, We’ll Show You How To Grow And Scale Your Pay Per Lead Agency What You Get in The Pay Per Lead Agency Blueprint 3.0: Week 1 – Lay The Foundations and Get Started First and foremost, we’ll go over your goals for The Pay Per Lead Agency Blueprint as well as some general housekeeping. Please don’t skip the housekeeping! It includes important information about the Mastermind community as well as the weekly Q&A calls. We’ll also go over some “ground rules” for course participation. If you follow these guidelines, you should have no problems. Week 2 – Landing a Client and Know Thy Customer This week is all about selling and understanding your niche/offer. It’s time to get to know your niche and its target audience inside and out. Here are some of the topics we’ll discuss:
- Building your agency website
- LinkedIn and Facebook organic outreach
- Direct mail outreach
- Paid advertising
- Cold email
- Closing the deal and how to get paid
- Knowing your offer
- Customer Avatars and Empathy Maps
- How to gather and assess the market
Week 3 – Building Your Lead Generation Funnels This week will focus on three major topics:
- Hooks
- Funnels
- Lead delivery
Week three also delves into copywriting. As previously stated, this includes writing hooks and longer-form content such as advertorials. Here’s a complete list of the topics we’ll cover:
- Lead gen versus 1-2-1 selling
- Different ways to generate leads with Unbounce
- Spitballing and figuring out your hooks
- Building a quiz
- GTM basics and HotJar
- Our different funnels – dummy car finance campaign
- How to embed a LeadsHook quiz and pull through data to a results page
- Writing an advertorial
- Lead capture and lead distribution
- Privacy Policies, cookies and GDPR
- Unbounce tips and tricks
- Data validation
Week 4 – Paid Advertising and Getting Started It’s now time to start running ads, generating leads, and making money. In this module, we’ll cover:
- Where to start
- Tracking
- Facebook ads
- YouTube ads
- Twitter ads
Week 5 – Advanced Lead Generation This week will be more difficult. We’ll walk you through everything step by step so you can follow along easily. Week 6 – Growing Your Agency This is the course’s final module, and it teaches you how to scale your agency.
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2023.03.31 17:02 waynes-coat Looking for a map of old railroad spur track locations
I’m trying to find the location of an old chicago and north western railway spur track in Sheboygan, WI (not the main rail track). I’ve been able to find maps with the main track but not the spurs. I have a deed from 1966 that references I.C.C. Track No. 60, so I’m looking for something from around that time. Any ideas on where I should look or who I could ask?
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2023.03.31 17:02 AutoModerator Southwest Ohio Chapter Meeting & Social Sat., 1 Apr. 2023 at 11 AM
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2023.03.31 17:02 jfsredhead Hitman saf location map
I've had trouble locating safes as my Intel map says I'm close right by but I don't see it even using instinct is the map fully accurate. My maps said there's one upper floor of cassidy house and in dartmoor near where you enter the dining room but their not
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2023.03.31 17:01 WeAreFanatical [Fanatical] Star Deal — Dying Light 2 Stay Human (-60% ~ $23.99 £21.99/€23.99) Dying Light Deals: Dying Light 2 Stay Human - Ultimate Edition (-40% ~ $59.99/£47.99/€59.99) & Dying Light: The Following - Enhanced Edition (-70% ~ $8.99/£6.29/€8.99) Skybound Deals Lunark (-25%)
Hello, GameDeals!
Star Deal
Title | Discount | USD | GBP | EUR | Store & Rating | Modes | HLTB | Cards | Steam Deck | ProtonDB |
Dying Light 2 Stay Human | 60% | $23.99 | £21.99 | €23.99 | Steam 79% with 102,302 reviews (Mostly Positive) | Single-playeOnline Co-op | 24 hours | Yes | Verified | Platinum |
Over twenty years ago in Harran, we fought the virus—and lost. Now, we’re losing again. The City, one of the last large human settlements, is torn by conflict. Civilization has fallen back into the Dark Ages. And yet, we still have hope.
