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Registration is open!
All classes are between 75-90 minutes. View class descriptions, prerequisites, and instructors here.
Your registration for a 5 class or unlimited class pass entitles you to attendance for Friday evening event at no additional charge. Evening events include live music, dancing and the International Chorus Girl Championship performances, plus the Friday Evening showcase, 'The Galaxie Grandstand'.
This year we are thrilled to offer a "Junior Chorus Girl/Guy" discount to any students 13-18 years old. See tiered pricing below for details.
Ala Carte classes available at the door, based on space availability:
$30 per class
Friday evening event ala carte: $25
Tickets are NOT refundable, but are transferable. Please contact us about transfer instructions.
Registration is closed
Single class tickets available at the door. $30 per class
Elastic Arts 3429 W Diversey Ave #208, Chicago, IL 60647

subset: commoncrawl


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The Shadow of Death and the Image of God
November 15, 2015VIEW NOW
Rosh Pinah is a fellowship of Jewish and Non-Jewish people who gather together in Downtown Toronto to worship the God of Israel and to study the Bible together. We first began meeting in 2012 once per month on Friday evenings. In those early days the main emphasis was on supporting ministry outreaches overseas in places like Mexico and Colombia. From these monthly meetings we began to discern the need for a Fellowship in the Downtown Toronto area, which would have Messianic Jewish worship and teaching. So in January of 2014 Rosh Pinah was registered as a charitable organization in Canada and we began to hold Friday night meetings every other week to celebrate Shabbat, שבת the Sabbath.
Services are held Friday evenings at 6:30pm.
We are located at 630 Spadina Avenue,
in Toronto. Services are held on the second floor in the Goforth room of the Knox Presbyterian church.
November 15, 2015VIEW NOW
October 20, 2015VIEW NOW
September 30, 2015VIEW NOW
I give of my time as the Children's Pastor at Rosh Pinah because I love to see God working in the lives of children. When the Bible comes alive in their hearts that is the most rewarding. I teach with object lessons, creative story-telling, games, art and practical applications in a fun way. In the 35 years I have ministered to children, I have seen children growing in the Lord and become strong leaders in the community. God has made me for this.


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Flight of Fancy Panel - 24" x 42"
Fanciful and fantastical panel.
This beautiful panel features a butterfly, moth and dragonfly, all in shades of calming blues. Full panel measures 24" x 42" and is made of 100% cotton fabric.
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Flight of Fancy Panel - 24" x 42"
Mary K H
July 5, 2017
July 5, 2017
Love this panel. Hope you have fat quarters and or fabric to match.


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Rennova Health Inc (NASDAQ:RNVA) a vertically integrated firm of industry-leading diagnostics and related software offerings to healthcare providers, released a summary of its recent development, as well as update on its milestones and business strategy for 2017.
The management speaks
Seamus Lagan, the CEO of Rennova, said that they took several measures in 2016 to address concerns in the substance abuse testing division. They have commenced to witness the preliminary indications of success that will be helpful to a record top-line growth. Indeed, the last fiscal quarter was the best quarter for sales, and comprised numerous new clients, and also a number of returning customers.
The CEO reported that they have diversified their business model and have obtained in-network contracts with several third-party payers. They have shifted from a concentration in substance abuse assessment services in a specific geographic location to offering many diagnostic services across the country to a varied and expanding customer base.
As well as fresh successes in the pain management and substance abuse sector, Rennova have commenced an association with a clinical research organization and they project to commence generating sales from them in 1H2017.
The company has secured a deal with a service-disabled, veteran-owned business to be their sole provider of laboratory services and are servicing primary customers under a new association with a responsible care organization. They also have extended their menu to now provide specialized pharmacogenomics assessment for personalized medicine via Genomas.
The CEO added that they project that this sustained expansion of their client base and products, together with an increasing number of deals with various payers, will help them to grow their 2017 revenues to a mark that more closely look like years preceding 2016.
As previously reported, the firm closed on a preferred stock offering on December 20, 2016. It currently has over 84 million shares of common stock due.


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You and Who
Some time ago, I received an e-mail from JR Southall, who'd not only enjoyed my Doctor Who book Desperately Seeking Susan Foreman, but told me that my efforts had actually provided part of the inspiration to compile a book of his own.
It was flattering to say the least that my attempt at writing and self-publishing a book had been appreciated – perhaps more so by someone I didn't know.
Anyway, that "inspiration" has now been turned into a fan anthology entitled You and Who (published by Miwk Publishing), a collection of stories and memories from Doctor Who fans of all ages. My copy arrived today (with my article included) and a very kind name-check in the introduction... and I quote: "the tone of the prose was delightful..."
Well I couldn't agree more!
As with that first edition of Desperately Seeking Susan Foreman, You and Who is being sold to raise funds for Children in Need – congratulations JR, I really hope it does well and for more details, please visit the publisher's web site: www.miwkpublishing.com
And finally, for anyone from Mwik Publishing who is reading this and looking to support a certain aspiring author who is hoping his break will come in 2013... www.richardkirby.org is your link... you are welcome to contact me... mainly because it'll stop me pestering you!
Leave a Reply.
All my own work... almost.
July 2013


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Case study: Engaging the public with clinical bioinformatics training
Dragons' Den is best known as the TV show where would-be entrepreneurs pitch their ideas to a group of imposing businesspeople with money to invest.
But one course run by The University of Manchester has used this idea to get members of the public involved with the training of the next generation of healthcare scientists specialising in clinical bioinformatics.
Why engage with the public?
Clinical bioinformaticians are part of a new profession involved with the analysis of complex genomic data in healthcare.
Part of this role involves being able to communicate clearly to a multitude of clinicians, clinical genetic scientists and genetic counsellors – while also understanding that there is a patient awaiting results at the end of the process that their work contributes to.
Directed by Ang Davies and Andy Brass, the MSc in Clinical Sciences (Bioinformatics) – which forms part of the NHS's Scientist Training Programme (STP) – has two lay representatives who are involved with curriculum development, teaching and programme boards.
Into the Dragons' Den
Final-year students on the MSc were tasked with developing and presenting three new next-generation sequencing clinical services to a Dragons' Den-style panel as part of the Applied Next Generation Sequencing unit, which focuses on a technique now routinely used to rapidly sequence whole genomes.
These services were:
- a new cancer somatic gene panel
- a service to examine HIV resistance genes
- a service to study the microbiome of a wound.
The students worked on their proposals over five days and presented to 'Dragons' playing the part of a hospital board that would decide which of the services was to be funded.
These included the two lay representatives, Manoj Mistry and Dawn Cooper, as well as a chief executive played by Dr Robina Shah, Senior Lecturer in the School of Medical Sciences.
The students had to use their presentations to describe the problem and their solution in language that could be understood by the whole board.
The verdict
The students really enjoyed this scenario, as it was very different to what they had done in their other course units.
The lay representatives involved also found the process fascinating. "It was interesting to observe how the young professionals interacted with each other, how effective their communication skills were and how they demonstrated genuine team working skills," Mr Mistry said.
"One or two members from each group also provided evidence of their natural leadership skills."


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Only help if you can be helpfulHey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
Offline ServersRecently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."
Search the Community: Showing results for tags 'magic'.
Found 13 results
Magic: Research or Innate knowledge
chepelink posted a topic in DiscussionAs far as I read in the Magic (link bellow)thread the consensus seems to be the idea of having to research for spells and magic techniques, but I haven't read any pro and con of each system (research and innate knowledge). If magic is still on the table, what is the consensus from the developers about how we get it? Is it too soon to ask this? From my point of view, I see that the Innate knowledge is better than the research one, mainly because I feel that it is usually used to extend gameplay where is not needed. It is like wanting to research metallurgy before you start working with metals in TFC1. It makes that the progression stagnate and the actual usefulness of magic is diminished. For an example in the offensive side of magic, Thaumcraft, if my memory serves me right, you can start using "magic" as soon as you reach iron, but you can start to shoot fire after you reach and "beat" the Nether... where everything is immune to fire... where Ice magic would be an asset in dealing with the Nether (and you get Ice magic after you get fire, so). It feels like magic in Thaumcraft is a reward from defeating X objective instead of a tool to defeat X. Don't get me wrong, I like Thaumcraft, it is an amazing mod, but not a useful mod. Not after a lot of time and research (golems, for example). In this regard, and with the island progression theme in TFC2, I would rather have magic from Island 1 that would help me in defeating Island 2 than as a reward that would hadbeen useful to defeat Island 1 but kind of pointless in Island 2. Therefore, I think that Innate magic knowledge would be better for TFC2, or at most, a fast research system to encourage** the research of magic before dealing with the next Island/problem. What do you think? ** A system that encourage the use of it: As an example of a system that does not encourage the use of it would be World of Warcraft professions. At the moment, WoW has a professions system where you are encourage to train after you reach max level, ratherthan while you are leveling up. This is due the fact that in WoW, leveling is too fast for the profession to be useful at every level. In the similar fashion, thaumcraft magic system seems more like WoW profession, in which the progress is too fast for the research to be on par with it. As an example of encouragement, if thaumcraft had ice/water bases magic before reaching the Nether, it would encourage the research of Ice magic because, well, it would be useful.
