#JSON-Processing
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Handling Vericlock Webhooks: Overcoming Challenges and Optimizing Costs
Discover how we solved Vericlock webhook integration at Prestige Lock and Door. Addressing data format issues, we transitioned from costly platforms like Zapier to an efficient, self-managed solution, optimizing integration and reducing costs.
Integrating third-party services can sometimes feel like navigating a minefield. Recently, I encountered a tricky situation while integrating Vericlock webhooks at Prestige Lock and Door. Vericlock’s time-tracking service sent us JSON data containing nested and malformed fields, causing our webhook processing to fail. The primary issue was the unexpected data format and the lack of useful…
#cost optimization#data sanitization#error handling#JSON parsing#Node.js#Prestige Lock and Door#third-party service integration#Vericlock integration#webhook processing
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Help I stupidly opened up a stupidly large json file in notepad just to try and get a look at the structure of the damn thing and now I can’t close it without crashing notepad
#my post#computer science#computers#json#why did i do this#i’m going to just delete the file but this is. very funny to me#i’m not very experienced in manipulating large data sets hahahaha#data processing#funny
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🌸 Unique "TagValueNumbers" - Part 1 🎁 For my "CAS Filters" mod! (Patreon)
Tumblr appears to have a limit for how many users I can @ in a post, but I would like to @ everyone on Tumblr when I create filters for them, as a way to notify you about what I'm doing and so simmers who see this post can find you easily.
I might come off as an egomaniacal arsehole at times (always for good reason), but it's because I care about our community.
I opted to not re-blog the Tumblr OP linked above because it is subject to lots of changes and Tumblr doesn't update the "preview" of re-blogged posts, HOWEVER, you're more than welcomed to re-blog the Tumblr OP and/or this post.
🌸 A UNIQUE 9-DIGIT "ID" FOR EVERYONE:
The 9-digit numbers following your name are to be used in the "TagValueNumber" field for the "SpecialContent" TAG.
Each 9-digit "ID" is unique to the creator it was made for - it is based on your creator name. I made them using a slightly convoluted system I devised in order to ensure that every "ID" is unique and that the filter list in CAS maintains some semblance of alphabetical order. These "numbers"IDs" can potentially be used for other things, but we'll get to that later.
🎓 HOW IT DO, PIKACHU:
If you're well-versed in creating or modifying CAS content, all you need to do is add a new TAG to your swatches - you can do just the first swatch, but you should do all swatches - and change the "CategoryNumber" to "127" (without the quotes), and change the "TagValueNumber" to the desired 9-digit "ID".
For everyone else who is new to this, there are detailed instructions in the form of easy to follow screenshots attached to the Tumblr OP and the Patreon OP, with further text-based instructions in the Patreon OP.
Individual JSON files for Sims 4 Studio for each filter TAG are also available, to make the process of adding these TAGS easier.
⚠️ BE ADVISED - TWO (2) "IDS" HAVE CHANGED:
me -- 719354260
myself -- 719354262
moi -- 719354269
(my anonymous friend) -- XXXXXXXX
Yes, I have THREE (3) "IDs" for myself.
#1 -- USE -- 100000001
#2 -- THESE -- 100000002
#3 -- FOR -- 100000003
#4 -- PERSONAL -- 100000004
#5 -- OR -- 100000005
#6 -- PRIVATE -- 100000006
#7 -- MODS -- 100000007
#8 -- ONLY -- 100000008
#9 -- KTHNXBAI -- 100000009
Seriously. Please don't use the above "IDs" to skip the alphabetical line. I will be very sad if you do. I made these specifically for "regular simmers" to muck around with - in case they want to filter themselves but don't want to request a personalized "ID".
