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Hawaii Fire Tornado
Photograph courtesy Hawaii Department of Land and Natural Resources
Firefighters watch a "fire tornado" wreathed with dust and smoke as it swirls on the south slope of Hawaii's Mauna Kea volcano Sunday. The fiery column was spawned during a 1,400-acre (566-hectare) brush fire triggered by regional drought.
Also known as fire whirls, fire devils, or even firenados, these whirlwinds of flame are not really rare, just rarely documented, said Jason Forthofer, a mechanical engineer at the U.S. Forest Services's Missoula Fire Sciences Laboratory in Montana.
For instance, fire tornadoes were recently reported in the state of São Paulo, Brazil, where a three-month long drought has also led to several brush fires.
Forthofer studies fire tornadoes with the aim of protecting firefighters.
"If we can identify conditions that are conducive to fire whirls, that would be a heads-up for firefighters, because there have been some [people] that have been burned by them," he said.
—Ker Than
Published September 3, 2010
Burning Down the House
Photograph by Nancy Greifenhagen
A fire tornado swirls near a chimney on the roof of a burning house in an unidentified location (file photo).
Fire tornadoes occur when intense heat and turbulent wind conditions combine to form whirling eddies of air. These eddies can tighten into a tornado-like structure that sucks in burning debris and combustible gases, RMRC's Forthofer explained. A fire tornado consists of a core—the part that is actually on fire—and an invisible pocket of rotating air that feeds fresh oxygen to the core.
The core of a typical fire tornado is usually about 1 to 3 feet (0.3 to 0.9 meter) wide and 50 to 100 feet (15 to 30 meters) tall. But under the right conditions, very large fire tornadoes—several tens of feet wide and more than a thousand feet (300 meters) tall—can form, Forthofer said. (Related: "Giant 'Tornadoes' Seen Erupting From the Sun.")
"These really large-scale fire tornadoes occur at least once every year somewhere in the U.S.," he added.
Published September 3, 2010
Vortex of Hot Ash
Photograph by David McNew, Getty Images
A wildfire-induced tornado of hot ash dances across a ridgetop near Rancho Santa Margarita, California, in May 2002.
The temperature inside the core of a fire tornado can reach up to 2,000 degrees Fahrenheit (1,093 degrees Celsius)—hot enough to potentially reignite ashes sucked up from the ground, Forthofer said. (See pictures of lightning in the ash clouds over an Iceland volcano.)
"We're not totally sure about that, but it's one theory," he said. "It's like if you've ever seen anyone try to burn cooking flour: If you puff it up enough in the air, you can actually burn it. But as it sits compacted in a lump, it won't burn."
Published September 3, 2010
Fueling the Flames
Photograph by Simon Gray, My Shot
A fire tornado rises from burning peat on a farm in Bangor, U.K., in 2008.
Combustible, carbon-rich gases released by burning vegetation on the ground are fuel for most fire tornadoes, Forthofer said. "The vegetation on the ground heats up enough to release gas, but some of the gas can't combust, because it doesn't have enough oxygen around it."
(See "Vast Peat Fire May Burn for Months in North Carolina" [June 2008].)
When sucked up by a whirl of air, this unburned gas travels up the core until it reaches a region where there is enough fresh, heated oxygen to set it ablaze. That's why the flames in a fire tornado's core look so tall and skinny, Forthofer said.
"The [gases] can't burn until they mix with enough oxygen, and that might not happen until way up above the ground."
Published September 3, 2010
Finger of Fire
Photograph by Christian Charisius, Reuters
Visitors watch an artificial fire tornado created by several air-jet ventilators at the Phaeno Science Center in Wolfsburg, Germany, in August 2007.
(See a picture of the world's largest human-made tornado.)
Real-world fire whirls aren't so stationary, but they won't win any speed records. "They usually move fairly slow, about as fast as you can walk or even slower," RMRC's Forthofer said.
Published September 3, 2010
Looming Destruction
Photograph by David McNew, Getty Images
A fire whirl comes perilously close to homes during the Corona Fire on November 15, 2008, in Yorba Linda, California.
Fire tornadoes can set objects in their paths ablaze, and they can hurl burning debris out into their surroundings.
The winds generated by a fire tornado can also be dangerous. Large fire tornadoes can create wind speeds of more than a hundred miles (160 kilometers) an hour—strong enough to knock down trees.
Published September 3, 2010
Flaming Arc
Photograph by Gene Blevins, L.A. Daily News/Corbis
A twisting column of flame arcs toward the sky during a 2006 wildfire in Los Padres National Forest near Castic, California.
Fire tornadoes can last for an hour or more, and they can't be extinguished directly, Forthofer said.
Published September 3, 2010
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Home / Companies / Industries / Apparel and Accessories / Fada Tessuti SRL Overview
Company profiles, executive contacts, industry research, and news for sales, marketing and research professionals.
Kippley Custom Carpentry Inc, Kirchdorfer Irrigation Inc, Mountain Construction Inc., Moving Masters, Nhfa Ltd., P I Components Corp., Physicians Hospital Physical, Salumificio Lombardi Giovanni Dei F.Lli Lombardi SRL, Texas State Calendar, Yishui Rixin Knitting Garments Co.,Ltd.
William Brent, David Goff, Tami Holt, Tom Koski, Smith Laurel, Michelle Swee O Lo, George Marnell, Andrea Massi, Michael Oreskes, Hong Zhang Zhou

subset: commoncrawl


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Join us for a ChiroCode Online Support Demo on Wednesday, May 30, 2012 at 11AM MDT.
Many ChiroCode DeskBook subscribers have not yet learned to use the many powerful and exclusive online tools that are a part of ChiroCode Support. In this webinar we will walk through all of the tools that come with ChiroCode Membership and Online Support. This will help you decide which level of support is right for you.Be sure and have your support questions ready and we will go over them at the end of the webinar.
