The Magic of Pins: Simplifying Quilting Techniques

By admin

Magic pins quilting is a technique often used in quilting to ensure precise and accurate piecing. This method involves the use of special pins that are designed to glide through fabric easily without causing any damage or shifting. The magic pins used in this technique are typically longer and finer than regular sewing pins, allowing for better grip and control. They are also heat resistant, making them suitable for use with irons and pressing. To create a magic pins quilt, the fabric pieces are aligned and pinned together using the magic pins. This ensures that the pieces stay in place, preventing any shifting or misalignment during the sewing process.


In This Article

Thaumic Horizons -several fixes -fixed safe handler -fixed aspect fraction of the safe handler -re-made it buildable for gradlew -updated gitignore -fixed internal stuff -hopefully fixed server crashes -added propper dim retrun -fixed cloud client crash -improved miner Math issues with pocket plane dim -added dustBlock as default block for pocket planes -fixed fps issues by removing clouds from pocket plane dim -fixed another NPE. However, if you don t have short natural hair, there are some hair sponges with larger holes that are meant for longer hair, so shop around and see if there s something that can work for you.

Witching coil sponge

This ensures that the pieces stay in place, preventing any shifting or misalignment during the sewing process. The long length of the pins allows for multiple layers to be secured together, especially useful when working with thicker fabrics or batting. Another advantage of using magic pins quilting is that they can be easily removed while stitching, without causing any damage to the fabric or leaving behind unsightly holes.

[NewHorizons] Ultra Hard Gregified modpack via Minetweaker and Modtweaker. GT, Thaumcraft, Buildcraft, Witchery, Galacticraft, BloodMagic, Forestry, Better Questing 2,8K Quests

DreamMasterXXL Good afternoon or evening, I can find out the date of the assembly update to version 2.0.8.0 ??

Mod Tweaker Reactions Received 4 Posts 666 Location Germany

There is no 2.0.8.0 now. Today i bring out 2.0.7.5 on technic

Mod Tweaker Reactions Received 4 Posts 666 Location Germany

Version 2.0.7.5 --- 16.06.2019

New Mods:

InGame Info XML 2.8.1.82
Lunatrius Core 1.1.2.21

Mod Upgrade:
Avaritia 1.15

Bartworks 0.4.16
Blood Arsenal 1.2-8
Core Mod 1.6.14
Crops++ 1.3.5
Crop Load Core 0.1.4
Electro Magic Tools 1.2.7.7
Forestry 4.2.20.0
Gregtech 5.09.33.16
Gt Nei ore plugin 1.0.7
GT-PlusPlus 1.7.02.99-pre
GT Scanner Mod 1.5.4
IFU 1.6
Loot Games 1.0.18
Not Enough Items 1.0.6-GTNH
Tec Tech 3.6.11
Thaumic Horizons 1.1.9.9
Universal Singularities 8.5
Warp Theory 1.0k-Dev
Witching Gadgets 1.2.9k-GTNH

Avaritia
-changed ichorium to gt mod
-Made project jarSign compatible
-Unified build-system
-updated gradle and forge

Bartworks
-smaller fixes
-no hardness or resistance on non gt te blocks
-fixed possible lesu npe
-maybe fixed windmill dupe?
-fixed circuit programmer dupe
-began work on Electric Implosion compressor
-fixed recipes
-added multi layer rotor recipes
-Giant Materials/Space Compat update
-added ASM
-added a shit ton of materials and got my own Materials system up and running
-added Ross128 when GC is installed
-code clean up
-made all asm patches disableable
-removed secondary configs
-added comments for config
-Ore Dict Support
-Added Y/Th Glas
-Added OreDict support for all Materials
-Added an Internal Handler for Colors
-Added Materials and improved Compability to GT and GT++
-Improved Code Quality of the BW Oregen Handler
-Fixed NEI handler
-fixed megas not working with more than one hatch
-finetuned the veins a bit more
-changed material names and colors/texture sets
-removed Taint Biome due to buggyness and i dont like it >:(
-added debug log
-added thaumcraft aspects for materials
-refractored code
-added a config option for the debug log
-fixed Graphene Typo
-prepared custom TC Aspects
-enabled a config option for the threaded loader (experimental state)
-Improved Threaded Loader
-un-threaded GameRegistry stuff
-Fixed Heated Water Pump
-will now drop its contents on removal
-will no longer void non-burnable Items
-Added ITileDropsContent for easy use
-Pulled delSlot into its own Class
-Created FuelSlot (a slot that will only accept burnable stacks)
-API version increase
-Added THTR
-Redid Config to work propperly
-added some materials/items for the THTR
-added additional Thorianite Recipes
-added InfoData on THTR
-added isSneaking on diode screwdriver click (reverse Actual Amps)
-added World Generation feature for Ross128b
-started on Ross128ba
-cleaned up code
-started on Werkstoff Liquids
-fixed small translation failure
-this time really fixed (#27)
-added small rocket gui stuff
-fixed a bug where the moon of ross128b would cause issues with the dim handler
-added Electric Implosion Compressor recipe and tooltip
-fixed Electric Implosion Compressor recipe "Map"
-moved Ross128 to t3 even with galaxyspace loaded
-fixes crash when ExU is installed
-Optimised BlockChecker
-made THTR structure check NOT ignore walls
-corrected tooltip on THTR
-added Empty mode on THTR
-fixed coords hash
-started work on OC integration
-rewrote blockchecker just to see if a loop would be faster than a recursive check
-fixes not enabled ASM code
-re-enabled the tooltip handler
-reworked clienteventhandler
-Tooltip Server Synchronisation
-Add thaumcraft wand pedestal fix
-We only add the vis into the wand
-added ConfigOption for TC patch
-added DeObfs instruction
-code cleanup
-added Miner Compability
-tweaked heat values for GTNH
-minor code changes
-fixed thorianit exploit
-fixed yttrium oxide recipe
-added thorium leaf recipe
-fixed 45% empty space
-Added config options
-removed broken IC2 recipes
-fixed DEHP recipe

