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Let your imagination soar! The world record holding, friendly, user-empowering Online Social Game.

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How to Generate a Beautiful Image from Your Code Snippet

To turn a code snippet into a shareable image, paste your code into a code-to-image tool such as ray.so, pick a syntax color theme, choose whether to show the background and whether the window is dark or light, then export the image. This works best for short snippets you want to post on social media, drop into slides, or share in a chat where plain text would lose its formatting. Very long files or code you cannot share publicly are poor fits.

What you need before you start

  • A code snippet, ideally short enough to read at a glance (a function, a config block, a few lines of a query).
  • A browser. ray.so runs in the browser, so there is nothing to install.
  • A destination for the image: a post, a doc, a slide, or a message.

Step-by-step: generate the image

1. Paste or type your code

Open the tool and put your snippet into the editor. Paste from your IDE if you already have the code, or type it directly for short examples. The editor is where the tool reads your code to apply syntax highlighting, so keep the snippet self-contained — avoid cutting a block mid-statement, since partial syntax can throw off the coloring.

Expected result: your code appears in the editor and is highlighted according to the language it detects.

2. Choose syntax colors and a theme

Select from the range of syntax color options the tool offers. This controls how keywords, strings, comments, and other tokens are colored. Pick a theme that keeps enough contrast between the text and the window background — a low-contrast pairing is the most common reason an exported image looks unreadable on a phone.

Expected result: the preview updates to show your chosen color scheme.

3. Toggle the background and the dark/light window

Two independent controls shape the frame around your code:

Control What it changes When to use it
Background on/off Whether a colored backdrop sits behind the code window On for social posts and slides; off when you need to place the image on your own background
Dark / light window The window's own background and text treatment Match the surface the image will sit on, or match your editor for familiarity

Expected result: the preview reflects both toggles, so you can judge the final look before exporting.

4. Export the image

Use the export action to render the snippet as an image file. Check the preview at the size you will actually use it — a snippet that looks fine full-screen can become unreadable when scaled down in a feed.

Expected result: an image file you can download and share.

5. Share it

Attach or upload the exported image to your post, doc, slide, or message. Because it is an image, the formatting and colors travel with it instead of depending on the viewer's editor.

Common issues and how to fix them

Colors look wrong or missing. The highlighter may not recognize your language, or the snippet may be an incomplete fragment. Try a complete, syntactically valid block, and re-check the theme selection.

Text is hard to read. Increase contrast between the syntax colors and the window background, and reconsider the dark/light toggle. Test at the final display size, not just in the preview.

The image is too wide or too tall. Trim the snippet to the lines that matter. Long lines push the image wide; many lines push it tall. Both hurt legibility when scaled down.

The background clashes with where you'll post it. Turn the background off and place the image on a surface you control, or switch the window between dark and light to match the destination.

Sensitive code. Anything you paste into a browser-based tool leaves your machine. If the snippet contains secrets, credentials, or proprietary logic you are not cleared to share, redact it or use a different approach.

When this approach fits — and when it doesn't

Use a code-to-image tool when the goal is presentation: a snippet you want people to notice and read without setup. Skip it when the code needs to be copied, searched, or run — an image cannot be selected or executed, so for those cases share the text or a link to a repository instead.

What Is SpaceEngine and What Can You Explore in Its Virtual Universe?

SpaceEngine is a realistic virtual universe simulator you run on your computer. It is built for people who want to travel through a scientifically grounded cosmos rather than a scripted game world: you can move from star to star and galaxy to galaxy, land on planets, moons, or asteroids, and change the speed of time to watch celestial events unfold. The simulation is seamless across a volume billions of light-years wide and contains trillions of planetary systems, according to the official site. It is the right tool if your interest is exploration and observation; it is not a mission-based game with objectives or a scoring loop.

What SpaceEngine actually is

The core idea is a procedural universe grounded in real scientific knowledge. Rather than hand-building every world, SpaceEngine generates planets, stars, and galaxies using rules derived from how modern science thinks the universe is structured. That is what lets the simulation reach a scale no manually authored universe could match, while still depicting objects in a way consistent with current understanding.

