#Runekeeper Dev Branch Megathread
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you can right click on it to sacrifice the items inside it, or you can use the tab button for it that appears when you're mousing over the item list
how do I use upgraded runes?
not sure what you're asking. using runes is just the invoke action
would this be expected to cause fps problems? I'm having some fps problems on the new release and I'm not sure why
not sure
all the clutter on the ground
I did improve perf a little bit but probably not enough yet, let me know if that was the issue
And if it was I'll add a card and look into it tmrw
smooth now that I cleared my quickslots
what does each rune type do?
nobody likes to experiment in wayward chat it's so sad
just give me hints
experiments are fine, but one of the outcomes is death and that causes people to be cautious
I've been experimenting! I just didn't realize I had to right click the altar
but their outcome can
not unless you're invoking a high quality
rune in a high level area
use
when the creatures you're here for are missing
use
when you want to change the creatures in an area
use
when you're in a dangerous situation
the trick is just not answering like i do ๐
which would mean that
makes area harder and
makes area easier. Now I wonder how does rune quality work.
Maybe I'll nerf offering by making it so creatures don't instantly become tame, they just have a chance to, otherwise being temporarily appeased (during which they're neutral)
they didn't become tame, I tamed them by hand
wait
they walked over stuff on the ground and tamed, some of them
then I was like fuck it, rabbit army, and tamed the rest manually
already working on it
:)
it seems that scarecrows now offer 100% protection from spawns which is good.
but now even with hounded area is kind of empty
may or may not be the exact same one lol
(as you can see i'm in the middle of fixing it)
it's the range
yeah
porting the range info to the new new formula text rendering system because it being more complicated now broke the old renderer
and for this specific instance i needed something new
unfortunately me doing something new has broken it lol
c'est la vie
I walked over my island and I dont see wild animal attack like you had, and I have Hounded
I see
and
symbols properly but instead of
I see this:
I poked a bit in the code and it seems like gear with
fanaticism and theurgy will be in super high demand
|| [i.Quality.None]: r.ChaosEffect.ChangeCreatureSet, [i.Quality.Superior]: r.ChaosEffect.LowerTier, [i.Quality.Remarkable]: r.ChaosEffect.RaiseTier, [i.Quality.Exceptional]: r.ChaosEffect.ChangeLayer, [i.Quality.Relic]: r.ChaosEffect.ChangeBiome||
because it lets us manipulate spawns
but I dont entirely understand what evil rune does
||it summons creatures of the zone you're in and makes them all hostile||
just as you wrote it I figured it out
oo
||hostile fish is very funny btw||
||so essentially
runes take place of creature idol?||
||not necessarily, since you can only use them once per day, and it takes a long time to be able to consistently make the ones that spawn a substantial amount of creatures||
||but yes it fills the same role. the idea is to make it so creature idols are not a requirement||
I wish idols were easier to obtain.
there is something off with throwing. I'm throwing wooden spear literally in front of myself 1 tile
just like drop
you need to right click the monster now
set up an action slot to target hovered tile
I'm playing real time
yeah, hovered tile works, but I think you should fix not targeting any tile to just throw item as far as possible forward
yeah not sure why it doesn't, i'll take a look
actually it probably just considers the tile directly in front of you as the target
most actions work like that so it probably inherited that
its very likely
yay
this target hovered tile will require some time to get used to
I think I should consider myself lucky? area near my base has living rock on the surface
darn, now even luck became stat
luck doesn't apply to most things atm
it's exclusively used when invoking
runes and in rune sacrifice
was going to be used in curse events
we don't want it to be everywhere
can we raise it like other stat? Or the only way to alter it is via milestone?
just milestones atm yes
It would be weird to train it like other stats
agreed
should make it change with gear or via sacrifices of some kind ๐ฎ
only thing that potentially could raise it would be sacrificing relic items
why would it have to be relics specifically, surely treasure would also be applicable. why not just make it worth based?
(and unlike the void stuff, not count containers)
because if paper was placeable you could cover whole island in mastercrafted paper of worth
not worth you have, worth you sacrifice
what I'm saying is manufacturing worth is easy
Wrong. Manufacturing TOTAL worth is easy.
Manufacturing worth on a single item is nigh IMPOSSIBLE.
it would have to be something that can't be easily manufactured
best you can do is craft things like iron armor or iron chests
don't really want to add a mechanic to do an action to increase luck
gear is fine, i would make it a new magical property though
what about one single belt/neck item that does it without being a magical property:rabbit foot
I seem to be getting errors when Inspecting things on my current save, items/UI/creatures seem to be all affected
the old save I provided earlier is not affected
I didnt notice any issues in UI so I dont know what if anything it affects
With the rabbit foot item rotting over time, i'll add
??? you're getting sourcemaps?????
think of it like the difference between using a shark tooth and a good obsidian or iron knife
it's a nice stopgap to have but it's not really sustainable
i don't think we actually mind if you are but that's uh. very surprising. i have no idea how/when that happened.
oh very interesting it's only positional
that's super useful for me though wow
wonder why it doesn't show the sourcemap error in the message in chat
the "An Error has occurred!" in chat with the stacktrace when hovering over it is unintended?
no, that's correct
the fact that you're seeing filename.ts in the console error is new
actually useful errors
previously that used to only say production.js for everything
I don't think this is actually all that dangerous. without actual files it basically means nothing to us
yeah it's not
we do intend to go open source after we leave early access
some flavour of it anyway
is it new that enemies can leave through cave entrance?
no, they've always been able to. the way they do it is a bit different now though
might need tweaks
I think you should look at how weight is calculated. I don't think I have items that have weight 0.073
Can you track down what's causing it
If you can't or don't want to it's okay
I just have no point of reference of what to look at without more info
Reading code looking for a bug doesn't tend to find it 
seems to be weight reduction from containers, moving my tool backpack to food chest changes the value in inventory
I will try to figure out if its single item, but for now I will still blame floating point errors
might just be a display issue
could be, but floating point is still a problem
internally it gets rounded up to the nearest tenth
Uhhhh
ugggh the stat percentage calculation is broken in some places why are the weirdest bugs popping up simultaneously
there is still something weird.