Signup now at: https://www2.gotomeeting.com/register/493259458


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We stayed here four nights while visiting for Thanksgiving. Great location for visiting Marshall and Battle Creek. This was your basic Holiday Inn Express but the staff were exceptionally friendly. Clean basic room although I was a little surprised there was no housekeeping service on Thanksgiving day itself - no big problem though. Kudos to them for caring about their... More
- Also Known As:
- Holiday Inn Express Marshall Hotel Marshall
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- Official Description (provided by the hotel):
- The Holiday Inn Express Marshall Hotel is just minutes east of Battle Creek and offers guest rooms that are beautifully appointed and feature many highly requested items for this mid-market hotel. We have the 'Simply Smart' Free Deluxe Breakfast, High Speed Internet, Fitness Center, In-Room Coffee Makers, Voicemail, In-Room Irons and Ironing Board and Hair Dryers, Indoor Pool, Spa Rooms, and Kids Suites all bring you back to your Home Away From Home in Historic Marshall, Michigan. ... more less
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This is a repost of Steve Faktor's original Forbes article
I'll be first to admit that I'm a reforming "innovation" trollop. I've thrown the word around too lightly, at any old sailor. I need a hot shower and a Brillo pad… What's so bad about "innovation"? It doesn't mean much…and maybe never did. Today, we use it to describe an iPhone newsreader app and the reinvention of space travel by SpaceX. That's more range than Meryl Streep. My business is about creating great products and services, so I look for great tech partners. Some are startups led by brilliant entrepreneurs, bursting with optimism and 5-Hour Energy. As they describe their app, game, or web service, their words scream Johnny Depp, but the reality is a bit more Judah Friedlander. No shame in that, but I sometimes wonder how we could get these brilliant minds to work on meatier problems. My concern isn't for them, but for us. The US needs jobs and as I wrote in Econovation, the big numbers still come from physical, capital-intensive businesses. Here are three ways we can help make brilliant minds deliver bigger results.


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News archive
29 May 2013
Scheduled downtime all day tomorrow, 29th May 2013
posted by Dark0neIt seems like an age ago that I was here writing about our plans for stability through server clustering. It was a long time ago, a much longer time than I was anticipating or hoping, but we're as ready as we'll ever be to roll it out.
As a part of the original announcement I did say that we'd probably have some substantial downtime as we moved the site databases over to our new architecture. That downtime (perhaps one of a few planned downtimes) will be tomorrow. All day tomorrow in fact.
All is not lost, however. It's not going to be a total downtime of all the sites, but rather this downtime will simply be for the forums. You might now be saying "ooooh that's fine, I don't use the forums". You probably do use the forums, you just don't know it, as the forums are used for file commenting, new user registrations and uploading new mods to the site. So during this downtime not only will you not be able to use the forums themselves, but you won't be able to post new comments/topics, add new mods to any Nexus site or create a new account. You will still be able to browse the Nexus sites for mods and download as normal.
We're expecting this downtime to start around about 10am GMT tomorrow and last all day, and then we'll likely be spending most of Friday fixing problems that might arise and tweaking everything for performance. So it could be a rocky few days coming up, but the long term benefits should outweigh the short-term inconveniences.
Once the forums are working on the cluster we'll be moving the larger Nexus sites over. Our smaller sites are already using the cluster (anything with less files than Dragon Age/Fallout 3). These sites might require some downtime but we'll inform you before any work is scheduled to start.
Fingers crossed. -
13 May 2013
Witcher 2 "Redkit" SDK released for modders, NMM support inbound
posted by Dark0neCDProjektRed committed to releasing a powerful toolkit for The Witcher 2 some time ago and it's been in a closed beta for many months now, but today the lid is off and the kit is out there for everyone to use.
It's really exciting for a great game like The Witcher 2 and it's modding community to be strongly supported by the developers, and it's a great breath of fresh air for a triple A game developer to care so much about it, and it bodes really well for The Witcher 3. That's why I care about supporting CDProjekt as much as possible in whatever way I can and getting the word out there to any of you who might be interested; The Witcher 2 modding just got a whole lot better.
There are already a lot of mods available on our Witcher Nexus site for you to download and use. This release of the Redkit will open the modding doors to much wider modding possibilities including epic quest lines, new locations and everything in between so keep your eyes peeled as many mod authors in the closed beta have been working on some great projects for many months now. I'm sure we'll be hearing from them in due course.
In the coming months as we work towards our goal of supporting mods for all games we will be splitting any sites that have more than 1 game supported (for example Witcher Nexus, which supports TW1 and TW2) into separate sites for each game. This should help increase ease of use for people looking for specific mods for specific games.
We've also been working behind the scenes to make NMM compatible with the new Witcher 2 mods that will have been created by the Redkit. While we're confident we've got it right we're going to wait a day or two until we can test a few of the new creations uploaded to the site before we give it the all clear and release that functionality to you. If you're a mod author wondering how you should package up your files to work in NMM I'm told all you need to do is place your files in the root of the archive you create, e.g. don't create a folder for your mod, like placing all your files in a folder called "My first mod". Just put it all in the root directory.
To download the Redkit and find all the information you need on how to get started with it head on over to the Redkit site CDProjekt have setup.
In the meantime you can take a look at the trailer CDProjekt released for the Redkit, with perhaps the most high-octane music I've ever heard used to show case mod tools!
09 May 2013
New Premium servers and more payment methods including paying by SMS/text message
posted by Dark0neAs you're probably aware from the advertisements we've dotted around the sites and in NMM we offer a Premium Membership service to users who would like to support the sites and get a little something back in return. I regularly get asked if we have a donation button on the sites. I regularly respond that we don't take donations at the moment because we consider Premium Membership to be the perfect donation as it allows you to get something back for your financial support; so if you do want to donate to the sites then Premium Membership is the way to go. Premium Memberships are really important to us, as noted in that blog post I keep linking, because we rely more on you guys to keep us going than we do on the ads on the site. I think that's how it should be and that's how I like it. It means you guys are more important to us than advertisers.
In recent weeks we've added 2 more Premium-only file servers (servers only Premium Members can download from) to bring the total to 4 and last month we changed Supporter membership so that Supporters no longer see adverts on the sites. If you become a Premium Member you are automatically moved into the Supporter group for life when your Premium time expires. Supporter membership costs £1 (around $1.60) and 1 month of Premium Membership costs £2.49 (around $3.99).