You are a wanderer with the power to change the fate of The City. But your exceptional abilities come at a price. Haunted by memories you cannot decipher, you set out to learn the truth… and find yourself in a combat zone. Hone your skills, as to defeat your enemies and make allies, you’ll need both fists and wits. Unravel the dark secrets behind the wielders of power, choose sides and decide your destiny. But wherever your actions take you, there's one thing you can never forget—stay human.
Dying Light Deals
Skybound Deals
Release — Lunark (-25%)
Title | DRM | Discount | USD | GBP | EUR |
LUNARK | Steam | 25% | $14.99 | £12.56 | €14.62 |
Set on a distant planet ruled by a totalitarian regime, LUNARK is a modern take on the 2D cinematic platformer genre of the '90s. As Leo, a courier with unique abilities and a mysterious past, you'll run, jump, hang, climb, roll, and shoot through gorgeously animated pixel-art environments ranging from a dystopian megalopolis to eerie caves to an alien forest. You must overcome traps, solve puzzles, earn upgrades, and battle enemy droids, and when you're not fighting for survival, you'll meet a cast of colorful characters who will put Leo's allegiances to the test. Uncover the dark origin of humanity's new home and the truth about yourself in this epic sci-fi adventure!
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2023.03.31 17:01 MightyIgel How should I complete this troggoth list
Praised be da great moon dear shroom fellas,
I've built my army up to this point and finished painting it. How can I complete the army? I'm still missing any important buffs, heroes, support or just more frontline with Rockguts and Fellwaters.
Army Faction: Gloomspite Gitz - Army Subfaction: Glogg's Megamob
LEADER
1 x Dankhold Troggboss (200)
1 x Fungoid Cave-Shaman (90) - Spells: The Hand of Gork
1 x Madcap Shaman (70)
1 x Mollog (130)
1 x Madcap Shaman (70)
TERRAIN
1 x Bad Moon Loonshrine (0)
OTHER
3 x Fellwater Troggoths (160)
3 x Fellwater Troggoths (160)
6 x Rockgut Troggoths (320)
6 x Rockgut Troggoths (320)
1 x Dankhold Troggoths (180)
TOTAL POINTS: (1700/2000)
May the moon guide us all into the twilight.
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2023.03.31 17:01 MarioHasCookies A chart of what the third letter in each country’s name is. (Only letters not used are f and q)
2023.03.31 17:01 AutoModerator [Get] Paul James – Maps Mentor Unleashed!
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2023.03.31 17:01 Oreant A Comprehensive Proposal for Sailing Mechanics - A long post explaining how you might actually gain xp. [Long Post with TLDR at the bottom]
I thought it would be worth putting together a comprehensive proposal for why Sailing should be a skill
and more importantly how it could be a skill.
This is a long post - there is a TLDR at the bottom. Please comment any criticisms you can think of. Generally on the subreddit I have seen the following comments regarding sailing:
- It doesn’t need to be a skill, it should just be an expansion.
- It’s only a minigame.
- There isn’t a core gameplay loop or it is a boring gameplay loop
- How do you actually gain xp?
This is a proposal which should address each of those statements and explain how and why Sailing could be implemented.
The key points are that: - Sailing can offer significant levels of progression (which distinguishes it from a minigame and is what actually make it worth engaging with);
- Sailing is fundamentally an actual skill in real life (which fits thematically into osrs);
- It taps into one of the remaining environments yet to be interactable (imagine not being able to chop a tree, or mine a rock);
- There are a variety of gameplay loops which can tailor to every type of player (from those who want max efficiency, those who want low effort, those who want to spend GP and those who want to make GP).
- There is nothing in here which makes it feel like dungeoneering.
What is Sailing? - The ability to command various vessels on water and out at sea in a variety of conditions (depending on your progression).
- or in a reductionist way it would be to “Sail boats”
Basic rules: - The seas would not be instanced (as is already confirmed)
- You should remain in control of your player (rather than become the ship)
- You should not interact with the ship through an interface (you should interact with objects on the ship).