Categorical Suggestion Directory
Stroam posted a topic in SuggestionsThe purpose of this thread is to keep an updated log of topics covered in the suggestion pages, to help people find topics, andhelp keep information together. There is already one by Kittychanley but it hasn't been updated in some time. To find something, go to the category and expand the spoiler. The categories will be in alphabetical order and some may have sub categories. Some topics may find themselves under more than one category which is fine while others may not be included due to it falling under another topic. Topics will be evaluated by content on first page. It can be hard to know if your idea is close enough to a topic to be added to that idea. When indoubt skim closely related topics to see if it would fit in with the flow and then decide. If it fits into multiple categories your idea may need refining. A new topic should have no less than around 200 words. If you can explain it in less than there's probably already a topic it could fall under. If you can't find your topic using this directory then do a search by going to the suggestions directory, navigate to the top right of the page and select "This Forum".As always thank you for being polite and follow the rules outlined in this forum. Aesthetics(mostly), light, and sounds Crafting, Carpentry/Wood Working, wood and earthen building materials,and Glass Containers, weight, size,inventory, and transportation Magic, chemistry, gems, and Supernatural Mechanical, electrical, and steam power Pain, injury,illness, and fatigue Plants,bees, food/water, and Mobs Player skills, stats,professions, and progression Smithing,metals, mining, ore's and ore generation,processing, tools, weapons and armor Temperature mechanics Water management World Generation, weather, and NPCs Miscellaneousstuffthat doesn't fit in the other categories or really low interest
Hi, Before I start, I want to say this: Hold your horses! I don't want to break the existing gameplay, but to build upon it, for better replayability. Now, the suggestions I have will be broken into pieces, so try to make sense of it, even if it requires multiple readings of the whole text. Sources of mana and the logic behind it First of all, what would be magic? Just like light, mana would be a property of each block to be processed, but unlike light, all the blocks will have to be processed, and nothing will have to be (graphically) rendered (just update the values in the memory). There would be blocks which generate constantly (mana sources), blocks which consume mana constantly (mana sinks), as well as blocks that consume, store or generate mana at times (magic tools). A mana tick (re-calculation of the entire field of mana in the loaded chunks) will be anywhere between 10 and 30 seconds, with the timer reset (for forceful re-calculation)when a chunk is loaded or unloaded (so the mana values can be stored without artifacts around the edges). Also, the mana will have 4 values, for the 4 states of aggregation: solid (ground mana), liquid (water mana), gas (air mana) and plasma (firemana). They will be reffered to as Ground, Water, Air and Fire mana, for simplicity and expressivity. The generated mana will be transfered from one block to another this way: you take the 3D field (3-dimensional vector/matrice) as a set of 2D fields, starting from top to bottom. I will explain how to calculate that a few paragraphs below.The top adds air mana at all times and somefire mana in daytime or water mana when it rains, both water and fire mana when it rains and there's a thunder, the bottom adds earth/ground mana at all times, the lava and fire generate fire mana, water generates water mana, and the dirt and ores generate ground mana. living beings also update the mana matrice, but not once every (half a) minute, but every 3 seconds (so there's a small, finite number of updates per minute). Every block dissipates 10% of the mana it has, every cycle, with the mana source and mana sink blocks (such as ores, crops and trees, and machines created by the player)increasing their value with a certain ammount before the dissipation calculations are done (so we don't have too much of a spike in an mana after the dissipation calculations). Each creature has a mana consumption rate, as well as a mana pool capacity. That dictates how fast can they move, and how much mana they need to attack. For example, archers create arrows using mana, and use ground and air mana to keep their shape. Thus, their drops also should have a mana value, and through processing they shall be able to be converted/crafted/processed into something useful. Every 3 seconds, they take mana from the air, if there's any in the blocks they cover (so a skeleton would and player would take from the two blocks they overlap, while a rabbit only from the one block it overlaps / is possitioned in). This also explains why the monsters are attracted by the player: they see it as a source of mana. The mana one creature stores in their mana pool will be released into a cube of the size 5x5x5, with the center being where the core of the creature is (usually the head). Also, when a block is destroyed, it also releases the mana it's holding, and a block loses durability and quality the more mana it loses, and gains durability and quality the more mana it recives, but the last partusually requires the use of alchemy. The mana pool of a creature is directly proportional with the HP it has the mana consumption (per tick) is also directly proportional with the health, and the mana absorption is directly proportional with the health regeneration of the said creature. Also, the way the mana spreads is like this: the 10% it has is split into the 6 adjacent blocks this way: 4% for the block with the most mana (to create the so-called mana-veins, or rivers of naturally flowing mana), 2% for the block with the second most mana, and 1% (each) for the rest. If there are more adjacent blocks with equally big or low value, one is picked quasi-random (overwriting the variables which linkto the top2 values. If all of the surrounding blocks have equal amounts of mana, the last block to be checked will recive 5% and the rest will recive 1% (each). This concludes how mana flows naturally. Magic Circuitry Another thing to be noticed is that the mana-flow calculations happen between the other 2 stages of mana calculation (mana spikes, as generation and consumption, ending with mana dissipation). I mentioned it here, because it would be easier an extension of the core mechanic. There will be crafted blocks (some which will naturally generate into the wild) which force the mana to flow into a certain direction. And by that I mean that in a cube centered on the block in cause(ranging from 1x1x1 asfirst tierto 9x9x9 astop-tier) with the egde of the cube being of size N,having N^3 % of each block go into the N blocks in the direction the circuitry is pointing towards. So a 1x1x1 would move 1% into the block next to it, a 3x3x3 would move 1% of each block into 3 blocks, each getting 1/3 of the total ammount taken from the (3x3x3=) 27 blocks, rounded to ceiling, so 1/3 and2/3 would be 0, 3/3, 4/3 and5/3 would be 1, and so on,so the tool not need to store mana for usage, a 5x5x5 would get 1% of 125 blocks, divide it by 5 (resulting in an average of 1% of 25 blocks) and moving (adding) that values to the 5 blocks in front of it (the wait it's pointing towards). But making such high-tier mana vein engine (which should toggle on right click, being disabled when placed)should get increasingly difficult,while the current game gets easier the more the player plays, in order to increase the engagement time and replayability. Will you spend the next 30 irl hours getting one 3x3x3 mana vein engine,or to get five1x1x1 mana vein engines? Or adding 3 extra damage to one weapon, which will break soon? Or get some extra mana collected? Magic Tiers There are 7 tiers (7 deadly sins, 7 circles of hell, anybody?). I will list them in a way that's easier to understand: - Tier 0 (no mana) - Stone - (can be killed by a) player(without the use of mana or magic, with tools likely to be found around them) / solo threat /1-2 players (ganging on it) - Tier 1 - Copper - tiny settlement / camp threat /3-5 players - Tier 2- Iron - small settlement / village threat /5-8players - Tier 3- Steel - medium settlement / town threat / 8-13players - Tier 4- Silver - large settlement / city threat / 13-21players - Tier 5- Gold - big settlement / fortress threat / 21-34 players - Tier 6- Mithril - huge settlement / country threat / 34-65 players - Tier 7- Oricharium - superpower / worldwide threat / 65-99 players Mithril would be our world's Titanium and Oricharium would be our world's Carbon NanoFiber 3Dtweaked for maximum (3D)resistance. Mana processing/crafting, also known as alchemy Aside form mana dissipating, one will be able to flow mana through the use of mana vein engines (the natural mana vein flow is from powerful to second most powerful, then equally distributed, so from powerful to a less powerful), one will be able to collect more mana by meditating (with slightly higher hunger), to flow mana into items through flowing (mana crystals acting like batteries, for mana, unstackable into the inventory), each of those having their own buttons into the inventory. Each mana crystal will have a random mana pool (acting like an item's durability,with different tiers having different multipliers from the weakest one), as well as a random ammount of mana in that pool, with a crystal having 0 mana having that crystal break. The four types of mana, solid (ground), liquid (water), gas (air) and plasma (fire) can be combined to create other effects. For example, combining earth mana with air mana creates pressure, which can be used, for example, for the following: enchant an item to hit harder, condensate/distill potions/mixes into other items, (for example creating your own crystals). On the ground, crystals will spawn the same as the rocks, but with random proprietes generated for the item, when broken/taken. The mana capacity will be in units (so it will be treated like a minecraft tool), but it would have 4 numbers representing the percentages of each mana type (100 mana points, into 4 categories). The crystals that spawn on the ground are rare (about 1/20 of the frequency of the sticks on the ground).and have a variation of up to 5 mana points from being balanced (so from -5 to +5, being adjusted to sum up to 100 points). (So 20 in each category, with the rest of 20 points randomly split into 4) The mana flowing will require the use of an alchemical table. The same as with the crafting table, everyone have one in their inventory (the flowing button), which allows up to 2 items (to the sides) having their mana flown into a thrid one (in the center). There will also be variations of those crystals. For example, if you have a crystal with (ground-water-air-fire) 25-23-28-24 and 30 durability and a mix of dirt, rocks and sand (crafted in the default inventory, from those elements) you can use default alchemical table (the flowing table from the flowing menu, in your inventory) to send mana from another crystalto that mix (which is crafted with 100% durability, and loses durability the more mana recives, and when