How to Succeed with Binary Options Trading at Home 2020

Step-by-Step Guide for Adding a Stack, Expanding Control Lines, and Building an Assembler

After the positive response to my first tutorial on expanding the RAM, I thought I'd continue the fun by expanding the capabilities of Ben's 8-bit CPU even further. That said, you'll need to have done the work in the previous post to be able to do this. You can get a sense for what we'll do in this Imgur gallery.
In this tutorial, we'll balance software and hardware improvements to make this a pretty capable machine:

Parts List

To only update the hardware, you'll need:
If you want to update the toolchain, you'll need:
  1. Arduino Mega 2560 (Amazon) to create the programmer.
  2. Ribbon Jumper Cables (Amazon) to connect the Arduino to the breadboard.
  3. TL866 II Plus EEPROM Programmer (Amazon) to program the ROM.
Bonus Clock Improvement: One additional thing I did is replace the 74LS04 inverter in Ben's clock circuit with a 74LS14 inverting Schmitt trigger (datasheet, Jameco). The pinouts are identical! Just drop it in, wire the existing lines, and then run the clock output through it twice (since it's inverting) to get a squeaky clean clock signal. Useful if you want to go even faster with the CPU.

Step 1: Program with an Arduino and Assembler (Image 1, Image 2)

There's a certain delight in the physical programming of a computer with switches. This is how Bill Gates and Paul Allen famously programmed the Altair 8800 and started Microsoft. But at some point, the hardware becomes limited by how effectively you can input the software. After upgrading the RAM, I quickly felt constrained by how long it took to program everything.
You can continue to program the computer physically if you want and even after upgrading that option is still available, so this step is optional. There's probably many ways to approach the programming, but this way felt simple and in the spirit of the build. We'll use an Arduino Mega 2560, like the one in Ben's 6502 build, to program the RAM. We'll start with a homemade assembler then switch to something more robust.
Preparing the Physical Interface
The first thing to do is prepare the CPU to be programmed by the Arduino. We already did the hard work on this in the RAM upgrade tutorial by using the bus to write to the RAM and disconnecting the control ROM while in program mode. Now we just need to route the appropriate lines to a convenient spot on the board to plug the Arduino into.
  1. This is optional, but I rewired all the DIP switches to have ground on one side, rather than alternating sides like Ben's build. This just makes it easier to route wires.
  2. Wire the 8 address lines from the DIP switch, connecting the side opposite to ground (the one going to the chips) to a convenient point on the board. I put them on the far left, next to the address LEDs and above the write button circuit.
  3. Wire the 8 data lines from the DIP switch, connecting the side opposite to ground (the one going to the chips) directly below the address lines. Make sure they're separated by the gutter so they're not connected.
  4. Wire a line from the write button to your input area. You want to connect the side of the button that's not connected to ground (the one going to the chip).
So now you have one convenient spot with 8 address lines, 8 data lines, and a write line. If you want to get fancy, you can wire them into some kind of connector, but I found that ribbon jumper cables work nicely and keep things tidy.
The way we'll program the RAM is to enter program mode and set all the DIP switches to the high position (e.g., 11111111). Since the switches are upside-down, this means they'll all be disconnected and not driving to ground. The address and write lines will simply be floating and the data lines will be weakly pulled up by 1k resistors. Either way, the Arduino can now drive the signals going into the chips using its outputs.
Creating the Arduino Programmer
Now that we can interface with an Arduino, we need to write some software. If you follow Ben's 6502 video, you'll have all the knowledge you need to get this working. If you want some hints and code, see below (source code):
  1. Create arrays for your data and address lines. For example: const char ADDRESS_LINES[] = {39, 41, 43, 45, 47, 49, 51, 53};. Create your write line with #define RAM_WRITE 3.
  2. Create functions to enable and disable your address and data lines. You want to enable them before writing. Make sure to disable them afterward so that you can still manually program using DIP switches without disconnecting the Arduino. The code looks like this (just change INPUT to OUTPUT accordingly): for(int n = 0; n < 8; n += 1) { pinMode(ADDRESS_LINES[n], OUTPUT); }
  3. Create a function to write to an address. It'll look like void writeData(byte writeAddress, byte writeData) and basically use two loops, one for address and one for data, followed by toggling the write.
  4. Create a char array that contains your program and data. You can use #define to create opcodes like #define LDA 0x01.
  5. In your main function, loop through the program array and send it through writeData.
With this setup, you can now load multi-line programs in a fraction of a second! This can really come in handy with debugging by stress testing your CPU with software. Make sure to test your setup with existing programs you know run reliably. Now that you have your basic setup working, you can add 8 additional lines to read the bus and expand the program to let you read memory locations or even monitor the running of your CPU.
Making an Assembler
The above will serve us well but it's missing a key feature: labels. Labels are invaluable in assembly because they're so versatile. Jumps, subroutines, variables all use labels. The problem is that labels require parsing. Parsing is a fun project on the road to a compiler but not something I wanted to delve into right now--if you're interested, you can learn about Flex and Bison. Instead, I found a custom assembler that lets you define your CPU's instruction set and it'll do everything else for you. Let's get it setup:
  1. If you're on Windows, you can use the pre-built binaries. Otherwise, you'll need to install Rust and compile via cargo build.
  2. Create a file called 8bit.cpu and define your CPU instructions (source code). For example, LDA would be lda {address} -> 0x01 @ address[7:0]. What's cool is you can also now create the instruction's immediate variant instead of having to call it LDI: lda #{value} -> 0x05 @ value[7:0].
  3. You can now write assembly by adding #include "8bit.cpu" to the top of your code. There's a lot of neat features so make sure to read the documentation!
  4. Once you've written some assembly, you can generate the machine code using ./customasm yourprogram.s -f hexc -p. This prints out a char array just like our Arduino program used!
  5. Copy the char array into your Arduino program and send it to your CPU.
At this stage, you can start creating some pretty complex programs with ease. I would definitely play around with writing some larger programs. I actually found a bug in my hardware that was hidden for a while because my programs were never very complex!

Step 2: Expand the Control Lines (Image)

Before we can expand the CPU any further, we have to address the fact we're running out of control lines. An easy way to do this is to add a 3rd 28C16 ROM and be on your way. If you want something a little more involved but satisfying, read on.
Right now the control lines are one hot encoded. This means that if you have 4 lines, you can encode 4 states. But we know that a 4-bit binary number can encode 16 states. We'll use this principle via 74LS138 decoders, just like Ben used for the step counter.
Choosing the Control Line Combinations
Everything comes with trade-offs. In the case of combining control lines, it means the two control lines we choose to combine can never be activated at the same time. We can ensure this by encoding all the inputs together in the first 74LS138 and all the outputs together in a second 74LS138. We'll keep the remaining control lines directly connected.
Rewiring the Control Lines
If your build is anything like mine, the control lines are a bit of a mess. You'll need to be careful when rewiring to ensure it all comes back together correctly. Let's get to it:
  1. Place the two 74LS138 decoders on the far right side of the breadboard with the ROMs. Connect them to power and ground.
  2. You'll likely run out of inverters, so place a 74LS04 on the breadboard above your decoders. Connect it to power and ground.
  3. Carefully take your inputs (MI, RI, II, AI, BI, J) and wire them to the outputs of the left 74LS138. Do not wire anything to O0 because that's activated by 000 which won't work for us!
  4. Carefully take your outputs (RO, CO, AO, EO) and wire them to the outputs of the right 74LS138. Remember, do not wire anything to O0!
  5. Now, the 74LS138 outputs are active low, but the ROM outputs were active high. This means you need to swap the wiring on all your existing 74LS04 inverters for the LEDs and control lines to work. Make sure you track which control lines are supposed to be active high vs. active low!
  6. Wire E3 to power and E2 to ground. Connect the E1 on both 138s together, then connect it to the same line as OE on your ROMs. This will ensure that the outputs are disabled when you're in program mode. You can actually take off the 1k pull-up resistors from the previous tutorial at this stage, because the 138s actively drive the lines going to the 74LS04 inverters rather than floating like the ROMs.
At this point, you really need to ensure that the massive rewiring job was successful. Connect 3 jumper wires to A0-A2 and test all the combinations manually. Make sure the correct LED lights up and check with a multimeteoscilloscope that you're getting the right signal at each chip. Catching mistakes at this point will save you a lot of headaches! Now that everything is working, let's finish up:
  1. Connect A0-A2 of the left 74LS138 to the left ROM's A0-A2.
  2. Connect A0-A2 of the right 74LS138 to the right ROM's A0-A2.
  3. Distribute the rest of the control signals across the two ROMs.
Changing the ROM Code
This part is easy. We just need to update all of our #define with the new addresses and program the ROMs again. For clarity that we're not using one-hot encoding anymore, I recommend using hex instead of binary. So instead of #define MI 0b0000000100000000, we can use #define MI 0x0100, #define RI 0x0200, and so on.
Testing
Expanding the control lines required physically rewiring a lot of critical stuff, so small mistakes can creep up and make mysterious errors down the road. Write a program that activates each control line at least once and make sure it works properly! With your assembler and Arduino programmer, this should be trivial.
Bonus: Adding B Register Output
With the additional control lines, don't forget you can now add a BO signal easily which lets you fully use the B register.

