Bitcoin – Level DB – Block Index – Parsing value for block hash

I am trying to read the value against block hash in level DB of Bitcoin node database – Block/index. For Genesis block, I get 88 bytes which I want to parse. I tried to follow instructions in https://bitcoin.stackexchange.com/questions/67515/format-of-a-block-keys-contents-in-bitcoinds-leveldb but wasnt able to do that successfully as the first 4 bytes should be version but I get an invalid version.

I tried obfuscating the whole value as well but still the first 4 bytes does not give me a valid version. I must be doing something wrong but not able to identify that.

Value I get (in hex string)

8be750000b0100080100000000000000000000000000000000000000000000000000000000000000000000003ba3edfd7a7b12b27ac72c3e67768f617fc81bc3888a51323a9fb8aa4b1e5e4a29ab5f49ffff001d1dac2b7c

Additional resource I tried – Link

Note: I am using c# to read and parse the data.

What reusable magic items can cast 7th level spells or higher?

Simply put, I am looking for a list of all the magic items that have the capability to cast 7th level spells or higher. The item must be reusable and casting lower levels spells at 7th or higher levels is just fine too.

Bitcoin – Level DB – Block Index – Reading value for block hash

I am trying to read the value against block hash in level DB of Bitcoin node database – Block/index. For Genesis block, I get 88 bytes which I want to parse. I tried to follow instructions in https://bitcoin.stackexchange.com/questions/67515/format-of-a-block-keys-contents-in-bitcoinds-leveldb but wasnt able to do that successfully as the first 4 bytes should be version but I get an invalid version.

I tried obfuscating the whole value as well but still the first 4 bytes does not give me a valid version. I must be doing something wrong but not able to identify that.

Value I get (in hex string)

8be750000b0100080100000000000000000000000000000000000000000000000000000000000000000000003ba3edfd7a7b12b27ac72c3e67768f617fc81bc3888a51323a9fb8aa4b1e5e4a29ab5f49ffff001d1dac2b7c

Additional resource I tried – Link

Note: I am using c# to read and parse the data.

usability – Is it good practice to place tabs at the same level when search is the main feature? How to deal with spacing?

There are two potential approaches, but you have to have a consistent design approach/philosophy if you want to achieve the best user experience.

The search feature, if applied globally to the application, should sit at a level above the tabs so that the user isn’t confused about whether the search results relate to the contents in the tabs or not.

However, if the search feature only retrieves results relating to what is in the tabs, then it can also make sense for it to sit in the same level, provided that you can manage the spacing. This can be done by common strategies used in browsers to manage tabs (when you have too many to fit on the screen, especially in devices with narrow widths) or create a more compact search call-to-action (e.g. icon that expands when clicked and collapses when not in use).

gui design – How to showcase additional menu level items within the current menu UI without breaking it

We have an app that lets users modify their face as they are taking selfies.

Under the Beauty option, users have the option to Smooth their skin, add Lipstick, edit Eyes, etc. The user can see in real time how these changes happen in their selfie.

Smoothing skin offers a simple slider to calibrate level of smoothness.
Lipstick, Blush and Tint allows users to choose a color and calibrate opacity.

However, eyes is more complex. In addition of choosing eye color and opacity, users can also choose to (1) Whiten or (2) add Details and adjust how much with the slider.

enter image description here

We want to reduce the introduction of new UI levels / components to keep the experience as simple and consistent as possible.

So far we have tried 2 approaches:

A. Show Whiten and Details within the color menu level. What the slider controls changes per user selection (whiten = adjust whiteness, detail = adjust level of detail, color = adjust opacity of color).

enter image description here

B. Introduce an accordion within the main menu which expands to show the second level of options. This solution seems more novel, however the transition of having something expand + color menu show up might be too busy for the user.

enter image description here

What are your opinions? Other pros and cons you can think of? What’s an alternative solution to consider?

Thanks!

blades in the dark – When taking level 1 harm, do all rolls have less effect?

When taking level 1 harm, do all rolls have less effect? Or only when it applies to the narrative action?

For example: I have Bruised Arm as a level 1 harm. I want to bribe a Bluecoat to let us into a warehouse full of confiscated drugs. Do I roll with unaltered effect, or with one tier lower effect because of the bruised arm?

Looking for an answer rules as written.

8 – Configure Facets to drill down one level at a time

I have vocabulary (“Subtype”) hierarchy like this…

I have a field on my entity type field_subtype. What I’d like is to configure my search api and facet to when, for example, on the homepage, only show

If a user clicks through to CP, only show

And so on.

I have gone through a mess of configuration trying to get this to work, ending up with results that will either show level 1 (CP, PD) or level 3. I think this is because no content is directly tagged with items such as LP, BL, MA but I can’t be certain.

For the search API side of things, I’ve added the subtype field, tried drilling into it to add the tid only, etc. Then within the facet settings I’ve tried choosing the different fields to see the results, but I’m never getting what I expect.

I feel like this is something that should just work and that I’m goofing it up somewhere. How do I configure my search api fields and facet settings to work in this way?

EDIT
It might just be as simple as missing the Index Hierarchy in the processor tab. I’ll post as an answer if/when I confirm. I checked this several times but, somehow, I apparently missed the Subtype (other fields are configured).

enter image description here

Is it normal for a level 2 character to have a +8 attack modifier?

One of my player’s character is an archer elf with a +4 Dexterity modifier. When she uses her longbow, she gets the +2 poficiency bonus, plus the +2 bonus given by her archer specialization. That gives us a +8 modifier on the attacks with the longbow. Is it normal ?

On one hand I’m a bit surprised because it seems high, but on the other I feel it would be unfair to nerf it.

I didn’t find where to look for the answer, can somebody help me ?

Displaying and managing tree data of 10 to 100k+ top level nodes

I need to allow users to select products / sub products that are up to 3 levels deep.

We also are only able to display 100 top level products at once due to technical constraints, this is currently achieved by requiring the user to type a certain number of characters and it will fetch nodes based on the search criteria.

Here is an example picture of the input:

enter image description here

The data structure seems to fit this searchable tree select well, but general feedback currently is that it is difficult to use with 1000s of products.

Any thoughts on how this could be improved or if there would be any better UX ideas for handling 1000s of nodes?

Please let me know if I can provide any more information, this is my first time reaching out to the UX stackoverflow :]

unity – How to get light level (brightness) of a particular location?

I’m making a 2D top-down survival game similar to Rimworld, I’m trying to emulate a day-night system.

Many features depend on whether any tile is light (or dark) enough, based on time of day or other light sources such as torches, so I’m wondering if there’s an easy way to detect how much light there is on a certain tile without making a whole system that tracks light on a per-tile level (or maybe the latter option is better)?

I am using Unity 2020.3.6f1 and the URP, which means I’m going to be using the ‘new’ 2D lights.

EXAMPLE:
When it’s nighttime, I’m going to disable the global light (sun) so those tiles will be pitch black.
When it’s daytime, the global light will have an intensity of 1 so that tile will have 100% brightness (look normal).
When it’s nighttime, but there’s a torch, the tile where the torch is sitting on will have 100% brightness, and that will slowly fade to 0% over a span of 5 tiles.

Making a system that updates every single tile in the game with information about the light level seems pretty expensive. Is there a way we can observe a block “graphically”, or in other words, literally look at the pixel on the screen, and determine it’s alpha value to check for light level?

Any suggestion is super welcome.