💦 CREATE AND FUCK YOUR OWN AI CUMSLUT 🔥 TRY NOW ♥
Create AI Cumsluts 💦
September 29, 2026

Progress Update: 09/29/26

Hello everyone! 👋

Wanted to touch base on what is coming over the next few days/weeks as well as what I am currently working on.

So, the merge turned out to cause a few more problems than I initially thought. The idea was to group main map features together, main vehicle features together, placeable features together, etc. That made it so any time anyone requests or has an issue in that area (i.e. map, vehicle, placeable, etc.) I can just pop in and add/fix said feature.

That worked great on my end, but caused a side effect that I didn't immediately think of. Testing takes so much longer when you have to make sure that any shared code you update doesn't affect the other features.

For example, take RCS and Foliage Destruction and/or the Conversion System. I think "Oh, I need to change how my density map updaters work so I can address these common area functions." In doing that, I affect all three systems, where having them separate would mean I could just update the one I need and leave the rest as they were until I get time to go in and update them to the newer shared code.

Right now, slower is not better. Especially with everyone and their uncle generating new scripts every other day lol. It's an adaptation phase right now, which is why things seem to go back and forth a lot. Trying to balance quality and quantity in an environment that is heavily favoring quantity at the moment.

Anyway, nothing changes config wise, so no worries there. What I am doing to make things more manageable instead is making the scripts themselves more plug and play, so I can just drop the new shared ones into whatever and go from there. Way faster than merging the whole features themselves. Also, when I have everything finished - which shouldn't take long - updates should come much faster as well.


This is what the upcoming line-up is going to be. And yes, these will all be getting public releases as I get them ready to go:

  • RCS will stay RCS and get the allocReg fix baked right in (no PF Config required)

  • PF Config will be for the extended spray types, soil enhancements, and any other requested Precision Farming feature. It will also include the allocReg fix script for 16X maps and/or any map with gdms larger than 8192 x 8192. There will also be a detection in place so the RCS allocReg fix and this one do not conflict.

  • Foliage Destruction will be brought up to date and have a public release. This will be for adding extra wheel/disaster destruction states to any crop. This one is 99% ready for public release, so that should be soon.

  • Conversion System will be returning for custom map conversions when running various field tasks. Different conversions will be added per member request.

  • Unit Convert will be getting a public release once the main menu items are converted over. I have to look yet at which ones are left, but right now I think it's vehicle hud and price menu. Windows that have no specific fill type to display (i.e. the shop) take longer to sort out, so that version might remain in WIP until I get more time to sit and fiddle with that.


In short, going to be a little quiet while I finish organizing my scripts. Once that is complete, the updates should start rolling out. I'm also looking at grouping things a little better on here. Patreon doesn't have a good way that I know of, besides the collections, to organize and display links and such. Collections are good, but you have to go in and manually organize everything every time you make a post. Need a "pin" feature for inside of those so I can keep the actual link posts at the top lol.

That's all for now. I'll have more news in probably a couple days here, later!