Mods / VSA - BeamQoL
- Tags:
- Author:
- JackJJU
- Side:
- Both
- Created:
- Jul 24th at 6:05 PM
- Last modified:
- Aug 19th at 5:21 PM
- Downloads:
- 1001
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
VSA_BeamQoL_V1.0.9.zip 1-click install
Beam Planner. Corner-snapping, direction-locking, arraying, auto-routing, tracing, survival cost and full undo/redo. Hold any support beam and press F.
Client-side/server-side.
works on client side only, adds features when server has it too.
On the server (or in singleplayer):
- Pooled material cost - cost per beam can be adjsuted in mod config.
- Full undo/redo - refunds are exact.
- Server-authoritative, safe and consistent in multiplayer.
Client-only:
- Placement tools work - corner snap, 26-direction lock, arrays, wrap auto-routing, and trace chains.
- Material cost falls back to vanilla - each beam costs the normal 1 beam per block.
- Undo/redo is unavailable (it needs the server to run the mod).
You can always toggle the whole thing off and use vanilla.
Features
- Corner snapping - beam snaps to blocks or set increment.
- 26-direction lock - endpoints snap to one of 26 clean directions (6 faces, 12 edges, 8 corners), up to 20 blocks.
- Array mode - after placing one beam, aim sideways or diagonally to preview repeated pattern, right click again to confirm
- Wrap mode - the beam auto-routes around obstacles, hugging surfaces, splits segments.
- Trace mode - click point-to-point to chain a multi-segment run, combine with arrays to replicate the whole shape.
- Live count HUD - small indicator at the bottom left that shwos how many beams your preview will use if confirmed.
- Undo / redo - full history with exact material refunds (server-side).
How to use
Hold any support beam in main hand, press F to open the Beam Planner.
Toggle Planner / Repeat / Wrap / Trace and access Undo/Redo from the dialog.
Turn the master switch off for vanilla behavior.
This is one of my smaller mods, if your curious, check out the rest of the VSA mods...
VSA - Replica: https://mods.vintagestory.at/show/mod/52674
DISCORD: https://discord.gg/aNqz3Z3j88
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.9 | vsabeamsqol | 793 | Jul 24th at 6:45 PM | VSA_BeamQoL_V1.0.9.zip | 1-click install | ||
|
Incrementation, Diagonal repeat array, Incrementation for repeat array | |||||||
I'm not 100% if it's your mod doing this because i have other mods that touch beams, but apparently you can duplicate beams by placing and breaking them, to simplified, i have 4 beams in my hotbar, i place them in a wall, they don't disappear of my hotbar; then i break those same 4 beams and now i have 8 beams in my hotbar.
oh actually thats a gap in my mod, i should have taken that into account. The thing is i thought beams were way to expensive to use, so i made a logic that only consumes x amounts of beams for x amount of distance placed but i can see how thats an issue 😅. I did write a logic to turn that off and or being able to set the cost amount manually in the mod config file, but that was in the latest version only. I set it to default off actually so the newer version might not have the issue. Either way ill look into it 😎👌
. . . this is vibe coded? Dammit, I was excited for a minute there. Please actually learn how to write code.
Yea its vibe coded so to speak :/. i cant do C# syntax 100% fully yet (honestly who can xD), im a java dev for my day job, we make like java based webapplications for data management (CRM stuff for example) so i do know how to code, but honestly even there i last wrote syntax 2 years ago... its all about the big picture now. AI wil lget yo ufar btu not this far.
As a Saas dev i was essentially replaced by AI, i know what its like, but honestly looking back, im glad i dont have to write PostgreSQL entity fields for 3 days straight just to run into 60 keyconstraints a day later because my spelling was off on 50% of them xD.
One community i particularly feel for though is the art community, that area is rough :/. On code end i think its more like a hyperintelligent stack overflow copy paste xD if someone done it before you will be able to do it with vibe coding alone and no experience. If however its never been done before and theres no reference data to pull for the AI, then your essentially requried to know enough about coding to the point where you would be able to code it without AI just 50x slower 💀. I mean do you know how coders saw other coders who used the first auto complete IDEs? Its all repeating itself...
asking for donations on an AI programmed mod is criminal bro
depends on what the money is used for and the time invested... but yea maybe i should remove it out of this one because the oen that needs the donations is the vsa project, also made with ai but same situation there, we go beyond the basic ai generated mods. This mod still took a couple of weeks to make but i see your point
shame its ai.