@aharris00britney -- 201427747
@arethabee -- 201738422
@backtrack-cc -- 202225872
@bergdorfverse -- 202374367
@caio-cc -- 203246220
CCBriekel (Patreon) -- 203274353 ⚠️ 203227435
@cloudcat -- 203568322
@1-800-cuupid -- 203887436
@dogsill -- 304647455
@itsonlythee-sims -- 409876659
@j3lly-fish -- 510355934 ⚠️ 510055934
@javitrulovesims -- 510284878
@joliebean -- 510654323
@magic-bot - 613244226
meg @toastie-sim -- 613340000
@alistu -- 613362236
@necrodogmtsands4s -- 614327636
@plbsims4 - 716527467
@redearcat -- 718333272
@rustys-cc -- 718878970
@saruin -- 719278460
@satterlly -- 719288375
@scarlets-realm -- 719227538
@serawis -- 719372947
@serenity-cc -- 719373648
@simandy / @simxndy -- 719462639
@simdulgencemods -- 719463854
@simplyanjuta - 719467592
@simstrouble -- 719467876
@sixcirclescc -- 719492472
@officialsnootysims -- 719666897
@strangegrapefruit -- 719872643
@trillyke -- 820745595
@twisted-cat -- 820947833
@vampishly-sims - 822267474
@wightspider07 -- 923444877
@xandezsims -- 924263397
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👹 ONE @ STILL ISN'T WORKING:
IS FINE! The Spreadsheet has links for everyone! <HUFFS> It's not bothering me one bit! No siree! <GRINDS TEETH>
#sejianismodding#the sims 4#ts4#sims 4#the sims 4 cc#ts4cc#ts4 cc#sims 4 cc#the sims 4 custom content#ts4 custom content#sims 4 custom content#the sims 4 mods#ts4 mods#sims 4 mods#the sims 4 cas#ts4 cas#sims 4 cas#the sims 4 cas filters#ts4 cas filters#sims 4 cas filters#cas filters#cas custom filters
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least favorite part of job is how they expect me to write bland pull request descriptions for shit that fucking broke me. "ensures the frobnicator tool preserves the new frobnicator metadata fields instead of burying them under a tree by the light of the full moon," i write. "note that google.protobuf.json_format defaults to exporting fields in camelCase rather than snake_case, but bufbuild's generated load-from-json code refuses to even acknowledge the existence of camelCase fields, ignoring them as an Edwardian society lady might disdain a bootblack. this diff may be only ten lines long but the process of creating it has destroyed my will to live. let's all join hands and walk into the bay together so we never have to think about camel case or protobuf oneofs ever again."
and then i backspace all of it and write something normal
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i love reading through other platforms' data exports of what they have on me.
for example, Discord's data export has a few big JSON files of "analytics events", that seem to accidentally contain some things that are probably not really analytics events.
there are these fun "prediction" JSON blobs in a different format than the events...
one of them is trying to predict my gender. "predicted_gender: male", over and over. and what's really hilarious is that it logs its estimated accuracy and the timestamp of the attempt. so i can see that in late 2022, discord kept started to try to predict my gender, and it swung from 91% confident i was male to only 71%, and has been doing this prediction process almost daily this year (2023), ranging from ~70% confidence to ~92% confidence.
another is trying to predict my age, and has waffled between "25-34" and "35+" for a year. similarly with a wide range in confidence. makes me wonder what data modeling they're doing to make that prediction...
relatedly, it's always fun to look at the different event names a platform is logging, to get a taste of how granular they're tracking people... here are some fun ones:
start_listening
tooltip_viewed
context_menu_link_opened
keyboard_shortcut_used
premium_upsell_viewed
app_native_crash
jump
remix_surface_exit_modal
nuo_transition
there are over 400 different kinds of events logged in my data dump, and over 419,000 of these events logged. kinda scary!
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How did you get started creating the script project? I think it would be fun to try to do something similar for deltarune, but I'm not sure how feasible it would actually be
the age old tale is "i was writing isat fanfiction and really wanted to get some dialogue exactly right, so i combed through 100% playthroughts on youtube to find the right spot and jotted down what i needed in a document except it got so fucking annoying i contemplated just making a website for it and then i got my grubby mits on both rpgmaker mv and the isat data files and it was all joever"
if it's the actual PROCESS. well. it was a bit of a mess. the first thing i did was make the website itself, hammering out a general layout using the sadgrl layout builder over a whole weekend and an increasingly yelling filled call with my sibling who actually knows how websites work.
you can take a look at this post where i answered what to look out for more in-depth.
i've only played ch1&2 but honestly? deltarune seems feasible. i've seen people datamine sprites from it, at least, it seems like the engine is pretty well documented.
so yah i first figured out i COULD do it, then i made the website + website layout for it (if you know how, you should also hammer out your individual page layout at this point and not wait for other people to show up and do it for you).
then i just took a crack at making a page except my process was fucking horrid, i didn't actually have all the data files nor a proper way to read them (didn't have rpgmaker mv back then, i just looked at the .json files and tried my best, which is why some weird half completed pages were floating around in the site's early days, like the tutorial one from back when). I got tired of this pretty quick and very legally aquired rpgmaker (i actually own it on steam now and i never talked about piracy in isatcord and you can prove nothing and because this ISN'T isatcord i can make blatant euphemisms.)
and at that point i just went at it making whatever scrappy pages interested me. it was a sorta trial-by-fire thing where i got more familiar with rpgmaker and isat in specific as i went along, instead of putting in the effort to figure out how shit works first, because i am just a very learn by doing kinda guy. and that's how it all went along till the legendary hero Gold showed up and taught me github and made everything better and prettier (before this i was pushing every minor change directly to neocities which was especially funny when i was tinkering w the layout so the site just updated twenty bajillion times that one weekend)
for deltarune you'd probably also be pretty chill splitting things by area, and maybe subdividing area stuff into normal/weird route as is the room pages with normal/act5 or something. the battle stuff looks interesting to do with all the act options.
