Trading School Binary Options Beat

[FO4] After loading a save during combat, cannot save at all anymore, not sure which mod is causing it

For some reason, if I die during combat and load a save up from there, all the save options will be greyed out for the rest of the time I play, and things like exit auto saves or saving on waits will also not work. I'm not sure what mod is causing it. Heres my list: Fallout4.esm
Unofficial Fallout 4 Patch.esp
Robot Home Defence.esm
Consistent Power Armor Overhaul.esp
AES_Renovated Furniture.esp
SOTS.esp Armorsmith Extended.esp
Binary Speech Checks V.4 Hard.esp
dD-Enhanced Blood Basic.esp
Eli_Crafting Shiz 9000.esp
Extended weapon mods.esp
Faster Terminal Displays (20x).esp
GR123 West Tek Tactical Gloves.esp
Homemaker - Streetlights Use Passive Power.esp
Homemaker - Unlocked Institute Objects.esp
Metro Gas Masks.esp
Multiple Floors Sandboxing.esp
Reverb and Ambiance Overhaul.esp
OCDecorator - No Experience.esp
Passive Camera Shake - Reduced.esp
Realistic Roads - Black Asphalt.esp
USP .45_by_tooun.esp
WET NAC Patch.esp
Vivid Fallout - All in One - Best Choice.esp
Unique NPCs.esp
Unique NPCs - Creatures and Monsters.esp
Brotherhood Power Armor Overhaul.esp
More Power Armour Mods.esp
America Rising - A Tale of the Enclave.esp
Some Assembly Required.esp
Ferals After Dark.esp
Glowing Animals Emit Light.esp
LOST Audio Tweaks.esp
SuperMutantRedux VIS Patch.esp
Unique NPCs - Creatures and Monsters_SMR_AE.esp
Synth Overhaul.esp
Eli_Faction Housing Overhaul - Prydwen.esp
The Sanctuary Bridge.esp
FO4 NPCs Travel.esp
AT - Atomic Radio RAO Patch.esp
Realistic Death Physics - ALL DLC.esp
Project Reality Footsteps FO4.esp
AT - True Storms and RAO Patch.esp
Fallout Suite.esp
chem redux.esp
Ambient Wasteland.esp
Unique NPCs FarHarbor.esp
Unique NPCs_SpecialSettlers_Robots_Synths.esp
AnS Wearable Backpacks and Pouches.esp
Companion Infinite Ammo.esp
DV-Very Durable Vertibirds.esp
More Where That Came From Diamond City.esp
PA-Quick Animations.esp
Tactical Flashlights.esp
Tactical Flashlights - Settings.esp
The Eyes Of Beauty.esp
Insignificant Object Remover.esp
CPAO - PAMAP 2.0 Patch.esp
More Power Armour Mods - Automatron.esp
Pip-Boy Flashlight.esp
submitted by CreamGravyPCMR to FalloutMods [link] [comments]

Weekly Wrap: This Week In Chainlink June 27 - July 5

Weekly Wrap: This Week In Chainlink June 27 - July 5
Weekly Wrap: This Week In Chainlink June 27 - July 5

Announcements and Integrations 🎉

Developers can now use Chainlink's Fast Gas/Gwei Price Reference Feed for a decentralized on-chain source of the current fast gas price on Ethereum. Referencing Chainlink's fast gas price at the point of execution ensures users don't overpay for gas.
One of the world’s top cryptocurrency exchanges Huobi Global is making its exchange data available to smart contracts through the Chainlink Network. Additionally, Huobi Wallet is currently running a live Chainlink Node.
Bullionix, a dApp for minting 3D gold-staked NFTs, has successfully integrated Chainlink's XAU/USD Price Reference Feed into their system. This provides Bullionix with a highly reliable & manipulation resistant gold price for tracking the gold market.
Gelato Network, a protocol for automating dApps, is live on mainnet using Chainlink's Fast Gas/Gwei Price Reference Data. Gelato applies the fast gas price at the point of contract maturity, ensuring users pay the fair market price & can control gas costs.
NFT-focused Polyient Games is integrating Chainlink VRF to assure transparency for the minting and random distribution of PGFK rewards—a membership NFT that provides lifetime rewards & perks to holders within the Polyient Games Ecosystem.
Cargo.Build, the all-in-one NFT platform for developers, artists, and collectors, is integrating Chainlink VRF to offer highly scalable white-labeled NFT minting services to enterprise game companies.

Featured Videos & Educational Pieces 🎥

Join the Bancor team and Chainlink for a video Q&A with Nate Hindman (Head of Growth), Asaf Shachaf (Head of Product) of Bancor. The discussion will be centered on Bancor's integration with Chainlink and a deep-dive into Bancor V2.

In our first DeFi series article, we take a deeper look into automated market maker (AMM) based decentralized exchanges (DEX) and how Chainlink oracles are used in @Bancor's V2 release to help resolve the problem of impermanent loss for volatile assets.

Ecosystem & Community Celebrations 👏

Upcoming Events 📅

Are you interested in hosting your own meetup? Apply to become a Chainlink Community Advocate today:

SmartContract is hiring to build Chainlink’s network: Check out these open roles 👩‍💼

View all open roles at
submitted by linkedkeenan to Chainlink [link] [comments]

[FO4] (Support) Fallout 4 CTD on game start, no mod or load order changes made.

Mod list and system specs at the end of this post.
Hi everyone, I'm suddenly having a CTD issue and I simply can't figure out what's causing the problem. I've started a fresh install of fo4 + mods using Vortex (NMM), and for a few weeks have been playing without issue. Last night the game started loading to a black screen for roughly 2 seconds, then crashing with no error, the only change I've made since my last session was to create a merged patch via fo4edit, issue persists with the merged patch disabled.
Troubleshooting steps I've taken so far:
Reinstall fo4 script extender
opened all mods on fo4edit and simply closed (suggested somewhere in the nexus forums)
restoring .ini backups that were auto created
I'm in the process of disabling one mod at a time to find the problem, but so far I've had no luck, or simply can't find the combination of mods that might be causing the issue. My loadlist is below, I know there are a few conflicts but other than a little minor weirdness I've had no ctd issues until this started.
At this point I'm at a loss on what to try other than a fresh install of the game and all mods, I'm saving this as my last step since I have very little time to play in any given day, and need to fill my fo4 itch =P.
Any help or advice at all would be greatly appreciated, and thanks in advance.
Mod list is as follows:
DLCCoast.esm DLCNukaWorld.esm DLCRobot.esm DLCworkshop01.esm DLCworkshop02.esm DLCworkshop03.esm AnS Wearable Backpacks and Pouches.esp APC_Mobile_Base_v1.3.esp ArmorKeywords.esm Armorsmith Extended.esp AzarPonytailHairstyles.esp BetterBostonAirport.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersMortalPack.esp BetterSettlersNoLollygagging.esp Binary Speech Checks V.4.esp BOUNTIESFORYOU.esp Brotherhood Power Armor Overhaul.esp BTB- Beyond the Borders FO4.esp BTInteriors_Project.esp Campsite.esp CBBE.esp CombatZoneRestored.esp ConcordEXPANDED.esp Consistent Power Armor Overhaul.esp CraftableAmmo.esp CraftableAmmo_plus.esp Crafting Workbench.esp Crafting Workbenches - Automatron DLC.esp Crafting Workbenches - Power Armor.esp Crimsomrider's 1950s Feminine Outfits.esp CROSS_Jetpack.esp CWSS Redux.esp dD-Enhanced Blood Basic.esp DOOMMerged.esp DV-Armored Pilots.esp DV-Durable Vertibirds.esp DV-No Levelled Vertibirds.esp Eli_Armour_Compendium.esp EveryonesBestFriend.esp Faster Terminal Displays (20x).esp Fr4nssonsLightTweaks.esp Gunners Overhaul 1.1.esm HagenEXPANDED.esp HelmetToggle.esp Homemaker.esm HUDFramework.esm Immersive Fallout (DLC).esp ImmersiveVendors.esp JonsMod.esm Journal.esp Leaders Of The Commonwealth.esp LegendaryModification.esp LegendaryModificationCSA.esp LegendaryModificationGroknak.esp LegendaryModificationMisc.esp Loads of Ammo - Leveled Lists.esp Loads.esm Locksmith.esp LongerPowerLines3x.esp LooksMenu Customization Compendium.esp LooksMenu.esp Minuteman Watchtowers.esp More Power Armour Mods - Automatron.esp More Power Armour Mods.esp More Where That Came From Diamond City.esp MoreUniques.esp moreXplore.esp Move (Get Out the Way).esp NEST_BUNKER_PROJECT.esp NewCalibers.esp PA-Quick Animations.esp PAMAP.esp PD_VisualReload.esp Pip-Boy Flashlight.esp PreWarSafes.esp Rangergearnew.esp RAW INPUT.esp Realistic Death Physics - ALL DLC.esp Realistic_conversations.esp Robot Home Defence.esm SalemEXPANDED.esp Scrap Everything - Ultimate Edition.esp SettlementMenuManager.esp ShellRain.esp SimSettlements.esm SimSettlements_XPAC_RiseOfTheCommonwealth.esp SkibsWeapons-REDUX.esp Some Assembly Required (Legendary Patch).esp Some Assembly Required.esp SOTS.esp SSEX.esp StartMeUp.esp Stm_DiamondCityExpansion.esp subwayrunnnerdynamiclighting.esp SurvivalOptions.esp SwampsEXPANDED.esp TakeCover.esp The Eyes Of Beauty.esp The Lost Vault.esp The_Prydwen_Overhaul.esp Third Person Movement Speed Fix.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-EarlierSunsetsFH.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp TrueStormsFO4.esm UniqueUniques.esp Unofficial Fallout 4 Patch.esp ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp Vivid Fallout - All in One - Best Choice.esp WastelandFashion.esp WastelandFashionAccessories.esp Weapons of Fate.esp WIPAG_Contraptions_DLC_Addon.esp WIPAG_FarHarbor_DLC_Addon.esp WIPAG_NukaWorld_DLC_Addon.esp WIPAG_Power Armor Overhaul.esp 3dscopes-takecoverpatch.esp 3dscopes.esp AnimChemRedux.esp Arbitration - Recommended Core.esp BetterNightVision.esp BOS1 (normal).esp ConsoleEnable.esp Craftable Armor Size - Fix Material Requirements.esp Craftable Armor Size.esp D.E.C.A.Y.esp DarkerNights.esp DarkerNightsDetection.esp DeadlierDeathclaws.esp Enclave Resurgent.esp GunnerOverhaul_UniqueNPCs.esp Hard Legendary Giant Creatures.esp OCDecorator.esp OCDecoratorDLC.esp OCDispenser.esp OutfitSwitcher.esp Quieter Settlements - Contraptions.esp Quieter Settlements - Vanilla.esp Quieter Settlements - Wasteland Workshop.esp Respawnable Legendary Bosses.esp SuperMutantRedux.esp SuperMutantRedux_ArmorSmithExtended.esp Unique NPCs - Creatures and Monsters.esp Unique NPCs FarHarbor.esp Unique NPCs.esp Unique_NPCs_SuperMutantRedux.esp W.A.T.Minutemen.esp WestTekTacticalOptics.esp Workshop_Planters.esp Scavver's Toolbox.esp Better Power Armor - Normal.esp GCM.esp NPCGreetingTweak50.esp P90.esp P90NPC.esp QuickTrade.esp WheelMenu.esp ASmallAdditionStandaloneDrivablesTRUCK.esp BuildYourOwnVault.esp Conquest.esp Deadly Fog.esp EasyHacking.esp Goodfellow's Glorified Goodneighbor.esp SKKGlobalStashScrapping.esp TrucksCraftableParts.esp Backpacks of the Commonwealth.esp SettlementKeywords.esm WorkshopFramework.esm WorkshopPlus.esp mergedpatch 7-1-20.esp SmartLoadOut-DLC.esp SmartLoadOut-SK.esp SmartLoadOut.esp 
System specs -
Microsoft Windows 10 Home Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz, 2801 Mhz, 4 Core(s), 8 Logical Processor(s) (RAM)16.0 GB NVIDIA GeForce GTX 1060 
submitted by SirKrotchKickington to FalloutMods [link] [comments]

