#Runekeeper Dev Branch Megathread

1 messages ยท Page 4 of 1

orchid flower
#

to me it just looks like normal chest

sturdy tusk
#

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

orchid flower
#

how do I use upgraded runes?

sturdy tusk
#

not sure what you're asking. using runes is just the invoke action

tidal island
#

would this be expected to cause fps problems? I'm having some fps problems on the new release and I'm not sure why

sturdy tusk
#

not sure

tidal island
#

all the clutter on the ground

sturdy tusk
#

it might be your action slots actually

#

not the clutter

tidal island
#

lol

#

I'll clear them out to test

sturdy tusk
#

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

tidal island
#

smooth now that I cleared my quickslots

orchid flower
#

what does each rune type do?

sturdy tusk
#

nobody likes to experiment in wayward chat it's so sad

orchid flower
#

just give me hints

#

experiments are fine, but one of the outcomes is death and that causes people to be cautious

sturdy tusk
#

death?

#

runes can't hurt you

tidal island
orchid flower
#

but their outcome can

sturdy tusk
#

not unless you're invoking a high quality evil rune in a high level area

#

use evil when the creatures you're here for are missing
use chaos when you want to change the creatures in an area
use good when you're in a dangerous situation

errant loom
#

the trick is just not answering like i do ๐Ÿ˜‰

tidal island
#

O_O

#

I think the spawn rate might be just a little bit over-tuned

orchid flower
sturdy tusk
#

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)

errant loom
#

i'll tweak the rates

#

i see an issue

tidal island
#

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

sturdy tusk
#

already working on it

tidal island
#

:)

orchid flower
#

it seems that scarecrows now offer 100% protection from spawns which is good.

#

but now even with hounded area is kind of empty

sturdy tusk
tidal island
#

oh lol

#

yeah it is

#

no I uh

sturdy tusk
#

(as you can see i'm in the middle of fixing it)

tidal island
#

it's the range

sturdy tusk
#

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

tidal island
#

c'est la vie

orchid flower
#

I walked over my island and I dont see wild animal attack like you had, and I have Hounded

#

I see evil and chaos symbols properly but instead of good I see this:

#

I poked a bit in the code and it seems like gear with chaos fanaticism and theurgy will be in super high demand

sturdy tusk
#

why do you think chaos in specific?

#

all runes seem very powerful to me, in different ways

orchid flower
#

|| [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

sturdy tusk
#

||it summons creatures of the zone you're in and makes them all hostile||

orchid flower
#

just as you wrote it I figured it out

sturdy tusk
#

||hostile fish is very funny btw||

tidal island
#

bunp

#

bunp

orchid flower
sturdy tusk
#

||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||

orchid flower
#

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

tidal island
#

you need to right click the monster now

sturdy tusk
#

set up an action slot to target hovered tile

orchid flower
#

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

sturdy tusk
#

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

orchid flower
#

its very likely

sturdy tusk
orchid flower
#

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

sturdy tusk
#

luck doesn't apply to most things atm

#

it's exclusively used when invoking good runes and in rune sacrifice

#

was going to be used in curse events

#

we don't want it to be everywhere

orchid flower
#

can we raise it like other stat? Or the only way to alter it is via milestone?

sturdy tusk
#

just milestones atm yes

orchid flower
#

It would be weird to train it like other stats

sturdy tusk
#

agreed

mystic moat
#

should make it change with gear or via sacrifices of some kind ๐Ÿ˜ฎ

orchid flower
#

only thing that potentially could raise it would be sacrificing relic items

mystic moat
#

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)

orchid flower
#

because if paper was placeable you could cover whole island in mastercrafted paper of worth

mystic moat
#

not worth you have, worth you sacrifice

orchid flower
#

what I'm saying is manufacturing worth is easy

mystic moat
#

Wrong. Manufacturing TOTAL worth is easy.