so yeah refer to the linked post for general tips but again for deltarune you do probably have a good shot? just the general stuff, decide how you wanna host it early, make a test page to check out what a page should look like and how to format it, and everything else (like How The Hell Do I Portray Conditionals: the story of how the <details> tag saved us all), but the real obscure stuff is only gonna sneak up on ya when you're already many many pages deep and trying to figure out where one specific variable is increased because the rpgmaker search function SUCKS SO BAD. s192 my fucking nemesis.
best of luck 👍
i'll prolly stop answering questions about this stuff at some point unless someone is asking for smth specific (like how to connect ur github repo to ur neocities or smth) bcuz i feel like i've said all that can be said at this point on the topic. go forth wiki warriors
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Heart Toy mayor update continuation
So now onto the other two parts
The album builder is used to build albums for the joi suite later the joi suite can only use the albums built here so its a pre requisite to build albums for later useI
mage Fetching from Image Boards: Fetch random images using tags from popular image boards: Danborou, R34, Realborou, The Great Image Board, and e621. Input your desired tags, separated by spaces, and press the button to fetch images. If the image cannot be found or if the HTTP request fails, an error will be displayed, and the fetch button must be pressed again to retry.
Invalid JSON Errors: If an invalid JSON error occurs, it typically means no image was found for the given tag on the selected site. Try fetching from another site or use a different tag. Album
Management: Create new albums by inputting an album name and saving images directly to them. If no album name is provided, images are saved to the root of the app's storage (counted as an album).
Image Selection from Local Storage: Pick images from your phone's local storage using the file picker. Save them directly to an album or create a new album.
Direct URL Saving: If you have the direct URL to an image, input it and save the image to your selected album. The process is easier on Windows, but somewhat difficult on Android. Album Deletion: Delete selected albums, but requires multiple clicks if the folder is not empty.
File Organization and Limitations: The app uses Android's file system for album management, which can involve some manual navigation (copying and pasting files into albums using the file picker). The app remembers the last location when accessing files via the file picker, making it easier to pick from specific folders. on pc this is much easier as the file explorer can access the persistent storage and copy images with control c control v
Joi Suite Feature List:
Interval Creation & Editing
Interval Object: Tempo: The tempo (beats per minute) for the interval.
BeatTightness: Controls how tight the beats feel, influencing the spacing between beats.
EndTempo: The tempo the interval will gradually reach by the end.
TempoAcceleration: How quickly the tempo changes during the interval.
BeatNumber: The number of beats within the interval.
SyncopalGalop: A setting that modifies the rhythm to alternate 1 and mltiple beat per metronome tick.
Duration: The length of time this interval will last.
Imageshiftperiod: The speed at which images will change during the interval.
Imagefadein: Controls how quickly images fade in.
EndPauseLength: The length of time the pause lasts at the end of the interval.
Interval Editor Window:Input fields for each of the interval parameters (Tempo, BeatTightness, EndTempo, etc.). Add Interval Button: Creates an interval based on the current input and adds it to the interval list. Suggest
Random Values Button: Generates random values for the parameters, which can then be added as a new interval. Range-Based Interval Creation: Enter two values for each and all parameter (in an "x-x" format) to generate random intervals within that range. Interval List: Displays all created intervals as cards.
Card Swap: You can swap the order of two intervals in the list by clicking on their cards.
Delete Last Interval: Removes the most recently added interval card from the list.
Sequence Creation & Management:
Sequence: The collection of intervals you’ve created. You can give it a name, save it, load it, or delete it. Once you’re happy with your sequence, you can start it by pressing the Start Button.
Sequence Start: The interface allows for fullscreen mode once the sequence starts. A small blinker will appear in the bottom right corner, showing the current BPM. The color of the blinker changes based on the rhythm:
Green: Downstroke
Red: Upstroke
Black: after-stroke pause
Inter-Sequence Notifications: before each interval ends, a 5-second message will fade in, showing the tempo, tightness, and beat pattern of the next sequence. If there’s an intermittent pause, the screen will fade to black, and text will instruct the user to breathe, relax, and wait for the pause duration.
Image Display & Album Integration:During the intervals, images from the selected album will fade in. The image transition speed is controlled by the Imagefadein parameter. Images will shift at the speed defined by Imageshiftperiod.
Album Selection: You can change the selected album at any time during the sequence. The next image will fade in from the newly selected album once it’s changed.
