A list of puns related to "Hazardous Mutation"
Genuine question. According to wiki "Hazardous work means that use of reasonable protective gear does not adequately mitigate the inherent risks involved in the work, wherein harm or death could result."
Masks are not 100% protective, especially when you have customers who refuse to wear masks (I am in the UK so I would say maybe 30% of people just don't wear a mask)
I say this from home while in quarenine after 4 days of on and off temperatures and muscle aches despite being double jabbed. I 100% got it at work so how are they not liable at all for my wellbeing if I'm working in a pitri dish?
Am I being overly dramatic here?
Magical Tech devices and how they affect society:
Note: Magi-Tech may be restricted to the super elite or super rich, unless the items can be made cheap enough for the general population. Likely that early development Magi-Tech items will belong only to their creators, the super rich, the super elite, or governments. As more people produce Magi-Tech, schools will appear to teach people how to make, maintain, and repair it. Eventually Magi-Tech might become common place. Credit: Dbarevalo
Possible Categories:
1. Communication:
2. Construction:
3. Entertainment
4. Farming:
5. Infrastructure (mass transit, power, sanitation, roads)
6. Law Enforcement:
7. Medical:
8. Quality of Life / Day to Day Use
9. Transportation:
1. Airships (dirigibles, levitation craft, ornithopters)
a. Allow more of the world to be explored.
b. Allow faster transportation of goods between cities. Reduction in caravans.
c. Allow faster transportation of military to combat zones.
d. Walled fortresses either become obsolete or develop anti-aircraft defenses
e. Development of Magi-Tech to improve airships. (cloud stealth system, deicer, feather fall anti-crash system, lightning protection, magic viewer that makes clouds transparent, etc). Credit: Glif13
f. Creation of airship (docks, harbors) at (major cities, military bases, strategic outpost, mansions of the super rich). Credit: Glif13
g. Increased demand for materials to construct and power airships
2. Automatons (automaton, clockwork, golems, robots)
a. Begin to replace unskilled labor jobs. Creates need for an educated population to do skilled jobs.
b. Begin to replace dangerous jobs (construction, gardeners for dangerous medical plants, military, mining, quarantine zone medical, security).
c. Increase demand for resources to construct and power automatons.
d. Automatons in law enforcement and security lowers crime rates.
e. May also allow for more draconian governments
f. May create a sport. Robot combat / Mecha combat
g. Discord between people who use automatons and people who have lost their jobs to automatons
3. Cloning Tanks
a. Semi-Immortality for the ruling class or the elite. Not true immortality as the
... keep reading on reddit β‘After playing with randoms and in the discord LFGs I have found a few things that seem to separate strong players from the pack
First they do callouts and ping. They callout Intel, guns, mutations, hazards, sleepers and everything relevant.
Second is they listen. They listen to callouts by teamsters and by the characters. They drop ammo within moments of hearing "last mag" from a character, and when someone hears the tallboy behind they turn teamfire it
Third is they kite. They punch. They don't take unecessary damage. They kite tallboys and reekers and exploders around stuff and let their team kill the specials Instead. They break LOS on stingers/hocker/retches (fuck you retch and your BS acid through walls)
Fourth is they understand how to deal with the maps challenges. Pain train? Throw fire crackers to trap ridden behind you. Body dump? Run past ogre after t-5 it, pipe bombing common as running past it into running to kill the nodes. They understand the strats on how to deal with the known challenges
They are adaptable. Shit hits the fan? Knows what to do/where to hold out. Tallboy horde? Stay outside to kite. Stinger horde? Stay inside confined area and kill them when they come close. Any problems are at worst damage dealers, not run enders.
They also understand a good team composition and their roles. Melee doc isn't a role for doc. When there's a dedicated melee the defend the team from common if you stand behind them. The team will not shoot the common and instead keep mags full for the specials. (How do I highlight that last sentence?) Keep your mags full so we as the team can kill the special. When reloading the gun is doing no damage.
They understand how strong flashbangs are. And why firecrackers are generally better than pipes. And why barbed wire is so strong
And lastly they understand what's in a good deck. Doc should have needs of the many (barring mom) and not battle lust. Melee shouldn't take numb before motorcycle helmet. Theory crafting decks is part of the fun for me and if you're having trouble with that then ask yourself "what am I trying to do with this deck?"