We've always only offered Pay Pal as a payment method for Premium Membership which has become a point of contention for some people who would like to support these sites but don't like Pay Pal, don't want to use Pay Pal or can't use Pay Pal for whatever reason. I promised that if that ever changed and we offered more payment methods I would let you guys know in the site news so here I am to let you know that we've (finally!) got some more payment processors for Premium Membership.
We've now added 2Checkout, a popular and well known payment processor to our list of payment processors which you can now use in place of Pay Pal for 1 month, 3 month, 6 month and 12 month memberships. Unfortunately 2Checkout weren't big fans of the idea of a "Lifetime" membership for some reason so unfortunately we can't offer 2Checkout as a payment method for that package. To pay via 2Checkout all you need to do is pick a package from the Premium Store and select "2Checkout" from the payment drop-down box. You'll be redirected to 2Checkout for payment and then your membership should be applied within 10 minutes of payment being received.
Similarly we're also trialing a different payment processor called Fortumo who provide the ability to pay for 1 month of Premium Membership via SMS/text message from your mobile phone. We're currently trialing this in a number of European countries including the UK, France and Germany as well as Australia. In total we can currently support 21 countries via this payment method. First of all let me apologise if your country isn't currently accepted (including those of you in the US and Canada). Every country has different rules, regulations and max amounts that can be paid via phone and the countries we're trialing are the ones that were easiest to conform with in our system or who actually allow you to pay enough to cover the cost of the membership. We've setup a special package in the Premium Store to pay via SMS which you can find here. If this is something that you would like to use but can't because it's not currently accepted in your country please let me know as it will help me in deciding whether I want to expand on this payment processor or not.
I'll finish by simply thanking, once again, those people who have helped to keep these sites running by becoming Premium Members. I really do mean it when I say these sites most definitely wouldn't still be here without your support. -
07 May 2013
Interview with Edge magazine
posted by Dark0neBack in January when I blogged about money and running these sites a lot of people expressed an interest in what I'd written and surprise at how I ran things and how I think. This in turn surprised me; I didn't think many people would be very interested, it's only me. Similarly a few online publications got in contact to set up interviews with me on the topic, something I'm more than happy to oblige with. While I only ended up doing one interview as the interest seemed to die down the results have been summarized, quite heavily, in to an article on the Edge magazine website.
I'm an extremely opinionated person and very happy to be extremely open and candid both online and offline with how I express myself. I'm always really happy to be myself and tell people exactly what I think irrespective of whether I'm right or wrong or broaching difficult and controversial subjects, because I hate insincerity. As far as I'm concerned you should say what you mean and mean what you say, while trying to remain respectful. It doesn't always work out like that, but hey, I try. I don't want the image of me to be some corporate bigwig who only says things that I think will appease others and broaden my appeal to the masses, I want to be myself and if people don't like that then so what!? We were never going to get along anyway. I'm not here to be everyone's best friend, I'm here because I want to run a good modding community that really helps and supports modding. Sometimes the two don't go hand-in-hand, and it wasn't a particularly hard lesson for me to learn.
In the few interviews I've done they always start out formal; question, answer, question, answer and then just end up with us talking for a good hour or so about anything and everything under the sun to do with games. Mainly because I just cannot stick to one subject and have to go off on tangents as issues get raised (my teachers in school diagnosed me with "verbal diarrhea"). This interview was no exception, and I enjoyed it just for the great chat. And I'm always open to do more.
A couple of years ago I ran a little fun night with the Amnesia: The Dark Descent demo on Mumble. Around 30 of us got in to the voice comms and played through the demo together while having a good chat and laugh together. It had a nice sense of community to it and I know the people who took part enjoyed it. It also gave members a chance to chat to me openly and ask me questions which I answered back freely. I'd like to start up something similar, but honestly, time just isn't on my side these days. It's not the turning up that's the problem, it's the organising it. I'll try my best to get something like this done soon, and if you have any ideas on what we can do, fire away.
07 May 2013
Download history functionality on file comments for mod authors
posted by Dark0neWe've updated the sites today with what will probably be the last new feature we add to the sites for a little while as we focus fully on expanding the Nexus sites to support all PC games which I mentioned in my recent blog piece.
Today's update has added a new link titled "Download history" to file comments which is displayed next to the post date information for mod authors on their own file page comment areas. When the author of the file clicks this link they'll be able to see your download history for that file (and only that file), which will display the file version you downloaded and when you downloaded it.
You might be asking why, and what's the point? There's a few good reasons why it would be handy for a mod author to see your download history for their file.
One of the assets of Nexus functionality over Steam Workshop is the fact users have complete version control over the files they download. If a mod author releases an update that has a major bug in it then users can roll-back to a previous version or skip updating to the latest version until the mod author fixes the bug. This is in direct contrast to Steam Workshop where mod updates are applied automatically, without warning or a user choice, when a mod author uploads a new version.
However, with complete version control for users also comes a typical issue: users reporting bugs on old versions (say v1.2) that were fixed in newer versions (say v1.4). Because the user is still using the old version the bug still exists for them. When reporting the bug the user (more often than not) might not report what version of the mod they're using, so the mod author has to waste time getting to the bottom of whether the bug is still in their current version or whether the user is using an old version that has since been patched. This is something we've attempted to help fix with this feature.
When a mod author can see your download history for their file they can quickly skip that "What version are you using?" step of communication and quickly provide you with feedback based on your download history. It's hopefully going to save mod authors some time when trying to help you with your problems.
Another good reason is in helping to prevent mod trolling. If someone is trolling a file page comment section about how the file doesn't work or how it doesn't do what it says the mod author can quickly check their download history for the file and see whether the user has actually even bothered to download the file at all. And my personal favourite, "I've been using this mod for over 3 weeks and it's broken all my saves", *checks the download history and finds they only downloaded the file 10 minutes ago*, yeah...