Manufacturing worth on a single item is nigh IMPOSSIBLE.

orchid flower
#

it would have to be something that can't be easily manufactured

mystic moat
#

best you can do is craft things like iron armor or iron chests

sturdy tusk
#

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

mystic moat
junior valve
#

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

mystic moat
sturdy tusk
#

??? you're getting sourcemaps?????

mystic moat
#

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

sturdy tusk
#

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

junior valve
#

the "An Error has occurred!" in chat with the stacktrace when hovering over it is unintended?

sturdy tusk
#

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

orchid flower
#

I don't think this is actually all that dangerous. without actual files it basically means nothing to us

sturdy tusk
#

yeah it's not

#

we do intend to go open source after we leave early access

#

some flavour of it anyway

orchid flower
#

is it new that enemies can leave through cave entrance?

sturdy tusk
#

no, they've always been able to. the way they do it is a bit different now though

#

might need tweaks

orchid flower
#

I think you should look at how weight is calculated. I don't think I have items that have weight 0.073

sturdy tusk
#

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 chiritongue

junior valve
#

seems to be weight reduction from containers, moving my tool backpack to food chest changes the value in inventory

orchid flower
#

I will try to figure out if its single item, but for now I will still blame floating point errors

sturdy tusk
#

might just be a display issue

orchid flower
sturdy tusk
#

internally it gets rounded up to the nearest tenth

mystic moat
#

Um...I'm getting Starving at 5 hunger, not negative.

sturdy tusk
#

Uhhhh

mystic moat
sturdy tusk
#

ugggh the stat percentage calculation is broken in some places why are the weirdest bugs popping up simultaneously

orchid flower
#

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

mystic moat
#

WHY WOULD CHECKING IF YOU'RE AT NEGATIVE USE A PERCENTAGE????

sturdy tusk
#
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;
mystic moat
#

that looks mega cursed

sturdy tusk
#

?

mystic moat
#

you're basically defaulting to starving and you threw in some if statements to be not starving

sturdy tusk
#

i mean it doesn't really matter which way it works

mystic moat
#

which means if anything is broken:bam, starving

mystic moat
sturdy tusk
#

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

orchid flower
sturdy tusk
#

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

orchid flower
#

but in case of any errors players would not be dying

sturdy tusk
#

yes. they would.

mystic moat
#

I assume that a incorrect 'false' is far likelier to be returned than a incorrect 'true'

sturdy tusk
#
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

mystic moat
#

also what exactly does "const hunger = this.entity.stat.getPercent(Stat.Hunger) ?? 1;" mean and what is "PERCENT_WARNING_HUNGER"

