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workshopframework's Issues

Add Event on CheckForAttack

Allow other mods to intercept and negate the default attack. This will allow them to use their own formula for deciding if an attack occurs, or just creating their own attack instead.

Important to educate folks on the way the attack system works as it's actually on a delay, where TriggerAttack essentially just cues up an attack for some number of game hours later.

Feature Request - Workaround for interior settlement object bug with Room Bounds

I've tried to get in touch a couple of other ways but I found this project here which might be better. Sorry, not being impatient just seeing progressively better contact options :)

I'm looking to get a feature added to WSF to address the problem with room bounds @kinggath posted about here:
https://forums.nexusmods.com/index.php?/topic/6183538-baffled-i-am-haunted-by-invisible-objects-at-internal-settlements/page-5

I'm building an interior settlement in the CK & this bug has killed it.

I'm having CK compiler issues so I'm hoping something can be incorporated into WSF possibly as an MCM option to perform the disable / enable workaround, presumably as a manual MCM option or detecting the player being in workshop mode in an interior cell.

Do note though I've seen an issue where if this is done while the item is highlighted in workshop mode the placed object will appear but have no collision. The object will need disabled & re-enabled outside of workshop mode to fix this. I need to do more testing but as long as the item isn't highlighted it appeared to work fine.

I currently use WSF & WS+.]

Assignment Bug - Crops

Settlers assigned to a vanilla crop don't get autoassigned to a bunch of other crops correctly.

WSFW_F4SE Has Property no longer in script

Quest WSFW_F4SE has a property WSFW_Main defined on the quest form but is no longer defined in the script

warning: Property WSFW_Main on script workshopframework:f4semanager attached to WSFW_F4SE (0B00269C) cannot be initialized because the script no longer contains that property

F4SEManager

Northland Diggers Compatibility?

User is claiming Northland Diggers used to deposit things into the workbench, but isn't any longer. My experience with that mod is that you always had to manually harvest things.

Confirm either way and if it is a compatibility issue, look into a fix.

Suggestions Welcome

Going to use the Issues tracker as kind of a Developer forum for this mod.

Feel free to post suggestions, as well as bugs. Things like new features you'd like to see this make possible, or if you see something really foolish in my code - i definitely want to resolve it!

WorkshopParent Quest needs resynced with UF4OP

Provisioners, Pack Brahmin, and Caravan Guards were retaining their names after reassignment due to a missing "Clears Name When Removed" flag on the aliases in the Workshop Parent quest. (Bug #19653)

Trying to figure out why the WorkshopEnemyFaction was also altered.

Enhancement: Replace ALCH with FLST in the PurifiedWater property of WorkshopProductionManager script

By default, the "basic resource consumption" setting allows settlers to only consume two things: everything in the WSFW_VanillaBuildableCrops FormID list and Purified Water. The former is very easy to patch for mods that change crop outputs, but the latter requires an override of the WSFW_ProductionManager quest record itself, which is far from ideal.

In my example, I need to replace WaterPurified with WaterDirty, and I would really appreciate being able to do this through a FormID list change. This would also allow the user to expand what's considered to be a basic water resource - for example, making both purified and dirty water eligible for consumption.

Feature: Add ability to modify/reorganize workshop menus

This can be anything like a final reorder after all the changes other mods do to the menus. If hiding menus is impossible then perhaps reordering will be good enough.

Perhaps we can forego inter-level reorganization and go with same level reorganization.

I guess, making WF specific keywords for menus would help in reorganization in addition to the current ones. I don't know, you will figure out something.

In future, it can be enhanced with profiles for specific settlements or characters.

[VR Version] F4SE Version Warning Override

We've tested SS2 extensively and it works pretty well in Fallout 4 VR The only issue we're having is the workshop framework is displaying a version warning and sometimes causing F4VR to lock up to start-up. We wanted to ask if there will be a way of either compiling a VR specific version or allow an override so the warning never appears.

The WSFW production manager quest does not use the vanilla leveled list of vendor income

XX007AFB - WSFW_ProductionManager, WSFW's production management quest script, has caps coded in the quest script's parameters.