[Fo4] Enb menu not opening

started up the game, enb was working properly with enb mods i installed once save was loaded. but when i hit end or shift enter to open the menu; it didn't.
reinstalled new updated binaries and the enb mod (ink, in this case) and still no sign of the text at startup or the end menu afterwards
i can play like this but its still a problem if i ever want to go back to vanilla or get a differnt enb set
current load order:
Robot Home Defence.esm=1
Unofficial Fallout 4 Patch.esp=1
Knockout Framework.esm=1
dD - Screen Blood Duration Medium.esp=0
Armorsmith Extended.esp=1
More Power Armour Mods.esp=1
Consistent Power Armor Overhaul.esp=1
More Power Armour Mods - Automatron.esp=1
LooksMenu Customization Compendium.esp=1
The Eyes Of Beauty.esp=1
dD-Enhanced Blood Basic.esp=1
Better Vendor Stalls.esp=1
Northland Diggers New.esp=1
Faster Terminal Displays (20x).esp=1
More Where That Came From Diamond City.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Quieter Settlements - Vanilla.esp=1
Quieter Settlements - Wasteland Workshop.esp=1
Quieter Settlements - Contraptions.esp=1
Vivid Fallout - All in One - Best Choice.esp=1
Perk Magazine Material Fix.esp=1
FO4LaserBolts - NormalOrange.esp=1
FO4LaserBolts - InstituteWhite.esp=1
Craftable Armor Size - Fix Material Requirements.esp=1
Craftable Armor Size.esp=1
Horizon Survival Options.esp=1
DD_AIO Test Mark 1.esp=1
The Space Marine.esp=1
Larger Shipments.esp=1
Killable Jun and Marcy Long.esp=1
RA Restored.esp=1
Fusion Gun.esp=1
Mysterious BIG.esp=1
More Armor Slots - All Dlc.esp=1
Marine Armor Expanded.esp=1
Gum to Adhesive.esp=1
Pip-Boy Flashlight.esp=1
Crafting Mastery.esp=1
Immersive HUD.esp=1
Cyber-Light Hand Cannon.esp=0
Live Action Handy.esp=0
Weapons of Fate.esp=1
Scrap Everything - Ultimate Edition.esp=1
Standalone Nuka Cola Manufacturing Workstation.esp=1
The Deadly Commonwealth Expansion.esp=1
CL Patch - Depravity VIS-G.esp=1
AA FusionCityRising.esp=1
3DNPC_FO4 AE.esp=1
submitted by DisGuyOvahEere to FalloutMods [link] [comments]

[Beyond 3.0] Server Downtime for ~9 hours | Frontier Livestream with devs at 2 PM GMT

Update is LIVE!

Beyond 3.0 Launch Day Livestream

Beyond 3.0 CGI Trailer - Commander Chronicles: The Deal

Will Flanagan on the forums:
Hi everyone,
Soon you'll be able to strap yourself into the cockpit of the Chieftain and explore a host of new gameplay features - Chapter One is almost here!
The galaxy servers will be down today from 9.30 AM (GMT) for approximately 9 hours. There is a chance that this could run over, so we really appreciate your patience. As usual with these updates we'll keep you as up to date as possible.
While you wait, join us for a pre-launch livestream at 2:00 PM (GMT) for a Beyond - Chapter One recap with members of the development team on YouTube here.
We'll post the changelog soon, and add update information to the thread as it comes in.
Keep an eye on our social media channels too for regular updates on the server status. We will try to respond to as many queries as possible, but we will give everyone advanced notice for when the servers come back online, and social media is your best bet for knowing when the servers are back up and running!

Elite Dangerous: Beyond - The Features of 3.0

(Includes improvements Coming Soon for Crime and Ship Destruction, Kill Warrant Scanner, Superpower Bounties)
Edward Lewis:
Here's an overview of all the features coming to Elite Dangerous: Beyond - Chapter One. With one or two exceptions (outlined within the section) the information below is how the feature will work at launch of Elite Dangerous 3.0.

Patch Notes

New features for 3.0

Trade Data & Galaxy Map
Weapons and modules
Galnet Audio
Installation and Megaship Interactions
Surface material system
Quality of Life
Misc Features

Fixes and Improvements

This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process since the release of 2.4. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.
Camera Suite
Controls & Control Devices
Galaxy Map/System Map
General Fixes & Tweaks
Holo-Me Creator
Launcher (PC Only)
Player Journal
Ships & SRV
General Ship Fixes and Improvements
Asp Explorer
Cobra Mk. III
Diamondback Explorer
F63 Condor
Federal Gunship
Imperial Clipper
Imperial Courier
Imperial Cutter
Type 7
Type 9 Heavy
Type 10 Defender
Viper Mk4
Stability Fixes
Starports/Outposts/Surface Ports
User Interface
Weapons & Modules
submitted by ChristianM to EliteDangerous [link] [comments]

Inside Walton's Whitepaper (Part 1): VIoT, Sub-Chains, PoST, Consensus and Hardware

