On the other hand, defining a namespace qualified language-escape extension mechanism, is the kind of topic worthy of a CommonMark extension. I thinking about ways you could indicate to an extended CommonMark processor that you wanted to switch for a while into a math-savvy language, chemistry savvy language, or even table-savvy language .
Eventually you might get to the point where guys who want to use LaTeX notation want to interact with guys who prefer a lightweight extension that only supports subscripts and superscripts on the same (Discourse or like) web site. The only way that works is if each posting is tagged with what extensions it uses.
Going beyond sub/sup however, to include topics worthy of extension (e.g.heavier math) has to be at least a little less simple than the read like a plain text email or it will fail either based on lack of utility, and/or failure to meet the test of evolution without version/flavor declarations.
Please also consider the fact that can also be used in some languages, and so it can be used to write well. For example, the # 13 in English is no 13 in French (note it is a o in supscript, not a degree symbol). It is not just about math and physics.
As for sub- (and super-) script, I think those are far more reasonable as anticipated extensions. One of the goals of Markdown is to allow readable text both in the input and output. We lose nothing by not offering syntactic sugar for underlines (in fact we gain quite a bit). But we are left with some uncomfortable compromises with superscript. An author must chose between:
Also, if someone writing in French has a numbo symbol key on their keyboard, (which seems likely), then they can just press it, emit the correct Unicode symbol into the plain text, and get the effect that way. The № notation is just for someone limited to ASCII characters.
As I said the degree symbol is not the same as o. Yes, it is just details but as @jericson highlight, this is what makes a document professional or not I can live without but if a readable syntax in both input and output can be added, CommonMark specs would be more awesome.
Similarly if writing degree symbols really is your concern, a similar sugar-free extension approach could be used. But all of that has to do with better ways of writing well-defined glyphs, and nothing to do with superscripts.
This plugin is only available for Pigeonholev0.3 and higher (available for Dovecot v2.1). For Pigeonholev0.4 this plugin is part of the release. This is an evolution of the pipe pluginfor Pigeonhole v0.2 and now provides the filter and execute commands(and corresponding extensions) in addition to the pipe command thatwas provided earlier by the Pipe plugin.
This plugin registers the vnd.dovecot.pipe, vnd.dovecot.filterand vnd.dovecot.execute extensions with the Sieve interpreter.However, these extensions are not enabled by default and thus need to beenabled explicitly. It is recommended to restrict the use of theseextensions to global context by adding these to thesieve_global_extensions setting. If personal user scriptsalso need to directly access external programs, the extensions need to beadded to the sieve_extensions setting.
The commands introduced by the Sieve language extensions in this plugincan directly pipe a message or string data to an external program(typically a shell script) by forking a new process. Alternatively,these can connect to a unix socket behind which a Dovecot script serviceis listening to start the external program, e.g. to execute as adifferent user or for added security.
Directly forked programs are executed with a limited set of environmentvariables: HOME, USER, SENDER, RECIPIENT andORIG_RECIPIENT. Programs executed through the script-pipe socketservice currently have no environment set at all.
If a shell script is expected to read a message or string data, it mustfully read the provided input until the data ends with EOF, otherwisethe Sieve action invoking the program will fail. The action will alsofail when the shell script returns a nonzero exit code. Standard outputis available for returning a message (for the filter command) or stringdata (for the execute command) to the Sieve interpreter. Standard erroris written to the LDA log file.
At the location /usr/lib/dovecot/sieve-execute, create theexecutable script vacationcheck.sh. In this example, thevacationcheck.sh script needs two parameters: the sender address anda time interval specified in seconds. The time interval is used tospecify the minimum amount of time that needs to have passed since thesender was last seen. If the script returns exit code 0, then message isredirected in the Sieve script shown above.
The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
A quick guide to healing items (cost/benefit analysis):
Always keep bandages on you. Use a bandage when an arm or leg is at zero hp. Bandages heal instantly, but can not heal body parts back to full (only up to 2/5 for arms/legs). Vinca costs less per use than a bandage. Use a bandage first, then if you are still bleeding a vinca. If just one body part is injured, vinca is the cheapest way to heal body parts hp, but also the slowest. Vinca can heal body parts back to full. If more than one body part is injured, chlortetracycline antibiotic is the cheapest, as it heals all at the same time.
For healing your actual health:
Yadulin is the cheapest way to heal (not by much), but also the slowest. 4 uses heal the same amount as a medkit use and cost 13% less. "Pocket nurse" is a new healing item that replaces the large glucose shot. Two uses heal the same as a medkit use and it costs about the same as a medkit for the amount it heals. Pocket nurse heals a bit slower than a medkit, but it also heals body part hp which the standard medkit doesn't. The standard medkit has an integrated painkiller though.
Since one medkit use adds 66% health, the main point of these lower tier healing items is to use them when you are not missing that much health. For example, when you are at 70% health using a medkit would waste half of it. Using a pocket nurse or yadulin is then a lot more economic.
How does this mod change balance compared to vanilla?
Makes the game a bit harder. For example, a pseudogiant ground slam can break your leg, and then you can't run and get away.
Early game economy is roughly unchanged. You probably need to spend more on meds, but water is considerably cheaper. If you have an army kettle and there is water on the map, you can produce unlimited drinkable water for free at a burning campfire.
Disclaimer:
This is the first mod I upload. It works fine for me without crashes, but chances are I don't know what I'm doing and something is broken when you play on different settings than mine. Also I'm not 100% sure I put all the needed files in the mod.
This version of BHS is based on the 1.6.7 version from bvcx
( -anomaly/addons/body-health-system-16x-test).
That in turn is based on Groks Body Health System Redux, whis is based on Favkis_Nexerade's Body Health System. I also included the excellent "Fillable Canteens" mod from HarukaSai, because akvatabs now don't do anything else than that
( -anomaly/addons/fillable-canteens).
So most of the content here was not done by me, I merely expanded upon their work. If I left anyone out that needs to be aknowledged here, my sincere apologies. Please write in the comments, I will add them to the list of sources.
As for me: you can use my work however you like. It would be nice if you aknowledged me, but I will not be angry if you forget.
Major changes:
- Changed how medical items interact with BHS. Healing now takes some time.
- Painkiller functionality expanded (EFT like).
- Added indicator for damage reduction effect.
- Artifacts that stop bleeding also speed up healing of body parts.
- Medical item overhaul, also did a food and drink tweak while I was at it.
- Fixed 16:10 hud as best as I was able, but it's not perfect.
I tried Groks Body Health Systen Redux and really liked the concept of damaged limbs having an effect in game. However, I really did not like the way healing of body parts worked. Healing was too fast, so you rarely saw the effect of damaged limbs. The way healing worked was unintuitive and some items made no sense at all (to heal limbs: take morphine, then akvatabs???).
In the early game it was very expensive to heal, you coulnd't really afford to take damage and needed to reload often.
I started changing the code to improve these things.
The goal:
- Slower healing, so you experience the effects of damaged limbs.
- Don't change the early game healing economy, bandage + medkit should be enough to fix you up.
- More immersion. Since a lot of healing items are based on real world medicine, try to make these items effects closer to their real world counterparts.
Installation:
FOMOD support. If you don't use Mod Organizer, copy "gamedata" folder from "00. Body Health System Evolution" folder into your game directory.
"00. Body Health System Evolution" is the main mod, the other folders contain optional stuff and compatibility patches.
Compatibility:
Does not need a new game. However, some items will disappear from a vendors inventory until the vendor has restocked (All the items where I changed the number of uses. Bandages for example.).
Has about the same compatibility as Groks BHS, but I also edited actor_effects.script and actor_status.script.