sturdy tusk
#

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

orchid flower
sturdy tusk
#

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

errant loom
#
return HungerLevel.None;
``` fixed it
sturdy tusk
#

lol just remove the starving status effect

mystic moat
#

ok that's just a silly 'fix' lol.

sturdy tusk
#

is there a magical property that increases metabolism?

#

there is right?

mystic moat
sturdy tusk
#

does it only change your max or does it change both max and current value?

mystic moat
#

Not in use, so it doesn't apply to the situation

#

if it helps my max hunger is at 27

orchid flower
#

there is something for metabolism yea

sturdy tusk
#

no, it does apply, that's what's broken. getPercent returns the wrong thing if there's a bonus for a stat

mystic moat
#

*bu-

#

.....................................................

#

fuck

#

The milestones.

sturdy tusk
#

ahh that'd do it

mystic moat
#

1+2+3=6

orchid flower
#

I was just about to say that there are multiple things that may affect it

mystic moat
#

5 is 1 less than 6

sturdy tusk
#

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

mystic moat
#

so it has, in fact, changed. ๐Ÿ˜›

sturdy tusk
#

i'm still surprised that the actual getPercent bug has never shown up before

mystic moat
#

pausing nightlies might not be the best for bugcatching

sturdy tusk
#

We needed to due to the creature zones stuff

orchid flower
#

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

sturdy tusk
#

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

orchid flower
#

please look into that weight calculation thing as well

sturdy tusk
#

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

orchid flower
#

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

sturdy tusk
#

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

orchid flower
#

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

junior valve
#

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)

sturdy tusk
#

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

junior valve
#

no, I noticed it when we (normal users) were talking a few weeks ago, but I did not see him commenting on it

sturdy tusk
#

i think this is one he hasn't looked into yet maybe

#

i'll leave it for him to fix

junior valve
#

no, that is sort type I believe

sturdy tusk
#

ahkay

junior valve
#

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)

orchid flower
#

I reached efficacy of 1400% when I was making bronze knife thanks to this

sturdy tusk
#

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?

sturdy tusk
#

just found it with git blame at the same time chiritongue

#

unless anyone finds something else i'm calling it here for the night

#

27 commits today...

tidal island
#

I'm getting a lot of creatures

tidal island
orchid flower
#

have you altered spawn limit?

tidal island
tidal island
orchid flower
#

only in custom game

tidal island
#

well this wasn't a custom game...

#

can I edit the save file maybe?

orchid flower
#

I also have 300 and I also have hounded

tidal island
#

I do not have hounded

sturdy tusk
#

how are the ui changes btw? the statuses and the stats and the tooltips?

orchid flower
#

tooltips are cool

#

stats will get some time to get used to

tidal island
#

tooltips are beautiful, still adjusting to the ui, the ui scaling got a little bit altered uh

sturdy tusk
#

yeah, the ui scaling changing was me fixing the issue that was i think reported by you chiritongue

tidal island
#

probably

orchid flower
#

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

sturdy tusk
#

hmm your character should only walk to different tiles if they can't reach

#

it takes range into account

orchid flower
#

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

sturdy tusk
#

hmm

orchid flower
#

it was fine since I was just dealing with zombies, but if they were ghosts or something more dangerous it would be bad

sturdy tusk
#

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

orchid flower
#

how do I see other tabs?

sturdy tusk
#

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

tidal island
#

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

solemn hazel
#

I noticed all my weapons do 2x damage now. Do mobs have 2x the health they had before?

tidal island
#

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

tidal island
# tidal island An error has occurred!

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 evil, 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

junior valve
#

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

mystic moat
tidal island
#

I don't think I've ever seen bleeding deal actual damage to me with this Exsanguinated milestone

errant loom
tidal island
#

old save

#

can I edit the save as a text file to fix that? I'm getting a LOT of creatures lol

errant loom
#

hmm, ya, it might not convert it

#

let me think about how to solve this

tidal island
#

ok. Thanks!

#

And yes I don't believe I ever set the spawn limit on the old version

