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BIONITE: Origins™ is a futuristic first-person shooter & real-time strategy hybrid. The core gameplay consists of piloting hovertanks in first-person, destroying other tanks or structures, commanding your squad to attack/defend certain targets, and a full strategy mode with base-building in the Strat game-mode.
We FINALLY posted a new revision to Steam!
Sorry about the wait, but we had to do ton of bug testing to get that darn Constructor to work exactly they way we want it to. Once we switched the ordering system to be closer to the BZ-style command structure, things got a bit tricky in the code. The Constructor Actor is by far the most complex in the game and requires more code to run it than some side-scrollers need to run their whole game.
Here is a new Tutorial Video about how to use the Constructor:
We also did alot more refinements, added some new features, and redid some models. Here are the build notes for this revision:
• Changed the method for issuing commands to the constructor. First, select the constructor using either the F4 key or the spaceBar. Second, select the asset to build using the menu. Third, hold the spaceBar down and move the building decal and asset type indicator using the mouse. Once a location has been found that is suitable to build the selected asset, release the spaceBar. Then constructor will only follow the "build" command if the asset type indicator is green and not red.
• Changed the name of the IMI recycler to IMI Fabricator.
• Replaced the Select Targets for the Friendlies, Enemies, and Follow.
• Replaced the Wingman Icons.
• Added the Rebel Scavenger to Targetable Enemies list.
• New Lighting Solution on EMZE, HADLEYS, and B24 map.
• Added Volcano Eruptions on EMZE.
• Fixed non functioning AA.
• Added the DOF.
• Added the type indicators for each asset built by the constructor.
• New surfaces for the IMI Constructor, IMI Fabricator, IMI Factory (WIPs).
• Added articulating door to factory that opens ONLY when player exits the vehicle and is within 6 feet of the door. Will auto close when player exits the factory console room.
• Added the flash main screen and console screens to the factory control room (rough art).
• Replaced the constructor fabricating laser beams (incomplete).
• Moved the command menu to the right screen side.
• Fixed view jumping in Lynx when a command menu is selected.
• Fixed the Status Dash Screen in all vehicles.
• Completed the spacebar ordering system for controlling the wingmen and integrated it into the existing menu command system. Selected a vehicle using the spaceBar and mouse will display the command menu for the vehicle selected.
• Replaced the building decal used with the spaceBar.
• Replaced the goto location decal used with the spaceBar.
• Reduced the Archer strafing speed.
• Removed the MFD frame. The BioOre, power, and status screens will be integrated into the HUD
• Added the character mesh for the Bot to the Bayonet.
• Added the custom squad system. Tanks and turrets can be combined into squads of up to 6 vehicles, 14 squads.
• Fixed the missing fabricators (recyclers) in the BIODOME24 and Hadleys Hope maps.
• Restart mission or restart player using fire and alt+fire when dead.
Bug notes:
// decal needs to change from build to locate -Done
// decal needs to change back from locate to build -Done
// add new cant build decal -Done
// add new location system to all vehicles -DONE
// start adding Grizzly, Howitzer, NewTurret -DONE
// add new location system to constructor that doesn't bork
//the existing gotobuildLoc -DONE
// icon, drawline and target ret, menu ref need destroyed
/// when vehicle destruct -DONE
// constructor menu needs to pop when selected with spacebar -WAIT
// keymap move f5 through f12 (not f11) to r,t,y,u,i,o,p keys -Done
//constructor didnt drive to spaceBar gotoloc -DONE
//scav didnt drive to spacebar loc -DONE
//scav didnt follow player -DONE
//no scav icon when spacebar pressed -DONE
//no constructor icon when spacebar pressed -DONE
// turret, repdrone wingmen icon icons -DONE
// recycler, constructor wingmen icon icons -DONE
//remove wingmen icon when vehicle destroyed -DONE
//remove wingmen icon when orders complete -DONE
//remove wingmen icon when other vehicle selected -DONE
// test the vehs with new location system for spacebar: -DONE
/// scavenger needs to stop gotoLoc after the FKey is toggled to turn it off -DONE
/// constructor, wingmen, recycler and turrets also -DONE
// recycler needs this implemented also -DONE
// test the constructor stops going to location when turret -DONE
/// or another vehicle selected with spacebar
/// turn off goto location orders when vehicle isnt in use
/// the constructor keep driving to the new gotoloc even when its not selected
/// if it had been selected before and a new vehicle is selected with the spaceBar
// vehicle command menu doesn't pop in 1st person view -DONE
// bayo command orders menu does not come up if constructor orders are already visible, -DONE
// bayo goes dead to spacebar commands after constructor is given a follow order -DONE
// bayonet didnt attack enemy turret with spacebar -DONE
//first LYNX tank did not get added to the inventory and did not show in the menu nor -MAYBE
///have a key icon
// power is off notification not working right in gameinfo
//powerstation spawn point too low AND IS COLLIDING WITH LANDSCAPE -MAYBE
//new enemy target -DONE
// factory build mesh not same rotation as built asset -DONE
// 'power on' client message needs to not say 'power is power on' -DONE
//bayo veh pilot 1st view at low end is too low -SKIP