Changing this to point at the vanilla leveled list (0010C846 - WorskhopProduceVendorIncome) would improve WSFW's goal of transparency with other mods (Horizon). Any mod could change that one vanilla leveled list to change income and not be required to override WSFW's quest script.

I had already reported this on discord, but I figured it would be easier to track here. Thanks!

Feature: Option to turn off Shelter

Or rather, an option to turn off its affect on happiness. The shelter mechanic is very buggy and rarely reflects the reality of the settlement.

INI Settings Manager

Allow mods to register an ini setting change that would kick in every time the game loaded.

PowerRequired solution is unreliable

Currently, we are storing PowerRequired as a secondary WSFW_PowerRequired AV that can be looked up if PowerRequired returns 0 when fetched remotely.

Unfortunately, our secondary AV is also coming up as zero sometimes. We need to switch to a script property that only gets updated either deliberately (ie. some mod calls a function to modify it, such as SS2 when a plot upgrades), or it can be updated during a resource recalc only if the settlement is loaded.

Option to limit settlers by number of beds

Simple enough.
Not all settlements are created equal, so having one hard limit for every settlement does not really work, and having to manually turn off the radio might be too late, not to mention you might be questing too far away to bother.
I know there's an unemplyed settlers limit as well, but again, it's probably too late by the time this one becomes relevant.

Limiting population to the number of beds means the player can easily control how much they want to grow each specific settlement, and also plan it ahead of time.
A settlement with little space like hangman's alley will remain small unless the player deliberately wants to cram it full of bunk beds.

UtilityFunctions return value question

int[] Function GenerateRandomizedIntegerRangeArray(Int iStart, Int iEnd) global
Int[] Indexes = new Int[0]
Int[] ReturnIndexes = new Int[0]
if(iStart > iEnd)
return Indexes
endif
while(iStart < iEnd && Indexes.Length < 128)
Indexes.Add(iStart)
iStart += 1
endWhile
Var[] Temp = RandomizeArray(Indexes as Var[])
int i = 0
while(i < Temp.Length)
ReturnIndexes.Add(Temp[i] as Int)
i += 1
endWhile
return Indexes
EndFunction

Should L1196 be return ReturnIndexes?

Possible Bug in WorkshopParentScript

The code appears to be intended to increment WorkshopRatingPopulationUnassigned by one.
Instead, it looks like it is setting it to one. I think the author meant to use ModValue instead of SetValue?

; update workshop rating - increment unassigned actors total
theActor.SetValue(WorkshopRatings[WorkshopRatingPopulationUnassigned].resourceValue, 1)

Vanilla Resource Issue

When you are away from a settlement that has unassigned resource objects, when you query for that resource type (ie. Food, Water, Defense, Beds, Power), it will return the total unassigned resource value times negative one, all assigned resources are ignored!

So for example, let's say a settlement has 13 assigned food worth of items, and 18 unassigned food items, when querying the settlement workshop for its food value remotely, it will return -18, rather than 13.

Could we account for this somehow? Otherwise, not only is the pipboy data wrong, but other systems remotely querying for this info are probably getting bad information.

Feature: RegisterMenu version without WorkshopMenuInjection, for soft-requirement

Something very simple:

Function RegisterMenuSpecial(Formlist TargetMenu, Form InjectKeywordOrFormlist)
    WorkshopMenuInjection mi = new WorkshopMenuInjection 
    mi.TargetMenu = TargetMenu
    mi.InjectKeywordOrFormlist= InjectKeywordOrFormlist
    RegisterMenu(mi)
EndFunction

(the function name is a placeholder, I can't think of anything good right now)

This way, you could do this:

ScriptObject smmMain = Game.GetFormFromFile(0x1143E, "WorkshopFramework.esm")
if(smmMain)
	Var args = new Var[2]
	args[0] = myTargetMenu
	args[1] = myInjectMenu
	smmMain.callFunction("RegisterMenuSpecial", args)
endif

Concord flipped doors {WRONG GIT}

These are the ones I found so far in my playthrough (updated to 2.0.2c)

concord door flipped (behind Nick). Main road comming from Red Rocket πŸ™‚
image

another one, looking at the museum
image

and another, just next to the museum
image

another on the street next to the fellon's
image

another in front of the workhouse
image

I'll post more if any pops up.