Yea :/ but i am curious, what is like the main part that is making people dislike mods made with the help of AI? I assume its because its like pushing people out of the modDB that spent more effort into their mods? or is it because there are like quality gaps or deos it come across a scam when one also allwos people to donate or support?
Nobody really cares if you used AI but in the end the mod is good and you are capable of supporting it, for a good example look at Aqueducts and sluices and True achimedes screw mods. But using it to the point of even having it write the description makes it extremely difficult to have any trust in your skills and the quality of the mod. I respect that you don't try to hide it, but don't be surprised that people don't trust your modding skills. Also, saying "so its more of a question of, would one rather not have it at all or be faced with these rather uncomfortable realities" is crazy talk and does nothing but sink your reputation as a modder
Even saying all that, the mod still looks promising god damn it, but I'm personally not going to use the mods made by someone who tells people "My mods will be made with AI, take it or leave it"
ok yea true xD but in terms of descriptions, i always write too much, i often write the description and then give it to the AI and tell it like hey can you make thsi into bullet points and stuff. True on that last qoute, i should work on my wording a bid there.
To add to what GOODYOB said, I think the key question is "can the human who put this mod up really plan on supporting it?" The initial idea for the mod is one chunk of work, but then to deal with bugs, compatibility, version changes of VS, and all of that is the longer effort. Some AI mods come across as "I had a neat idea and asked a LLM to vibe-code it, here's the result!" But fixing and updating is another skill entirely, so is getting a LLM to fix problems or updates without creating even more problems, turning into spaghetti code, etc. For professional work that's why an AI is often supervised by a senior human engineer whose job it is to manage and check the work, and dive in themselves in the LLM really gets stuck (or decide to start over from scratch, which is only possible if a lot of other compatibility/integration with other systems hasn't been done).
It seems like on this moddb there are three main approaches to using AI:
1. "I just used it for a couple things, to clean-up or deal with some stuff I didn't know. The human (me) is the main coder and I'm responsible, don't worry about it." (Alternate version: "I only used AI for an image that looked more fun / complicated.")
2. "I am a beginning coder and using an LLM to understand how vintage story works and to structure my work. I am trying to learn all of this myself so I can eventually take over as the main "developer" and just have the AI to help me out." (Kind of "graduates" to #1 eventually.)
3. "I made this mod, or a bunch of mods, very quickly to try out a cool idea! If you have suggestions I'll feed them back into the LLM and keep going!"
In my opinion #3 is the most unstable. Unless someone is good at managing a LLM across versions, it can break down. If you don't have to put much time / effort / learning into it, then it's easy to get bored and drop it, move on to the next mod idea, etc. Of course that exists with human mod authors too -- mods are abandoned after years, or prolific coders like Salty move on to the next mod and the next one. But with Salty mods, other modders often pick up the idea and build on it (look at "One Hand" and then "Onus Moderatus" and "Unburdened") and with mods that are abandoned, another human can come along and fork it, take over the code, if it's open source they can look at the whole thing and understand it or even talk to the original coder. It's harder for a human coder to take over an overgrown pile of LLM code. And I guess you could have "a LLM will take over and fork an abandoned LLM mod" (I haven't seen this happen yet) but so far it seems like many LLM mods are taking an idea that might have been done earlier by a human, but make a totally new "from scratch" version instead of carrying on an older mod. It's just easier for a LLM to work that way, but it's hard to trust it.
That wraps it up pretty good id say thanks for taking the time, my mods do start with "i want to try out a quick idea :D" but then turn into multi month 24/7 projects 😂, likevsa replica was suppost to be jsut liek a little ship mod for our private server because i already build a harbor, but here are 7 months later, i think vsa replica is like 25% doen by now 💀.
I admire the effort but yeah, that can happen with AI projects because the ideas and features pop up quickly. Then you have to deal with the complexity of architecting, fixing, making everything work together. I've seen many people get in over their heads, it's why a lot of AI projects are "quick little thing I thought of" one-offs instead of big projects that have to be maintained, but collapse under exhaustion. Good luck!
thx mate, i appreciate it 😎
It makes beams not frustrating to place why does it really matter
Made by human hands, I hope?
all the author's mods have the AI tag.
love the mod! was ai used only for translations?
This looks great and I will be giving this one a try.
thx mate 😎
As a lover of beams, I adore the look of this. By any chance is it compatible with the More Beams mod?
uhh good question, ill check it out 👍
jup works
JO guys let me know when something is not working, i can fix it probably by early morning tmr.
Recommendations are also welcome 😎