Hello Miners,
We have fixed a couple of crashes, made a number of improvements to missions and bug-fixed weapons - and you can again Rock and Stone without fear of encountering non-Hoxxes bugs.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
Fixed a crash related to the game booting up
Fixed a crash related to the game shutting down
Fixed a crash related to armor components
Fixed a crash related to late joining
Fixed a crash that sometimes happened for clients - if the host shut down the game while the client was joining
Fixed a crash that sometimes happened for clients trying to join as the game was transitioning (from mission to space rig - end screen to space rig)
Attempt to fix a crash related to enemies dying from goo
Attempt to fix a rare crash related to weapons when joining a mission
Attempt to fix a rare crash in music manager
Fixed a bug that caused ammo to not transfer correctly between Deep Dive missions, getting reset instead for clients
Fixed a bug that prevented players from seeing changes in Doretta's health bar if they moved too far away from her
Fixed a bug that caused a massive FPS drop if mouse sensitivity mode was changed to manual
Fixed a bug that caused Macteras to do nothing if they were in too small tunnels or other tight places and close to their target
Fixed a bug that caused weird Mactera behavior when they were targeting pipelines in Refinery missions
Fixed a bug that caused the Minehead in Point Extraction to not animate properly
Fixed the description of the Elite Enemies mutator in the Miner's Manual
Fixed a bug that made Bet-C target enemies through thin floors
Fixed a bug that sometimes caused the Grappling Gun to act weird / get stuck for clients
Fixed a clipping issue with the Weapon framework/paintjob selector
Fixed a bug that caused a preview in the equipment terminal paintjob/framework after exiting to main equipment view
Fixed a typo in the motivational quotes on the Space Rig
Fixed a typo in the Promotion pop-up
Fixed that the Hoop Game were not always in sync for host and clients
Added little collar under Tech Trooper helmet so skin is no longer visible
Fixed a bug that made it possible for Sandbox players to join non-modded games if they joined through invites without having the game open.
Fixed a bug that caused the enabled mods/max mod count to be wonk
Fixing a bug that made the game show install error on mods when changi
There has been a substantial number of misguided voices advocating that forced vaccination is for βthe greater goodβ. That seems like a really slippery slope they havenβt put much thought behind.
For example, if we have a shortage of organs for transplant patients (which we do), why not use the same argument to advocate for forced kidney donation? After all, this would help protect others and would benefit the greater good, even if it did pose possible health issues for the donor.
The government could then decide that depopulation would resolve climate change (which some have). Forced sterilization of political opponents would solve this problem and they could argue that it is for the greater good, that is, for the majority of people who support the regime. Even forced Russian roulette could be construed as benefiting the greater good.
How about forcing people to program their immune system with a single antigen from an extinct variant of cornavirus? This could permanently train the immune system that all subsequent mutations were nothing more than an extinct spike protein. The immune system, without exposure to the entire virus structure, would not produce sufficient N-antibodies to ward off infection. As long as they can sell this procedure as a benefit for the greater good, there is no moral hazard - in their minds. Even if a variant named omicron came along and disproportionately infected vaccinated people, no one should complain because the intent was for the greater good.
Freedom is something the Labour government does not understand. In the context of the greater good, there is nothing available to society that could be of greater benefit. Freedom leads to more βgreater goodβ for every single person in a society than any government health policy ever could β especially when those inventing policy have no idea how their experiments will turn out. Without freedom you can forget about the greater good. Individual rights and liberties are what have made free societies prosper. In contrast, the communist approach to serving the greater good usually leads to dictatorship, poverty and suffering. Let a government micro-manage their people and expect disaster. Want proof? Look at the former USSR, Cuba, Venezuela, North Korea. The Labour government has some familiar elements. Never has New Zealand been so authoritaria
... keep reading on reddit β‘TREASURE HUNTERS IN GAME UNTIL JANUARY 17TH!!!!
Atomic Shop
Dailies
Weeklies
Daily Op: Decryption
Minerva
If there is anything you want to see on these posts, comment or DM me.
Here is a list of possible plans that you can receive from the Treasure Hunters (until January 17th) [unconfirmed]
With an estimated 12 billion minion deaths each day, generating more than 180 billion* gold, not even taking into account gold earned from monsters, champion kills, towers and passive gold generation, it is downright offensive how little of this gold has gone into the restoration and upkeep of Summonerβs Rift.