Blood Arsenal
-Gadomancy Crash fix part 1
-Update BloodArsenal.java
-fixed build.grandle

CoreMod:
-Add login message handler
-Update zh_CN.lang
-fixes Xenoxene recipe
-Titanium Dust with Nitrogen same EU cost as without Nitrogen #4261
-remove all centrifuge recipes from gendustry bee combs and drops
-added a load check
-Let the bacteria Vat recipes only load when bartworks is loaded
-Field Generator Tier 2,3,4 are bugged in assembler #4292
-Add usage for Tantalum in SMD Capacitor recipes
-Missing Rockbreaker LUV+ #4374
-Tier 8 Rocket is Impossible to Obtain #4267
-re-configured Quantium Voltage to IV
-removed unnescarry ,new Object[0] for varargs methods
-#4474 gating item, updated pack version and added gendustry bees removal warning
-fix t8 rocket plates
-added Abandoned GregTechPlusPlus Aspects
-will hopefully doesnt cause corruption when loaded up
-Re-enabled Naquadah Generators at IV
-changed recipe time and minimal heat requirements for enriched Naquadah
-Awakened Draconium Coil #4647 temperature fix

Crops++
-Create zh_CN.lang
-[ImgBot] Optimize images
-fully implemented Speiger's Crop Plugin
-removed (some) duplicate code
-added debug command
-fixed magic metal berry
-added thauminite as supported metal due to request
-added vanilla Bonsai
-added HumidityBonus/Malus
-fixed scala dependency

Electro Magic Tools
-Refractored Code
-fixed Solar crash

Forestry
-added a null check
-changed crop logic a bit
-if crop havest is not possible at the optimal state, just harvest, ffs.
-remove redstone flux not working api
-change api adress and path
-added recipe

Gregtech:
-Trinium can't be obtained in the Tier below the T4 rocket #4221
-Disabled all Dimethylhydrazine recipes.
-Removed them in favour of the GT++ recipes which are harder.
-Cherry pick multiamp dynamo support for multiblock generators.
-Removed local explosion checks from large turbine and plasma turbine.
-Large turbs now support buffered 4A dynamos.
-salt bees equal to lithium bees #4285
-Impossible to craft Fusion Reactor MK1 #4276
-[suggestion] add a recyling recipe for brick stairs #4274
-Rutile processing magnesium dupe #4260
-Mining plascrete blocks #3998
-change name sparkling
-Problems with bee comb ore quadrupling recipes #4253
-all ev and iv combs have now chemical recipes
-Suggestion: Buff Platinum Group Sludge #4241
-add more comb recipes for Casseterite Sand
-Titanium ore nerf #3647
-Increase small titanium ores, change spawn range #4289
-Superconductor UV Wire wrong recipe #4224
-Field Generator Tier 2,3,4 are bugged in assembler #4292
-GT tool fix
-enable GT Tools to mine any block without tool requirements (dirt i.e.)
-Make use of scanner recipe map since i also inject my own recipes.
-refractored code,
-restored compability to vanilla ore gen,
-moved GC and Forrestry code to own classes to prevent crashes inDev
-implemented equals and hashcode on NearbySeeds class
-added an information line to the Implosion Compressor tooltip
-Refined last commit
-re-added unused, Deprecated constructors
-re-added unused vars
-treat empty string as null for GT_Tool_*.isMinableBlock
-allowed to mine any block that doesnt require a tool with GT tools at Hand mining speed
-rerouted forestry modid to the config value to prevent typos
-recipy change voltage coil HV,IV #4375
-redid fake OD
-removed coal from god of thunder crop
-beautified code for readability
-fixed NBT dependant Recipes
-duct taped import of circuits in assemblers
-adjusted recipe map sizes
-redid Item&Fluid Hatches
-removed rests of UndergroundBiomes & ImmersiveEngineering support
-added oilsands recipe
-might fix #3913 and #4421
-Change gates for Magic Energy Converters. #4324
-UHV Motor is uncraftable #4350
-[RFC] New Rocket Recipes #4409
-shortened sc cooling times
-ductape fix for fusion reactor
-cleaned up code
-Duplicate Alumite tools #4231
-Fix exploitive hydrogen loophole #4348
-add missing circuits to ProcessingCircuits
-added 0lafs changes
-make higher tier superconductors give out less wires per recipe
-removed nitrogen/helium cells from superconductor recipes
-added helium as fuid for superconductor recipes
-halfed the amount of pumps for superconductors
-Added HP Solar Steam Boiler
-added recipe
-removed unnessecary ", new Object[0]" for vargars methodes
-UEV Motor uncraftable #4601
-#4644
-complain about null inputs
-adjusted HP solar boiler to match the tooltip
-re-added solar GUI