My setup is simply bookcase filles with refined instructional scrolls. 200 of them should fit into normal bookcase, but when I save and load 1 scroll always pops out of it
WHY WOULD CHECKING IF YOU'RE AT NEGATIVE USE A PERCENTAGE????
const hunger = this.entity.stat.getPercent(Stat.Hunger) ?? 1;
if (hunger > PERCENT_WARNING_HUNGER) {
return HungerLevel.None;
}
if (hunger >= 0) {
return HungerLevel.Hungry;
}
return HungerLevel.Starving;
that looks mega cursed
?
you're basically defaulting to starving and you threw in some if statements to be not starving
i mean it doesn't really matter which way it works
which means if anything is broken:bam, starving
I ASSURE YOU IT MOST CERTAINLY DOES
the same issue would have happened if it was reversed
you need to calm down
the problem is that the percentage function is returning negative numbers because it doesn't take bonuses into account correctly
yea, but game would still be normally playable
no, it would not be
the exact same issue would be happening
y'all, if you keep arguing with me about stupid stuff i'm just going to stop communicating
but in case of any errors players would not be dying
yes. they would.
I assume that a incorrect 'false' is far likelier to be returned than a incorrect 'true'
const hunger = this.entity.stat.getPercent(Stat.Hunger) ?? 1;
if (hunger < 0) {
return HungerLevel.Starving;
}
if (hunger <= PERCENT_WARNING_HUNGER) {
return HungerLevel.Hungry;
}
return HungerLevel.None;
guess what. this code has the exact same bug becaues the value returned by getPercent is still broken
also what exactly does "const hunger = this.entity.stat.getPercent(Stat.Hunger) ?? 1;" mean and what is "PERCENT_WARNING_HUNGER"
people sure do love to backseat code when they have no idea what they're talking about lol
getPercent can return undefined if stats aren't set for whatever reason. it falls back to 1 (max/full hunger bar) in that case
that's what ?? 1 means
you are right. no matter how you write it if hunger gets wrong value its impossible to flip it in a way to make it correct
PERCENT_WARNING_HUNGER is the convention for how to name constant values. we store magic numbers in constants so it's less confusing what they do
return HungerLevel.None;
``` fixed it
lol just remove the starving status effect
ok that's just a silly 'fix' lol.
Unless GetPercent can throw a negative number for no reason, looking at the segment of code you pasted, it seems to me like the only explanation from that is that GetPercent can throw a number that the if statements somehow reject without it being negative
does it only change your max or does it change both max and current value?
there is something for metabolism yea
no, it does apply, that's what's broken. getPercent returns the wrong thing if there's a bonus for a stat
ahh that'd do it
1+2+3=6
I was just about to say that there are multiple things that may affect it
5 is 1 less than 6
internally it's getting the percentage as if there were no bonuses applied
easy fix though
very surprised this has never come up before
this has not changed
actually, HungerLevel is new
that's what did it
so it has, in fact, changed. ๐
i'm still surprised that the actual getPercent bug has never shown up before
pausing nightlies might not be the best for bugcatching
We needed to due to the creature zones stuff
they were paused because game was probably unplayable with zone rework
and making zones on separate branch didn't really make sense
or at least doing heavy work in 2 different places
merging would be hell
will be fixed next deploy, in a couple hrs
going to try to get the weight display issue and two other tweaks in before then as well
please look into that weight calculation thing as well
there is no weight calculation thing to look into
there is only a display issue
to change the way it works internally would require multiplying everything by 10 everywhere which would be a nightmare that we do not have time for rn
the way weight works has been fine for years, it can continue to be that way until we decide to rework it
i will be changing the display in the inventory so it matches the display in the stats
then why is bookcase dropping scroll on save reload?
ah well, you are right probably
but then why can I put it in?
its weird
that's an issue caused by that, but it's already tracked and drathy is intending to look into it at some point
it is pretty unlikely it's making it into runekeeper
maybe a minor update after
its also 1 item in container filled to the brim, and in the end only 0.1% thaumaturgy, not a big deal
creature idol spawns more creatures in area... what will happen if I place it in area where living rocks spawn? Its not like they will walk over to idol to destroy it
seems that Aptitude magical property for Doodads is still broken, unless it is intended that it multiplies all previously applied value instead of just value of the doodad
computeCraftQualityBonus(
...
d *= e.doodad.magic?.get(_.MagicalPropertyType.CraftingBonus) ?? 1;
(Basalt Furnace and Iron Anvil, both x4, Iron Hammer x4, Bronze Tongs x2, common Smelted Iron)
Was this something that Drathy reported as being fixed?
If you give me some more context, because I don't really understand the crafting system, I might be able to fix it real quick for you
no, I noticed it when we (normal users) were talking a few weeks ago, but I did not see him commenting on it
no, that is sort type I believe
ahkay
with the nightly freeze I just didnt know if he noticed the issue when we talked about it and fixed it without commenting, or he did not see it, so I reported it again now
before, Aptitude magical attribute could not be applied to doodads, and maximum Crafting efficacy with all Relic tools and components of Aptitude x8 would be 800%
now with doodads, instead of applying the multiplier just to efficacy from the respective item like it does for components and tools, it applies it to everything previously applied (components, tools, previously applied doodads if multiple are used)
I reached efficacy of 1400% when I was making bronze knife thanks to this
oh that's super broken
jeez that's crazy
the more doodads you have the more wild it gets
fixed
when was that added has this been in since beacon's call?
just found it with git blame at the same time 
unless anyone finds something else i'm calling it here for the night
27 commits today...
I'm getting a lot of creatures
sleep well chiri <3 you're doing the LORD's work
have you altered spawn limit?
the spawn rate just seems too high
uhh it says 300, can I change it?
only in custom game
I also have 300 and I also have hounded
I do not have hounded
how are the ui changes btw? the statuses and the stats and the tooltips?
tooltips are beautiful, still adjusting to the ui, the ui scaling got a little bit altered uh
yeah, the ui scaling changing was me fixing the issue that was i think reported by you 
probably
something weird happens when I throw spears with target tile enabled
if I press button and then release it everything is fine
when I keep button pressed my character starts to walk towards that tile
not always though
hmm your character should only walk to different tiles if they can't reach
it takes range into account
I will play with it a bit
maybe I just aimed too far. But I still think that we should be able to prevent auto walking
hmm
it was fine since I was just dealing with zombies, but if they were ghosts or something more dangerous it would be bad
i have to think about that a bit
i guess i could turn off walking for ranged stuff in specific
since those are harder to predict since you're not intimately familiar with the range
whereas actions that need to be used on a tile or on a facing tile are very easy to predict because it's to do with the exact tile you're hovering on
how do I see other tabs?
inspect it
shift + right click
it's not supposed to be showing you tabs in that tooltip, that's a bug
the runekeeper milestone also has useful info like that btw
eventually this will be way easier to find, i know atm it's very hidden
An error has occurred!
save won't load now :(
Are there any particular milestones you want help testing? If not then I'm probably going to make a save with no milestones
I noticed all my weapons do 2x damage now. Do mobs have 2x the health they had before?
