Basil is a hallucinogen

Man, another one huh? In my quest to make SADC 7 (see past posts) I have been thwarted twice now with unknown psycadelic plants.

First was eucalyptus leaf.  That one is a potent DMT analog precursor.  just 150mg of leaf powder is enough to produce mind altering effects.

This time around it was basil.  Who knew? This one seems to be a MDMA analog.  2 x 00 capsules (around 1.2g) of basil leaf powder produced effects in conjunction with 10 drops cinnamon, 10 drops mint, and 10 drops eucalyptus essential oil.  Turns out this has been predicted before if you web search for basil mdma.

Its sad because I was really looking forward to using basil to counteract salmonella but I will have to find an alternative.  My experience with basil below.

2 capsules (1.2g)
10 drops cinnamon mint euc
1 cap ginger
sadc 7.1? 1 cap
1 cap natures fury
within about 30 mins:
weak hands
feel slow
feel like I dont want to move
before falling asleep bubbling sound, auditory hallucinations?
dream: in a huge house on huge grounds.  We were trying to navigate away and many of us saw a crossstreets sign  but a guy was turning it so we werent sure which street was what.  Inside the house there was a guy with a knife and he wanted to do tricks with me and I refused but he wouldn't stop. I told people to help but they just said to call the cops.  I left the room sneakily.  I'm not sure if he follwed me so I went around through multiple rooms.  All these other rooms were empty though so if he did find me there would be no one there.  I was trying to find a way out of the house but I couldn't.  There was a groundskeeper too I heard.  Then I woke up face down on my pillow.


Disintegrating ray: How to pulverize materials more finely

In working on improving TEEF powder technology (teefpowder.com) I want to not only be able to produce the tetracalcium phosphate peroxide (special ingredient) faster but also grind it more finely so that it can effect and build teeth enamel better.  Just to be transparent I gain no financial benefit from the sale of TEEF powder, I help produce the special ingedient because I believe it can help change the world.  I have been looking at grinders like ball mills and especially planetary ball mills because the planetary version can grind down to 100 nanometers which is 10x finer than a regular jar style ball mill.  Why this extra fineness? An increase of the grinding force.  So there are a few factors which determine how fine you can grind something: Dryness of the material, brittleness of the material, temperature of the material (basically effects the brittleness), the hardness of the grinding media, the smallness of the grinding media (basically the sharpness) for a given weight, the force of contact or weight of the grinding media or RPM for planetary mill, and I am going to introduce one more factor; the charge of the grinding media (or charge of any factor in the environment including gasses).

Why does the charge of the grinding media matter? well this goes back to my battery experiments that when ions are dissolved off of an anode electrons are liberated and flow through the circuit.  So to disintegrate something, you have to be able to liberate electrons or phonons or something else depending on the type of material.  I talked about this effect in water in past posts; in order to evaporate water some sort of energy has to be liberated, the hydrogen bond energy must be liberated.  Energy cannot be lost and in order to break a bond you must free that energy.  in the case of metals in a battery that bond is an electron bond (ionic?) and so an electron is freed when you create ionic copper.  I'm not exactly sure what form the hydrogen bond takes when it is broken but I suspect that plants gain the majority of their energy from these hydrogen bonds as water is allowed to evaporate out the plants stoma.  I believe there must be structures in the stoma or near them that capture these broken hydrogen bonds' energy and store them in the plant in some way.

But anyway breaking apart rocks also must break certain types of bonds.  Probably van der waals or something like that predominantly.  So the reason we can't surpass the 100nm limit in a planetary ball mill is we can't provide enough force (actually torque) to break these bonds at this level.  the smaller your particles the less leverage you have.  if you have a 1 Newton force and a very long stick you can move a boulder because you multiply the force times the distance to get torque.  when the distance is small (small particles) your force is less effective at creating the torque needed to break the particle further.  Also the smaller the balls the more torque applied. Why? because you are trying to force your particle to bend around the grinding ball.  If the ball is small and so it forces the particle you are impacting to bend more to conform to the shape of the ball producing more distance and more torque.