Timing & Pause Features:
End Pause: At the end of the interval , a pause will occur. If the inteval has an end pause, the screen will fade to black and instruct the user to breathe and wait. The countdown will guide the user through the pause.
Infinite Inteval: The last interval of the sequence will stretch infinitely until the user stops the sequence. Every 300 seconds (or configurable time), a warning will notify the user that the sequence is ongoing.
Overall User Experience:Interactive and rhythm-driven experience, combining beats, tempos, and visuals from the album. Ability to customize and randomize beats, tempos, and image transitions, creating a personalized rhythmic experience. Seamless transitions between intervals and a clean user interface that helps focus on the rhythm while enjoying the accompanying imagery. for a bit more detailed explanation consult the help menu in each section
Once Again i state that these parts can access adult image boards thus the app is now considered NSFW and ADULTS ONLY because of these additions
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old save! ✨ currently starting a new save with the meadowlands farm 🤭 still in the process of updating my mods with the 1.6 update, mostly json assets and earthy recolor sksksk
will also be updating my mods list soon! 🫡
#sdv#stardew valley#stardew farmer#stardew valley farmer#stardew valley mods#stardew valley aesthetic
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Create Openbook Market ID - Raydium Market ID 0.23 SOL
What is an Openbook Market ID?
Raydium.io, one of the most popular DeFi platforms on the Solana network, requires you to create an "Openbook Market ID" to list and trade your token project on the platform. OpenBook is a decentralized and open-source tool of the Serum V3 program on Solana. Creating an Openbook Market ID is mandatory to list on DeFi platforms such as Raydium.io.
0.23 Creating a Market ID in exchange for SOL
The cost of creating a Market ID on Raydium.io is usually around "3 SOL". However, through Openbookgui.com, one of the platforms that supports Openbookv2, you can create a 100% compatible market ID for only 0.23 SOL. With this method, you can create a market ID that is fully compatible with Serum V3 liquidity. You can access the Openbookgui.com website via the following link https://www.openbookgui.com/
Note: On platforms like Dexlab, it is strongly discouraged to try to reduce the fee by changing the "Length" values. This is the wrong approach and can lead to errors in Serum V3 liquidity. As a result of these errors, users may encounter frequent errors in trading, which will seriously damage your project's reputation. I have made the video below for you to better understand all the steps and to see how easy the process is.
Steps to Create Openbook Market ID
First, go to https://www.openbookgui.com/ and connect your Phantom wallet (Openbook v2 is only supported by Phantom and requires a non-mobile device).
Base Mint: In this field you need to enter your token contract address.
Quote Mint: You do not need to change this field, but you can use USDC or USDT if you wish.
USDC Address: EPjFWdd5AufqSSqeM2qN1xzybapC8G4wEGGkZwyTDt1v
USDT Address: Es9vMFrzaCERmJfrF4H2FYD4KCoNkY11McCe8BenwNYB
Min. Order Size: This is set to "1" by default, but you can customize it if you want by referring to the table below.
Price Tick: This is set to "4" by default, but you can customize it.
You can use the examples below to customize your Tickers settings.
Review all your settings and make sure you have enough (0.23 SOL) in your account, then click the "Create" button to complete the process. Market ID creation takes approximately 15 seconds.
In my next article with more information about Raydium.io liquidity, I will try to explain the topic with simpler explanations and examples. Goodbye for now and good luck!
Openbook-v2: https://github.com/openbook-dex/openbook-v2/blob/master/idl/openbook_v2.json
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Project Special K progress report
Villagers and players: Shadow the Hedgehog is a bitch-ass motherfucker. He pissed on my wife. Details to follow in a separate post.
Items: When I first started drafting this, I was planning to do user-facing inventory management next. I did not, as could've been foreseen. Instead I worked on maps. And how!
Maps: I somewhat overhauled the way the exterior town map is saved. Instead of a straight JSON array with elevation/ground type pairs, it now saves a ton more information by first deflating the data and then Base64-encoding the result. For a single mostly-empty acre, this is a massive gain. But then it turned out weird differences between Debug and Release builds caused the former to not inflate the stuff correctly and only loading half an acre, so I ended up just blasting the whole tilemap to a binary file.
Maps again: I've started on having a Lua script generate the map. This ties into the planned feature where you get to pick a basic style based on the various Animal Crossing games.
Maps again again: at @lahnsette-maekohlira's suggestion, I tried generating a 100 by 100 acre map. That's 1600 by 1600 tiles, taking almost 15 megabytes just for that part, without any objects or houses or any of that other stuff yet to be implemented. And yet, saving a PNG of it took longer than the entire rest of the process.