Feedback: It's difficult to tell if I'm just under or just over 100% weight, at least to my tired eyes
also, it's nice to be able to finally use a bedroll outside in a peaceful area without getting notifications about monsters trying to attack me
I'm so full from eating random cave entrances yum
and by that I mean it's annoying to get a cave entrance when I'm trying to make a lake
When one of the wayward developers gets on, could they please help fix my old save file? Call me sentimental but I like that one better than my new one
I'm not seeing pretty much any effect from invoking (normal rarity) runes of
, I can't tell if it's because the area I'm in is just not filled with difficult monsters or if there's something wrong with the rune or something
it should spawn 1-3 creatures somewhere in the zone, higher quality ones spawn more, but no fewer than the lower quality can spawn
it tries up to 20 random tiles, so if the zone has too many tiles where the creature cant spawn some of them might not spawn
Can't you pour water over them to turn them into tiles of water?
that's like admitting failure because that means they will never be deep water tiles
I don't think I've ever seen bleeding deal actual damage to me with this Exsanguinated milestone
btw the 7:09 AM version of this save file is fine even if I travel to another island so idk what's wrong with the version I sent above
this is on a new save or old save?
old save
can I edit the save as a text file to fix that? I'm getting a LOT of creatures lol
ya, so the issue is the limit is now PER territory, so you are getting a cap of 300 per territory
oh fun
ah, i see the issue
๐
if (options.creatures.spawnLimit !== CREATURE_SPAWN_LIMIT) {
options.creatures.spawnLimit = CREATURE_SPAWN_LIMIT;
upgrades.push("set spawnLimit to new default");
}
but its inside if (version.isBefore("beta2.14.0")) {
hahaha
you played this on the dev branch right?
does this mean that if I open the console and go options.creatures.spawnLimit = CREATURE_SPAWN_LIMIT; upgrades.push("set spawnLimit to new default") on my save, it'll fix that?
no, but you can do: localIsland.getGameOptions().creatures.spawnLimit = 15;
thanks
oh uh
does that also apply to other islands or do I have to do that for every island lol
because I've been uh
rather busy
no need to answer this but I wonder what quality on a
rune would do
Thanks!
hmm, are you sure?
when is the last time you played?
I wonder why I dont have that issue with creature spawns
have you looked outside your immediate area?
hmm... maybe its because I'm used to how Hounded worked
anyway, I will execute those commands too
pushing a new patch for that as well
this is too much right?
hounded is the spawn rate, not the spawn cap
yea, but previously it basically meant that I had lots of spawns really close
true, ya
yesterday
oh, you're saying your weapons are stronger as of the dev branch re-opening?
that sounds very strange
Oh wait mine are too
I think my weapons and armor I think
or maybe it's just a display issue with their values? I don't know
but my fire and chaos spear used to be 12 damage and now it's like 18
oooo
if you shown more information, you can see how the skill impacts it now
(the blue number)
i'm a bit on the fence about that change personally, but it's a bit more accurate
I would say accurate Range in tootltip would be nice, though it doesnt seem to work currently, at least for Fishing Net
Attack for melee weapons does not make sense, since as far as I know no skill directly affects "weapon" attack, bonus from Tactics, that it seems to show now, applies to all attacks, with or without weapons, and I believe ranged weapons too
It is especially inaccurate for Dual Wielding, as the tooltip indicates that it would apply for both weapons, when it applies only once
If Ranged weapons, Throwing, Traps, and maybe some other items benefit from some skills it would make sense for those
Maybe show some of the effects only for equipped weapons, Main hand would show bonus from Tactics, while Offhand would apply DualWielding when applicable
I don't know why, but I have rather poor fps
I disabled adjacent crafting so I have no idea why
spent a while crafting this until I remembered[...]
I had also made this, which, I don't know if it would be better actually
oh it's better than the bronze needle
76.8% quality chance with the bone needle, 70.8% chance with the bronze needle u_u
if you get aptitude on bronze it will be better
but yea, aptitude x3 does a lot of heavy lifting
@sturdy tusk if that made it into 20240823.2 then its not working. https://discordapp.com/channels/92461400789614592/225111620290871296/1276525412587012198
@errant loom enemies can spawn in player FOV
for some reason game feels super choppy
ok, but I hope that mod that increases chest size wont make big difference
1 file sent via WeTransfer, the simplest way to send your files around the world
I think this is only for the current session
what exactly about action slots is the issue?
that might be true, I executed both lines and game still claims my limit is 300
I believe if you execute the "game.getGameOptions" line and then save, quit, and reload, the spawn limit will go back to normal
like in the tool tip even
but I'm very tired so I can't test
It did not. The release announcement for that version was before the change was reported, and the release announcement specifies that changes up to an hour before the release announcement might not even be in
oh hi chiriri :)
i sent another build, i was hoping my fix would address it long-term
but maybe not
opening both your saves seems to convert it to a reasonable value
it seems that game.difficultyOptions.creatures.spawnLimit = 15 fixed my spawn limit
it seems that this "last item used slot" thingy gets little . above arrow when I press alt when mousing over it.
Whaaaat there was code to prevent that, I guess I broke it at some point
for normal slot it enables auto use

Yeah itโs supposed to just do nothing to press alt on repeat slots
I wouldn't mind if it meant "repeat on player move until no longer applicable"
Just hold the binding down
Or drag the action to a real action slot and set it to auto use
What else helps with sacrificing runes at the altar? I don't even what helps, just like... the rune probably, the skill... how many runes? worth of other sacrificed items?
it's only runes
if it's consuming items other than runes that's a bug
it should just ignore them
looking at the code - theurgy and fanaticism
the only factors are rune quality, luck, theurgy, and fanaticism
it seems to consume 1 durability and eject them, or maybe just sets them to max[current durability, max durability-1]
ooh I'm gonna Orb of Alteration my gear to chaos and evil then, thanks :)
I don't give a shit about
fanaticism anymore lmao
it might be useful, but not as much as other 2
it's funny, i think that one is the most broken
the others just do longterm play stuff
broken like powerful? Instantly taming certain nearby creatures, right?
it doesn't tame creatures, it just makes them not attack you for a short period
pretty much lmfao
still, that thing will only be useful when you launch
in area above player capabilities
depends on how safe people play
range fix was released?
should have been yes
its still here
the way sacrifice works is each rune is worth a random "points" value, and things like luck and fanaticism increase the minimum value that can be rolled. then once all the points are tallied up, it gives you the most highest quality runes it can. ie imagine the process of giving change and trying to give the fewest coins possible. it's that but rune quality
can i get your version string?
