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Cladow

Vintarian
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Everything posted by Cladow

  1. This game does have DRM. When you log in, a session key and signature are stored on your device, and when you launch the game that data is checked by the server, which can reject it if either a new key and signature have been generated (e.g. logging in on another device) or, in my experience, despite what most people say, after some period of time. If a connection to the server could not be made however, it will just check if the key and signature are valid (i.e. plausible, not necessarily active). One counterexample - literally every game on GOG. While not keeping an account logged in indefinitely can have merit as a security feature, what can not be considered a security feature is demanding authorization to an external service to access data that is entirely on your own device.
  2. If your script is just being opened in an editor, it likely means it's not marked as an executable; to mark it as such, you should be able to change that in the file's properties > permissions > something about execution. Alternatively, there is the terminal command "chmod +x install.sh". I have not used the script myself, though.
  3. FYI: Tyron is the primary shareholder of Anego Studios, and I'd assume the founder aswell. As I understand, he has full control over the company. This is stated in the "Impressum" at the bottom of the page.
  4. @Fistandantilus My post, although quite tall, was also quite brief, so I hope this is more informative. 1) DRM is DRM, and Vintage Story has it. The VS binary demands authentication information, and will try to verify the info with the centralized server every time it launches. That is DRM. Even if VS' DRM is ineffective, merely being less bad than most of the common ones does not excuse it's presence. What VS has is still a feature that limits end user rights while having exactly zero positive effect. That is DRM. 2) End-of-line plan is good, but it would be better to not need it to begin with. While I'm not aware of Tyron's statements on and EOL plan, I am aware that he has signed the Stop Killing Games ECI, and I do believe he does not have bad intentions in terms of consumer rights. However, if the game did not have DRM, we would not require such trust to begin with. Software should not require you to just pray that it won't intentionally screw you over. 3) VS' store is not an opposite of Steam. Regardless of whether it is on Steam or not, VS can still decide whether it has DRM, whether it shows the source code for the base mods, whether it allows modding. Nothing prevents VS from doing the same unfavorable things that many Steam games do, and it would not be required to screw over people if it were on Steam, at least not in most of the ways that are hinted at in this thread. Note) The DRM-free Steam game list is not to prove that Steam in any way hinders DRM, it's just an example that DRM-free games do exist on Steam.
  5. Assuming the terms don't change (which they can), yes, but what makes you so sure you can keep your account access forever? It relies on a centralized server. A lot, as I fail to see how VS really differs that much from the average DRM-infected Steam game. But in terms of DRM-free games: https://www.pcgamingwiki.com/wiki/The_big_list_of_DRM-free_games_on_Steam Agreed. The first thing you see when opening the game is DRM. VS can do all of that. And the DRM within said copy sidesteps back into the risk. They can still do that.
  6. Ingots can be split back into bits with a chisel (can be smithed from copper on an anvil, assuming you have one), the tin bits can then be used the same as tin ore. Alloys, including tin bronze, are made by combining bits/nuggets/ore pieces in a crucible with the correct proportions, which are listed in the handbook entry for the given alloy. For partially filled molds, I believe you can just smelt some more and pour enough units to finish it. I don't have a specific answer for tin frequency, it took me some time to find, stumbled upon iron before finding tin, but fortunately tin is only needed for a small part of tin bronze, so it can last a while.
  7. Zand's comment is more accurate, you do need a valid key and signature in clientsettings.json, which you get when signing in. If the key and signature are present and valid, the game will try to contact the auth server to verify the data, and if it fails to contact the server, the game will go into offline mode. EDIT: ah, you already pointed that out.
  8. Some corrections: 1) SKG's European Citizen's Initiative has closed since the start of August, with 1.4M (not yet verified) signatures. 2) SKG's requirements are for unsupported games to remain playable, it does not ask for actively supported games (such as VS) to remove DRM. EDIT: you did correctly say "will later" and not "immediately on taking effect" Also should be noted: since the initiative cannot and does plan to be retroactive, that would, as I understand, only affect games launched after the initiative takes effect. I'd make an (not entirely informed) guess, that it would not apply to games that were just updated or were merely active after it takes effect.
