Here I'm attempting to organize some of my modern contributions to online communities.
- Middle Earth Collectable Card Game: I organize the independent player community Council of Meduseld, along with online events, rules discussions, and player performance tracking.
- Minecraft: I researched compact cactus farming to improve state of the art (over SciCraft) by 40%, used for XP banks. My YouTube videos.
- Dungeons & Dragons / Pathfinder: I developed menu-based approaches to ability score generation that aim for the fairness of the point buy system along with the correlations within a character's set of ability scores from standard rolling. (link in progress)
- Stardew Valley: I wrote a dynamic program in Python for optimum crop rotations based on seasonal purchase and growth constraints. I haven't made it public-friendly, so chat with me if you're curious.
Older stuff (much of which was once hosted on platforms that have ceased to exist)
- Descent, Journeys in the Dark 2E: I made a dynamic program in Python for comparing the outcome distributions of acquireable actions based on types of dice rolled and special abilities.
- World of Warcraft: Into Cataclysm, I made extensive Moonkin damage estimators for optimizing skill sequences and prioritizing gear attributes. Top guild dps (and healing)!
- Diablo 2: Here's a link to my rune word calculator page. I also have a number of the mechanic formulas archived; let me know if you are in need.
- RoboWar: I used to co-lead the community. I have lots of historic stuff that I'll pull out of archives at some point. This game got me into coding and algorithms before I knew what either of those were.
- Ambrosia Macintosh Games: I've ported a key generator to Python for their early games. I also wrote a dynamic program to prove optimum Escape Velocity 3 (Nova) trade circuits based on the connectivity graph and trade options of planets. Once upon a time, I was one of the core contributors to the first group-made stories in the Cythera forums.
Contact me on Discord at truetheo.