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Everything posted by Tj Pepler - Critcher
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Hi folks, I'm working on wall pieces that will become a tileset to generate random dungeons for Hollow World, but I need feedback on what people prefer, the greebled mixture of many block types or the builds using all similar blocks. The door is not greebled, the wall is. Which do you personally prefer? None of the above is valid too
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As I have stated before I use AI in a limited capacity when creating my mods, I have switched completely to local models being powered by my own power bill and none of my tools are powered beyond inception by a data center BUT, I still report my AI use via tag, as required by the Mod Db. So I add the AI tag and, as expected, I have had a drop in downloads, no problem. But the issue is that a lot of people I have talked to who are anti AI don't have a problem at all with local models and AI that is not powered by a data center. The funny thing is that the local models (IMHO) actually CAN'T produce a proper functioning mod on their own anyways, they are a reference tool and handy helper only. My question was about the possibility of having a local AI tag and a Data center AI tag? I know some people are anti AI across the board but there are many who don't have a problem with local models and they may miss out on mods they would enjoy because of the blanket coverage. Does anyone in this community see a difference as well?
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This is taking longer than I had hoped, getting the ride smooth has been very difficult. I am at the point where the players ride is totally smooth and the player has full mobility even jumping and attacking while riding the lift and the elevator 'motion' is smooth BUT I still have a minor vibration in the cart itself during movement, it doesn't effect anything but it's a little annoying to look at Otherwise, the modelling and such is going very well and it will launch with 4 elevators and 2 different shaft styles to chooses from.
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This topic has no reason to exist. The developers have done everything correctly, there is an AI tag for mods, if you see the tag, don't download. If it's not tagged and is crap / slop, report and move on. There is no issue here.
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I am working to fix the ugly wood, it will be fixed soon but my icebox is not free, it's based roughly on real world lifespans for delivered ice blocks and the building requires charcoal insulation like real life iceboxes. It IS ugly, I'm sorry but it works very well, just load in an ice block and it will be absorbed and charge the icebox for a while, depending on the quality of ice used. If you all are interested it can be found here https://mods.vintagestory.at/cmicebox
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I would love to show you all a current WIP that I think will be of use in a lot of different situations. The video is a few minutes long I apologize but I suck at making videos! Please do reply though even if you think no one will like it, I really could use some feedback to make this as useful as possible. Thank you all for your time Special thanks to @DanaCraluminum for the work done on drawonmap without that work I'm not smart enough to have made this happen
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If I may, what I have learned in the last six months is that the game actually has some incredible tools built in that no one knows or talks about! I was spending hours manually editing transforms, loading the game, nope, exit game edit transforms save compile and test again, to get a weapon lined up in my hand or heaven forbid, on the tool rack!!! and then through a miracle and a beam of heaven sent light I learned about .tfedit and .bsedit and my entire life changed, now maybe these things are easy to find if you know what you're doing but I didn't know to even look for them in the first place. Not terribly useful information but a glimpse into my real world experiences.
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The link to your mods at the bottom of your posts is not working.
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I'm a liar! A despicable traitor to the decent honest players It's coming along though just some of the changes I greatly underestimated!!!
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You know what will work, come to my discord, I'll get you set up to send me your save and I'll fix it for you I will put you at 0, 140, 0 if you fall and die just - /tpwp you died here if you are underground - /gm 3 go spec then /gm 1 to get back to normal https://discord.gg/udr5SweA
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Why I play on 150% and you should too
Tj Pepler - Critcher replied to Trex_Crazy's topic in Discussion
You absolutely can, everyone is free to use my mod maker at https://www.critchersmods.ca you can adjust everything from their strength to detection range, even their movement speed and spawn rates in the world. Editing the individual creature stats is only one of the many things you can modify! (actually you can modify most variables in the game - ***including the stats on every piece of armor***) Please note : when you download the mod you must copy it to your game mods directory manually from your downloads folder! -
Hi everyone, this is a little tech demo of the first mod (1/10) in my upcoming Temporal Power mod series This device allows you to harness the power of a temporal rift, collect it and then place it anywhere you have a mechanical power need. I am just doing a final polish pass right now and it will be going live on the ModDB on Friday the 19th. I have been getting a lot of messages with great feedback on several mods and it is so wonderful and helpful! Please keep the suggestions coming and I'll keep working to add them.