DoorManager expects WorkshopID, causes errors in player homes

The DoorManager assumes a WorkshopID is set in it's HandlePlayerEnteredSettlement, in it's usage in bDoorRegistrationInProgress and bDoorRegistrationCompleted. This fails in Home Plate, and other mod-added playerhome-like workshops.

A simple solution would be to return right out of HandlePlayerEnteredSettlement, if no WorkshopID is found.
Alternatively, the workshop in question could be flagged with keywords or AVs, when the registration is in progress or completed. Don't know how to reset it, though, the way it currently happens with the iTimerID_CleanupDoorRegistration atm

Only surplus water is deposited in workshop when not in settlement

Steps to reproduce:

  1. Started new game and took Sanctuary, got food and water production going.
  2. Waited 24 hours in settlement to make sure surplus food/water is added into workshop.
  3. Ran to fireplace area outside Concord where the radiant spawn marker is located, waited 24 hours.
  4. Ran back, there is only water in workshop settlement.

Without WSFW. both food and water is added into workshop. Tested with only WSFW ( and F4SE) active.

Water Production only produces 9 Purified Water

I set up my water farm as I usually do and only got 9 Purified Water multiple times, no there are absolutely no other "Aid" items in my workbench, that all gets stored elsewhere (I'm experienced at water farming)

I have 160 water production, and 5 settlers (The default sanctuary settlers from concord/the minutemen), I have no other settlements linked to sanctuary either

I've seen this issue brought up elsewhere:
https://simsettlements.com/site/index.php?threads/bug-workshop-framework-seems-to-screw-with-surplus-resources.9934/

I have the latest version of workshop framework installed
The reason I installed it is because before I was trying out sim settlements 2 but decided it wasn't for me at the moment so I started a new game with it uninstalled and forgot to uninstall workshop framework (I assume it's unsafe to uninstall)

Claim All Workshops Exceptions

Add support for some settlements to be excluded from Claim All Workshops. Settlements like HQ in SS2 and the virtual settlements in the CC mods should not be getting claimed by this tool.

CTD after loading save after using workshop for first time.

Note: Fallrim tools shows the save as completely 'clean' (I think).
Just started a new game with minimal set of mods, got back to Red Rocket after first Concord quest, saved the game and boom CTD on trying to load it from clean start. Pretty sure it is caused by 'using' the Workshop (in RR) for the first time!?
A few days ago I updated 'Workshop Framework' from 1.2.0d to 2.0.1a (Seemed like a good idea at the time). It would appear that 2.0.1a corrupts something after using the workshop for the first time!
Update: Ok apparently NOT the reason! Just trying again with old 1.2 version and had 2 more saves that won't load. Thought first one might be cause I used workshop early but confirmed that this was not the case with second save def. Before using workshop. I am at a loss now. Seems almost completely random and with no real rhyme or reason??!! ^%$^$%!
Update/thought: Could this be something to do with MO2 / Steam or even Windows Combos (or even Nvidia 2070). I may also try validating Fallout 4 files in Steam!? It is also NOT consistent, next save after problem one - works ok!?? So it is not even a specific mod! In fact may have nothing to do with mods at all!?
Update (10/07): After some extensive testing I think I have identified at least one Mod causing problems. Sods law says that it of course one that I didn't want to go without. Mod in question is 'Better Settlers' and I will pursue problem thru Nexus!

WorkshopObjectScript UFO4P_ValidateDamageHelperRef

This is most likely a UFO4P issue, but since WSFW is forwarding the fixes, I'll bring it to your attention.

