Jump to content

Diff

Vintarian
  • Posts

    539
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Diff

  1. Awful condescending of you to ignore major practical, ethical, and legal issues surrounding the tech and to just blanket everyone with any amount of concern about the tech as "idiots." Speaking as someone who does often experiment with this tech. Who has one experimental mod uploaded that is entirely vibecoded. You note right here that you don't care about anything else. That's your right. Others may choose not to put the same blinders on. Idiots this does not make them.
  2. Sure, it occurs in both groups. There's nothing stopping a human from releasing a poor quality mod. But in practice, there's a stark difference in quantity/ratio of occurrences within each group. This is kind of a necessary side effect of a statement I hope is uncontroversial: AI mods being able to be created by people who have no idea what they're doing increases the odds of there being a critical error that is isn't caught. Humans are likely to use more care when dealing with topics they can anticipate being sensitive. That difference could tip someone into choosing not to engage. AI mods having increased odds of not being maintained for very long. That could tip someone into choosing not to engage. These are all differences. Aforementioned copyright hell is another difference. Unmentioned ethical issues are another difference. Some of these issues are not exclusive to AI mods, but that doesn't mean we can make the large logical leap of declaring that the differences don't even exist at all. It's reasonable for a reasonable person to want to target and exclude AI mods for those differences. Same way people might choose chocolate made with certified non-child labor or non-blood diamonds.
  3. Doesn't appear to be the case. Looking at the Recently Updated mods, even with it toggled on and to the lowest setting, I can see the Quartermaster mod which has the AI tag. I went ahead and just reported it now, and now it has vanished. To confirm the system isn't just hiding something that I reported, I also toggled the setting back off and it reappeared. Feature seems to do only what is precisely on the tin. Which I'm kind of glad to see. If there was code added for targeting tags, I'd really hope it'd be generic for all tags. Yeah, the higher barrier to entry was ""useful"" as far as seeking out those that have some minimum level of motivation, but that's not to say that a high barrier to entry is at all desirable. In my experience, ongoing maintenance is also actually complicated quite a bit by the careless use of these tools. Heck, even careful use of the tools can be susceptible to AI footguns, but there's a point relatively early on where pure vibecoding hits its limits and prompting an LLM "fix it" just stops working. Modern models are getting somewhat better about getting themselves caught in reasoning death spirals, but they're still not perfect and they're also getting more and more expensive and spitting out longer and longer reasoning chains.
  4. I have a likely explanation for the 2nd, if a hotkey is provided by a mod rather than coming from the core engine, it's not going to be registered until the mod is loaded and active. This probably applies even if the "mod" is a 1st party one, meaning actually part of the vanilla game. If you hop in a world, then exit back to the main menu, then those extra hotkeys materialize.
  5. "As long as it works," sure, but they often don't. Too often. And even when they do work now, vibecoded projects are completely abandoned at a far higher rate. Ongoing support is never a given, but tbh you'd think that AI reducing the barrier to entry would also decrease maintenance burden and make updates and upkeep easier and more frequent. And I know there are a few individuals where that's the case, at least by their own metrics. But it seems that (at least in the case I linked) the AI-enhanced numbers are overwhelmed by the people who have just enough motivation to feed the idea into the generator before walking away from it. There's good reasons why some people might care, not even getting into the copyright question. We should have accurate tagging/proper disclaimers. "Enforcement" is just the new reporting system we already have. Some people will lie or omit, but that's no reason not to have it. Where is this? I can only find the low-effort/AI report threshold slider, I can't find tag filters in either profile settings or as one of the available filters during searches.
  6. Should be r then d. R is for recursive, D is for deleting the specified attribute (the quarantine attribute). -rd combined should work fine. I also use -rc and drop the attribute name entirely, which clears all attributes.
  7. I believe you're correct that they only spawn on world-generated trees, not player-grown ones.
  8. Like, you're not wrong, that would be far more flexible than any tagging system could possibly be, and it would be a nice feature, but it wouldn't be useful for this purpose. The point of blocking a tag is that I don't have to spend tons of time sifting through mods I'm uninterested in spending any time on. Clicking individually on every mod I haven't checked yet (and hundreds I already have, but forgot), looking for source/AI/worldgen mods/texture packs/utility libraries/anything that I'm not currently looking for and hiding them all would be terrible UX. Hope I never change my mind about worldgen mods, because then I'd have to sift through my massive unsorted list of hidden mods to unhide them all.