- You should be able to free-roam the seas.
- You should not get XP for non-sailing activities (such as exploring an island or from catching fish on your boat).
- You shouldn’t be able to just get on a galleon at level 1 and sail away (as the whole point of an engaging skill is one with meaningful progression.
- Not everyone will like every gameplay loop (so we should offer a variety) and tbh for many of the existing skills, the gameplay loop already sucks.
- XP drops shouldn’t just be lots of smaller ones (like pickpocketing), nor should they only be massive ones at the end of activities (such as dungeoneering). There should be variety in this.
Starting Out: - As you are a beginner, you really don’t know what you’re doing. As such you shouldn’t be able to get out on the water straight away.
- I wouldn’t be surprised if sailing is locked behind a small beginner quest. This would likely be centred around one of the main dockyards or ports in the game (which might either be a new place, or a reworked one).
- Assuming players complete the quest and finish with ~4 sailing, they would then be able to start helping out in the dock - to learn the dryland aspects of sailing. A variety of activities would be completed around the dock to gain xp - this could be tending to moorings, helping calibrate navigation tools or repairing NPCs ships.
- It is worth reiterating that this would likely be for the levels from 4 to 10/15 and would realistically only last around 20-30 minutes.
- Once you have reached level ~10 you would then be able to start your on-water journey.
The Seas: - The seas around the map should be broken down into 3 types of sea, each with different levels of difficulty. Roughly speaking it would correspond to the distance from the land. The naming is just an example in order to distinguish between these levels. Think about it as a layer, rather than a region (though both approaches could work) - you would need to pass through the shallows to get to the Open Water and then to the High Seas. As you go further from land, there will be points where the sea gets rougher.
- Your ability to access each sea isn't hard locked behind levels (nobody wants an interface saying you need 70 sailing to go further), but would instead relate to the sturdiness of your vessel (which is obviously connected to level). If you tried going to rougher water in an unsuitable vessel for too long, the boat (and maybe the player) would not survive.
- The analogy here with other skills would be unlocking new trees to chop, ores to mine, things to hunt, things to slay.
- The Shallows
- This is where you would begin your on-water adventure. The Shallows would include rivers, lakes and shorelines - for example Catherby. This would be for earlier sailing content such as levels 10/15 to 40.
- This is where you get to grips with the core functionality of sailing, would be in a dinghy rather than a ship and the rewards would be smaller. There wouldn’t be as many waves.
- The Open Water
- This is slightly further out from the shallows, where it starts to get deeper, there are some waves, stronger currents and more wind. An example of this would be the stretches of water between existing islands (Karamja, Entrana and Crandor) and the main land.
- This would be suited for the lower-mid levels of sailing (levels 40 to 65/70) and you might be looking at using a boat the size between a dinghy and one of the end-game ships.
- The High Seas
- This is where the sea is roughest and furthest from the land, with the greatest challenges but also the best rewards and XP. For example this could include the stretch between Zeah and the main land, the far-eastern lands or simply the middle of nowhere (including to the edge of the world). Consider it unchartered territory.
- This would be suited for levels 70-99 and players here would be best suited in more advanced vessels which are larger, sturdier and better suited to the challenge. It is also where the end-game content for sailing would take place.
- This additionally offers natural challenges/barriers for players as there are channels in which their boats will perform best.
- This offers an engaging problem solving element to navigation - that will quickly become natural or efficient routes might be remembered. E.g. If you’re not paying attention on your basic dinghy, you stray too far and get wrecked by waves.
- Although the ships below might be able to brief rougher or shallower waters, it is less challenging to sail in the appropriate area. However, if there is a shortcut which might require a player in a dinghy to go on open water for a few moments, in order to save a huge amount of time, then they may be interested in taking the risk.
The Ships: - When it comes to ships there should be different sizes and different styles - as well as the ability to further upgrade specific components to improve different sailing attributes.
- The analogy here is ships are the tools you use to interact with the sea - they are the pickaxe you unlock as you level up, or the new weapon.
- Examples of different sizes - though this could be built out further.