errant loom
#

ya, so the issue is the limit is now PER territory, so you are getting a cap of 300 per territory

tidal island
#

oh fun

errant loom
#

ah, i see the issue

tidal island
#

๐Ÿ™ƒ

errant loom
#
            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")) {

tidal island
#

hahaha

errant loom
#

you played this on the dev branch right?

tidal island
#

it's only broken because I was on dev branch to begin with

#

yep

tidal island
errant loom
#

no, but you can do: localIsland.getGameOptions().creatures.spawnLimit = 15;

tidal island
#

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 chaos rune would do

errant loom
#

game.getGameOptions().creatures.spawnLimit = 15;

#

do that one too ๐Ÿ˜›

tidal island
#

Thanks!

errant loom
#

when is the last time you played?

orchid flower
#

I wonder why I dont have that issue with creature spawns

errant loom
#

have you looked outside your immediate area?

orchid flower
#

hmm... maybe its because I'm used to how Hounded worked

#

anyway, I will execute those commands too

errant loom
#

pushing a new patch for that as well

orchid flower
#

this is too much right?

errant loom
#

hounded is the spawn rate, not the spawn cap

orchid flower
#

yea, but previously it basically meant that I had lots of spawns really close

errant loom
#

true, ya

solemn hazel
errant loom
#

oh, you're saying your weapons are stronger as of the dev branch re-opening?

#

that sounds very strange

tidal island
#

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

errant loom
#

uhh

#

ya i see

#

oh ya

tidal island
#

oooo

errant loom
#

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

junior valve
#

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

orchid flower
#

I don't know why, but I have rather poor fps

#

I disabled adjacent crafting so I have no idea why

tidal island
#

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

orchid flower
#

if you get aptitude on bronze it will be better

#

but yea, aptitude x3 does a lot of heavy lifting

orchid flower
#

@errant loom enemies can spawn in player FOV

#

for some reason game feels super choppy

errant loom
#

it's the action slots as discussed

#

chiri will need to look into performance

orchid flower
#

but I have most of them removed from auto use

#

should I remove them altogether?

errant loom
#

doesn't matter, maybe upload your save too

#

just so we can test easier

orchid flower
#

ok, but I hope that mod that increases chest size wont make big difference

errant loom
#

thanks!

sturdy tusk
tidal island
orchid flower
tidal island
#

like in the tool tip even

#

but I'm very tired so I can't test

sturdy tusk
tidal island
#

oh hi chiriri :)

errant loom
#

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

orchid flower
#

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.

sturdy tusk
#

Whaaaat there was code to prevent that, I guess I broke it at some point

orchid flower
#

for normal slot it enables auto use

errant loom
sturdy tusk
#

Yeah itโ€™s supposed to just do nothing to press alt on repeat slots

orchid flower
#

I wouldn't mind if it meant "repeat on player move until no longer applicable"

sturdy tusk
#

Just hold the binding down

#

Or drag the action to a real action slot and set it to auto use

tidal island
#

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?

sturdy tusk
#

it's only runes

#

if it's consuming items other than runes that's a bug

#

it should just ignore them

orchid flower
sturdy tusk
#

the only factors are rune quality, luck, theurgy, and fanaticism

tidal island
tidal island
#

I don't give a shit about good fanaticism anymore lmao

orchid flower
sturdy tusk
#

it's funny, i think that one is the most broken

#

the others just do longterm play stuff

tidal island
#

broken like powerful? Instantly taming certain nearby creatures, right?

sturdy tusk
#

it doesn't tame creatures, it just makes them not attack you for a short period

tidal island
#

oh

#

what makes good broken then?

sturdy tusk
#

also you can swap tiles with them

#

you get cornered and it saves your life

sturdy tusk
#

pretty much lmfao

orchid flower
#

still, that thing will only be useful when you launch evil in area above player capabilities

sturdy tusk
#

depends on how safe people play

orchid flower
#

range fix was released?

sturdy tusk
#

should have been yes

orchid flower
#

its still here

sturdy tusk
#

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

sturdy tusk
orchid flower
#

20240823.3

sturdy tusk
#

hmm

#

it worked for me

#

what are you doing exactly?

orchid flower
#

its rarer

#

press and hold throw item on tile action

sturdy tusk
#

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?

orchid flower
#

I replicated it with wheat grains and wood spears

#

I have throwing at 100%

sturdy tusk
#

maybe it's realtime

orchid flower
#

ah yea, I play realtime

sturdy tusk
#

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

tidal island
sturdy tusk
#

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