For those wondering what Waltom will look like after October's launch I have taken excerpts (fillets) from the the first 33 pages of the 69-page whitepaper to help. All the text below is from the whitepaper except the font in italics, which are my own notes, and some of the headings in bold which I modified for continuity. Certain important portions of text have also been made bold for greater visibiltiy This is Part 1. Enjoy!
The Problem with IoT
It is difficult for the Internet of things under the current central structure to accomplish the real autonomous cooperation and effective transactions, because the relevant parties of such cooperation and transactions often belong to different stakeholders with complex and uncertain trust relationship. Therefore, the collaboration and transactions of the current Internet of Things devices can only be carried out under the same trust domain, that is to say, the devices to collaborate and trade must be provided or verified by the same Internet of Things service provider, which significantly reduces the true commercial value of the Internet of Things applications.
Enter Value Internet of Things(VIoT)
In this context, we put forward the concept of the “Value Internet of Things(VIoT)”, focusing on introducing the block chain technology into the Internet of things, to solve the problem of centralization facing the development process of the Internet of Things. The block chain is a decentralized transaction record & storage technology based on cryptographic principles; with a distributed point-to- point network, it can achieve the permanent storage of orderly transaction record which is undeletable, tamper-resistant, open and traceable, so it is recognized as the best choice to meet the above challenges. …
Applying the block chain to the Internet of Things and smart systems and connecting the item tags and identity tags in the real world to the virtual network via RFID technology will successfully build this connection, and ultimately achieve the interconnection of all things and create an era of Value Internet of Things (VIoT).
The technical realization of the Value Internet of Things means connecting the items tags, event tags, people and body tags and other entity tags in the real world with the virtual world of the Internet through the underlying hardware platform using the RFID tags as the core, combined with the block chain technology delivering value and constructing trust, to achieve the real interconnection of all things. …
The whole system of the Value Internet of Things can be divided into two parts: hardware and software
[Here the paper describes in great detail the history, tech advancement (mentions Impinj's R2000) and progress in cost reduction of RFID and UHF RFID technology, concluding:]
But the existing RFID chip industry cannot meet the development of Internet of Things applications, especially applications for the Value Internet of Things: there are few options available while the prices are high; the transmission power and stability need to be improved; the reception sensitivity is low, the anti-interference ability is poor and the transmission power is low. In addition, the existing RFID ICs have many problems such as high power consumption, poor matching with antenna and difficult system integration, etc.
So despite huge progress RFID is still not ready (for reasons of cost and efficiency) for VIoT. What are we going to do? Make our own
Walton Hardware
The project [Walton] includes RFID tag IC and reader IC suitable for block chain technology applications. The ICs are characterized by integrated elliptic curve and decryption acceleration module based on the existing RFID technology, and a communication interface protocol suitable for block-chain technology applications. The implementation of the project will promote the application of block chain technology in the Internet of Things, to solve the following problems in the current application of block chain technology:
1) Each tag does not need to store node data, only need to be responsible for signature verification;
2) Tags automatically generate random public keys and private keys, to ensure the security of Internet of Things applications, to ensure that the tag is unique, non-forgery and tamper-proof;
3) Can reduce the amount of information stored, to solve the problem of large amount of data of block chain overloaded in the Internet of Things applications;
4) To solve the problem of slow encryption and decryption in asymmetric encryption technology;
5) To truly achieve the decentralization of property management and asset management, etc., so that the data will be tamper-proof. …
The project’s IC design has the following significant advantages:
1) High security: The chip integrates asymmetric random password pair generation logic, uses a core asymmetric encryption algorithm with independent intellectual property rights and an optimized design without increasing the cost and power consumption of the chip, enabling higher communication security;
2) Optimized anti - collision design: The chip uses a binary tree anti - collision algorithm with independent intellectual property rights and a time division multiple access design, significantly improving the tag recognition success rate and the number of identifiable labels at the same time;
3)High sensitivity: The chip uses an optimized noise suppression technology to improve the noise figure at the receiving end and the overall receiver sensitivity, which plays an important role in increasing the recognition success rate; these advantages enable the chip to have a greater advantage in the application in Internet of Things.
4) Good compatibility: The chip can achieve high-frequency and ultra-high frequency functions at the same time, the end customer can read the information through the smart phone and inquire about reliable product information.
Structure of Waltonchain
The Walton ecosystem uses an overall structure including the parent chain and the sub chains (or child chains) where the parent chain is waltonchain and the token used for circulation and payment is called Waltoncoin The Walton ecosystem uses an overall structure including the parent chain and the sub chains (or child chains) where the parent chain is waltonchain and the token used for circulation and payment is called Waltoncoin. During the 1.0 stage of the project, the parent chain – waltonchain is used to open up the complete supply chain system of the apparel industry including production, logistics, warehousing and stores. Theoretically, there can be infinite number of sub chains, for example, the recognizers of the production workshop used to monitor the quality of the product can be used as nodes of production sub chains*, and the production workshops of a variety of brands together constitute the production sub chain; for another example, the stores of a variety of apparel brands can constitute the sales sub chain.
[So RFID receivers can act as nodes on the sub chain]
The Waltonchain platform uses a hierarchical structure, including the bottom layer, core layer, middle layer and application layer
Walton Parent Chain
The Walton Parent Chain is the main chain of the Walton block chain, starting from the Walton Genesis Block, which provides a wealth of functions including but not limited to Walton Coin (WTC) transaction management, sub chain management, smart contract, alias and account control, etc.
1) transaction management
A total of 100 million of WTCs are issued, created in the genesis block and assigned to each account in accordance with established program; the total amount of WTCs in the subsequent transactions remains the same. Through the decentralized network, more accounts will be created through the nodes, and a lot of WTC transactions will also be carried out between the accounts. Every 60 seconds, the transaction during the current period will be recorded to the block, linked to the previous block, forming the Walton parent chain as the public ledger of WTC transactions stored dispersedly in nodes in the network to ensure the safety and reliability of transaction data.
2) sub chain management
Another major function of Walton parent chain is the management of sub-chain which can be created by any account at any time after the parent chain runs. The creator can customize the detail functions of the sub-chain and specific information of the sub-chain tokens. These custom information form the data structure describing the sub-chain, which is recorded in the block of the current period by the accounting nodes in a way similar to the WTC transaction record. So far this sub chain will be used as a separate block chain, recording the transactions of the sub- chain tokens.
Since the WTC transactions are only recorded in the parent chain, the parent chain runs independently of the sub chain. The nodes running on the parent chain only need to save the parent chain data to conduct consensus and validation of WTC transaction blocks. This flexible creation mechanism of WTC sub chain makes the sub chain scalable, the state of the sub-chain has no effect on the completeness and safety of the parent chain; except for the description information recording the sub chain, the number of sub-chains will not increase the size of the parent chain
3) smart contract
In the system architecture of the Walton block chain, the smart contract based on its programmable features is responsible for building the underlying logic platform and supporting the upper architecture running of core layer, middle layer, and application layer, which is the cornerstone of the Walton chain to develop a wider range of custom applications.
Smart contract technology is developed by Ethereum and has been applied in the electronic token release, electronic crowd-funding, electronic contracts, electronic equity distribution and other fields. The Walton block chain technology defines two types of account concepts: one is the general account storing the tokens; the other is the smart contract account storing smart contract procedures. When a transaction is sent to the smart contract account address, the corresponding smart contract procedure will be triggered and implemented. The procedure will use the data of the transaction received, the data stored in this account and the current block status data as input data, perform the customized operations, make a transaction request, modify the account status data and execute other result behaviors.
4) other functions
Decentralized asset transactions: supporting the decentralized asset transactions of the parent chain WTCs and sub chain coins; Decentralized grading system: grading according to the performance of the account nodes’ trading behaviors such as mortgage; Decentralized alias system: facilitating the realization of the transactions by alias; Account control; Voting system; Cross currency transactions;
Walton Sub Chain
1) Sub-chain functional features When creating the sub chain, the sub chain can be customized to support all the functional features of the parent chain, or can be limited to certain functional features to achieve the customization of the appropriate features. Support custom features mainly include sub chain token transactions, sub-chain token and parent chain token transactions, cross sub chain token transactions, smart contracts, aliases, voting system, account control, instant messaging, and data storage.
2) Sub-chain token transactions By customization, the sub chain can support sub-chain native token transactions, sub-chain token and parent chain token transactions and cross sub chain token transactions. When a cross token transaction is made, the holder of the token makes a transaction request, the transaction request information contains the transaction type (buy or sell), the local token type, the target token type, transaction price and the number of transaction tokens; then the Walton protocol will match the buy and sell transactions in a decentralized way, which is open, fair, reliable, and traceable compared to the traditional trading centers.
Block Structure
The Walton Block can contain up to 255 transaction records
Consensus Mechanism
1) PoST Consensus mechanism
The Walton parent chain conducts block consensus and validation based on the Proof of Stake & Trust (PoST) consensus mechanism. PoST is an innovative updated version based on the Proof of Stake (PoS) consensus mechanism. …
Walton constructed an innovative node reputation evaluation system which added a node reputation mechanism to adjust the difficulty of coinage based on PoS, to highlight the importance of reputation in business ecology, and creatively designed the PoST consensus mechanism. This consensus mechanism brings two positive effects: first, based on the commercial credit link of a combination of Walton block chain and RFID, it can further promote and train the integrity behaviors of the involved nodes through the information evaluation mechanism, for example, keeping good credit record in credit mortgage and other transactions, to cultivate a healthy business ecology; second, it provides an upgraded selection mechanism to choose more honest “high quality” nodes as coinage nodes, improving the security of the block chain.
2) Other consensus mechanisms
The flexible structure of Walton block chain determines that the sub chains can choose PoS, PoST or other consensus mechanisms to achieve the optimal application effect in different application scenarios. By issuing different sub chains, Walton connects different types of Internet of Things nodes to apply to various scenarios in the business ecology. Due to the diversity of the Internet of Things, sometimes the Internet of Things needs a large number of nodes online at the same time, which is quite different from the Internet, so we propose an innovative solution which sets the consensus mechanism flexibly based on the different application scenarios, to meet different application requirements.
Byte Fee Allocation
The byte fee is the source power driving the block chain to account, as the accounting node performs block calculation and consensus verification to obtain the byte fee; the node needs to pay the transaction surcharge to initiate the token transaction and the sub chain creation.
1) The allocation of byte fee of token trading
The Walton chain supports the parent chain token transactions, sub chain token transactions and cross chain token transactions; when dealing with various types of token transactions, the transaction initiation nodes need to pay the byte fee with the parent chain tokens. This can make the parent chain token become the single token used as the reward token of the parent chain accounting node and the sub chain accounting node, finally achieving the following two positive effects.
First, the parent chain and each sub-chain can share the accounting nodes in the network to the maximum, so that the accounting nodes will freely choose different parent chain and sub-chain based on the profit efficiency, without fear of inconvenient exchange of multiple tokens byte fees, which is beneficial to the reasonable allocation of the node resources; and for some of the sub chains in the early stages of the establishment, there is no need to worry about the problem of insufficient accounting nodes, because they can share the accounting nodes of the parent chain and other sub chains.
Second, when more sub chains are created and the sub chain transactions become more and more frequent, the demand for the parent chain tokens which are used as the currency to pay for byte fees will rise; since the number of the parent chain tokens remains the same, the value of each parent chain token will increase. As a result, the nodes holding the parent chain tokens will gain dividends from sub-chain development as the number of the sub chains and transactions increases.
2) The allocation of byte fee of sub chain creation
The Walton parent chain supports the creation of sub chains. When creating a sub chain, the account that creates the nodes needs to pay the byte fee with parent chain tokens, to prevent the malicious creation of a large number of sub chains. Writing the block containing the description of this sub chain into the accounting node of the block chain will obtain the parent chain tokens as a reward.
Waltoncoin's Main Functions
1) Issuing sub chains
2) Dividend interest
3) Credit and mortgage system
4) Distributed asset exchange
5) Distributed voting and governance system
All the coins on the sub chains can be traded in the decentralized exchange on the parent chain, where the digital currency used to act as an intermediary is WTC.
Of course, only some of the core functions of WTC are mentioned above. WTC has more functions and as the project progresses, the Walton team will give WTC more advanced features.
TL;DR - There are a great many remarkable and innovative features in WTC. A synergy between software and custom RFID tech is implemented to usher in the age of VIoT. To scale this solution a remarkably flexible system of sub-chains has been created. Sub-chains can interact with the parent chain or not, can interact with other sub-chains or not, add no extra load to the parent chain yet can be verified, partly verified or not verified at all by the parent chain. Sub-chains can also use ANY consenus mechanism they wish to, even perhaps an IOA tangle? Sub-chains interoperate (cross-chain exchanges) and can be set up as sets within sets (master nodes and child nodes) in order to compartmentalize the various processes in industry and business.
WTC has borrowed from Ethereum (or been inspired by) and runs smart contracts. It is not clear if WTC runs the Ethereum EVM or not. What is clear though is that it has only borrowed from Ethereum what it required in order to implement its own totally innovative and ORIGINAL solution and blockchain technologies (sub-chains, custom hardware, innotvative consensus (PoST), and a different structure to its protocol and ecosystem)
submitted by finish-the-thought to waltonchain [link] [comments]