- Dinghies - getting started at lower levels.
- For example 3x1 game squares
- These would be best suited to the shallows, would be very basic, not be very fast and would be seen as a beginner class of boat.
- This would be great for being able to manoeuvre in local areas, rather than going out further to sea - it wouldn't be sturdy. As such the activities in shallow waters should reflect the need for a smaller boat.
- Medium sized boats - getting the hang of it.
- These would be bigger than dinghies, would probably still only be one floor but could have greater flexibility. For example, 5x2 or 6x2 game squares
- At this size you would be able to start to add things to the boat in a more varied way - you could add one or two cannons, have more storage for loot/goods/resources.
- As these boats are sturdier than dinghies, they would be more suitable for leaving the shallows and going into Open Water. This opens up the possibility for starting longer voyages (karamjan rum anyone?). The activities in Open Waters would reflect this.
- However, as these boats are not as small as dinghies, there may be some shallow areas not suitable for it. Similarly as it is not as sturdy as a larger ship, it is unlikely to fair as well in the High Seas.
- Larger Ships - time to master the seas.
- How big these can get really depends on what the game and engine can handle. I doubt it would be as big as the pirate galleons at Pirate Cove. However I could see something the size of the Lady Lumbridge being the maximum (potentially). Either way, as long as it's larger than the medium boat - size doesn't matter.
- This is obviously the ship for taking on the high seas - it is far sturdier and larger than a medium ship. As such it has all the benefits of this and all the downsides. This class of boat could have a greater number of cannons, be able to take more damage, could do longer voyages and store far more things.
- A fully upgraded larger ship is how you would engage with the most difficult end-game sailing content. You could have a fully armed ship for combat or one suited entirely to getting as much trade.
- However, due to its size it would be wholly impossible for this ship to get close to the shore (other than shipping lanes into the harboudock). Similarly there may even be the odd situation in Open Waters where a fully upgraded medium boat would perform better.
- These different sized ships would obviously be a major part of the progression. You would unlock these when you get to certain levels correlating with the difficulty of water. (This doesn't have to be rigid - there may be fun trying out the high-seas in a fully upgraded medium boat even if it doesn't have the durability to be there for long periods of time).
- Within each class of boat, there should also be different styles of boats that have different traits, may be used for different situations or by different types of player.
- There is additionally a great level of scope to introducing activities or quests to unlock these new styles - such as visiting the relevant port specific to the style.
- Examples of different styles of boats and their different applications:
- Standard wooden style
- These are the basic all-rounders that everyone is familiar with seeing in Port Sarim or other ports around the world.
- As they are all-rounders they can suit a large number of applications.
- Dwarven Steam Style
- This is a style of boat which may be interacted with differently. It may be easier to navigate with, but would rely on a fuel (coal) in order to go. Due to its dwarven technology, it would be less responsive to changes in sea conditions.
- This style of boat may be more suited to those who want a relaxed sailing experience, but at the cost of using fuel. Whether it is faster or slower than the other options would come down to balancing.
- Though this style is easier to use, as it is more afk, the opportunity to gain XP whilst travelling reduces. It could however be suited for people completing other sailing activities instead.
- Fremennik Longboat Style
- This is a style of boat which may be more difficult to use and would likely be most suited to those wanting a high click intensity experience, for additional XP gain.
- It would be particularly responsive to changes in sea condition (due to the fremennik’s natural sailing ability), thus making it more difficult to use.
- Whether this style is faster than other types will come down to balancing.
- Ghost style
- Desert style
- Once you have unlocked and built/obtained a specific size/style of vessel, as you level up sailing you would additionally unlock upgrades for each class of vessel. This can bulk out some of the level progression in the skill interface as well.
- These unlocks could then be applied to your vessel in order to improve its stats. The analogy here is swapping out different armour in the defense skill for different scenarios.
- This can also be paired with specific items/materials in order to apply the upgrade. These could be found in shops, as loot dropped in the existing game, from quests or sailing related minigames/activities.