orchid flower
#

do you know when that other light level bug will be fixed?

sturdy tusk
#

requires our internal tech guy to take a look at it

orchid flower
#

For the meantime, could you just hard forbid range actions to walk player?

tidal island
#

bug I don't think trapdoor spiders are invisible anymore

orchid flower
#

In worst case it will prevent my character from hugging a drake or kraken

tidal island
#

either that or my peerless perception and perspicacity pinpointed their position

sturdy tusk
#

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

orchid flower
#

can dryad still spawn from planting seeds?

#

looks like answer is "only on highest tier zone"

junior valve
#

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

tidal island
#

I used a good rune next to an aberrant time skitter and it still attacked me :(

orchid flower
#

it has a chance to work unless its max tier

tidal island
#

I see

orchid flower
#

Oh, void dwellers can now spawn naturally

sturdy tusk
#

you can tell if it worked by looking at the tooltip

#

it'll say "status: good pacified"

#

also there'll be a little notifier above the creature that says they were pacified

orchid flower
#

dryads should spawn at tier 5+

#

there is no way you can convince me that dryad is more dangerous than pirate ghost

sturdy tusk
#

it's not about the danger of dryads

tidal island
orchid flower
#

now this is how game decides what should spawn where

tidal island
#

I wish there was a technical explainer out there for people who are too dense to figure this stuff out through experimentation

orchid flower
#

its rather human readable so I can paste it here if you are interested

tidal island
#

yes please

sturdy tusk
#

Help Articles ingame have been updated

#

There's one on creature territories

orchid flower
tidal island
#

I see

#

Let me see about summarizing this

orchid flower
#

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]] }]

sturdy tusk
#

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

tidal island
#

What exactly does the rune of chaos change?

orchid flower
sturdy tusk
#

each quality has a different effect on the zone you're in

tidal island
#

Oh it's a different effect? Interesting

#

I've just been using normal quality I guess

orchid flower
#

Look through my messages, I pasted yesterday what each tier of chaos rune does

tidal island
#

oh nice

sturdy tusk
#

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||

tidal island
#

ah

#

so I'll need remarkable runes...

sturdy tusk
#

if you consistently want to raise zone tiers around where you are there's a milestone modifier you might like

tidal island
#

but I don't want to start a whole new game...

sturdy tusk
#

fair enough chiritongue

tidal island
#

I always get such a slow start u_u

sturdy tusk
#

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

tidal island
#

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?

sturdy tusk
#

looks like tier 6 actually, but yeah

tidal island
#

yeah T6

#

basically

                        [CreatureType.TimeSkitter, CreatureType.GiantSpider, CreatureType.TrapdoorSpider],
                        [CreatureType.SkeletalMage],

Chaos rerolls which of these two options is chosen?

sturdy tusk
#

yeah

tidal island
#

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

#

steam overlay is still super broken ingame

sturdy tusk
#

wow

junior valve
#

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

sturdy tusk
#

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

tidal island
#

ah I haven't actually checked the milestones itself

#

oh also

sturdy tusk
#

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

tidal island
#

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?

sturdy tusk
#

yeah

tidal island
#

ah hm

#

that's strange

#

is it the only one that has this kind of UI behind it?

sturdy tusk
#

no, statistician does too

#

it will be more prominent when the inspect dialog becomes the encyclopedia dialog

tidal island
#

mm alright

errant loom
tidal island
#

ooh I'll check that out when I'm back at my computer

tidal island
sturdy tusk
#

uh oh

errant loom
#

what other settings do you have on?

tidal island
sturdy tusk
#

maybe send launch_options.json and global/non-world save data again?

tidal island
#

Remind me again please where to find launch_options.json?

sturdy tusk
#

should just be in the main wayward folder in steam

tidal island
sturdy tusk
#

thanks!

tidal island
#

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...?

sturdy tusk
#

not really

#

and it's not

#

i balanced this badly

tidal island
#

done code is better than just a sketch

sturdy tusk
#

||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||

junior valve
#

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||

tidal island
#

besides, isn't game balance the kind of thing that should be figured out in playtesting anyway?

sturdy tusk
#

yeah, i had intended to tweak the numbers a bit due to that

tidal island