20240823.3
i can't get it to happen
it's a normal action slot with "throw" and "target hovered tile" ?
what is your skill and what item type is it?
I replicated it with wheat grains and wood spears
I have throwing at 100%
maybe it's realtime
ah yea, I play realtime
hmm no that didn't change it
it's really weird too because your character isn't just walking in range of where your mouse is, your character is walking to the tile itself
probably silly question, but you're not accidentally bumping whatever binding you have "path to tile" on, are you?
oh i got it
i think it's another light level bug
that's so weird

i have a feeling this will be fixed with the other light level bug, but i added it to the todo as a separate card
i think serverside and clientside lighting is desynced
so clientside your character's like "yeah i can shoot at this tile" but serverside it's like "you need to walk over here to be able to shoot there" so then it walks you in range and shoots
even if you're in sp it works like that afaik
two different systems or something
do you know when that other light level bug will be fixed?
requires our internal tech guy to take a look at it
For the meantime, could you just hard forbid range actions to walk player?
I don't think trapdoor spiders are invisible anymore
In worst case it will prevent my character from hugging a drake or kraken
either that or my peerless perception and perspicacity pinpointed their position
i can't
it's too technically complicated
the entire actions system is tied to the player walking to where they need to be now
if it was a config tweak i would
it would take me like probably a few hours to untangle it to allow that, and it would only be needed temporarily
can dryad still spawn from planting seeds?
looks like answer is "only on highest tier zone"
seems they can, they now need 75 botany instead of Good/Evil alignment at cap, and only in tier 7 (max) zones
Also seems that it is the only way for them to spawn now, before they could also spawn at high alignment on Wetlands
or looking closer the tier 7 is for Aberrant dryads
I used a
rune next to an aberrant time skitter and it still attacked me :(
it has a chance to work unless its max tier
I see
Oh, void dwellers can now spawn naturally
you can tell if it worked by looking at the tooltip
it'll say "status:
pacified"
also there'll be a little notifier above the creature that says they were pacified
dryads should spawn at tier 5+
there is no way you can convince me that dryad is more dangerous than pirate ghost
it's not about the danger of dryads
what's this about "tiers"?
now this is how game decides what should spawn where
I wish there was a technical explainer out there for people who are too dense to figure this stuff out through experimentation
its rather human readable so I can paste it here if you are interested
yes please
chiri, what does this syntax mean? [r.WorldZ.Cave]: [{ [n.PartOfDay.Always]: [[i.CreatureType.Skeleton, i.CreatureType.VampireBat], [i.CreatureType.Harpy]] }, { [n.PartOfDay.Always]: [[i.CreatureType.Blindfish]] }]
step by step.
ie, each z layer contains an array of "groups", each group resolving to a single creature set based on the time of day, and then all getting merged together into one cumulative creature set
What exactly does the rune of chaos change?
Zone
each quality has a different effect on the zone you're in
Oh it's a different effect? Interesting
I've just been using normal quality I guess
Look through my messages, I pasted yesterday what each tier of chaos rune does
oh nice
full spoilers:
||normal = reroll creatures without changing anything else
superior = lower zone tier
remarkable = raise zone tier
exceptional = switch the layer the spawns are for (ie cave to surface and vice versa)
relic = randomise the biome||
if you consistently want to raise zone tiers around where you are there's a milestone modifier you might like
but I don't want to start a whole new game...
fair enough 
I always get such a slow start u_u
specifically these three i think will be interesting to play with, all for different reasons
||```ts
[Milestone.Malevolent]: [
"Malevolent",
"Invoked {$DEITY:EVIL} 100 times.",
"Runes of {$DEITY:EVIL} are unobtainable. Doubled chance of {$DEITY:GOOD} runes. The longer you spend in an area, the more difficult it becomes.",
],
[Milestone.Benevolent]: [
"Benevolent",
"Invoked {$DEITY:GOOD} 100 times.",
"Runes of {$DEITY:GOOD} are unobtainable. Doubled chance of {$DEITY:EVIL} runes. The longer you spend in an area, the easier it becomes.",
],
[Milestone.Turbulent]: [
"Turbulent",
"Invoked {$DEITY:CHAOS} 100 times.",
"Triple chance of {$DEITY:CHAOS} runes. The creatures that can spawn in an area sometimes change.",
],
Hmm I don't like that it makes the runes unobtainable I need to tweak that
They don't do the same thing
ok so
if I use a normal rune of chaos in a T5(?) coastal area that spawns time skitters, it has a chance to become a T5 area that spawns skeletal mages instead?
looks like tier 6 actually, but yeah
yeah T6
basically
[CreatureType.TimeSkitter, CreatureType.GiantSpider, CreatureType.TrapdoorSpider],
[CreatureType.SkeletalMage],
Chaos rerolls which of these two options is chosen?
yeah
it actually
[PartOfDay.AllDaytime]: [
[CreatureType.Hobgoblin, CreatureType.GiantRat],
[CreatureType.SlitherSucker],
[CreatureType.SkeletalMage, CreatureType.Skeleton],
],
[PartOfDay.AllNighttime]: [
[CreatureType.SkeletalMage, CreatureType.Skeleton],
[CreatureType.PirateGhost],```
Here's the T5 version
uhh
wait
huh.
So I was in a T6 area with time skitters
and I was going to a neighboring T5 area with skeletal mages and skeletons
that's interesting
oh uh
steam overlay is still super broken ingame
wow
Regarding sacrificing runes to upgrade them, are there some plans for a way to get significantly more of them, or some alternative way to boost points during Rune sacrifice?
Since getting a Relic rune even with max effective Fanaticism would require 3000 common runes on average, or 1000 if you rolled max points for all the runes when upgrading them tier by tier
I dont think I have seen a total of 3000 runes in any playthrough, let alone Chaos ones that are much rarer
runes should be more common now than they used to be
esp. chaos ones
if any of you are the type that like to know literally everything, you can enable a developer mode feature called "Discover Everything", which allows you to view the full list of discoveries of all discovery milestones without having actually done the discovery process
the reason I say this is that if you inspect the Runekeeper milestone, it tells you every single rune source in the entire game, in a very nice ui
my friend lizzie pointed out that it's weird that the fire persists even after you take(grasp) the fuel items out of it
inspect like shift+right click?
yeah
no, statistician does too
it will be more prominent when the inspect dialog becomes the encyclopedia dialog
mm alright
you likely have this enabled:
ooh I'll check that out when I'm back at my computer
The option was not selected, so I don't think this is it.
uh oh
what other settings do you have on?
maybe send launch_options.json and global/non-world save data again?
should just be in the main wayward folder in steam
thanks!