  9. I think that answer misses the point of the question, the application of potash is unrelated to the crafting grid recipes. According to the wiki - https://wiki.vintagestory.at/Potash#Usage, applying potash to soil increases only the K nutrient by 15%, the change in soil remains visual, and therefore, does not make it true Terra Preta. Crafted Terra Preta does have all nutrients equally high, and adding a block of High fertility soil to the recipe does double the number of crafted blocks from 1 to 2.
  10. Update and update (about the home and VS respectively): I carried over all the needed stuff from the previous house and awaited the 1st of March, here's a picture from New Spring's Eve: I was quite surprised when I first found out that the sitting position can actually adjust based on your leg room. After the celebration, i decided to continue with the new update of the game. Now here's the pictures of the newly furnished interior and the unusual floor, which I will talk about after the images: Workshop, charcoal sketch was a misclick. Kitchen, trapdoor updated to the new wood specific variant. Cellar, just below the kitchen. Generic basement area, below workshop, will likely have storage of bulky stuff like firewood and anything that I'll use crates for. Also a boiler and condenser, because I only realized two days ago that silver solder doesn't require lead, which I thought was the common metal between the two solder types, it is currently distilling cranberry wine. The roof, with the windmill. I am still waiting for the snow to melt, so I can grow excessive amounts of flax, to then turn into linen for various purposes, most importantly, the windmill sails. About the floor - I've learned that hardened clay is now deprecated as of 1.20, and is intended to be replaced by wattle & daub: "Removed: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle & daub) " - 1.20.0 devlog. I don't why anything causes it to randomly decide between the old texture and new texture, based on it's position, so breaking and replacing does not change it. I will likely replace it with the new wattle and daub, the golden brown daub seems to be close in color, but I do not have the needed types of sand, so I will likely go with the tan daub, which is made with the locally abundant granite sand.
  11. It is currently late February (in-game) of my first winter, during which i began work on a new home. First, here's some pictures of my first home: The windmill - I did not grow enough flax, so i mostly got the fibers from drifters, with which i managed to get the sails, but not enough to use the helve hammer or likely a pulverizer. The inside: Strewn straw and maple logs, built during the stone age, still used during the iron age. Over time it did receive some improvements: solid door, glass windows, a small cellar (a trapdoor to which is found between the clay oven and the bed-side trunk) and a maple floor, as well as the many furniture/workstation items. While expanding it is certainly an option, I did yearn for something... cooler, something more luxurious for an iron age adventurer. Now, I present to You, 200m to the east, the New Home: Awesome, isn't it? Have a look inside, currently it is not yet furnished though: The first floor, two rooms, one planned to be the kitchen (where the camera is), includes a trapdoor to the cellar, and the other will be the workshop. Both have a door to the basement: Part of the basement will be the cellar, the rest i still have to decide, but a part of it will likely be storage. Now up the main stairs: The bedroom, plenty of glass, certainly based on the modern paradigm. A closet, will have an armor stand too. (You can also see the first home in this picture). The balcony, has a staircase to the top of the house, which will likely have a small tower for a windmill. The house likely has more than five times the indoor area of the previous, mostly due to the basement, which is currently the biggest room by far, expanding a block further than the first floor in each direction. I will likely add more support structures down there, because a few logs holding up the entire weight is not quite right, which is one aspect of realism i will follow, and one aspect that i won't follow is that the greenhouse effect would probably make my bedroom unbearable in the summer, if not a fire hazard. The materials used were: Light mud bricks for the walls and the roof, debarked maple logs for the frame, hardened fire clay for the first floor... floor, birch planks for the second floor floor/first floor ceiling, glass is glass (and glass breaks... well, not quite here), granite ashlar blocks and granite dry stone for the basement, the former for a platform around the house too, and the mostly preexisting granite rock basement floor. The light mud bricks, although quite the cheap stone age material, do give a nice neutral yellowish beige, as well as being fireproof. The materials that weren't so cheap would be the maple logs and ashlar blocks, while being abundant, are not very efficient to gather, with logs being a 1:1 (harvested block : built block) ratio and the ashlar blocks requiring relieved rocks. Also, unlike the first home, the new one is built in a temporally stable area. Next step would be to, of course, furnish the house and prepare for spring.
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