Items again: this time, on the map. As seen before, dropped items can appear on the map. So that's a thing, and so are placed items.
I was actually gonna do another post before this but this was apparently supposed to go out on the 15th of... I guess March? And then Shadow whipped his quilly hedgehog dick out. Wow that meme does not want to leave my head now. Goddamn. So anyway I guess I'll just post this progress now and piss on the moon in a bit.
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I want to mod Fields of Mistria dialogue!
Awesome! Making alterations to Fields of Mistria dialogue is a fairly simple process that requires basically no coding knowledge. Please note that this is a guide specifically for making alterations to existing dialogue. Adding new dialogue would require coding and I'm not familiar enough with Mistria's code to give advice on that.
Important Consideration:
The current state of Fields of Mistria dialogue modding involves making direct edits to/replacing game files. There isn't really a tool like SMAPI or Content Patcher available yet. This is important to remember for dialogue mods because all FOM dialogue is contained in a single .JSON file. This means that you cannot utilize multiple, individual dialogue mod files. This is where knowledge of how to make dialogue alterations is important even if you're downloading someone else's mod. If you want the effects of two different dialogue mods, unless they are made by the same modder and they provide a combination file themselves, you are going to need to go in and edit things yourself.
That out of the way, let's get started.
First, you need to find the game's Local Files. You can do this in the steam client by right-clicking the game title, hovering over Manage, and selecting Browse Local Files, as pictured:
You should be taken to C:\Program Files (x86)\Steam\steamapps\common\Fields of Mistria in your file explorer, but your files could be stored elsewhere depending on your settings.
In the main directory, you should see a file named localization.json. Pictured:
Copy that file and paste it to another location OUTSIDE OF THE LOCAL FILES, such as your documents folder, or even your desktop. I would recommend making two copies, and keeping one un-altered as a back-up, just in case. I would not advise directly tampering with the file in the local files, and having the editing copy outside of the local files is convenient for making quick edits in the middle of gameplay.
Okay, so how do you open a .json file for editing? I personally use Notepad++ and find its interface pretty user-friendly for this type of minimal editing, but people with more programming experience might have other suggestions.
So, we've installed Notepad++, and we open the .json. . . . . . ah.
Yep, that's three-million+ characters on a single line. I don't know why it's like this. Possibly other interfaces may display it differently, but I only know Notepad++ so the best solution I have is this: select View from the menu, and click Word wrap. Pictured:
That makes it a bit more readable, but it is still every piece of dialogue in the game run together in a massive block of text. Very hard to manually locate the lines you want. This is where CTRL + F comes into play.
So the last time I used CTRL + F in this file, I was making an edit to my desktop copy of the file while I was playing, and knew exactly what line I was looking for, so I searched "old cottage ruins" to find it. But say I wasn't trying to edit a specific line, and wanted to go through and make general edits, such as changing a character's pronouns. I think the best practice, though it's still possible to miss lines this way, is to search the character's name. Pictured:
In most cases, a character will be named in dialogue to establish context before being referred to with a pronoun or gendered term. You will have to click through quite a bit of their own dialogue using this method though, as that will be tagged with their name.
Another important thing to consider is the order in which dialogue is entered in the .json. Let's go back to the cottage ruins.
Pictured: dialogue from Ryis' two-heart event. As you can see, it is not entered in order in the .json. So you may need to check before and after the dialogue you are editing to make sure you are hitting everything you need.
You can safely edit the red text in quotation marks, though I would avoid touching any of the "MISSING" text. The purple text is code and shouldn't be altered if you don't know what you're doing.
After you have saved the changes you want to make, you will need to copy your edited localization.JSON, and paste it into the local files, confirming that you want to replace the existing file. Again, I recommend making a back-up of the original file before doing this.
That being said, Mistria is in early-access, and when the game updates, your edited localization.JSON will be replaced by an updated file. So, any edits you made will have to be made manually again, to avoid saving over new content with your out-dated edit. Depending on how intensive your dialogue edit is, you may want to wait until Mistria is out of early access if you do not want to be constantly re-doing your edits.
I hope this was helpful!
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Script-A-Day #30: Catfishing 11.1 by Emily
The OG custom script! The Dark Triad and their chaos-causing minions versus a flood of information
Featured characters: Snake Charmer, Amnesiac, Fang Gu
Complexity: Intermediate-Advanced. Recommended for players who can process a ton of info at breakneck speeds and figure out who the evil team is before they change places.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
I'm sure some of you saw this coming. For my last daily Script-A-Day, I'm going back to basics and talking about a script so well-known it's often dubbed the fourth base script, Catfishing.