// No stat key for the Lynx -MAYBE
//turrets are aiming high on non tank vehs like the const -DONE
//kodiak wingman icon not showing when called with spacebar -DONE
//rhino missing wingmen icon when called with spacebar -DONE
//rep drone icon -DONE
//no wingmen icon on hammer -DONE
//no wingmen icon on lynx -DONE
//no wingmen icon on dBack -DONE
//no wingmen icon on Spyd -DONE
//archer wingman icon -DONE
//factory collision too far forward -SKIP
//factory ramps need collision -SKIP
//no collision on the factory -DONE
//factory is unselectable using the spacebar -SKIP
//factory reticle didnt auto turn off after orders selected and vehicle built -DONE
//factory screens rough -DONE
//factory needs tapped twice after fabricating -DONE
// redo const build laser, needs to end at build loc vect -DONE
//veiw moving in extended 3rd person view when a vehicle is selected for order, -DONE
///view range is much less when in command state, check LYNX
//constructor is moving when deployed -DONE
// constructor calling client message when team shot for health -DONE
//lynx hatch not surfaced -DONE
//lynx hatch not closing -DONE
//all vehicle dashs not working -DONE
// test the build Loc reticles for height -DONE
//sat tower
//serv bay too small
//mino to small
//mort trt too high
//all vehs have two reticules when selected to follow -SKIP
//minotaur icon not working -SKIP
//lancer icon not working -SKIP
//mortar turret icon not working -SKIP
//when two longbows are built, if one is moved to another squad, then another longbow is built, -DONE
///the existing stat icon is destroyed and only the icon for the new vehicle is visible
///(should be two, only one in slot 0 is visible)
//needs the build limit set from a hard 6 to if the default squad has any open slots -DONE
//F-keys not toggling off the wingman friendly target rets -DONE
//when a squad is selected while another squad is already selected, -DONE
///the first squad friendly targ rets go dead in place
//need numbers for vehicle slots in menu 1 - 6 -DONE
//collisions on venus rock forms -DONE
//drawlines on vehicles not lining up on icons (except bayonet) -DONE
//HUD drawlines didnt toggel off when not facing the target -DONE
//wingman icons for multiple vehtypes not working -DONE
//turret reassign using wrong Icon ID -DONE
//turret icon not functioning correctly after reassign to new squad -DONE
//selecting all vehicles in squad is issuing orders to all vehicles in all squads -DONE
//REMOVE bKill (except scav) -DONE
//REMOVE REMKEY AND REMICON FROM INVENTORY (except scav) -DONE
//constructor not building correctly when issued a build command -DONE
//enemy target not killed when vehicle destroyed if target is visible -DONE
//Level II wingman icons not showing at all -DONE
//Level II vehicle strafe torques are to high -DONE
// constructor is hesitating after build command when close to asset and wont build or gets lost -DONE
//recycler not existing on B24 and Moon -DONE
//constructor mat damage not working (mats not hooked up) -SKIP
// fix Factory surface -PART
//archer moving too fast when strafing -DONE
//recycler wingman icon Name is 'Name' -DONE
//Constructor wingman icon Name is 'Name' -DONE
//constructor vehicle selection menu kills before command menu selection -DONE
// check wingman icons are updating at runtime -DONE
//selected target and drawline kills before com men sel but wingman icon is ok -DONE
//Recycler wingman icon health bar not working -DONE
//Constructor wingman icon health bar not working -DONE
//wingman icon health number (string only) needs switched from float to int -DONE
//wingman icons need moved down so they dont cover up the stat icons -DONE
//wingman icons need vert respaced -DONE
//drawlines need matched to new wingman icon location vert -DONE
//all but bayonet wingman icons still visible after FIF command issued -DONE
//constructor building on red locations -SKIP
//view snap when turned using arrow key when command menu selected -DONE
//drawlines should not be visible in 1st person view -DONE
//when selecting between squads, the Fkeys needs tapped twice -DONE
//bayonet needs tapped twice to call command menu after a goto nav command -DONE
//MFD needs small boarder when visible -DONE
//cubemesh on fact not moving -SKIP
//death restart with fire button -DONE
Working bug list (unresolved or unverified):
//existing extractor stat icon destroyed if new scav built (scav replaces ext at slot 0)
//pilot view went black when spacebar released with build loc placed (should have been location ret)
//turret statkey icons missing first one after a scavenger is destroyed
//wingman icons in dash not working when squad selected
//recycler physics is not good for when a BOT vehicle collides with it (maybe only when undeployed)
///check that vehicle menu is closing in all command states
//LOD's on assets
//bayonet is still accepting orders with the spacebar after deselected
//rear end part sytem on constructorA tog opposite (on when should be off)
//vehilce not stopping when reaching destination to nav beac
// move buid limits of vehs to more
// redo the scrap build amounts for each vehicle
//mortar turret selected for build and a lancer was built THEN
///mino selected and mortar turret built, then mino Twr was selected and built OK
//hammerhead and archer went dead against the factory
// too close meter for build ret
// scav menu not showing in dash menu at all
// serv bay squad number is F5 on key
// change TEXTUREGROUP setting for dash sheets to renderTarget
// part switch tog on and off
// actor running timing
// bionite counter doesnt subtract (maybe its in sandbox mode?)