Step 3: Add a Stack (Image 1, Image 2)

Adding a stack significantly expands the capability of the CPU. It enables subroutines, recursion, and handling interrupts (with some additional logic). We'll create our stack with an 8-bit stack pointer hard-coded from $0100 to $01FF, just like the 6502.
Wiring up the Stack Pointer
A stack pointer is conceptually similar to a program counter. It stores an address, you can read it and write to it, and it increments. The only difference between a stack pointer and a program counter is that the stack pointer must also decrement. To create our stack pointer, we'll use two 74LS193 4-bit up/down binary counters:
  1. Place a 74LS00 NAND gate, 74LS245 transceiver, and two 74LS193 counters in a row next to your output register. Wire up power and ground.
  2. Wire the the Carry output of the right 193 to the Count Up input of the left 193. Do the same for the Borrow output and Count Down input.
  3. Connect the Clear input between the two 193s and with an active high reset line. The B register has one you can use on its 74LS173s.
  4. Connect the Load input between the two 193s and to a new active low control line called SI on your 74LS138 decoder.
  5. Connect the QA-QD outputs of the lower counter to A8-A5 and the upper counter to A4-A1. Pay special attention because the output are in a weird order (BACD) and you want to make sure the lower A is connected to A8 and the upper A is connected to A4.
  6. Connect the A-D inputs of the lower counter to B8-B5 and the upper counter to B4-B1. Again, the inputs are in a weird order and on both sides of the chip so pay special attention.
  7. Connect the B1-B8 outputs of the 74LS245 transceiver to the bus.
  8. On the 74LS245 transceiver, connect DIR to power (high) and connect OE to a new active low control line called SO on your 74LS138 decoder.
  9. Add 8 LEDs and resistors to the lower part of the 74LS245 transceiver (A1-A8) so you can see what's going on with the stack pointer.
Enabling Increment & Decrement
We've now connected everything but the Count Up and Count Down inputs. The way the 74LS193 works is that if nothing is counting, both inputs are high. If you want to increment, you keep Count Down high and pulse Count Up. To decrement, you do the opposite. We'll use a 74LS00 NAND gate for this:
  1. Take the clock from the 74LS08 AND gate and make it an input into two different NAND gates on the 74LS00.
  2. Take the output from one NAND gate and wire it to the Count Up input on the lower 74LS193 counter. Take the other output and wire it to the Count Down input.
  3. Wire up a new active high control line called SP from your ROM to the NAND gate going into Count Up.
  4. Wire up a new active high control line called SM from your ROM to the NAND gate going into Count Down.
At this point, everything should be working. Your counter should be able to reset, input a value, output a value, and increment/decrement. But the issue is it'll be writing to $0000 to $00FF in the RAM! Let's fix that.
Accessing Higher Memory Addresses
We need the stack to be in a different place in memory than our regular program. The problem is, we only have an 8-bit bus, so how do we tell the RAM we want a higher address? We'll use a special control line to do this:
  1. Wire up an active high line called SA from the 28C16 ROM to A8 on the Cypress CY7C199 RAM.
  2. Add an LED and resistor so you can see when the stack is active.
That's it! Now, whenever we need the stack we can use a combination of the control line and stack pointer to access $0100 to $01FF.
Updating the Instruction Set
All that's left now is to create some instructions that utilize the stack. We'll need to settle some conventions before we begin:
If you want to add a little personal flair to your design, you can change the convention fairly easily. Let's implement push and pop (source code):
  1. Define all your new control lines, such as #define SI 0x0700 and #define SO 0x0005.
  2. Create two new instructions: PSH (1011) and POP (1100).
  3. PSH starts the same as any other for the first two steps: MI|CO and RO|II|CE. The next step is to put the contents of the stack pointer into the address register via MI|SO|SA. Recall that SA is the special control line that tells the memory to access the $01XX bank rather than $00XX.
  4. We then take the contents of AO and write it into the RAM. We can also increment the stack pointer at this stage. All of this is done via: AO|RI|SP|SA, followed by TR.
  5. POP is pretty similar. Start off with MI|CO and RO|II|CE. We then need to take a cycle and decrement the stack pointer with SM. Like with PSH, we then set the address register with MI|SO|SA.
  6. We now just need to output the RAM into our A register with RO|AI|SA and then end the instruction with TR.
  7. Updating the assembler is easy since neither instruction has operands. For example, push is just psh -> 0x0B.
And that's it! Write some programs that take advantage of your new 256 byte stack to make sure everything works as expected.

Step 4: Add Subroutine Instructions (Image)

The last step to complete our stack is to add subroutine instructions. This allows us to write complex programs and paves the way for things like interrupt handling.
Subroutines are like a blend of push/pop instructions and a jump. Basically, when you want to call a subroutine, you save your spot in the program by pushing the program counter onto the stack, then jumping to the subroutine's location in memory. When you're done with the subroutine, you simply pop the program counter value from the stack and jump back into it.
We'll follow 6502 conventions and only save and restore the program counter for subroutines. Other CPUs may choose to save more state, but it's generally left up to the programmer to ensure they're not wiping out states in their subroutines (e.g., push the A register at the start of your subroutine if you're messing with it and restore it before you leave).
Adding an Extra Opcode Line
I've started running low on opcodes at this point. Luckily, we still have two free address lines we can use. To enable 5-bit opcodes, simply wire up the 4Q output of your upper 74LS173 register to A7 of your 28C16 ROM (this assumes your opcodes are at A3-A6).
Updating the ROM Writer
At this point, you simply need to update the Arduino writer to support 32 instructions vs. the current 16. So, for example, UCODE_TEMPLATE[16][8] becomes UCODE_TEMPLATE[32][8] and you fill in the 16 new array elements with nop. The problem is that the Arduino only has so much memory and with the way Ben's code is written to support conditional jumps, it starts to get tight.
I bet the code can be re-written to handle this, but I had a TL866II Plus EEPROM programmer handy from the 6502 build and I felt it would be easier to start using that instead. Converting to a regular C program is really simple (source code):
  1. Copy all the #define, global const arrays (don't forget to expand them from 16 to 32), and void initUCode(). Add #include and #include to the top.
  2. In your traditional int main (void) C function, after initializing with initUCode(), make two arrays: char ucode_upper[2048] and char ucode_lower[2048].
  3. Take your existing loop code that loops through all addresses: for (int address = 0; address < 2048; address++).
  4. Modify instruction to be 5-bit with int instruction = (address & 0b00011111000) >> 3;.
  5. When writing, just write to the arrays like so: ucode_lower[address] = ucode[flags][instruction][step]; and ucode_upper[address] = ucode[flags][instruction][step] >> 8;.
  6. Open a new file with FILE *f = fopen("rom_upper.hex", "wb");, write to it with fwrite(ucode_upper, sizeof(char), sizeof(ucode_upper), f); and close it with fclose(f);. Repeat this with the lower ROM too.
  7. Compile your code using gcc (you can use any C compiler), like so: gcc -Wall makerom.c -o makerom.
Running your program will spit out two binary files with the full contents of each ROM. Writing the file via the TL866II Plus requires minipro and the following command: minipro -p CAT28C16A -w rom_upper.hex.
Adding Subroutine Instructions
At this point, I cleaned up my instruction set layout a bit. I made psh and pop 1000 and 1001, respectively. I then created two new instructions: jsr and rts. These allow us to jump to a subroutine and returns from a subroutine. They're relatively simple:
  1. For jsr, the first three steps are the same as psh: MI|CO, RO|II|CE, MI|SO|SA.
  2. On the next step, instead of AO we use CO to save the program counter to the stack: CO|RI|SP|SA.
  3. We then essentially read the 2nd byte to do a jump and terminate: MI|CO, RO|J.
  4. For rts, the first four steps are the same as pop: MI|CO, RO|II|CE, SM, MI|SO|SA.
  5. On the next step, instead of AI we use J to load the program counter with the contents in stack: RO|J|SA.
  6. We're not done! If we just left this as-is, we'd jump to the 2nd byte of jsr which is not an opcode, but a memory address. All hell would break loose! We need to add a CE step to increment the program counter and then terminate.
Once you update the ROM, you should have fully functioning subroutines with 5-bit opcodes. One great way to test them is to create a recursive program to calculate something--just don't go too deep or you'll end up with a stack overflow!

