#lacking minerals
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turnedpalefromlackofsun · 3 months ago
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godslush · 5 months ago
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My contribution to the Risk of Rain Fanzine, Convergence, assembled by @dragonroilz!
I wanted to highlight the Miner, who was my preferred survivor when there were only two during early beta. Commando got top billing, but the area of effect abilities and mobility options were a lot of fun as Miner.
The Imp Overlord focus comes from the fact that I was the original designer/spriter for it (though Seria Myouna came up with the concept), and several details in my original sprites (like the morphing tendril arms and skulls in the "fire") got lost via artistic telephone over iterations by other artists. I wanted to include them here.
Happy with the result!
The 'zine is great and all the entries are amazing! Go take a look!
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sirwow · 6 months ago
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I have written an essay about why i don't like act 4 (and how i would fix it) and you can read it right here under the cut! Warning its. long again.
Why Act 4 isn’t very good and how I’d fix it. A stupid essay by Wally / SirWow —------------------------------------------------------------------------------------------------------ DISCLAIMER!This is going to be a bit of an over exaggeration when it comes to how I feel about act 4. I think it’s serviceable and all the music and all* of the gameplay is very well done. (*4-2n has problems but I'll get into that.) This is out of a place of absolute adoration for this game and how much I’ve come to love it in the past few months. Also if you don’t know anything about RD this will make no sense <3 With that out of the way, take it away insane Wally. —------------------------------------------------------------------------------------------------------
Rhythm Doctor’s acts all have a speciality of being completely unique and different from the last. Act 1 is a basic introduction to the tone and feel of the game; Fun, a bit goofy, heartfelt and even dramatic at times. Act 2 feels almost like the start of a slice of life romance. The dumb guy with a coffee addiction and the sarcastic barista that serves him with an energetic secret side. Act 3, what it lacks in one settled idea it makes up in a jam packed and fast story that expands the scope of this at first basic story. Act 5 is the king of acts (as of writing this!) a single focused story on Lucky that doesn’t forget the ones going on around it unlike in say act 2’s hyperfocusing of Cole and Nicole. A grand slam story that pays off its build up with a spectacular final level.
Then there's act 4. The confused and uncertain child of the lot. It’s plot jumping around yet not accomplishing literally any story development, repeating points that have already been made and forgetting the ones it introduces. Not only this but it fails to be what it sets up to be and even sidelines it’s own chapter with a sudden unprompted return to the hospital! So let us go step by step, level by level why act 4 falls behind all the rest.
4-1 & 4-1nNow these two levels are actually great, but understanding what makes them so good is important to understanding why the rest is so bad. 4-1 follows us just now getting on the train with Cole and Hailey and meeting Miner. We’re immediately thrown into action as Miner gets a heart attack on the spot, a classic western jig that is perfectly in keeping with the new held beats mechanic. Sets up the feel of the chapter to be a good ol’ western-esk adventure with a bit of a playful lightheartedness to it. 4-1n takes this up a notch by playing off the idea of western and how it was popularized in the 80’s with a midi jam and level literally called Roller Disco Rumble. The level design is also impeccable for both. 4-1 is purely focused on the held mechanic to warm you up to all its kinks and bits. 4-1n is a difficulty spike but in a good way. Teaching you how helds function with other beats (specifically SVT’s) in a difficult but not hard to understand way. Introducing the helds then the SVT’s then combining them during mid and end of the song. Both are wonderfully done introductions to helds for the rest of the act. Keep this in mind for later. 4-1 gets a 8/10 and 4-1n gets a 9/10
4-2 & 4-2n This is where the problems start rearing their ugly heads. 4-2’s story context is that there's a sandstorm and they’re all having a bad time about it. This is… Fine when it comes to a plot but serves zero plot progression in the chapter. By the end nothing has changed and nothing new was learned, merely serves as filler plot wise and makes for a somewhat forgettable story. Then there's the level itself. For what the gameplay is it’s good! Snappy patterns but somewhat reminiscent of 3-2N’s gameplay. The music works well enough but I could definitely not hum the song off the top of my head after spending a good 2 hours S ranking it and 4-2n. It is a bit strange why Samurai and Logan would be there of all people but from a gameplay point of view I completely understand. Overall, a serviceable but filler and forgettable level. Then there is 4-2n. A CRIME TO LEVELS!!!! 