- Simplicity here should also be key - there shouldn't be 10 different parts of the vessel which can be upgraded/tailored. Just like you don't have 10 ring slots or 2 hand slots (it just gets complicated).
- It may be worth considering some tradeoffs as well with different upgrades - sturdier hull being heavier and therefore slower.
- Unlocking upgrades for a class of boat shouldn't just be within the expected levels - there may be some upgrades for dinghies even when you reach 81 sailing. This may actually increase the relevance of different vessels at different levels by making certain activities competitive again at later levels.
- Think a dinghy being better suited for a sailing raid in a cave - but it should be heavily upgraded (meaning it can still be end-game content).
- Examples of boat parts which could be upgraded
- The rigging / sails (greater speed, efficiency or durability)
- The hull (greater speed, efficiency or durability)
- The steering mechanisms (wheel/rudder) (greater convenience or more accuracy)
- Storage capacity (more storage for more loot, more trade or more resources)
- Combat ability (cannons)
- The Anchor (longevity or efficacy)
- Utility items
- Cannons, fishing nets, dredging.
- Changing between different styles, upgrades or even utility items should be done whilst at port. I think it may additionally be fair for players to have 1 of each class of vessel (not style) in their port so that they can easily swap into a different activity.
Controlling the Ships: - This is where there is probably a lot of contention and a lot left to be explored.
- However, I was particularly interested in SoloMission’s commentary discussing players running around the ship and interacting with the various components on the ship to navigate. This allows us to remain as the players, rather than be the ships and also avoids any balloon transport or bone voyage styled interfaces. (Though on a 3x1 dinghy there won't be much running).
- The sea conditions - The Shallows, Open Water and the High Seas - will impact the different sailing conditions and at different rates (as well as depending on the boat class).
- A specific example of how sailing conditions could be implemented.
- Wind is the only thing you need to worry about in order to navigate - stronger or more volatile winds in deeper water. This may mean you need to interact with your rigging more frequently.
- A player needs to interact with (maybe rotate) the rigging/sails in order to get going faster (walk vs run). This doesn't apply to dwarven boats (hint: different gameplay loops). This could be automatic, but take varied time as the character figures out the sweet spot (think different delays in lighting logs with a tinderbox or only clicking once to start fishing).
- When a player is out at sea, waves can represent the damage to your ship. They do not however impact direction or speed. Bigger waves in deeper water.
- This could be made fairly simple and would obviously depend on the ship style (with dwarven ships being different). Simplicity here really is key…
- Clicking right on the wheel/rudder should steer the vessel starboard (we can obviously introduce port/starboard and potentially inverse rudders to be accurate).
- Interacting with the rigging/sails would additionally impact the speed depending on wind direction. If the wind changes then this will need to be adjusted.
- Adding more fuel to the dwarven styled boat will be it's version of steering.
- Combat and extra activities
- Combat should be made simple using the cannons - there shouldn't be a need to prime, load, fuse and then ignite the cannons.
- Instead it should be just a simple one click load and fire (provided the player has the equipment needed in their inventory such as stackable cannonballs and a tinderbox). Alternatively it could be like a multi cannon which can store up to 30 cannonballs
- There may be a cooldown on cannons which would result in the benefit of having two cannons on each side - the user would be able to run forward and back to both cannons to fire more quickly than a player with only one cannon. Or if multiple cannonballs are stored then it is just double the fire power.
- Lowering and raising the anchor is simple - click anchor.
- Deploying fishing nets/dredging should also be simple.
- This entire system is still up for debate and depends largely on engine limitations.
- Waves should be relatively easy to visualise
- Wind could simply be indicated by a wind indicator on the vessel
- Currents may be more difficult when there are waves, but in the Shallows where there are no waves, currents may actually be easy to visualise.
Gaining XP and Gameplay Loops: - “But when do I actually gain XP? When do I get that sweet dopamine hit?”
- You should be able to get XP when completing sailing related things - not from exploring an Island etc.
- XP can be gained from actually sailing and from other activities. This would be similar to getting XP from runecrafting traditionally, or from GOTR styled activities.