To alleviate a few privacy fears let me just tell you that this feature does NOT give mod authors access to your complete download history for every file you've ever downloaded. Only the author of the file in question can see your download history, and only for THAT file. If I've released mod A and you post in the comment section for mod A I would not be able to see that you've downloaded mods B, C, D and E as well. When I broached this subject in the private mod author forums a relatively valid argument was raised that people don't want their download histories to be public knowledge. However, having said that, if you've downloaded a nude mod, for example, and you didn't want it to be public knowledge that you'd downloaded the file, you wouldn't be posting in the comments section of the nude mod. By posting in the comments section of a nude mod you've already expressed your interest in said mod, and a mod author being shown your download history for that file isn't going to make that interest any more or less obvious for the public.
This update is now live on all the Nexus sites. I hope that the mod authors can put it to good use.
03 May 2013
Site updates and fixes
posted by Dark0neFollowing on from last weeks update to the way file search and category results are displayed we've patched in a few fixes and added a few more features based on user feedback. Perhaps most important, and worthy of being outside of the bulleted list below is the fact we've coded in some rudimentary browser back button functionality to the AJAX on the site.
The problem is thus; most browsers' page history and back log are dictated by page reloads. Each time you visit or reload a new page it's recorded in the browser history, and if you press the back button on your mouse/keyboard/browser you'll go back to the last page you visited. Because we present a lot of the content on the site to you through AJAX, which is seamless and doesn't require a page load, the browser's history doesn't record your button presses or remember what you were looking at before, and will instead take you back to the last page you visited. So if you search for "Weapons" in the file search, navigate to page 10, click on a mod you like the look of and then try to go back in your browser it'll take you back to the default file search page, and not page 10 of your search for weapons. Of course, the simple fix for this is to just embrace tabbed browsing and simply open mods you're interested in via a new tab (ctrl+click, middle-click or right-click a link and select "open in new tab"). It's not a new concept, it's been around for a very many years, but it seems quite a few people haven't quite caught up with modern browsing methods yet and have complained about this to me.
As such we've coded in some simple browser history fixes to the sites so that your browser will remember every link you click, AJAX or not, and take you back through every click and not just page reloads. Now if you browse pages 2, 3, 4 and 5 in a category and then click the back button your browser will take you back through those pages, rather than back to the start. Similarly if you're on a file page and click the images tab, comments tab and files tab clicking the back button will take you back through the tabs you just clicked on.
On top of that change we've also made quite a few fixes and updates. Here's the current list of changes.- [Feature] Mod authors can now write out an explanation for why they've hidden their mod page from view which can be seen by users trying to access their file page, rather than the default "This file page has been hidden by the author" message
- [Feature] Changed the way you can add change logs for your file by providing the option of using one large text area for easy copy and pasting of content from a pre-written change log or readme file
- [Feature] Added the ability to sort by name to the list of sort by filters
- [Feature] Files marked "adult-only" will now feature on category/search result pages in the "Feature files" section if the user has adult-only content turned on. You won't see adult-only files in the featured images if it's turned off or you're not logged in
- [Feature] Banned members are now informed of why they were banned when trying to login and provided with a link to our rules and unban request form, rather than just being told they're banned with no explanation
- [Fix] Removed the links to "Advanced search" as the advanced search options are now incorporated in to the new search page as standard
- [Fix] Changed the way hot files/featured images works so that cropping your image doesn't also crop the thumbnail for that image. This fix is not retrospective, so if you have an image thumbnail that has been cropped you'll have to delete it and re-upload it
- [Fix] Trimmed all file page names that started with a space which was making the alphabetical sorting look odd. You can no longer add a space to the start of your file name
- [Fix] Fixed the search button so it once again automatically selects the textfield rather than requiring you to do another mouse click
- [Fix] Fixed an issue with the pagination not working on searches done with more than 1 word
- [Fix] Tracked files tab on the front page is now working again
- [Fix] Fixed an issue with the site news archive pagination not working past the first page
- [Fix] Fixed an issue when clicking the "Download (Manual)" button on file pages highlighting the "Articles" tab rather than the "Files" tab if the author has written articles for the file
26 April 2013
Category and search results page update
posted by Dark0neToday we've rolled out an update to the category and search results page on all the Nexus sites and I'm quite excited about it. I think it's really good, ergo if you don't like it I'm going to be upset. So like it. Or else.
The general premise for this update was to have a single page from which you could find all the content people have added to the site quickly, easily, and seamlessly without the need for excessive page reloads or jumping between category selections, search pages, tag searches and so on. Now it's all centralised in to one page with the ability to customise what you see and how you see things extremely quickly.
Lets start from the top of the new page and work our way down; beginning with featured files. Featured files are why, as a mod author, even if you don't think your file has any chance of becoming a "hot file" (or it's past the time cut off for your file to be eligible) you should still create a hot file image for your files. Every 10 minutes every category will get a new "Featured file". It looks a lot like the hot files on the front page of the Nexus sites but the difference is every file is eligible to be a featured file. Our server-side script will iterate through all the files in your file category to ensure that every file has absolutely equal exposure; your file cannot be a featured file again until all the other files in its category have also been featured. And only files that have a featured image created for them are eligible to be selected, so if you haven't setup a featured image for your files yet you need to do so by going to your images and creating a "hot file" image. This isn't the same as a "background" image, so if you don't like the background image system or don't want to use it then the two are separate; you can have one without the other.
There are infact two "featured file" lists; one for the category your file is in and one for the "all categories" selection which shows when the user is browsing all the files on the site. So that means your file gets the chance to be featured two times per rotation of the file database.
As a user if you're not a massive fan of the featured file system or if you don't use it and would rather gain some more height space for your mod browsing then you can click the green "Hide features" tab button which will hide the features section for you. If you're logged in then the site will remember your preference so if you leave the page and come back later the featured file section will still be hidden. If you'd like to see the featured file again all you need to do is click the "Show features" button and back it comes. And once again, the site remembers your choice.
We also understand that you might like to see some of the files that were recently featured on the site that you missed and that's what the "Recent features" button is for. Click it and you'll be taken to a page that shows you the past 20 files that were featured in this category, so just over 3 hours of featured file backlog you can catch up on per category.
Moving on you'll notice we've split content between "Files", "File news" and "File images". The files tab contains information specific to files. Your bread and butter file search results.
