Machineguns and an ethernet port.
@lemmy.sdf.org

There's much more diversity than the muffler theory fits.
They also have portholes and watertight doors, suggesting that they're more meant to look like they're made from ship salvage.
But first and foremost, they're meant to look cartoonish and funny.
Guys, this comic is a jab at conservatives, and is poking fun at how they're going to respond to getting screwed by Trump. The comic is positing that conservatives will just blame Democrats (usually their leader specifically), as they've done since time immemorial. These exact types of comics have been around since Reagan, they're all the same comic. The last big one was the "thanks Obama" meme, where Obama is blamed for every stupid little thing.
This isn't a comic about leftists blaming Biden. It's about the bull headedness and obtuse nature of conservatives.
You've misread the passive language here. 'no prints were recovered' can mean that they tried to find prints and couldn't, or that they never even bothered to try getting prints off the gun.
Honestly, imagine doing a 'hoorah!' with your buds out in the middle of the woods, and you hear 'ᴴᵒᵒʳᵃʰ' off in the distance. Now imagine if that came from something that didn't even sound human. You'd shut up too.
It's disruptive to the natural order to save prey from predator. Now that Truck-kun will go without a meal it would've gotten. It might even starve having missed that meal.
Incredibly irrisponsible behavior. Do not do this! Preserve the natural order so these habitats can continue in equilibrium!
Good question and a great segue into a fun fact: it seems quite possible people waking up in the middle of the night was the norm for centuries, and that the assumption of sleeping the whole night is potentially a more modern idea.
I am having trouble finding a specific article, but a historian recently catalogued a large number of historical entries which note 'the second sleep'. He basically posited that it's likely that for ages, people in the pre-industrial world would sleep for about 3-4 hours, wake up in the middle of the night for an hour or two, and would then go back to sleep. Article talking about it.
Articles quite often say that writing as far back as homer talk about an hour which terminates the first sleep like a normal thing everyone knows about. I haven't read much of homer or Virgil so i can't personally confirm or deny that.
That's fair, but this issue is solved in European cities, via mass transit lowering the number of cars on the road, ambulances being built smaller to fit down narrow passages, and wide bike lanes which ambulances use in emergencies. If anything, NY might be one of the cities most poised to implement all these, if it can just get its shit together.
There's precision, complexity, timing, punishment, and resource consumption.
With precision, you have to do things in a certain amount of space. To make something more difficult with precision, you shrink the spaces that the player has to fit through. Think of having a smaller road with for a racing game, having a boss with bigger attack hitboxes so the player has less space to dodge to, or having a smaller keypress window in a rhythm game.
With timing, you have to do things in a certain time window. You make games more difficult timing-wise by shrinking the time window. Think shorter time frames for a race, faster attacks from a boss, or tighter keypress requirements in a rhythm game.
Precision and timing are closely tied to one another so they are often treated as the same thing. In Rhythm games, for example, they are near-inseparable.
With complexity, you have to do a certain number of things. you increase difficulty with complexity by increasing the number of things you have to do. Think More turns back-to-back on a racetrack, more unique attacks you need to memorize from a boss, or longer rhythm game courses.
With punishment, you have to do things while only failing a certain number of times. To increase difficulty with punishment, you shrink the number of times you can fail before losing. Think of racing games where your car degrades from collisions or where there's cliffs on the track sides, where the boss attacks do more damage, or where you get fewer miss allowances in a rhythm game.
With resource consumption, you have to do things with access to a limited amount of time, energy, items, etc. to increase difficulty with resource consumption, you shrink the amount of resources available and/or how long resources last during use. Think giving a player less health, a boss more health so each attack is worth less, giving a player fewer health potions, make the player have to fight more enemies total (not necessarily more per fight).
All games shift difficulty with any number of these. a mechanics game will increase difficulty by demanding better precision and timing, increasing complexity, etc, usually a combination of all methods I mentioned. a numbers game will change difficulty almost exclusively by increasing resource consumption, usually by increasing enemy health pools and nothing else. It's also common for difficulty to increase by just making good items more scarce.
thanks for using Leebra!
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