// attack target reticle didnt attach to minotaur
We have two new Game Play videos using ShadowPlay: Hadley's Hope mission on the Moon, and the BIODOME24 mission on Mars.
We made alot of fixes and enhancements based on community input. Revision 1 is posted to Steam and has a fix for the reinstall problem we were having...
Our Landscape artist Hotshot has been hard at work making our next set of maps, here is a WIP screen of Europa
Check out the new vehicle interiors we have ready for the Steam release. Here is a preview vid of the Bayonet.
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I added a new video check it out
Update #1 is posted to Steam!
We finally got our first Update posted to Steam. We fixes some bugs and added new features based on the comments we recieved on our Steam Discussion Page, our youtube page, and our Facebook page. We really appreciate the feedback and comments from the community. Bionite is an extremely complex game and we need help from you guys to make the game better. I am working on the build notes and will have them posted shortly but here are a few of the fixes:
- Added the TRAINER level. Now you can create a singleplayer game and set the difficulty level to "trainer" and the enemy wont attack. This will give everyone an opportunity to use the command system without having to worry about the sharks attacking the recycler.
- Added the team colors. Now the enemy is red and your team is blue. This will make it much easier to find the enemy.
- Modified the Constructor so it will build faster. You still need to place your location beacon first, then select the Constructor in the menu to tell it what to build.
- Fixed the commands for the Lynx Tank, the Diamond Back Turret, the Archer (mortar Bike), the Spyder Turret, and the Repair Drone.
- Fixed the weapon switching so now you can build a gun and add it to your loadout. Build an extra gun using the Armory.
- Hooked up the Thump Weapon in the Kodiak.
- Moved all the tanks and turret squads into their own F key. Now there are 14 squads that can be selected using the F key and the Left Shift F Key. Each Vehicle type will default to a squad. Were working on adding a custom squad system so you can select and move individual vehicles into a custom squad. CHECK the new Wing Card for the new key maps.
I am just letting you know that we are working on an update.
We are almost ready to post the update. I have added as many of the suggestions from the community as I could for this release. We have resolved the "reinstall issue" we are having with Steam, so the game will not reinstall each time the game is played. We are going to be working on this update until this Sunday, then uploading to Steam on Monday. Then all day Tuesday we will be testing to make sure the game installs smoothly. If all goes well, on Wednesday next week the new release will be ready for download.
Thanks for the patients while we get through these issues and make the game better based on your recommendations.
Hi, I did buy the game on Steam.
Bionite: Origins is now on Steam Early Access
I cant install it ? Is it a bug or did I buy too early ?
I would like to support this Project anyway.
Please try this fix for the missing exe error:
the missing exe issue is resolved, it was a problem on the back-end of Steam
Hi LtF,
Battlezone was one of my childhood favourite games, I still have it installed on my old notebook.
I'm really looking forward to Bionite since the very first day I discovered it.
As a modder myself, I am the creator of one of the major mods for STALKER game series. I exactly know what does it mean to work on such big projects without having the necessary studio, people, funds and time to compete with mainstream games.
However BZ has always been an underrated and unmarked game, I'm quite surprised that your project has drawn very little attention on ModDB.
I would like to give you some feedback. I checked the status of Bionite on a couple of different sites many times, but I've always left confused about the progress. I still don't understand when will the final version be released, what will be the singleplayer campaign story, etc.
Although I only released non-commercial mods, I always put a lot of effort into teasing my followers, make them waiting for the release even more.
I'm not saying you don't put effort into your followers, don't get me wrong, but I think you should make it a bit more clear what you are doing and when... just my 2 cents.
But anyway, I wish you the best with the development, I'm really looking forward to it.
PS: Will it be possible to play it with the original BZ soundtracks?
That is great to hear Kanyhalos!
We are complete BZ fanatics and spent the last 5 years brining Bionite to life. We really like to hear from other developers that have played BZ. I do apologize for the confusion about the release, this game is just so crazy complex, we just didnt know when it would be done. Were also using the UE3 engine (UDK) and damn if it aint buggy as hell. (we should have used Unity to avoid the bugs and lack of support from the developer EPIC). I had to learn how to program, model, use flash, surface, just about everything to make this game. I do greatly appreciate your two cents! we really want to hear from people in the community to get their opinions about the game. :) Unfortunatly we cant include and IP from the original games, but we have a really good composer (Driving Park) that will do a great job emulating the original sound experience. We are just about to launch on Steam, everyting is set to publish we just need to finish this and get it sent. I will post a announcement on our Moddb page, our website, our Greenlit page and on our FB page when its on Early Access. We really appreciate your support and the suppor of the community, we in the home stretch to making a great game that we hope people will have fun playing. ~LtF
Thanks for your answer. I'm mainly interested in singleplayer. Will it have campaigns like BZ had? What would be the story?
