🐺Safe Saitama 🐺 Fair Launching In 15 Minutes! | Earn Saitama tokens for holding! 30% of Supply Will Be Burnt 🔥 Anti-Whale & Anti-Bot Features

2021.10.25 13:59 Massive_Dinner 🐺Safe Saitama 🐺 Fair Launching In 15 Minutes! | Earn Saitama tokens for holding! 30% of Supply Will Be Burnt 🔥 Anti-Whale & Anti-Bot Features

🐺Safe Saitama 🐺 Fair Launching In 15 Minutes! | Earn Saitama tokens for holding! 30% of Supply Will Be Burnt 🔥 Anti-Whale & Anti-Bot Features

Safe Saitama Inu 🐺

Safe Saitama Inu 🐕 is taking it 2 steps further by introducing an in house Anti Whale Dump System to solve the problem of the sales and also an Anti-bot feature to avoid large dumps. And is the combination of RISE and HODL. DESIGN TO ERECT No coin other than Safe Saitama Inu 🐕 has introduced all three of the feature’s. This will be Revolutionary and Safe Saitama Inu 🐕 will be the first coin to implement this.

We aim to be a paid marketing service for new crypto tokens and coins. Our holders will benefit from features within our contract. We will have features such as buy back functions and holders automatically gain 1,000 tokens from every time somebody sells! We have major partnerships to be announced soon and have plenty paid promotions to get this token to the moon 🚀🌙.


Anti-Bot 🤖

Safe Saitama Inu 🐕 has an anti-bot system which can detect and blacklist bots, making it more of a fair place for investors alike.

This will avoid large sell off’s caused by bots during the launch phase. Having all three systems will give many levels of support to see consistent growth and green charts.

This revolutionary implementation will attract many big investors getting into this coin due to its new 3 in 1 system. This is an opportunity for you to get in early for what will be the next big thing.

🌐 TOKENOMICS 🌐

4% total transaction fee

2% REDISTRIBUTION TO ALL HOLDERS

1% MARKETING WALLET

1% Liquidity

Tokenomics:

Name token: SAFE SAITAMA

Symbol: $SAFESAITAMA

Network: BEP-20

Total supply: 1,000,000,000,000 tokens

Burn 🔥: Every 5k we increase in marketcap 10℅ of the supply will be burnt

No transaction size greater than 0.5% of all coins. This ensures that no single individual can't sell off large amounts all at once.

✅ JOIN US NOW

🍰Contract : 0x4C0083Cf842Da35c1ce86862Bf9A7314DaB4114E

🍰Buy : https://exchange.pancakeswap.finance/#/swap?outputCurrency=0x4c0083cf842da35c1ce86862bf9a7314dab4114e

🍰TG : https://t.me/safesaitama

LET'S GO GUYS!
submitted by Massive_Dinner to ico [link] [comments]


2021.10.25 13:59 riptomycat [OTHER] Whatg to do if the sellar doesn't respond to a revision?

Hello! So this is just a general question I have, what do you do if the sellar doesn't respond to your revision request? (a revision that is included in the gig of course) do sellars have a time period to get them done? or can they sit there forever? Should the buyer ask for a refund?
submitted by riptomycat to Fiverr [link] [comments]


2021.10.25 13:59 FattyLumps This is what a talented offense looks like, compare and contrast. How many of our guys would even see the field in Tampa Bay?

This is what a talented offense looks like, compare and contrast. How many of our guys would even see the field in Tampa Bay? submitted by FattyLumps to CHIBears [link] [comments]


2021.10.25 13:59 SkrrtSawlty I know pump and dumps are bad, but...

Anybody here doing the deed from time to time? Wanna be in a cpre group that doesn't need to pay.
Or if there's someone who gives out free accurate signals? Idk. I'm just down bad, ignore me.
submitted by SkrrtSawlty to WallStreetBetsCrypto [link] [comments]


2021.10.25 13:59 PodClipsApp NEW: Today's episode with Dr. Samer Hattar segmented into short, topic-specific clips for easy listening. Andrew & Samer discuss how to use light exposure to form an optimal sleep-wake cycle.

submitted by PodClipsApp to andrewhuberman [link] [comments]


2021.10.25 13:59 Samsquantch Changes made to D2R's design that have compounded server issues

Muling
 
In classic D2, muling used to occur in 1 game. In D2R, every time you mule items you create a new game. Prior to the game creation restriction that is now in place, I was creating several, if not of dozens of games in rapid succession while muling. I'm talking 5-10 seconds per game, in and out.
 