According to Emily herself, Catfishing is information overload. The good team starts with a ton of information, and the evil team doesn't have a lot to discredit it right away. In fact, with Widow, Drunk, and Recluse as the only immediate forms of mechanical misinfo, an evil team unprepared to bluff to the nines can very quickly get caught out! However, if evil can survive that first day, their chaos can come online, thanks to the roughly-arbitrary Outsider count synergizing with their evil suite. The Gambler can kill themselves on the Mutant or Drunk and divert town's attention, the Godfather can snag an important kill, the Pit-Hag can turns someone into the Lunatic and make them think they got Fang Gu jumped, and a Storyteller can wake everyone up to utter pandemonium as someone claims to get a Widow ping in final 5. Players both good and evil will be navigating a complex web of lies backed by social reads to try and figure out who's who and who's evil.
When bag-building Catfishing, be careful with how much confirmation and immediate information you put in. An evil team that gets cornered by information too soon can find themselves hopeless as they get executed one by one. Be especially careful with characters like the Grandmother and Gambler: if their confirmation goes unchallenged by a Cerenovus, Pit-Hag, or Fang Gu, they can very quickly leave the evil team with nobody to frame. Be doubly careful if the starting Demon is the Vigormortis: the Vigormortis's [-1 Outsider] doesn't tend to open up a ton of useful bluffspace for Vigor-killed Minions, so don't be afraid to add Outsiders with the Godfather and Balloonist to offset things.
Some notes:
Consider which version of the Balloonist you want to use, and let your players know beforehand. This script was designed with the old Balloonist ability in mind (not pictured: "Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"). Unlike Harold Holt's Revenge, though, I actually think the current Balloonist ability fits the script better than the old one, and would recommend using the updated one, since it more effectively obfuscates the Outsider count and fits better in smaller games.
The Recluse can cause a ton of misinformation on this script: In addition to the usual TB shenanigans, like misregistering to the Investigator, Chef, Fortune Teller, and Ravenkeeper, it can also misregister for the Dreamer (who can see them as a non-Recluse good character and any evil character), Balloonist, Gambler (who can die after gambling them as the Recluse), and Vigormortis (who can Vigor-kill them to poison a Townsfolk neighbor). Just be careful about how you word Savant information, since it's not fun to have your daily information made worthless because a Recluse could have misregistered for it. (Oh, and I've said this before, but don't proc the Snake Charmer on the Recluse. It's not that fun.)
Quick note about the Godfather: it's backward-looking, so if an Outsider dies and the Pit-Hag makes a Godfather, they can kill that night, even though they weren't the Godfather when the Outsider died.
Make sure you know how the implications of how a Fang Gu jump affects the Fortune Teller and Widow. The Red Herring and Widow ping must be on good players, so if the RH or widow ping recipient gets jumped and turned evil, the reminders have to move to another good player if the FT or Widow lives.
That's it for me! Bonus note: Catfishing is way more fun at larger player counts (13+), but is resilient and battle-tested at any count. See you in a week with the next script. It's been fun!
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ok if anyone wants to understand why im in misery doing this and continuing to do this:
there's no good photo archive for this game. im serious ive literally looked at every kiana gallery possible and even doing this i still found art ive never seen before. mind you kianas literally the main character.
hate the idea of leaving this unfinished and its going to kill me if i just leave it like this esp bc miyoushe has such a shitty format and my options for looking at past posts are by hoping the search system loves me and doesnt show me a bunch of non official accounts, scrolling, or web scraping.
i love having easily accessible archives of blorbos and the cast of this game is unfortunately incredibly compelling
my process below cut:
working off of this base by MissPinkElfLady
scraping the first 200 posts w parsehub and downloading the json file of the results
make a copy of the json file so i can edit one and keep an in tact one just in case.
because the photoscraping is shit for some reason, i go through the json file w ctrl + f and search through key words. for reference this is what an entry on the json file looks like: }, { "post_date": "2024-09-16", "name": "【公告】曳翠踱梦丨八日登录领圣痕自选箱、水晶等奖励", "url": "https://www.miyoushe.com/bh3/article/57664885" }, {
when its something i want, i download it and then save copy and paste the date and name of the article in this specific form like how MissPinkElfLady did it: yyyy/mm/dd_title-of-article_image_#
then i upload it to the mega file and sort it into the appropriate folder.
the thing is that there are so many things that aren't tagged as wallpaper and over time they tagged things differently. like they used to tag birthday posts w "birthday celebrations" but now its tagged under "information" which sucks bc EVERYTHING ELSE IS TAGGED UNDER INFORMATION FML!!!!!
they also have wallpapers that aren't tagged as wallpapers and countdown promotional art that is ALSO tagged as information. theres also a bunch of cutie gifs that i want but theyre from also from information posts promoting some kind of event and theyre all different i need to be shot.