#

so this is, what, 10x tier multiplier with a 30% tax?

junior valve
#

at max effective Fanaticism, you will on average get back the same value as you put in, and common will always be worth 3

sturdy tusk
#

||```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
tidal island
#

hmm

#

and you say it tries to make change?

#

like if you have 9001 points, you get one relic rune?

sturdy tusk
#

one relic and one normal

#

oh wait

#

no yeah you're right just a relic

tidal island
#

I see

sturdy tusk
#

keep in mind that with this the minimums get raised by fanaticism

tidal island
#

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

sturdy tusk
#

well it feels like gambling when you do it

#

seeing the numbers is what makes it not feel like gambling lol

tidal island
#

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

sturdy tusk
#

needs some kind of per-rune slot machine animation for the amount it's worth

tidal island
#

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"

sturdy tusk
#

what

tidal island
#

So

sturdy tusk
#

do you mean like. the existing press e to equip while hovering an item, you want that to be shift + e?

tidal island
#

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

sturdy tusk
#

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

tidal island
#

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

orchid flower
tidal island
#

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

orchid flower
#

7920 runes to beexact

junior valve
#

Pretty sure un/equipping items in/to hands is instant

tidal island
#

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

tidal island
#

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

tidal island
#

man I don't get it

#

why are monsters jut like... not spawning

#

is it about the civilization score or something?

sturdy tusk
#

yeah civ score reduces creature spawns

tidal island
#

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?

sturdy tusk
#

Don't think so

#

I think total civ score only impacts merchants and shippers now

tidal island
#

cool

#

bug When Drakes are made vulnerable to Fire due to uh wait

#

can I edit my save file to remove the malevolent milestone modifier

#

bug 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.

#

crungled the savefile is binary

#

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 evil runes on that save lmao

sturdy tusk
#

dw in 1.5 hours there should be a deploy with a fix for that

tidal island
#

๐Ÿฅบ

sturdy tusk
#

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

tidal island
#

as far as I'm concerned your development process is between you and God

junior valve
#

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

sturdy tusk
#

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

sturdy tusk
#

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!"

sturdy tusk
#

sorry, pushed the deploy back 1 more hour

#

will be in 1.5 hours

tidal island
#

understandable

sturdy tusk
#

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

tidal island
#

take your time

sturdy tusk
#

(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!

tidal island
#

k

#

bug strings

sturdy tusk
#

The hecc

#

Deity icon missingโ€ฆ.

tidal island
#

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

tidal island
#

I keep having nothing happen when I invoke runes of evil

#

The message appears but no monsters spawn?

shut stream
#

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?

solemn hazel
#

I can no longer harvest a plant while standing on another plant.. is this intended?

tidal island
#

haha no

#

It looks like it's a consequence of the changes to movement

sturdy tusk
mystic moat
tidal island
#

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

shut stream
# sturdy tusk That seems weird. It shouldnโ€™t be causing any lag, sleeping in mp is basically j...

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 >.>

tidal island
#

oh wait it's only 4 PM

tidal island
solemn hazel
#

for now

sturdy tusk
tidal island
#

bug 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

sturdy tusk
#

lol

tidal island
#

I need sleep

tidal island
#

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

sturdy tusk
#

If youโ€™re not using the Turbulent milestone modifier and havenโ€™t used an Exceptional rune of chaos, it wonโ€™t have been swapped with the cave layer

tidal island
#

yeah

#

I'm just confused

#

I'm getting a LOT of drakes in that area though

sturdy tusk
#

Creatures can leave their zones if youโ€™re close enough to alert them or if they randomly decide to move past the edge of their zone (after which they usually path back)

tidal island
#

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

sturdy tusk
#

They probably left the cave layer

tidal island
#

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?

sturdy tusk
#

If you send your save I can check what spawns in the zone

tidal island
#

but that also doesn't make sense because, why only drakes?

tidal island