Is there an experimental way for me to determine how many runes each tier of rune is "worth"? Is it based on their actual Worth or...?
done code is better than just a sketch
||on average, you need 5 normals to make a superior, 11.25 superiors to make a remarkable, 12.3 remarkables to make an exceptional, and 12.3 exceptionals to make a relic||
common is 1-3, green needs 9 and is worth ||3-13, every next tier needs 10x previous, and is worth [previous max] to [previous max X 10 +3], or 13 to 133 for blue, etc||
besides, isn't game balance the kind of thing that should be figured out in playtesting anyway?
yeah, i had intended to tweak the numbers a bit due to that
so this is, what, 10x tier multiplier with a 30% tax?
at max effective Fanaticism, you will on average get back the same value as you put in, and common will always be worth 3
||```ts
sacrifice: {
points: {
[Quality.None]: range(1, 3),
[Quality.Superior]: range(3, 13),
[Quality.Remarkable]: range(13, 133),
[Quality.Exceptional]: range(133, 1333),
[Quality.Relic]: range(1333, 13333),
},
thresholds: {
[Quality.None]: 3,
[Quality.Superior]: 9,
[Quality.Remarkable]: 90,
[Quality.Exceptional]: 900,
[Quality.Relic]: 9000,
},
},
gonna be honest it's just funnee numbers
hmm
and you say it tries to make change?
like if you have 9001 points, you get one relic rune?
I see
keep in mind that with this the minimums get raised by fanaticism
sure
So it looks like it's less, gambling on the value of the runes, and more, you're combining runes in the altar and taking a haircut if you're unlucky
well it feels like gambling when you do it
seeing the numbers is what makes it not feel like gambling lol
no but like
each normal rune has a zero percent chance of becoming a green rune
each green rune has a zero percent chance of becoming a blue rune
like the volatility isn't that much, especially for lower quality runes
Maybe there's a little bit more volatility on higher quality runes
When I think gambling, especially with stuff like runes, I think gambling on the volatility of the value of the item
needs some kind of per-rune slot machine animation for the amount it's worth
lol
Maybe have them pop out one at a time, with some kind of VFX whose intensity varies based on the value that rolled or something idk
or SFX
also is it possible to re-bind "hover+key" keybinds like drop hovered item and equip hovered item?
or I mean
add "hover+" to the action
uhh
like I want hover+shift+E to be "equip to left hand hovered item"
what
So
do you mean like. the existing press e to equip while hovering an item, you want that to be shift + e?
I want to be able to swap my main hand weapon without risking unequipping my off hand, which is usually a torch
And I can quick equip any equipment item by hovering it and pressing E, but if I do that while both of my hands are occupied, it has a chance to replace my off-hand, a lit torch, which I do not want
Ideally it would just be that if I equip a weapon while both of my hands are full, it only replaces my main hand and never replaces my off hand
that way to replace my off hand, I would need to manually unequip the torch or shield from it
you could set an action slot to "use hovered item" and "equip to main hand" and then another action slot to "use hovered item" and "equip to off hand", and then rebind both of the action slot bindings to your desired bindings
hmm
That might work
The thing is, this doesn't matter in turn based mode but in realtime mode with my modifiers, sometimes an enemy is immune to my pure slashing axe, so I need to replace it with my piercing+fire spear or something
It's like few thousands normal runes to get one relic
and if I unequip the axe first then I lose my parrying bonus for one hit, so I have to create distance in order to safely replace my main hand equipment
7920 runes to beexact
Pretty sure un/equipping items in/to hands is instant
In realtime mode there is a real time penalty that comes from me not being able to move my mouse fast enough
Also I'd like to suggest that putting other items of worth onto an altar could maybe improve the result of sacrificing runes, like they add to a pool of extra value, not necessarily related to the worth of the item, which is then randomly distributed to the rune types involved in that sacrifice
I think this "Other Stats" page would be a good place to put like, a hint for the identity of the current zone since "Zone Civilization Score" updates instantly when you step out of a zone into another zone
Something like "Zone Difficulty: Very Easy/Easy/Medium/Hard/Very Hard/Nightmare/Nightmare+" or something
lmao I forgot the power of the bronze knife of x3 aptitude
man I don't get it
why are monsters jut like... not spawning
is it about the civilization score or something?
yeah civ score reduces creature spawns
oof
well
that's good
it's just inconvenient for my purposes lol
Does total island civilization score decrease spawn rate in a zone with a low zone civilization score?
cool
When Drakes are made vulnerable to Fire due to uh wait
fuck
can I edit my save file to remove the malevolent milestone modifier
When Drakes are made vulnerable to Fire due to the Versatile milestone modifier, they will walk onto fire without taking into account that it will damage them, and then they will take damage from it. This also applies to lava beetles walking into lava.
the savefile is binary
๐ฅบ I want
runes.....
I think maybe that's it, I think I just have to memorialize this savefile and start a new one
I knew there was something weird about the drop rate of
runes on that save lmao
dw in 1.5 hours there should be a deploy with a fix for that
๐ฅบ
I spent most of the day today doing totally random stuff unrelated to bugs for some reason
my brain was just all over the place
Then when I finally got back to Wayward I overcomplicated something in our build process in an effort to fix something, and took way too long to do it as a result
Didn't have time to zone out in a game for a bit either which is kinda sad
as far as I'm concerned your development process is between you and God
Chiri previously posted this as a way to remove Malevolent from save, I successfully used it to remove Benevolent from mine after this update
#wayward message
hmm not seeing much in the way of action slot performance issues
if anyone can get me a save that has action slots causing bad frame drops lemme know
ugh fixing the ranged targeting facing tile thing is a whole thing
me: i'll just do a hacky workaround i'm sure it'll be fine
the game: character starts walking in a straight line and does not stop
LMFAO
the player was walking in a straight line forever because they were trying to follow themself
that is a very cursed bug
"if i walk one tile forward i'll be able to shoot this arrow at myself!"
"wait i moved! okay if i walk one tile forward i'll be able to shoot this arrow at myself!"
understandable
finished fixing this bug just late enough that by the time the tests finished the build would've already been deployed, and didn't want that to get delayed a whole day because complaints
take your time
(our tests take about 35 mins to run, and the deploy happens with whatever build most recently passed the tests)
bedtime now, will fix more bugs tmrw hopefully!


sigh... alright... let's fucking do this
I've invented dead by daylight maze tiles...
