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IF you were to sell your duck journal, how much would you expect to get for it?
As for disassociating a KleiID to your SteamID, Klei only changes one's KleiID under extreme circumstances since by doing so you effectively bypass all past bans and such.
If you truly don't want the image being hosted on Klei's servers, then I'd suggest contacting JoeW on the forums over it as he was the main manager for the event. I'm sure if it really meant a lot to you to not have the image attached to you that he'd rename the file being hosted so the original no longer points to anything with your KleiID removed from the file name. The mod should then pull up a 404 not found afterwards, but you'd still have a badge in-game.
I'd rather not have to manually update the mod every time like that, way too much overhead on my part for what is really a small token appreciation thing.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1557935632
In my case it's handled solely on my client and I know exactly what I'll be doing and using it for, whereas with workshop mods you have to make them bulletproof- if there's a case where it will fail then it will guaranteed to fail by someone somewhere.
I don't personally work in buffered action space when I touch things like that, opting to go for the underlying functions directly for more control.
In your case specifically:
TheNet:SendRPCToServer(RPC.LeftClick, ACTIONS.WALKTO.code, x, z)
TheNet:SendRPCToServer(RPC.StopControl, 0)
Which will only work if the client has nothing in their cursor inventory slot.
Otherwise you may want to pilot the client manually around using the direct motion RPC instead, but that gets a bit more complicated via some vector math and interpolation techniques for leading the target to arrive on the dot.
local x, y, z = TheInput:GetWorldEntityUnderMouse().Transform:GetWorldPosition() ThePlayer.components.playercontroller:DoAction(BufferedAction(ThePlayer, nil, ACTIONS.WALKTO, nil, Vector3(x, 0, z)))