Conclusion

And that's it! Another successful upgrade of your 8-bit CPU. You now have a very capable machine and toolchain. At this point I would have a bunch of fun with the software aspects. In terms of hardware, there's a number of ways to go from here:
  1. Interrupts. Interrupts are just special subroutines triggered by an external line. You can make one similar to how Ben did conditional jumps. The only added complexity is the need to load/save the flags register since an interrupt can happen at any time and you don't want to destroy the state. Given this would take more than 8 steps, you'd also need to add another line for the step counter (see below).
  2. ROM expansion. At this point, address lines on the ROM are getting tight which limits any expansion possibilities. With the new approach to ROM programming, it's trivial to switch out the 28C16 for the 28C256 that Ben uses in the 6502. These give you 4 additional address lines for flags/interrupts, opcodes, and steps.
  3. LCD output. At this point, adding a 16x2 character LCD like Ben uses in the 6502 is very possible.
  4. Segment/bank register. It's essentially a 2nd memory address register that lets you access 256-byte segments/banks of RAM using bank switching. This lets you take full advantage of the 32K of RAM in the Cypress chip.
  5. Fast increment instructions. Add these to registers by replacing 74LS173s with 74LS193s, allowing you to more quickly increment without going through the ALU. This is used to speed up loops and array operations.
submitted by MironV to beneater [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!
Thanks!

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

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

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.
Art
Audio
Camera Suite
Consoles
Controls & Control Devices
Engineers
Galaxy Map/System Map
General Fixes & Tweaks
Holo-Me Creator
Hyperspace/Supercruise
Installations/POIs/USSs
Launcher (PC Only)
Missions
Multi-Crew
NPCs
Outfitting
Player Journal
Powerplay
Render
Ships & SRV
General Ship Fixes and Improvements
Anaconda
Asp Explorer
Cobra Mk. III
Diamondback Explorer
F63 Condor
Federal Gunship
Imperial Clipper
Imperial Courier
Imperial Cutter
Orca
Python
SRV
Type 7
Type 9 Heavy
Type 10 Defender
Viper Mk4
Stability Fixes
Starports/Outposts/Surface Ports
Synthesis
User Interface
VR
Weapons & Modules
Wings
submitted by ChristianM to EliteDangerous [link] [comments]

New Atlantia: The ruins of Greenway "concept pitch" 01.01.03.1

name of the game:

-

New Atlantia: The ruins of Greenway

---

project pages:

-

https://docs.google.com/document/d/13PHPZeRcitKKL6JtJd1Aod5JtPcPNMHfHqcG_4jYQQs/edit?usp=sharing

---

some descriptive terms:

-

an open source cross-platform title (also works on mobile), openGL powered and created in conjunction to blender

uses Godot Engine and is fully moddable through use of mod.io API (softwares)

makes heavy use of procedural generation and uses a random HEX seed that you can enter manually to set the generation environment up

persistent sandbox game with fully destructible environment including ablation of the ground and hill/mountain-sides through use of explosives, lasers, and drills/diggers

game makes use of other open source projects such as chromium for the integrated web-browser and tox for chat and voice. The game automatically starts an instance of I2P and plays exclusively over the darknet, though exit nodes should be available and darknet can be disabled for censorship related purposes, but games/server instances needs to have exit node enabled to allow censored players to join the I2P network through the exit node

the only advertising is the official greenway splash in teh beginning of the game when you start it up that explains a bit about the game and asks you to please join operation greenway and join the effort to create a green and good greenway

the game is meant to be played online, but there is a single player offline option as well

---

licensing:

-

open source honestyware
https://defuse.ca/honestyware.htm

---

funding:

-

the game will be funded by a 30 second timed monero miner that deposits the crypto into the operation greenway "trustfund". donations in other currency will be accepted and then converted directly into monero deposited into the secured fund for this project. no funds from teh project may be diverted into other government projects, but other relevant government projects may deposit funds into this one if their funding structure supports the transfer of funds to relevant projects. GreenSoft will receive 20%=
---

mission:

-

"to provide the most playable and fun sandbox on the open source market, and make the first fully open source 3D game of its kind, to simulate Greenway up from the ruins, and bring civilization back into outer space. to foster creativity and fun along with promotion of greenway and awareness to issues with various political systems in the civics mode of the game. to gather support for operation greenway through a donate and involvement buttons right on the front loading screen of the game"

---

disclaimer and excitement:

-

this may sound like a coders nightmare with all the parallel integrations and imbedded VMs running linux with open ended compilers within the code, but trust me, in the future, people will look back at this project as one of the most noble software engineering feats ever pulled off for the sake of open source community (and advertising a micronation!). the goal is to blow not only the people but developers themselves away with an entirely new set of in game mechanics based ont only on useability but underlying software paradigms like cloud resource computing and network cluster driven computation acceleration (experimental distant scene rendering over network). I guarantee that after all is said and done and if the project ever gets finished or damn near close, that the payoff will be big and the greatest reward will be hearing all the happy people talking about THE KILLER APP FOR ALL SYSTEMS.

one major issue is game overhead, and the fact that the game will need to run either a lot of processes or one large bloated process with an internal task manager to manually adjust game settings to get compatibilities just right and fine tweak the system; the game will be small enough and huge at the same time, with the inclusion of multiple tools and imbedded software releases in each version

this is a HUGE PROJECT for a HUGE OPERATION, one for all, and all for one, to promote and secure domestic tranquility, greenway's government will most likely be releasing "New Atlantia: The ruins of Greenway" before the artificial island is built, which will foster a flood of hoestyware payments and donations (honestyware payments disable the 30 second donation and cryptocurrency miner script)

don't feel daunted by the task. when you are in doubt, turn to something else on the LONG LIST OF THINGS TO DO or even just make some concept art sketchups on the computer or play the currently progressed version of the alpha/beta game

i think that an etherpad based editor for making the game would increase the flow of ideas sharing. more open source collaboration softwares should be researched and discussed for greenway and for the purpose of this document, particularly focusing on the digital side of things such as this game concept

!create this decade's killer app, "New Atlantia: The ruins of Greenway" and help support operation greenway's mission to gather attention in the international public's eye and earn free advertising forever!