- XP Drop Sources
- Upgrading your boat - no, this should not give construction XP. There is a reason you don't see architects building ships and ship builders building buildings.
- Preparing for setting sail - you might get experience for depositing resources and materials needed for sailing onto your vessel (this obviously would not provide a huge amount of experience). But you should make sure everything is “Ship Shaped” before heading out.
- Navigation - you would get XP drops for interacting with either the sail/rigging or the dwarven furnace - this could be a reliable source of experience. You might also get experience for redirecting the ship through the wheel/rudder (debatable as that could just be seen as the same as walking).
- Repairing at sea - you would obviously need to repair your boat as it gets damaged from the waves. The frequency of this depends on the ship, upgrades and the sea conditions. This could provide another reliable source of experience whilst sailing.
- Setting up the ship for other activities, but not whilst doing those activities. If you put the fishing net out, you should get experience for this, but not for actually catching any fish. If you load the cannons you might get XP, but not when it hits a target.
- Other GOTR style activities (these would likely be the larger XP drop sources once the activity is complete).
- The gameplay loop for the skill is likely to be very different for each player.
- To start you need to go to the port to access your boats - you can then add any upgrades or repair any damage before setting sail. Everyone will be doing this.
- For people who like 3t4g or other click intensive training methods.
- I could imagine these players gearing up their fremennik styled medium sized boats and heading out to sea, but traversing into the high seas. With this method, the boat would be constantly getting damaged by the waves due to its unsuitability for the conditions.
- These players would be able to constantly repair the ship from damage and attempt to navigate - as their boat is weaker, they would need to frequently correct the sails or the rigging. This provides a steady stream of XP drops - maybe in the 300-800xp range.
- These players may additionally be burning through resources (to repair the boat) and also risk losing the boat. They may also need to occasionally visit ports to re-supply. It may not be a cheap or sustainable method of training for many players.
- Some of these players may wish to additionally complete extra activities whilst doing this click intensive more click intensive method for even more xp, though this may be difficult.
- It makes sense for this to be a fast method of training - the player is learning to sail in extreme conditions.
- For people who like traditional runecrafting or chopping teaks without tick manipulation.
- These players may choose a more suitable boat for the sea they are on. However, they may still wish to use a normal type of boat which requires tending to the sails and rigging. These players would then likely go out and complete various sailing activities - such as smuggling - in order to gain additional bigger XP drops.
- They would still need to correct the sails, navigate and repair the boat when needed, but this would not be as frequently as the example above.
- For those who want a super afk experience and don’t want to deal with repairing their boat.
- These players would likely get a dwarven styled boat, fill it up with tons of coal, upgrade the durability of the vessel and stick to the appropriate sea depth for their boat. These players would not need to fix the sails of the boat (due to the dwarven machines), nor would they need to repair any damage (due to the reinforced hull). Instead they can complete various activities - only needing to worry about navigation and not going into rougher seas (though there may be instances where it is worth doing so, such as shortcuts).
- These players would likely stick to activities such as completing cargo contracts or searching for and salvaging wrecks. As such, they would miss out on the smaller and regular xp drops in the above examples, instead focusing on the larger xp drops from completing activities.
- These players would value easy exploration, rather than click intensive training.
- As these players would not be burning through resources as quickly as the other play styles, they may find sailing to be a more profitable, but slightly slower skill to train than the players wanting to burn through resources and gain the maximum sailing experience.
Let me know what you guys think of this. There is a lot to digest here, but it is a fairly comprehensive guide to how sailing could be implemented - offering meaningful progression and catering to a wide variety of play styles.
TLDR: - Sailing should be a skill so that it can have meaningful progression. Players should remain in control of their characters, rather than the ship and they should be able to free-roam the seas. They shouldn’t just start on a ship and go…
- There should be three levels of sea - The Shallows, the Open Water and the High Seas. As you go further from the land, you go into different sea levels and will face additional challenges. Players should be prepared for these challenges.