Also could you please check on enemy AI around fences? I think this drake does not know how to approach me to attack me
I think maybe he's trying to pathfind into the fence to melee me thinking that he can stand on the fence
I keep having nothing happen when I invoke runes of 
The message appears but no monsters spawn?
As a heads up, just started a new multiplayer server with my bud on dev branch.
We play realtime mode, and when we are on separate islands and he sleeps the lag it generates for me is tremendous - nearly ending a run a few times.
Would it be possible to either thread this or mildly cap sim speed or the like to not starve other parts of the sim?
I can no longer harvest a plant while standing on another plant.. is this intended?
That seems weird. It shouldnโt be causing any lag, sleeping in mp is basically just a loading animationโฆ weโll take a look
Pretty sure 1.he's bashing the fence and 2.enemies don't really have pathfinding AI, they just blindly move towards you?
He does bash the fence occasionally but other monsters will pathfind around the fence without any problem
The thing is he sometimes just stands still for like 10 turns without moving or bashing the fence
Wasn't expecting a quick response.
I can explain a bit of what's going on.
-Listen Server, not dedicated.
-Realtime setting
-When 2x players same island - rest/sleep is simulated, turns are progressed at realtime setting
-When 1x player is on island (either from other being offline or on another island, - rest/sleep advances turns independant of realtime setting
-It's the large time advancement of turns being simulated (looks like it's a "As fast as possible turn sim") that seem to be resource starving out the rest of the game (this is bidirectional for us)
-Additional this also means that sailing back to the other island takes a significant amount of time since it has to resimulate the time passed
I don't mind most of that behavior; the only thing I'd ask is that some sort of process priority or cpu time limiting be happening.
Anything from having a max sim rate for sleep time passing (only up to X turns per second) OR reduce to nearest round if other threads spike times (if island 2 takes 500ms to respond when island 1 is simulating 163 turns per second, reduce to 100 turns per second) OR just raw thread priority (all non-sleeping islands compute before any rest-skipped turns, maintaining responsiveness)
It's super scary when you start dropping inputs and randomly see aggroed mobs advancing multiple tiles at a time when at 20% health >.>
oh wait it's only 4 PM
This is kind of annoying, I had to work around it by binding chop and harvest as "target hovered tile"
I opted to just gather with hands
for now
Itโs not supposed to pass turns if youโre the only person on the island and thereโs other people connected, that means time would desync between islands which we donโt want
firing a stone bullet into a rock wall while the target tile is full of bullets and can't hold more, results in the bullet remaining in your inventory but durability being deducted and skill XP being granted as usual
lol
I need sleep
damn it I'm so confused
what does it mean that an area aboveground spawns drakes and when I use a normal rune of chaos on it, it starts spawning time skitters
is it swapped with the cave layer or something? because there are also drakes in the cave layer in that area
maybe the time skitters are coming from an adjoining area or something
If youโre not using the Turbulent milestone modifier and havenโt used an Exceptional rune of chaos, it wonโt have been swapped with the cave layer
Creatures can leave their zones if youโre close enough to alert them or if they randomly decide to move past the edge of their zone (after which they usually path back)
and I don't think those are supposed to appear at all aboveground
yeah I don't know what the deal is but there are drakes aboveground in this area
and it's a coastal island
They probably left the cave layer
I guess... but then that means there aren't any creatures in the spawn list for the surface?
because I haven't seen any monsters other than drakes in this area
hm
maybe the aboveground area is spawn blocked because of drakes in the cave layer?
If you send your save I can check what spawns in the zone
but that also doesn't make sense because, why only drakes?
sure, also is there something I can do in f10 to check for myself?
localPlayer.tile.zone.getCreatureSet().map(type => CreatureType[type])
tier 14 lol
(it uses the highest available tier so the number can go up forever)
okay so the Malevolent milestone is fucked?
oh wait I see what this is saying
Krakens can spawn on land
and it's currently nighttime
and actually that's fine by me
Big fan of magical scrolls, it makes crafting easy
though still maybe worth looking into because I don't really see krakens
They can only spawn on water
oh
that's... odd
ok, I'll make some water for them to spawn on, and then I'll hide out of sight so they don't get shy
When looking for Krakens on surface, note that they (currently) appear only at night, between 21 and 3, or dusk and night, and it seems to apply to fishing them up too
In Caves they can appear always, if they can spawn in current zone
i'll tweak that zone
I am tired of these drakes coming up from the cave layer or wherever they're coming for
I haven't seen a creature other than a drake in this zone for (ingame) weeks
.....wait a minute
it's daytime
why am I waiting for krakens to spawn
Not exactly sure how to report this bug. (we're currently troubleshooting it / reproducing it but may be a session ender)
I'm Windows Host,
friend is Linux Client
Friend setups up Chop Tree - Auto-Used (Also replicates on Mine, Butchering, Fishing, but not crafting.)
Attempts to use.
Immediately friend's toon continuously (no hands on keyboard) starts moving horizontally into a wall until hitting and bounces back out endlessly.
Cannot replicate on host, can provide save file. Client was restarted, actions were rebound on the toolbar.
We were playing this yesterday without this bug
i might have caused this with my attempt to fix ranged facing tile actions last night
I was looking at the changelog and that seemed like the only thing that could possibly be related? >.>
any issue where your character just keeps walking is likely due to your character trying to chase themself
Lol
because the system is very cursed internally
none of it was ever meant to do the kinds of things it does now and we didn't do a full rewrite to support it so it's all kinda hacked together
duct tape
One thing at a time yeah? ๐
anyway i'll take a look when i finish fixing the bad action slot perf bug i'm working on atm
lmfao that auto use bug is very easy to reproduce, wtf
I wish I had gotten some gifs - It's actually hysterical with multiple players - if i blocked my friend he'd pingpong on smaller and smaller amounts up until i reduced him to one tile at which point he'd pingpong vertically instead
it's so funny
i love that you can be walking in one direction and then it bounces you in the other direction and even though you're still holding the move button the other way your character just walks away from where you're pointing
also i was right in that the character is chasing itself
Happy to hear it's reproducible as heck -> moving right over to the "Lol this is absurd" phase ๐
my check to prevent that only worked for the localplayer lol
I'll deploy a new build in like 1.5 hours
pushed out a build btw! was able to do it sooner than i expected
Just confirmed, problems fixed. Thank you!
