( Update 2022-03: Looking at this Apple support article, it appears they’ve fixed the problem the Apple Way™ by removing all references to the Sierra installer.) Custom icons in Startup Manager I’ve used their feedback form to raise the issue with a link back to this post. As of this writing, this Apple support page is still serving the affected installer from this URL. Sudo plutil -replace CFBundleShortVersionString -string "12.6.03" /Applications/Install\ macOS\ Sierra.app/Contents/istĪfter which DiskMaker X should run without issue.Įvidently, something within the reissued installer wasn’t updated to account for the new version number. With the Sierra installer, I ran into an issue where DiskMaker X would fail with the following error: I did find DiskMaker X 6 would occasionally skip setting a partition’s Finder window background, but this can easily be rectified by locating the appropriate background image within the app’s Contents/Resources/ directory and applying it via Finder’s View > Show View Options. click and wait for the shrinking to complete.in the Size box, increase its value by 0.2GB to leave around 200MB of free space (although I doubt it’s actually needed).reduce it to its smallest possible size.select the other half of the newly-split partition (instead of “Untitled”).with the drive selected in Disk Utility:.run DiskMaker X (version 6 for Yosemite through Sierra each subsequent release has its own dedicated app) to load the installer to the largest “Untitled” partition, remembering to select “Another kind of disk” so as not to wipe the entire drive.Then for each OS X/macOS version, I would: I started by opening Disk Utility, selecting View > Show All Devices, selecting the inserted drive, and erasing it as “Mac OS Extended (Journaled)” using “GUID Partition Map”. It’s possible to minimize the unused space on the drive by shrinking each partition after its installer has been loaded. The most recent three are downloaded via the App Store the rest are actually disk images containing installers that you run manually. installers for Yosemite through to the latest macOS in your Applications folder.This uses Apple’s createinstallmedia command under the hood. several releases of DiskMaker X, a program I’ve used from the beginning (and even contributed to).Although I’ve fought with the new Disk Utility before, I used it for this as it’s what most everyone else is likely to use as well. Disk Utility on a clean macOS High Sierra installation.An SSD with more capacity and/or a USB-C plug would be ideal, but this works for me right now. I’ll probably dedicate an older hard drive to those later for my vintage Mac futzing. I’ve left the installers for 10.7, 10.8, and 10.9 off of this second iteration as re-signed versions of those weren’t posted, and because I like round numbers. (They would still boot, but the installer would claim it was damaged and refuse to proceed unless the system’s clock was backdated beforehand… and even then it wouldn’t always work for me.) But as Apple has since deigned to re-sign and post installers for Yosemite and later, I figured it was time to rebuild my universal installation drive from scratch, and record the process. Mine was originally stocked with installers for Lion through Catalina, and it worked well.īut then came the Great Certificate Expiration of 2019 which caused them all to simply stop working after October 24. rrOSACantAssign = -10006, /* Signaled when an object cannot be set in a container.In my line of work, I’ve found it useful to have a USB drive with installers for each version of macOS on separate partitions.If a folder (not a disk !) is named “Install macOS Sierra”, “Install OS X Yosemite”, or “Install OS X El Capitan”, delete the folder (you may need admin rights, thus type your admin name and password).in Finder, click on Go > Go to Folder menu.Basically, a false mount is a folder created with the same name as your Install drive, and that makes the Install disk adopt the same name with “1” at the end, i.e. This happens sometimes when creating the install disk because a false mount is created as some point. When creating the Install disk with DiskMaker X, I encounter this error message : “The disk could not be created because of an error: An error occured: -10006.”
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I do use a lot of mods so I will add them as I come across them. These items will generally be in the Body Parts section. Mods may have their own idiosyncrasies as mod authors may have used slots for unique modelled parts that may or may not be repairable. Rear Right Side Window Rear Left Side WindowĪll Steering Wheels are not repairable Postface & LogĬurrently these lists represent the base game and current DLCs.Front Right Door Window Front Left Door Window Rear Right Door Window Rear Left Door Window.Sway Bar Front End Link Sway Bar Rear End Link.Rear Shock Absorber Rear Shock Absorber Cap Rear Spring.Front Shock Absorber Front Shock Absorber Cap Front Spring.Double Wishbone Shock Absorber Double Wishbone Shock Absorber Rear.Timing Belt Timing Chain Timing Chain Shoe.Serpentine Belt Supercharger Serpentine Belt.Camshaft (V8 OHV F) only – all other Camshafts are repairable.Air Filter Air Filter Base Air Filter Cover (Except for the basic