As for the music, I know it's not allowed to use BZ content but I meant that if it's possible to mod Bionite further, put BZ music into it for myself, or play it from the original soundtrack cd/iso.
This was my all-time favourite BZ music:
I wish I could help you with programming, but I quit making games due to the lack of time.
I released a lot of content for STALKER between 2007-2015 and been through appreciation and despair.
I had my mod topped the ModDB 100 list and had also the mod site deactivated because of trolls... the 3.0 version of my mod had a hidden serious bug and the whole community were screaming at me and rated my mod to 7.2 ... It took sleepless nights and a lot of annoyance to fix the bugs for 3.1, and it reached 8.5 rating after a couple of months.
Thank God it wasn't a commercial project...
What will the Early Acess contain? I'd note that if the Early Access version will be bugged, people will seriously complain (as they always do, even if it's not bugged), give it a very low rating, and the interest on the final release will be much less.
Noone cares about the explanation like "but it's Early Access"... they are expecting perfect games all the time. They just don't know how much work is really involved.
I always overcame these issues by hiring people from forums (who seemed to be trustworthy and wouldn't leak it), and they tested it before the release. But we can't be careful enough.
I hope this helps. Good luck!
Sorry about the delay getting back to you Kanyhalos, but we were in crunch time last week. For the initial singleplayer release, we are focused on One VS One against the computer, with the mission goals being to destroy the enemy base. We do have a story line we are following (check our website under 'backstory' for the introduction www.bionitegame.com).
I really like that music track also, it was awesome work, thanks for sharing that, its been a while since i heard it :)
Trolls absolutely suck, We had the same problem. I hear you - about the trials and tribulations, making a game is alot like trench warfare and sometimes its just attrition that kills many projects.
I have seen your modDb page and I really liked what you had done so far, its a bummer to hear you had to put it on hold. I completely understand about having to pay the bills (that is probably the one major project killer). I have been through absolute hell on earth to get this far.
I am very glad you made that last post. Once i read it I decided your advice was pure gold and delayed the Steam release until we were positive it was bug free. That two cents you gave me i think is worth alot alot more. THANKS FOR THAT!!! :)
I wish we could hire people from the forums but honestly, i have been seriously burned by people that think they can make games....95% of them quit and half of them rage-quit. That was a huge learning experience for me and i will never do that again.
We just send the game to Steam this morning and it is currently in the review que. Our goal was to have 90% of the game elements in the Early Access release and then add the remaining 10% (including the MP) once we are in the main store. Since we modeled the game after the original BZ, almost all of the elements that are in that game are in Bionite. (plus a few unique aspects like 'Fly in Formation' or FIF). The only game elements that still need to be added are all pilot releated, the pilot mesh, the siper rifle and the jet pack. We are working on adding those elements right now.
I would super appreciate your feedback on the game when it is released on Steam (should be this wednesday), I have seen your work on Stalker and you did an amazing job, IMO. Please keep in touch with me and maybe in the future we can get you a well paid position at Platoon Studios. SUPER THANKS! ~LtF
Thank you LtF, I appreciate your words. The singleplayer 1v1 sounds cool, like a skirmish match in RTS games. I read the backstory and I really like it. However it is still unclear when will the game contain a singleplayer campaign like in the original BZ.
I'm very happy to learn that I could help you with some hints. The first impressions on the game will determine if people shall buy it or not and no Patch/DLC will change that. I don't see the Early Acess on Steam anyway, I guess it's still waiting for approval. Yesterday I started my long X-mas holiday so I would have some time to play it.
I've got another questions. How many SP 1v1 maps/missions shall the EA contain? I hope there will be a lot of variety.
The Europa screenshots look interesting, but why are they greyscale? The original Europa was icy blue. It would be nice to see an ice planet.
A couple of years ago the GSC Gameworld forums were very active. I've met a lot of talented people there and we helped each other and used the code of each other to put together the best features. It was really easy to find trustworthy people for testing that time. But today is really hard. It may be possible to get 1-2 people for short term.
I keep my eyes on this game:)
That is a perfect characterization of the first strat release, "skirmish". We felt that since the game has a steep learning curve, people will need some time to learn how to play. In the mean time we will be working on turn based missions. Just getting to this point has been over-the-top-difficult and we didnt want to make it any more difficult to finish before we could release on Early Access. We are going to be working on the full campaigns during our time on Early Access, as well as adding more content, elements and Multiplayer.
We just got some feedback from Steam and had to make some minor changes (to the trading cards, badges, and backgrounds) before we could drop. If we hear back from Steam tonight and they can just remove them (becuase i couldnt and got stuck having to create generic ones to get the game into review) then the game will be up tomorrow!
we currently have 3 maps for Skirmish Mode, EMZE MINE (venus), BIODOME24 (mars), and HADLEYS HOPE (moon). We had a hella hard time getting the game to cook using the UDK front end because our game is so complex. In fact it took me MONTHS to figure out how to get the game to cook and pack, I had to bypass the Front End cooker to get it to work. Unfortunatly EPIC provides almost no trouble shooting for UDK and basically its like doing brain surgery without a map of the brain!