Gt Nei ore plugin
- updated Java 7 -> 8
-Buffered Input from cfg
-refractor, code improvements
-small ores completely working
-added tooltip
-added logger
-added ic2 to gradle
-updated gradle deps
-restored base gt compability
-small ore csv (untested)

GT Scanner Mod
-refractored code
-added bartworks integration
-added automatic dev and dev-debug build to build grandle

IFU
-redid logic to work propperly with any type of material as input
-refractored code (a bit)
-fixed GUI
-restricted the wand to OW, Nether and TF (configurable)
-removed damage bar from Item
-added build wrapper
-make ifu buildable with the dev version we add on GTNH webpage

Loot Games
-Single line that prevented people from completing Stage 4
-Corrected some confusing messages sent to players

Not Enough Items
-Prevent random crashes. No idea why this happens, but deal with it gracefully.
-(Probably) Stop the ic2 invalid damage application messages.
-Update gradle wrapper
-bump version and specify gtnh in filename

Tec Tech
-Added recipes for Energy hatches 4A-64A IV/LUV/ZPM
-Change recipe of Biomainframe (#15)
-The recipe became more logic.
-ResearchStation,ObjectHolder and QuantumComputer recipes can only use CrystalProcessorMainframe #4361 (#16)
-Realy Ultimate Battery Recipe issue #4604
-[Recipes] Assembly line need few changes. #4636
-Fix Researchable scanning issue

Thaumic Horizons
-several fixes
-fixed safe handler
-fixed aspect fraction of the safe handler
-re-made it buildable for gradlew
-updated gitignore
-fixed internal stuff
-hopefully fixed server crashes
-added propper dim retrun
-fixed cloud client crash
-improved miner Math issues with pocket plane dim
-added "dustBlock" as default block for pocket planes
-fixed fps issues by removing clouds from pocket plane dim
-fixed another NPE

Universal Singularities
-name change to make Phosphorus Block working again

Warp Theory
-Fixed warptheory error message
-Always allows usage of command on server

Witching Gadgets
-added a catch to the duplication aswell
-fixed an ArrayOutOfBounds Execption
-OutOfBounds Execption pt2
-removed GT++ harddep for softdep

Magic pins quiltong

This allows for smooth and seamless quilting without any obstructions. Magic pins quilting can be especially beneficial for beginners or those who struggle with accurate piecing. The pins provide an additional level of control and stability, resulting in neater and more precise seams. They can also be used in conjunction with other quilting techniques such as basting or appliqué, enhancing the overall quality of the finished quilt. In conclusion, magic pins quilting is a useful technique in quilting that offers precise and accurate piecing. The special pins used in this technique provide control and stability, ensuring that the fabric pieces stay in place without causing any damage. This method is particularly beneficial for beginners or those who struggle with precise sewing, resulting in neater and more professional-looking quilts..

Reviews for "The Art of Stitching: Enhancing Your Quilting Experience with Magic Pins"

1. Lisa - 2 stars - I was really excited to try the Magic Pins Quilting but was left disappointed. The pins were difficult to use and kept bending, making it hard to work with. Additionally, they left noticeable holes in the fabric that were difficult to cover up. I also found that the pins didn't hold the layers together securely, resulting in shifting and lumpy quilting. Overall, I wouldn't recommend these pins for quilting projects.
2. John - 1 star - I purchased the Magic Pins Quilting and was extremely dissatisfied with the quality. The pins were flimsy and broke easily, making it a frustrating experience. They also didn't hold the fabric securely, causing shifting and uneven quilting. I ended up having to remove and replace many of the pins throughout the process. Save your money and invest in better quilting pins.
3. Sarah - 2 stars - I was not impressed with the Magic Pins Quilting. The pins were too short for my liking and didn't hold the layers together well. I found myself constantly readjusting and repositioning the pins while quilting, which slowed down my progress. Additionally, the pins didn't glide smoothly through the fabric, causing snags and pulls. I had high hopes for these pins, but they didn't meet my expectations.
4. Mark - 3 stars - The Magic Pins Quilting had some pros and cons for me. While I appreciated the heat-resistant feature that allowed ironing over the pins without damage, I found that they didn't hold the layers together securely. I had to reposition the pins frequently while quilting, which was a bit frustrating. The pins themselves were sturdy and didn't bend easily, but I would prefer if they were longer for easier handling. Overall, they were just average quilting pins in my opinion.

From Novice to Pro: How Magic Pins Can Elevate Your Quilting Skills

Bringing Your Quilting Dreams to Life with Magic Pins