The Easy Guide to Procedurally Generated Plots

First of I recommend the game Streets of Rogue, it has the foundation elements except the procedurally generated plot. Think along the lines of how would you add that to that game.
The fundamental problem with procedural generation is that what we are used to is scripting so when we go outside of that what we take for granted is gone.
In a scripted game, every event is scripted manually, every dialog is written manually and every NPC acts based on how he is scripted.
In a procedural generated plot each of those things has to be addressed, including dialog which still is a AI Hard problem.
The first thing you need is acting. This means the NPCs have a level of simulation in their behaviour. If they can't do anything in the world you won't have much of a plot of events. You have to explicitly code what actions can be done in the world. The more agency the player character and NPCs have the better.
The concept of action parity with the player means that whatever the players can do the NPCs can do also, if you are going to code it for the player there is no reason a NPC shouldn't have a form of it also.
A suitable environment. An environment that is dense with stuff and that stuff has systemic value is more conductive to procedural plot. Think in games like Skyrim where there are objects everywhere that you can pick up. Games like Space Station 13 where the whole station is built from items, materials and structures. Minecraft, Rimworld, Dwarf Fortress, Streets of Rogue, you just want a lot of stuff to play with. If NPCs have agency then think about the items and structures they can use in a area.
Categorizing. Every item, every npc, map area, structure/building has to be categorize. You need as much data as you can lying about everywhere. Lets take for example a blacksmith, where does he live? He lives in a town in his workshop. His workshop needs to have also the role of a house, you need a kitchen area, you need a bedroom area, in the kitchen you have stoves, pots, tables, food pantry stocked with food. In every area you need the appropriate objects within that category that serves that function, sleeping, eating, working. How does a blacksmith work? He needs to go in the appropriate work area in his workshop with things like forges and tools. He needs to have appropriate resources like metal ores, bars, ingots stocked and process them with tools. Even in that town there would be resources available from that market, maybe there is a mine next to the town, maybe you have to trade with the next town. Everything has to be put in the proper place with the proper role and we can do that by categorizing everything and using those categories to structure and build a world. If you played Prison Architect,Rimworld or Survival/Builder games this should be familiar.
Traits and personality. If you were tired of all that categorizing then too bad since we need to do it to the NPC themselves. Traits are similar to categories, they define an aspect of their behaviour. You want to cram as much as you can while still constraining things so that that personality still makes sense. You also want to give it a larger overall role and its smaller functionalities. For example you can have a role of blacksmith, that means you have a trait of crafting able to make various items as well as a element of trade those items he makes. The role blacksmith might have a number of traits associated with it, some are essential for that role so it is present in all characters with that role, while some traits get randomly assigned and "shape" the personality of that role. Traits are very flexible things, it can affect a character in large ways like what are their goals they are striving for, or on a smaller scale like ticks and habits. I prefer them to numerical variable ranges, it does not matter what amount a character is a certain aspect, only that he is that aspect, besides you can break traits into different severities anyway, what matters is how the traits steer a character in small ways, this differences build upon other traits until from the combination of all this traits untill you get something completely unique.
Let's do a thought experiment, lets imagine we have 1000 traits, yes that is one thousand traits broken into multiple categories and roles. Now let's imagine assigning a NPC 100 traits to govern his behaviour, of course it isn't just assigned randomly, its based on his overall role with some traits being mutually exclusive with other traits and categories. But the idea here is 100 traits from 1000 possible traits. Just imagine what kind of personality and behavior that character will have. And coding that is not that hard, when the simulation is running for that character when the code runs into a part where a trait applies, if he has that the code runs one way if not it runs another way. Programs have tens of thousands of variables so having a couple of trait flags all over isn't that big of a deal. You just need the NPC data to be accessible from everywhere in the program, that's all.
To me NPC personalities are a solved issue. There might be problems with debugging, balance and the limits of agency itself(since personality =/= acting, a NPC with the gourmet trait is pointless if there is no action to eat and no food items) or actually generating dialog although with personality traits it's actually easier since it can inform how a response is generated.
Dialog. Like I said it's AI Hard problem. The best thing you can do is to manually script some generic responses similar to coding actions. This responses can be manipulated by personality traits to give some flavor but you can't really do much so keep things short and simple. Substitution of key fields in the response with the relevant data points is a start. One thing you can do is make it like a search engine based on certain criteria and context. Think how a search engine with tags like you find in Stackoverflow can narrow things down. There was a talk from the developers of Left 4 Dead where the dialog response system worked like that.
In fact context is key. The more you can work on contex the better dialog you are going to have. How to achieve that I have no idea, although enormous amount of categorized data does help.
Choices are great. It gives agency to the player and it's an interaction between players and NPCs that can affect their relationship. I am not much of a fan of randomness here, success can be informed by data and state rather than a percentile although the concept of one option can have different results is good. Think in FTL an event choice instead of having a random percent success or fail it is informed by the state of your ship,your crew, the state of the world and your relationships with the factions. In other words the complex state of the game at that moment that you can know and control to lead to an outcome if you plan for it.
Dialog Combat is also a system worth exploring, how you build and manage relationship is another deep topic.
Deus ex Nihilo the plot generator itself. If you haven't figured it by now I like lots of categorizing and lots of data messily strewed about everywhere, so it's more of the same. How it works is you have a large amount of categorized plot snippets that have a list of connection linking to other snippets(or link to a broader category). A plot can be summarized as having being at the right place, with the right people at the right time. Every plot snippet has some requirements, like the participating NPC actors, items, a location, a specific event that happened in history. For example a plot might require to be in a capital with a functioning government and the participant might be character with the role of a king.
The ex nihilo part comes from the fact that the requirements themselves can be generated. If you need a master alchemist that creates the philosopher's stone if that role cannot be assigned by searching in the world for that character and edited to that requirement then he can be generated from nothing including adding the appropriate context and modifying world history to substantiate that character.
The world itself can be in a state of ambiguity. The player when he starts does not know much about the world so the plot generator can mold the unknown world more easily. This is the opposite philosophy to Dwarf Fortress generation where the world goes through hundreds of years of history.
If you are familiar with Just In Time compiling it is a similar idea, history is generated when you need it in the employ of the plot. Of course most of the world has to be generated at start, but the point is to be a low resolution representation painted in broad strokes that is more malleable and can be detailed later as needed. It also ameliorate the conflicts it can have with the plot.
As more of the world is known by the player the more it becomes more concrete.
Back to plot snippets. A number of plot snippets can be strung together into a larger plot thread. What is interesting about this is the amount combinations that are going on. You have the snippet selection strung together [snippet] X [snippet] X [snippet] You have the actors each with its unique personality that governs their behaviour in the simulation even if they are subordinate to the plot [actor X 100 traits] You have the locations with their own things going [location] You have history of the world and events the player participated in [history] X [events] You have the relationships the NPCs have with the player and themselves [player relationship] X [NPC relationships]
When you add that all together: [snippet] X [snippet] X [snippet] X ([actor X 100 traits] X [player relationship] X [NPC X relationships]) X 3 [location] X [location] X [history] X [events] X [events] X [events]

That is pretty insane!

You keep hearing about "emergent narrative" but I don't think people understand exactly what they are talking about. There is nothing mysterious about emergence, it's not magic, it's not a coincidence, it's definitely not fucking "beneficial bugs". What it is combinations upon combinations, system upon system, structured properly so that everything is in its proper place like a cog into a giant world machine. You want Procedurally Generated Plots? This is Procedurally Generated Plots.
Every plot thread has at least two outcomes based on the actions of the player. That means roughly speaking every plot thread is one form of mission and quest the player must achieve. It needs to have a failure state and a success state although what constitutes failure and success or what constitutes simple player agency is up to debate. Failure most likely aligns with the plot thread being aborted and has an appropriate exit strategy. So if you start killing everyone in town in a mad killing spree you probably failed whatever quest was going on and will be treated as such, even if you might not have failed it yet.
Plot threads are generated on the fly just like how history is generated. When a plot thread is succeed or failed a new one may be generated and even continue using elements from previous ones. Since history itself informs the plot generation process even a larger narrative can be made with a broader story arks and themes. At least one plot thread needs to be going at any time, from time to time it can check if it has an opportunity for an appropriate plot can be spawned based on the current context. This is especially the case if its triggered from special triggers. This also means there might be two mutually exclusive plot threads going on, this is not a problem since success or failure is only relevant to the plot thread itself and not a moral judgement of the player, although there will be consequences.
AI director. While we have focused on bottom up approach so far, with things like character personality simulation and generating plots from small pieces of data. A top down approach is also required.
The AI director has two roles. First is to play the game as a strategy game on the top level. Think along the line of Mount and Blade or Crusader Kings game playing completely by itself without any input from the player. What this gives is is strategic consequence to the actions of the player while following the plot. The AI will play the factions mostly neutrally and peaceful or fight a war to a stalemate with no factions winning and conquering overall. The exception is when a plot is going about a war between two factions, in which case relevant plot threads will be generated to serve as strategic moments that will shape the outcome of the war, succede in the plot threads and you win the war, fail and you lose.
The second role the AI director is to take the plot threads generated and manage them, challenging the player appropriately, making sure the NPC personality simulation does not stray things too far, making sure the plot thread success is achievable and not impossible and the failure possible, adding and shaping things as necessarily, generating new plot thread when opportunity arises.
Of course all of this that I am saying is really abstract, here are some ways can work more concretely.
First the AI has some small number of key agents that they use in key positions, usually as kings of factions, generals, heroes, adventurers and villains that overrides somewhat their personality and gets them to do what is necessary to keep things on track. Of course the AI can override any character but it mostly acts through this agents. This means that most plot threads have characters fully driven by their personality. If a plot thread requires character that is one of this key agents it will tend to drive that agent more on its personality, although this agents tend to have personalities that is beneficial to the AI director anyway. If an AI director wants to do an action that doesn't invalidate the agent's personality it will do it. The key agents are also the big players that control the strategic game so that is how that works.
The AI also has to ultimately do a certain amount of calculation, of parsing the many different possibilities for plots.
A couple of closing notes on information. While the world can have lots of depth it is important to also keep things hidden. Like I mentioned above making the world more unknown will make it more malleable. But even without that you want to keep things hidden so that the player has something to explore and discover. The player won't be able to parse the 100 traits the character has but he can mentally categorize things and find patterns. It also why traits should be more binary, exaggerated and reliable. While the traits can interact with other traits in many different ways, you should get an idea on what they are about. It should not have randomness, it should not have variable ranges and given the same context it should give the same result. Some traits will inevitably be more visible than others and eventually player a set of traits that are important to be on the lookout for.
Like there is metagames in CCGs with optimal strategies a similar thing will happen to personality traits. In fact a card game like Magic:The Gathering with thousands of cards is similar to how personality traits should work.Think a card is a trait. Just like you build a deck you can build a character. Just like you have different elemental mana or the different Heroes from Hearthstone you can have roles and categories.
Another reason why you want hidden information is what you exploring is not necessarily all the characters in the world, what you are exploring is the depth and complexity of a number of characters you care about. If they were shallow it wouldn't be that fun?
Lastly is complexity management. Obviously a world where every character in the world has 100 traits is insane, so you don't, what you want is the scalability of a key character having 100 traits, especially you want the plot relevant actors to have it as that is what the players has to interact with and challenge. For other characters you can keep things superficial or completely generic. You can also use a seed key from a character name that you meet to deterministically generate traits on the fly and discard it afterwards while stopping that NPC simulation.
Also when I say 100 traits or 1000 traits I don't literally mean it actually needs to have 100 traits, what is the right amount is debatable and also depends on how it maps to the roles and categories, it could be 40 per character with 300 overall or it could be 50 with 700. This is just a perspective shift from what is considered normal, definitely it should be more than 10 traits per character and should be outside of the player's overall comprehension.
submitted by adrixshadow to gamedesign [link] [comments]