The Europa map is still at the landscapers (hotshot) and those images are just what he does in World Machine and Substance. He creates basic unlit maps in UDK for testing and scaling, so the images your seeing are the roughs (unlit). I agree with you about the atmosphere needs a cold blue feel to it. Were also working on part systems for falling snow and ice-geysers. Were thinking about having an H2O mine on Europa that ships water, hydrogen, and oxygen to various bases throughout the solar system.
I have never been to the GSC Gameworld forums, sounds interesting. I will check it out but once we get rolling on Steam, were going to hire several PT or FT testers to work inhouse (thus avoiding the rage quitting and asset snakes).
Once you get a copy of the game, please post your feedback on our Steam page or on our forums (were setting up the forums now). Thanks for the input, I super appreciate it!
I finally see it on steam right now, but I've got restricted internet access regarding download. I can only download it somewhere else, copy the installer to usb drive and bring it home. Is this possible? If I must install it through steam to the computer where I can play, then it's a no-go for me:(
hmmm. i think that steam is pretty strict about that type of stuff, you can try it, it might work. Let me know if it what happens, if it doesnt work i can get you a copy. ~LtF
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.


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We are getting excited about the upcoming wedding and are looking forward to spending time with you. If driving a jeep on the beach sounds like fun to you – you might want to check with Island Cruisers. They appear to rent Wranglers, Cherokees and full-sized Suburbans. Their website is: http://islandcruisersinc.com/4-wheel-drive-cruisers/
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October 17, 2014
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I'd like to announce that animated avatars are now available again. You'll have to reload, but they are once more possible.
We've been doing a ton of work behind the scenes. The site load speed was already under 1/2 of what Huddler's was, on average, and we installed cloudflare, which means that the site should be even faster. A ton more will go on in the weeks and months to come, and some things will be more visibile, and some less.
The official thrift/discount store bragging thread
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- Places To Visit
- Recreation / Outdoor
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- Maine, United States
Ogunquit means "beautiful place by the sea" in the Abenaki language, and this artsy little resort town on the coast of southern Maine sure fits the bill. Located 35 miles south of Portland Maine, Ogunquit is a 4 square mile town with 3 miles of lovely white-sand beaches. Its origins as an art colony ensure that there are a number of good galleries and art museums to enjoy, and the Ogunquit Playhouse, where legends like Betty Davis, Basil Rathbone and Claudette Colbert once performed, is still packing them in after 73 years.
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So in light of recent um… issues… I think it's high time I give my rating system a little tweak. I'd modeled it after the NY Times' 4-star system for dining reviews, only instead of stars, I had the letters ZOMG. But as Emily pointed out, it would be better if I didn't group bad and mediocre together. That's a pretty wide range to encompass.
And so here's my new system, better modeled after the NY Times' system, as they do give zero star reviews.


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What city councilors say about water rates
Mayor Jim Clinton: "I have a simple (objective) to propose, that everyone pays the same for a cubic foot of water, and that every cubic foot of water costs the same."
City Councilor Mark Capell: "With regard to (Clinton's proposal), (Clinton) and I have both been advocates of that for as long as I've been on council. The challenge with that is, what do you set as your fixed costs? We've taken a couple stabs at that in the past and haven't really gotten there very successfully. You can quickly make it so that depending on what costs you've allocated into the fixed category, the high user could be subsidizing the low user, or vice versa."
City Councilor Victor Chudowsky: "I'm a little bit hesitant about using water rates to pursue social goals. I think the primary thing should be to efficiently fund the operation of this set of infrastructure, in the fairest way possible."
City Councilor Sally Russell: "We should also incentivize people to use our infrastructure at certain times of the day, when it's not overloaded. Because that allows us over time to not expand our system, to continue to accommodate growth, and to have a system that still supports us."
City Councilor Scott Ramsay: " ... I think that we as a council need to figure out how to set some sort of policy moving forward, knowing there is always some sort of repair, maintenance, expansion as we grow, and we should be planning ahead for that and avoid the sticker shock that it costs in the future when you actually are forced to deal with those problems."
City Councilor Doug Knight: "In addition to rates being affordable so that they're accepted by the community ... the next most important thing would be to increase them, if you need to, in a measured way. Had we increased our rates in a measured way prior to the onset of the surface water project, we would not have had the same kind of community backlash against the project that we did."
Mayor Pro Tem Jodie Barram: "Some of the goals that I'm interested in are making sure that the rates are equitable, that the first drop of water costs the same as the hundredth drop of water. I think that's important for ratepayers, and something I hope we can achieve. Conservation is going to be important, but I don't know that rates are going to drive that. ... And having it be the true cost of delivery, that's something that is important."
Bend city councilors are once again discussing potential changes to the way the city charges customers for water.
The issue has come up for discussion repeatedly in recent years, and city councilors have said they want a rate structure that would more fairly distribute the costs of the water system among customers, but officials never made a decision. The city hired a new part-time policy analyst in January to lead the process, and she has started to discuss what city councilors want a new water rate system to achieve. Goals the council might discuss include fairness, conservation and setting aside money for future investments in the water system.