Consoles
 
Consoles do not have a lobby system. Instead they have a "party finder". Countless people have complained that this is a poor solution, and have asked for Blizzard to bring the lobby system to consoles. Due to the poor functionality of the party finder, most people end up playing solo. This results in more games being created.
 
The Lobby
 
While D2R's graphics and audio got a massive upgrade, unfortunately the lobby did not. In fact, the lobby as it is now is in an awful, downgraded condition when compared to Classic D2's lobby. Because the lobby is so unappealing and lacking features compared to Classic D2, it reduces engagement. This has the effect of causing many players to avoid the lobby entirely and just hit the "Play" button from the character screen which results in more people playing solo, and causing more games to be created.
If only we could toggle to classic lobby, just like we can toggle to classic graphics...
 
Obviously the server restructure they have done for D2R is a big reason for all this trouble, however they were apparently caught off guard by what they call "modern player behaviour". But this behaviour is not any different from how people played Classic D2. People did very fast MF runs with rapid game creation all the time. Instead Blizzard themselves have compounded the problem with their lack of insight into their own design.
 
TLDR; Blizzard's game design choices and failures have led to these server issues and as a result have deemed it necessary to punish the player base with slow, buggy game creation and incredibly long queues just to play the game they have purchased.
submitted by Samsquantch to Diablo [link] [comments]


2021.10.25 13:59 michaelsully23 How many of you got this shirt🤔 the day keystone shops changed the name to “trulieve”

How many of you got this shirt🤔 the day keystone shops changed the name to “trulieve” submitted by michaelsully23 to PaMedicalMarijuana [link] [comments]


2021.10.25 13:59 Carlito2393 Ripples Lore

I'm wondering if #8 from the "Points of Connection" triumph is glitched or if I just missed something. I am also missing the 8th entry for the Ripples lore. Has the 8th entry dropped yet?
My compass is fully upgraded and I completed long quest line. Not sure if this matters in regards to the 8th entry.
submitted by Carlito2393 to destiny2 [link] [comments]


2021.10.25 13:59 ZukoBuilds I made this custom shoe storage cubby and I definitely want to make more! What do you guys think?

I made this custom shoe storage cubby and I definitely want to make more! What do you guys think? submitted by ZukoBuilds to Woodwork [link] [comments]


2021.10.25 13:59 AltoDomino79 Is there an efficient way to clean plastic plants?

I've been using a toothbrush, but it takes forever.
Any tips?
submitted by AltoDomino79 to Aquariums [link] [comments]


2021.10.25 13:59 patches4k looking for earth toned clothes

i (5’2) am looking for a good shop to find cute earth toned clothes for fall. sweaters, dresses, etc. i am not very good at dressing myself because i can’t find any stores! i have one brown outfit that i got from rue21 that i liked a lot but they don’t have really anything else super appealing to me. i like cottagecore type things but not too much, just not a fan of the corsets and stuff on myself.
submitted by patches4k to PetiteFashionAdvice [link] [comments]


2021.10.25 13:59 rupaknath Howrah Station in 1920

Howrah Station in 1920 submitted by rupaknath to kolkata [link] [comments]


2021.10.25 13:59 Child_of_the_Abyss He's gone full karen now

He's gone full karen now submitted by Child_of_the_Abyss to memes [link] [comments]


2021.10.25 13:59 NapoleonicCode Anyone out in the western burbs for Halloween? *TO DO*

I know the no-longer Terror Behind the Walls has gotten bad reviews, does anyone do the more historic/ghost tours around Old City? If you are from the western suburbs they've started one of those in West Chester as well, www.chescotours.com
submitted by NapoleonicCode to philadelphia [link] [comments]


2021.10.25 13:59 technodebt Denims's Puddle

submitted by technodebt to okbuddydenims [link] [comments]


2021.10.25 13:59 ImplementDismal8717 YottaDoge - Just Launched - The Biggest Doge on BSC that will bring holders huge BNB rewards! 💪Anti-Whale properties 🐳 x1000 Gem | Dont miss out !!!