Alongside the generated content, real celestial objects are present if you want to visit them. The site specifically lists:

  • The planets and moons of our Solar System
  • Thousands of nearby stars with newly discovered exoplanets
  • Thousands of galaxies that are currently known

So you get two layers in one program: a vast procedural backdrop and a catalog of actual astronomical objects you can go look at directly.

What you can do in it

The interactions described on the official site are the practical answer to "what can you explore":

  • Travel at cosmic scale — move from star to star and from galaxy to galaxy.
  • Land and explore surfaces — touch down on any planet, moon, or asteroid and examine its alien landscape.
  • Control time — alter the speed of time and observe whatever celestial phenomena you choose.
  • Move seamlessly — all transitions are described as completely seamless, so there are no loading breaks between leaving orbit and standing on a surface.

That combination is what separates it from a planetarium-style sky viewer: the emphasis is on going there, not just looking up.

How procedural generation shapes what you see

The procedural generation is the mechanism behind the scale. Because worlds are produced from scientific rules instead of being individually designed, the simulator can populate trillions of planetary systems and still present each one as a coherent place with its own landscape. The site frames this as depicting the universe "the way it is thought to be by modern science" — meaning the generated content is an informed extrapolation, not a random fantasy generator.

A useful way to think about it: when you fly to a star that no catalog lists, what you find there was computed from the same physical principles used everywhere else in the simulation, which is why the result stays consistent as you keep traveling.

Getting started

The path from interest to actually exploring is short:

  1. Download SpaceEngine from the official site (spaceengine.org), which provides a Download entry point.
  2. Read the Universe manual and FAQ for how the simulation is organized and how to navigate it.
  3. Work through the Flight School to learn movement and controls in a guided way.
  4. Optionally go further with the addon documentation, which covers creating a star, creating a planet, planet textures, planet biome presets, creating a DSO (deep-sky object), creating a ship, and scenario scripts.

The addon and creation material matters if you want to move from exploring to building — it is the documented route to adding your own objects and scenarios rather than only visiting what already exists.

Practical notes before you commit

  • SpaceEngine is desktop software, not a browser toy; the site describes it as something you explore "on your computer."
  • The official site references Steam and a Buy option in its page metadata, so distribution and purchase run through established channels — check the current listing for price and platform details rather than assuming.
  • The project is actively maintained: the news section shows updates such as version 0.991.50.2155 covering ship material settings, catalog updates, and a star browser fix, with public beta builds preceding live releases. If you follow development, expect catalog and feature changes over time.

If your goal is to wander a scientifically motivated cosmos, land on unfamiliar worlds, and bend time to watch them move, SpaceEngine is built for exactly that. Start with the download, then let the manual and Flight School teach you the controls before you go far.

Can You Use CC0 Assets in Commercial Games? Licensing and Integration Basics

Yes. CC0 assets can be used in commercial games without paying royalties or crediting the creator. CC0 is a public-domain dedication: the creator has waived copyright and related rights to the fullest extent allowed by law. That means you can copy, modify, redistribute, and sell work built on those assets — including in a game you charge money for.

This article explains what CC0 actually covers, how it differs from other Creative Commons licenses, and how to bring CC0 assets into engines like Unreal and Unity and tools like Blender, Maya, and 3ds Max.

What CC0 actually means

CC0 is not a license in the traditional sense — it is a waiver. When a creator applies CC0 to their work, they give up their copyright and agree not to enforce related rights. You are free to:

  • Use the asset in personal, educational, or commercial projects
  • Modify, remix, and build derivative works
  • Distribute the asset or your derivative as part of a larger project
  • Do all of the above without attribution

There is no requirement to credit the creator, no share-alike clause forcing you to open-source your game, and no non-commercial restriction. For a studio shipping a paid title, that combination is unusually permissive.

One practical caveat: CC0 applies to the rights the creator holds. It cannot waive third-party rights the creator never owned. A scanned statue, a branded product, or a recognizable logo in a texture may still carry trademark or personality-rights issues. Treat CC0 as clearing copyright, not as clearing everything.