---

plotlines:

-

based loosely off of ideas found in atlantis (a lost civilization), fallout 3 (video game), ark: survival evolved (video game), eve online (video game), space engineers (video game), half life 1/2 (video game), halo wars (video game), no man's sky (video game), aliens versus predator 2 (video game), metal gear solid 3: snake eater (video game), altered carbon (show on netflix), crysis series (video game), defcon (video game), portal (video game), xxx

an alternate universe with some parallel timeline characteristics (E.g. the lost civilization of atlantis, heisenburg {"heisenbohr"}, xxx)

antimatter warheads were launched in a global nuclear war on an alien planet in a distant galaxy far far away, star wars, with humanoids called prometheans who had advanced technology all over the planet because of developments in private industry that took off with the freedom in Greenway

you start off in the ruins of greenway, everything looks like fallout 3
you are born to parents who lived in the sewers (common spawning story at a random sewer in game)
you quickly learn to make fire and weapons from wood and rocks, moving to slingshots and crossbows, and later eventually graduating to ar-15s and plasma casters
raid the ruins to find useful items including tools, weapons, and ammunitions
you also learn to make a shelter, house, fort, and even an entire city with the blueprints you will discover throughout the game
later in the game, you will be able to build a spaceship, spaceport, and even a frigate and mothership, all in the spirit of space mechanics, where you first forge the pieces and then put them together either by template (blueprint) or manually by hand
like ark survival evolved, you will need to scavenge and hunt for resources on your own time
destroyed objects typically contain scavengeable parts

adventure through the ruins of a highly-advanced technological civilization
advance from meager sewer person to founder of New Greenway
re-create greenway in all its glory and adventure into space to explore and colonize

form a clan and play through the game to decide your faction. you can declare a truce with a player of that faction and work with them to earn respect in that faction again, getting to neutral and then friendly again. factions work like a tree with branches, you start in the trunk neutral with everybody and as you progress through the game, you naturally will align with one of the branches and finally a sub-set branch, where your position is indicated by a coloration of each branch (and a "leaf"?)

your goal is th befriend bots and real people to help you rebuild civilization and re-establish greenway, from anarchy to law and order. the game has persistent bots with progressively learning AI that will learn from your previous actions and interaction dialogues. you first make a city, then you unlock civics, and then your goal is to rebuild greenway and launch into space to colonize and scavenge for blueprints in engineers manuals and high tech including fully working antimatter powered ships in the holding bay of some ships.

game style is all vs all and cooperative through factions and clans, with PvAI and PvP gameplay, such as shooting a friend to steal their blueprints or having your fort attacked by a mob of angry AI. there is a setting to disable PvP in private servers but PvP is enabled in the official servers. there are "quests" you perform like in fallout 3 that progress you further towards colonizing outer space. players and AI can work together to build up civilization again from the ruins. one cooperative element is a donation library where books/blueprints are available from donations by players for checkout for limited periods of time (1 week of in game time). there is a clan management interface

greenway was an artificial island mass created in 1200bce relative to the game time by the prometheans as an escape from the authoritarians growing up around and warring among them. greenway eventually fell to the world war and the civilizations surely crashed beneath them. the startup videos show animations of greenway when it was green and good, being nuked with antimatter weapons in the year 1120bce. greenway took off into space but dies out due to an infection of aliens who are still lurking in intact ships within the galaxy waiting for you to discover the horror; by the year 400bce most of the underground cities died out and only the sewer dwellers in between remained; you are spawned in 0ce and the game has its own progression of time from there

you must first develop a boat and explore the surrounding islands to find the blueprints needed to create an airplane and fly to the nearby landmass about 250km away from greenway, then from there procedural generation takes place and all is free game, but there you will discover triangle craft blueprints and now you can fly around the world and into outer space once you reach the tech level to build them.

players can barter with each other and bot traders will trade with you too based on your disposition towards them; you can eventually find small towns with bazaars and markets to browse; open a store and start a business, evolve into an enterprise including enforcing security and/or mercenary contracts that you can pickup at a local bar or from select bots or any real player

players work together to make the civilization thrive again, from anarchy and ruins to a metropolis in outer space, greenway needs you to join the efforts on this game

realistic game mechanics where habitable worlds are within the goldilocks zone for their sun. deploy a garrison of bots you employ to terraform and colonze the planet's surface for greenway or your own nation

political simulator and sim city / tycoon like overview of your installation/s; Write a constitution for your state and federal government; Machine readable converter automatically marks up your document in AIML to simulate your text as a civilization (experimental); also you can choose the easy version which has templates of various useable texts for your political experiment!

the game is the first of its kind with an open universe fully destructible sandbox with persistent bots with deep-learning AI

the game also houses several mini games including the ganja seed card trader game (cryptocurrency backed seed growing and collector card game) and new atlantia: pirates which is based off of otys (board game)

---

game features and mechanics:

-

hire private security to protect your installations/bases/forts

work jobs to earn items

real time strategy war elements for fights like halo wars (video game)

imitate the jurassic world evolution game and make it possible to extract dinosaur DNA from fossils/amber and create dinosaurs (requires high tech level); downside is that in the future their could be hella dinosaurs everywhere

imitate the alien/predator movies and make it so that you can discover dead xenomorph or predator DNA and resurrect them by incubating in a sea mollusk or embryo, which you can discover the method by finding a journal or random chance

realistic DNA editor and genome sequence simulator that uses cloud resources of all gamers to compute and is redirectable to a local cluster computer with optional resource share (all resource sharing is adjustable in game with defaults based on hardware performance ratings versus settings and adjustable system overheads)

life on other planets; collect specimens to keep in a panspermic zoo and collect DNA from specimens to create splices

jumpgate codes and star maps for foreign systems (requires 0% discovery to have all solar system details)
puzzle solving and "hacking" to get into locked down areas, enable power, decode transmissions on your full-spectrum broadband transceiver, and disarm bombs for example

panspermia stuff with contagions on ships as a possibility which will form a biofilm in your shuttle and make you sick or cause a zombie plague

player ownership is primarily established by dominance but later on in the game there will be private security for hire to protect your shit and also police in the cities and sheriffs on the outskirts until the anarchist nomad zones which are areas that do not have enough established dominance or near enough to a city to be considered claimed territory since claims are too heavily disputed and non-enforced; you respawn naked back in the sewers where you started and need to work your way back up to get into your stashes until you are back in business

mining can be done for multiple reasons along with archeological digs to find artifacts and lost underground areas/cities

enable craft to dive into the oceans/lakes/rivers/streams for cover and enable underwater cities

bug reporting with screenshots and "frapping" (video/audio camera roll) built in and crash reporting directly to the team

underground cities and caves that go into pockets of underground water (clean water)
bullet time (single player only)

fog of knowledge (like fog of war)

grow a garden outside or indoors and even inside of your personal cruiser a few plants in a little closet, like cannabihopa plant that is effectively hops and cannabis in one with smokable buds rich in myrcene and thc/cbd/etc...

the ruins in space will be the most interesting, with scavenging having big payoff for big danger, like reactors that melted down after the craft were struck by antimatter rockets, and having to pass through a reactor room in your suit and get to the "Detox station" in time before you are fully radiated and your health drops to zero
i would also like to have HEV suits you discover in a partial map of the black mesa compound in a desert area on your home planet. the black mesa compound has all sorts of tech you can scavenge but is highly disputed by private military (bots) which also have robots and drones who will chase after you to kill you

the space component of the game will have dead highways of jumpgates that require power supplies to be repaired and the correct system and code sequence to be entered to bring you where you want to go. some gates have unlocked systems, but those owned by a foreign nation will have a passport code you will need to have a valid passport for to use or know a skeleton code (skeleton codes only work for their player and are a very rare random thing to find, sometimes the best place to look is a pirate ship or an anarchist lifeboat

you can fly all over the planet (flight simulation), but you start off in the ruins of greenway, in new atlantia, where the library of congress is, and you have to discover it among the ruins after you travel to a completely distant part of the map in your country of ruined greenway

advanced players will have entire industries under their control, and an "empire manager" is available as a "HUD" in game where micromanagement of your industry can take place all over in outer space and your commands be transmitted at the speed of light through a wormhole (you must create all the necessary infrastructure)

realistic solar systems and procedurally generated goldilocks planets that also enable non-goldilocks planets to be used with realistic heat, chill and bio-zones

heavy focus on user interface and user experience; futuristic steampunk look

other bots and players on the map can start forts and make cities and start their own nations, particularly the bots on other parts of the map who will work with or against you and your fledgeling nation of new civilization.