SOS to Mr. Sterling - Why Denuvo is Cancer

I believe Denuvo is cancer. Making such a statement is quite the bold claim, I assume. This post will go into detail as to why I believe this is the case. This thread is relevant to this subreddit based on Jim's video "Sonic Mania Comes To PC With Spicy Denuvo DRM"[1]. My intentions with this post are made in the hope that it resonates with everyone here (Jim Sterling, particularly) to speak out against this cancer.
First, we will need to understand what Denuvo is. A quick search on Google gives us this Wikipedia[2] entry:
Denuvo Anti-Tamper, or Denuvo, is an anti-tamper technology and digital rights management (DRM) scheme developed by the Austrian company Denuvo Software Solutions GmbH, a company formed through the management buyout (MBO) of Sony DADC DigitalWorks.
So the following things are established: Denuvo is a anti-tamper AND DRM solution provided by Austrian company Denuvo Software Solutions GmbH.
This makes sense, however the term "Anti-Tamper" might stick out for alot of people here. What does that mean and why is Denuvo considered "Anti-Tamper" rather than being just any other DRM measure? This article from Eurogamer[3] might give us some insight:
(Context: Apparently a representative from Denuvo is responding to the author of this article)
It's tech that acts as a forcefield around whatever DRM the game has - such as EA Origin. To use Denuvo's language, it prevents "debugging, reverse engineering and changing of executable files". Literally, it stops tampering. Exactly how it works is Denuvo's trade secret.
"Anti-Tamper is fundamentally different from DRM," I (the author) was told. "For example, if you add anti-tamper to a title without a DRM such as Steam, then Anti-Tamper is completely inert (AKA useless). Anti-Tamper only works in combination with an existing DRM system."
From what I can understand- this is Denuvo's official stance on why they apply this term to their product. I'll address it later in PART TWO of this thread, but for now, lets take it at face value.
Next, lets try to understand how Denuvo works. Unfortunately, this is where my sources on this subject are going to get dicey, since (AFAIK) Denuvo never officially provided details and no major gaming/tech publication explored into this topic. Therefore, we'll have to look into the underbelly of reddit (crackstatus) to learn more, from users like u/goldcakes [4]:
First of all, Denuvo is NOT a shrink wrap anti tamper system. Developers must integrate their code with denuvo, including marking non-performance-impacting but essential functions for Denuvo's obfuscation. For example, this may be a function that initializes the engine. It should only be run once, so making it slower doesn't really impact overall performance.
Essentially, Denuvo protected binaries come with some parts empty, that must be downloaded from the Denuvo servers after successful authentication. However, Denuvo's servers have at least dozens (if not hundreds or more) of variants for each function.
What do I mean by processor environment? It's basically any slight differences you may have with your processor. It's not just what processor you have, but what revision it is. Two i5s with the exact same model numbers, but manufactured on different dates, can have different revisions, like bug fixes or small optimizations.
So, after successful authentication that is verified by Steam or Origin, Denuvo then patches your binary with specific codepaths that will ONLY work on your specific processor.
So, to put it into laymen's terms: Denuvo is a DRM system that integrates with a game. Denuvo sets up "functions" (basically "triggers") that checks with both a server (provided by Denuvo) and then later checks with your particular CPU to ensure the game is being run on the original, authentic machine.
HOWEVER- within this same reddit thread contains contradictory (and IMO more enlightening) information from the user u/throwawaycracker00 [5] which I believe clarifies the original post:
I've looked at past versions of Denuvo. It uses a modified version of VMProtect 3 to virtualize many game functions,
Before running game code, it will call a DRM library which is specific to the underlying platform, such as Steam or Origin and others.
Besides VMProtect, some versions of Denuvo also have integrity checks, and random chunks of useless code and obfuscation inserted throughout the game code. Compared to the virtualization this is an insignificant problem, especially if you were to see what the obfuscations look like. Standard compiler techniques are sufficient for recovering most of the code, both obfuscation and virtualization.
From what I've seen, both now and in the past, it gets some encryption keys from Steam through a ticket, which serve to function as a temporary license for your PC, this license contains hardware id, expiration date, and possibly a code decryption key.
So, to put it into laymen's terms: Denuvo is a DRM system that calls upon a DRM library based on whatever the underlying platform the game runs on (Steam, Origin, etc). Denuvo integrates "integrity checks" and useless code at an attempt to obfuscation to prevent users from "tampering" with the game files (executable?). Denuvo also contacts a server to send you a "temporary" license for your PC, allowing you offline play until it requires another re-authentication.
Its important to note that u/throwawaycracker00 's post contains information contradictory to u/goldcake 's post, with comments such as:
Your timing checks idea is feasible and has been done on some platforms like ARM that are more predictable than x86. While feasible in principle, it's incredibly hard to do it reliably and have stable code.
And also he mentions that:
This is a throwaway account
It is important to stress the following: Information regarding the specifics of Denuvo is sparse, not explored by large gaming/tech publications and is mostly left to posts made by unreliable forum users. The best I can do is gather what I can find, regurgitate information and link sources together. Take all of this with a grain of salt.
Hopefully, all of this information gives everyone here a basic understanding of what Denuvo is.
Based on information of Part One of this thread, I will provide my personal list of reasons.
1. Denuvo is DRM - The "Anti-Tamper" moniker is PR Bullshit.
Whenever you go looking around for information about Denuvo- you're bound to see the "Anti-Tamper" term thrown up. Even in the Eurogamer article I linked, the Denuvo representative tries to propagate the following idea:
"Anti-Tamper is fundamentally different from DRM,"
One issue I already have with this terminology is the fact that the difference between "Anti-Tamper" and "DRM" seems pretty moot. The strict definition of DRM (Digital Rights Management) can be contested, but I believe most people would agree with the following definition from[6]:
Digital rights management is a far-reaching term that refers to any scheme that controls access to copyrighted material using technological means. In essence, DRM removes usage control from the person in possession of digital content and puts it in the hands of a computer program.
Preventing the "debugging, reverse-engineering and changing of executable files" is in itself restrictive because it prevents the user from making modifications to their copy of the game's executable on their own machine. This is DRM. Even u/throwawaycracker00 shares the same sentiment:
I don't know why people call Denuvo not DRM, it's as much DRM as all the other protectors that came before it, and it has custom code written for Steam that is used in all Steam games, and the same for Origin games. It seems to me to be a PR stunt.
I believe Denuvo re-categorizing their system as "Anti-Tamper" is their attempt at confusing users to thinking Denuvo is acceptable. Because it supposedly isn't DRM. But it is, if you take a deeper look at how it works. Thats PR bullshit.
2. DRM that prevents executable-level modification is bad for PC Gaming.
Certain Denuvo games allows the user to modify the game files- such as MGSV. This is true. However- it seems that Denuvo intentionally prevents executables from being modified, inevitably leading to certain consequences, such as making projects like Multi-Theft Auto impossible.
For context, Multi-Theft Auto is a multiplayer modification of GTA:San Andreas that implements multiplayer in a game that originally was designed for singleplayer. This modification required reverse-engineering of the game's code to create- including it's own executable.
PCGaming has always been about modifying, extending and sharing gamefiles- all the way back to games like the original Quake (Team Fortress). A future where DRM can restrict users from modifying executables is also a future where projects like Multi-Theft Auto become alot harder- if not impossible.
In my eyes- this is bad for everyone. The consumer sees no benefit, yet publishers would feel happiness in this restriction existing. Thats bullshit.
3. Denuvo uses some form of online-activation for offline videogames.
The details are sparse on this- yet based on my research this seems to be the case. Games that have Denuvo authenticate your copy by connecting online to a server that offers you a temporary license. The problem is that this happens even for games that should be playable offline with no internet connection.
Let me ask everyone here a question: If you can't play a game without contacting a server every (lets just say) 2 weeks or so- do you actually own the game? Obviously the counter-argument exists for online-only/MMO/Multiplayer games, but is it valid for offline, singleplayer games?
I say no, because I shouldn't have to deal with temporary authentication licenses just to play the games I legally bought. It's like you're on parole and Denuvo are the officers representing game publishers- yet people who obtained pirated/cracked versions of these Denuvo-protected games are not restricted in this way. Thats bullshit.
BUT IT DOESN'T STOP THERE FOLKS! Because of the way Denuvo works, shady people tried to make money by offering "activations" of Denuvo games by emulating the Denuvo activation servers. Thats right, if you think CD Key re-sellers were shady, then take a look at threads like this:
Now THATS bullshit.
4. Denuvo does not have the moral high-ground based on allegations from VMProtect.
Remember VM Protect? It may ring a few bells. Specifically, this article from TorrentFreak[7], where according to drVano (a developer of VMProtect):
“A while ago, this company released a protection system of the same name but the most remarkable thing is that they absolutely illegally used our VMProtect software in doing so.”
“Everything went well for Denuvo until we notified them that their VMProtect license had been canceled due to a breach of its licensing conditions. Options were offered for solving the problem, including paying modest compensation to us. Our proposal was ignored,” drVano says.
In a nutshell, Denuvo is being accused of using pirated versions of VMProtect in order to create its own anti-piracy software.
This is all relevant because Denuvo is trying to position itself as a solution that aims to protect rights-holders against the evil horde of piracy (Atleast thats the impression you'd get from reading online)- yet engages in shady behavior itself. Hypocrisy is bullshit.
5. Denuvo doesn't benefit the consumer. It's relationship to the user is CANCEROUS by nature.
Denuvo isn't designed to be uncrackable- even they admitted it in the Eurogamer article:
"Every protected game eventually gets cracked,"
Instead- its designed to make it inconvenient, annoying and difficult to crack. Which is all and good if it had 0 downsides to the end-user, which doesn't seem to be the case. From allegations of it killing SSDs[8] (in the interest of fairness, there have been tests done by users indicating this to not be true[9]), from it degrading game performance[10] or it's semi-online nature[11], Denuvo's impact on the end-user experience is questionable at best.
More importantly- Denuvo doesn't benefit consumers in any tangible way. Compare Denuvo to possibly the most successful DRM solution: Steam-protected videogames[12]. For clarification- Steam by itself is NOT DRM! However, Steam/Valve does offer DRM tied to Steam known as "Custom Executable Generation" thats opt-in for any game on Steam and is easily implemented. Users usually do not mind Steam games that are tied to Steam thru CEG because Steam (as a platform) offers conveniences such as connecting to friends, steam workshop, VOIP, steam groups, etc.
Denuvo in contrast- offers nothing. It exists to benefit publishers (Ergo- itself) and works by being installed with your games. This is not a beneficial relationship- which explains why users are not happy to learn when they found Denuvo inside Sonic Mania with no warning[13].
That is why based on this and all previous reasons- Denuvo is cancer. I can only hope that this post was atleast informative- thanks in advance if anyone actually read all of this.
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~ Thread is subject to change for grammastructure errors, new information or mistakes of claims/facts/sources/etc.
submitted by MrGaytes to JimSterling [link] [comments]

