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Steven "Fred" Collins gbromios

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https://www.nexusmods.com/skyrimspecialedition/mods/12604 = ui, most important one
https://www.nexusmods.com/skyrimspecialedition/mods/1137 = mega perk trees
https://www.nexusmods.com/skyrimspecialedition/mods/10917 = mod that lets you go to bruma (multiple files)
https://www.nexusmods.com/skyrimspecialedition/mods/276 = restores some cut content
https://www.nexusmods.com/skyrimspecialedition/mods/1179 = big adventure, haven't actually played it yet
https://www.nexusmods.com/skyrimspecialedition/mods/18330 = lots of random encounters on the road, pretty good voice acting
https://www.nexusmods.com/skyrimspecialedition/mods/5673 = rebuild helgen. Haven't started this one yet either, but it looks cool. You can't actually add it until after you finish the tutorial otherwise it bugs shit out lol
https://www.nexusmods.com/skyrimspecialedition/mods/2057 = adds a whole new island. haven't finished it yet but it seems pretty good so far. it's like expansion pack sized.
<!DOCTYPE html>
<html>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/regl/1.3.11/regl.js"></script>
<script>
const regl = createREGL({ extensions: ['WEBGL_depth_texture'] });
/* creating the following texture warns in the console:
regl.js:3009 WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to
diff --git a/common/institutions/00_Core.txt b/common/institutions/00_Core.txt
index 3117177..13b93bc 100644
--- a/common/institutions/00_Core.txt
+++ b/common/institutions/00_Core.txt
@@ -4388,12 +4388,12 @@ global_trade = {
scale = yes
force_potential = yes # Hide the this modifier when potential is false
potential = {
- NOT = { has_building = trade_lvl_1 }
+ NOT = { has_building = marketplace }
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing Icon 'current_building' in window 'new_buildings_entry2'.
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing InstantTextBox 'mills_cost' in window 'new_buildings_entry2'.
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing InstantTextBox 'farm_estate_cost' in window 'new_buildings_entry2'.
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing InstantTextBox 'tradecompany_cost' in window 'new_buildings_entry2'.
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing InstantTextBox 'plantations_cost' in window 'new_buildings_entry2'.
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing InstantTextBox 'textile_cost' in window 'new_buildings_entry2'.
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing InstantTextBox 'weapons_cost' in window 'new_buildings_entry2'.
[fixedwindow.cpp:2956]: interface/provinceview.gui: Missing InstantTextBox 'wharf_cost' in window 'new_buildings_entry2'.
@gbromios
gbromios / bash-colors.md
Created November 3, 2017 00:27 — forked from iamnewton/bash-colors.md
The entire table of ANSI color codes.

Regular Colors

Value Color
\e[0;30m Black
\e[0;31m Red
\e[0;32m Green
\e[0;33m Yellow
\e[0;34m Blue
\e[0;35m Purple
#!/usr/local/bin/python3
'''
usage: $ ./rainbower.py [-t [FRAMES FPS]] [-v] [-f FORMAT] [-o OUTFILE] your text here
outputs html by default.
'''
import math
debug = False
@gbromios
gbromios / helper.py
Created October 3, 2016 14:56 — forked from iKlsR/helper.py
pygame boilerplate..
import pygame
import os, sys
width, height = 400, 400
os.environ['SDL_VIDEO_CENTERED'] = '1'
screen = pygame.display.set_mode((width, height))
class Core(object):
def __init__(self, surface, name):
pygame.display.set_caption(name)
body {
background-color: pink !important;
}
def italic(f):
def wrapper(blah):
return "<i>{0}</i>".format(f(blah))
return wrapper
@italic
def repeat_three_times(blah):
return (str(blah)+' ') * 3
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// simple merge sort with 2n space requirement
#define N 20
#define A {2, 18, 4, 20, 13, 11, 14, 9, 17, 15, 3, 12, 7, 1, 8, 6, 19, 5, 10, 16}
int merge(int*, int);