eventually there will be dinosaurs and aliens along with predators running around which will slow down everybody, and we need to try and ensure that the mechanics of the game make reproducing viable offspring require a high tech level to create so there are far less instances of "festering plagues"; aliens/predators and dinosaurs can sneak into your forts, cities, and even ships and come along for a ride to kill you and your crew and screw up everything; this feature will be disabled in at least one of the official servers to prevent infected plagues of servers which you die in 10 seconds every time since the aliens are everywhere since their bots and AI keep reproducing (evolutionary genetic based algorithm for AI traits)

discoveries and quest accomplishments along with defeating enemies and hitting certain wealth proportion and empire goals earn you XP which levels you up, building will increase your construction level for example, with no cap on available levels

extensive server administration interface with "resource injection" commands and "bot spawning" commands

dynamically changing environment with real erosion from water flows and seasons and weather and daytime nighttime, and procedurally generated fauna which are harvestable and actually follow population mechanics and statistics; it is possible to hunt animals down to extinction but unless every part of the animal is used, DNA can be extracted and it can be made again in a lab with high enough tech skill even viable to reproduce in the wild

splice dna from different fauna to create new creatures; custom create dna from scratch to make newer creatures with the creature designer

tame creatures to work for you and even ride them; use creatures to form a caravan and carry your stuff; creatures will stay loyal to you as long as you do not hit them much and cause damage, otherwise they will flee (some will immediately fight back based off of intrinsic aggression and predatory traits); imprint on creatures created in the lab often like the alien to make them your loyal children and unleash hell upon your enemies

your camouflage pattern will hide you when you are in a suit. change camo on the suit in the menu like in metal gear solid 3: snake eater; you will have an alertness indicator on your HUD that shows whether or not you have been seen and from who and what angle; become a master of sneak and sabotage, use your skills to rob installations and build up your stock (no penalty for selling stolen items as long as it is not sold to a narc or undercover who is aware of the theft)

there is an ingame internet based on TOR that a user can accumulate through raiding military journals to learn how to build a computer and a mesh-networking router (gigahertz {land/craft} @ 10GB/s & tertrahertz {space} @ 3.333333333333TB/s limited speeds) with b.a.t.m.a.n, which actually runs a simulation of this network protocol and realistic packet failure over wireless networking based on distance and obstruction type

drive a plethora of craft and design your own with either blueprints or from scratch, with every level of detail available (complete mechanical diagrams are modifiable and entirely custom designs can be implemented)

neural design in AI to solve complex puzzles by trial and error and probability based shortcuts to learn new foes and environments quickly as real life does; use of OpenAI (an e_musk/tesla company)

the ship can be set to autopilot either on a set route and defend itself and try to refuel and repair at a nearby station if available (costs items placed in the auto-barter section)

dynamic economy simulation and insights once you attain a high enough bartering skill, when greenway is up and running, a metatrader (software) like interface of available tradeable resources and their relative values tied to the closest thing to a credit in the game, a unitoshi which is the base numeric value of all items traded in game and used to compare item's values to one another by the in game engine

there is a low light amplifier (like in avp2 video game), and vision modes (like in avp2) along with cyborg enhancements such as a telescoping eye with rangefinder and "FLIRed" (technology name for forward looking infrared) binoculars for the poor men who need to stash their tech

dying does not affect your levels and knowledge, because you are re-created as a clone at a cost, including debts where people will come after you after a long enough time has gone by from your last clone, this is from altered carbon (show on netflix), where your new clone body is called a sleeve, and your consciousness is uploaded via satellite and other wireless transmitters to the clone corporation which is always anarcho-capitalist and always has more power than the government because it owns all the "reboots"; rebooting into a sleeve is a phrase in the game; this is equivalent to respawning, but it incurs debt for the bounty to recover your disk. there is always rolling charge to upload your consciousness which is rolling autosaving but on average through an insurance algorithm your rolling update will pay off more than the bounty to recover your disk each time you die, and the charges are lower the less often you die vs the bounty on your disk which only rises each time you die till it is maxed out at like 100,000,000 credits which you have to get by bartering or working for the company collecting disks for bounty; the disk is dropped in a nearby system and you have to go and pick it up for a pittance, or with a high enough tech level and enough contract experience, you can go on deep space missions and travel to distant star systems to collect as many disks as will fit in your cargo bay; disks are a genetically engineered biological computer that stores information quantumly through nanocellulose and diamene coating to make nanotubes that are indestructible and can operate in the tetrahertz microwave range, they are also bioluminescent and ink photovoltaic based, capturing their data through a biological optic cavity system near the pineal gland. they must be inserted as a clone is growing and the pineal gland must have this disk copied into the new biologically formed disk through transcranial magnetic stimulation

plenty of maze like portions of procedurally generated dungeon like caverns and interiors of buildings with no labels inside vast underground cities; plenty of dungeon crawling style excitement; use portals like in portal (video game) to cross into difficult areas secured within the black mesa compound

puzzle solving will also be an important step in fixing things that you do not have a blueprint for

join and exit formations at your leisure and command armies from near and afar

form a strategy and create a work team to build your forts and cities

global map overview like defcon (video game) has the ability to strategically place your formations around a planet, and a 3d outer space voxel based layout grid allows you to command in space and the air, with the grid center projected from the center of the galaxy

build and battle mech suits like the alice combat system (avp2 video game) and iron man (comic book) or animatrix (movie) suits

---

game features:

-

in game DTV broadcast systems project national games and tournaments when they come online in the official servers, and can be hacked to display avi, mkv, and mp4 files of the users desire; smart tv systems that can recognize spoken words from the user mic and follow commands

computers in game have access in an in game internet with websites createable by the user and virtual camera phone/tricorder devices that can capture pictures, audio from the mic, and record video; use webcams to create a security surveillance grid (uses ispyconnect and/or ZoneMinder and virtual camera/s in the game); use a laptop in the field to pilot a drone or an army of drones from your cluster computer in your tribe's fort; there is an in game instance of openStack running enabling limited cloud computing for the DNA sequence calculations; create a real life cloud service computer system or order one to gain computing power in the game (can be a profit point for the team to maintain the dedicated server); multiple cameras available to access reminds me of red faction (video game) or even duke nukem 3d (video game); get military security with encrypted computers running veracrypt, prevents computers from being nearly as hackable; KeePass software protects the computer from easy break ins and bruteforcing is required from another computer; each computer running needs a small amount of system resources and there is cluster computing under openstack (software project) within the game as well as cloud servers hosting the game to bruteforce 8-char max passwords; computers store data on cloud servers hosted by "GreenSoft" alongside the dedicated servers and outproxy nodes for "bridging" into the I2P network; experiment in distributed computing to enable network accelerated VMs though virtualbox tweaks and re-writes

in game internet is wifi mesh networking over b.a.t.m.a.n with (sharded?) tahoe-lafs storage for each user account on each dedicated server cluster

learn to hack in the game using legitimate hacker tools like the kali linux (distro) collection where you collect programs you find in military bases and on holodisks scattered throughout the game

the storage of user datas is distributed throughout the network via multiple redundant shards or shard seeders. the network automatically balances the shards based on checksums of data stored locally on their machine within a veracrypt container that only the zero-trust distributed system knows the master key to (the ceremony is a distributed trust system where all peers generate a portion of a master key, the more people contribute the better, this is part of the initialization time for the game and all servers for through a ceremony

there is an ingame spoof of cryptocurrency where fake FLOPS are taken from machines you build or find/steal/hack and a monero style cryptocurrency using moneta verde mining schema, you have to collect this greencash source code from the state bank ruins in New Atlantia

interstellar mesh networking using lasers as optical network inside the jumpgates which connect to a wormhole device that pipes the signal as UV lasers

smartphones in the game are achieved via QEMU in VM running a legitimate version of replicant that can run apps off of the internal flash or holodisk memory

make microchips in a lab that the gnu octave engine will simulate outputs for and translate to useable elements in game like outputs in a serial console on an atmega (microchip brand name); specifically the microchips will be simulated down to the assembler level and FPGA language (Verilog) will be used to code the logic circuits

audio and video streaming provided via tox and all streams are password protectable

the programming studio built into the game computers debian linux mint is eclipse studio (software) for all programming languages comes with compilers for all major human programming languages, enabling people to create homebrew ingame; includes godot, blender, and mod.io api. capable of compiling FPGA Verilog and running an instance of QEMU and virtualbox within itself;

antimalware engine in game computer is based on real antivirus definitions for linux (clamav, Chkrootkit, xxx)

in game linux has clone mirrors to real versions of the software available to people, with the server administrators manually enabling or disabling separate packages to make available to their users (uses more disk space the more packages are available; repositories point towards the dedicated server and fetch through regular I2P; dedicated server serves as a whitelister and access restriction program that only allows connections to eepsites created using the same server token, effectively creating a sub-darknet because outside access is restricted by token signed in conjunction with the user account public key for that server instance

