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Feyd-Rautha

Very supportive Vintarian
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  1. I'd like to add a mod author's perspective, because I think godlikeion and I want the same thing from opposite sides of the issue. I use AI tools in my mod development, and I've been open about it from the start. My first releases carried an AI disclaimer in the description. When an AI tag became available, I switched to the tag because it was clearer and easier for players to find. A few weeks ago I added links to the source code for every one of my mods, so anyone can see exactly what they're installing. I've also never deleted a player's comment on any of my ModDB pages, including the critical ones. The AI tag has since been removed. The closest remaining option is "Entity Logic (AI)," which describes creature behavior, not how a mod was made. It confuses players and doesn't tell them what they want to know. For now I'm going to put my written disclaimer back into my descriptions, but as godlikeion pointed out, a sentence buried in a description is easy to miss. On LadyWYT's point that tags would need someone to enforce them: I think there's a middle ground that needs very little enforcement. Give authors voluntary, self-applied tags, such as AI-assisted code, AI-generated art, and AI-generated content. Authors who are already disclosing would use them, and players could filter on them immediately, without waiting for reports to build up. The report system would still be there for anyone who doesn't disclose. Right now the only way an honest disclosure reaches the filter is through "AI/Low effort" reports, which treats "this author told you they used AI" the same as "this mod is low effort." Those aren't the same thing, and a self-applied tag separates them. I'd also ask for two additions: Filter by AI tag. Let players hide every mod tagged as AI-assisted, or only the categories they care about. Someone who's fine with AI-assisted code but not AI art should be able to choose that. Block individual authors. If a player doesn't want to see my work, they should be able to hide it entirely with one click. This would help mod authors as much as players. Right now, every update I post brings a new round of anti-AI replies in the comments. Players end up arguing with each other, and the people who actually want help installing or troubleshooting the mod get buried. The comment section should be for the people who want to play the mod. If players who don't want AI-assisted content could simply never see it, everyone would get a better experience, including the players who dislike AI. I'm not complaining about the criticism itself. People are entitled to their views on AI. I just think clear labels and real filtering would take the heat out of these arguments, and I'd welcome any system that lets players decide for themselves with accurate information.
  2. @BlackMoonHowling @Ser Potat @Ricardo Raizer I've added the beta version of my mod to the modDB. If you and when you have time, please help me test it. Cheers,
  3. I've been playing VS for years now and still manage to learn new things, buried away as you've noted. I use this mod so if I build a nice structure, I can take it with me when starting a new world. I'm also terrible at building so it's nice to import assets others have made. Thanks for the info. Much appreciated!
  4. Two things I wanted from this mod. I wanted a way to copy/paste/save/export my buildings and structures for use elsewhere in my game or take it to a new world. Include a script to convert various schematic formats into a file that can be parsed by the mod and used in VS. So Brickwright was born and I've been playing around with it for several weeks. It needs a lot of work and I'm almost hesitant in releasing it due to the amount of time it will take to get it working properly. You can mark each end of your building or structure to copy then export and save it to a file for later use. You can rotate objects and undo a placement (works less than half the time as-is). Below are all of the current schematics that my python scripts handle: ** Input formats | Tool | Input formats | | ldr2vs.py | `.ldr` / `.mpd` / `.dat` (LDraw), `.io` (BrickLink Studio — a zip; reads the embedded `model.ldr`), `.vox` (MagicaVoxel) | | mc2vs.py | `.schem` (Sponge/WorldEdit v1–3), `.litematic` (Litematica, all regions merged), `.schematic` (legacy MCEdit) | | plan2vs.py | a hand-authored `.plan.json` — ASCII floor grids + roof planes, for old plan-book houses that have no 3D file | Every converter writes a `.json` next to its input file unless you pass `-o`. Minecraft `.nbt` (structure block) files are not supported. Not sure if there's any interest in a mod like this but thought I share. Cheers!
  5. I use the Animal Cages mod for this. It allows you to catch animal of small and medium sizes. There's also a config file for setting the types of animal you can/want to catch. Check it out. https://mods.vintagestory.at/animalcages
  6. I've only lightly tested this mod but if you guys wouldn't mind testing it and report back any issues, I'll continue to refine it and get it posted to the mod database. Thanks for your help! FeedOrFallow.zip README&TEST.zip
  7. I designed a mod that backs up all configuration settings within Vintage Story, called ConfigKeeper. I haven't uploaded it to the mods page yet since it needs more testing but it's functional.
  8. I love Vintage Story. I love the developers' vision and craftsmanship. I recommend the game constantly, and I've bought copies for people who couldn't afford it just so they could experience what I have. I'm not a programmer. I took classes years ago and taught myself enough Python to mod another game I loved. It was grueling, took far longer than I expected, and I didn't enjoy a minute of it. When I tried to mod Vintage Story, I hit the same wall. I had plenty of ideas — things I genuinely wanted in the game — but every attempt stalled out. Tutorials helped only so much. The common refrain in gaming communities is "write it yourself," and I tried. I just couldn't get there. Then AI tools became accessible, and everything changed. My first attempts with early models produced nothing usable. I moved to a more capable model and managed a couple of small mods. Eventually I found one that could actually handle the complexity of VS modding, and suddenly the list of ideas I'd been sitting on for years started becoming real. To be clear: I wasn't pressing a button and getting finished mods. It was still work — problem-solving, testing, iterating. But AI bridged the gap between knowing what I wanted to build and being able to build it. When I decided to share my mods, I did my homework first. I searched the forums for any policy on AI-assisted modding and found nothing prohibiting it. So I posted, and I was completely transparent. Every mod description stated plainly that AI was used. The mod cards were AI-generated too — I'm no artist, and I'd rather have something clean than something I hacked together in GIMP. I never asked for donations. I never misrepresented my work. There was pushback, and I expected that. I stayed respectful and kept at it. Some of the criticism was fair and made the mods better. Some of it was based on assumptions about me and my process that simply weren't true. I understand the concerns people have about AI — about quality, about effort, about what it means for a modding community built on craft. Those are legitimate conversations worth having. What I won't do is fight about it. The calls to ban AI from modding have grown louder, and I'd rather step aside than become a lightning rod. I have three mods in draft that I've decided not to release. The ones I've published, I'll be winding down. I'll keep writing mods for myself — this game has earned that — but I'm done sharing publicly. To everyone who supported me, downloaded my mods, reported bugs, or just said something kind: thank you. It meant more than you know. To the developers, the modding community, and the players who make Vintage Story what it is: you've built something genuinely special. I don't want my presence here to be a distraction from that. I'll leave the broader AI debate to others. I just came to say my piece and bow out gracefully. Take care, everyone. Feyd
  9. That did the trick, TJ. Thank you for the help my friend!
  10. I'll give it another go then. Thanks for the clarification, TJ!
  11. For the life of me, i can't figure out how to add images to replace the default ModDB Card Preview on the Mods site. I've tried various resolutions one being 450x450, true PNG format and while using multiple browsers while on Linux and MacOS. The ModDB Logo Image & External Logo drop-downs are empty. I've tried several file naming conventions well. As you can see from the screenshot attached, the drop-downs are blank and searching for a file name does nothing. Not a huge deal but I plan to add more mods and this is really bugging me. Thanks!
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