#farm history
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slayqueening911 · 10 months ago
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what is this tool called? It looks like a shovel but too round. Was it just artistic liberty or is it a different tool? Name???
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hickeygender · 11 months ago
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after literal years i finally got around to downloading a pdf of the wipers times, an unsancitioned satitical british trench magazine circulated among the troops in france from 1916-1918 after the fortuitous discovery of a printing press. i have approximately five million other things i need to read so idk when i'll be able to devote much time to it, and i gotta pick up a proper copy bc it's missing at least salient no 4 vol 2. that said? i'm genuinely laughing at what i've skimmed so far
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daisylambs · 9 months ago
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vintagegermany · 15 days ago
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Jöhstadt, Germany 1910
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lindseymcdonaldseyelashes · 9 months ago
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Leverage 3x12 - "The King George Job"
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gbiechele · 1 month ago
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Classic New England
Yashica Yashinon-DX 35mm f/2.8 Sony A7R IIIA
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vintageeurope · 3 months ago
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Farm Life, Ukraine 1907
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dragonpropaganda · 1 year ago
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
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The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
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These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
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Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
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But let's take a closer look, shall we?
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See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
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This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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tyger-land · 4 months ago
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𝘼𝙣𝙞𝙢𝙖𝙡 𝙁𝙖𝙧𝙢 1954
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probablyasocialecologist · 10 months ago
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Zuni farmers in the southwestern United States made it through long stretches of extremely low rainfall between A.D. 1200 and 1400 by embracing small-scale, decentralized irrigation systems. Farmers in Ghana coped with severe droughts from 1450 to 1650 by planting indigenous African grains, like drought-tolerant pearl millet. Ancient practices like these are gaining new interest today. As countries face unprecedented heat waves, storms and melting glaciers, some farmers and international development organizations are reaching deep into the agricultural archives to revive these ancient solutions. Drought-stricken farmers in Spain have reclaimed medieval Moorish irrigation technology. International companies hungry for carbon offsets have paid big money for biochar made using pre-Columbian Amazonian production techniques. Texas ranchers have turned to ancient cover cropping methods to buffer against unpredictable weather patterns. But grasping for ancient technologies and techniques without paying attention to historical context misses one of the most important lessons ancient farmers can reveal: Agricultural sustainability is as much about power and sovereignty as it is about soil, water and crops.
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worldhistoryfacts · 2 years ago
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in the early 20th century, Americans considered agricultural work to be more acceptable for kids than industrial labor. After all, kids had helped out on farms since time immemorial. Hine documented farm kids working at shockingly young ages. He found Amos and Horace, ages 6 and 4, working dawn to dusk on a tobacco farm:
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Meanwhile, Jewel and Harold Walker (ages 6 and 5) picked 25 pounds of Alabama cotton each day:
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{WHF} {Ko-Fi} {Medium}
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sonyaheaneyauthor · 7 months ago
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1975 in Kyiv Oblast, Soviet Ukraine.
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keepingitneutral · 6 months ago
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Casa Romagnolo, Acquarossa, Switzerland,
Courtesy: Wespi de Meuron Romeo
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vintagegermany · 1 month ago
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Sylt, Germany 1890s
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theatre-mushroom · 2 months ago
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Can't stop thinking about domestic Fiddauthor with dog
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metamorphesque · 1 year ago
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The Lark Farm (Original title: La masseria delle allodole)
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