I made a thing. [Endless Moons Mod]

Endless Moons
EDIT: Also uploaded to Steam Workshop.
Increases the occurrence and significance of moons, while adding many new moon types and additional exploitation options. Includes rare instances of unique lost Endless Moon Temples that provide significant bonuses when restored.
Moon Types:
Planet Improvements:
Explore Moon - Compact Warp Methods (Science 3)
Develop Moon - Maximized Exploitation (Industry 3)
Restore Temple - SLC Systems (Empire 4)
System Improvements:
Lunar Data Network - Compact Warp Methods (Science 3) - ( For Vodyani - Evaporation Inhibitors (Science 3) )
Lunar Tourism - Impactless Sites (Trade 3)
Lunar Colonies - Adaptive Colonies (Science 4)
Moon Exploitation Drones (Vodyani) - Maximized Exploitation (Industry 3)
General Notes:
Also, many thanks to the dev MonAmiral at G2G forums whose support has been invaluable.
submitted by Tychonoir to EndlessSpace [link] [comments]


Good list this week.
Tally’s Independent Cinema and Theater Offerings:
  • Fat Cat Café: Yoga with Kitties. “Only 15 spots available per class. Please bring a $10 donation to Black Cats, Old Dogs and a yoga mat. Includes a 50-minute yoga class with 20 minutes of cuddle time following. Book online to reserve your spot.” 10am/$10
  • Local 501: LOCAL - The Day Party Edition - NOW WITH ADDED Manley. “This month's LOCAL at Local 501 is a special edition - Sunday day party featuring the one and only Manley aka Christopher Paul Manley aka the brains behind Menace Beach. Fall through and welcome the main man back to Tallahassee. Have a beer (or six) with him. Vibe out to the house vibes provided by DJ A to the L before Manley takes over on the ones and twos. We're rocking from 1pm to 6pm at Local 501 - Barbershop by day, lounge by night... once the day's business is done, the couches come out, the pool table is set, and the bar is open with some of the finest craft beers on tap.” 1pm
  • Hurricane Grill: Sunday Fun Day with Brad Foutch! 3pm
  • Jan’s Gallery: Jan, Mike & Rachel Get Ready for Ireland! 6:45pm/$5
  • Junction @ Monroe: Monday Night Bingo. “Good food, good drinks, good friends, and a chance to win some big cashola! It doesn't get any better than [email protected]. Every Monday from 7pm-9pm we've got cash payouts up to $250 per game with multiple games each night PLUS a 50/50 drawing each week benefitting the Tallahassee Area Musicians Guild.” 7pm-9pm
  • Lofty Pursuits: Game Night. 7pm
  • Hobbit American Grill West: Quiz Night from Bar Trivia With Hank. “They got wings, they got beer, and now they have great trivia. Come on out to a new night!” 7pm
  • Blue Tavern (N Monroe St): Lost Mondays hosted by Belmont & Jones. “Antique blues played acoustical.” 8pm/$2
  • Waterworks: Napoleon Dynamite Patio Theater. 7:35pm/21+/free
  • Finnegan’s Irish Pub: Karaoke with DJ Paul Cornish and Hospitality Night. “If you're a hospitality worker, don't forget to bring your most recent paystub or work schedule to receive that sweet 25% discount!” 10pm
  • LeRoy Collins Library: African Caribbean Dance Theatre. “All ages welcomed! Special performance from the ACDT! Expect a history, music, & dance lesson and lots of fun!” 6:30pm
  • Corner of Georgia & Macomb: Frenchtown Farmers’ Market. “Find your favorite local goodies now on Tuesdays! Join us at Frenchtown Farmers Market for all-local produce, eggs, gourmet jelly, and more. The market opens at 3pm and we're here until 7pm, so come after you pick the kids up from school or on your way home from work. We can double SNAP benefits through the Fresh Access Bucks program. Our farmers accept WIC and Senior farmers market nutrition program coupons.” 3pm-7pm.
  • Junction @ Monroe: Live Rehearsal Tuesdays. “Tuesdays are Live Rehearsals at [email protected]. Sponsored by the Tallahassee Area Musicians Guild. Utilize our complete backline and PA for rehearsals, jams, or hold auditions. Up to one hour slots (or more depending on number of signups) per artist/group.” 4pm
  • Madison Social: Trivia Social. They do half and half theme and miscellaneous, so check their FB every week for an event page. 7pm
  • Brass Tap in Midtown: Trivia. Check their FB page for the theme. 7pm
  • Junction @ Monroe: Trivia. 7pm
  • Bird’s Oyster Shack: Trivia With John Carpenter. Lively and fun. 7:30pm
  • GrassLands Brewing Company: Trivia Factory. 7:30pm
  • Midtown Pies: Bar Trivia With Hank. 50 questions of sweet, sweet trivia. Food! Beer! Something random in a bag! 8pm/free
  • Fourth Quarter: Trivia With Professor Jim. AUCE wings. Truly a trivia favorite. 8pm
  • Krewe de Gras: Karaoke With Pete. 8:30pm
  • Brass Tap on Gaines: Karaoke with DJRah. 9pm
  • 926 Bar & Grill: Trivia Tuesday! 9:30pm
  • Applebee’s on the Parkway: Karaoke with Amanda Goram. 10pm
  • Pockets Pool: Karaoke with Dwight. 10pm/21+
  • The Sharing Tree: Recycled Robot Build & Play. “Sharing Tree hosts an awesome day camp filled with robot and monster everything! Build your recycled Robot from reuse materials... make a monster book and play it out! Bring a lunch!” 10am/$40
  • Cap City Video Lounge: Killer Workout & Deathspa: Beach Body Bloodbath Double Feature! 7:30pm
  • The Bark: Felipe Pupo (philly), Channel Pyro, Artisan P. 10pm/$5/all ages
  • Bird's Oyster Shack: Summer Vacation Jam with Jim and the Lab Rats. “The Wednesday Night Lab Session is approaching the end of another fabulous season and we will celebrate with a big jam session before I take a vacation and leave you in the most excellent care of my dear friends: Mike & Jan, Carrie Hamby, Lee C Payton, and Bruce Graybeal. For the Summer Vacation Jam on June 27 we will start a little early and run a little late just to get in all the fun. Helping me in the backing band for the first part of the show will be Kevin Robertson and Holly Riley. Mike & Jan and Eddie McFarland will join us for a couple numbers and I expect some other Lab Session alumni will come by as well. The backing band for the second part of the show will include: Ben Banks, Don Austin, Chris Skene, and Mike Stone. Stopping by to do a tune or two with the band will be TD & Kathi Giddings, Lee C Payton, Jimi McKenzie, Bruce Graybeal, and Katie Crozier-Theis AKA Sally B Dash.” 6pm
  • Fermentation Lounge: Trivia. 7pm
  • Brass Tap on Gaines: Trivia. Check their FB page for the theme. 7pm
  • Dave’s Pizza Garage: Trivia. 7pm
  • Hurricane Grill & Wings: Trivia With Greg. 7pm
  • Burrito Boarder: Dungeons & Dragons. “Different adventures every week. Beginners welcome.” 7pm
  • GrassLands Brewing Company: BYOBG! Bring Your Own Board Game. “Our gracious host, Trevor Bond, will be featuring one game each week. Feel free to bring your own games to play & share.” 7pm/21+
  • Junction @ Monroe: Bike Night, Bingo, and Karaoke. 7pm
  • Black Dog on the Square: Settlers of Catan Game Night. 7pm
  • Proof: Bar Trivia With Hank. “Drink delicious brews and show off all those random factoids you thought you’d never use. Local beer, local trivia in the heart of Tally’s Art District. They now have the MoBi food truck every week! Bar tab for 1st and 2nd place teams.” 7:30pm/21+/no cover
  • Cancuns: Singo (like Bingo but with music). 8pm
  • Island Wings: Wine Down Wednesday featuring Steve Johnson. 8pm
  • All Saints Club: The Warehouse Open Mic Lives! 8pm
  • Finnegan’s Wake: Waxy Wednesdays. “Feelin' waxy, Tallahassee? That's probably just because it's Wednesday. At Finnegan's Wake, Waxy Wednesday means DJ Ryze will be hitting our floor again to spin some vinyl and get your feet moving tonight. Feeling a bit sour, girls? Not to worry- we'll also have some fantastic $5 drink specials going for all those Tallahassee ladies looking for a bit of fun. Come out and help us get the party started!” 8pm
  • The Skybox (Crawfordville): Karaoke with Mark. 9pm
  • Krewe de Gras: DÉJÀ VU Latin Wednesdays. “FREE Salsa/Mambo classes by Barry C. Williams. The duration of the class is 9-10 and having a partner is not necessary. If you've never danced Salsa/Mambo before then don't worry about it. The classes are made to be easy and fun so you can come learn some moves and then stay and dance until 2am to the sounds of DJ Jimmy Suave.” 9pm
  • Just One More: Karaoke with Roger. 9pm
  • Corner Pocket: Karaoke. 9pm