;This function is for checking the helper that matches the current crop. Since the reference of that helper should be stored in myDamageHelperRef (unless the pointer
;is broken or the helper is misconfigured or entirely missing), this function checks the validity of that variable in the first place. If the pointer is found to be
;broken, it calls the UFO4P_CheckDamageHelper function to search for a matching helper that is still linked to the current crop. If none is found, or when the helper
;is entirely missing (i.e. when myDamageHelperRef is really 'none'), it will create a new one.
function UFO4P_ValidateDamageHelperRef()
bool bBrokenPointer = true
if myDamageHelperRef
;If pointer is broken, this check fails with an error and papyrus skips the entire 'if' structure
if myDamageHelperRef.GetBaseObject()
;If check succeeds, the pointer is not broken
bBrokenPointer = false
;Now check whether myDamageHelperRef points to a valid damage helper object:
If myDamageHelperRef.IsDeleted()
WorkshopParent.wsTrace(self + " UFO4P_ValidateDamageHelperRef - myDamageHelperRef points to a deleted object; creating new one")
elseIf !myDamageHelperRef.GetParentCell() || !myDamageHelperRef.GetParentCell().IsLoaded()
WorkshopParent.wsTrace(self + " UFO4P_ValidateDamageHelperRef - myDamageHelperRef points to an object in an unloaded cell; deleting and creating new one")
UFO4P_DeleteDamageHelper()
elseIf myDamageHelperRef.GetBaseObject() == DamageHelper
ObjectReference myDamageHelperLinkedRef = myDamageHelperRef.GetLinkedRef()
if myDamageHelperLinkedRef && myDamageHelperLinkedRef == self
return
else
WorkshopParent.wsTrace(self + " UFO4P_ValidateDamageHelperRef - myDamageHelperRef not linked to me; relinking")
myDamageHelperRef.SetLinkedRef(self)
endIf
else
WorkshopParent.wsTrace(self + " UFO4P_ValidateDamageHelperRef - myDamageHelperRef points to a wrong object; deleting and creating new one")
UFO4P_DeleteDamageHelper()
endIf
endIf
if bBrokenPointer
WorkshopParent.wsTrace(self + " UFO4P_ValidateDamageHelperRef - Invalid myDamageHelperRef. Creating new helper.")
endIf
endIf
myDamageHelperRef = PlaceAtMe(DamageHelper)
myDamageHelperRef.SetLinkedRef(self)
endFunction

I think the way this is written could cause a rare chance to cause an issue:

	ObjectReference myDamageHelperLinkedRef = myDamageHelperRef.GetLinkedRef()
	if myDamageHelperLinkedRef && myDamageHelperLinkedRef == self
		return
	else
		WorkshopParent.wsTrace(self + "	UFO4P_ValidateDamageHelperRef - myDamageHelperRef not linked to me; relinking")
		myDamageHelperRef.SetLinkedRef(self)
	endIf

if myDamageHelperRef is none, this will try to set a linked ref and later in the code, a new one will be spawned leaving myDamageHelperRef orphaned and enabled.
To me, it should be:

	ObjectReference myDamageHelperLinkedRef = myDamageHelperRef.GetLinkedRef()
	if myDamageHelperLinkedRef
		if myDamageHelperLinkedRef != self
			WorkshopParent.wsTrace(self + "	UFO4P_ValidateDamageHelperRef - myDamageHelperRef not linked to me; relinking")
			myDamageHelperRef.SetLinkedRef(self)
		endif

		return
	endIf

Workshop Framework still broken

when log in i get message that one or more mod are over writing Workshop Framework and that i can get the fix file
from Workshop Framework on nexus, the Workshop Framework Script Override or us the auto sorter on vortex load up my save and there is the message still so tell me please how to fix this

Feature: Shut down Workshop Messages

For old hands, the tutorial at the beginning is basically screen spam. Add a tool in MCM/holotape to shut down the workshop tutorial quest that controls those messages

Import/Export

How do you import a WSFW export file into a workshop? It says there are no available plans to import. I'm curious, why if WSFW exports a file, why can't it see the same file on Import? Speaking as a very experience (decades) programmer.......

Mod Not staying Enabled

Hi, I recently downloaded workshop framework and sim settlements 2 and both the mods do not stay enabled. I also used vortex and it show that the mods are enabled but not in the game mods menu. But other mods are working fine. I have the version 1.10.138, I'm gonna update to 1.10.16 and see.