4-2n has the exact same song and plot as 4-2 which is already pretty bad considering both of those are middling at best, but now the plot makes less sense and the song is RUINED by WORSE gameplay!!!!!! Richard’s beat is fine and good for making the song harder but the bird? THE BIRD????? Crime. The bird follows none of the beats of the song, it’s frustrating to learn consistently and is more of a game of tying it to the other beats to know when to hit it. Then there’s an extension of the song and for what? So we can be tortured further by this feathered beast??? 4-2 is a 4/10 and 4-2n is a straight 1/10 4-3 & 4-3n Or as I like to call them- “Wait this is act 4? This feels like act 3!” suppose thats why its the third level but regardless- 4-3 is yet another filler story beat and somehow even worse than the last one. The point of act 4 as we were introduced to it in the pre-act cutscene was we were gonna get away from the hospital for a while and see what it was like outside! But nope! This level pulls you back to the hospital to deal with the birds and Mrs. Stevenson. At least with 4-2 we were still on the train. The music is good and the gameplay fun but that doesn’t excuse the fact that it takes you out of the experience of the train. It also straight up doesn’t have the helds anymore and if you think we will be seeing them again after this filler you are WRONG! There are more levels in act 4 WITHOUT helds then there are with helds. In the chapter that introduces them mind you. My general review of this level is basically identical to 4-3n. There's basically no difference between the levels other than Ian doesn’t take over some of the other lines for you. In isolation both these levels are fine and inoffensive but in context of this being a chapter about getting away from the hospital and containing all stuff that was important in the act prior to this this level would have just been better made the night level of 3-3. 4-3 & 4-3N both get a 4/10
4-4 “Wait, where's 4-4n?” I am splitting these levels apart because they’re extremely different from each other. Now then- 4-4 is basically just continuing the filler trend of no story happening and being pretty ill fitting to what the long forgotten original set up of this chapter was supposed to be. 4-4 follows Cole showing off some of his music to Hailey so she can send it to Logan later. (which is pretty passive aggressive but that's an essay for another day.) Nothing new is realized or discovered in this level, we already knew Hailey was longing for Logan and that Cole makes romantic and heartfelt music. Most you can say about this level is that it establishes Hailey and Cole as friends thanks to what Cole says after the level is completed. The music is again good and gameplay alright but still gets lost in the “This could have just been a act 2 level” fog. It is memorable thanks to it’s distinct song and vfx-es. Speaking of which- absolutely no offense to the vfx in this entire act! It’s fine enough and even really good on 4-1n and the last level. 4-4 gets a 6/10 4-4N This level gives me extremely conflicting feelings. Yes it repeats the same ideas as 4-4 but done with far more grace and introspection to the characters up to this point. Cole and Hailey are chatting again and she asks him about who he wants to play the guitar for. (Which also its kinda silly that she’s surprised he plays the guitar. He had to have carried on the guitar case to have it on the train, she was there during 2-1n, and according to 2-2n, Cole and Samurai blast their music playing throughout the entire hospital. ANywhays.) Cole is hesitant to answer and then we flip back to the hospital with Nicole and Logan. We get massive development with Nicole, her picking back up the guitar because of Cole and wondering if he’d like acoustic when she hasn’t really shown any obvious feelings back to him up until now. The song is also fantastic with great leitmotif call backs and being a calm night level to fizzle off. Despite all of this praise however… I can’t bring myself to ignore the fact that this level still probably shouldn’t have been here. If the rest of the levels had a focus on what the act was established to be about then I’d let this level slide but they’re not. It continues the issue of not using the established chapter mechanics, going over pre-established plot points we already know, and really not serving the already hurt story of this act. It is perfectly fine to have a level to develop side plots like 2-4n or 3-1n, the issue is when the rest of the act is failing to say anything. 4-4n is fantastic in isolation, probably the 2nd best of the act in isolation but this is a broad review of the whole act and I can’t ignore that. 4-4n gets a 7/10, 9/10 were it isolated from this. Intermission talk (not about any level) So this is the 8 levels we get for the act. Half fall under a 5/10 and there is a repeating issue that is found throughout this whole act. The writer's curse of filler plots. Filler in Rhythm Doctor is not something that can be indulged in much- maybe 1-2 filler levels in an act. The reason that filler can’t really be indulged in that much is just due to how all the acts get at most 9 levels, usually more like 7 or 8. As a result of the majority of act 4 being complete filler, the act doesn’t leave any impact. Act 1 I can let slide (somewhat. Maybe I might write an angry act 1 short essay) when it comes to not making an impact because it’s the first levels, we just need a basic foundation. Act 4 not so much seeing as the last two acts left far more of an impact. Also there is a notable lack of any act boss like every other act. “But what aboutttt 1-Xn???????” that don’t even got the 4 in it!!!! So let's get on with the final level of act 4. At least when you first play through the game.