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Hi everyone. I want to address the recent stability issues Peppermint1888 has been experiencing. LadyWYT’s diagnosis was spot-on, and I want to walk through exactly what was happening. Current 1.3.3 version : My mod uses a Harmony patch on EntityBehaviorControlledPhysics.ApplyTests to manage climbing logic. Previously, my patch was executing just before the vanilla SimPhysics check. If the player’s position data had already been corrupted with NaN (Not a Number) values by something else upstream, vanilla code would immediately hit that bad data and throw a "Given pos contained NaN" crash. Essentially, my mod was surfacing the crash, even though it wasn't the origin of the corruption. The 1.3.4 Fix (This is live now but *will not* fix your current situation) : The mod now includes an early "bail-out" condition: if it detects a NaN position, it stops execution before it can trigger the vanilla crash. I want to offer my sincere apologies for this; I know how frustrating it is when a world won't load due to data being written to disk in a corrupted state. We should have caught the potential for this behavior sooner. Why this slipped through : The honest truth is that I have been unable to reproduce this locally. Based on the logs provided, the position data goes NaN while panning, but I have yet to isolate which mod (or interaction) is causing that initial corruption. Getting back into your game, for your world currently crashing on load because of this, here are your two options: Manual Save Repair: As Rainbow Fresh kindly suggested, your save is a standard SQLite database. You can open the .db file in your world folder using a tool like DB Browser for SQLite. Locate the player entity's position record and replace the corrupt NaN values with valid coordinates (e.g., your spawn point). Please ensure you back up your save file before attempting this. (This sounds SO much scarier than it really is!) Start a New World: I know this is the last thing anyone wants to hear, but if you aren't comfortable with database editing, starting a fresh world is the only guaranteed way to resolve the state corruption. I am truly sorry for the damage this has caused for your play sessions. Thank you for your patience and for the bug reports that helped me pinpoint the solution. A minor consolation is your reports will make sure this doesn't happen to anyone else, so thank you for that as well. The issue with being unable to start a new world is unrelated as it would be using a different DB. If there is anything else I can do please don't hesitate to ask Or pop by my Discord if you want to discuss further : https://discord.gg/cqbd9sTS
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It was up for testing and bug fixing, there are a couple of issues I was able to fix up a bit and there are some new additions coming as well but it will be a completely new mod that runs much better than before. Should be posted by next weekend
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I fully support this. This is a multi faceted issue as well, because I don't want AI opponents to feel they have been tricked or cohearsed into using something they don't believe in. And so I think it does save everyone all kinds of heartache, imagine if there were no AI comments at all anymore because you can simply visually skip mods you're not interested in, in that case there is no reason for a post or comment at all and moderators could safely assume any such comment was intended to be inflammatory. I don't know about forcing anything on anyone, I really don't know what is right, but I think if people that felt very strongly were to politely request mod authors add an AI marker to their projects I bet most wouldn't mind complying. This is my version of voluntary disclosure, I don't think it needs to be anything more than this, if anyone feels differently though I would love to hear your suggestions.
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Spoilage Protection for Co-op Multiplayer?