The file news tab will display news articles that authors have written for their files. We added the articles system to files about 10 months or so ago and it's been used well by mod authors. Not only does it allow you to keep your users updated with your progress, thoughts and opinions and gain valuable feedback but it's also a great way to increase exposure for your files. We'll no doubt revisit the system in the not too distant future so you can subscribe to your favourite mod authors and be kept up-to-date with what they're writing about. So I'd recommend making use of this system wherever possible.
The file images tab is an additional feature we've added to the sites that allows you to browse mod image galleries without having to go to the mod page itself. Click a mod in the file images tab and you'll be presented with a pop-out box with a slide-show gallery script so you can scroll through all the images that have been uploaded for the file. If you're one of those mod users who likes to look at mods before you read about them and download them then this feature is for you.
Whether you're on the file tab, file news tab or the file images tab the results you see are all affected by the filters you choose to the right of the results. If you're currently looking at files in the Armour category, if you switch to the file news or file images tabs you'll only see news or images for files in that category.
When browsing your file results you'll notice that we've gone back to providing you with two ways of showing you results; block view and flat view. Nexus veterans will remember that before we updated our site design we originally had these two separate views but changed to flat view so that we could focus our time more easily on supporting one format. Now we've got two dedicated web programmers for the sites we can go back to supporting both methods, and the method you choose is totally up to you. You can quickly change the view mode by clicking the green "View" tab. Just like the "hide features" button the site will remember your viewing preference if you're logged in. We've also upped the number of results per page from 10 to 30 to better fill the space made available through these changes.
And lastly we come to the new search, sorting and filtering options that allow you to drill-down into the database to find exactly what you're looking for. Situated to the right of the file results are all the options you'll need to find what you want, including the ability to search by file name, words in the description, author/upload name and sort your results by all the previously available parameters plus one more; the random parameter. Much asked for over the years the "Random" sort by filter will show you a random selection of mods using the other variables you've selected. So you can search for random armour mods that have images uploaded and aren't tagged as skimpy or anime. Easily. Click the button again and you'll get another random set of mods.
We've included quick attribute filters for files that have images uploaded, files that are considered NMM compatible (because the author hasn't turned off the NMM compatibility switch for his files) and adult files, and because everything is done seamlessly through AJAX rather than new page calls you can quickly turn these features off and on without a page reload. The filters you select will be saved as you move between categories and even into search results so you don't have to constantly click the same filters each time you run a search.
Finally, we've also added the three main saved preferences in to your member area preferences section so you can edit them at any time; these preferences are whether you want to see featured files, your default view between flat or block mode and the default sort by order for any file searches or categories you view (e.g. most endorsed first, or most recent first).
As per my recent blog post this new page will form the backbone of a centralised Nexus and our attempts to make finding mods as easy as possible. We'll add an extra parameter to the filters on this page for the game you want to be browsing making it be extremely easy to look through, for example, the latest New Vegas mods and then quickly jump to see the latest Fallout 3 mods without having to go through a load of different mouse clicks to get there.
We've tried our hardest to optimise the code as well as we can to get the best server performance out of it but we're not going to know how it'll affect performance for sure until we actually put this live on the sites and see what effect it has. The worry is, because everything is done without page reloads it makes it very easy for you to press a lot of things quickly and send lots of requests to the server. We don't know how the servers will hold-up until we actually apply the code so we'll be monitoring how the servers cope throughout the weekend and if things get bad and we think it's because of this new code we'll revert back and wait until we've transitioned over to the new database cluster. Once again, I'm told that's any day now. Either way you'll have some time to try it out and let us know what you think. -
19 April 2013
Downtime today
posted by Dark0neHi folks,
Just wanted to drop a quick notice that we're aware that some people have been experiencing down-time on the sites today with error messages saying the sites don't exist. Just wanted to let you know it's not you, it's us. We've been moving servers around recently and reshuffling our name servers and it seems to have gone a bit pear-shaped.
There's nothing you can do (unless you're comfortable with hosts files, which I won't get in to now) except wait and let time heal the wounds. The sites aren't down. Nothing's been lost. And once your ISP reconnects with our name servers and updates itself you'll be back in action.
Sorry about the problems and hope to see you here soon. -
13 April 2013
BLOG PIECE: supporting modding in totality
posted by Dark0neIt's been a couple of months since my last blog piece where I updated you all on what we had planned for this year, focusing a lot on stability and a new server clustering setup. We're now quite close to rolling this out so I'll talk a little bit more about that and then talk about what we're working towards.
The past couple of weekends have been a bit tough on the servers partly because we're continuing to tack on new functionality and partly because traffic is still at an all time high. Our solution to this problem which I discussed in detail in the last blog piece focused on completely changing our server architecture to form a database cluster; the idea that you can "link" multiple servers together to make a (for all intents and purposes) single massive database monster that can handle everything you throw at it. If you need to add more power you just add more servers to the cluster, so the potential is practically limitless. We're almost ready to roll this out which will obviously require a bit of scheduled down-time which we'll inform you of before taking the sites down for the maintenance. The hope is that everything goes smoothly and when it all comes back up everything is running like a boss. Do things like that ever happen in the real world? Not normally. But hey, here's to hoping.
While we wait for the final touches to be finished on our database cluster we've optimised the sites a bit more today. We're hoping you'll not notice those regular weekend slowdowns we get as much as before. It's our absolute hope that when the cluster is fully set up and rolled out it's going to solve our site slowdown issues for good, so it's a really important step for us as we look to improve on the Nexus further.
So what's the plan for the rest of this year? I know I've mentioned this already countless times but when I first started the Nexus sites (and the Source sites before that) I had some important principle tenets that were my aim and focus for running the sites; to create as useful and trouble-free resource as possible for modders that would stand the test of time and not be bottle-necked by bureaucracy or any one person, like me. I think we're almost at this point now.