reaching 0 is consumed), resulting in the mix beingreplaced by a man-made crystal (in this case, it will get 1 mana point subtracted from each mana type and have 3 mana points added to the type of the mix; different mixes might have different changes in mana points; in this example, 28-22-27-23 and 1 mana, and the more you keep it in the flowing table, the more it will transfer mana, and if you use ground and air mixes a few more times, it would be best for pressure spells, which can be used to make better crystals). The more mana you send it, the more it can increase it's mana pool, and if you flow both mana and another element (such as having 2 crystals like that and one of that mix), you will recive an item with modified stats (in the example of this case, you would lose the mix andcrystal in the center, have it's mana added to the new crystal, which would deviate from the previous crystal in the center by the ammount that mix is using, without having to lose mana. Also, if you want to send mana of one type, you will dissipate around you mana of the other types. So you would need to spend more time to meditate, to get that back. And you will need to spend a certain ammount of mana, in order to change the attributs. For example, 100 mana would be how much the stone-tier mana crystal can hold, and to level up one such crystal you would need 20% of that. So one full stone tier mana crystal, by recieving 20 more mana through alchemy, can become one copper tier mana crystal, which can hold 2 times as much mana, capped at 32 000. The difference between Mithril and Oricharium tier being that the Oricharium would be the next tier because processing something can increase it's level. Next, by having more mana vein engines, you can move mana, but there shall also be blocks which can absorb mana from the enviroment, 1% of each block from the cube they're in (same, with N one of the following: 1,3,5,7,9, the N=1 being for Stone and Copper,and N=2 being for Iron and Steel. Summoning & Golems Alright, I know some of you might be against this, but I think one shall be able to make golems at Silver level. What exactly? Using porkchop, bones,zombie flash and lots of hide, one shall be able to create a Goblin, which can be a re-purposed dog (which accepts all kinds of food) and which, if given an axe will chop trees, if given a weapon will fight alongside, and if given a vessel will hold it (be it normal, or large) and follow you. Also, if given a crystal, it will meditate and flow mana into the crystal (1 mana point flowing every second). Given a random number between 1and 100, bothincluded, you get that number, and subtract the ammount of eachtype of mana, andif the result is negative, that's the type of mana type to add, if positive, continue with the next type of mana. It would be easier to immagine it has having 4 ammounts of distinct mana, which are converted into one type and remembering the percentage of each type. And the opposite can be done for when fusing crystals.Example of meditation with a crystal (one tool can be used for meditating by default, different constructions a plater can make can be used for using more than one tool when meditating):72 obtained, the crystal is 28-22-27-23. So 72-28=44>0 so it's not ground mana, 44-22=22>0 so not water mana, 22-28=-6<=0 so air mana point added. You keep your mana in 4 "meters", but an item holds the total ammount of mana and the percentages of each type of mana. The summoned Goblin can use weapons and be healed with food and carry things, but you can also summon a Golem. Both the Goblin and Golem require lots of loot to be prepared before hand, as well as an Alchemic Summoning Table, but a Golem is cheaper and easier to create, but more expensive to maintain. A golem can be made out of sand (weak against air attacks), dirt (weak against water attacks), water (weak against fire attacks), stone (weak against water) for the Copper tier (so a Stone level player cannot create it), all of which require a core, which acts as a random piece of (invisible)armor. Also, a golem can carry things, but cannot use a weapon. However, it has more HP than the Goblin, and the Goblin would be Iron tier, the Steel tier would have your won Skeletons (same as the goblins, but they only accept bows as weapons, and they won't break them). The Silver would let you summon rabbits, and gold would let you summon a pig, mithril will let you summon a cow and a sheep, and oricharium will let you summon a bear (to defend your base; you will have defensive gear, by then). Leveling up the player Every player starts as a Level 0 Stone tier, and requires to meditate for certain ammounts of time. Once the level 9 is reached, a certain set of conditions should be reached, in order to level up to the next tier. Also, to level up from a tier's level to the next, one needs to meditate for a certain ammount of time, and each next level and next tier increases the time required to be waited. And I mean without moving. After a while, it will get difficult to not die of hunger, but this is where the items you make come into play, since you can enchant both armor and weapons and tools, so you would need to enchant some armor with regeneration, to beat the hunger. After leveling up, you can finally move, and that includes eating, to satify your hunger. To give you an idea of how much one would have to wait, the each Nth level of Mth tier takes M^2+N*3+10 minutes (rounded by floor), so to reach the last level of Mithril (the level at which you can make Oricharium items), from the level below it, you would need 96minutes. For you to reach Stone L1 you will need 13minutes, and to reach Stone L9 from L0 you would need 10*9+3*(1+2+3+4+5+6+7+8+9) = 90+3*(9*10/2) = 90+3*45 = 5*45 = 225minutes of waiting, in total. You probably won't spend that much time unmoved, since the game is harsh in itself, and you will also need to eat and drink and, for leveling up, you will need quite a bit of items, so a few more hours of gameplay, for the test to pass the first tier, into the second. That would increase your mana pool by the number of tier times 10, and the mana absorption by the number of the tier. Also, each level of the tier increases the mana absorption and mana pool by 1 (one). And at Stone level you can hold 1 mana and regenerate one mana per minute (tick). So if two people meditate on the same block, and have the same level, the first one to arrive there would absorb the most. Also, by moving around, you consume mana from the blocks you're on, everyseconds (same goes for the other cretures), and that mana is not absorbed, and is equal with your tier (so you don't drain the block you're in, if you're at a high level), but you also lose mana every one tick (minute), as every other mana source out there. Beacons And what better way to use the Minecraft beaconsthan actually using them? They would work like the normal area-of-effect blocks, but be powered by mana, and the more mana they receive, the higher the radius or the better the enchantments (the menu of the beacon). Also, multiple types of beacons should exists, with the lower level ones (Silver and above) allowing up to one effect. Dungeons and Spawners Every 10 ticks (minutes), one mob is spawned, in a random location from the loaded chuncks, in the by picking a random loaded chunck and picking the air block with the most mana, and subtracting the mana, in order to summon creatures. Each creature that can be summoned passively, should have their own mana requirements. Also, spawners would use the mana in the block they are in, and with the Mana Vein Engines, one should be able to create self-defending dungeons, which would have the mana the creatures lose when dieing be directed towards making more creatures, and if you add a mechanic of having loot drop on the ground as a block (like the stones), and have to be picked up by hand (not all loot, just one of the bonus loot for that mob), a dungeon would be profitable not only to explore, but also to make. Because with that much mana around your base and the meditation block/square/seat (acting like a seat, and if you're seated while meditating, you get a bonus mana absorption, and it can also store a bit ofmana, so it is more profitable than not having one). You can even have a whole village's economy centered around the players fighting in a dungeon, and maybe also building it. And since the Mana Vein Engines would also be disable-able, one can leave them on a wall or on the ground, so one can disable them while working on the dungeon, or while working on clearing the dungeon. of course, naturally generated dungeons would have a variation of the Mana Vein Engine which cannot be picked up, and is hidden (usually behind the walls, but not sure which one). As for the entrances, and generation, it could be procedurally generated, starting with an entrance which can be anything, from a simple hole, with or without a ladder or stairs, to a shack, a house, a villa, or a whole castle, which also acts as part of the dungeon. Also, the summoned mobs should try to stay in the area of effect of the healing beacons, which should also affect them, no matter the level, so one does not get followed outside the dungeon by too many mobs (we all know how scary the mobs in FTC can be; I, at least, do know that). Because by hiding beacons in the walls, which would be powered by the (Natural or not) Mana Vein Engines, and send a few seconds' buff ot the mobs,, one would limit the mobs from leaving the area of effect of a beacon (if a buff effect dissapeares, they should go back on their path of the last 10-20 blocks, until they get in the area of effect of a beacon), and if you're unlucky to have taken them too far away, they would roam the surrounding areas, like any mob, and aggro whatever it's hostile towards. Now back to the generation. You have the entrances procedurally generated (i.e. SEED%100, with a vector in which you hold all the possible results, with their percentages, and subtract from the result each percentage, and if lower than zero, that's what spawns), then from that you have a series of possible continuations, including hubs, corridors, treasure rooms, their trap version, spawner version, and trap + spawner version (the spawner can bespawning a few blocks above, so we can hide it into the ground), with gaps, like the ruins. However, I think the entrance should dictate the type of the dungeon, with only a small percentage (5%? At 80 such parts generated, there is 50% chance of having a change in the type, and at 95 blocks there's 103% chance of one change) for the part generated to be of a different type than the current one. Why? because people don't always follow the same building style from one end to another, and there are times when two civilisations (in this case dungeons) meet, planned or not, and the rest is history. Oh, and there should be enough dead ends for the dungeons to not be too big. As for the area that connects to the next one, a 3x3 should be enough, I think. Fauna and flora We currently have many plants (even through more would be welcomed), and not many of the flowers have a utility (aside the aesthetics and making dyes), so I think they should be able to be used for mixes, which can be then flown (recive mana, requiring an alchemical table), brewed ("cooked"), and/or used for healing, repairing, or buffing either the player, equipment, or both. And to add more to it, those plants should be mana sources, so that mobs have a chance to spawn there. Note:There should be more I can say about this. I will come with more details, but in the meanwhile, feel free to post your opinions about and suggestions for this type of implementation of magic in-game. I have still not covered the item enchanting, since there is much that can be done, such as using a water jug as the target item, a water mix (as a consumable, but a water crystal can be used instead, repeatetly, while the mix would be consumed, but is cheaper)and a mana crystal (as a mana source) to create a water jug with infinite water. Also, maybe a flower pot with a crop inside (use a pot on one side and a crystal on the other, to "enchant" it, then the enchanted pot on one side and a seed on the other, to plant the plant, which cannot be separed from the pot, unless destroyed)which uses mana (flowing) to grow crops (the mana crystan on one side and the potted plant on the other, and after some mana you get a 90% chance for a product and 10% chance for a seed). Reasoning -Appealing to a larger demographic (Because it's Magic) - Aesthetics (crystals, more blocks and buildings) - More depth (by increasing the paths of gameplay one, or a group, can take, as well as the buildings and tools and weaponsthat deviate from the norm, and more types of mobs, including biome-specific, and dungeons) - More replayability (by increasing the paths of gameplay one, or a group, can take, and allowing role-playing a wider rage of types of characters / classes, without being class-locked, just level-locked in a class) - Relatively easy to implement (I'm a programmer, I should know) - What do you think? Do you have other suggestions? If you do, I'd like to hear them. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Realistic magics: potions and spirits (drugs), alchemy, "magic of lights" (optical)
Technomancy posted a topic in SuggestionsPotions, magic beams, redstone,and enchanted weapons, these are some of the things that must to be "terrafirmated". My idea is to add these "magic things" like realistic things. For example potions, formally, potions really exist, but these aren't magical substances (well, the magical prefix is relative by the level of knowledge), potions of the past was actually drugs, obtained by the destillation of specific plants and organic substances. Green fire? Fire that burns underwater? Invisible fire? Exists!, These are (al)chemical mixs. Primitive explosives... steam machines, optical ilusionism... "these can look magical for the poor primitive Steve that lifes inside of the game." Redstone (mercury?), in the other side, should be replaced totally by copper, primitive batteries and vacuum tubes... okay, this can seem too advanced, but aren't really so advanced, these can be created with the technology of a medieval town (?). Potions Drugs (concept): This has been viewed sometimes in the past, but it stills being a need if terrafirmacraft can be fully realistic (well, with a basic realism). The idea is simple: to add machines, destilleries... machines for viticulture and alcohol production. Alcohol is a very common drug, easy to produce, its effects are depressant, sedative, disociative, somnifer and hallucinogen, but little amounts can act like a kind of "minuscle temporalstrenght potion" for the player, since it increases the reaction (although badly)and decreases the dolor sensation. Next there is others drugs as coffee, coca, opium, cannabis, tea, tobaco, each one with negative and positive effects (mostly negative). This branch could be extended to anabolizant steroids (obtained from the concentration of hormons of animals) that would have a very long and progressive strenght/speed/haste/jump increasing and decreasing;and strong nootropics (from special plants) that could to improve the accuracy, speed, night vision, etc. Alternatively, poisons theme can be extended and variations can be created (neurotoxic, cardiotoxic, and citotoxic or wither) each one with different speeds of affection and different lingerings (for example, citotoxic is slow but lingering and very dangerous at big place, while neurotoxical is almost instant but its effect can disappear fastly); from plants and animals. Redstone Electronics/physical mechanisms(concept): Copper andzinc or silver; copper and iron... and some of acid juice. Batteries can be obtained with low technology easily, simply connect different metals to a potato, and you will obtain energy for do work a clock. Steam machines also are easy (technologically speaking) to obtain, and generates lots of mechanical energy that can be transformed into electrical using a iron fragment surrounded by copper spiral (an electrical transformator). So, you can create toothel wheel systems and electrical systems... Do you want light bulbs? Use carbon or graphite bars inside of a vacuum bulb. How to obtain vacuum bulbs? Technologically speaking, these also are easy to make. And speaking about bulbs, you can to create primitive electronic displays using vacuum bulbs... you can to build transistors (better said, tristors), diodes, decators... Analogic computing, that is very similar to redstone computing. Giant machines able to move walls or impulse doors... Primitive tanks... imagine the utilities. Mechanical mechanisms, not related directly to electricity and steam machines, also could be used for build catapults,etc Alchemy: from the fire that burns underwater, passing tothe powder that explodes, until the nitrical acid. You can to mix things forobtain fire that burns underwater and powder that explodes, but mostly important, you can to obtain nitrical, sulfuric, chloridhidric acid, when you has electricity. Can you to obtain a "magic sun torch"for burn zombies with a blinding flash?, create some of magnesium via alchemy. Invisible fire? Wood alcohol. Etc. Magic beams: Build mirrors, parabolic mirrors and the previous light bulbs, and you will able to create since deffensive mechanisms able to burn monsters, until "magical spectres with you shape" that are actually holographic illusionism. Yes these are only concepts and should be extended, and will be extended progressively. But now is the timeof discuss about its viability, and next, if it is viable, maybe be developed more in detail.
Two paths(More tech or more magic)
Stroam posted a topic in SuggestionsSo when I hear Island progression it made me really excited! It lends it's self well to a pirate-ish theme. That being said this quote is the inspiration for this post. Gibbs: So the Pearl. Any idea on how to get her out? Jack Sparrow: We shall need a crossbow, an hourglass, three goats, one of us must learn to play the trumpet, whilst the other one goes like this. Gibbs: I know a man with a goat. Jack Sparrow: Good. I can go like this. I think it would be awesome for two paths to develop. First everyone starts the same. Sticks and rocks. As people become more settled after the basics of food, water, shelter they now have time to sit and stare into the fire getting ideas. Some chop down trees anddig into the earth topull out precious metals which through heat and tools shape armor andweapons. They build rails for transportation of goods, they construct wind or river powered mills. They sow seed and raise crops which they store in silos for when winter hits. Eventually they build ships and sail to other lands to do the same. Then there is the second set of people. They stare into the fire and eat herbs that given them visions. They carefully go out and collect odd and random things. A bone from a chicken, tooth of a bear, skull of a human skeleton, wax from bees, and wool of a goat. They construct totems in precise arrangements and throw things into the fire while wearing ceremonial robes made from bear leather and goat wool. Just as day breaks the ceremony completes and enchants the head band on the altar with the ability to breath longer underwater. They then put on the head band and go to a cliff, they pick up a heavy rock and jump off the cliff with the rock in their hands. They land in the water below and the rock makes them sink fast. They get to the bottom and let the rock go. They pull out a knife and gather an oyster or two before swimming back up to the surface. They then Gather a bunch more stuff. Certain types of stone which they carve on the beach. After gathering tons of pearls they finally find a black one. Then they spend weeks upon weeks finishing the altar on the beach. While they toil they preform more ceremonies strengthening their armor made of bones and leather with powerful enchantments and infusions.When all is ready they do a ceremony there on the beach under a full moon. They sacrifice a rare white crab they fished out of the ocean, that has been cooked in a stew made from roots found in a cave, liver of a deer, a flower that only blooms at midnight on the north side of the mountain, and the hair of a rabbit.Agiant turtle gets summonedthat allows them to travel to another land where there will be stronger animals to kills, different items to collect, new ceremonies to discover andpreform. So that's the pitch. Now to the break down. So the first set of people, well call Sam, would work on skills such as prospecting, smiting, wood carving, and agriculture. The second set, we'll call Conan, would work on cooking/brewing, butchering, stone carving/gem cutting, and fabrics. Samwould strengthen his weapons and armor through different alloys, ores, and smiting practices. Conanwould do it through different bones\shells, hides, carvings, and enchantments. Sam gathers ore, processes it, and shapes it. Conan gathers various stuff, processes and carves it, then assembles it. Sam builds forges, bloomeries,blast furnaces, and docks. Conan builds various altars and temples in fairly precise formations and locations. Sam builds boats using wood, and metal, and pays his "crew" with each crossing. Conan summons his mount with a sacrifice of rare things he's gathered. Sam has swords, axes, and metal spears. Conan has toothed blades, spiked clubs, and bone tipped spears. Sam has to sharpen his weapons over time. Conan reapplies poisons on his. So far pretty even, now how they differ. Conan gets his food while gathering resources, risking dangerous mobs. Sam risks nothing with his crop fields and but does rick cave in when mining. Conan looks up in the mountains, in caves, and all around for herbs. Conan fishes and dives. Sam cuts wood, digs, and manages crops. Now it does benefit Conan to have a small herb garden and it benefits Sam to raise some animals, but they can trade. Conan could useprecious metals and gems for boosting his stuff. Sam could use special leathers and ivory for his stuff. It all is fairly balance-able while offering two unique styles of play that go well together. What stops Sam and Conan from crossing over. Conan would need to work his ways up the metal tree while developing new skills. Sam would need to develop the skills to get the drops he needs. So Sam could spend time fishing but that doesn't help him progress, and Conan could smith, but that doesn't help him with his progression either. Can't wait to get some feed back.
