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sleeves last won the day on June 23
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sleeves started following License field for modinfo / moddb , octatonic : command line mod manager and Xyloport
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octatonic is a command line mod manager I wrote in early 2025. It's seen a lot of iteration, multiple redesigns and language changes, and a handful of modest releases. It's now in a pre-release state for 1.0.0, which is the least polished yet most promising version yet. If it wasn't obvious from my word choice, this isn't the most feature-complete, stable, or fast mod manager- at least not yet. However, I believe the best method of development is to make something work, then make it good, then make it fast. In this spirit, I've spent the past month or so hastily slamming spaghetti together in an attempt to get a working build. That part is done. Now I'm going to step back, untangle this mess, and form it into something easy and enjoyable to maintain. That's a lot of ranting about my process, but what about design? How is this tool different from others? De-coupled Allows for easier multi-installation use Doesn't interfere with other tools Setup is just a symlink Offline-first Uses a local store of files Reduces disk usage and increases speed Automatically links mods to profiles as needed Supports loose files View modinfo, profile data, etc. Install profiles or mods from greater filesystem Compliant Uses XDG desktop specification, environment variables, and command options Convention-respecting man pages planned - I hand-wrote them for octatonic 0.x and will likely do so for this version FOSS Licensed under GPL 3 (a popular copyleft license) Does not rely on proprietary software Hosted on sourcehut along with my other projects Anyway, I'd love to hear any thoughts or feedback. Contributing is also very welcome, though I'd recommend waiting until the codebase is more legible. Thanks for reading :-]
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How heated this discussion has already gotten shows why we require manual control of what we see, not that based on quality estimates from community reports. The reality is that everyone has differing wants and needs for a filter, so any single-purpose solution will leave many unhappy.
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I think adding more variations of sounds- especially for stepping on and breaking blocks- would help a lot with the perceived silence. Many present sounds are easily tuned out because they're so consistent.
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I think this could be balanced by treating small animals like a hot crucible. If you carry them without gloves, they regularly bite you, dealing a little damage and escaping your grip. As mentioned, chickens would probably be a little safer. On the opposite end, wolf pups should probably deal extra damage.
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I still wish we could just manually hide mods. I don't want to see closed source mods either, so I'm planning a tool to browse the database with a custom blacklist.
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A teleporation mod using xylophones (or marimbas, but marimport doesn't quite roll off the tongue) Players would craft a xylophone and two soft mallets. Each xylophone has a link mode and a travel mode. In link mode, the melody played becomes the address of the xylophone. In travel mode, the melody played will decide where to send the player. Think of it like a stargate but with a little jingle rather than a sequence of glyphs. The idea popped into my head after seeing the traveling bells mod, though it's also inspired by a xylophone spellbook of sorts I made in another game.
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I would love to see a space age mod or someting
sleeves replied to LiLbaconboss's topic in Discussion
Which is why it's a mod in the first place. -
I like to avoid closed source mods wherever possible, but doing so requires going to the mods' pages and checking their licenses (if any) on their source repositories. To avoid this, we could have an optional license field in the modinfo spec which contains an SPDX identifier, or ARR (all rights reserved) by default. I'm not sure how this would be best represented on the database, though, given different versions of the same mod could have different licenses. Perhaps the license would display under each changelog?
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I would love to see a space age mod or someting
sleeves replied to LiLbaconboss's topic in Discussion
Agreed, and doubly so for mods. No one's trying to devise a lore-friendly reason why rust creatures have impressive tailoring skills with the drifter tuxedo mod; why should we be any stricter with tech mods? -
In my opinion it should be up to the creators to indicate their own LLM use, preferably via a simple checkbox or the like. Failing that, a number of user reports would flag it for moderator review, leading to a warning or penalty if clear evidence was given in the reports. For instance, I could report a mod for unmarked LLM use and include a link to a commit made by an agent.
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I would love to see a space age mod or someting
sleeves replied to LiLbaconboss's topic in Discussion
All these points (on both sides) are outweighed by one simple thing: it's a mod. The whole point of modifications is to change the game, hence their name. -
I would love to see a space age mod or someting
sleeves replied to LiLbaconboss's topic in Discussion
True, but that's also the case for the other block game; space mods either included general automation or expected you to run such a mod as well. -
I would love to see a space age mod or someting
sleeves replied to LiLbaconboss's topic in Discussion
You may be referring to the old prototype for ships, where a mini-dimension of sorts was created via command and subjected to physics simulation. I don't have a link for this unfortunately, but I believe it was somewhere in the official discord server. -
I would love to see a space age mod or someting
sleeves replied to LiLbaconboss's topic in Discussion
The fun part is automating such processes as you go.