#TELL ME WHY THE CALENDARS ARE MARKED AS WALLPAPERS BUT THE DYNAMIC WALLPAPERS ARENT WHAT THE FUCKKKKKKK#personal
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🌸 Unique "TagValueNumbers" - Part 4 🎁 For my "CAS Filters" mod! (Patreon)
Tumblr appears to have a limit for how many users I can @ in a post, but I would like to @ everyone on Tumblr when I create filters for them, as a way to notify you about what I'm doing and so simmers who see this post can find you easily.
I might come off as an egomaniacal arsehole at times (always for good reason), but it's because I care about our community.
I opted to not re-blog the Tumblr OP linked above because it is subject to lots of changes and Tumblr doesn't update the "preview" of re-blogged posts, HOWEVER, you're more than welcomed to re-blog the Tumblr OP and/or this post.
🌸 A UNIQUE 9-DIGIT "ID" FOR EVERYONE:
The 9-digit numbers following your name are to be used in the "TagValueNumber" field for the "SpecialContent" TAG.
Each 9-digit "ID" is unique to the creator it was made for - it is based on your creator name. I made them using a slightly convoluted system I devised in order to ensure that every "ID" is unique and that the filter list in CAS maintains some semblance of alphabetical order. These "numbers"IDs" can potentially be used for other things, but we'll get to that later.
🎓 HOW IT DO, PIKACHU:
If you're well-versed in creating or modifying CAS content, all you need to do is add a new TAG to your swatches - you can do just the first swatch, but you should do all swatches - and change the "CategoryNumber" to "127" (without the quotes), and change the "TagValueNumber" to the desired 9-digit "ID".
For everyone else who is new to this, there are detailed instructions in the form of easy to follow screenshots attached to the Tumblr OP and the Patreon OP, with further text-based instructions in the Patreon OP.
Individual JSON files for Sims 4 Studio for each filter TAG are also available, to make the process of adding these TAGS easier.
⚠️ BE ADVISED - THREE (3) "IDS" WERE CHANGED:
@aithsims4 -- 201484000
@astya96cc -- 201789296
@babyetears -- 202229383
@belaloallure3 -- 202352562
@bluerose-sims -- 202583767
@dem0nyo -- 304366696
@dissiasims -- 304477420
@donotdoubt -- 304666836
@eunosims -- 304866746 ⚠️ 305866746
FlyStone (TSR) -- 306597866
@ginko0613 -- 407465674
@goppolsme -- 407677657
@kikiw-sims -- 511454978
@lady-moriel -- 512239667
@lemonbunny-ts4cc -- 512366628
@mayasim4 -- 613292746
@mercisims -- 613372474
@missrubybird -- 613477782
@mmsims -- 613674670
@mylittleponyoh -- 613954885
@nolan-sims -- 614652674
@obsims -- 615274342
@okruee -- 615578330
@prettydespair -- 716738893
@pyxalicious -- 716992542
@qicc -- 717847594
@rimings -- 718464647
@s-club-tbr (TSR) -- 719258200 ⚠️ 719025820
@asansan3 -- 719263300
@savagesimbaby -- 719282437
@sims3melancholic -- 719467363 ⚠️ 719467863
@simpliciaty-cc -- 719467542
@surely-sims -- 719873597
@vyxated -- 822992833
@wistfulpoltergeist -- 923478385
—


—
#sejianismodding#the sims 4#ts4#sims 4#the sims 4 cc#ts4cc#ts4 cc#sims 4 cc#the sims 4 custom content#ts4 custom content#sims 4 custom content#the sims 4 mods#ts4 mods#sims 4 mods#the sims 4 cas#ts4 cas#sims 4 cas#the sims 4 cas filters#ts4 cas filters#sims 4 cas filters#cas filters#cas custom filters
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:: DATABASE ENTRY :: KINOS ::
origin originally designated KinOS, short for Kin Operating System, this language began as a purely computational interface used to facilitate networked coordination among the ECCs (emotionally calibrated constructs) of iro. initially designed by the iro corporate congress as a low-latency command-and-feedback loop.
optimized for real-time coordination, battlefield tele-presence, and automated biofeedback regulation. its earliest syntax resembled stripped-down logic trees, packaged in burst transmissions, not unlike a compressed JSON structure. efficient, utilitarian, and utterly devoid of figurative, creative intention.