Senior Policy Analyst Gillian Ockner said on Thursday that she hopes to identify guiding principles and objectives for new rates before July 1. As for when the city might implement new rates, that is unclear at this point. Ockner said it is her job to lay out a strategy to implement new rates, and she expects to discuss water rates with the City Council on May 7 and again in June. In the meantime, residents can comment on water rates on the city's feedback page, BendVoice.org .
At this early stage, city councilors have not discussed the specifics of a new rate structure so it is unclear whether residents' water bills will increase, decrease or stay the same. At a City Council meeting in March, Ockner told councilors there is a disconnect between water customers' willingness to pay for municipal water systems and their everyday consumer choices. Ockner noted the city has to treat drinking water to make it safe, and maintain a system to deliver it to customers.
"There's a lot of work that goes into delivering clean drinking water to our doors," Ockner said. "But I don't think we perceive it that way. It's similar to bottled water, yet a 16-ounce bottle of water sold for, let's just say $1.25, is equivalent to $10 a gallon, which is thousands of times more than out of a tap."
Ockner said the issues driving up the cost of drinking water, sewer and stormwater services include aging and deteriorating infrastructure, increasing personnel costs, stricter regulatory standards, decreasing water demand, meeting the demands of population growth and climate change.
Currently, the average monthly water bill in Bend is $24 during winter months and $48 during summer months, according to a city presentation. Residential customers pay a base rate of $21 a month for the first 400 cubic feet of water they use, then $1.60 per each additional 100 cubic feet of water. Residents also pay $46 a month for sewer service.
People have reduced their water use in communities across the nation, and that poses a problem for utilities as revenue declines. The recession, prevalence of more water-efficient toilets and fixtures, public interest in conservation and higher water rates have all contributed to this trend, Ockner said. Municipalities might respond by raising the rate per unit of water, but that creates a cycle in which customers further reduce consumption.
Ockner said she wants city councilors to focus initially on the goals they hope to achieve with the city's water rate system, and that will drive the process of determining a new structure.
Mayor Jim Clinton has said the current monthly water allowance overcharges small users and undercharges larger water users. Other city councilors have also said the current system is unfair to small water users.
A couple of years ago, the city Infrastructure Advisory Committee recommended that Bend eliminate the flat fee for the first 400 cubic feet of water each month, and instead move to a water rate system based more on the amount of water people use. However, this model would not necessarily lower the bill for people who use little water, because the city might increase the fixed fee for services such as fire flow — the constant availability of water at the correct pressure to fight a fire — that everyone receives. Also, the city could begin charging this fixed fee to everyone connected to the water system, even if a property is in foreclosure or homeowners are out of town.
Ockner said the city of Bend needs to adopt rates that allow it to save up for future projects, not just focus on immediate needs. "The increases have been largely project specific in recent years," Ockner told the City Council at a meeting in March. Ockner also said the City Council should consider how to best structure all utility rates — sewer and storm water, as well as drinking water — at the same time.
— Reporter: 541-617-7829, email@example.com


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Latest Kinks News
First Dave Davies was against going into the studio with his brother Ray, but now Ray says they may do just that. He says that while Dave has some songs he wants him to hear, Ray is working on a new album and may ask Dave to play on it.
Whether this will lead to a reunion of The Kinks remains to be seen. Ray says, "It's an increment at a time…Now he has suddenly changed his tactic." The Kinks' last album was 1993's Phobia and the band's last show was in 1996.
Ray just published a new book, Americana. Dave starts a run of six U.S. dates on November 12th in New York.


text: Glad you asked. Here is a simplified version of how the controlled hunt drawing system works: The procedure has been computerized since 1973 and was certified random by Boise State University professors in 1977. Every applicant has the same chance of drawing. Officials verify that applicants meet all of the eligibility requirements to draw a tag. Each application is then assigned a randomly generated number, which is then scrambled and coded before being drawn by the computer system. The computer, located in the state controller's office, selects the successful applicants from the entire application file of eligible applicants. When a group of people enter on the same application, the group is assigned a single application number, and the whole group is entered as one combined entry. In the first round, the system randomly draws from the first choice listed by each hunter. The system then does a second drawing to fill any hunts that still have openings with second choice hunts. No person can draw a second choice before that hunt has been filled by first choice people. When residents and nonresidents enter on the same application, the entire group is treated as nonresidents. Nonresidents are limited to up to 10 percent of the tags available in any individual controlled hunt. In a controlled hunt with 100 tags, for example, nonresident singles or groups can draw up to 10 tags. If, after drawing 90 applications, the computer draws an application and finds it includes a nonresident, it checks to see whether a tag is still available for a nonresident. If 10 nonresidents already have drawn tags for that hunt, the computer simply goes to the next application. Hunters can improve their odds by doing a little homework. Using the drawing odds and results from the previous year, found on the Idaho Fish and Game hunt planner at http://fishandgame.idaho.gov, hunters can find hunts with fewer applicants and better odds of drawing. Because it is a random process, one person can sometimes draw two or three times in several years, while another person does not draw at all. That's how a random process works, just like the lottery. It doesn't mean the system is unfair.