CC0 vs. other Creative Commons licenses

The differences matter most when you are choosing assets for a commercial build. The table below summarizes the common variants.

| License | Commercial use | Attribution required | Share-alike | Notes for games | |---|---|---|---|---|---| | CC0 | Yes | No | No | Closest to public domain; safest for closed-source commercial titles | | CC BY | Yes | Yes | No | Fine for commercial use, but you must credit — plan for a credits screen | | CC BY-SA | Yes | Yes | Yes | Derivatives may need to be shared under the same license; risky for proprietary code/assets | | CC BY-NC | No | Yes | No | Excludes commercial projects; avoid for any monetized game | | CC BY-ND | Yes | Yes | No | No derivatives — you cannot modify the asset, which limits integration |

If your goal is a commercial game with no legal overhead, CC0 is the simplest choice. CC BY is workable if you can maintain attribution. Avoid NC and ND for anything you intend to sell or heavily adapt.

How CC0 assets fit into game engines and pipelines

CC0 libraries typically provide HDRIs, PBR textures, and 3D models. Each type has a natural place in a game pipeline.

HDRIs

HDRIs are high-dynamic-range environment maps. In Unreal, they are commonly used for sky lighting via a Sky Light set to use an HDRI cubemap or a Sky Sphere material. In Unity, they feed the skybox and the environment lighting in the Lighting window. You can also use them as reflection probes or as the basis for image-based lighting in Blender, Maya, or 3ds Max for look development before export.

Textures

PBR texture sets usually ship as albedo (base color), roughness, metallic, normal, and sometimes ambient occlusion or height maps. These drop directly into Unreal's material system or Unity's Standard/URP/HDRP shaders. Keep the resolution appropriate: 4K textures are useful for hero assets, but 1K or 2K is often enough for background props and saves memory.

Models

Static meshes and props can be imported as FBX or OBJ. Check the scale and pivot before placing them in a level. If the asset was authored for offline rendering, it may have very high poly counts — decimate or LOD it before use in a real-time scene.

Practical steps for importing and adapting assets

  1. Download and verify the license. Confirm the asset page states CC0. Save a screenshot or the license text alongside the file.
  2. Organize by type. Keep HDRIs, textures, and models in separate folders. A consistent naming convention (for example, env_forest_01_4k.hdr) saves time later.
  3. Import into your engine. In Unreal, drag the FBX into the Content Browser and set up materials. In Unity, import the FBX and assign a PBR material, then wire the texture maps to the correct slots.
  4. Adapt scale and orientation. Real-world assets may be authored in meters or centimeters. Check against a reference cube of known size.
  5. Optimize. Reduce texture resolution where it will not be seen up close, generate LODs for models, and bake lighting where appropriate.
  6. Test in context. Place the asset in a representative scene and check lighting, reflections, and performance before committing it to the project.

What CC0 does not cover

CC0 clears copyright, but a few things still deserve a second look:

  • Trademarks and logos. A texture containing a recognizable brand mark is not automatically safe to ship.
  • Recognizable people or property. A model of a real person or a distinctive building may raise personality or property-rights questions.
  • Third-party content inside the asset. If a creator included someone else's work without permission, the CC0 dedication does not fix that.

For most generic assets — rocks, foliage, generic furniture, abstract HDRIs — these concerns are minimal. For anything depicting a real brand, person, or landmark, verify independently.

Documenting asset sources for teams and clients

Even though CC0 requires no attribution, keeping records is good practice. It protects you if a client or publisher asks for provenance, and it helps when a team member needs to know where a file came from.

A simple tracking sheet works:

Asset name Type Source License Date downloaded Notes
forest_01_4k.hdr HDRI Poly Haven CC0 2025-01-10 Used for level 2 sky
rock_cliff_a.fbx Model Poly Haven CC0 2025-01-10 Decimated to 8k tris

Store this alongside your project files. If you later combine CC0 assets with CC BY assets, the sheet makes it obvious which ones need credit.

Bottom line

CC0 assets are safe for commercial games, require no attribution, and impose no royalties or share-alike obligations. The main work is practical: verify the license, check for third-party rights, import and optimize the asset for your engine, and keep a record of where it came from. Do that, and a CC0 library becomes a legitimate, low-friction source for production assets in Unreal, Unity, Blender, Maya, and 3ds Max.

How Does Roleplay Work in The 7th Continent's Choose-Your-Own-Path Board Game?

