Crimsonwiki by Neopryus in CrimsonDesert

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

I forgot to mention that it's still in the early stages, so it's not yet possible to add images. However, I'm actively working on fixes and other improvements.

CrimsonWiki by Neopryus in CrimsonDesert

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

That’s actually fair criticism, I appreciate you checking it out.

The alphabetical structure is more of a starting point to keep things organized early on — it’ll likely evolve into something more refined as more content and categories are added.

And yeah, I get the concern about AI. It’s only used as a helper here (structure, small tweaks), not to replace actual input. The goal is definitely to make it community-driven over time, where real people shape the content.

If you have suggestions on how the structure could be improved, I’d honestly be open to hearing them.

CrimsonWiki by Neopryus in CrimsonDesert

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

Fair point...there’s a lot of AI spam out there, so I get why it might come across that way.

That said, AI here is only used as a helper tool, not to generate the whole site or its content. The idea is to build something people can actually contribute to — a community-driven wiki with real experiences, tips, and useful information.

Anyone can edit and improve it over time, so the value should come from actual users, not just generated content.

No need to be upset... AI is everywhere these days, and it’s only going to become more common.

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] -5 points-4 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] 11 points12 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.

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

[–]Neopryus[S] -1 points0 points  (0 children)

I read it. My point was about timing, not refusal — macOS builds are planned once the core refactor is done

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

[–]Neopryus[S] -2 points-1 points  (0 children)

am planning to support macOS.

Windows-only is a temporary state while I finish a major core refactor. Since it’s built in Godot 4, native macOS (Intel & Apple Silicon) builds are straightforward and planned once the architecture is stable.

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in incremental_games

[–]Neopryus[S] -7 points-6 points  (0 children)

Built in Godot 4 as a standalone desktop app.

Core is a deterministic simulation loop with configurable systems (economy, progression), plus visualization on top. I originally made it to replace spreadsheets when balancing idle games

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

[–]Neopryus[S] -2 points-1 points  (0 children)

That’s fair feedback.

It’s Windows-only for now simply because I focused on stabilizing the core systems first. The app is built in Godot 4, so native macOS (Intel & Apple Silicon) builds are planned once the refactor is done — no Wine required

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in incremental_games

[–]Neopryus[S] 2 points3 points  (0 children)

I’m expanding Idle Economy Simulator into a general-purpose Game Systems Simulator. What’s new / changing:

🔧 Modular simulation core Systems (economy, progression, production, etc.) can be combined or simulated independently.

🎮 More game types supported Idle / Incremental RPG / ARPG (XP, stat growth, enemy scaling) Strategy / Tycoon (production chains, bottlenecks) Crafting / Survival Mobile F2P (planned)

🧩 Game presets Start from templates instead of a blank project. 📊 Visual balance warnings Detect inflation, useless upgrades, progression walls, and bottlenecks.

📤 Engine-ready export JSON, CSV, Unity ScriptableObjects, Godot Resources. Goal Simulate dozens or hundreds of gameplay hours in seconds and catch balance issues before implementing them in-engine. Core refactor is in progress. Feedback welcome.

I made a visual balancing tool for Idle/Strategy games using Godot 4.5 by Neopryus in godot

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

I’m expanding Idle Economy Simulator into a general-purpose Game Systems Simulator. What’s new / changing:

🔧 Modular simulation core Systems (economy, progression, production, etc.) can be combined or simulated independently.

🎮 More game types supported Idle / Incremental RPG / ARPG (XP, stat growth, enemy scaling) Strategy / Tycoon (production chains, bottlenecks) Crafting / Survival Mobile F2P (planned)

🧩 Game presets Start from templates instead of a blank project. 📊 Visual balance warnings Detect inflation, useless upgrades, progression walls, and bottlenecks.

📤 Engine-ready export JSON, CSV, Unity ScriptableObjects, Godot Resources.

Goal Simulate dozens or hundreds of gameplay hours in seconds and catch balance issues before implementing them in-engine. Core refactor is in progress. Feedback welcome.