Why Does My IPhone Spotlight (Springboard) Search Show a Little Poop Emoji in the Corner?

iOS shows the folder name when you search for an app that's stored within a folder as opposed to lying on the springboard main screens.Any chance someone punked you by making a clever named folder and placing these exact apps inside that folder?You can be sure your phone is fine by making a folder and controlling which apps are stored in that folder as well as the name of that folder. Searching for those apps should show the folder name of your choosing.

1. Is there any way to make Mac OS X Spotlight only index the file names and not the contents?

Actually, you just need to use an alternate interface to Spotlight. HoudahSpot allows you to search by any criteria of your liking. E.g. search by file name only

2. Is there a way that we can buy light covers (for a spotlight) that would create the effect of blacklights?

No. "Blacklight" is a slang expression for an ultraviolet (UV) emitting light. You must have a lamp or LED that emits UV. Your chemistry teacher is pulling your leg or misunderstood your question. You have to have a UV lamp. Sorry.

3. How to manage sharing the spotlight outside of combat in a fun way?

Based on the way that you've phrased the question, it seems like you as GMs have decided that unequal spotlight is a problem that the players have and the players are not particularly enthused about the way you are going about solving it.Are you sure that you are actually solving a problem the players really have? People play roleplaying games for all manner of reasons, and one of those reasons is to be entertained by the other players. People have different levels of skill, too, and some have a much easier time of fitting their character into an arbitrary scene than others do. If you are just forcing people to do something they are not good at because of a problem only you can see, stop. It's not helping.It may also be possible you are expecting people to step up into a scene their aspects do not particularly care about. An easy way for measuring that is how many of their aspects might be compelled or invoked in the scene - if you can not think of one, maybe they just should not be involved. If you can think of one, but only one, the case is not that much better. Aspects are not the entirety of a character, of course, but they should at least be a significant approximation. And people have a lot more trouble finding something to do in a scene they do not really belong in. If you are playing a game that centers on precise tactical combat, everybody needs to be up for precise tactical combat every game session. If you are playing a game that centers on player-driven plotting with no definite sides, everybody needs to be up for self-directed scening every game session. If you are playing a game that centers on player appreciation of how adorable all the characters are, everybody needs to be up for cute, silly riffing on a central premise every game session. Fate is an engine with a heavy bias toward proactive, capable characters that can take meaningful action right out the starting gate, but that does not make any game style particularly inevitable, and you have some more leeway to adapt Fate to your player group's preferences. It does not sound like they have a particular problem with taking turns in the formal structure of a conflict, so here are some ways you can put structure outside a combat:This is in keeping with a core axiom of Fate GMing about when to ask for rolls. Asking for a roll starting from the principle that the roll is needed for some parity in participation is likely to violate it. Roll the dice when succeeding or failing at the action could each contribute something interesting to the game.[...]If you can not imagine an interesting outcome from both results, then do not call for that roll. If failure is the uninteresting option, just give the PCs what they want and call for a roll later, when you can think of an interesting failure. If success is the boring option, then see if you can turn your idea for failure into a compel instead, using that moment as an opportunity to funnel fate points to the players.When to Roll Dice, Fate SRD, "What to Do During Play"A solid way to set up something interesting happening is to present the PC you are prompting for action with some dramatic fact in the setting - a fleeting opportunity, or an imminent threat, along with enough setup that they understand what they stand to gain or lose.A simple way to set up someone else's participation in a course of action that seems likely to resolve things in one go is to turn one player making one roll into two players making two rolls; a create an advantage that's then followed up on. Because creating an advantage creates an aspect, which is a truth about the game world, setting this up is as easy as finding a reason why solving the problem in one go is not possible.As Dark Stobolous's Sable Troopers chase them through the cargo bay, Starhound declares a course of action and poses dramatically; he's going to shoot out the cargo bay release and dump all their pursuers into the blackness of space.To set this up as a two-step, you could for example say that someone needs to set the troopers up so they will be in position long enough for this trick to work, like Athens vaulting over them Creating an Advantage called She Went Thataway to snarl them up trying to pursue her, or that the Sable Troopers all have EVA gear and Starhound's shot will Create an Advantage on them called Outside Looking In that buys Twilliam some extra time to riffle through the cargo manifests to find the planet-cracker key they are looking for. You could also spool things out into a different structured play element. Conflicts are only appropriate when each side wants to hurt the other, but even when your outspoken player is not pointing that way, what they do can kick off a challenges, a contests, or a cliffhanger. (Cliffhangers were first seen in the pay-what-you-want supplement Masters of Umdaar. They are a challenge-like activity under dangerous circumstances with difficulties based on how you meet it, that can avoid the strict "do not repeat yourself" element of challenges that might be difficult to pull off in Accelerated.)Transitioning to a different game element with its own rules can provide some structure to operate in, like requirements and goals, even if it does not have the strict measured nature of a conflict

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