Roleplay in The 7th Continent means you play a specific character making decisions inside a choose-your-own-path exploration system, not that you act out scenes with a game master. You read numbered entries, pick one of the listed options, and resolve the consequences through cards and tokens. The roleplay comes from committing to your character's choices and living with what those choices trigger — and it works whether you play solo or cooperatively.

Roleplay without a game master

In a traditional pen-and-paper RPG, a game master narrates the world and adjudicates what your character can attempt. The 7th Continent replaces that role with the game's own structure:

  • The path structure is the narrator. Exploration is delivered through numbered entries and a map of terrain cards. The game tells you what you find; you decide what to do about it.
  • Your character sheet is a card. Each player takes a character with distinct abilities and a personal goal. That character card is the anchor for every decision you make.
  • The rules are the referee. Instead of asking a game master whether an action is possible, you check whether you have the right cards, items, or skills to attempt it.

So "roleplay" here is closer to playing a role inside a designed story than to performing a role for an audience. You are not improvising dialogue with a narrator — you are steering a defined character through authored choices.

How choose-your-own-path turns decisions into roleplay

The mechanic is straightforward: when you explore, you reach an entry that presents a situation and a set of options. You choose one, and the game resolves it. What makes this roleplay rather than a quiz is that the options are filtered through who your character is.

A typical decision point asks you to weigh:

  • Risk versus reward — push deeper into unknown terrain, or retreat and conserve resources?
  • Character identity — does your character's ability or personal goal make one option more natural than another?
  • Consequence — every choice consumes time, cards, or resources, and the game tracks those costs.

Because the game is built as a choose-your-own-path exploration board game, the same situation can play out differently depending on which character you brought and what you chose earlier. That variability is where the roleplay lives: your run is your run, shaped by the role you committed to.

Narrative immersion through exploration, survival, and consequence

The 7th Continent creates immersion through pressure rather than through narration. Three systems do most of the work:

System What it does for roleplay
Exploration Reveals the map and story piece by piece, so you discover the world as your character does
Survival Forces resource and time trade-offs, so choices feel consequential rather than arbitrary
Consequence Carries your earlier decisions forward, so your character's history matters

The result is that you are not just picking options — you are managing a character's survival while uncovering a story. That combination is what makes the experience feel like roleplay even though no one is narrating at you.

How this differs from a traditional tabletop RPG

If you come from pen-and-paper games, the key differences are worth knowing before you sit down:

  • No improvisation with a game master. You cannot attempt something the game has not offered as an option. The authored path is the boundary.
  • No social performance. There is no need to speak in character or negotiate with a narrator. Roleplay is expressed through decisions, not dialogue.
  • Fixed outcomes. Where a game master might improvise a result, The 7th Continent resolves outcomes through its cards and rules. The trade-off is consistency and replayability in exchange for open-ended freedom.
  • Solo-friendly by design. Because the game supplies the narration and adjudication, it works with one player — something a traditional RPG cannot do without a game master.

In short: a tabletop RPG is open-ended and socially negotiated; The 7th Continent is authored and self-contained. Both let you play a role, but only one needs a group and a narrator.

What a roleplay moment actually looks like

Picture a solo session. You are playing a character with a specific ability and a personal goal. You move onto a new terrain card, which points you to a numbered entry. The entry describes what your character encounters and lists your options.

You pick one. The game tells you to spend cards, place tokens, or advance time. Maybe you gain an item; maybe you take a penalty. You record the outcome and continue. Nothing was spoken aloud, no one narrated the scene — but you made a character-driven decision, paid its cost, and carried the result forward. That is the roleplay loop in this game, repeated across a session.

For a cooperative game, the same loop runs with multiple players: each character contributes different abilities, and the group negotiates which option to take. The roleplay then includes the table conversation about what these characters would do — still decision-driven, still without a game master.

What to expect if you are looking for roleplay

If your idea of roleplay requires improvisation, voice acting, or a game master reacting to your ideas, this game will not match that expectation. If your idea of roleplay is inhabiting a character and making consequential choices inside a designed world — solo or with a group — the choose-your-own-path structure delivers exactly that, with the game itself handling narration and rules.

What Is a Community on a Digital Art and Wallpaper Site?