But it's not just torque that breaks bonds, charge can also help break bonds.  Even though we may not be bound by electrons specifically, we are bound by some sort of "negatively charged energy". This is illustrated by the "molecular light" experiments that got photons to stop repelling and stick together by removing some of their "negativeness" by using a highly positively charged rubidium gas.  What we are doing here pulverizing rock is a little different, photons repel because of their negativeness but things like minerals stick together because of their sharing some "negativeness". So if we positively charge the grinding media, this can help siphon away some negativeness and allow the bonds to be more easily broken.  I could envision a positively charged beam that can act as a disintegrating ray for virtually any element or mineral.

So how do we do this in a planetary ball mill? You plate an agate grinding jar in metal, gold leaf may be good.  Or aluminum foil for a poor mans version.  The metal needs to contact very tightly with the agate.  Then you positively charge the metal.  Quartz crystal (agate) is actually good at moving charges and even holding a high charge.  So you could even charge up the agate jar and/or grinding balls and then disconnect them and they should still carry the charge.  this is important because it would be a little challenging to keep the jars electrically connected to a positive charge while spinning.

So thats it, get agate grinding jars and charge them up with positive charge before grinding.  I will update this when i figure out a good way to generate a positive charge.


Quantum Pixels (QP): Synchronized probabilistic pixels (SPP)

Also known as Synchronized probabilistic pixels (SPP).  This idea combines the quantum screen idea with the moving pixel idea.  The thought is to use a probability curve to define a chance a pixel is white or black, red or blue, off or on, etc.  And then to synchronize this behavior with those around it.  So it is a 2 step process.  Of course the goal is to achieve a pixeless look.  So for example on a boundary between white and black; if pixel1's neighboring pixel(s) on the boundary happen to be white this refresh, then pixel1 would have a higher chance or 100% chance of bieng black.  So in this instance the black pixel (and white) will effectively be moving back and forth between spots. 

So like the previous blog post and the example above, based on where a pixel is located near a boundary it will have a "base probability" (BP) to be white or black.  If the pixel is several pixels back into the black side of the boudary, it will have a very high probability of bieng black.  For pixels near the boundary or right on it, they will have equal or nearly equal probabilities of bieng white or black this refresh.  Now that is the base probability.  Superimposed on that "base probability"  is a "proximity probability" (PP). What this is, is a probability inversely related to what the adjacent pixels actually pick.  So the base probability is set as soon as the screen image is decided.  Then the base probabilities of, for example, half of the pixels (randomly chosen) roll the dice and pick a color.  Next, the other half of the pixels have a proximity probability superimposed on their base probability.  So if nearby pixels roll black for this example, then the proximity probability would be higher for white.  The base probability would still be in effect though, the proximity probability would just be a modifier for the base probability.  So if the base probability for rolling white is 99.9% yet everything around it is white so the proximity probability is low, it will still most likely roll white.  Only at the boundaries will the proximity probabilities make a difference. 

Instead of half of the pixels choosing first you could have 1/3 or 1/4 or whatever.  The higher your refresh rate the fewer pixels have to choose at once.  The more rounds of selections the more diverse the results will be, but also the slower, resulting in motion blur.  This is why the number of rounds need to be adjusted based on the screens refresh rate (hz).  As you can see this will also habe the effect of screens lasting longer and reduce burn-in effects since things are constantly changing even on a static image.

This can be achieved by probability alone but not in a deterministic way.  In this iteration of the idea, the probability is more determined to make the pixel actually move rather than just going on and off or red to blue etc.  Why probability at all then, why not just make the pixel move like in the moving pixel idea? Well which direction do you make it move? That is the problem.  With the moving pixel idea you have to have it move in a path, and this takes a lot of pixel real estate.  With using synchronized probability then it can move in any direction   That is the heart of this idea.  Moving pixels that can move in any given direction while also taking up only 2 pixels (or more but the fewer the pixels the more HD the picture will be and less fuzzy)