Spent years in crypto, where everyone’s working out what you’re worth to them. Now I’m around game devs, and people just help. No angle, no ask. When the incentive is the work itself, generosity becomes the default.
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Replying to @0xFitz
Local AI goes brrrrrr

Oct 15, 2026 · 11:16 AM UTC

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Replying to @petllama
🤣🤣 absolute menace
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Details: I've been extending Polestar in a fork (github.com/petllama/polestar) so it can express the kind of guide logic that commercial guides like RestedXP rely on. Everything is generic, declarative and meant to go upstream if you want it. What's in it: • Conditions: a step "when" line with a small closed expression language (quest state, items, level, skill, rep, zone, class/race/faction, and/or/not). No arbitrary Lua. • Along-the-way objectives: "along [until <label>]" keeps background goals in a side panel without blocking the route. Click one to aim the arrow at it. • Labels and jumps: "label", "skipto <label> [when …]" and "done <label>", with branch choices saved per character. • Conditional hand-offs: "next <guide> when …" hides choices that don't apply and continues automatically when only one is left. • Play modes: hardcore, self-found, auction house, group content and an XP-rate slider in options, plus xp/mode checks and goals like "level 12.5". • Loops: a "loop" step turns its waypoints into a search circuit, using the existing spawn-area runtime. Format-1 packs are untouched (byte-identical output, with a regression test). New keys mark a pack as format 2, and the format number and version are placeholders for you to decide. Each feature is a small branch with tests first; the full suite passes. Happy to open PRs one feature at a time if you're interested. Fun fact: the code was written by a local Qwen model on my own GPU, with a bigger model planning and reviewing. This was written by opus for clarity.
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