The correct value depends upon the kernel version that was used to create the raid array: use 1 if created using kernel 3.14 or earlier, use 2 if using a more recent version of the kernel. One way to check this is to look at the creation time of the raid array:

Here we can see that this raid array was created on September 24, 2015. The release date of Linux Kernel 3.14 was March 30, 2014, and as such this raid array is most likely created using a multizone layout (2).


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It is a good idea to set up a cron job as root to schedule a periodic scrub. See raid-checkAUR which can assist with this. To perform a periodic scrub using systemd timers instead of cron, See raid-check-systemdAUR which contains the same script along with associated systemd timer unit files.

Depending on the type of RAID (for example, with RAID1), mdadm may add the device as a spare without syncing data to it. You can increase the number of disks the RAID uses by using --grow with the --raid-devices option. For example, to increase an array to four disks:

If you are getting error when you reboot about "invalid raid superblock magic" and you have additional hard drives other than the ones you installed to, check that your hard drive order is correct. During installation, your RAID devices may be hdd, hde and hdf, but during boot they may be hda, hdb and hdc. Adjust your kernel line accordingly. This is what happened to me anyway.

You might get the above mentioned error also when one of the drives breaks for whatever reason. In that case you will have to force the raid to still turn on even with one disk short. Type this (change where needed):

Now the raid should be working again and available to use, however with one disk short. So, to add that one disc partition it the way like described above in #Prepare the devices. Once that is done you can add the new disk to the raid by doing:

As talks to extend the truce between Israel and Hamas continued on Wednesday before a looming deadline, the Israeli army raided the Jenin refugee camp, causing widespread destruction and killing four Palestinians, including two children.

It should also be mentioned that a hardware fault in the raid controller can easily corrupt the data on all attached disks. So while you reduce the danger from disk failures you add the danger of raid controller failures.

Also consider with raid that you have multiple hard drives probably build at the same time and then exposed to the same conditions for years .... what are the chances that they will all fail about the same time .... pretty high

In 1970, U.S. forces attempted to rescue POWs from captivity in North Vietnam. American officials decided a daring operation in the heart of North Vietnam was worth the risk, and President Richard Nixon asked the Pentagon to explore "some unconventional rescue ideas." 


Planning the Raid

The target was the Son Tay POW camp, only 23 miles west of the North Vietnamese capital Hanoi. Intelligence analysts believed as many as 55 prisoners were there. 


The raid was a joint-service operation. An Air Force assault group would fly Army Special Forces to Son Tay under cover of darkness, rescue the POWs, and leave. The Navy, meanwhile, would create a diversion by flying over Haiphong Harbor on the coast northeast of Hanoi and dropping flares to simulate an attack. 


More than 100 aircraft and many support and planning personnel were involved. The Air Force group included assault, attack, tanker, air defense suppression and command and control aircraft. The Army force included 56 handpicked Special Forces troops to engage the enemy on the ground, free the POWs and lead them to rescue helicopters. The teams trained intensely at Eglin AFB, Florida, where they used a full-size mockup of the camp. They also used the scale model on display in this exhibit. 


Kingpin 

On the night of Nov. 20, 1970, the raiding force of six helicopters, two large support aircraft, and five small attack planes took off from Thailand. Meanwhile, Navy carrier aircraft created a diversion over the Haiphong area. The raiders approached Son Tay at low level, arriving at about 2:18 a.m. 


The area was lit with flares, and the first helicopter over the camp destroyed guard towers and barracks with a hail of mini-gun fire. The next helicopter made a planned, controlled crash landing in the middle of the camp, chewing up trees with its blades. Green Berets piled out to rescue prisoners from their cells. A third helicopter landed outside the camp, firing on barracks and delivering more Army Green berets. 


Meanwhile, the fourth helicopter had mistakenly landed at a similar-looking compound nearby--easy enough to do in the fog of war. There, Green Berets found themselves in a firefight, but suffered no casualties. A scenario where part of the assault force could not reach the objective had been practiced many times, and the group recovered quickly by exchanging attack roles. 