Air Filter Base & Cover).Front Right Door Front Left Door Rear Right Door Rear Left Door.Ignition Distributor Cap Ignition Distributor Rotor.Ignition Coil B (other Ignition Coils are not repairable).Battery (through the Battery charger purchased in the workshop).GEARBOXĮLECTRONICS – Car Mechanic Simulator 2021 Repair Bench Compendium No exhaust parts are repairable except Exhaust Manifolds which are listed under ENGINE. Brake Disc Brake Disc Ventilated (through the Brake lathe purchased in the workshop).Solid Rear Drive Axle Solid Axle Control Arm.Rear Axle Knuckle Cover Rear Axle Knuckle Housing.Leaf Spring Leaf Spring Plate Leaf Spring U-Bolt Leaf Spring Rear Drive Axle.Front Steering Knuckle Front Wheel Hub.Supercharger Supercharger Intake Manifold.Round Air Filter Base Round Air Filter Cover.Engine Block Engine Head Engine Head Cover.Air Filter Base Air Filter Cover (only the basic, not the specific ones).Parts that CAN be Repaired – Car Mechanic Simulator 2021 Repair Bench Compendium ENGINE If you have found this guide useful, please rate it so that others may come across it and benefit from it. If you come across any errors, please mention them in the comments. These lists are not yet complete and will be updated as I come across the different parts. If the placement of bars are not advantageous you can cancel the repair and try again. This effectively doubles their size as the cursor runs through them and then returns back. When repairing, the repair sweet spot (green bars) are best to be attempted when they are on the ends. The higher the level of the Renovator ability, the greater the chance to repair the part completely. Unlike the Repair Bench, it doesn’t cost any money to repair the brakes and recharge the batteries. To begin repairing body parts you need to reach level 6 of the Renovator ability and have purchased the body repair station.īrake Discs and Batteries are not repaired at the Repair Bench but at the Brake Lathe and Battery Charger respectively which is purchased through the Workshop after the workshop has been expanded (Charger can be purchased before the garage expansion). Each level of the Renovator ability opens up more repairable parts as all parts are levelled. In order to repair parts you need to have unlocked the Renovator ability and have purchased the work bench once you have expanded the workshop. Knowing what parts are on what list can make the difference on whether you pick up something that has low condition that can be repaired or whether you leave it unless it is in good condition.Īs in CMS2018, items have to have at least 15% condition before it can be repaired so there is no value in picking up any part that is under 15% whether on the repairable list or not. This guide is primarily made up of two lists: parts that can be repaired and, secondly, parts that cannot be repaired. Very useful when restoring that prize vehicle you’ve been working on. There are many parts available when wandering around barns and the junkyard that can be picked up for a bargain but can those parts be repaired? Knowing what can or can’t be repaired can make the difference in picking up major parts and restoring them at a fraction of the store purchase price. Found a part in a barn or the junkyard and you don’t know whether it can be repaired or not? Then this is the guide for you! Car Mechanic Simulator 2021 Repair Bench Compendium Preface Welcome to our Car Mechanic Simulator 2021 Repair Bench Compendium guide. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 5 + the item's caster level. Some magic items similarly incur extra costs in material components, as noted in their descriptions. For a wand, the creator must expend 50 units of the material component. For potions and scrolls, the creator must expend the material component cost when creating the item. Staves: The price for staves is calculated using more complex formulas (see Magic Items).Ī 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.Įxtra Costs: Any potion, scroll, or wand that stores a spell with a costly material component also carries a commensurate cost. Wands: Base price = spell level × caster level × 750 gp. Potions: Base price = spell level × caster level × 50 gp. Scrolls: Base price = spell level × caster level × 25 gp. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below: The caster level must be low enough that the spellcaster creating the item can cast the spell at that level. The price of these items (and thus the cost of the raw materials) also depends on the caster level. Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level-that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. Time: The time to create a magic item depends on the feat and the cost of the item. A character generally has access to what he needs unless unusual circumstances apply. Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. Raw Materials Cost: The cost of creating a magic item equals half the base price of the item. Regardless of the type of item each involves, the various item creation feats all have certain features in common. Item Creation FeatsĪn item creation feat lets a character create a magic item of a certain type. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Critical FeatsĬritical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites. Combat FeatsĪny feat designated as a combat feat can be selected as a fighter's bonus feat. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is. Others are item creation feats, which allow characters to create magic items of all sorts. Some feats are general, meaning that no special rules govern them as a group. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables. A character can gain a feat at the same level at which he gains the prerequisite.Ī character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. By selecting feats, you can customize and adapt your character to be uniquely yours. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. These abilities are represented as feats. Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. Well, clearly, if we're picking them at random, for the first choice, for the facilitator, I have 25 choices. If we swap around the people into the different roles, then we have a different steering committee. So I'll just point out here that the order does matter. How many different possible steering committee could be chosen? So it sound like if Harry is chosen for the facilitator and Sally is chosen for the union rep, that would be different is Sally is chosen as the facilitator and Harry is chosen as the union rep. So it sounds like three different jobs for three different people. Okay, a small division of a company with 25 employees will choose a three person steering committee consisting of a facilitator, a union rep and a secretary. Pause the video, and then we'll talk about this. So just keep this in the back of your mind right now, we'll talk about this more formally and we'll have a special notation for it in a couple lessons. We will formalize this in a couple lessons when we discuss factorials. And in general, if we have to arrange N different items in order, the total number of orders the product of N times every positive integer less than N. So that would be 720 orders for any 6 distinct different items and no restrictions. Notice that in arranging any six different items in order, the total number of orders the product of six and every positive integer less than it. And that's the number of different orders in which we can put these books. Now we can simplify this a little bit, the 3 times 2 is 6, the 5 times 4 is 20. And so N will be 5 times 4 times 3 times 2 times 1. So I really want no choice at that point. And by the time I get to the last book, I'm only gonna have one choice because five books are already going to be in place, and I'm just gonna have that one last book. So, the third book, I'll have four choices, the second book I'll have three choices, The fifth book, I'll have two choices. And so forth on each stage there are fewer choices that I'll have because books have already been put in the slot. And so that first book is already sitting in the first slot, so when I go to make that choice of the second slot, I have 5 choices left, there still 5 books available that I could put in that second slot. Now here's the tricky part, for the second slot, I already picked a book. So when I start out, I have six books, I can pick up any one and put it in that first slot. Stage number one is what are we going to put in the first slot? Stage number two would be what are we going to put in the second slot, that sort of thing? Well, in the first slot, I have six choices. Suppose we have six different books that will place on a shelf, in how many different orders can we place these books? Well, think about it this way, the various places are stages. Well, 8 times 12 is 96, so 80 times 12 would have to be 960, that's the answer. Or 4 times 5, of course, is 20, then multiply by that other 4 that's 80. So the number of ways to do this would be 4 times 5 times 12 times 4. So we can just simply multiply the numbers, that's what the fundamental counting principle tells us. And there's no restrictions here, in other words, any salad can go with any appetizer, they can go with any entree, so there's no restriction at all. So of the meals like that, how many different possible meals are there? Well, the fundamental counting principles is perfect here because we're in stages, we can treat each course separately. And so the whole idea is that at any particular dinner chosen, you'll get a salad and appetizer and entree and dessert. So, for formal dinner, guests have the choice of 1 of 4 salad, so, choice of 1 of 4, 1 of 5 appetizers, 1 of 12 entrees, and 1 of 4 desserts. So I realized this is very abstract, now I'm gonna show a few examples. This is the fundamental counting principle. So the number of ways we could do it in the first stage times the number of choices we can make in the second stage times the number of choices we make in the third stage, etc. The total number of ways to do the task was simply be the product of all these numbers. Suppose the first stage can be done in n sub 1 ways, the second way and then sub 2 ways and so forth. Suppose we can divide a given task in two stages. Fundamental counting principle, Is a general way to approach tasks that can be broken into stages. And it really is based on the very simple idea that the word and means multiply. 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