Why are there two massive areas of standing, stagnant water in the center of our rift? If they want it to be a βriverβ, then dredge it out, and build proper bridges and footpaths over and through it. There is no reason to be getting our mercury treads wet when we have 180 billion gold to work with. Absurd.
In addition, last I checked, the lanes are in such disrepair that I donβt feel safe walking through them anymore. There are clumps of weeds and overgrowth tall enough to hide a full-sized knight in armorβcan any woman feel safe walking through lane with that possibility? Not to mention, these βbushesβ have been noted to hide bear traps, toxic mushrooms, exploding tree babies, and giggling invisible rodents. Replace these hazardous eyesores with some real landscapingβflowers, shrubbery, zen gardens.
The βjungleβ is perhaps the sorriest sight of all, home to rabid wildlife, some of which have clearly been mutated. Put these two headed wolves out of their misery. Bulldoze the βjungleβ, and replace it with civilization. Shopping malls and boutiques, restaurants, movie theaters. Invest in real estate that will increase the Riftβs value.
On the topic of shopping, we need to examine where this 180 billion in daily gold is currently going. Two arms dealers have a stranglehold on the economy of Summonerβs Rift. We, as summonerβs, need to stop supporting the military-industrial complex which keeps Summonerβs Rift locked into the medieval age. Invest your money into the land and its people, and end the senseless cycle of violence and death.
Hello, here is the latest changelog. Now with perfect wreckages :)
Content:
Features:
My friend and his other friend are two adrenaline junkies. They love playing haz 5 with tough mutators and sometimes even 2 mutators. They don't mind losing and the adrenaline pumps them. Elite threat and Lethal Enemies, Haunted Caves, they take them all. To them, it's fun, to be in the moment regardless of deaths. The madness and craziness, the hectic scenarios is fun for them. If they die they have fun, lots of it.
To me, I don't mind losing either, it's part of the fun. But when it gets too stressful for me that's when I nope out. I understand all of us have vastly different playstyles and experiences and we all enjoy the game differently. I would say there is no wrong way since people main different hazard levels. I can play Haz 5 but mainly play Haz 4, Haz 5 with mutators is incredibly stressful for me and while I do not mind losing, the entire process is very very mentally straining for me.
Today I decided to humor them and followed them on a Haz 5 Haunted Cave, triple dreadnought elimination. I would never choose this mission if given a choice. Safe to say it went horribly wrong. At the end of it the two of them laughed it off naturally but I was left feeling mentally drained so I left. Speaking to my friend afterwards, naturally they found it very fun but it wasn't for me. Told him that next time if he would like to go on such missions he can duo with his partner but count me out since it was quite stressful for me to the point I did not find it fun anymore. I think he got quite upset. He added that it was not very stressful, he had fun and it was just a "normal" mission for them. Was I wrong?
Sorry for the long post. Rock and Stone brothers, thank you for reading.
HOLIDAY SCORCHED ARE HERE UNTIL JANUARY 4TH!
Atomic Shop
Dailies
Daily Op: Uplink
Minerva
STATUS: Fort Atlas
SELLING: list and prices (in Gold Bullion)
Plan: Gauss Minigun 563
Plan: Protective Lining Secret Service Underarmor 113
Plan: Shielded Lining Secret Service Underarmor 150
Plan: Gauss Pistol Aligned Short Barrel 113
Plan: Gauss Pistol Drum Magazine 75
Plan: Gauss Pistol Refined Receiver 150
Plan: Mechanic's Best Friend 1000
Plan: Medium Supply Crate 750
Plan: Thorn Armor Chest Piece 750
Plan: Thorn Armor Left Arm 563
Plan: Thorn Armor Left Leg 563
Plan: Thorn Armor Right Arm 563
Plan: Thorn Armor Right Leg 563
Starting with 250 copper at the advent of an act is prohibitively low and prevents kitting out, let alone making the purchase of upgrades virtually impossible.
This becomes a larger issue on later acts, where poorly equipped Cleaners are easily overwhelmed by the large amounts of Mutations that seem to dominate the conversation on this subreddit.
I enjoy difficult games and having to make tough decisions, but if I pool all of my copper with that of the other players/bots, I'd like to be able to purchase a Team Upgrade on level one of an act. If this is literally impossible, why are upgrades available at all?
Mutations are absolutely required, but the combination of high spawn rates, duplicate spawns, and large HP pools makes them far more of a focus than they should be.