"Negative Items" 

The raiders found that the prison camp held no POWs. They reported "negative items" (no POWs) on the radio, boarded two helicopters and withdrew. As the force left North Vietnam, one Wild Weasel F-105 fighter was hit with a surface-to-air missile. Its crew ejected over Laos, and two of the returning Son Tay helicopters quickly rescued them. The raid had taken 27 minutes, and the raiders suffered one broken ankle and one minor wound. All 56 Army personnel plus the aircraft crews returned safely. 


Aftermath 

Despite rescuing no prisoners, the raid proved a success in other ways. It caused North Vietnam to gather POWs in fewer locations to prevent similar raids, making POW communication and organization easier. POW morale soared. Later, one recalled that "...the Son Tay rescue attempt dispelled all doubt: We were not forgotten; our country cared!!" The daring raid so close to Hanoi demonstrated that the U.S. had the will and means to carry out exceptional operations to ensure POW well-being. The Son Tay raid was one of the most complex and dangerous missions of the Southeast Asia War. It laid the groundwork for future joint forces operations by serving as a model of organization, cooperation, and flexible execution.

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JACK: They would take boats up a nearby river, deep into heavily-fortified Confederate territory, and raid eight separate plantations. They would recruit all of the black people enslaved along the shore, and somehow make it out alive.



JEFF: When they went on these raids, they would literally burn everything with the exception of the slave streets. Because if there was any that did not come, they wanted them to still have housings. But the main houses, the barns, rice mills - all that would have been burned. Anything to economically hurt the plantation owners.



A player with the Bad Omen status effect triggers a raid upon entering a chunk with at least one villager and a claimed bed, or one of the 8 chunks surrounding it in a square. In Java Edition, a villager with a claimed bell or job site block can also trigger a raid, even if no claimed beds are present.

In Java Edition, any subchunk containing a claimed POI (point of interest: a bed, job site, or bell) counts as a village. When a player with Bad Omen enters a 333 subchunk region around a village, the effect disappears and the raid starts. The raid center is initially the average position of all claimed POIs within 64 block radius of the player when the raid triggers. A bossbar labeled "Raid" appears and begins charging, while a villager runs to ring the bell. The bossbar is visible to players up to 96 blocks away (spherical) from the raid center. The bar is red and represents the total remaining health of the raid mobs. The number of mobs still alive displays when there are fewer than three. Raid waves spawn some distance away from the raid center and navigate toward it. A horn sounds at the start of each wave, from the direction of the wave spawn and 13 blocks away from the player. Raid waves try to spawn in the same place, unless a player is too close. Each subsequent wave is larger, with more mobs, including pillagers, witches, evokers, ravagers, and vindicators. If during the course of the raid, all the POIs inside the subchunk around the raid center are lost (either because the villagers are killed or the blocks themselves are somehow destroyed), the raid center moves to the center of the nearest subchunk that still counts as a village within the surrounding 555 subchunk region (if there are none, the raid ends in defeat for the player).

In Bedrock Edition, when a player with Bad Omen enters a 64x23x64 region around a village center (technically 1.12 blocks below the center), the effect disappears and the raid starts. A bossbar labeled "Raid" appears and begins charging. The bossbar is visible in a 12888128 region around the village center (technically 1.12 blocks below the center). The bar is red, and represents the number of remaining mobs. While a wither is already present in the village and a raid starts, the bar is red and black. The number of mobs still alive displays when there are fewer than three. A horn sounds at the start of each wave, and plays again at intervals until the wave has been defeated, or the player has lost. The horn plays from the direction of one of the illagers, which can help players locate it. The bell rings while the bossbar charges. Each subsequent wave is larger, with more mobs, including pillagers, witches, evokers, ravagers, and vindicators. be457b7860

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