If I were to pass away tomorrow (touch-wood and all that jazz) these sites would continue to run in the form of the 4 other programmers working here. Sure, there'd be a ruckus, but the legacy should continue as they have access to much of what goes on behind the scenes. Moving away from this morbid subject, why am I bringing it up? I think the final remaining bottleneck is that of the games we support. In order to support another game for modding a bottleneck forms while I have to go through the process of setting up a new Nexus site. Why don't we support modding in its entirety for any and all games that people want to mod? Well there's lots of good reasons and I've always wanted to focus on games I know and like because it's been important to tailor solutions specific to games themselves, rather than diluting our services to try and accommodate a broader spectrum of games. However what I'm finding is that we're in the start of a little renaissance period for modding that has gone hand-in-hand with the recent prevalence of indie game development that has meant more great games are being released more often, the Kickstarter revolution that has helped to fund this, the launch of Steam Workshop that has helped to spread the word about modding and increase it's popularity among people who were originally averse to the idea of modding and the decline of the "Triple-A" gaming market, where modding had been abandoned and replaced by lacklustre DLC to eek out more money from gamers.
While we've been focusing on these Triple-A games that support modding (that come along once in a blue moon) there have been lots of indie, or "smaller" games passing us by that have provided modding support but have often lacked a decent place to host their content. We're talking about games that would have a small modding community that maybe produces 50 - 200 mods. The problem isn't that I don't want to take the time to make Nexus sites for these games, the problem is that I'm struggling to keep up with the market.
I don't want to support modding for specific games. I want to support modding. Period. While Steam Workshop has been great at demystifying modding as some obscure past-time and brought modding to the masses I personally think it's taking modding in a troubling direction by essentially DRMifying mods. In order to download a mod from Steam Workshop, currently, you need to have bought the game on Steam or have access to a Steam key for the game and install the game via Steam, essentially negating the whole point of wanting a DRM-free copy of the game (by all means please correct me if this is no longer the case). This would be like changing the Nexus so that you could only download and install mods from the site if you used the Nexus Mod Manager. We certainly would never go down that route. And the annoying thing is that the solution is quite simple for Steam Workshop; they just need to offer a manual download button. Will they do it? I've no idea. And the problem with the modding community right now is that there's not much choice out there in terms of general modding sites. We've got moddb.com, and what a great resource that has been and still is and, thinking about it, they're the only major site out there that I know of that provides a modding solution to any and all games. I've said it before and I'll say it again; modding should be all about choice. It's your choice what you mod and it should be your choice where and how you choose to get and distribute your mods with others. Choice is exactly what is needed and I want to position the Nexus so that it becomes one of those choices, and I can't do that if I have to cherry pick the games we will and won't support.
So what's the plan? First things first if you only care about modding one of the games we already support then for you things aren't going to change past what we would have done before irrespective of supporting other games. Skyrim/Oblivion/Fallout/Witcher/etc. Nexus will still exist and look and act just as before. We've got design updates in the pipeline but these were always going to come along anyway, irrespective of this plan. So yes, if you don't care about us supporting other games then for you, "phew", nothing is going to change. So what will change? Essentially we're going to be centralising our offering on to nexusmods.com, where we'll support modding for any and all games. It's actually quite a simple change; when you go to add a mod you'll be able to choose the game your mod is for. If the game isn't in our database, you can add it, and then add a mod for that file, so you'll be able to add mods for games that we didn't originally support.
This will create a new, generic Nexus site for the game you just added. It'll look and feel like Skyrim/Oblivion/Fallout Nexus, but it just won't have an updated template and will use the same standard colour set and generic background. From NexusMods.com you'll be able to drill-down in to all the files we support across every Nexus site and every game. This will go hand-in-hand with our new category and search pages that we'll be rolling out in the next fortnight that I think you guys are really going to like just because it puts so much more at your fingertips to really get to what you want quickly from a single page. But let me just reiterate; the experience you get from the Nexus sites we currently have won't be changing, or moving. This is about providing support for more (or all) games, and adding to our catalogue, not changing our back catalogue.
This change will enable mod authors to add mods for any and all games that support modding. I regularly get asked by mod authors from various other games we don't support (to name but a few of the more popular requests; Minecraft, GTA, STALKER, Sins of a Solar Empire, Crusader Kings 2, Torchlight 2, the list goes on..) whether they can upload their mods to the Nexus. They can't, because we don't support the game. The idea isn't to swamp places and detract from communities, but to offer mod authors who like the Nexus format and like how we operate to share their work via the Nexus itself. Don't like Steam Workshop? Use ModDB and the Nexus. Don't like ModDB? Use the Nexus or Steam Workshop. Don't like the Nexus? Use ModDB and Steam Workshop. Don't like any of them or want to share with as many people as possible? Make your own site or use one of the many community sites already on offer. It's all about choice, and you should all be able to have that choice and not be limited to one site alone. I've no idea if opening up the Nexus to all games is an option that's going to be used by mod authors or not. It could take off massively or it could not be used at all and really, that's not the point.I just want that choice to be there.
On top of this change we're also going to open up the possibility on all sites to create your own file categories for your files. When you pick the category for your mod you can pick from a pre-set list. Your mod will go into this category to begin with, just like it does right now, but you can also suggest a category that isn't currently listed for your file that fits it better. If we agree with the category then we'll add it to the database and your file will be automatically moved into this category once it's approved. You'll also be presented a list of categories that others have suggested to pick from; so if we see that 50 files have been added for a suggested category then we know right away that yes, that category is probably worth approving.
The subject of supporting modding in general has been on my mind for a long time now and it's been one of the major driving forces for wanting to get this database cluster setup and running smoothly. I can't in good conscious begin supporting modding for a multitude of new games with the sites performing as sluggishly as they have; it'd be a kick in the teeth to the people who've supported us for a long time and I wouldn't want you to feel as though I'm abandoning the roots of the Nexus to go tread in new territory. No, we get things working perfectly, confident that we can transition into this next step without screwing up everything we've worked on before.
And to placate the moderating fears and appease those mod authors who've been demanding this for a while now it's likely with this change that we'll provide mod authors with full comment moderation tools for their mods. I think at that point the gates are open and we'll have to change our policy to ensure both the sanity of the moderation team and the sanity of the mod authors.