Enchantments for TFC
OneWolfe posted a topic in Addon DiscussionHas anyone considered reworking enchantments to work in TFC? I have been trying out some of the vanilla enchantments on TFC tools and armor and have found that almost all of them are next to useless.I have also thought it might be possible to add special enchantments to tools and weapons from other mods to give them TFC equivalent stats. I would love to hear if anyone else has looked into this or has any other ideas for TFC enchantments.
Decorative/Magical gems
redcreeperjaret posted a topic in SuggestionsHi Everyone! I've been playing TFC both alone and with friends for about 3 months now, and it's become the best minecraft mod I have ever played. so much I enjoy it more than vanilla itself. I love immersion in games, and this mod brought it to me. however, there was always one thing which bothered me: Gems. sure, they look pretty, but really, the only thing they're good for are protection meters, and that's only the chipped gems! I found myself wishing that they were useful in some other way, and when i saw that TFC2 was in development, i jumped on the opportunity. so, without further ado, Igive you my ideas for gems. First up is some decorative purposes. You could now set gems in chiseled stone blocks by chiseling out an accordingly sized area and right clicking on it with the gem in hand. when the block is broken, the gem(s) drop for you to collect again. this would be awesome for fancy buildings and showing off on servers/LAN worlds. PerhapsExquisite gems could be set in armor as well? maybe only metal armors and only the chestplate? and finally, maybe there could be a way to use them to stain/color light sources? for example, using a garnet would make red light, and using amethyst would make a purple light? this would add some customization and just be a cool effect. I've heard rumors that magic was going to be added to TFC2. this opens many possibilities and Ihave some ideas how gems can play a part. Gems can be used to make staffs. the higher tier gem, the more powerful the staff. for instance, a staff with a Chipped gem will not be as powerful, whereas one with anExquisite gem will be more powerful. also a random suggestion for staffs. two factors depend on the staff's durability/power. the material (i.e wood, copper, iron) depends on it's durability, and the gem (chipped, normal, flawless) depends on its power. Gems can be imbued with magic, ranging from healing to offensive to defensive powers, which can then be released by right clicking with the imbued gem in your hand. again, the better quality the gem, the more powerful magic can be stored inside. Going along with the theme of storing magic in gems, perhaps you could place gems with offensive magic down as traps. well that's all for now, please leave feedback!
Pagan Religion/Sacrificial System
TheGreatCornlordofPilaggis posted a topic in SuggestionsHave you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Yes Answering "no" to the above question will result in your post being deleted. Let me preface this by saying KEEP THE IRL RELIGIOUS DISCUSSION TO A ZERO. I remember how quickly the last religious thread turned into a crapshoot over psuedo-intellectual bs. Okay, so I'm super glad to hear that there's going to be a little more wiggle room for the fantastical in TFC2. So my proposal is a very basic animistic style of religion. I'm not sure if I fully understand the new hexagonal worldgen, but perhaps if multiple hexagons happen to be, say, predominantly forested, perhaps in the middle there would be a special tree, or statue possessed by a god. Now again, these gods have nothing to do with real life religion, and are more like the old gods from GoT. The gods are merely primeval protectors or spirits of their territory. Now, TFC could scan how much of a good, wheat perhaps, you have in all of your possession (including inventory, vessels, chests, or any other container that's in TFC2) and if you brought a large percentage, maybe a minimum of 25 or 33%, of that good and sacrificed it to this statue/tree/monolith and you'd get a buff in return. Hopefully, these rewards would be balanced and proportionate: give half of your harvest and your soil is depleted half as quickly, or your crops can survive in wintertime. I'm not talking "give a little and gain a lot", I'm talking "give a lot and gain a little". Perhaps there would be different castes/classes of god that had jurisdiction over different types of livestock/crop. Perhaps also the sacrifices have to be performed by the winter or summer solstices. Gods that offered greater benefits, but greater sacrifices, reside on islands further away. That would make for a cool adventure, trekking over dozens of islands trying to make a specific due date on time. It would be even cooler with the implementation of a punishment system. See, these gods are fickle, and offending them or forgetting to sacrifice to them on time can lead to some nasty effects. If you had already entered into a covenant with a god, and didn't give the god the amount it required, the opposite effect could occur, i.e. crops consume twice as many nutrients, or your crops start to die of cold in the peak of summer. Or, say you started harvesting wood too close to a god's sacred grove, and it summons a small army of forest sprites to attack you. This is just an idea I've been thinking about for a while, and I don't think that would offend the sensibilities of any players, or be too sensitive of a subject for a developer to deal with. Thanks for reading, and feel free to add input!
TFC2 Enchanting
Pwnlord posted a topic in SuggestionsI'm curious if this will be present in any form in TFC2. It's not on the banned items list, so I figure it's kosher to ask about. Vanilla's mechanics don't mesh quite right with TFC. The immediate thought is "blood sacrifice, either personal or from livestock" but that feels too edgy. I'm thinking amulets made from hard-to-find materials, sacrifices of same into a specially prepared 'altar' with fire in the center (providing a use for Rotten Flesh and excess Bones, perhaps?) with Gems as a prerequisite-perhaps set into jewelry, with power or duration depending on the quality of the gem-with powerful effects like Oresight limited to only Perfect gems. This would provide extra uses for Gold and Silver, as well as ornamental-only jewelry and decorated weapons. The idea with Enchantment is to provide an additional tier beyond Red and Blue Steels-and while that niche is filled with new alloys, a touch of the fantastic wouldn't go amiss. Jewelry alone would be pretty great-allowing for obvious displays of allegiance in clans, for one.
Magic "anamotronics"
snaketokill posted a topic in SuggestionsHave you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes Answering "no" to the above question will result in your post being deleted. with the idea of having metallurgy and magic as progression routs, i have an idea to combine them. Similar to golems in vanilla, anamotronics would be a forged bodied magically powered robot. stronger alloys allow for more strength for carrying, lighter would allow faster movement, and durability would determine the health. Magic could determine the attack strength, and AI of these robots. so you could make a iron-man with a pig AI (soul) making it dumbly do the required task, fall of ledges and never really listen. every animal could have its soul harvested to be placed in these shells and the would all have different traits ex: wolves could be used for it's intelligence, loyalty and ruthlessness. these robots would be bound to man and only attack monsters (can't fight in army's) so they would not be OP for pvp. sorry for the bad English, please comment where you see fit
Significance of the Supernatural
Manic posted a topic in SuggestionsHave you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted. Yes I touched on this in a previous post but I feel it deserves it's own. Playing TFC, I feel there is little connection between the super natural and it's world. Now personally I am a fan of an all or nothing approach to fantasy, as such the mobs present seem to be more like placeholders for a challenging foe to make TFC extraordinarily difficult over vanilla minecraft. That said I think the presence of these mobs could be greatly improved with a gradient in terms of their combat ability as well as a connection to some kind of overall lore. I realize this would be challenging but hear me out. In my ideal world of gaiety and wonderment, TFC would be home, not to the generic animated corpses and beasts of unusual sizes, but instead populated by horrors of cosmic design. There would be mundane animals, abundant and strong enough to pose a threat but surmountable. Then, at first night, a new threat would make an appearance: Humans. These men are not simple survivors however, no these men have been driven to madness by an unknown force.They are no more difficult to kill than normal men, a serious wound and they will die of shock, but they would be numerous and aggressive. Driven away at first light, the madmen reappear every evening. That is until the night of the first full moon. Dispersed among the madmen would hooded figures bearing ceremonial blades and the ability to strengthen the hoards. Some time after that things would get interesting. Periodically, probably on the night of the occasional full moon, no mobs would spawn, instead a single Cosmic horror of Lovecraftian design with strength enough to sunder the feeble machinations of the Survivor would appear and relentlessly attack until either destroyed or frightened off by the dawn. This is a fantasy of course but the idea of what I am referring to is not so fantastical. A gradient and variety in the mobs to allow for escalating challenge, theming for the existing supernatural mobs, a greater threat from nature to give significance to the supernatural.
