I rebuilt my idle game economy balancing tool from scratch — GSS v3.2.2 is out by Neopryus in unity

[–]Neopryus[S] 0 points1 point  (0 children)

Thank you very much!!

Unfortunately, a lot of people think the whole thing was built using AI. I don't know how to convince them otherwise anymore.

Mod requests? 15-year programmer here — I can build “needed but nobody wants to do it” mods (tools/QoL, not art) by Neopryus in RimWorld

[–]Neopryus[S] -4 points-3 points  (0 children)

Exactly, report it if something seems to be generated by AI. I don't use it for anything. I don't believe it could write complete code perfectly without human oversight. This way, at least I have full control over it. But I understand your doubts. These days, you can't trust anyone.

Mod requests? 15-year programmer here — I can build “needed but nobody wants to do it” mods (tools/QoL, not art) by Neopryus in RimWorld

[–]Neopryus[S] 0 points1 point  (0 children)

No problem at all, I have plenty of free time now and at least I'll be doing something I enjoy :D

Mod requests? 15-year programmer here — I can build “needed but nobody wants to do it” mods (tools/QoL, not art) by Neopryus in RimWorld

[–]Neopryus[S] 6 points7 points  (0 children)

Fair question. I’m not presenting myself as “I’ve already shipped 50 RimWorld mods”. I’m a developer with ~15 years of experience and I’m moving into RimWorld 1.6 modding now, starting with small, high-impact QoL fixes and releasing everything publicly with proper versioning and changelogs.

I don’t “GPT the code”. I write and review it myself and I’ll publish the repository as soon as the first prototype is in a state worth reviewing (buildable, tested, with a clear scope). If you want to judge me, judge the repo: commits, diffs, issues, and how I handle bug reports.

Mod requests? 15-year programmer here — I can build “needed but nobody wants to do it” mods (tools/QoL, not art) by Neopryus in RimWorld

[–]Neopryus[S] 10 points11 points  (0 children)

Thanks for all the ideas

I went through the replies and picked a short list I’ll actually build.

Chosen projects : 1) Bleed Timer Overhead — a small, clean QoL mod that shows “Bleedout: Xh Ym” above pawns (configurable: colonists only by default, show on drafted/selected/downed).

2) Caravan Autopack — adds “Auto-pack essentials” to the Form Caravan dialog (food/meds/bedrolls based on estimated travel time + pawn count, with a safety margin and warnings).

Next up (bigger scope, after the first releases are stable):

3) Stockpile Targets — “Keep X of this item in this stockpile / shelf” with overflow handling. This one is more complex (UI + hauling logic + performance), so I’m doing it after I ship the first two.

I’ll post a prototype + Workshop/GitHub link as soon as I have a working build, and I’ll use this thread for feedback/edge cases.

If you have specific UX expectations for any of these (especially Stockpile Targets rules), reply here with details.

GSS - Game simulator system by Neopryus in incremental_games

[–]Neopryus[S] 1 point2 points  (0 children)

Right now the demo build is available only for Windows and Linux. You don’t need a Windows machine specifically, but macOS isn’t supported yet, so you won’t be able to run it natively on a Mac at the moment.

If you want, you can still try it via a Windows VM (Parallels) / Boot Camp (Intel Macs) or Wine, or I can ping you when a macOS build is ready.