1-Xn The second case of being very conflicted about a level in this act. Positives first; This is a brilliant way of getting back to the hospital and really getting across the impact Connectifa can cause. The level visuals I don’t even need to tell you are fantastic and letting Insomniac get more than a single appearance is nice. (#justiceforInsomandLucia) However this is where my praise has to end as much as I adore this level in isolation. No level is truly isolated from the rest of the game and the way this level fits into the rest of the story and flow of things is. Not great!!! First off 1-Xn has zero build up to it happening in the story, it just kinda does. This I can let go a little bit since it’s supposed to be a woah! Twist moment but it’s still not great. Then since this is acting as the boss of act 4, it really fumbles that. I harpped on at the start of this essay that 4-1 and 4-1n are fantastic set up to what's supposed to be happening but this is the ultimate showcase of act 4 not knowing what it wants to be. Why are we back at the hospital? We aren’t using the main mechanic we were introduced to at the start of the act and in fact have regressed back to act 1 mechanics purely. There’s no multiple rows, no SVT, not even skip beats,  just the same 7 beat gameplay from the start. This drives me up the wall- I love you Insomniac but this should not have been the act 4 finale. Lastly there's the post stuff after the level is finished for the first time. I don’t know how to sum up my feelings on it much better than it feels hollow, forced and unnecessary. The info and story we get from it feels less like a payoff and more of a forced reminder that the doctors are appreciated and respected n that you are too. I think that's a good thing to say of course! But we already know this like a lot. 3-X was literally to get this point across, Miner thanked you on the train, Insomniac already thanked the doctors once and now he’s doing it again making him continuously flat as a character. Having Insomniac thank them again would be fine but the whole cast doing so is forced. HELL some of the character interactions that actually did give some development to others got CUT from the current version of the game. Things like Logan being scared of the dark n Hailey poking fun at that or Cole looking for a welcome back and just getting it from Samurai. It’s all just… such a fizzle to the end of what I guess is a mid game act. Worst part? Miner doesn’t even show up in his own act ending </3 Whew ok I had a lot more to say about 1-Xn then I thought I did and I feel too negative now so let’s move on to what to do now. —-------------------------------------------------------------------------------------------------- Fixing Act 4 (The Wally Way) So what have we examined about act 4 up to here? Its; - Unsure to what it wants to be - Filler bloated - Fails to help the player master the helds and as an introduction to Miner - Somewhat forgettable SO let’s try and do a bit of a rewrite here shall we? Or I guess just me I don’t know why I keep saying we, I’m the one writing this. Anyyyyywho!
Story intro, 4-1, 4-1n I won’t be changing any of these, they’re perfect as is. A new 4-2 and 4-2n Now then the first of the rewrites, 4-2 I don’t believe the actual story itself needs to change for this one but I feel it be a good way to start introducing aspects of Miner we see in act 5 here! He’s a caring dude and loves to help out so why not have him help Hailey with not being spooked by the sandstorm before the level starts and maybe a little conversation after the level is done. 4-2n is where the first of the very big changes happens. Throw out the copy paste of the day version level and story and instead we have a level of Miner and Hailey star watching now that the sky is clear. We can still have the beat going on but instead it’s just Hailey and Miner’s- Instead the challenge comes in having an internal rhythm rather than visual as both their bars can’t be completely seen. It’s far more laid back then the hectic day in a sandstorm and focuses more on learning more about these two characters. What would we learn? Idk man I don’t wanna insert my own headcanons if they’re wrong, that's up to the devs to figure out. Unless they hire me /j 4-3 & 4-3n (aka throw it out) That's a nice level you got there. It shouldn’t be there tho. Live by the advice of kill your darlings and kill this level entirely to replace it with a new pair of levels that pays off the setup we were given in the act intro when Hailey said she needed to deliver some things. 4-3 rewrite follows Miner, Hailey and Cole all arriving at the actual town they were heading to and doing town things! In keeping with the silly but heartfelt set up of 4-1, Hailey wanders around town to do things and Miner has to save her from the many dangers of the wild west- cacti, heat, rock slips and snakes. If you want a backing SVT beat or even one in swing then Cole is busy off at another local cafe getting a coffee but having adverse effects because it’s a local brew he did not check the contents of before downing. A story end of Hailey’s ended and potential development for everyone on the train if they so choose to. 4-3n’s rewrite is the gang all done for the day but now stuck at the train station waiting for their train to arrive. Cole starts playing his keyboard bored and Miner n Hailey join in making a little jig! Clapping/stomping from Hailey, Whistling and then a harmonica for helds from Miner. Technically filler but it still gives development to this dynamic and a smooth inbetween to them heading back. 