Give me the bots' copper again (at least), boost starting copper in later acts and reduce Tallboy variant spawns in particular.
Tallboys etc tend to be bullet sponges and spawn repeatedly and in significant numbers. They have little to no character or personality, their constant presence is an annoyance, and their inflated health pools are a poor substitute for creative difficulty.
I don't want to step on anybody's toes here, but the amount of non-dad jokes here in this subreddit really annoys me. First of all, dad jokes CAN be NSFW, it clearly says so in the sub rules. Secondly, it doesn't automatically make it a dad joke if it's from a conversation between you and your child. Most importantly, the jokes that your CHILDREN tell YOU are not dad jokes. The point of a dad joke is that it's so cheesy only a dad who's trying to be funny would make such a joke. That's it. They are stupid plays on words, lame puns and so on. There has to be a clever pun or wordplay for it to be considered a dad joke.
Again, to all the fellow dads, I apologise if I'm sounding too harsh. But I just needed to get it off my chest.
Name: Nera Macharati
Codename: Blackout
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Gender : Female
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Age : 24 (growth stalled by treatment, appears younger.)
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Species : Class 3 Generative and Mana Manipulation ASP
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Role : All-rounder
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Appearance : Essentially this. (Art not by me)
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Characteristics : An MSP who's body acts as a powerful electricity generator, while also able to control electricity around herself to an extremely precise degree. This gives her a moderate control over magnetism, but also allows her to summon lightning bolts at will, or cause an EMP. Her most feared ability is that of affecting bio-electricity, being used to make pain receptors fire, for example.
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Personality: With a narcissistic streak personality, and showing potential signs of high functioning sociopathy, Nera is also highly intelligent. She highly dislikes any form of lack of order, and is obsessed with structures and efficiency. This trait already present before PMS-42 treatment degenerated into pathological perfectionism following treatment. Despite her mental landscape being rather horrific for any sane psychologist to behold, she has never tried resisting or going against the Asylum, and possesses excellent tactical acumen. She is noted to enjoy classical music and art, and have an interest in philosophy and psychology.
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[]
GEAR :
>>Black Cloak: A large black trenchcoat fit to hide Nera's anomalous physiology. Despite this, it doesn't serve much in daylight, meaning she can only hope to slip around unnoticed in this at Night. *+2 to Stealth. *Extra +1 at nightime.
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INVENTORY :
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Balance: 11k gold
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Weapons :
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Utility items :
> Full Works of Nietzsche: A human philosopher's full works. She is noted to often be reading these while waiting.
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Consumables :
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HSD contents :
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ABILITIES:
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Racial Traits: >Hyperconductor: Nera's body was deeply changed, now being composed of an organical electrical superconductor. *Upon unprotected contact with this character's body, any entity would take Electrical damage, ranging from harmless static to an electrocution.
>Generator: Nera's body, especially her tail, generates a powerful electrical current passively. This power has been observed to be usable at will as a power source, although its power is lesser than use of absorbed electricity.
>Minor
... keep reading on reddit β‘One consistent sentiment I see when browsing the sub is players having difficulties clearing Act 1 pain train. It is definitely a challenging level, between clearing the swamp area, dealing with bosses, and the infinite horde at the end of the level. However, I feel like with the right strategy and communication this level can be cleared relatively consistently.
I wanted to share some tips and tricks from my play throughs that made the level easier for me, in hopes that it may help other cleaners when clearing this level.
Some of the details here may only apply to nightmare (I am not sure if the horde is still infinite on Vet/Recruit after jumping over the gravel) but most of this guide should help with all difficulties.
The team comp I found to be the easiest for this level is to have:
This can be done with or without a melee (4 guns). However Having a sniper is very cruicial for holding at the end (more on this below).
This is an important phase, as you will need to prepare your inventory for the act, depending on what corruption cards you get, what upgrades you have, current economy, team composition etc.
Ideally you have 2 offensive slots, if this purchase is an option during any prior point in the act I would prioritize it as this will come in very handy towards the end. Some important items:
Flashbang: If you have a boss card, a flashbang is a must, as this will enable you to cancel the horde call and open up a window of opportunity to quickly gun down the boss.
Even if you dont have a boss card these can be great for stunning snitchers, tall boys or bruisers in a pinch.
Firecrackers: These get overlooked a lot, and many players default to pipe bombs. However one of the greatest (and often overlooked) strengths of the firecracker is their ability to block spawns.