sturdy tusk
#

localPlayer.tile.zone.getCreatureSet().map(type => CreatureType[type])

tidal island
#

thanks

#

perfect... I really prefer to just inspect stuff in the console

sturdy tusk
#

tier 14 lol

tidal island
#

Ok so aboveground I've got Kraken, Shark, and Walleye

#

I uh

#

tier 14

sturdy tusk
#

(it uses the highest available tier so the number can go up forever)

tidal island
#

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

sturdy tusk
#

They can only spawn on water

tidal island
#

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

junior valve
#

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

errant loom
#

i'll tweak that zone

tidal island
#

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

shut stream
#

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

sturdy tusk
#

i might have caused this with my attempt to fix ranged facing tile actions last night

shut stream
#

I was looking at the changelog and that seemed like the only thing that could possibly be related? >.>

sturdy tusk
#

any issue where your character just keeps walking is likely due to your character trying to chase themself

shut stream
#

Lol

sturdy tusk
#

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

shut stream
#

One thing at a time yeah? ๐Ÿ™‚

sturdy tusk
#

anyway i'll take a look when i finish fixing the bad action slot perf bug i'm working on atm

sturdy tusk
#

lmfao that auto use bug is very easy to reproduce, wtf

shut stream
#

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

sturdy tusk
#

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

shut stream
#

Happy to hear it's reproducible as heck -> moving right over to the "Lol this is absurd" phase ๐Ÿ™‚

sturdy tusk
#

my check to prevent that only worked for the localplayer lol

#

I'll deploy a new build in like 1.5 hours

shut stream
#

โค๏ธ

#

That means I'll still have some time to play more tonight. Exciting

sturdy tusk
#

pushed out a build btw! was able to do it sooner than i expected

shut stream
shut stream
#

Another (very small) bug -
Containers that re-open after reloading do not calculate weight until closed and reopened

shut stream
sturdy tusk
#

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

tidal island
#

bug "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

tidal island
#

improvement 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)

sturdy tusk
#

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

tidal island
#

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

sturdy tusk
#

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

tidal island
#

I knew it!

#

so when enemies did those missteps, it was because they weren't paying attention

sturdy tusk
#

Yeah pretty much lol

tidal island
#

and the reason I can chase them down so effectively is because I am paying attention

sturdy tusk
#

lmfao

tidal island
#

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!

sturdy tusk
#

the animals in wayward all have adhd

#

except sharks

tidal island
#

they're animals, they don't know any better

#

they don't know they're about to get booty blasted for 41 instant damage

sturdy tusk
#

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

tidal island
#

When did they stop running away at low health?

#

I have seen them run away at low health a long time ago

sturdy tusk
#

dunno!

tidal island
#

Also maybe void dwellers should be fearless too because of how annoying they are to chase into the void

sturdy tusk
#

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

tidal island
#

what, the void dweller thing?

sturdy tusk
#

yeah

tidal island
#

give them a bishonen form where they step out of the void and kabedon you against the ground

sturdy tusk
#

lmfao

tidal island
#

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

sturdy tusk
#

||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||

tidal island
#

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

sturdy tusk
#

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

tidal island
#

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

orchid flower
#

throwing item forward is now even more cursed

#

character moved forward and throws item on the tile he was standing on previously

sturdy tusk
#

howwwwwwwwwwwww

#

aaaaaaaaa

orchid flower
#

do you want recording of it? it looks really cursed

sturdy tusk
#

no i can repro

orchid flower
#

but I guess it would work for seed planting

sturdy tusk
#

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

orchid flower
#

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

sturdy tusk
#

oh weird

orchid flower
#

is the ability to pin items in inventory to prevent their sorting planned?

sturdy tusk
#

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

orchid flower
#

what is the deal with this weight?

orchid flower
#

heart for tamed creature will disappear if its caged and uncaged

junior valve
#

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

tidal island