4-4 & 4-4n Now these levels I’m not actually going to be changing despite my critiques of them. I think they still work in this context- Maybe 4-4 could have a bit more focus that Hailey is getting these anxieties about Logan now that she’s heading back instead of just having them for no definitive reason then she does. 4-4n is still a great level. Maybe add a story reason why Miner isn’t around during this level- perhaps have him say he needs to go check on something and this could be setup for what I have next- 4-X (but for real this time) A final boss level where our chilling cruising state is suddenly thrown off the rails- and literally! I’m a bit indecisive about which I would go with but my two thoughts are both classic western train shenanigans: The train gets derailed somehow and the gang gotta deal with it and hold on. Alternatively, the train gets attacked by bandits and loonytoon-esk fighting ensues. Regardless of which you gotta treat them to make sure they also don’t have a heart attack from the stress. The three can all have their moments and can act as a proper ending to the 4th act. 1-Xn (wait what) We’re not leaving behind 1-Xn though! Seeing as this is still an important level to the story we’re not gonna ditch it. Instead now 4-X acts as a subtle cause to why Insomniac got so bad in this level. Ada got back right as boss level occurred so her, Ian and the intern were all hands on deck when it came to monitoring and treating Cole Hailey and Miner. Besides, if Edega found out they let their patients get injured on a non-approved adventure they’d have their jobs on the line! Unfortunately being hands on deck with the three outside, they ended up missing Insomniac having a Connectifa episode and it got worse. They were just calming down the train gang after the boss level when the power suddenly cut off and cut off the intern’s connection with the train gang. 1-Xn ensues as usual and the situation is handled. The post conversation instead has them all at first checking on Insomniac when the train gang is finally able to arrive at the hospital. Miner gets to be part of the end and properly transferred to his role in the next act as Lucky’s support. Cole and Hailey are able to get their welcome back conversations and they can all still thank the doctors but with a more justified reason now! You just took on boss levels back to back and before they could thank you for the first one they all got cut off. A much more impactful end to Act 4 while still keeping intact a majority of the already existing things set out.
Conclusion and Extra things n doodads So thats my essay on act 4, it kinda sucks and I sound pretty mental at some parts but that's the Wally brand for you! I really love what the rest of Rhythm Doctor has done so far and I know act 4 has potential if it was rewritten. I still hate that fucking bird tho. Uhh now some other stuff i didn’t know where to put: “What about 2-1n’s skips? That's a mechanic not built on like helds!” 1. It’s a night level and 2. It shows up only thrice so far in the entire game and you even get told to go play it if you haven’t yet during act 5. “This sounds like a lot of work to change it to this.” I am well aware. If someone doubts me on this then I can make all the backgrounds and animations myself. I’m no composer admittedly but I can write, sprite, concept and draw! “Wally what even prompted you to write 10 pages about an act you don’t like” I wrote an act 4 fic and got on a tangent about act 4 to Mochii n Jenn and how I'd change it so I decided I'd just go ahead and write it. Nothing better to do (lie he had much better things to be doing like SLEEPING IT'S 1 AM WHEN YOU’RE FINISHING THIS DUDE) And I think that's all? If anyone has any more questions of me then like. Shoot my tumblr with an ask or ping me oke doke? Wally signs off and probably gonna die inside if any dev actually reads this. Hi if you are… I’m more normal than this I swear…
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bluesundaymorn · 4 months ago
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Having a vegetarian dog is great until he will eat any and everything you put on your plate and suddenty he's eaten half of your brocolli and is still begging
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tossdoll · 5 months ago
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Your photos with your froslass reminded me that Froslass doesn't have a massive creepy jaw but a cute small mouth. Odd. Ghost types are odd.
she's just a lady.
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rock-is-love-rock-is-life · 8 months ago
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Born to look at cool rocks and collect them, forced to study
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goldrushrunning · 1 year ago
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love how nuevillettes hobby is literally the prozd water tasting skit
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zestyderg · 7 months ago
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Ice and Fire Festelcan: People ask us why we don't relax more often. Girl the Worms.
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dejasenti99 · 8 months ago
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does anyone else just Crave hot water. like i could drink hot water all day i think
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krillposting · 1 year ago
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Well said, brutalrecovery
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moe-broey · 1 year ago
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I think more people should make shitposts about goats 🐐 (HOLY SHIT GOAT EMOJI?!???) like horses (🐎) kinda for the Sole Purpose of me being able to staple them to my glorified OC moodbaord (OC blog)
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betweenheroesandvillains · 1 year ago
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don't read i just need to put this somewhere
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muslimintp-1999-girl · 1 year ago
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Or a mineral deficiency coz like anyone can have have vitamin deficiency but like minerals are so overlooked
My deepest darkest fantasy is that I collapse on the street and I am rushed to the hospital. They perform a bunch of tests and find out I am severely deficient in some kind of vitamin. Then I start taking the vitamin and I become the happiest cleverest person alive because all my problems were caused by this one deficiency
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emergencyplumbingil · 2 months ago
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Why Sewer Ejector Pumps Can Fail Sooner.