A community section on a digital art and wallpaper site is the part of the platform where popularity is decided by members rather than by editors alone. On Skinbase, that takes the form of named rails — Rising Now, Trending This Week, Fresh Uploads, Community Favorites, and Hall of Fame — each measuring a different signal over a different time window. If you want to know which work other members are actually rewarding right now, the community rails answer that; if you want a curated or chronological view, the same site offers other entry points.

How community signals work on Skinbase

Skinbase describes itself as a home for "digital art, wallpapers, skins, and photography from a global creator community," and the homepage is organized around that idea. The rails are not interchangeable — each one tracks a distinct input:

Rail What it appears to measure Time window
Rising Now Fast-accelerating new work Recent, short
Trending This Week Sustained attention across the week 7 days
Fresh Uploads Newest submissions, no popularity filter Chronological
Community Favorites "Strongest 30-day medal signal" 30 days
Hall of Fame All-time medal standouts Lifetime

The key mechanic is the medal. Skinbase's own description of Community Favorites says it "highlights the strongest 30-day medal signal," and each entry shows a count such as "30d medals: 10" or "30d medals: 5." That means medals are awarded by community members, accumulated per artwork, and then ranked over a rolling 30-day period. A piece with 10 medals in 30 days outranks one with 5, regardless of total views.

This is why the same artwork can appear in several rails at once. In the current homepage data, "The Nautilus of Atlantis" by Gregor Klevže appears in Rising Now, Trending This Week, and Fresh Uploads — it is both new and drawing attention. "My Art" by bagelriver leads Community Favorites with 10 medals while also sitting in Rising Now and Trending This Week. Overlap is a signal, not a glitch.

Community picks vs. editorial or algorithmic feeds

The distinction matters when you are deciding where to look:

  • Community-driven rails (Community Favorites, Hall of Fame) reflect accumulated member medals. They reward work that other creators and visitors chose to recognize.
  • Momentum rails (Rising Now, Trending This Week) blend recency with engagement — newer work can surface faster than in an all-time list.
  • Chronological rails (Fresh Uploads) apply no popularity filter at all. This is the only place where a brand-new upload with zero medals can appear alongside established names.

If you want to find underrated work before it accumulates medals, Fresh Uploads is the right entry point. If you want social proof, Community Favorites is the most direct measure, because the medal count is displayed next to each item.

How to browse the community sections

  1. Start on the homepage and scan the rail headings in order: Rising Now, Trending This Week, Fresh Uploads, Community Favorites, Hall of Fame.
  2. Use the "See all →" link on any rail to expand it beyond the preview items.
  3. Read the medal count on Community Favorites entries — it is the clearest numeric signal of community approval.
  4. Cross-check an artwork across rails. Appearing in both Fresh Uploads and a momentum rail suggests it is new and being received well.
  5. Open the artwork page to see the creator handle, which is shown under each title (for example, "Gregor Klevže / gregor" or "Paul R. Herold / mitsubishiman").

A practical example: if you are looking for a wallpaper and want something proven, open Community Favorites and pick from the top medal counts. If you want something nobody has seen yet, open Fresh Uploads and work down the list. Both are community surfaces, but they serve opposite goals.

How creators gain visibility

Visibility on Skinbase is cumulative and multi-path. A creator's work can enter the community's view through three separate routes:

  • Recency — a new upload lands in Fresh Uploads immediately, with no threshold to clear.
  • Momentum — if it collects medals quickly, it can move into Rising Now or Trending This Week.
  • Durability — sustained medal accumulation over 30 days feeds Community Favorites, and exceptional long-term performance feeds the Hall of Fame.

The homepage data shows this is not theoretical. Gregor Klevže holds the majority of slots across Rising Now, Trending This Week, and Fresh Uploads, while Paul R. Herold and Hythem Khalifa also appear repeatedly. bagelriver's "My Art" tops Community Favorites with 10 medals. These are creators whose work is being surfaced by member activity, not by a single editorial decision.

One caveat worth noting: the medal counts shown are 30-day figures, so Community Favorites is a moving list. An artwork that leads today can drop off as its medals age out of the window, even if its all-time total keeps growing — which is what the Hall of Fame captures instead.

