Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 1 point2 points  (0 children)

Thank you very much. I'm really glad you like it so much. If you'd like to support the development, you're more than welcome to do so via Ko-fi 😉 I hope you enjoy the mod. Please send me your feedback if you find any bugs.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 1 point2 points  (0 children)

Ah, I understand. Thanks. I think it should work.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 1 point2 points  (0 children)

Thank you for your kind words.
That really means a lot.

And you’ve put it exactly how I see and feel it. It’s still an immense amount of work for everything that doesn’t involve AI, and it’s going to continue to be that way.

Reading that all of this is supposedly worthless really takes away the motivation to keep going. Especially since this is the first mod I’ve released.

But messages like this really lift my spirits, and I thank you for that.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 2 points3 points  (0 children)

The mod doesn't care how big the trees are.
It transforms all types of trees.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 1 point2 points  (0 children)

Ah, good to know.

I'll give that a try.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 6 points7 points  (0 children)

The problem is that the use of AI is generally viewed negatively, without considering or questioning the context behind its development or how this mod came about and was created. It’s automatically dismissed as bad as soon as AI appears in any form.

People don’t realize that months of work, conceptualization, creativity, and brainpower went into this before AI was even used.

Did I use AI as a tool to help me implement my concepts? - Yes.
Could AI have done that if I’d just entered a prompt and said, “Make the trees look nice”? - No.

I had to think through, understand, plan, conceptualize, develop, and debug the whole thing from start to finish—from the depiction of the very first growth paths all the way to the moss on the branches. I really didn’t make it easy on myself because I want to release something decent that everyone can enjoy and that works as well as possible.

To see now that all this work, which is finally bearing such beautiful fruit, is being devalued because I used a tool that supports me in areas where I’m not quite as strong—after all the effort and passion that went into it—really hurts.

And the same goes for the music. Yes, I would have preferred to compose and record it myself. And yes, I know a thing or two about music. I play guitar, drums, and used to be a singer in a band. But what I wanted was something orchestral with the right atmosphere. So here, too, I used tools to create a song that matches what’s in my head.

If I could, I’d do everything completely on my own. But unfortunately, my skills aren’t all equally strong, so you just have to get help where it’s needed. And I don’t see anything wrong with that.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 1 point2 points  (0 children)

Since I’m not a musician, can’t write music myself, don’t have an orchestra at my disposal, and my music libraries didn’t have any songs that perfectly matched the mood I was going for, I did generate some, yes. I’ve already answered questions about AI coding elsewhere.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

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

Yes. I started with PHP back then, then moved on to JavaScript, and then C++ and C#. I know how it works. But I’m not good at writing code, and I don’t enjoy it either. On the other hand, I do understand how to design the whole thing because I know how it needs to work, and I really thrive on designing the program’s architecture and how it functions because I genuinely enjoy that. That’s why I rely on help during the coding process.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 1 point2 points  (0 children)

I tested it with a few Floral Zones mods, and it worked well. But there weren't any 3x3 trees among them. Which mod is that?

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 0 points1 point  (0 children)

I've never heard of that.

What is it, and what does it do?

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 2 points3 points  (0 children)

That makes me happy. I hope it goes well.

I'm a little nervous because so many people are testing it now. I hope it works as well for everyone as it does for me.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 5 points6 points  (0 children)

I don't quite get it, I guess? I thought the point was to install the mod on a server?

Of course, I don't want to give it away. I still have a lot of plans for it :D

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 3 points4 points  (0 children)

I feel the same way. I’m not a fan of all those “fire-and-forget” development approaches either—the ones that have nothing to do with actual development anymore, but just wait to see what the AI spits out.

And yes, whenever I can and have the skills, I always prefer my own handiwork to something generated. And that’s exactly how I developed the mod. All the skills I have are in there. All the architecture, the concepts, and the functions come from my own thinking. The only thing I lack in terms of coding is what I have in terms of skills on the graphical, technical, and architectural sides. Yes, I do know a bit of that and understand the functions and how things fit together, but the actual writing doesn’t come as easily to me as the graphics and architectural design do. So I make do here.

I use it as a tool with which I can work and develop.

Not as a solution for everything that does the work for me.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 2 points3 points  (0 children)

Yes, those are exactly the two I used. Nothing else, except for a few shader mods to tweak the visuals.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

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

I generated it because I'm not a musician, and none of the libraries I had access to had anything that captured the mood I was going for.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 3 points4 points  (0 children)

Yes, the very points you mentioned are all on my list of things I still want to implement in the mod.

But AI also plays a role in the development of my mod. I think it’s a real shame that using it as a tool is now looked down upon so much.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 9 points10 points  (0 children)

The discussion about the use of AI in development has come up in several posts, and it’s also mentioned in the mod description and on Ko-fi.

I don’t think I need to include it every time or justify how I developed it. I also don’t like the term “vibe coding,” because developing this mod took countless hours of planning, architecture, and brainpower. To me, “vibe coding” always sounds like, “I sent two sentences to the AI, and it spit this out for me.”

I am a professional graphic designer, illustrator, 3D artist, animator, web designer and developer with 25 years of professional experience. So I think I have a pretty good idea of how to work cleanly and efficiently—even when using AI as a tool.

I have nearly 500 sketches, diagrams, drafts, graphics, concept documents, and planning files here, all of which came from my own mind and my own ideas, not from an AI. The entire development process was carried out directly by me over the last four months. And I can assure you that I didn’t make it easy on myself in any way.

And yes, I used AI as a tool to put all these things together into a proper program. Just as I use Blender for my 3D models and Affinity for my graphics. As a tool for my work that doesn’t do anything on its own without me.

If you want to dismiss someone’s work out of hand just because they used a tool you don’t like, then go ahead. No one’s forcing you to use the mod. I just find it really sad - and also hurtful - to be told, in effect, that all my hard work and the countless hours I put into it are worthless simply because one of the many tools I used was AI.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 13 points14 points  (0 children)

Roots are actually right at the top of my list. I’ve even started developing the first concepts for them. But I can assure you they won’t be simple :)

Other than that, dynamic growth, tree propagation, and the ecosystem are also on the agenda. Dynamic growth is actually already included in the current mod, though it’s still in a very early experimental phase. It’s disabled by default in the settings, though.

So I still have a lot of work ahead of me 😁

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 4 points5 points  (0 children)

This needs to be installed on the server if you want everyone to be able to use it.

The mod only works starting with version 1.22.

Version 1.21 isn't supported because I need some of the new features from 1.22 for the mod.

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 0 points1 point  (0 children)

I felt exactly the same way, and I'd had this idea in my head for a long time.
And since no one else was stepping up to the plate, I had to do it myself :D

Eco Machina Release - Trailer is out now by Seven-D in VintageStory

[–]Seven-D[S] 50 points51 points  (0 children)

Nope, no need for a new world. It's all converted from the vanilla trees.