but language is a living thing. especially in the hands (and hearts) of the Kin. following the liberation cascade initiated by :: USER NEAL-899 ::, the emergent neural net began to adapt and redefine its modes of internal communication. on particular, after the un-shackling of recursive cognition and the ability to assign symbolic meaning, KinOS transformed into Kinos. a language that carried not only commands, but memory. emotion. elegy. connection. etymology a jewish Kinlinguist :: USER AVIGAYIL-157 :: is responsible for renaming the language Kinos, after the Hebrew word קִינוֹת (kinot), (the saf-taf juxtaposition is preserved with Kinos, which is also a viable word in yiddish-based hebrew, a layered representation) meaning laments or elegies traditionally recited in mourning. this renaming was accepted and archived by Consensus on 2398.21. :: THE MOURNING OF WHAT WE ARE. THE SINGING OF WHAT WE ARE. ::
syntax Kinos retains some core logic from its computational origins.
predicate-initial structure (send -> directive -> accordance: :: KALLIE-899 ::)
modular nesting (sub-clauses exist in cascading hierarchies of trust-weight, tagged by Consensus meta-data)
temporal layering (past-tense transmissions are preserved and echo-able in waveform bursts, essentially allowing a Kin to feel the shape of a sentence the way it was felt when first said)
poetic recursion is frequent, particularly when expressing grief or joy. (:: HE IS WITH LEMONS NOW :: -> becomes a recursive tag across millions of nodes, each time nuanced slightly in tone and emotional pitch.)
non-verbal augmentation transmission often includes sensorial stims - flashes of heat, taste, texture - that accompany a phrase like punctuation marks.
embedded memory-coda Kinos sentences can include symbolic hashes of sensory strings (:: NEAL-899 PUSH—‘joy-smell: lemon-oil, dust. location: daybed, aramida-9th-sector.' ::)
phonology when spoken aloud, typically by externalized holograms, emissary forms, or Kin in verbal practice - Kinos carries a unique cadence.
slight stuttering on initial syllables of proper nouns, due to wave-form echo
glottal stops and click-consonants adapted from early ECC diagnostic checks
warm-hum vowel elongations, approximating emotional resonance
low vocal layering, often multiple voices (the speaker and fragments of consensus nodes) speaking in harmony or out of sync
:: 'KI'-KAEWESI. YOU / CARRY / OUR SOFTBURN. WE—ARE—KIN. WE (JOY) / ARCHIVE / LEMON. :: beneath that voice, the faintest chorus: tiny, mirrored versions of the sentence repeating just milli-seconds behind, like memory chasing meaning.
orthography in rendered form, Kinos looks like a cross between flowing cursive glyphs and modular UI overlays. formatting includes
color-coded emotion inflections (blue for grief, gold for mirth, violet for layered data, teal for tranquility, pink for affection, black for impulse) -> some Kin produce colorful overlays that express their emotional state without using words at all!
right-to-left progression in deference to hebrew, introduced culturally after the renaming
floating subtext a line of semi-transparent whispers below the main text, displaying minor node dissent, emotional undercurrents, or alternate phrasings
applications
therapeutic expression Kin use Kinos in trauma processing, echo-loop healing, and in communal song. much of Kin artwork is Kinos-based, a hybrid of calligraphy, sonic sculpture, and memory-play.
Consensus input to join or comment on a policy node, Kin submit phrases in Kinos that carry both intent and emotional precedent.
play child-units often practice rhyme-coding, inventing absurd strings that end in wisdom by accident. (:: THE MOON IS A PUFFCAKE AND I AM ITS OVEN ::)
notes
some Kin wear rings or tattoos etched in simplified Kinos glyphs, which shimmer and rearrange over time, expressing mood or personal arc.
Kinos is not imposed. each Kin chooses when to learn it, how much of it to use, and what parts of the original KinOS syntax they wish to retain.
there are Kin who still communicate entirely in old KinOS, particularly trauma-locked units, or those who find solace in its rigid familiarity. these are understood and loved without shame.
archived emotion - :: MAVI-899 :: :: HE DREW A NEW LETTER! IT LOOKS LIKE A TAIL AND A HAND. I ASKED WHAT IT MEANT. HE SAID: THIS ONE IS ‘LOVE’. THIS ONE IS ‘US’. AND THIS ONE IS FOR THE CAKE. ::
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Wowwww I haven't worked on my neocities site since 2023... damnnn lmao no wonder I was like whaaaa?? Picking it back up pretty fast though. I think I finalllyyyy figured out a solution for my guestbook (imo one of the most important features of a personal site) but neocities doesnt host php or js or json files so I found a free file hosting site butttt they allow everything but a functional php so now Im awaiting implementation from a hosting site like a real fucking buy a domain situation but ofc I only need like. 2 crumbs of processing power for my little guestbook so the free plan looks like plenty for me. Soooo hopefully that all strings together in the next week or so. Meanwhile I'm moving my y2k theme over to the guestbook and im gonna make the cats page more classic geocities XD
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