Thaumcraft compability/crossover
stringburka posted a topic in DiscussionIs there any possibility of using TFC with Thaumcraft? I went away from TFC some time ago to play tech mods for a while, but some of the tech mods have moved into a more hands-on design and I got interested in that again. Watched the b77 update and was intrigued, haven't really played heavily since like b62 or something... But I still sometimes feel TFC is a bit too limited for me, I like to be able to do a bit more. One mod I feel would fit quite well with TFC and that I enjoy is Thaumcraft, which is kind of half-way between a tech mod and a hands-on mod, though "magicky" in feel. But since it relies heavily on vanilla and mod metals, and I'm unsure how TFC works in relation to the ore dictionary, do you know if it's possible to get them to work together? :3
What other mods do you use with TFC?
Vovk posted a topic in DiscussionI'm curious - what mods have you found are successful/play nice with TFC? Right now I'm using Rei's minimap - but was curious if anyone's gotten anything else - possibly something like thaumcraft, computercraft, runic dust, etc.


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originally posted by: andy06shake
a reply to: midicon
Russia still has a an effective tank and APC force that could quite possibly sweep through NATO defenses. We might have a hard time stopping them without resorting to the use of tactical nukes ourselves. Just a thought.
Is the US pushing Russia to the brink of a nuclear war?


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Part-Time Pier Bait Shop Attendant
Minimum Qualifications: High School diploma or equivalent. Basic understanding of financial computations. Experience in working with the public and a Valid Florida Driver's License required. Knowledge of local fishing preferred. Salary: $9.54 per hour. Obtain applications from City Hall, 105 S. Second St., Flagler Beach, Florida 32136 or visit us on the web at www.cityofflaglerbeach.com. EOE, DFWP. Position open until filled.
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The equivalent of a High School Diploma and be able to successfully complete all phases of the pre-employment selection process. Florida Criminal Justice Standards and Training Commission Certificate of Compliance in Law Enforcement and/or current enrollment in a Florida Police Academy required. Must be a US Citizen, and have a valid State of Florida Driver's license with an acceptable driving record. Specialized training certification may be required based on area of assignment. Salary: $15.70 /hour. Obtain applications at City Hall 105 S. 2nd St, Flagler Beach, Florida 32136 or log on to our homepage. EOE, DFWP.
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When it comes to fitness our natural instinct is to think more is better. "The more cardio I do, the more fat I'll lose. The more weight training I do, the more lean muscle I'll add." This is simply not the case and that's a great thing if you look at it through the right lens.
We've discussed the importance of quick, to-the-point cardio bouts in the article on HIIT so we already know that sprint-like cardio burns more fat than its Steady State counterpart. Even with that knowledge, the common question is when to add cardio into a routine.
The answer: After. Your cardio routine should always, always be done after your weight training workout and the reasoning is as follows.
Our bodies have a very finite amount of stored energy at any given moment. The primary source of energy are our glycogen stores. The amount of stores built up depends on the amount of rest we get, water we consume and food we eat. The goal with cardio and weight training is to utilize these energy stores to burn as much fat as possible.
Fact: A great cardio workout will burn fat for about 3 hours whereas a great weight training session can burn fat for up to 3 days. With that being said, where do you recommend we spend our energy to train as efficiently as possible? You've got it! Weight training burns fat while actually training, stimulates muscle growth and additional fat burn by the release of key hormones and with proper rest, leads to new lean muscle growth. The more lean muscle we have, the higher our resting metabolic rate and the more efficiently we burn fat.
It is very important to understand that less is more here. A lot of clients we see want to go through a weight training session and then a whole cardio session. Again, it's natural to think the more you do, the more you'll burn. Once we've burned through the initial reserves of energy, the body will turn to burning muscle tissue for additional fuel. Less muscle leads to a slower metabolic rate.
The ideal program for most people looking to burn as much fat as possible is simple and is as follows:
- Weight train for 40-45 minutes as intensely as possible.
- Cardio for 10 -15 minutes maximum after the weight training session
Fire away with questions. Add this in to your CUT Method today and take another step toward the leaner, meaner you in less time.


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YA-Adult. 6x9" First published 2012, When additonal content of added artworks, map, bonus chapters. published 2014. A Color Edition published 2017 . 'A Readers Favorite Five Star***Review!'The Wizard of Crescent Keep by Lady Saera is an epic fantasy that will have great appeal for both young and … [Read more...]
Breeder Slave, The by P. L. Parker
He was her salvation…or her destruction. The galactic war between the Chiagan-Se and the treacherous Deg'Nara wages on. The human females Leah and the Irish lass Moira are captured and then abandoned, forced to fend for themselves on a barren planet light years from all they know. Their only hope … [Read more...]
Crimson and the Battle of Lonely Mountain by Valerie Pike
The lonesome dragon, Crimson, is stranded in a cave with a wish-catching bat fairy, Flame Twig, and is determined to make the best of a bad situation. When he sheds his scales, they turn into rubies. The spirited dragon does not fit in with the other greedy dragons and misses his family. Crimson … [Read more...]
The Source Labyrinth by Jeffrey Herman
A team of scientists opens a door to the source of creation...but do we belong on the other side? When Max Warde was just a teenager, he caused an accident that led to the tragic death of his mother. Twelve years later, biophysicist Dr. Dominic Gustav is dying and his only hope rests … [Read more...]
Warriors of the Wilderness by Pamela Ackerson
16 years ago, Matthew Standing Deer's father was killed in the Little Big Horn battle. He has returned to the past, to the Lakota, to visit with family and friends. All was going well until Matthew arrived at the reservation and all hell broke loose. Death and darkness surround him and the Lakota. … [Read more...]


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A good friend of mine also made this cool trailer to help with the book. Check it out:
It has been an amazing summer. I have had a lot of time with friends and family. It has been awesome getting to spend time with Little Mister and hang out with his cousin. Yeah, there have been some things that have not been super BUT there have been numerous opportunities to grow and learn.
I am getting comfortable with a new place in life. I'm still not exactly sure where it is going, but I am fully on board for the ride. I always knew that I had a writing gene in me. I am oh so thankful to have had the opportunity to finally pursue that dream. I have been ridiculed by a few and supported by many. I don't know if this first book (and the sequel in progress) are my final place as far as genre goes, but it is a start. I think over the careers of some of my idols, Stephen King and Anne Rice particularly, and I don't think my start is too far off. You all know that I believe in dreams and dreaming things into existence. It is possible. Who knows? I could be big stuff one day! And to think, I got my start writing romance. Ha! I really hope you all buy this book. I'm thinking the sequel will be out sooner than later and hopefully I have managed to attract an audience!
Keep dreaming and stay tuned....


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Tuesday, July 11, 2017
Not this Father's Spider-Man
It's hard to imagine now that we're at our third Spider-Man movie series since the turn of the century, but there was a time when comic book movies were rare. Back then, the conventional wisdom was that the movies might help sell the comics. A lot's changed since Marvel Studios began its shared universe project and left other studios scrambling to catch up with interconnected properties of their own to varying success. Whereas the comics was once the core of what Marvel was, now it's clearly the movies. These things make a boatload (Staten Island Ferry load, even) of money and now it's the job of the comics to sell the films. Take a good critical look at the Marvel comics in a shop near you and I bet it won't take long to come to that same conclusion. So with that in mind, the way these films go about trying to please their target audience has changed a great deal, with much less of an interest in old guys like me who read them before there was any Spider-Man movie to speak of. That was undeniably clear after I saw Spider-Man: Homecoming.
So you may be thinking "Who cares, Rob? Is it any good?" Well, sure I guess. It's quite entertaining in that typical Marvel way. The studio's gotten very disciplined at putting out fun, unoffensive blockbusters with a welcome emphasis on character-based humor. They're usually good but almost never great and always too cool for opening credits. They are disciplined about their world-building, which is a good skill after seeing how The Amazing Spider-Man 2 crashed and burned three years ago as it tried to start its own cinematic Spidey universe single-handedly, failing to learn the lessons of Raimi's Spider-Man 3 and stuffing the film with so much backstory, villains and lore that it crashed and burned. Sony hit that brick wall so hard that it crawled on bloodied hands and knees to Marvel's doorstop, offering to share the profits if they could just help come up with a movie that felt like an actual movie and not just a checklist.
