Thread:NoWayThisUsernameIsAlreadyOwnedBySomeone/@comment-26561761-20160418035425/@comment-26561761-20160704230053

Back in the days FauxCerf and I were doing all those questlines from scratch. At some point I just thought it is too annoying and time-consuming to not automate the process somehow. I'm so glad that I didn't have to suffer all that. :D For the far far future I have some ideas about other automation as well. One thing would be a central repository for jobs on the wiki. A big Lua module would then generate the job-tables for characters/costumes and buildings/decorations, automatically updating all affected paged when the repository content change Filling the repository could be based on a second automation.

Another thing I'd like to do in the future is adding character/building animations with a better quality than what GIFs can deliver. Doing so would require a semi-automated process of generating the data too.

Man, I certainly need more time... :D It certainly seams like huge time consuming project. Was that the reason you uploaded animations for the Springfield Farmers Market and those counterpart items in time but never again for the future ones.?

Yes, but with an interesting notion regarding the jobs: Bandit Fort Interesting. Sometimes it did seamed the animation for the building was different even though no sombrero was present, but it was always very little time to notice the differences until I went to the next neighbour. I've corrected the time lengths for the "Eat Algae" and "Burrow in the Sand". Those are the ones I know that changed with last thursday's update, if there were other previous that changed, I don't know because I was at that point once the update hit, whenever you can, please check it.

Claws Combat dialogue was missing, and this time I did remember to check for it. For now I'll leave like that since it won't trigger until the 19th as the sooner, if you think you can't add it in time, let me know and I'll manually add it.