There are a finite number of spawns on the map, when the number of ridden reaches this cap, no additional ridden will spawn. This is very important for the end (more below).
Grenade/Molotov: Prioritized after the other two op
-First letΒ΄s discuss about the Genophage itself.
The Genophage was a virus that destroyed key sequences of Krogan Genome and after there were none of its intended targets available it self-destroyed,a design that hindered the Genopahe to mutate and produce undesirable effects.The majority of modern Krogan does not have the Genophage,but incomplete genomic sequences due to heredity of those who once carried the Genophage.
On contrary to popular belief,the Genophage was not a method to sterilize the Krogan,but a method to reduce offspring viability,reducing birthrate due to embrionary complications on birth.If we were to compare to humans,this complications would be like the increase of sensivity to teratogenic factors and euploidy deseases.
That being said,unlike an average Human female,before the Genophage,the average Krogan female was able to give birth to hundreds of individuals in a single cycle of pregnancy.Therefore,after the effects produced by the Genophage, a single Krogan female produced 1 healthy offspring in 1000 fertilized eggs.
At first,the use of the Genophage looks a genocide attempt,however,as Mordin talks to us during ME2 campaign,we can see that the Genophage was developed to avoid mass genocide by the Council part and destruction by the Krogan in Krogan Rebellions. In ME3 (depending on your actions during previous games) we can see that Mordin firmly belives that Wrex and Eve could leader the Krogan to become a real society to contribute to the galaxy.This post intend to prove the title in a logical manner and offer a more feasable alternative than curing the Genophage,as the next topics will show you based in the Codex information and Gameplay dialogues.
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-Krogan:Blood Rage
*Before the Salarian found them,Krogan were a pre-spacefaring society living in a radioactive hazardous world that was produced by their own intern wars,making only those that have a unique treat that was considered a desease in the pre-war Krogan society,being able to survive as natural selection dictaded,this treat is the Blood Rage.
"Prior to the ecological devastation of Tuchanka, blood rage was extremely rare among the krogan. Back then, while all krogan were capable of heightened anger and violence in fight-or-flight scenarios, almost none experienced insensitivity to pai
... keep reading on reddit β‘(Note: I was inspired by the Resident Evil Franchise, mostly Resident Evil Village)
Here is a brief summary of my idea: You play as this teenager who blacks out while a zombie attack occurs in your school. You managed to survive, but you now need to escape. You have to fight zombies/bosses, solve puzzles such as looking for classrooms, etc.
This would be a solo game, so no multiplayer.
-----------------------------------------------------------------------------------------------------------------
Types of enemies
The upcoming types have a connection with failed experiments with hazardous chemicals that happened in science classes which explains their bizarre abilities.
This leads to the question: How would you kill them? I first thought for the character to come across a pistol found in a locker or a kid that probably took their own life with it but it was too similar t
As someone whose first Ultraman show ever watched as a kid is Ultraman Tiga, I feel like I should express my opinion on the Trigger series, and overall, I feel that the show is not doing justice to not only the popular kaiju and seijin in the Tiga series, but also on several characters on the main cast. So Iβll break it down by character and/or plot arc on my thoughts and what could have gone better, at least from my head, so hear me out. Iβll do the best I can to make it as sensible as possible.
Kengo, Akito & Yuna; Rβyleth; and Yuzare arc
EDIT: This thing is getting a lot of attention. I'll edit soon to add other people's helpful input.
Hey all, here's a collection of Tips/Tricks geared towards players that want to play on Veteran and suck less. I'd like this to contain "good advice", so feel free to comment and let me know if I've given some bad advice or incorrect assertions. So without further ado, here's a bunch of things you might be doing wrong in Back 4 Blood:
"Helping Out The Melee Character"
Melee builds have a lot of cards that give short term buffs, heals, and temporary HP to the user. If you're shooting at the same horde that your melee guy is laying into, then you're probably hurting more than you're helping. Instead of padding your kill count by shooting the zombies they could easily kill, consider alternatives like "covering a different angle", "only shooting the zeds that get around them or flank them", "knocking helmets off armored zeds", "reloading and watching for Mutations."
"Using Combat Knife"
This is not really a very good card. The basic shove/bash seems better all around. Lots of people combine it with the card that heals you on melee kills early on, which is a nice early strategy for recruit, but the opportunity cost is pretty bad for higher difficulties.