This incarnation of Spider-Man has actually already appeared in an amusing sequence in last year's Captain America: Civil War. He's played by Tom Holland as one of those Hollywood nerds who is very charming and quick-witted and yet somehow totally unpopular. Say what you will about Tobey Maguire, he played Peter Parker as a bona fide awkward geek. He's in high school, which I think was a smart place to start. Poor feeble Aunt May is also a lot younger, played by Marisa Tomei as a total AILF. (Seriously, she hugs Peter and I'm like "that lucky little bastard.") Ned Leeds shows up for the first time, not as a Daily Bugle reporter but as Peter's best friend at school. Jacob Batalon is really funny as this new Ned, one that I can't ever imagine becoming the Hobgoblin. But let's be real - the thing that makes or breaks the movies most of the time is the villain, so how did we do?
I might have cast Charles Dance as the Vulture, but Michael Keaton is damn good as Adrian Toomes. The Vulture is a fairly one-note villain in the comics, so there's a lot of room for a movie to experiment with him. This version is a working-class mechanic/construction type who gets screwed over thanks to bureaucratic bullshit before making a name for himself as an illicit arms dealer (unlike respectable arms dealer Tony Stark, but we'll get to him later). The flying costume itself is the same armor-plated look that we've seen in a hundred movies like this already, but Keaton is great. He's at the center of the film's best scene, when Peter Parker unexpectedly encounters him in a civilian environment. Plus, his right hand man (Bookeem Woodbine_ is the Shocker, a nice way to fit in another villain without succumbing to bloat.
But Marvel's not worried about what a old-school Dad like me thinks. Not anymore. Marvel needs kids to be obsessed with the Avengers, so Spider-Man is obsessed with the Avengers. This Spider-Man is tailored to this era, not my era, and I think kids who have grown up over the least several years of Marvel movies will find this one delightful. I can either reject that and tune out entirely, or keep watching them with the interest of what directions they will take the characters. Plus it's always fun to speculate about the upcoming movies. This one makes it pretty clear that the Scorpion will be showing up next time, although I'm still waiting on Mysterio, preferably played by Bruce Campbell.
There's also some other rumored Spidey content on the way, from characters that Sony has held on to. Tom Hardy is set to play Venom in some kind of solo movie, and how they will introduce that particular character without Spidey himself should be pretty interesting. At least it's better casting that Topher Grace. Another benefit of more movies for old Dads is that new collected editions of the old comics usually show up when a movie is coming soon. Always a silver lining.
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Northstar Travel Group, the parent company of Meetings & Conventions, has announced a new annual event for senior executives from the international mountain travel industry.
The inaugural European Mountain Travel Summit will be held Jan. 10 - 12, 2017, at Crans-Montana, a ski resort in southwestern Switzerland. Attendees will participate in general sessions, panel discussions, and pre- and post-event Alpine skiing excursions in the Swiss Alps.
"We are thrilled about the launch of the European Mountain Travel Summit. Extending Mountain Travel Symposium's reach internationally is a natural progression for Northstar as we continue global expansion with our brands and events," said Bob Sullivan, president of Northstar Travel Group. "Our goal is to bring together senior leaders to discuss critical issues and challenges within the mountain travel industry, bring about solutions, and in turn, make the industry more successful."
Northstar is launching the event in partnership with Switzerland Tourism. It is the first expansion of the 42-year-old Mountain Travel Symposium, the largest and longest running annual gathering of mountain travel professionals in the world.
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On-line Magazine 'Sensors & Transducers' (S&T e-Digest)
No. 1, January 2004
Table of Contents
A Letter from the President
Dear Colleagues !
The year 2003 has been a successful year for IFSA and Sensors Web Portal Inc., marketed by growth at every type of our activities. Launched one year ago our sensors B2B and B2C online store has become very popular among both: manufacturers and customers.
IFSA also expand its members in 58 countries and now it is my great pleasure to welcome our 334 members from academia and industry.
Sensors and MEMS industry itself has undergone incredible growth in 2003 after the last crisis in high technologies. IFSA will introduce further innovations in smart sensors and advanced signal processing in upcoming industry. In 2004, sensors community will have a new chip, designed by IFSA research team, that should be a revolution in analog-to-digital conversion, moving sensor's output from analog to frequency-time signal domain and creating the basis for really intelligent sensors and transducers.
On the business side, Sensors Web Portal Inc. demonstrated another profitable, high growth year and its web portal again was recognized as a primary Internet recourse devoted to sensors, transducers and MEMS.
What's next in 2004 ? Certainly another dynamic year as we continue growth, expand and innovate with the aim to make smart sensors and MEMS one of the biggest and most exciting technologies of 21st century. We are going to continue the series of NATO Advanced Study Institutes and Advanced Research Workshops, successfully started in 2003 by NATO ASI 'Smart Sensors and MEMS' in Povoa de Varsim (Portugal). The updated popular training course 'Advanced Signal Processing for Smart Sensors and MEMS' will be given again in many European universities.
Many thanks to our faithful customers, members and visitors and may the 2004 year bring success to all in your endeavors.
Prof., Dr., Nikolay V. Kirianaki
IFSA President
Detect Different Gases with a Single Sensor by Dynamic Measurements
Abstract: Gases have different active energy when adsorbing and reacting on the surface of sensitive materials. And the active energy will be changing along with temperature's change. According to this thought, a new method of knowledge acquisition is presented in this paper to test the dynamic gas sensitive characteristics of gas sensor. This novel measurement can get characteristic curves for different gases, so that it is possible to Detect different gases with a single sensor by Dynamic Measurements.
Click <here> or title of paper to start free download the full pages article.
Zheng Jiao, Minghong Wu, Jianzhong Gu, Deqing Wang, Yanli Wang
Shanghai Applied Radiation Institute, Shanghai University,
Shanghai 201800, China
E-mail: email@example.com
Gas-sensing Properties of a Field-Effect Transistor with a Bis[phthalocyaninato]
Samarium Complex/SiO2/Si Structure
Abstract: Based on the conventional metal-oxide-semiconductor-field-effect transistor (MOSFET), a new chemical field-effect transistor (ChemFET) gas-sensing device was fabricated by depositing organic gas-sensing material on the gate area of MOSFET replacing the gate metal. Sandwich-like bis[2,3,9,10,16,17,23,24-octakis(octyloxy)phthalocyaninato] samarium complex Sm[Pc*]2 (Pc*=Pc(OC8H17)) was used as the gas-sensing material for detecting nitrogen dioxide (NO2). Using Langmuir-Blodgett (LB) technology, Sm[Pc*]2 LB film was prepared and deposited on the gate area forming the gas-sensing film/oxide/semiconductor structure with a sensitive gate area of 50mm×50mm. The gas-sensing property and response-recovery property of Sm[Pc*]2 LB film/SiO2/Si structural ChemFET sensor to NO2 gas was studied by the change of drain current (IDS) during gas exposure. The results show that ChemFET gas sensor with Sm[Pc*]2 LB film can detect NO2 gas down to 2.5ppm. And the response and recovery time to 40ppm NO2 gas was about 15 s and 3 min. The mechanism of sensitivity of Sm[Pc*]2 LB film ChemFET to NO2 was also discussed in this paper.
Click <here> or title of paper to start free download the full pages article.
Dan Xie1, Yadong Jiang2, Tianling Ren1, Litian Liu1
1Institute of Microelectronics, Tsinghua University,
Beijing 100084, P. R. China
2School of Optoelectronic Information,
University of Electronic Science and Technology of China,
Chengdu, 610054 P.R.China
Phone: ++86-10-62789147-304,
E-mail: email@example.com
Lanthanide Doping Bis[octakis(octyloxy)phthalocyaninato] Complexes Based Langmuir-Blodgett Films
for NO2 Gas Sensors Application
Abstract: A new series of sandwich-like lanthanide doping bis[2,3,9,10,16,17,23,24-octakis(octyloxy)phthalocyaninato] complexes Ln[Pc*]2 (Pc*=Pc(OC8H17)8, Ln=Sm, Pr, Er) were used as NO2 gas-sensing materials is described in the article. The gas-sensing films of Ln[Pc*]2 were prepared by Langmuir-Blodgett (LB) technique and the NO2 gas-sensing properties of Ln[Pc*]2 LB films were studied. The sensitive properties of Ln[Pc*]2 LB films to NO2 gas was monitored by the change of conductivity during gas exposure. Therein, Sm[Pc*]2 has the best sensitivity and responsivity to NO2 gas. The detecting range is from 0~100ppm, and the response and recovery time of 11-layer Sm[Pc*]2 LB film to 20ppm NO2 at room temperature is 16 s and 80 s, respectively. The thinner the film, the faster the response and recovery become. Recovery time in air is longer than that in pure N2.