  9. Only if you can't see the relationship between clearly parallel events. What you are failing to see throughout all of this is the internal mechanisms of the in-game universe. Again, alternative explanations are possible, but: This sure ain't it. This isn't an explanation. There's no in-universe mechanism for this. It does not engage with the themes of the game. The returning point is the point where the seraph returned to the world. That all ties together nicely. Internal universal consistency is not circular. Nothing here is sacred or unchangeable. And it's not like the game doesn't have holes in its universal mechanics. Just keep from ripping open any new holes in the universe. Separate objects could work fine. Anchors found in ruins sound workable in terms of in-universe mechanics, although the mechanics around discovery like you describe sounds dreadful from a gameplay perspective. And on lore, what are anchors capable of holding a seraph doing in ruins from a time before seraphs? That has a fix, but what is it? All Jonas tech is far too end-game to be useful and IMO don't address the fundamental differences of seraphs. Temporal gears have the same weirdness seraphs do. That's aesthetically nice. Respawning in-game and respawning in-universe rhyme. Having the same explanation is aesthetically nice. It makes a world feel more cohesive and real. I can't speak for others but when I point out lore it's rarely because I'm clutching my eldritch game bible and preaching. I'm pointing out elements that depend on or support whatever it is we're talking about. If that element updates, its dependencies should update as well. And it shouldn't be done by reducing the number of links. Or, again, toss it in as a non-default worldconfig and forget about it. Only the defaults need to worry about lore at all.
  10. Has very little to do with the specific words "energy" or "flow" so that's not so surprising, but you did find the end of Chapter 2. That's (mostly) what I'm referring to. There are a few scraps of lore before the main story though. And beyond temporal gears allowing you to temporarily move your returning point, there is one other game mechanic that interacts with them. The base return teleporter teleports you to your returning point. That makes little sense without there actually being something physically distinctive about that location. When they die, seraphs always return to the point they first re-entered the world. You can re/write lore to make that make sense some other way. I'm still eager to hear any alternative lore ideas you have for sleep being tied to respawning. And of course it can always be a convenience/configurable option. But the current mechanic makes internal sense and ties nicely to the lore.
  11. Nah, this lore is established in other ways in the discoverable bits of lore you dig up. Seraphs are immortal because they are anchored to a point in time and space. The temporal gear lets you exercise some influence over that returning point. But the returning point and the seraphs' immortality are the reason seraphs exist at all. The logic isn't circular, it's closed. No loose ends. Can it be changed? Sure. But offer another closed alternative. What logic is there to taking a nap altering a point in time?
  12. Rainbow's saying that you will starve faster if you are hurt.
  13. Edit the existing release and it'll let you re-select the versions your mod is compatible with
  14. I think it would work, it worked for me with Terrain Slabs, but with more severe changes to worldgen I think there would be a visible seam between any new chunks and old chunks.
  15. if nobody's on, shouldn't hurt a single thing to let your laptop take a break.
  16. I think it's lore-related. Seraphs are immortal and are anchored to a specific point as part of their nature. You can alter that returning point with a temporal gear, but you are temporally anchored to your returning point and will always respawn there until you take action to alter it.
  17. We do it all the time with products. Provenance is important. A lot of people loved Fairlife milk not for the milk, but for its provenance until it came out that they are actually beating those cows. Nothing physically changed about the milk before or after that news broke, or before or after they started beating their cows. Blood diamonds, "Made in the XYZ," "locally owned," Fairtrade-, Utz- and Rainforest Alliance-certified chocolates, responsibly sourced conflict minerals. It's a very, very common and routine thing to choose and identify products by provenance of their component parts. And AI does have its own ethical issues. You may ignore it, others choose not to, but it's not difficult to imagine at all. "WHO" is also an easy discriminator. If someone consistently releases poor quality mods, you may choose not to engage with any of them, rather than waste more time investigating. AI is that someone for many. As mentioned elsewhere in previous topics, practically, AI mods have a higher failure rate for performance, for bugs, and people may choose to avoid the whole class. It's not that human-made mods are immune to having problems. But the rates are far different with 100% human-authored code vs AI autocomplete vs vibe coded nonsense. With no disclosure, it's impossible to tell how AI was used in a mod, and it's often less of a headache to just skip the mod.
  18. Why avoid something largely beneficial that will decrease overall bad vibes and conflict just because it won't solve every instance? This kind of behavior is likely already covered by the rules, as evidenced by how these topics always get locked.
  19. You see echoes of that on the forums. The discussions often get heated so they're quick to act on the forums.
  20. Isn't that at odds with the part of the flavor text that says "even when resisted?" Them being very durable is also at odds with them being relatively easy to shatter to create a returning point, unless the shattering isn't like physically based.
  21. You can probably do it but it's likely to be more effort than it's worth. If it's a recent version, it's probably more reliable and easier to go the downgraded-flatpak route like hstone's thinking.
  22. I don't think that's right... it's typically only pushing that's privileged. If nobody can pull, I don't think you'd be able to install the app at all. I found some hints on the internet that you just need to initialize Arch's keyring. This also doesn't entirely make sense to me, but there's multiple people saying it works so the incantation for it is: sudo pacman-key --init && sudo pacman-key --populate The other advice I see is removing and re-adding the remotes: latpak remote-delete flathub flatpak remote-delete flathub-beta flatpak remote-add flathub https://dl.flathub.org/repo/flathub.flatpakrepo flatpak remote-add flathub-beta https://flathub.org/beta-repo/flathub-beta.flatpakrepo
  23. I might be misreading the thread because it looks like the two of you are saying the same thing at differing levels of detail and not contradicting each other in any way so yeah both of your comments still apply. If there is a larger point/contradiction here please illuminate.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.