  • Bird’s: Comedy Night. I’m pretty sure this is both a performance and an open mic. 9:30pm/free
  • The Bark on All Saints: Karaoke with Nathan. “Nathan has all the songs you could ever want, The Bark is a great space, and there’s a very friendly crowd. If you’re not really into the fratty or country karaoke scene, this may be your spot. They have mixed drinks, bountiful beer options, and amazing vegan/vegetarian food until 2 am – and I say that as a staunch omnivore.” 9:30pm
  • Fire Betty’s: Karaoke with DJ Paul Cornish. 10pm
  • 926: Dragged Out Wednesday. “We have Twice the Show! Twice the the DJ and Twice the Fun! Start the night with Cole during The Hours Of Happy and then finish the evening with Rebecca as they sling the magic behind the Bar. Hungry? Well Chris NoChill has you covered! He'll be rocking the kitchen all night! Then join the KingzKru for Showtime at 10:30 and Midnight while our DJ and She-J's Garion Djgg Grant and Izzy B (Isabella Berrios) keep the Dance Deck moving and you enjoying the party!” 10pm
  • Happy Motoring: Drag Bingo. “Happy Motoring is honored to host our first Drag Bingo. We’ve got some incredible queens hosting, delicious drinks, multiple performances and lots of Bingo fun.” 5pm
  • Fat Cat Café: Yoga with Kitties. “Only 15 spots available per class. Please bring a $10 donation to Black Cats, Old Dogs and a yoga mat. Includes a 50-minute yoga class with 20 minutes of cuddle time following. Book online to reserve your spot.” 6pm/$10
  • Cap City Video Lounge: Night Of The Lepus & Snakes On A Plane: Dr. Orloxian Presents! 7:30 pm
  • Waterworks: SpongeBob Trivia! “Our monthly trivia night for June heads to Bikini Bottom! Three rounds of trivia relating to the greatest cartoon to come from under the sea! First, second, and third place prizes will be given to those teams or individuals that know more about SpongeBob than the others.” 7:35pm/21+/free
  • Lake Ella Area: Food Truck Thursday. 5:30pm
  • Kleman Plaza: Free Downtown YOGA! 6pm
  • Hurricane Wings: Double Take. 6pm
  • Beef O’Brady’s: AJ Johnson Trivia. 6:30pm
  • Hurricane: Ballistic Bingo. 7pm
  • 926 Bar & Grill: RuPaul Drag Race Viewing Party. 7pm-10pm
  • Skybox: $10 Cornhole Tourney. 7:30pm
  • La Fiesta: Trivia. 7:30pm
  • Junction @ Monroe: Karaoke and Dance Party. 8pm
  • Warhorse: Quiz Night from Bar trivia With Hank. “Sometimes dirty, always nerdy. Come on down and do 5 rounds of awesome, hand crafted trivia. Plus pizza and whiskey!” 8pm
  • Dux (Crawfordville): Karaoke with Big Bob. $25 bar tab given away every week. 8:30pm-12:30pm
  • Fermentation Lounge: Open Mic Night. “Sign-ups will begin at 7:30pm and be on a first come, first serve basis. Each getting around 12-15 minutes to perform. The first artist will begin at 8:30pm. Each artist will receive a FREE beer for their performance.” 8:30pm
  • Midtown Caboose: Trivia Factory. “General Knowledge, 20 questions + Wager Final. $35/$25/$15, and Best Team Name gets a round of shots.” 8pm
  • Island Wings: Bike Night. “A night dedicated just to you! We have a special menu just for those who ride their motorcycles to the restaurant, there is designated up front parking for your bikes, and live music on the patio from 8pm-11pm. There's no better place to eat, hang out with your friends, and show off your ride.” 8pm
  • Unique Wonders: Live Comedy with Big Hou! 8:30pm/$5
  • Junction @ Monroe: Comedy Zone: Frank Del Pizzo & Mark Evans. 9pm
  • Pockets: Karaoke Dance Party with Keith Welch. 9pm/21+
  • Brass Tap Midtown: Karaoke with DJ Rah. 9pm-Midnight
  • 926 Bar and Grill: Bass Parade: Ladies of Bass. 9pm
  • Applebees on Cap Cir: Karaoke with Amanda Goram. 10pm
  • Birds: Karaoke with Nathan. All the songs. $1 Pabst drafts. 10pm
  • The Sharing Tree: Music is Magic Day. “Day camp! Make, listen, build, play! Special guests musicians and make a fun instrument! Bring a lunch and have a blast!” 10am
  • Fire Betty’s: Brandon and Carli’s Throw Back Thursday: 90’s Cartoon Mixer. 5pm
  • Hurricane Grill and Wings: Kevin Ogden. 6pm
  • LeRoy Collins Library: Trivia Night. “Teens and Tweens! Come with your friends and test your trivia knowledge! Teams of 6 can enjoy snacks and compete for a 1st place prize! Sponsored by the Friends of the Library.” 6pm
  • Planned Parenthood: Sex Trivia at the New Tallahassee PP Health Center. “Show off your sexpertise with a night full of fun trivia, raffles, prizes and a chance to check out our brand new state-of-the-art health center. Our Planned Parenthood educators will test your knowledge of all things sex including surprising sex facts, the history of sexuality, sex myths and more! We will be providing complimentary food, desserts and non-alcoholic beverages. Beer, wine and a signature cocktail will be available for purchase (for those 21 and over). The first drink is on us! Spots are limited and filling up fast so please register if you plan to attend.” 7pm
  • Fifth & Thomas: Leon County Democrats Primary Primer. “Join the Leon County Democratic Party and community leaders and hosts for the Primary Primer, a fundraising event featuring a cash bar, heavy hors d'oeuvres and live music by local jazz legend Avis Berry!” 7pm
  • Cap City Video Lounge: The Beatniks & The Violent Years: MST3K Thursday! 7:30pm
  • Tallahassee Junior Museum: Soaring Cypress Full Moon Night Flight. “Tree To Tree Adventures’ Night Flights are a very exciting way to experience the Soaring Cypress zip line course in the dark. Grab your headlamps and zip through the tree-tops while conquering aerial obstacles and soaring over the cypress swamp.” 7:30pm/$49 nonmembers/$45 members
  • Blue Tavern: Paul Harvey and Katherine Easterling. 8pm
  • Finnegan’s Wake: Midnight Caravan. 8pm
  • The Bark: Logan Greene, Nude Tayne, Jacob FM. 8:30pm/$5/all ages
  • Fifth & Thomas: RP Allen in the Backstage Garden. 6pm-8pm
  • Hobbit South: Karaoke with Paul. 8pm-Midnight/all ages
  • Leggetts: Karaoke presented by Galen Goram. 9pm
  • Just One More: Karaoke with Roger. 9pm
  • Island Wing Company: Friday Night Unwind. “End your work week on the island with live music on the patio at 9pm. Come enjoy some great food, drinks with your friends, and unwind.” 9pm
  • Stetsons @ The Moon: Karaoke with Devin Cywinski. 10pm/$5/18+
  • Hobbit West: Friday Night Comedy. “Friday night at the Hobbit we will be having a variety of comedy! From stand Up to Improv where the whole crowd can participate. 2 fro 1 drink specials all night with some of the best food in the city. All hosted by Big Hou!!” 10pm
  • Privé: Havana Nights. “Latin-Caribbean Vibes All Night Long.” 10pm
  • 926 Lounge: The Hot Friday Night Party - May the Fourth Edition. “Tallahassee's premier LGBTQA Hot Friday Night Party returns to kick off your weekend with another fabulous Friday night! This Friday is May The Fourth (insert Star Wars reference here) - so feel free to bring out your nerdy best. If that's not enough, after midnight, it becomes Cinco de Mayo as well - it's an amazing party weekend!” 10pm
  • Geo's Pub & Pool (both locations): Karaoke. 10pm-1am
  • Waterworks: June Paella Party! “Juan returns from Real Paella to cook up the best tasting Paella in the Big Bend! Paired with Waterworks' Sangria, it will be a wonderful and tasty early evening event. Cooking demonstration starts at 6:00pm with Paella serving at 7:00pm. Purchase a ticket inside Waterworks for each plate of Paella and redeem at the Paella station. Paella plates served with side salad $14.00 (tax included). Three types of Paella available: Paella mixta with seafood, chicken and lots of veggies. Valencia Paella with chicken, rabbit and duck. Vegan Paella.” 6:00pm
  • Hurricane Grill and Wings: John Sutton Band. 6pm
  • Fifth & Thomas: Shooter Jennings/Lisa Bouchelle/Luke Langford. 7pm/$35/21+
  • Palmer Monroe Teen Center: Splash & Jam 2018. “All area youth are invited to hang out every Friday night this summer, as another season of Splash & Jam takes over area community centers. Hosted by the City’s Parks, Recreation and Neighborhood Affairs (PRNA) Department and the Tallahassee Police Department (TPD), Splash & Jam, which originally began in 2011, offers local families and teens free, safe alternatives for late night summer fun. Splash & Jam will feature a family-style pool party – “the splash” – from 7-9 p.m. As there is not a pool at the Palmer Munroe Teen Center, there will be water activities from 7-9 p.m. After the splash, teens will be invited to “jam” inside the community centers at themed events featuring food, games and music. The teen parties will take place from 9-11 p.m. and are designed for middle and high school youth. Each event will be monitored by adult chaperones, City staff and police officers.” 7pm