For me the Nexus up to now has been about supporting the communities I know and love. I'll continue to do this, and I'll continue to keep my eye out for games that I'd love to focus support towards. Opening up Nexus Mods to all games is going to be an "as-is" service. We'll provide the tools and the services "as-is", but will continue to offer that more focused and specialised service for those Nexus sites we've fully committed to supporting. And by analysing the new games that are being added to the database I'll be able to see at a glance if there's any games that we can make a full-fledged Nexus site for (i.e. a site with it's own custom template, colour scheme and background, as it is right now with the current Nexus sites). So if (as an example) 100 Minecraft mods get added to the database then yes, it'd probably be worth spending the extra time on my end to give those folks a custom look to their Nexus site.
It's our aim then to open up the Nexus fully with an API for web designers and a software hook for developers, all offered free of charge. Think of a service like Skyrim G.E.M.S.; they'd be able to plug in to our API and retrieve information about all the mods they have in their database straight from the Nexus without the need to program a scraper or manually enter data. On the software side we want to provide hooks and API data to game developers so that they can present and provide mods to gamers from within the games themselves; including being able to download the mod straight from our servers to their games. We'd happily allow that. We wouldn't look to charge for this service at all (either to gamers or the game developers); we think modding should be open and free to everyone and I want to run these sites on good-will; it'll cost us a lot of money to provide free downloads to everyone, but I think what goes around, comes around. If you offer a good service that people appreciate then donations (in the form of Premium Membership from users) and top-ups from game developers who appreciate that offering those millions of downloads last month probably cost us a lot of money so they might want to consider helping out with a donation will be more than enough. Running on good-will rather than private investment and money-grabbing has worked well for us so far, and there's no reason it won't going forward as well.
This change isn't imminent. We've got a few things we want to get out of the way first before we look into this but you can consider this a statement of intent. This is what we're working towards. This is what we want to do, and we'll try our hardest to not only make it a reality, but a reality that works well and for the good of the gaming community.
28 March 2013
More commenting options for mod authors
posted by Dark0neAn extremely underused feature on the Nexus file pages is the "Discussions" tab, which allows authors and users (provided the author allows it) to create different threads for different parts of conversation to do with the file. When you have a large mod that gets hundreds of new messages a day it can often be difficult to keep up with what's going on within your single comment topic. Bug reports, feedback, suggestions, troubleshooting and general chit-chat get all mixed up in a big soup of one large mega thread where anything and everything is spoken about and large amounts of cross-talking takes place. With discussions you can create separate threads for these issues and then, hopefully, people will use the thread most relevant to what they want to talk about on your file.
I hope the new reply mechanics are helping you to keep up with the amount of cross-talking going on, but discussions are also there for mod authors to make use of that help to segregate their chats into more concise areas. Unfortunately because using the single comment topic is so ingrained in what people do on the Nexus sites a very large proportion of people completely ignore the discussions area, or worse, don't know about it.
I know lots of mod authors like having a single comment topic where everything is placed and nothing has changed for you folks. In fact if you don't care about discussions you can stop reading now and get on with your merry business. But what we have done is provided some options when you make your file page for how you would like your comments to be setup. You can now choose to have a comment topic and no discussions area, a comment topic and a discussion area, just a discussions area and no comment topic, or no comments at all. How is this different you ask? Well before we didn't let you have a discussion area without a comment topic as well; so you couldn't force your users to use your discussion area and split your discussions up into more manageable chunks. The problem was then that everyone would just talk in the single comment topic and ignore the discussions. By turning off the single comment topic you can force people to use the discussions instead if you so wish.
You can still choose whether you want to let users make their own topics or you can choose to setup your own topics and not allow others to make one, so you can control the flow of what people talk about more easily. You can also lock, sticky and delete any of your threads, providing you with even more control. Why is this helpful? Well, you can setup your threads so you have a "Bug Reports", "Troubleshooting" and "Feedback" section and then direct people to the correct thread for the topic being discussed.
If you want to remove your comment topic and make use of your discussion area on a mod you've already uploaded you'll find a new setting in your file attributes page that lets you turn off your comment topic, essentially providing you with the same functionality.
While we were hoping we could give each mod its own private forum category on the Nexus forums after further investigation and research we worked out we couldn't do this as past around 5,000 forum categories things kind of die, and with over 90,000 files hosted on the sites now it won't be possible to achieve.
We'll be taking a short break for easter now (happy easter) and then we'll get back into the swing of things with a design update to the category and search result pages, NMM profiling and a move to our new database server cluster. Fingers crossed.


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Fairytale Shop Grimoire is Part Playhouse, Part Stephen King
In a nondescript building in Tokyo's Shibuya sits a fairytale come to life, the dolly-kei and vintage store Grimoire. It's okay if you're a little overwhelmed upon entering: the circus music is loud, and the room is packed floor to ceiling with vintage dresses, unsettling puppets, Western antiques, and examples of the grotesque, including a real human skeleton that was once a Victorian medical teaching tool. Part little girl's playhouse and part Stephen King's Needful Things, Grimoire is not to be missed.
Shop clerk Miyoshi explained a little about the store's concept: it's "a costume shop from a theater in a European forest." They import antiques and vintage clothing from Europe and America, creating an eclectic collection of unique items specifically chosen to suit their customers.
The store also dabbles in original goods, notably their tights with patterns such as tarot cards and vintage photographs inspired by the store's wares. Each pattern is limited and sells out quickly. Grimoire is popular with girls who subscribe to a number of fashion styles, and is best known for "dolly kei" (doll style). When asked to describe what doll style is, Miyoshi explains, "It's all about getting the look of a doll. The long curls, the big, stand-out eyelashes." Unlike many other Japanese subculture fashions, specifics of clothing color and shape are less important than achieving that "doll in grandma's attic" aesthetic, whether the inspiration is pulled from the 1860s or the 1960s. Like the shop itself, dolly kei takes a "more is more" approach and encourages heavy layering and accessorizing. To that end, Grimoire's clothing runs from high-collar gowns to square-dancing dresses to art deco inspired pieces and has an assortment of gloves, hats, and jewelry to compete the look.