Another (very small) bug -
Containers that re-open after reloading do not calculate weight until closed and reopened
Looks like my bud can still get it to happen when trying to trigger chop while standing on a sapling? Not a big deal right now for us.
oh that's interesting
if you stand on a sapling facing a tree you'll see why it's behaving weird for your friend
Your character tries to chop the sapling you're standing on
Has to move one tile away to get to it
"Target Hovered Tile" quickslots will not rotate the character if the character is facing the wrong direction but standing directly next to the tile you want to perform the action on
request: I'm not sure exactly how to implement this but I think monsters who are scared and running from their life should act differently than monsters who just don't like being near you - in the former case, it doesn't make sense for them to just stop at the corner of a zone, but in the latter then maybe they would prefer to stay in their home zone
I was chasing a dryad and when I reached this marker I realized she wouldn't be able to flee once she hit that corner (it's the corner of four different zones)
There's no concept of creatures that just don't like being near you in the game right now
It's exclusively "Scared" and "Hostile"
And both states completely ignore the random movement, which means they can leave their zone
oh that's weird
maybe the dryad just made one wrong move and I caught up to it
but it felt like it was trying really hard not to leave the zone
One other AI thing that they do
So when "Scared" or "Hostile" creatures are near the player, they get a third AI state called "Alerted". That's what actually triggers them running towards or away from you
All creatues that are "Alerted" have a random chance every tick to gain a fourth AI state called "Lost Interest"
In that state, random movement is resumed, and that means if you've chased or pulled a creature out of its zone, it will generally choose to run back into the zone, even if it's towards you
While it has the AI state "Lost Interest" it has a high chance of switching back to just normal "Alerted"
The random sidestep here or there even in the old AI has always been caused by "Lost Interest"
So most likely what happened is you got near or past the edge of the zone, and then the dryad for a moment decided "Maybe I shouldn't be afraid of them" and in that moment started moving back towards the middle of its zone
I knew it!
so when enemies did those missteps, it was because they weren't paying attention
Yeah pretty much lol
and the reason I can chase them down so effectively is because I am paying attention
lmfao
I love little game world moments like that
oh I mean I'm completely serious
I have ADHD
in PVP I fuck up constantly because I'm not paying attention
attention is hard!
they're animals, they don't know any better
they don't know they're about to get booty blasted for 41 instant damage
sharks are the one creature marked as "fearless" which makes them not run away when at low health and when they "lose interest" it's both much more rare in the first place and they're also much quicker to regain interest
When did they stop running away at low health?
I have seen them run away at low health a long time ago
dunno!
Also maybe void dwellers should be fearless too because of how annoying they are to chase into the void
according to drathy that's to incentivise high melee damage weapons
but i'm intending to do something fun and different with their ai when i have free time
what, the void dweller thing?
yeah
give them a bishonen form where they step out of the void and kabedon you against the ground
lmfao
me I'm a product of rakim lakim shabazz 2pac nwa cube hey doc ren yella eazy thank you they got slim voice: I spent a lot of time on livejournal and deviantart when I was a teenager and it gave me yaoi brain damage
||i was picturing them not being capable of moving at all anymore, but then as you deal damage they randomly disappear and then later pop back up somewhere different still along the border||
oh that sounds hella fun
it also sounds aggravating if you only have a little bit of the void exposed since you'd have to go mine out the rock at the border otherwise
yeah, it still incentivises finding an area optimised for them, but instead of a "cheese" area it's more a "less effort to continue combat" area
i do like that about current void dwellers, that you're incentivised to choose the location to summon it
mining out the border becomes more like making the arena to fight it in
it would be easier if there were any way to influence the location of void tiles somehow, like they just form a border around the world I feel like and that just makes it a nightmare to get any kind of arena for the void dwellers to begin with
throwing item forward is now even more cursed
character moved forward and throws item on the tile he was standing on previously
do you want recording of it? it looks really cursed
no i can repro
but I guess it would work for seed planting
my how was in reference to how this stuff is possibly broken in even more ways
oh
throw is just handled by a different bit of code
okay nvm
okay fixed for next build
then I will be waiting for it
I just noticed that stats for foods are now in different order
when we eat it and previously in tooltip it was health, energy, food, water
oh weird
is the ability to pin items in inventory to prevent their sorting planned?
yeah, it was going to be in runekeeper with the rest of the inventory reworks but i didn't end up with time for it
it'll happen at some point
heart for tamed creature will disappear if its caged and uncaged
It seems that tamed LivingRock attacking/targetting other creatures is bugged, they wont attack wild VoidDweller or VampireBat right next to them, even when they are in Defend or Attack mode, or when the enemy attacks be or them
In case it is related, the LivingRocks in question were tamed and caged before the EnemyZone update, and for some reason one of the 3 I released was released as untamed
Havent found any wild ones yet to check if they are affected, will check if I find some, including if untamed ones target tamed creatures
Do slimes more frequently lose interest than other creatures? They seem pretty indifferent to me.
Is it intended that you can't use magical twine to enhance runes? There's an option in the menu but it's grayed out and as far as I know there are no situations where it's not grayed out
There are some other items that can't be enhanced and I think the option doesn't even appear in the menu, so it's weird for runes to have the option but have it be permanently grayed out
hm
are there other items that can't be enhanced actually?
Maybe runes are the only ones
huh.
The only thing that impacts how much creatures lose interest is whether theyโre โfearlessโ which is just sharks
then idk what the deal is with slimes that they're so oblivious
but I think it's cute
Maybe they were tamed for a bit once?
I seem to recall this one just having spawned naturally but maybe it was from a long time ago? But I don't think I've tamed any slimes recently
Fair enough
Was just thinking about how released creatures are neutral instead of hostile
Which is kinda busted ngl considering how consistently creatures tame themselves off of items on the ground
I love everything about the new update, but I miss the old stats bar
how does fixing issues to performance go?
The main action slot performance issue was fixed yesterday #changelog message
then I just have to wait for build
If youโre still having performance issues lemme know, saves are helpful too
There have been two builds deployed since that changelog item
The grey message with a bunch of text is indicating a new build deployment
oh yeah! My framerate is smooth now
hmmmmm, restarting game seems to have helped, it doesn't feel as choppy
good job with the performance fix chiri :)
It was a pretty easy fix tbh
The game was just repeatedly searching for a specific item that no longer existed because a reference to its old id wasnโt getting removed from action slots
ok yeah I think having an area at T7 makes it bricked because then the only valuable monster that can spawn during the day is acid spitter demons
time skitters are just a booby prize, they drop nothing of interest, just offal
I'm gonna add that chaos milestone modifier
An error has occurred! 
every time I see that message the QI wrong answer klaxon plays in my head
hi apparently I become illiterate if I'm not paying attention lol
and I just type things the way they're spelled...
oh shit it happens every time I try to go to that island
yep yep
Tried going to Green Coasts (1W2N) first which is fine,
and then uh
It would be "Undiscovered Island" at 2W4N
Any idea what I can do to avoid the crash?
oh cool I managed to completely brick the save this time, this version might be more helpful
ah fuck, it happens with White Ice Cap (3W3N) too, so I think I just can't go to any other islands until this is fixed
at F.refreshActionIcon
I wonder if I can just remove my quickslots... but which one?
at checkItemAccessible
ok maybe it's a "specific item" quickslot?
it uh. what?