Respect iWorkshopSettlerPopulationMax setting rather than using a hardcoded value of 10 (or add a slider if that is not possible)

Currently Workshop Framework always uses either 10 or 10 + charisma for the settler maximum and as far as I could tell there is no way to change that. Would it be possible to respect the iWorkshopSettlerPopulationMax setting (so if iWorkshopSettlerPopulationMax=15 then the maximum would be either 15 or 15+charisma) or if that is not possible at least add a slider to set the maximum base population.

Feature Request: Flipped Barter

In some contexts it makes sense to take things from the phantom vendor and that counts as your selection. In some other contexts it makes sense to give things to the phantom vendor and that counts as your "selection".

Possible Auto Assign issue

In NPCManager AddNewActorToWorkshop it does not check for (WSFW_Setting_AutoAssign_Beds.GetValueInt() == 1) as Bool before calling TryToAssignBeds

;If workshop is currently loaded, also save all new actors that are not robots in the UFO4P_ActorsWithoutBeds array. Otherwise, the new version of TryToAssignBeds won't find them.
if(akActorRef.GetBaseValue(RobotPopulation) == 0 && iNewWorkshopID == iCurrentWorkshopID)
WorkshopParent.WSFW_AddToActorsWithoutBedsArray(akActorRef)
endif

It should look more like:

if(iNewWorkshopID == iCurrentWorkshopID && (WSFW_Setting_AutoAssign_Beds.GetValueInt() == 1) as Bool)
	WorkshopParent.TryToAssignBeds(akWorkshopRef)
endif

Wim95 reported this here:
https://simsettlements.com/site/index.php?threads/auto-assignment-still-happening-after-disabling-in-mcm.17775/post-127801

Add a current draw/triangle AV check when the Build Limit menu is opened.

In quite a few of my games I have encountered some glitch where CurrentDraws is set to a negative number. (unable to determine if it is WSFW or SS2) This maxes out the build limit gauge and you are no longer able to build. The adjust build limit function does not fix this.

So my suggestion is to add some code and a message here. (unless there is a better place to put this check)

elseif(iChoice == 2)
; build limits
PresentIncreaseLimitsMenu(akWorkshopRef)

Something like:

elseif(iChoice == 2) 
	; build limits 
	
	CheckWorkshopCurrentAVs(akWorkshopRef)
	
	PresentIncreaseLimitsMenu(akWorkshopRef)
Function CheckWorkshopCurrentAVs(Workshopscript akWorkshopRef)
	
	; check workshop current draws and triangles for negative values
	ActorValue WorkshopCurrentDrawsAV = WorkshopParent.WorkshopCurrentDraws
	ActorValue WorkshopCurrentTrianglesAV = WorkshopParent.WorkshopCurrentTriangles
	
	float fCurrentDraws = akWorkshopRef.GetValue(WorkshopCurrentDrawsAV)
	float fCurrentTris  = akWorkshopRef.GetValue(WorkshopCurrentTrianglesAV)	
	
	if ( fCurrentDraws >= 0.0 || fCurrentTris >= 0.0 )
		; values are good
		return
	endif
	
	; show new message saying either player has a build limit adjusting mod or something glitched. If they have a build limit adjusting mod, remove it and start a new game.
	; 0 = do nothing
	; 1 = fix errors
	
	int iMenuSelection = NewMessageCurrentAVError.Show()
	
	if ( iMenuSelection == 0 )
		return
	endif
	
	; code to fix currentDraws / currentTris being negative
	if ( fCurrentDraws < 0 )
		; reset AV
		akWorkshopRef.SetValue(WorkshopCurrentDrawsAV, 0.0)
	endif
	
	if ( fCurrentTris < 0 )
		; reset AV
		akWorkshopRef.SetValue(WorkshopCurrentTrianglesAV, 0.0)
	endif
EndFunction

Or would it be better just to quietly fix the error and omit the message?

Workshop Attacks Simultaneous

Now that the DailyUpdate hits all settlements very quickly, the attacks can all happen at the same time. Move the attacks out of the DailyUpdate loop and spread them out around the day.

Add Toggle To Only Allow Consuming Default Things

In the base game, settlers could only consume certain food and water. We had switched this to allow them to consume anything, due to the way the injection code will allow mods to override the default food/water.