---

program features:

-

updates implemented through torrents and auto-update scripts and automatic md5 hash checking for integrity with fetch from main server; source code borrowed from qBittorrent; xxx

game available over torrent as alternative to synaptic package manager or download from the ftp/http web server (resume supported from server)

game music is streamed via TOX to all connected clients via the dedicated servers song tracklist; mp3, oog, and wav are all supported (along with experimental midi + instruments over network); single player server runs an instance of tox signed in as the music stream ande you can select the songs like the server admin

sleek interface integrates dedicated server to gameplay and you can play as the mod and spawn items while controlling your server from the same in game UI

possible to run in a VM with guest extensions for 3d rendering installed (makes compatibility for other hardware and distributions "complete")

can order DVD from "greensoft" that means paying postage and cost of the DVD (lightscribed), that is a live CD (debian linux mint) that has the game installed to run with all necessary dependencies and install distro to disk (for the drafts of the greenux OS); .iso is available for download from "greensoft" website

extensive use of procedural generation for textures, landscapes, fauna, in game buildings and crafts, internal mazes, etc...

built in chatbots with bot characters are marked up in AIML and become unique based on independent interactions you have with them

built in spellcheck! and markup check! (borrowed spellchecking from chromnium)

in game console with accessible scripting engine in GDScript (Godot native scripting engine) help includes "cheats" which includes how to enable cheats and each individual cheat with its parameters explained

extended options with expert mode including expanded server operator options

nginx server running to host friendica page for game social media functions, routes over I2P; web server administration like webmin and ispconfig; web site generator WYSIWYG editor for making a frontpage and complete website in game;

in game computers use virtualbox to make a debian linux mint instance run within the game on the player's screen

"anon grade" secured against data leaks and tracking, being the first video game known to be used exclusively on the darknet (outproxy nodes are run by the official servers that are made available as "bridges" into the network); defuse passgen code used to generate hexadecimal keys and also used for cryptography in game

dedicated physics simulation with GNU Octave code and interpreter for events like craft maneuvering and weapons collisions, is used for the waveform in audio playback and for compiling screens on electronics in game (live textures);

an instance of hashcat is included within the game VM to literally bruteforce codes in the game

aircrack-ng is included as an instance to run on your in game computer to crack into neighboring networks including ancient military service lines which go into every sector of the known universe

extensive support for trainers and "auto-minedefender" bots/scripts which are allowed in the official servers

compatible with VR (opens two renders from different vertical positions)

video monitor selection in game and 4k support, triple monitor support

gnu octave used to simulate circuits for design for your electronics
see an electronic simulation software package for GNU octave @ https://github.com/jlmayfield/quantumCircuitSandbox

decentralized login server for cross platform gamers using blockchain technology, auto syncronize with gamer profile in the game; credentials stored with KeePass (software) to protect from hackers

in game chat using tox has nicks for all server players and also there is a global server chat. experiment with chat rooms including audio and video in tox. chat supports announcements that can be recurring or once with scheduling; hexchat (software) repurposed with TOX for the protocol; password locked chats and openPGP interior text encryption support; alternative to tox.io is the eepsite that the integrated browser seamlessly navigates to and enables you to search for friends ingame online

game will run in windows under Cygwin, and all released files are compiled for cygwin

cheats in console require server cooperation or they won't enable; private servers can disable individual commands from running or keep their values within ranges

hard imbed in the source code of each release the most current draft constitution of greenway and when greenway is finally established, hard code in the constitution into the source code (use commenting on the whole thing, put at very bottom of source code, make non-essential to run game {can be stripped out by compilers on demand})

console versions (xbox one and playstation 4) will run an instance of debian linux mint with no xwindows just the game screen, but it should be hackable re-initialize the desktop of lxde which is available through command switch when you execute the game binary (hold down "control" key combination on controller to enable pre-initialization console and use the console screen of your keyboard to type in the command which is available from the greensoft website), and adds wireless keyboard and mouse support for usb devices, allows people to softmod their system using the game as a side loader instead of the system default dashboard

complete forking guide and detailed documentation for all aspects of the game and included programs including the console and a detailed section on "cheats" like god mode and noclip; all lines in source code are commented in a clear and concise fashion that is machine readable

---

message to developers:

-

are you interested in working for this project but not sure if you are up to joining? talk to ghost liberty in operation greenway chat @ https://discord.gg/9RtrTZh or email them at [[email protected]](mailto:[email protected]). make sure to make your subject about "new atlantia game" and we will get back to you about opportunities to join and help foster our project. this game is a much smaller part of a much bigger project to create a new nation for citizens of the world. please understand that you may be paid little to nothing if you work on this game but your name will be legendary for all time amoung the opensource community

---

xxx

submitted by ghost_liberty to u/ghost_liberty [link] [comments]

So I managed to find a pretty consistent way to crash my game.