- There should be three sizes of ship - Dinghies (3x1 squares), Medium boats (5x2 squares) and larger ships (8x3 squares). Broadly speaking, their suitability corresponds to the different sea conditions. Each player should be able to have one of each boat size (as and when they unlock them).
- There should be a variety of styles of boat - Standard, Dwarven and Fremennik. These would cater to different play styles and activities. Fremennik may be more intense, but would be better for XP, whereas Dwarven would be more afk and provide less xp.
- Players should be able to upgrade various aspects of the boats while they are in port. This provides additional benefits when out at sea - this may include reducing damage from waves or from decreasing the need to correct the sails as frequently.
- Upgrades for smaller boats may be unlocked even in later levels, increasing the relevance of using dinghies even when a player is reaching level 99 sailing.
- Players would need to interact with their boats in order to travel. This can provide a source of reliable smaller xp drops as in traditional skill training.
- They would need to steer with a wheel or rudder - this probably wouldn’t give any xp.
- They would need to interact with the sails - much like the action of lighting a fire - in order to do sailing. This would give xp and would need to be repeated in order to efficiently travel. Think walking vs running on land. After a period of tine "the wind changes" and you need to interact with the sails again.
- Boats would be damaged by waves, depending on the class of boat, the conditions of the sea and the upgrades of the boat. Fixing any damage would result in sailing xp. It would be possible to avoid this damage by upgrading the boat and sticking to appropriate sea levels (though getting damage may be an efficient training method).
- Players would gain sailing xp for setting up additional things such as cannons, anchors or nets - though they wouldn’t get sailing xp for actually catching a fish.
- Players would also need to ensure their boats remain well stocked with equipment and resources to stay on extended voyages.
- There would be a variety of activities around the sea-map and in each sea-level for players to complete. There would be a variety of themes. These would be a source of less frequent, but larger xp drops - as is typical in new skilling activities such as GOTR or Giants Foundry. Examples include - Smuggling, trade routes, piracy or wreck salvaging.
- There would be many different approaches to gameplay - tailoring to max efficiency or pure exploration. Everyone would be happy.
- This whole system can then be built upon with a great sea-map, different sailing and non-sailing activities or even a raid where players on heavily upgraded dinghies go into a cave.
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2023.03.31 17:00 Doctor_Beardz Redboid April Spring Season 2023!
To all Redboidians,
We are excited to announce the start of a new season on Redboid, due to the success of the last season, we are making changes and additions based on your feedback and suggestions. We hope you will enjoy the improved experience on our server!
Here are some of the main changes you can expect:
- We have reduced the number of sprinters
- We lowered the overall food spawn further
- We have removed the Eerie Country map
- Due to it being removed, we have added a lot of new map mods to spice up the south part of the map, where you can explore the new locations
- We have made the Wilbore, KY map a second PvE zone, this might promote rivalries between the two safezones and encourage more combat.
- We have introduced some quality of life mods, such as the Fancy & Brutal Handwork for more satisfying melee combat and general QOL animation touches, the Ammo Maker mod to let you craft your own bullets, a Spiffo Trading cards mod for the collectors among you, and many more. You can see the full list of mods below.
We appreciate your support and loyalty, and we look forward to seeing you on Redboid!
FULL NEW MOD LIST: Mods: Ammo Maker Brutal Handwork Craftable Dairy Foods Fancy Handwork Fix Inventory Tooltip lag Load All Magazines MentalTraps MoreBrews! Perform Music Remote Lights Controller Roleplay Descriptors Spiffo's Trading Cards Stop, Drop 'n Roll
Maps: Ashenwood Ekron Grapeseed Greenleaf Lake Ivy Township Pitstop St. Bernard's Hill Wilbore, KY
SERVER INFORMATION: Server Name: Redboid
IP: 168.119.150.29
Port: 16261
Redboid is a Public PVP/PVE Server, meaning there is no whitelist or server password, anyone is free to join.
Please ensure you create a username & password for each of your characters, clicking save on the server joins menu will save Redboid to your favorites, allowing for easier rejoining each time.