Goths and lolitas have also found a lot to love in Grimoire, especially their unique accessoriesthat incorporate natural elements like flowers and butterflies encased in glass, a potent combination of beautiful and dark. Though their primary customer base is women in their late teens and 20s, the fact that most of the antiques in the store are also for sale gives the shop wider appeal. The owner often scouts overseas for new pieces to bring back, making Grimoire a place also for antique collectors and home decorators, even those with no particular interest in fashion. History buffs will find something to interest them as well, from military memorabilia to postcards written more than one hundred years ago that provide a fascinating look into daily Victorian life.
A few things to be aware of in Grimoire: because of all the imported vintage clothing, the sizes are small and the prices are high. If you're looking for something unique, however, this is the place, whether you're interested in decorating your body or your home. For those in Tokyo, the store has Christmas and anniversary parties where customers can meet and compare styles.
Grimoire is located just a little ways past Shibuya's Tower Records on the 7th floor of the Terrace Jinnan Building. There is a sign out front but it's easy to miss, so look for the Chinese restaurant on the first floor. They also have a newer sister store, Almandel, located a few blocks north.


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the best skiing in pa
by village idiots - 12th March 2013
Pros: small crowds nice runs , nice setting
Cons: slow lifts -
elk is the best in pa , hands down , sno is #2 , everywhere else is a waste of time , ... Full review
Related Regions: Pennsylvania, North America
by village idiots - 12th March 2013
Pros: small crowds nice runs , nice setting
Cons: slow lifts -
elk is the best in pa , hands down , sno is #2 , everywhere else is a waste of time , ... Full review
by firstname.lastname@example.com - 8th March 2013
Pros: Best Skiing in PA
Cons: Have to leave sometime.
There are lots of reasons not to go to Elk Mountain Ski Resort. First of all it in the middle of nowhere 20 Mins from Scranton and 20 Mins off highway alon... Full review
by B_Sloane89 - 1st February 2013
Pros: Snow Conditions, Vertical Drop, Variety of trails, short lift lines
Cons: Lifts are slow
Elk Mountain lives up to a lot of the hype of their advertisements. The snow really is great, and so is the variety of trails. A 1000 foot vertical drop is ... Full review
by hose91 - 28th January 2013
Pros: Family Friendly, well run, shorter lift lines, varied layouts for all skill levels
Cons: slower lifts,
On the mountain as Faculty rep for mid atlantic school competing in the US Collegiate Snowsports Assoc Allegheny Conf ski race/snowboard slopestyle. Stayed... Full review
by vdisesa - 15th January 2013
Pros: Great snow, few crowds, fun
Cons: Small (it's in PA)
For northeast PA skiing, you can't do better than Elk. The runs are varied and long(ish) for a PA mountain. Theyve invested a lot in their snow-making equ... Full review
by CHILLIEremy - 9th January 2013
Pros: Great! Family friendly!
Cons: Long lift lines.
Great! I reguarly visit Elk, and it is family freindly, with great conditions (for PA) and caring workers. The reasturant has yummy food and the lifts are s... Full review
Pass prices increase Dec. 1.More
Resort is running women's programs Feb. 6, March 5.More
Get snow reports, forecasts, and conditions for your favorite resorts, mountains and ski areas. Get Started


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- Product Information
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Inside Teenagers (29)
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Surprise! Just what I've always wanted!
Originally uploaded by Sugar Pond
They don't come in a box, or bought off the shelves. So how do people find new web applications? A really important question for someone who's just made one and wants a few more customers, or someone who's thinking of making one.¬Ý Notice that [...]
Popularity: 53% [?]


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Eagles Pull Away in Second Half Agains Arlington Lamar
By: Eric Boynton
Updated: November 23, 2012
On the first drive of the game the Eagles chose to go for it on fourth down. Derek Scott dind't just pick up the first down with his arm, he threw it for a touchdown to Nate Kittley. Just like that the Eagles were up 7-0.
Then the defense it was the defense's turn to get in on the action with an interception by Xavier Johnson. He would take it back to the twenty yard line and give the offense great field position.
Marcell Porter would do the rest and take it in for a touchdown to give AHS a 14-0 lead.
Lamar would answer both scores, but an Evin Abbe pass to Kittley in the second quarter would give the Eagles a lead going into halftime.
In the second half, and particularly the fourth quarter, the Eagles would pull away. They would go on to win 53-34 in Arlington.


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I've just made a humble donation via paypal. I hope this will help to keep spirit alive.
John P. Moore wrote:Lexxx - Thank you for your donation. Your financial support is very much appreciated. Who else has contributed recently?
Can anyone figure out why AHF has a number of paid advertisers while Feldgrau has none? Even though AHF has more registered members than Feldgrau (42,351 to 8,828 on Feldgrau) the visitor counts at Feldgrau always seem to be substantially higher at Feldgrau than AHF when I look. As an example, there are currently 226 visitors at Feldgrau, but only 150 at AHF.
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Sign in with the account you use for SkyDrive, Xbox LIVE, Outlook.com, or other Microsoft services.
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Teachers, use this customizable award certificate template to encourage and recognize elementary student achievements and participation.


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Door Knocker Earrings
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Reminiscent of vintage door knockers, intertwining chains shine from these elegant post earrings.
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Length: 1.25in / 3cm
Imported, China.
Length: 1.25in / 3cm
Once an aspiring diplomat, Nadia Lee discovered her love for jewelry design in her family's native Taiwan, where she noticed a young girl wearing a bracelet made from a tiny metal spring. This creative spark led to the launch of Adia Kibur accessories, and allowed Lee to pioneer a system of jewelry design based on guitar strings. With each piece hand-crafted from unique materials, Adia Kibur jewelry provides a sense of timeless luxury.
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2 reviews
These are ok I guess. I mean I will wear them, however they feel very cheap. I realise they aren't expensive but had I been browsing in 'Diva' (cheap accessories store in Australia) they wouldn't have made it to the counter at the price advertised. But.. as I have them and it's cheaper to keep them than return them, they will be worn. FYI the babble bits are plastic.
Sizing: True to Size / As Expected
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Love these earrings!
I wanted something for evening that wasn't dangly or a stud and these beauties are it.. Average quality but what do u want for $30? Anyhow worth a shot
Sizing: True to Size / As Expected
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