Instead of automatically doing that, set it up to default to use the WorkshopConsumeFood/WorkshopConsumeWater keywords, and give the player/mods an option to switch to using ObjectTypeFood/ObjectTypeWater.

Sanctuary Build Limit resetting to 100% on save load

As title states. The build limit in Sanctuary is resetting to 100% when loading a save. I have tested 200%, 300% and 400% and it resets back to 100% when loading any save. Not happening on fast travel.
I have rolled back to 2.2.1a and the issue does not occur there.

Remove Edits

There is no reason to edit the vanilla records! You can just use GetFormFromFile to load up the new properties you need instead of editing any of the quests!

Remove settler injection Overrides for FreshFacials and Orphans?

Heya,
I'm investigating an issue, and I think the problem is that the WSFW is detecting FreshFacials (or Orphans of the Commonwealth), and not running injection.

Both of these mods updated recently, and now include patches that take advantage of the injection framework. I'm assuming that the override you setup is actually preventing these patches from working properly.

Feature: enhanced settlement registration

Since WSFW is editing workshop scripts, it could also address some issues with the settlement registration process.

The primary entry point could be ReinitializeLocationsPUBLIC, since this is where the Workshops array is modified, and it returns bool.

These extra checks could be done before actually modifying the arrays:

  • check if the workshop's myLocation is none (prevent nullrefs in WorkshopLocations)
  • check if the workshop's myLocation is already present in WorkshopLocations (prevent location double-registration)
  • check if the workshop's myLocation is a generic worldspace root location (Commonwealth, Far Harbor, Nuka World)
  • check if the workshop's actual location is flagged with the same thing as it's myLocation (prevent it being within a dead zone, or worse, in a respawnable cell. Ideally, the entire build area could be checked, but I don't see how)
  • If F4SE is loaded: use myLocation.getEncounterZone(), and check that IsNeverResetable() and IsWorkshop() are both true.
  • check if the Workshops array even has space for one more workshop

Special case:

  • check map marker: There are legitimate cases where the Workshop's map marker is none, because it can be set later via script. There is also the hidden NukaWorld workshop, to which all vassals are supply-linked, without a mapmarker. Right-out refusing registration here might break them. Might warrant a warning message in the log.
  • WorkshopInitializeLocationScript could get a OnQuestInit or such, which checks if it's attached to the vanilla quest WorkshopInitializeLocation, and if not, outputs a warning message. This should IN THEORY not cause any issues, because user-added quests with this script don't do anything, but unfortunately inexperienced mod authors don't know that, and still follow that bad tutorial which tells them to add it.

Edit: this function isn't returning false on failure. But, if it never adds the workshop to the array and never subscribes to the events, it should work.

Faux Power not working correctly with non plot objects

Faux Power doesn't cause non plot objects lights to light up, the left is another that's manually placed after doing "Convert to Faux Power". Additionally, after converting it no longer lights up from proximity to placed conduit + generator(built after converting)

image

WorkshopScript CapMaxNPCsByBedCount

In this Function on WorkshopScript

; return max NPCs for this workshop
int function GetMaxWorkshopNPCs()
if(iOverrideTotalMaxNPCs >= 0)
return iOverrideTotalMaxNPCs
endif
; base + player's charisma
int iMaxNPCs = iBaseMaxNPCs
if(WSFW_Setting_AdjustMaxNPCsByCharisma.GetValue() == 1)
iMaxNPCs += (Game.GetPlayer().GetValue(Game.GetCharismaAV()) as int)
endif
if(WSFW_Setting_CapMaxNPCsByBedCount.GetValue() == 1)
Int iBedCount = GetBaseValue(Beds) as Int
if(iMaxNPCs > iBedCount)
iMaxNPCs = iBedCount
endif
endif
return iMaxNPCs
endFunction

If we are using bed count as a population cap, shouldn't iMaxNPCs always = the settlement bed count?

	if(WSFW_Setting_CapMaxNPCsByBedCount.GetValue() == 1)
		iMaxNPCs = GetBaseValue(Beds) as Int
	endif

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