AltairLouvres with the Stronghold System mechanically locks louvre blades into their clips to increase the amount of force the window can resist. With blades now only able to be removed using a tool, the window is more secure and your building is safer.
The Stronghold System allows our windows to easily meet the fall prevention requirements of the Australian Building Code with only a slight reduction in ventilation.Stronghold System BrochureDetails about the Stronghold System for high rise buildings.
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Balustrades are one type of barrier. Altair Louvres with the Stronghold System and suitable openings are another. It is always important to ensure that a particular barrier system complies with the relevant Building Codes and associated Standards.
NOTE: The Breezway Design Manual is best viewed on a laptop or desktop computer. If you are viewing on a mobile or tablet device then we recommend opening the design manual PDF directly using this link Breezway Design Manual
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I've just started playing the Windows 10 Minecraft version.
I've been playing the Java version for over 7 years.
Anyway, I happened to see a post from 2015 about a double village at spawn that I thought would be interesting.
I created the world using the seed "village plz" which is "-200889213" numerically with World Type set to Infinite.
Some culture shock ensued.
First off, the fact that a desert village and a plains village were created literally merged.
It seems that all the villagers want to congregate in the center of the merged village seems strange.
Second, is the fact that in Java strongholds aren't created close to spawn.
In this world, all you have to do is find the cave entrance that is beside the desert village well and start exploring.
You will find a mossy stone wall, break through and you will be in the stairwell that defines the location of a stronghold.
Third, in Java worlds these days ravines are not very deep unless they connect to others that go deeper.
I've found two ravines in this world whose floors are at Y=11. (mostly lava) (Make sure to take two water buckets with you.)
One is just a short way to the south east of the plains village. Just across the ravine is a bunch of pumpkins.
The second one is straight south of the plains village in the desert.
A third is even farther south and just slightly east of the second.
Stronghold Improvements is a family owned and operated company that has been based in Northern Virginia since 2000. With over 20 years experience in the industry, Craig Burnett continues to build one of the premier remodeling companies in the area.
From our humble beginnings as a purely exterior remodeling company we have grown into an organization that specializes in everything from windows to basements to kitchens to siding. Need a new roof or deck? No problem. How about a beautiful new front door assembly that will add ambiance and curb appeal to your home? Consider it done. Interior or exterior, we do it all and we do it right.
It has always been our philosophy that honesty is not just the best policy, it is the ONLY policy. That is why you will always get a straight-forward, concise and true estimate on each and every project. You will never run into those "used car salesman" tactics that other companies employ (3 hour presentations, discounts "if you sign up today", high pressure sales tricks). You will meet with the owner of the company, he will explain the project and give you an honest, easy to understand estimate. No strings attached!
To top it all off, Stronghold Improvements not only offers each and every manufacturer warranty possible, but we also provide some of the longest and strongest installation warranties in the industry - some for the LIFE OF YOUR HOME, REGARDLESS OF WHO IS LIVING IN IT!
In Saints Row: Total Control, a stronghold is your base of operations in a neighborhood, similar to a Crib. Each Stronghold has hitpoints, and can be damaged by enemies and repaired by the player, as well as upgraded to withstand enemy damage, and customise the appearance.
Your property, your way. When you give us a call, our first order of business is arranging an appointment for an on-site assessment of your upcoming window installation project. Our window installation contractors take measurements and discuss different window options with clients, using images and providing detailed explanations. We help guide clients to the most energy-efficient options that fit their budget, aesthetic, and room, always keeping in mind their wishes.
Strategic window placement is a great way to get your electric bill down, and professionally installed, watertight windows are the only way to achieve these results. For window replacement and new windows, we help design layouts that lower energy costs by maximizing the amount of sunlight that gets in. Our talent for getting the most out of new windows is part of what makes us the best window installation company in town.
With our no-obligation estimate accepted, we begin the installation process. Our window installation contractors order all required products and materials in advance to secure guaranteed on-time delivery. There are many parts involved in window installation, but our trained, certified, licensed, and insured experts can install them all for spectacular problem-free results with record speed.
Throughout the installation process, our mindset is always fixated on the investment clients make in us and their new windows. We guarantee perfectly installed windows every time because we appreciate the importance of air and watertight windows for your building. Our installation process happens in this way:
My return to Daybreak's Early Access survival sandbox Just Survive (formerly H1Z1) wasn't exactly a triumph. As I ran around the playable portion of the new map, Badwater Canyon, I kept seeing notifications that one particular player was killing other players with a bow and arrow. A few moments later, I spotted someone firing a bow from behind cover. His back was to me, so I heroically snuck up behind him (heroes do that) and killed him (hero!) with a machete. Only when he was dead did I notice it was the wrong player. Whoops!
What was the player I killed shooting at? A bear. A bear that then chased me into an enormous crowd of zombies, which then chased me to a stronghold, where I ran into some defensive spikes and promptly died. Not quite the glorious victory I was shooting for, but representative of how I'd really fare in the post-apocalypse.
Speaking of Just Survive's new strongholds: while there are a few benefits to the new system I think they're ultimately a turn in the wrong direction for Just Survive, which is undergoing a hefty revamp. Rather than the building system that previously allowed players to construct homes and forts anywhere they like on the map, the new strongholds can only be built on certain plots that are purchasable with in-game currency earned by selling items to the NPC military base.
Keeping in mind Just Survive is in Early Access, and this new stronghold system has just been added publicly to an unfinished map and will certainly undergo changes in the future, it still feels like the negative aspects of the new stronghold system outweigh the potential positive ones.
Being able to pick your own spot on a map and build a fort there, rather than having to choose from a pre-selected spot, is important to feeling like you're carving out a bit of wilderness for yourself. In Ark: Survival Evolved, I built a small shack next to a lake frequented by beavers and surrounded by cliffs. I eventually closed off all the routes to the lake with walls and defenses. I slowly expanded outward from my original hut, and I even built a few things on the surrounding peaks. As a result it felt like I'd really put a personal stamp on the area beyond just coloring inside the lines. If I'd been confined to a set square of foundation instead of having my choice of where to build it wouldn't have been as enjoyable an experience.
I'm not sure how strongholds fit into PvE at all. Without the threat of other players, the idea of not being able to build wherever you want really takes away from the idea of conquering the environment, and without raids there doesn't feel like much of a need for the stronghold system at all. Maybe this will change when the plans for quests and missions given by the military arrive.
Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own."}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Christopher LivingstonSocial Links NavigationSenior EditorChris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.
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