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add guideline banning vibecoding
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mods/guidelines.md

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@@ -37,6 +37,7 @@ A mod found breaking any of these rules will be **rejected unconditionally** fro
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* The mod **does not have appropriate metadata**. All mods on the Index must have a proper name, description, icon, and tags, [including jokes](#joke-mods)
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* The mod **removes Vanilla features** for no good reason
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* The mod **installs and runs arbitary code**. You are not allowed to install other mods from outside the Geode index. There are two exceptions to this rule: mods that introduce some sort of scripting system that runs *sandboxed* arbitary code, and mods installing additional paid features as a runtime library. Do note that for the purposes of verification, the code for all of those paid features must be included, including the code used to load them.
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* The mod's **codebase entirely or mostly consists of AI-generated code**. If it appears the programmer does not understand the code that has been generated and is trying to get vibecoded mods on the index, this will result in a rejection. Using AI tools to boost productivity is fine, but fully vibecoding mods will inevitably lead to instability and crashes.
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A mod found breaking any of these rules will likely be rejected, although depending on the situation, they could also still be approved.
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@@ -110,6 +111,8 @@ Sometimes rather than making original ideas, modders want to for one reason or a
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## Mods using Generative AI
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> :information_source: Note that mods *coded* using Generative AI are subject to [different rules](#other-rules); this section is about mods that bring Generative AI into the game itself
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Due to controversy among developers regarding the subject, mods that utilize **Generative AI** have to follow these additional guidelines in relation to their AI usage.
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> :information_source: TL;DR; All mods using AI must be trained on consentually obtained data, and may not be used for creating levels.

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