"Crowding Your Melee"
Melee needs a bit of space to move. Unless you've got Down In Front, give them some space to work so they don't have to worry about damaging teammates.
"Walking In Front Of Teammates"
Friendly Fire causes lots of problems on Veteran. There's not much anyone can do about someone walking into their line of fire. Try to be aware of when is a good time to move and when is a good time to stay still.
"Looting During A Horde"
Just fucking stop it. Wait until the horde stops, then loot. If you've chosen your team properly there should be very little overlap on items if any.
"Grabbing Every Attachment As Soon As You Find It"
You can put your party in a FAR better position by just having some chill. You can use loose attachments to pull better ones off of looted guns and switch good attachments off of old guns when you find an upgrade. A 'first come, first serve' approach to looting in this game is very sub-optimal. Certain attachments benefit certain classes more than others, too. For instance, if you find a nice +Bullet Stumble mag, consider giving it to the person who is specializing in killing/staggering Mutations instead of keeping it for yourself.
"Not Buying Toolkits
... keep reading on reddit β‘A discussion on a thread from two days ago about [[Money Grubbers]] vs. [[Share the Wealth]] vs. [[Hazard Pay]] and which was the most useful led me to try it out myself.
For βMoney Grubbersβ to be worth it over βShare the Wealthβ, you need to pick up 16 piles of copper to make it worth it and over βHazard Payβ, you need 13 piles for an advantage.
Just a couple of notes about how I went about it:
I ran the first three acts on Recruit. I wanted to get as many copper piles as I could without having to freak out and have to run through the level and miss out on hidden piles. I took my time searching every nook and cranny I could.
I counted every time I saw a copper pickup on the screen. I didnβt mark it down, I just continued repeating the number in my head like a lunatic until I saw another one. Clearly the amount of piles can be +/- 3 since I would obviously miss multiple pick ups in a short time by other players and I would miss other players picking up piles while I was fighting off a horde/mutation, and Iβm sure there were piles in certain levels that I just missed because I just wasnβt paying enough attention.
I havenβt tried running it on Veteran yet because a) Iβm not confident enough in my own abilities to fart around and go digging in corners and b) I had to watch the Bengals try and break 31 years of mediocrity. The actual amount of piles on Veteran might differ.
For the purpose of this experiment, I ran [[Copper Scavenger]] AND Money Grubbers to try and maximize the results and so I could see them from farther away. I ignored the last level since it doesnβt really matter that much.
For each mission in each act, I would write down how many piles I could identify. Here are the results (in numbers of piles per level):
Act 1: 24/25/24/21/23/30/29/25/29/28/27/26
Act 2: 17/22/23/25/20/19/12/10/16
Act 3: 19/20/28/27/22/24/17/22
What can you conclude from all of this?
I really donβt know how many more piles spawn from using CS but for arguments sake Iβm just going to use an arbitrary number of 10 piles per level without CS. If that is assumed to be correct, you would need to pick up 26 piles of copper with CS active in order to justify the use of MG over STW or 23 piles to justify the use of MG over HP.
Given that at higher difficulties you probably just wonβt have the time to search all over the place for coins, I donβt see the benefit of using βMoney Grubbersβ over βShare the Wealthβ (if you have a full non-bot squad) or βHazard
... keep reading on reddit β‘The following tips are intentionally written without any further explanation to make the post easy to digest.
What are your tips for new players?
Edit: I realized the word 'top' makes this post controversial. It is too late to change the post title. I hope the tips will still help some new players.
Do your worst!
They were cooked in Greece.
I'm surprised it hasn't decade.
Don't you know a good pun is its own reword?
Two muffins are in an oven, one muffin looks at the other and says "is it just me, or is it hot in here?"
Then the other muffin says "AHH, TALKING MUFFIN!!!"
For context I'm a Refuse Driver (Garbage man) & today I was on food waste. After I'd tipped I was checking the wagon for any defects when I spotted a lone pea balanced on the lifts.
I said "hey look, an escaPEA"
No one near me but it didn't half make me laugh for a good hour or so!
Edit: I can't believe how much this has blown up. Thank you everyone I've had a blast reading through the replies π
It really does, I swear!
Because she wanted to see the task manager.
Hi all, here is the latest changelog. Happy holidays :)
Content:
Features:
Balance:
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