  • American Legion Hall: NightShift. 8pm/$5
  • Proof: Southern Latitude Band. 8pm
  • The Wilbury: The Lessers/Cool Now/Stewie James/McCall & Katareen. 8pm/free
  • Cap City Video Lounge: Summer Camp Nightmare Fright Flicks Friday featuring Madman, The Burning, and Sleepaway Camp. 8pm
  • The Blue Tavern: The Flathead String Band. 8pm
  • The Bark: EtheAge Of Misery/HeatseekeLA-A. 8:30pm
  • Junction @ Monroe: RoadHouse 25th Anniversary Party. 9pm
  • The Warrior on the River: Otherworld with Johnny Zostant, Grimwär, and Aleutian Fire. 9pm
  • Market Square: Tallahassee Farmer's Market. 8am-3pm
  • Downtown: Tallahassee Downtown Market. “Fresh from the garden local produce for fixing up that cool melon bowl. Fresh baked bread with jams and jellies just like granny made. Unique arts and craft gifts for you and yours all hand made by the artist in the booth. Come relax under the majestic oak on Park Ave at Monroe street as you listen to our own singer song writer Paul Harbin across the street from the Doubletree by Hilton. Want to be a vendor please join us! Information is available at or call the office at 850-224-3252. Thanks.” 10am-2pm
  • Corner of Georgia & Macomb: Frenchtown Farmers’ Market. “Find your favorite local goodies! Join us at Frenchtown Farmers Market for all-local produce, eggs, gourmet jelly, and more. We can double SNAP benefits through the Fresh Access Bucks program. Our farmers accept WIC and Senior farmers market nutrition program coupons.” 10am – 2pm.
  • Gamescape: Game Tally Saturday Board Gaming. “Meeting weekly in Tallahassee, Florida, we seek to promote and offer public opportunities to learn new games and make new friends in a relaxed, fun environment.” Noon
  • The Plant: Open Mike Jam Session. “Come to the plant and jam! Singing, music, spoken word, dance, all are welcome at this weekly open mic jam session.” 4pm
  • Salty Dawg: Karaoke with Paul. Family friendly! 8pm
  • Leggetts: Karaoke presented by Galen Goram. 9pm
  • The Skybox (Crawfordville): Karaoke with Mark. 9pm
  • El Patron: Pasion Latina. Bachata, Merengue, Salsa, Reggaeton. 9pm
  • 926 Lounge: Sanctuary: Tallahassee’s Longest Running Goth Night. 10pm/$5/18+
  • UU Church of Tallahassee: Transgender and Gender Non-conforming Cultural Competency. “UUCT is hosting a Transgender and Gender Non-conforming Cultural Competency and Inclusion Workshop, put on by Equality Florida’s TransAction Team. We would love to welcome any members, friends, and guests to participate in this free training.” 8:45am
  • Bookshelf 2: Wedding of Batman and Catwoman. “You are invited to witness the "Wedding of the Year". Batman and Catwoman will be joined in Holy Matrimony at the Bookshelf 2 on June 30th. Come dressed in your favorite cosplay/costumes and watch the ceremony, get pictures with the wedding party, have some cake at the reception. We'll also have some Bat-tastic sales afterwards.” 10am
  • Crawfordville: #FamilesBelongTogether Protest at ICE Detention Center. “Donald Trump and his administration are cruelly separating children from their families. But we won't allow it to continue. On June 30, we're rallying around the country and in Washington, D.C., to tell Donald Trump and his administration to stop separating kids from their parents! Trump and his administration have been systematically criminalizing immigration and immigrants, from revoking Deferred Action for Childhood Arrivals (DACA) to ramping up intimidating ICE tactics. Pledge to take action on June 30! Rally at the Wakulla ICE Detention Center! Let's send a clear message to Donald Trump and Republicans in Congress: Families Belong Together.” Noon
  • Cap City Video Lounge: Summer Of '98 Movie Marathon featuring Mulan, Truman Show, There's Something About Mary, Bulworth, The X-Files: Fight the Future, Fear and Loathing in Las Vegas, Pi. Noon-1am
  • Capitol Building: Family Separation Protest at Florida Capitol. “On June 30th, in conjunction with the national protest at the White House we will host a protest to tell Donald Trump and his administration to stop separating kids from their parents! Families belong together. The attack on immigrant families needs to end now.” 5pm
  • Hurricane Grill and Wings: Six String South. 6pm
  • Blue Tavern: Happy Hour with The Folkies: Brooke & Michael. 6pm
  • Tiger Rock Martial Arts: Nerf Blaster Wars. “For the first time ever, Tiger Rock Martial Arts is hosting a black light, Nerf party and it is going to be EPIC! Darts will glow, your kids will glow, and even the court will glow.” 6pm
  • American Legion Hall: Wakulla Rising CD Release Party. 7pm
  • Tallahassee Junior Museum: Night Prowl. “Enjoy a guided tour at the Tallahassee Museum and learn about the night life along the Florida Wildlife Trail. Your guide will provide an enjoyable experience as you spot the many nocturnal animals which call the Museum home. You will also have an opportunity to get close to one special night creature.” 7pm
  • Fat Cat Café: Movie Night featuring KiKi's Delivery Service. 7pm
  • The Saloon at the Pavilion: Nashville Nights with musical guest Houston Deese and Eric and Ben from the Tobacco Rd Band! (Line dancing.) 7pm
  • Blue Tavern: They Came From The Same! “Kelly Goddard and Brian Durham, two thirds of the local Americana band The New 76ers, will trade songs and stories for an evening of incredible music – enjoy the sibling harmony singing that makes 76ers' sound so special!” 8pm/$5
  • Warrior on the River: Girls Night Out, The Show. (Male strippers.) 8pm
  • Junction @ Monroe: South Munroe with Bill Pandolfi and Avis Berry. 8pm
  • The Wilbury: Anna Griffith, Group Dating (note: pretty sure that is the name of a band). 8pm/free
  • Fifth & Thomas: Top Shelf Band. 9:30pm
  • Athena’s Garden: Herb Class. 2pm
  • The Junction @ Monroe: Sunday Afternoon Bingo. “This isn't your grandma's bingo! We have a blast with some very cool folks. Cash prizes.” 5pm
  • Salty Dawg Pub & Deli: The Famous Acoustic Jam w/ Wayne, Glenn, and Bo. Open mic, free beer for performers. 6pm
  • Cancuns: Reggae Sunday. 6pm
  • Finnegan’s Wake: Irish Music Session. 7pm
  • 926: Sunday Rewind. “Your favorite songs and videos are back again this Sunday at 926 with no cover before midnight!!! 926 is proud to present another addition of the Sunday Rewind - join us as we revisit some of the best music and videos from the last 40 years. Start your night with happy hour featuring Trivia Rewind with Erik from 7 to 9 in the pub. The club side opens up at 10 when DJ Matthew East and VJ Carben will be spinning all your favorite hits and videos from the 80s, 90s and 2000s even throwing in a few from the 70s as well. Rebecca and Branden will be serving up all your favorite drinks along with our amazing 926 food.” 7pm/No cover if you are in line before 12. After 12, cover is just $5 for 18+
  • Birds: Sunday Funnies Free Comedy Show. 7:30pm
  • Finnegan’s Wake: 1st Sunday - Bluegrass Jam. 7pm
  • Junction @ Monroe: Monday Night Bingo. “Good food, good drinks, good friends, and a chance to win some big cashola! It doesn't get any better than [email protected]. Every Monday from 7pm-9pm we've got cash payouts up to $250 per game with multiple games each night PLUS a 50/50 drawing each week benefitting the Tallahassee Area Musicians Guild.” 7pm-9pm
  • Lofty Pursuits: Game Night. 7pm
  • Hobbit American Grill West: Quiz Night from Bar Trivia With Hank. “They got wings, they got beer, and now they have great trivia. Come on out to a new night!” 7pm
  • Blue Tavern (N Monroe St): Lost Mondays hosted by Belmont & Jones. “Antique blues played acoustical.” 8pm/$2
  • Waterworks: Patio Theater. 7:35pm/21+
  • Finnegan’s Irish Pub: Karaoke with DJ Paul Cornish and Hospitality Night. “If you're a hospitality worker, don't forget to bring your most recent paystub or work schedule to receive that sweet 25% discount!” 10pm
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