Click <here> or title of paper to start free download the full pages article.
Yadong Jiang1, Dan Xie2,
1School of Optoelectronic Information,
University of Electronic Science and Technology of China,
Chengdu, 610054 P.R.China
2Institute of Microelectronics, Tsinghua University,
Beijing 100084, P. R. China
Phone: ++86-28-83202616
E-mail: email@example.com
Ferroelectric Ceramic/Polymer Composite for Soil-Humidity Detection
Abstract: Ferroelectric ceramic + polymer composites using castor oil-based polyurethane (PU) as matrix and lead zirconate titanate (PZT) as dispersed powder were fabricated in the thin films form by spin-coating method. The composites were poled with appropriated electric field and its piezoelectric property was studied by conventional method. Using the ability of the composite to response with an electric signal to a variation of pressure, a detection system was made to substitute the manometer to measure the soil humidity.
Click <here> or title of paper to start free download the full pages article.
Walter Katsumi SAKAMOTO, Josй Antonio MALMONGE,
Sérgio Henrique FERNANDES
Departamento de Física e Química, Faculdade de Engenharia,
Universidade Estadual Paulista – UNESP,
Av. Brasil, 56, 15385-000 Ilha Solteira (SP), Brasil.
Fax: +55 18 3742 4868, tel: +55 18 3743 1081
E-mail: email@example.com
Development of a Telemetric System Employing a Passive Force Sensor
and a Resonance Frequency Detector with Intelligent Sweeping
Abstract: This paper describes a telemetric system designed to measure muscular force remotely. The sensor is composed by a simple LC resonant circuit assembled inside a silicone rubber tube (sensor final dimensions are 22.0 x 2.15 mm). Small rings that fix the sensor transmit the force to the silicone rubber modifying the inductance value, due to the displacement of a small ferrite rod close to the inductor. The resonance frequency of the sensor, which depends on the applied force, is monitored remotely (few centimeters apart) using a frequency detector with intelligent sweep (sweeping range can be modified to find out the sensor resonance frequency in few milliseconds), presenting the sensor resonance frequency on-line. In this work muscular force was simulated using standard weights, showing that the system presents errors smaller than 65 mgf, on a 0 to 17 gf range.
Click <here> or title of paper to start free download the full pages article.
Sergio Francisco PICHORIM, Raul Jose Fernandes de OLIVEIRA, Paulo Jose ABATTI
Paraná Federal Center of Technological Education
Av. Sete de Setembro, 3165, 80230-901, Curitiba, Paraná, Brazil
Phone: +55.41.310-4696, fax: +55.41.310.4683
E-mail: firstname.lastname@example.com
Underwater ICP Blast Pressure Sensors
Depew, NY - Series 138 ICP® Underwater Blast Sensors from the Pressure Division of PCB Piezotronics, Inc., provide clean, non-resonant, high-frequency output through long cables in adverse underwater environments. Structured with a volumetrically-sensitive tourmaline crystal suspended and sealed in an insulating, oil-filled vinyl tube, these sensors are designed specifically for measuring shock wave pressures associated with underwater explosion testing. Integral microelectronics provide a low impedance voltage output that can be transmitted through cables sealed directly to the sensor. Five standard ranges are available form 1,000 to 50,000 psi.
Andrea Mohn, Marketing Assistant
PCB Piezotronics, Inc.
3425 Walden Avenue
Depew,NY 14043-2495
Phone: (800)828-8840, fax:(716)684-0987
E-mail: email@example.com
Miniature Triaxial Accelerometer is Ideal for Biomechanics Research Applications
SAN JUAN CAPISTRANO, Calif. - December 16, 2003 - Endevco's Model 7269 is a miniature triaxial accelerometer that is ideal for biomechanics research, studies of head injuries, testing of sport helmets, heads-up displays and ejection seats. The device weighs only 0.4 grams, allowing for measurements on light structures with a minimum of mass loading. Its extremely small size facilitates installation in hard to access areas or on small electronic assemblies. Using three micromachined sensors, the rugged Model 7269 offers exceptional output and high resonance frequency. This sensor includes integral mechanical stops and internal diodes for electrostatic discharge protection.
The accelerometer has a full scale output of 400 mV using 10 Vdc excitation. Minimum damping produces negligible phase shift over the specified frequency range. The frequency response extends down to DC (steady state) acceleration, making the Model 7269 ideal for measuring long-duration transient shocks.
Endevco's Model 4430A or OASIS 2000 Computer-Controlled System are recommended as signal conditioner and power supply.
Endevco Corporation
Tel: (949) 493-8181
E-mail: email@example.com
High Capacity Three-Component Force Sensors
Depew, NY - High Capacity ICP® and charge output Three-Component Force Sensors from the Force/Torque Division of PCB Piezotronics, Inc., simultaneously measure dynamic or quasi-static forces in three orthogonal directions (X, Y, and Z). Sensors are structured with three quartz elements that provide long-term stability, repeatability, and linearity, with a wide dynamic range of 10,000 Ib in the z-axis and 4,000 Ib in the x, y axes. Hermetically-sealed stainless steel construction make these sensors ideal for applications such as force-limited vibration testing, modal analysis, engine mount analysis, cutting tool force monitoring, and impact testing.
Model 260A03 ICP® version utilizes built-in microelectronics to convert the high impedance charge to a low impedance voltage, and provides a voltage output of 0.25 mV/lb in the z-axis and 1.25 mV/lb in the x & y axes. Model 260A13 charge output version operates with in-line charge converters or laboratory style charge amplifiers, and provides a charge output of 15 pC/lb in the z-axis and 32 pC/lb in the x and y axes.
Peter Munschauer, Division Manager
Force/Torque Division
3425 Walden Avenue
Depew, NY 14043-2495
Tel: (888) 684-0004, fax: (716)684-8877
E-Mail: firstname.lastname@example.com
Piezoelectric Sensor Signal Conditioner
Depew, NY - The Electronics Division of PCB Piezotronics, Inc. announces the release of Model 482C Series Sensor Signal Conditioner. This unit works with both ICP® and charge output piezoelectric sensors and is available in one, four, or eight channel configurations.
The 482C offers keypad control, and utilizes a vivid dot matrix display for enhanced readability with an option for an RS-232 computer control setup. Normal power operation is 10 to 15 VDC, but, with the use of a power adapter, the unit can be used with a 12 VDC, 28 VDC, or 115 VAC/ 230 VAC power source. Optional features include fixed gain (xl, xlO, xlOO), clamped output for repetitive pulses, integration, filtering, and switched output.
Bill Andrews, Division Manager
PCB Piezotronics, Inc. Electronics Division
3425 Walden Avenue
Depew, NY 14043-2495
Tel: (800)828-8840, fax: (716)684-0987
E-Mail: firstname.lastname@example.com
CMP Introducing 0.35 u CMOS-Opto Process
Grenoble, December 2003 - CMP announced the introduction of the CMOS-Opto 0.35 u process from austriamicrosystems AG. The optical process C35B301 provides enhanced optical sensitivity for embedded photodiodes. It enables the design of high density photo sensors, APS, and CMOS cameras.
The process is fully compatible with the already supported 0.35 u CMOS, thus enabling IP reuse with the existing CMOS standard-cell libraries. The Peripheral cell libraries are available for 3.3 V and 5 V with high driving capabilities and excellent ESD performance.
The design kit is supported under Cadence CAD tools, and available in Q1 2004. CMP offers 5 MPW runs for this process in 2004: 26 January, 19 April, 05 July, 27 September, 06 December.
Circuits Multi-Projects
46 avenue Felix Viallet
38031 Grenoble Cedex, France
Tel. +33 476 5746 17, fax: +33 476 47 38 14
E-mail: email@example.com
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Haleigh 8" Clear Glass Dome Pendant Item # A0687
This product is built-to-order at our Portland, Oregon factory and delivered to your door in 2-3 weeks.
This product is built-to-order at our Portland, Oregon factory and delivered to your door in 2-3 weeks.
Customize This Product
Featuring a sleek parabolic-shaped dome, the Haleigh pendant offers a one-of-a-kind look with distinct modern appeal. Brass rod hardware creates the illusion the dome is floating, while the clear glass shade highlights the bulb for an industrial-inspired twist.
Details You'll Appreciate
- Brass rod pendant & canopy
- Hand-blown glass shade
- Clear finish highlights exposed bulb (shown with G25 bulb, sold separately)
- Built to order to your custom specifications in our Portland, Oregon factory
Product Specifications
- Hang-straight joint accommodates a slight ceiling slope up to 7 degrees
- Hardwired; professional installation recommended
- For indoor and covered outdoor use (UL Rated Damp)
- Assembled in the USA of domestic and imported parts
Product Specifications
Need to know all about the details of this product? Get the full set of specs right here.
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