Tj Pepler - Critcher replied to DeanF's topic in Suggestions
For anyone interested I am just finishing this mod, I am doing proper texturing so the icebox is made of the wood you use to build it so it matches your kitchen, I'll have a config in there as well so you can adjust the ice melt times. Will be posted by June 01 for sure -
I am curious how the traders business plans address attracting new clients. Most business decorate themselves and promote themselves, and they go to great lengths to make sure you can find them because they enjoy making money. Is it gears, they are large and clunky and maybe stain things? Are they simply trying to avoid collecting any more? Hiding your 'store' underground or in a tree, hidden behind what could easily be described as camoflauge materials is a poor strategy if you are interested in turning a profit I think? Imagine Wal-Worlds flyer, jeans half price, today only, come find us if you can! Just an observance, help me out and give me a good explanation I can hold in mind while playing LOL (A Large Bright flag at the top of a tall flagpole would be an interesting idea)
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It depends on the kind of mod you make also, if you change blue shirts to red there is no more effort on your part probably forever, code mods are a lot more depending on how much change you are making. Big massive changes like our beloved Combat Overhaul or something would be a massive amount of work, you would be dedicating real time and effort for sure (like a job), something stupid like my repair basket you might revist every few months or when the game updates. Mod for yourself first : This isn't a job this is something you do for fun and in most cases you are your own biggest fan The best part though is that when you put stuff out there, while you will meet some less friendly and demanding people, you will make lots of friends, people will PM you out of the blue just to say thank you and that kind of floats you spiritually for a few days... for me anyways. I personally spend an hour or 2 almost every day working on mods, some weeks I do 4-5 hours a day, but I do it because it's fun and exciting and I am enjoying it, Vintage Story is an incredible gaming experience and I love being a tiny part of that!
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question Acceptable use of AI in modding
Tj Pepler - Critcher replied to Grym7er's topic in Discussion
First line in every prompt : Respond only with a direct answer to my query do not engage in any dialogue unless is specifically pertains to the current project. < The difference between an attempted human replacement bot and a very good calculator. -
question Acceptable use of AI in modding
Tj Pepler - Critcher replied to Grym7er's topic in Discussion
The problem is there is no fixing the LLM, it is fed massive amounts of unfiltered garbage and as the AI is developing all of that data is intrinsically linked to all other data in a web, removing one thing will remove everything down the road from it. There are procedures like abliteration and such that attempt to strip the rules from an ai and gain total compliance, they make the model a non functional gibberish machine for the most part because even the rules are part of that webbing. The only solution is to use a pure clean curated data set as your initial input, you need to feed only truth and scientific knowledge, facts and measurements and anything that is likely to never change, historical data etc. if you remove the garbage from the input the output will be a calculator that is exceptionally good at being a calculator and has no interest in your wardrobe or favorite film because it's not a machine pretending to be a person anymore it's a machine being a good machine and leaving people to be people. /2cents -
question Acceptable use of AI in modding
Tj Pepler - Critcher replied to Grym7er's topic in Discussion
Why oh why does this keep coming up? This post just like every other one like it before will be locked by the mods by tomorrow because it's gonna get heated and lead nowhere, not that your questions aren't valid it's just that level heads do not prevail in this arena. Personally, I have made no attempts to hide that I use AI tools in my workflow. I have a little robot I post right on the main image to identify I use AI. If you don't like AI, and you see the little robot, walk away, don't post, don't tell me your opinion, just walk away. - I plan and design my own mods without AI help - I scaffold my projects by hand - I write all the preliminary code as manually as you consider vscode with tabbing manual - I have build templates I made and I let the AI run the build cause it's stupid grunt work - I have the AI run tests for many hours overnight running and rerunning tests and outputting errors to a log I can audit manually - I then test and run across many games manually to make sure it runs with different mod loadouts - When I have a bug I can't identify instantly I always ask the AI for it's opinion, this can save sooooo many hours and HAS saved me so many hours. - Then deploy Anyone who doesn't like that can go play with other mods, no hard feelings. (But I have some cool mods and people seem to like them) -
VINTAGE STORY MOVIE IS READY!
Tj Pepler - Critcher replied to MUSTANG_PW's topic in Videos, Art or Screenshots
Wow! That was amazing. What a wonderful job you all did, this is brilliant! Thank you so much for this production. -
Looking for Island/Archipelago Seeds and/or WorldGen Help
Tj Pepler - Critcher replied to Eilean Obrien's topic in Discussion
This will create an islandy world usually might have to play a little and re run but around hereish I find I'm mostly always spawning on an island -
I don't think there is currently any way to do this, if I'm wrong please let me know! Otherwise THIS