After conducting a thorough investigation into the premature failure of sewer ejector pumps, several key factors have emerged that explain why these pumps might break down sooner than the manufacturer's warranty period:
Improper Installation.
One of the leading causes of early pump failure is improper installation. If the pump is not installed according to the manufacturer’s specifications—such as incorrect pipe sizing, inadequate venting, or poor alignment—this can cause strain on the motor and moving parts, leading to accelerated wear and tear.
Power Surges and Electrical Issues.
Power surges or fluctuations in the electrical supply can damage sensitive components within the pump, such as the motor or control panel. Even if the surge lasts only a second, it can burn out circuits or compromise the motor's efficiency. Without surge protectors or proper grounding, this can lead to premature failure.
Clogs from Improper Materials. Sewer ejector pumps are designed to handle waste and certain types of debris, but when improper materials—such as feminine hygiene products, wipes labeled as "flushable," or other non-degradable items—are flushed, they can clog or damage the pump. Over time, these clogs can cause the motor to overwork, leading to an early breakdown.
Lack of Regular Maintenance. Routine maintenance is often overlooked. Failing to check and service the pump periodically can result in small issues going unnoticed until they become larger, irreversible problems. Sediment buildup, worn-out seals, or deteriorating gaskets can all contribute to pump failure, especially in areas with hard water where mineral deposits may accumulate.
Overworking the Pump.
Many sewer ejector pumps are not designed to run continuously. If the pump is overworked due to improper sizing, such as being undersized for the household’s waste output or running too frequently, it can result in overheating and breakdown. Ensuring the pump is appropriate for the expected load is essential for longevity.
Environmental Factors.
Harsh environmental conditions such as excessive moisture, flooding, or extreme temperatures can affect the pump’s lifespan. Excessive moisture can cause corrosion of internal components, while extreme cold or heat can affect the motor and seals. Additionally, if the pump is exposed to corrosive chemicals or gases in the sewage, it can degrade faster than expected.
In most cases, premature failure of sewer ejector pumps can be traced to installation errors, misuse, or lack of maintenance. To ensure a pump reaches its full lifespan, it is critical to follow manufacturer guidelines, perform regular maintenance, and avoid flushing materials that can cause clogs. These preventative measures can help avoid costly repairs and ensure the pump functions efficiently for its intended lifespan.
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#flushable#Why Sewer Ejector Pumps Can Fail Sooner.#After conducting a thorough investigation into the premature failure of sewer ejector pumps#several key factors have emerged that explain why these pumps might break down sooner than the manufacturer's warranty period:#1. Improper Installation.#One of the leading causes of early pump failure is improper installation. If the pump is not installed according to the manufacturer’s spec#inadequate venting#or poor alignment—this can cause strain on the motor and moving parts#leading to accelerated wear and tear.#2. Power Surges and Electrical Issues.#Power surges or fluctuations in the electrical supply can damage sensitive components within the pump#such as the motor or control panel. Even if the surge lasts only a second#it can burn out circuits or compromise the motor's efficiency. Without surge protectors or proper grounding#this can lead to premature failure.#3. Clogs from Improper Materials.#Sewer ejector pumps are designed to handle waste and certain types of debris#but when improper materials—such as feminine hygiene products#wipes labeled as or other non-degradable items—are flushed#they can clog or damage the pump. Over time#these clogs can cause the motor to overwork#leading to an early breakdown.#4. Lack of Regular Maintenance.#Routine maintenance is often overlooked. Failing to check and service the pump periodically can result in small issues going unnoticed unti#irreversible problems. Sediment buildup#worn-out seals#or deteriorating gaskets can all contribute to pump failure#especially in areas with hard water where mineral deposits may accumulate.#5. Overworking the Pump.#Many sewer ejector pumps are not designed to run continuously. If the pump is overworked due to improper sizing#such as being undersized for the household’s waste output or running too frequently
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intobarbarians · 3 months ago
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me, after descaling my kettle: why did the tea taste better with the buildup
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drowsy-duck · 4 months ago
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the mentally ill anguish of not wanting to keep hurting people and being a judgmental asshole but also not wanting to turn into a robot and slowly destroy my health with meds
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