What the community section does not tell you

The community rails show popularity, not suitability. A high medal count does not indicate resolution, file format, license terms, or whether a wallpaper fits your screen. Those details live on the individual artwork page, not in the rail preview. Similarly, the presence of a "Pricing" link under the site's academy section means some parts of Skinbase may involve paid content, but the homepage evidence does not specify which features are free and which are not — treat that as something to check directly rather than assume.

If your goal is simply to understand the term: on a digital art and wallpaper site, "community" refers to the member-driven layer of discovery — the medals, favorites, and ranked rails that sit alongside chronological and editorial feeds, and that let visitors see what other people are choosing rather than only what the platform is promoting.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

Registered in 1999, this domain has about 27 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is NameCheap, Inc., a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by Amazon Route 53, indicating managed DNS hosting. MX records point to the Google Workspace email service. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed. The lowest observed DNS TTL is 300 seconds.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

X-Powered-By exposes backend information: PHP/5.5.38. The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. CORS permits any origin to read this response. This is common for public resources; sensitive responses need narrower handling. No obvious internal addresses or debug information were found in the headers. The Server header identifies Apache without an exact version.

Technology Stack Analysis

The public page identifies Joomla! - Open Source Content Management, Joomla, jQuery, Google Analytics, Apache, PHP without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

The Generator tag identifies Joomla! - Open Source Content Management, making the publishing system easier to fingerprint. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference. The title has 19 characters, within a common display range. A meta description is present, with 98 characters.

Hosting and Email

DNSAmazon Route 53
Hostingfurcadia.com
EmailGoogle Workspace
Location United States flagUnited States 72.52.135.202

User reviews (0)

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Pages, Search and Sharing

Meta descriptionLet your imagination soar! The world record holding, friendly, user-empowering Online Social Game.
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

All bots 0 allowed · 15 disallowed
  • Disallow/administrator/
  • Disallow/cache/
  • Disallow/cli/
  • Disallow/components/
  • Disallow/images/
  • Disallow/includes/
  • Disallow/installation/
  • Disallow/language/
  • Disallow/libraries/
  • Disallow/logs/
  • Disallow/media/
  • Disallow/modules/
  • Disallow/plugins/
  • Disallow/templates/
  • Disallow/tmp/

No sitemaps found

Registration details RDAP / WHOIS

RegistrarNameCheap, Inc.
Registered1999-02-03
Expires2027-02-03
Domain statusclient transfer prohibited
Nameserversns-1178.awsdns-19.org、ns-1919.awsdns-47.co.uk、ns-423.awsdns-52.com、ns-575.awsdns-07.net
DNSSECunsigned

DNS records

TypeNameValueTTLPriority
Adreamcatcher.web.furcadia.com72.52.135.202300—
MXfurcadia.comaspmx.l.google.com3001
MXfurcadia.comalt1.aspmx.l.google.com3005
MXfurcadia.comalt2.aspmx.l.google.com3005
MXfurcadia.comaspmx2.googlemail.com30010
MXfurcadia.comaspmx3.googlemail.com30010
NSfurcadia.comns-1178.awsdns-19.org172800—
NSfurcadia.comns-1919.awsdns-47.co.uk172800—
NSfurcadia.comns-423.awsdns-52.com172800—
NSfurcadia.comns-575.awsdns-07.net172800—
TXTfurcadia.comv=spf1 mx a a:furcadia.com a:furcadia.net a:dreamcatcher.furcadia.com a:forestkeeper.furcadia.com a:lightbringer.furcadia.com a:dreamcatcher.shadowmesa.net a:forestkeeper.shadowmesa.net a:lightbringer.shadowmesa.net include:_spf.google.com ~all300—
CNAMEcms.furcadia.comdreamcatcher.web.furcadia.com300—

TLS and certificates

AssessmentNormal configuration
Supported protocolsTLSv1.2
Negotiated protocolTLSv1.2
Certificate subjectfurcadia.com
IssuerLet's Encrypt
Valid until2026-11-07T08:12 · Remaining when checked: 38 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HeaderValue
content-typetext/html; charset=utf-8
cache-controlno-store, no-cache, must-revalidate, post-check=0, pre-check=0
serverApache
access-control-allow-origin*
set-cookieRedacted

Identified technologies

Joomla! - Open Source Content ManagementJoomlajQueryGoogle AnalyticsApachePHP