REDBOID TRAILER & OTHER LINKS!: Check out our cool server trailer that shows you what Redboid is all about.
Trailer: [
https://www.youtube.com/watch?v=KXGQPIZuKSg ]
Reddit: [
https://www.reddit.com/Redboid/ ]
YouTube: [
https://www.youtube.com/channel/UC9S2VFO6ij1kATWNCU3nPyg ]
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2023.03.31 17:00 lerokko Server26 [SMP] {Small} {No Teleport} {1.19.3} {18+} {Discord} {GriefPrevention} {Player Shops} {No Resets} {est. 2015}
⚠ ️Attention 18+ means 18+ Please be 18 or older! It should go without saying, but apparently these disclaimers are never enough. ⚠
We are a longstanding SMP with currently over a dozen active players and we are looking for more! A few players have been there since the early days, others since last year, and a few joined only recently.
Overview
Our main guideline to leave the "meta" of pure Vanilla survival as unaltered as possible (for a public server).
The only 3 plugins that interfere with this are:
GriefPrevention, a sleep voting plugin, and player item shops for trading. That means as many features from other plugins you know from other servers are absent by design and won't be added. There are two ranks "new" and "player", they do not give any benefits. You can not buy "power" for real money here and we have no adminshops. Everything on the map was build and farmed in survival.
play.server26.net
Map: https://map.server26.net/
Discord: https://server26.net/discord
- No Warps, No /tpa, No /sethome
- No (Mojang) chat reports
- No McMMO or alike, No donation perks or any such frills
- The world will never reset
- Land claiming
- Player trading via signs (No adminshops)
- 20% of player need to sleep to skip the night
- All made in survival, including spawn area, etc
- Lots of public farms.
Rules: https://server26.net/rules TL;DR: Be reasonable and don't be a dick.
Community
What you have read so far sounds like your cup of tea? Well then you may fit right in. Laid back rules, a close knit community, having some events from time to time, and there is always something you can help with. Staff and ohter players are usually available to help you. Need help digging? Just died far away? Raid an Ocean Monument? No problem! We also have a Hermitcraft-like shop area for players using a trade shop plugin.
Gameplay
This is supposed to feel like a vanilla server. The default currency is diamonds. This is not enforced its just what everyone uses. No warps, you have to walk, fly by Elytra, or set up infrastructure such as piston bolts or blue ice highways. You can focus on long term projects, take your time, because we NEVER RESET the map. Megabases welcome. Leave for months, pick right up where you left. In +7 years time we built a lot of farms and infrastructure. This makes it a lot easier to get going early in the game, especially for endgame players. But fear not, there is always need for expanding upon whats already there.
The spawn city is protected. Areas there are released for community builds. Outside the city you can build your own base(s). You will get more claimblocks during play.
Specs & Plugins
Hosted in Germany with 64GB Ram, a Ryzen 5 3600, and 512GB NVMe SSD; the server runs on Paper. Regarding updates we don't always run the latest version but we plan to update to every major release eventually. In case an update brings a big change in world generation (e.g. 1.18) we delete chunks that have been loaded less than 5 minutes. Meaning someone likely just passed by while exploring.
For land claiming we use GriefPrevention, which lets you protect areas you selected with a golden shovel. You can allow certain or all players to build and or access chests/buttons, on your claim. It also protects your claims and the worlds surface from creepers. Then there is also a chest shop plugin. You can use iron nuggest to create villager-like trades. You can do this anywhere, but its recommended to do this in the shopping area or your claim. Harbor is a plugin which skips the night, if 20% or more players are in bed. Lastly there is one that lets you rotate Glazed Terracotta.
Additionally we have some datapacks and tweaks: Ghasts don't break blocks. You can silent mobs by naming them "silent" (undo with "unsilent"). Your 1st kill of the Enderdragon gets you an Elytra. Craftable Enchanted Golden Apples. Hermitcraft posable Armorstands. Some recipes have been tweaked (bone blocks directly from bones, recolor glass,... )
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