...the fuck?
okay well I removed that quickslot and also all of my extra quickslots (the ones you open the menu with ` for), and now I can travel
I was investigating why enemies were not spawning in one zone that I was engineering (cave under my base), and found out that zone.getCreaturesWithinZoneBounds() was returning creatures in my base aboveground
looking at the code it does not check Z coordinates, only X and Y via rectangle.intersects()
Is this intended? this way creatures in different Z layers count towards the same spawnLimit
also all the creatures are tamed, or were tamed at some point and are renamed, are tamed creatures supposed to count towards the spawnLimit?
thanks, will fix, they are not, no
what about the Z level? are they supposed to share the same spawnLimit?
no
found some newly spawned LivingRocks, they had no problem with attacking, even after being caged and released, so the issue is probably for creatures caged before the update, they probably did not get converted to the new AI system
I tried to add some milestones to my game with lines Drathy provided and I don't think Runekeeper is working. Since I left my base I obtained 7
runes in row
unless it changed they should spawn in coastal on fertile soil
presumably, in the high power spawnzone
uhhhh hey is it supposed to deal 118 damage to me to dig cooling lava
yes
ok
I have a feeling that 15 default spawns per zone is a bit too low
there was a bug that calculated both up and down together
what do you mean up and down? like the aboveground and the cave layer?
can you recheck that Hounded works correctly? with this milestone and creature limit raised to 25 I should see some creatures in every area but some areas suspicioulsy dont have anything in them
yes
refer to what i said above
ahh I see
Zone in this area should have living rocks during the day but even with hounded and spawn limit increased to 25 I get almost no spawns.
I think you should drastically increase number of spawn attempts or add code that will make sure that there is at least something in each zone, especially with Hounded
Didn't the fix that makes spawn limit not count creatures in the cave layer not get deployed yet?
oh, so it also counts creatures underground?
Due to a bug, yes I believe so.
https://steamdb.info/app/379210/history/
seems like last deploy was 14 hours ago
You awake to discover yourself no longer in the company of good men or a fine seafaring vessel. Treasure... you remember something about treasure. Wayward is a challenging turn-based, top-down, wilderness survival roguelike. Explore, build, and most importantly survive in these unforgiving lands.
Wayward Steam charts, data, update history.
you can see when the last deploy was in #changelog
a message is sent whenever it happens
In changelog I have to search for it, steamdb just gives me hours without any searching
by the way, do you know what this means exactly? https://discordapp.com/channels/92461400789614592/225111620290871296/1277510811023048757
creatures released from cage/bottle are despawn protected?
I believe it was in response to chickens that hatched from eggs
@sturdy tusk https://streamable.com/x6wnuk is this normal game performance? feels a bit choppy to me
dunno, hard to tell in a video
looking into perf stuff is always easiest with a save so I can see where the time is spent
you would be surprised how much time browser technology just spends figuring out what element your cursor is over
i made the ui too fancy complicated
anyone have a save with npcs?
nvm found one
shared with file.io - super simple file sharing
here is save from that vid, and I also have few merchants in that large floored area to the west
how do I check last stat I gained? That is important for Statistician.
I dont think it is visible ingame anywhere, in console this should work Stat[localPlayer.lastGainedStat]
@sturdy tusk can we get disable tooltip hotkey?
this shouldn't be here right?
Thank you Iโll fix later
Sure, Iโm not going to add bindings to it by default though
Binding some key by default would be weird, but the ability to toggle all tooltips easily will greatly help during ranged combat
It was a sailboat
(My fix broke things in a worse way so in the process of making it actually work correctly I found out what the action slots were referencing)
Is it normal that I find treasure maps and when I read them they turn out to be completed?
There's a limited number of treasures on each island, eventually it's gonna start giving you duplicates
Sometimes it'll give maps for other islands, I think the chance for that increases the more you've completed on the current island
when I poked in localIsland treasuremaps list was 1600 long
wtf
it would be funny if wayward just straight up gave the player access to the console just for funsies not for debug or anything
do you make drawn maps and then shred them or something?
I think I just threw them into sea
I do that all the time, for mining
i need to add a thing that cleans up that treasureMaps array then
that will grow forever atm
on save/load or when moving to a new island sounds like a good time for that
I think I can't clean up the existing list
?
For technical/performance reasons, the game only loads islands and the data on them when you sail to them
And technically you can have a map on one island referencing a treasureMap instance of another island
I mean, hence why save/load/traveling but yeah
then what about removing only entries for current island?
If you let me finish โ there is no time where all islands (and therefore all items) are loaded to know if there are any holding a reference to a treasureMap
ah
oh ok
So I can't remove existing ones in case they're used somewhere. They're stuck there forever
I will make sure to start saving items that reference them in Runekeeper though, because that's a problem
how can I clear this list?
It probably doesn't matter that much
I know that all drawn maps for this island no longer exist in item form
seems pretty simple how to clear the list, sounds like what you need to find out is how to clear the list safely
back up your save and then maybe try localIsland.treasureMaps = []
no idea if it'll work
but worth a shot
only if you really want to do it though
I don't think it'll actually matter
if (localIsland.treasureMaps[i].drawnMapRadius !== undefined) {
localIsland.treasureMaps.splice(i,1);
}
}``` I launched this
down from 1600 to 18
be careful of index errors here, you generally do not want to modify a list while iterating through it, and especially while iterating through its indices
it is safe if you do it backwards
true
You might also be able to do like, idk what it is in javascript but localIsland.treasureMaps.filter! {|it| it.drawnRadius != undefined }
psure js has some kind of Array.prototype.map() function or something
localIsland.treasureMaps.filter( x => x.drawnMapRadius === undefined )
do you want to keep the undefined ones? or discard them?
filter keeps whatever returns true
nice
don't throw it out, just make it into chests
you could even mass craft armor to try to roll something like fanaticism or +skill on it
not from normal tin
quality tongs, quality hammer
if ingredients are poor quality best thing I will get is exceptional
it doesn't need to be equipment you wear all the time, it can go into a backpack for when you need to quickswap for stat bonus
And for the chest, it just has to beat wooden chests