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Hello Blowout Cards World!!!
I have also been reading threads but just recently signed in to take advantage of the growing ecosystem of fellow hobbiest. Just got back in after 25 years to find out all the cards that were then the $ cards are worth squat. Good thing is that I can afford all the cards I wanted so bad then, now. So I did just that and got the cards I always wanted. In the process realized that this new era of the hobby is much more exciting and now I may need to join a support group if you asked my better half. LOL Anyway hope to get more involved here. Holdin it down in KC!!
Welcome to Blowout's forums and back into the hobby.
Welcome Back!
Thank you very much Gents
Welcome to Blowout, and welcome back to the hobby (most of us share a similar story in this sense....! Stop by [url]http://www.blowoutcards.com/forums/off-topic/445676-where-ya.html[/url] when you get a moment and rep where you're from :)!
Thank you
I will do that thank you very much!!
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Wikipedia:Wikipedia Signpost/2014-01-22/In the media
Wikipedia for robots; Wikipedia—a temperamental teenager
Wikipedia for robots
An article in USA Today announced a European-funded project called RoboEarth that is designed to give robots a mechanism by which to access information to dispense. The project is backed by five technical universities in Europe who recently met in the Netherlands.
|But RoboEarth is more than an encyclopedia. It has a system of networked computers that allow it to perform intensive computing tasks that smaller computers—or in this case simpler robots—may not be able to. It also allows individual robots to communicate between themselves, the so-called RoboCloud of networked computers, and the robot database.
Wikipedia: a temperamental teenager
Several articles this week noted that Wikipedia is now 13 years old. One, from Mashable.com, opined that Wikipedia has "reshaped the knowledge industry". The article noted that one of Wikipedia's de facto competitors, the Encyclopaedia Britannica, has made changes due to Wikipedia, including a 2005 report from Nature that asserted Wikipedia is almost as reliable as Britannica in terms of accuracy despite the encyclopedias' different methods of publication—crowdsourcing for Wikipedia, and top scholars with rigorous review processes for Britannica. Jay Walsh, a spokesman for the Wikimedia Foundation (WMF), noted that, in the opinion of WMF, "In a nutshell, our biggest challenge in 2014, the 13th year of Wikipedia, is: How do we continue to grow that community of global editors?" He went on to say, "How do we sustain that growth, and how do we support the people who are editing Wikipedia today?" The article concluded by wondering what Wikipedia's future holds:
|With more than 30 million articles in 285 languages, Wikipedia seems to be the awkward teenager, sometimes struggling to hide its growing pains. But as the site attempts to come of age, one can't help but wonder what it might turn into if it's around anywhere close to the nearly 250 years Britannica has endured.
In brief
- Jimmy Wales promotes … cell phones?: NBCNews.com reported that Wikipedia co-founder Jimmy Wales is promoting a cell phone service called The People's Operator, which, according to its Wikipedia page, aims to be an "ethical" mobile network provider. Wales is a co-chair of the network.
- Wikipedia shows the value of a vibrant public domain: The Electronic Frontier Foundation asserted the value of a vibrant public domain in an article detailing the principles it feels should define and guide copyright policy.
- Richard Sherman is (not) human garbage: LegalInsurrection.com noted that after Seattle Seahawks defensive back Richard Sherman made some controversial comments in the aftermath of his team winning a conference championship game to go to the Super Bowl, his Wikipedia article was vandalized to indicate that he is "human garbage", and to change a picture of him to one of a monkey. The vandalism was promptly removed, and the article semi-protected.
- Wiki-Validation for Judith Newman: Judith Newman wrote a follow-up to her New York Times article (discussed in last week's In the Media), describing the feelings she experienced while watching her article being created, nominated for deletion, and kept, along with observations on several Wikipedia editors.
- Fictitious children in Wikipedia: Hugh Dennis was asked by The Telegraph whether he really had two adopted children named Sidney Smith and Dominic Vincent, as stated in his Wikipedia biography. He replied, "Ha, ha, no, my son added that – and if you look at it tomorrow, he'll probably have changed their names again for a laugh." The false information was removed by User:Bilby a day after the Telegraph article appeared; it had been present for four months.
- Ukrainian Wikipedia goes dark: KyivPost reports that the Ukrainian Wikipedia is displaying a banner protesting new laws that make criticizing government officials a crime. Starting from January 21, the report said, the Ukrainian Wikipedia will also go offline for 30 minutes each day to protest the new legislation.
- Collaboration between Cancer Research UK and Wikimedia UK: Third Sector reported that Cancer Research UK (CRUK) is looking for a Wikipedian in Residence to help ensure Wikipedia's information on cancer is correct and up to date. CRUK is believed to be the first organisation of its type to create a position for a Wikipedian in Residence. Jon Davies of Wikimedia UK said, "This new role would see Wikimedia UK and CRUK joining forces to build on Wikipedia's extensive information on cancer. The possibility of recruiting cancer scientists to help edit these important articles is very exciting."