Why YottaDoge?
YottaDoge is the biggest Doge on BSC that rewards all holders with huge BNB rewards! Everyone that holds Yotta will have insane rewards from the biggest DOGE! LP will be immediately locked, Anti whale mechanisms to prevent dumping and hinder the ability for price manipulation. This is to keep price sustainable and reduce the impact of big whale sell offs.
YottaDoge has a team that includes a fantastic developer, strong marketers, a great graphics designer, and web designer! Before launch we have a great website, community already growing, social medias are live, and plenty graphics to share our great project!
Make sure to join our telegram, check out our website, and follow us on twitter for updates! Huge things are coming for YottaDoge, the biggest Doge on BSC! Already, they have started the marketing campaign! Ads are live, twitter promotions ongoing, and there is many promotions lined up for pre launch, the hours after, and more.
Yotta Tokenomics
10% TAX
💰 7% Redistribution In BNB to all holders!
📢 2% for Marketing wallet
♻️ 1% to LP
Yotta holder safety mechanics
🐳 Double Anti-whale with Max Buy & Anti-Dump
🤖 Anti-bot secret weapon for Launch
Links:
Contract: 0xc9ceba6ae4e7420574e1c80a7224cda660835312
Buy Here: https://pancakeswap.finance/swap?outputCurrency=0xc9ceba6ae4e7420574e1c80a7224cda660835312
LP Locked: https://deeplock.io/lock/0x26Fd46d0eD71baa6C0441cb6b375D19C7A86e012
Renounced Ownership: https://bscscan.com/token/0xc9ceba6ae4e7420574e1c80a7224cda660835312#readContract
submitted by ImplementDismal8717 to cryptostreetbets [link] [comments]


2021.10.25 13:59 Naten_13 25.10.2021 : Added Pandeamonium's Island that I forgot on the last map. Streambotnt disputes the Asiwaran(Danswijk) claim on Nova PP Island. Danswijk disputes Stream's claim on the original PP Island

submitted by Naten_13 to Trotuserver_Official [link] [comments]


2021.10.25 13:59 MugShots DPS Alert

DPS Alert Vehicle Accident-Property Damage S CC 215 and W FLAMINGO RD;sb onramp 10/25/2021 09:56:59 AM
submitted by MugShots to AlertVegas [link] [comments]


2021.10.25 13:59 Kelp_93 Yeah okay, I’m sure a 3 year old did this

submitted by Kelp_93 to thatHappened [link] [comments]


2021.10.25 13:59 Sphagne How to make the landscape behave and do not tear up in tantrums, when changed.

You reverse the process.
More on that later, but let me tell you, this is a problem that I wished could be fixed even in the era between Morrowind and Skyrim, and may have suggested it a few times, without hope, because of the old hardware restrictions and because they would not completely overhaul their engine.
But they have announced this:
"The overhaul on our engine is probably the largest we’ve ever had, maybe even larger than Morrowind to Oblivion"
"Howard and the team will use procedural generation to flesh out the space between areas, clarifying that it doesn't mean entire cities or dungeons will be procedurally generated."
So I have some hope know, and I hope that to achieve that they might have fixed the old problem of fixed landscape that would later tear up with the slightest conflict, because it would make modding the game a lot easier, or making later DLCs, or the ideas in these posts:
Better Random Encounters, blueprints for structures, lots and settlements, automated settlements, or even these ideas if you do not think them far fetched.
The problem:
The height map is fixed, and each mod, random encounter, settlement site and the rest would assume it is the original height map and if anything changes the height map in a place,others would get into trouble if they depended on the original height map.
So we would have mod conflicts and do not dare to make random encounters that would alter the landscape, but only add clutters and population, or if we want to make blueprints for structures, we would have to assume it is for a fixed place, hoping a mod would not alter that place.
That really s**ks, but as they are overhauling a lot of their engine's capabilities, I hope they would fix this problem, maybe like this:
The process:
Currently the developers generate a fixed height map of the whole map with the flat lands, rivers, mountains and the rest, then they put the add-ons over it, like rocks, structures, clutters, flora, and the rest, but if they reverse the process, all would be solved.
The height map could be more dynamic, by one of these methods:

  1. As preprocess, i.e. whenever the game starts, it processes the new additions to the game, i.e.DLCs, mods and the like, then reprocesses the height map in the changed areas and resolves the problems.
  2. As preprocess, when loading a new area.
  3. A real time dynamic height map. It is a next gen game, so why not? And it would be a lot cleaner than the preprocess methods.
The snap points:
Each addition to the landscape would have snap points that could be active or inactive, so a structure would have lots of snap points around it that when placed on the landscape, some of them would be active by default, but we could alter that.
Each snap point would result in two fixed longitude and latitude points on the landscape and an adjustable height that would adjust to current landscape height when placed, but we could move it up or down when needed.
When we place a hut in the landscape, the two snap points at the base of the stairs leading to the doorway would be active and we could alter the height map at those points to have a well behaved landscape that leads smoothly to the base of the stairs.
But the house might be half buried at the back, or maybe it would be hanging in the air with a drop below it, so we activate other snap points around the hut by pulling the height map up or down at their position and adjust the landscape as we like, in those points.
From that moment those snap points would be active and influence the landscape around them.
The influence:
Each snap point has a magnitude and a radius of influence and a drop factor defining how fast it's influence drops, so at the snap point, it has absolute influence, and the height would be snap point's height, but away from that point, within the radius of influence, the height would be a combination of influencing heights, by various snap points that might influence that point and the default height map that has a global constant magnitude of influence.
So at the center of the influence the the height is exactly the snap point's height, and at the edge of influence, the height is what it was before the snap point, and in the middle, the height is between the previous height and the height defined by the snap point.
So by defining the magnitude of a snap point related the global magnitude, and the radius and drop factor of the snap point, we can define how sharply or smoothly the height map changes from the snap point toward the previous heights.
The joints:
There can be other types of snap points for the add-ons that we place on the landscape, and those would snap the add-ons together, so for instance we can have roads that smooth the surface of the landscape between two points, to a radius from the central line with drop-off of the influence.
When adding a hut, we could add a road object and snap it between a point of the main road of the village and the joint point at center of the bottom of the stairs of the hut. and it would smooth the road to the hut, and maybe it can apply the cobblestone texture as well.
All the related structures, roads sign posts and the rest can be joined via these joint points, and when we pull a joint around or up and down, the rest could follow a bit via something like inverse kinematics, and the snap points of the whole complex structure would affect the height map be right at all places.
So if we pull a hut down beneath the surface of an area, it will have a smooth road cut through the surface of the landscape toward its entrance, and vice versa.
The effects:
If we would have the dynamic landscape affected by snap points of the joined mega-structures, we will always have an impeccable landscape no matter what we add to it.
Think of the possibilities, and it only adds a bit of fast height map calculations when something changes in an area, or at the first load, and should not cause any lag for a next gen hardware.
submitted by Sphagne to Starfield [link] [comments]


2021.10.25 13:59 lol314159265 How can i progress ( the orange thinhs are barriers like the lasers)

How can i progress ( the orange thinhs are barriers like the lasers) submitted by lol314159265 to houkai3rd [link] [comments]


2021.10.25 13:59 AquaNeutral_ how tall are you? wrong answers only

submitted by AquaNeutral_ to teenagers [link] [comments]


2021.10.25 13:59 Heart989 My New Post - Metalcore style Instrumental. My new instrumental EP will finished soon! Anyway How's my mix sound? Just Let me know :)

submitted by Heart989 to metalmusicians [link] [comments]


2021.10.25 13:59 StoryKey2856 VCCT mesh

Hello,
I am using VCCT to find the energy release rate at edge crack specimens. Why does a coarse mesh in VCCT FEA analysis (Abaqus) give me an accurate SIF than a finer mesh?
Thank you
submitted by StoryKey2856 to fea [link] [comments]


2021.10.25 13:59 JimboLodisC What's the weirdest case you've seen so far for the Pixel 6 series of phones?

For me it's probably this cork one: https://www.amazon.com/kwmobile-Case-Compatible-Google-Pixel/dp/B098NLBN1F/
submitted by JimboLodisC to Pixel6 [link] [comments]


http://iqlogoped.ru