I am running the game with all of 5dim's, Bob's, and Angel's mods. I attempted to connect a drill to my logistics network, and my game crashed. the log is as follows:
0.010 2017-08-17 21:19:27; Factorio 0.15.33 (build 30852, win64, steam) 0.010 Operating system: Windows 10 (version 1607) 0.012 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.012 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.012 Write data path: C:/Users/scout000/AppData/Roaming/Factorio 0.012 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.068 System info: [CPU: Intel(R) Celeron(R) CPU J1800 @ 2.41GHz, 2 cores, RAM: 3987MB] 0.070 Display options: [FullScreen: 1] [VSync: 0] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255] [Lang: en] 0.073 Available display adapters: 1 0.073 [0]: \.\DISPLAY1 - Intel(R) HD Graphics {0x8000005, [0,0], 1600x900, 32bit, 60Hz} 0.074 Create display on adapter 0. Size 1280x720 at position [150, 72]. 0.174 Initialised Direct3D:[0] Intel(R) HD Graphics; driver: igdumdim64.dll 10.18.10.4358 0.187 Video memory size (dedicated video/dedicated system/shared system/available): 64/0/1728/1786 MB 0.343 DSound: Starting _dsound_update thread 0.344 Device reset internal. 0.344 DSound: Enter _dsound_update; tid=9048 0.359 Desktop composition is active. 0.359 Graphics settings preset: medium 0.363 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: false] 5.486 Loading mod settings 5dim_core 0.15.18 (settings-updates.lua) 5.680 Loading mod core 0.0.0 (data.lua) 6.200 Loading mod base 0.15.33 (data.lua) 12.106 Loading mod 5dim_core 0.15.18 (data.lua) 12.207 Loading mod BetterInserters 1.1.0 (data.lua) 12.296 Loading mod Better_Long_Handed_Inserter 0.1.1 (data.lua) 12.384 Loading mod better_offshore_pump 0.1.1 (data.lua) 12.472 Loading mod Waterfill_v15 0.1.2 (data.lua) 12.557 Loading mod 5dim_automatization 0.15.11 (data.lua) 12.699 Loading mod 5dim_battlefield 0.15.9 (data.lua) 12.923 Loading mod 5dim_botrecaller 0.15.2 (data.lua) 13.037 Loading mod 5dim_decoration 0.15.3 (data.lua) 13.175 Loading mod 5dim_energy 0.15.11 (data.lua) 13.317 Loading mod 5dim_equipment 0.15.4 (data.lua) 13.459 Loading mod 5dim_infiniteresearch 0.15.3 (data.lua) 13.597 Loading mod 5dim_logistic 0.15.6 (data.lua) 13.760 Loading mod 5dim_mining 0.15.4 (data.lua) 13.908 Loading mod 5dim_module 0.15.3 (data.lua) 14.050 Loading mod 5dim_nuclear 0.15.2 (data.lua) 14.189 Loading mod 5dim_resources 0.15.7 (data.lua) 14.333 Loading mod 5dim_trade 0.15.2 (data.lua) 14.470 Loading mod 5dim_trains 0.15.4 (data.lua) 14.619 Loading mod 5dim_transport 0.15.9 (data.lua) 14.794 Loading mod 5dim_vehicle 0.15.4 (data.lua) 14.973 Loading mod base 0.15.33 (data-updates.lua) 15.213 Loading mod 5dim_core 0.15.18 (data-final-fixes.lua) 15.509 Checksum for core: 1161214653 15.509 Checksum of base: 1503927233 15.509 Checksum of 5dim_core: 3514190570 15.509 Checksum of BetterInserters: 3546346536 15.509 Checksum of Better_Long_Handed_Inserter: 4016649657 15.509 Checksum of better_offshore_pump: 2533051439 15.509 Checksum of Waterfill_v15: 70211320 15.509 Checksum of 5dim_automatization: 1020812455 15.509 Checksum of 5dim_battlefield: 3306728392 15.509 Checksum of 5dim_botrecaller: 2085115747 15.509 Checksum of 5dim_decoration: 2846011329 15.509 Checksum of 5dim_energy: 3650782065 15.509 Checksum of 5dim_equipment: 2903030439 15.509 Checksum of 5dim_infiniteresearch: 2606175649 15.510 Checksum of 5dim_logistic: 263538389 15.510 Checksum of 5dim_mining: 3351158234 15.510 Checksum of 5dim_module: 1274290758 15.510 Checksum of 5dim_nuclear: 2527878211 15.510 Checksum of 5dim_resources: 3453824761 15.510 Checksum of 5dim_trade: 809200008 15.510 Checksum of 5dim_trains: 948214166 15.510 Checksum of 5dim_transport: 1656445994 15.510 Checksum of 5dim_vehicle: 3698113259 28.290 Info PlayerData.cpp:58: Local player-data.json available, timestamp 1503021398 28.290 Info PlayerData.cpp:63: Cloud player-data.json available, timestamp 1503021397 30.220 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/game.cso 30.456 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso 30.525 Initial atlas bitmap size is 8192 30.577 Created atlas bitmap 8192x8192 30.580 Created atlas bitmap 8192x6112 30.581 Created atlas bitmap 8192x2132 30.582 Created atlas bitmap 8192x1568 30.583 Created atlas bitmap 4096x3640 30.584 Created atlas bitmap 4096x1568 30.584 Created atlas bitmap 4096x2052 153.966 Sprites loaded 153.966 Convert atlas 4096x3640 to: mipmap 154.453 Convert atlas 4096x1568 to: mipmap 154.764 Convert atlas 4096x2052 to: trilinear-filtering 158.465 Loading sounds... 207.779 Custom inputs active: 0 208.984 Factorio initialised 253.716 Loading map C:\Users\scout_000\AppData\Roaming\Factorio\saves_autosave2.zip: 6459117 bytes. 254.522 Loading Level.dat: 12937537 bytes. 254.535 Info Scenario.cpp:135: Map version 0.15.33-1 256.057 Info BlueprintLibrary.cpp:219: Loaded library shelves: 256.057 Info BlueprintLibrary.cpp:786: Game shelf: playerIndex = 65535, nextRecordID = 0; timestamp = 1501799402; records: 256.057 Info BlueprintLibrary.cpp:788: Player shelf: playerIndex = 0, nextRecordID = 0; timestamp = 1502906322; records: 256.281 Info BlueprintLibrary.cpp:48: Loaded external blueprint storage: playerIndex = 0, nextRecordID = 0; timestamp = 1502906364; records: 256.282 Loading script.dat: 342 bytes. 256.775 Checksum for script C:/Users/scout_000/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 282129324 256.795 Checksum for script __5dim_core/control.lua: 0 256.798 Checksum for script __Waterfill_v15/control.lua: 0 256.814 Checksum for script __5dim_botrecaller_/control.lua: 339038417 408.340 Info BlueprintShelf.cpp:683: Saving blueprint storage. 479.036 Error CrashHandler.cpp:354: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\factorio-6kzlgo\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack c:\cygwin64\tmp\factorio-6kzlgo\src\util\logger.cpp (381): Logger::writeStacktrace c:\cygwin64\tmp\factorio-6kzlgo\src\util\logger.cpp (438): Logger::logStacktrace c:\cygwin64\tmp\factorio-6kzlgo\src\util\crashhandler.cpp (118): CrashHandler::writeStackTrace c:\cygwin64\tmp\factorio-6kzlgo\src\util\crashhandler.cpp (357): CrashHandler::SignalHandler d:\th\minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp (219): _seh_filter_exe f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (269): __scrt_common_main_seh'::1'::filt$0 ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF762A28B58) 00007FF762A28B58 (Factorio): (filename not available): __C_specific_handler ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8F855AB6D) 00007FF8F855AB6D (ntdll): (filename not available): _chkstk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8F84F9933) 00007FF8F84F9933 (ntdll): (filename not available): RtlImageNtHeaderEx ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8F8559C8A) 00007FF8F8559C8A (ntdll): (filename not available): KiUserExceptionDispatcher c:\cygwin64\tmp\factorio-6kzlgo\src\circuitnetwork\circuitconnector.cpp (472): CircuitConnector::drawConnections c:\cygwin64\tmp\factorio-6kzlgo\src\circuitnetwork\behaviors\miningdrillcontrolbehavior.cpp (132): MiningDrillControlBehavior::draw c:\cygwin64\tmp\factorio-6kzlgo\src\entity\miningdrill.cpp (243): MiningDrill::draw c:\cygwin64\tmp\factorio-6kzlgo\src\graphics\entityrenderer.cpp (226): EntityRenderer::prepareRow c:\cygwin64\tmp\factorio-6kzlgo\src\graphics\entityrenderer.cpp (161): EntityRenderer::threadJob c:\cygwin64\tmp\factorio-6kzlgo\src\graphics\entityrenderer.cpp (122): EntityRenderer::prepare c:\cygwin64\tmp\factorio-6kzlgo\src\graphics\gamerenderer.cpp (151): GameRenderer::prepareJob c:\cygwin64\tmp\factorio-6kzlgo\src\graphics\gamerenderer.cpp (133): GameRenderer::prepare c:\cygwin64\tmp\factorio-6kzlgo\src\gameview.cpp (922): GameView::prepareRender c:\cygwin64\tmp\factorio-6kzlgo\src\mainloop.cpp (726): MainLoop::prepare c:\cygwin64\tmp\factorio-6kzlgo\src\mainloop.cpp (485): MainLoop::mainLoopStep c:\cygwin64\tmp\factorio-6kzlgo\src\mainloop.cpp (299): MainLoop::run c:\cygwin64\tmp\factorio-6kzlgo\src\main.cpp (1015): wmain f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (253): __scrt_common_main_seh ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8F80E8364) 00007FF8F80E8364 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8F8517091) 00007FF8F8517091 (ntdll): (filename not available): RtlUserThreadStart 518.318 Error CrashHandler.cpp:119: Map tick at moment of crash: 11472334 518.318 Error Util.cpp:80: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
EDIT: a letter
submitted by Shraquille to factorio [link] [comments]

JMB Profit Machine Review 2015 - Scam or Legit - JMB Profit Machine Review Reviews