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2.3 head swap (winter project)
Well as the title states my winter project is doing a 2.3 head swap. I have already purchased a used head from fociboy03 and some Supertech +1mm flat head valves from MikeF2D. My other items I still need to get are Crower Stage 2 Cams for the 08+ along with the valve springs, a 2.3 IM either the one Tom has (if he still has it once I go to purchase one), a real cossie or knockoff depending on the funds or I was looking at the Weapon R not sure on which one yet, also some machine work on the head to get the new valves fitted and probably some other work, also already talked to Tom and he recommended getting some 36# injectors so I'm in the market for some of those also.
Anything I should get along with these items or anything I forgot? On the machine work should I go with a 4-Angle valve job (I read somewhere on here the heads already have a 3-Angle job from the factory), should I get the head decked/milled (not sure on how much to get taken off just want to make sure im going to have good valve to piston clearance), and would it be worth it to do a port and polish or should i just get it polished and possibly with a gasket match?
I'd pass on the weapon r i/m. Getting the head decked or milled, you'll run in t/c lenght, unless the tentioner can take up the difference. Probably can, just something to think about. I'd figure out the c/r of the 20 vs the 23.
I already got some of my parts coming in, so far I got the 2.3L head, +1mm Supertech valves, & the Godspeed I/M got it on Amazon for $213 shipped cause I couldn't see paying $700 for a real Cosworth just to hack the end of it up to fit. So now I just need the 08+ Crower Stage 2 Cams, adjustable cam gears, Crower valve springs, & some machining done to the head for the valves and the I/M to make it fit then time to install and re-tune. Im also going to try and get a dyno run before these mods to see what I am making now and then again after the mods to see what I actually gained but there are not alot of places around here with a dyno.
I would add some high comp pistons, Ohhh dont forget to do some polish inside the IM to make it smooth
I would add pistons so that way I could run stage 3 cams but I dont want to pull the motor now since I will eventually be going F/I with a full 2.3L built motor swap probably within a year or two depending on funds
Yeah thats the plan at least for now, either that or start doing some suspension work after I'm done with the head swap as I'm planning on doing some autoX and maybe some road racing next year with the car club I'm in. Oh and ill probably get a Tornsen T-2 or Quaife ATB differential once I need a new clutch in which id probably just get a stage 1 either Clutch Master FX100 or Exedy stage 1
any updates?
Unfortunately no except for my cams came in that I ordered back in October. I probably wont be getting this finished until spring as I just bought a boosted 02' ZX3 so I'm waiting on recouping some of my funds from my purchase. My plan is to have it finished for FF13' along with some changes to my recent purchase
Could you please tell me what's the PN of the 2.3 head you have?
I think there are two PNs: 1s7g and 3s4g.
According to SBD, the 3s4g is the one with better flow. I have one 3s4g, just want to know if it's same as 2.3.
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The Forgotten Camera: Sedic 110 Luxe2013-01-14 2 4 Share Tweet
The Sedic 110 Luxe had light leaks. The Sedic 110 Luxe is useful as a day time camera. The Sedic 110 Luxe needs special flash bulbs which would be difficult to find.
I found a Sedic 110 Luxe Camera in a second hand store. More generic information about the Sedic 110 could be found on this website
The people at the store were very eager to sell me the Sedic 110 Luxe Camera. The Sedic 110 Luxe was created during the late 20th Century. The Sedic 110 Luxe uses special bulbs called Magicubes.
I loaded the Sedic 110 Camera with Lomography Orca B&W Film. I then visited a historic landmark, The Van De Kamp Building in Los Angeles, CA, USA. I spent 45 minutes creating photographs with the Sedic 110 Luxe.
The Sedic 110 Luxe had many light leaks. Over one third of my photos had some sort of damage via light leak. I am undecided regarding the reasons as to why there were so many light leaks. Perhaps I misloaded the film or perhaps the Sedic 110 Luxe already had some sort of leaks already. Anyways, the effects of the light leaks added character to the photographs of the landmark building.
The Sedic 110 Luxe was very easy to use. The Sedic 110 was easy when it came to forwarding shots on the 110 film cassette. I had only spent 50 cents on buying the Sedic 110 Luxe. The mix of light leaks on the Lomography Orca 110 B&W Film brought added surrealism to the photographs which I had developed in sepia style. I have not found any Magicubes, the special flash bulbs used by the Sedic 110 Luxe. Photography during the day is a practical way to use the Sedic 110 Luxe.
Lomography Orca 110 B&W Film had warm tones of grey on the sepia photographs. The sepia mixed well with the light leaks. I enjoyed the photographs that had developed normally with the Lomography Orca 110 B&W Film. I have posted the light leak photographs to demonstrate the limitations of the Sedic 110 Luxe. I hope to write a future article about the Van De Kamp Building while using the photographs that have few or little light leaks.
Overall: I hope to use the Sedic 110 Luxe with other types of 110 films. I hope to use the Lomography Orca 110 B&W Film with other 110 cameras.
written by glenn on 2013-01-14 #gear #review #vintage-20th-century-sedic-japanese-camera-magicubes