** JMB Profit Machine Review 2015 - Is JMB Profit Machine Software SCAM Or WORTH?Does JMB Profit Machine System Work - The Real Truth About JMB Profit Machine By Thomas Free Download - JMB Profit Machine Review 2015 - JMB Profit Machine?? Learn the Secret about JMB Profit Machine in this JMB Profit Machine review! So Exactly what is JMB Profit Machine Software all about? Does JMB Profit Machine Actually Work? Is JMB Profit Machine Software application scam or does it really work? JMB Profit Machine Review Is JMB Profit Machine Software A Scam Or Legit? Does JMB Profit Machine System Works? My JMB Profit Machine Review Explore With You The Truth About JMB Profit Machine System Product Name: JMB Profit Machine JMB Profit Machine Website: JMB Profit Machine CEO: Jonathan Mark and Matt JMB Profit Machine Cost: FREE
Download JMB Profit Machine System APP %100 Risk-Free + $1000 Bonus Free NOW…
JMB Profit Machine Review If you are trading in the Binary Options market, you will undoubtedly be familiar with as Sttml risky venture. Most traders who trade in currencies lose their money in the end. Unfortunately, some of these are losing at the end of a significant portion of their net worth it. Many traders, especially freshmen whom they are attracted to JMB Profit Machine brokers because they see they offer leverage up to 200: 1 and in some cases providing greater levels. There is a common belief among new traders that they can use this leverage to make huge fortunes. This belief is often not conducive only to cry at the end. JMB Profit Machine trader even be successful, you must have to deal with trading just like your business. It makes no sense to put $ 50 then converts it to $ 20,000 in a short period of time. It is true that there are some exceptions, but they are very few and far between. You must apply this theory in the same way on the Binary Trading. One of the reasons that lead to the loss of their money JMB Profit Machine is owning a very small trading account.
Download JMB Profit Machine System APP %100 Risk-Free + $1000 Bonus Free NOW…
One of the main advantages of JMB Profit Machine Software is that you can borrow as much money as what you want from your waist. Nevertheless, it is important to remember that borrowing money for trading will increase your profits, but at the same time may increase your losses. There are no universal rules for determining the volume of money that must be borrowed. Many new traders should begin to borrow very small funds, though it will ultimately depend of course on the JMB Profit Machine strategy that you use. If you have a trading account worth $10,000, most brokers will allow you to open trading centers valued at $ 500,000 at least. If you bought the US dollar pair leverage may be 1:50 in the sense that the trading center is the largest of 50 times the size of JMB Profit Machine Trading account. It will not take a lot of price movements in the wrong direction before they cause enormous losses to calculate your trade it. Many new traders begin with small to calculate their trades. The same principle can be applied to the account value of $100, where he could open a trade value of $5,000 centers. The youngest permissible trading positions by JMB Profit Machine brokers is $10,000, though they are allowed to open an account valued at $100. Brokers do not mind it because they know that 99% of customers who do so will lose their accounts quickly. Point I am trying to reach is that one must be realistic. Deal with trading as if it were your own business. Targeted to achieve realistic returns. Think about the stock market or mutual funds this is achieved in the average annual return up to 10%. If this has been able to achieve 77% in the year through Binary trading with JMB Profit Machine Software, this of course will be much higher! Do not expect to make $1,000 a month from the account value of $ 100. It is almost certain that he will not happen. Is JMB Profit Machine A Scam JMB Profit Machine Software is not A scam It’s legit and Safe Binary System. JMB Profit Machine is Automated Binary Options Trading Signals Software .
Download JMB Profit Machine System APP %100 Risk-Free + $1000 Bonus Free NOW…
Tag:JMB Profit Machine app, JMB Profit Machine information, JMB Profit Machine url, JMB Profit Machine website, JMB Profit Machine youtube video, JMB Profit Machine trading software, get JMB Profit Machine, article about JMB Profit Machine, JMB Profit Machine computer program, JMB Profit Machine the truth, JMB Profit Machine support, JMB Profit Machine support email address, JMB Profit Machine help desk, similar than JMB Profit Machine, better than JMB Profit Machine, JMB Profit Machine contact, JMB Profit Machine demo, JMB Profit Machine video tutorial, how does JMB Profit Machine work, is JMB Profit Machine the best online is JMB Profit Machine a scam, does JMB Profit Machine really work, does JMB Profit Machine actually work, JMB Profit Machine members area, JMB Profit Machine login page, JMB Profit Machine verification, JMB Profit Machine software reviews, JMB Profit Machine no fake review, JMB Profit Machine Live Broadcast, is JMB Profit Machine real, JMB Profit Machine forex trading, JMB Profit Machine binary options trading, JMB Profit Machine automated app, the JMB Profit Machine review, JMB Profit Machine signals, JMB Profit Machine mac os x, JMB Profit Machine broker sign up, JMB Profit Machine free download, reviews of JMB Profit Machine, JMB Profit Machine JMB Profit Machinelive results, JMB Profit Machine bonus, JMB Profit Machine honest review, JMB Profit Machine 2015, is JMB Profit Machine worth the risk, JMB Profit Machine pc desktop, JMB Profit Machine free trial,JMB Profit Machine testimonial, JMB Profit Machine scam watch dog, JMB Profit Machine warrior forum, JMB Profit Machine web version, JMB Profit Machine open a account, JMB Profit Machine laptop, JMB Profit Machine revised Method 2015, JMB Profit Machine Unbiased review, is JMB Profit Machine all hype?, real people invested in JMB Profit Machine, is JMB Profit Machine a shame, JMB Profit Machine discount, JMB Profit Machine binary option watch dog review, JMB Profit Machine
** JMB Profit Machine Review 2015 - Is JMB Profit Machine Software SCAM Or WORTH?Does JMB Profit Machine System Work - The Real Truth About JMB Profit Machine By Thomas Free Download - JMB Profit Machine Review 2015 - JMB Profit Machine?? Learn the Secret about JMB Profit Machine in this JMB Profit Machine review! So Exactly what is JMB Profit Machine Software all about? Does JMB Profit Machine Actually Work? Is JMB Profit Machine Software application scam or does it really work?
submitted by sdhdjfk to binaryproductreviews [link] [comments]

binary signals telegram 2020 - Olymp trade Signal binany Signal iq option signals 2020 BINARY OPTIONS STRATEGY Easy Binary Options Strategy 2020 BINARY OPTIONS: $10 TO $2000 IN 10 MINUTES PRO TRADER 3 minute binary options trading strategy FREE OLYMPTRADE SIGNALS  BINARY OPTIONS SIGNALS  IQ OPTIONS SIGNALS  BINAMO SIGNALS

Our Mobile Binary Signals are provided in an easy and clear format. We notify you in REAL Time and tell you what to trade with right now. You simply go to your binary options trading account and execute the trade on your mobile or desktop platform. GET SIGNALS ANYWHERE Get signals at home, at work or while on the go. Binary Options Robot Software to trade automatically the Binary Options to trade automatically the Binary Options Online. Binary Option Robot will analyse the trend of the market in real-time and Binary.com oferece a todos uma maneira fácil de participar dos mercados financeiros. Negocie com tão pouco quanto $1 USD nas principais moedas, índices de ações, commodities e índices sintéticos. All binary options transaction signals are of very high quality and are divided into two parts: automatic and real. There are many trading signals. For example, when trading with options for signals, the analysis of messages is very important. During the market entry the volatility usually increases and some technical signals provide a lot of Binary Today is a cutting edge binary options review site with the main goal of providing helpful tools and information on brokers, signals, strategies and more. We hope to develop a large community of successful traders and condemn the vendors that aren't responsible for their actions or respectful to their customers.

[index] [11964] [13095] [27271] [7210] [1396] [18260] [19127] [13978] [9970] [18648]

binary signals telegram 2020 - Olymp trade Signal binany Signal iq option signals 2020

Hi Friends I will Show This Video Binary Options 60 Seconds Indicator Signal 99% Winning Live Trading Proof ----- Download : https://goo.gl/Y3pjrf ----- DISCLAIMER: Please Note May note be ... Q Option strategy - IQ Option Trading - IQ Options Trading - Best IQ Option Strategy - 2 minute strategy - 2 minute strategy binary options - 2 minute strategy live - best binary options strategy ... Binary options trading Binary options signals Hi there! I'm Lady Trader and today I'll show you my binary options strategy 2020 that I use in binary trading. The best binary options broker ... 📣New D-Trader MT4 Signal System For Binary Options Trading 👉Signals Based On Real Time Candle Sentiment Data Analysis, 👉Signal System System Measures strenghth of the candle Volume. The cost of a binary would be between $0 and $100, and also only like in different markets, there's no are a bid and ask price. The choices we provide are built the exact identical manner. Each ...

Flag Counter