#

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

sturdy tusk
#

Runes canโ€™t be enhanced

#

I disabled it for them due to the sacrifice mechanic

tidal island
#

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

sturdy tusk
#

Donโ€™t think so

#

I had to add support for disabling it internally

tidal island
#

huh.

sturdy tusk
tidal island
#

then idk what the deal is with slimes that they're so oblivious

#

but I think it's cute

sturdy tusk
#

Maybe they were tamed for a bit once?

tidal island
#

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

sturdy tusk
#

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

solemn hazel
#

I love everything about the new update, but I miss the old stats bar

tidal island
#

oh huh.

#

Is there no biome where dryads spawn naturally?

orchid flower
#

how does fixing issues to performance go?

sturdy tusk
#

The main action slot performance issue was fixed yesterday #changelog message

orchid flower
#

then I just have to wait for build

sturdy tusk
#

If youโ€™re 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

tidal island
#

oh yeah! My framerate is smooth now

orchid flower
#

hmmmmm, restarting game seems to have helped, it doesn't feel as choppy

tidal island
#

good job with the performance fix chiri :)

sturdy tusk
#

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 wasnโ€™t getting removed from action slots

tidal island
#

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! crungled

#

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

sturdy tusk
#

Can you send your save?

#

And tell me the island

tidal island
#

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?

#

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

junior valve
#

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?

errant loom
#

thanks, will fix, they are not, no

junior valve
#

what about the Z level? are they supposed to share the same spawnLimit?

errant loom
#

no

junior valve
orchid flower
#

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 evil runes in row

mystic moat
#

presumably, in the high power spawnzone

tidal island
#

uhhhh hey is it supposed to deal 118 damage to me to dig cooling lava

orchid flower
#

yes

tidal island
#

ok

orchid flower
#

I have a feeling that 15 default spawns per zone is a bit too low

errant loom
#

there was a bug that calculated both up and down together

tidal island
orchid flower
#

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

tidal island
#

"a doodad on another island"? Interesting

#

What was the doodad?

sturdy tusk
#

dunno

#

i didn't check

#

i think it was in action history

tidal island
#

ahh I see

orchid flower
#

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

tidal island
orchid flower
#

oh, so it also counts creatures underground?

tidal island
#

Due to a bug, yes I believe so.

orchid flower
#

https://steamdb.info/app/379210/history/
seems like last deploy was 14 hours ago

sturdy tusk
#

you can see when the last deploy was in #changelog

#

a message is sent whenever it happens

orchid flower
#

In changelog I have to search for it, steamdb just gives me hours without any searching

#

creatures released from cage/bottle are despawn protected?

tidal island
#

I believe it was in response to chickens that hatched from eggs

orchid flower
sturdy tusk
#

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

orchid flower
#

here is save from that vid, and I also have few merchants in that large floored area to the west

orchid flower
#

how do I check last stat I gained? That is important for Statistician.

junior valve
#

I dont think it is visible ingame anywhere, in console this should work Stat[localPlayer.lastGainedStat]

orchid flower
#

@sturdy tusk can we get disable tooltip hotkey?

orchid flower
#

this shouldn't be here right?

sturdy tusk
#

Thank you Iโ€™ll fix later

sturdy tusk
orchid flower
sturdy tusk
#

(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)

orchid flower
#

Is it normal that I find treasure maps and when I read them they turn out to be completed?

sturdy tusk
#

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

orchid flower
#

when I poked in localIsland treasuremaps list was 1600 long

sturdy tusk
#

wtf

orchid flower
#

and I discovered about 30 or so treasures

sturdy tusk
#

have you been making Drawn Maps at all?

#

the list does include those

orchid flower
#

ah

#

that explains it

tidal island
sturdy tusk
#

do you make drawn maps and then shred them or something?

orchid flower
#

I think I just threw them into sea

tidal island
sturdy tusk
#

i need to add a thing that cleans up that treasureMaps array then

#

that will grow forever atm

tidal island
sturdy tusk
#

I think I can't clean up the existing list

tidal island
#

?

sturdy tusk
#

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

tidal island
orchid flower
#

then what about removing only entries for current island?

sturdy tusk
#

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

orchid flower
#

ah

tidal island
#

oh ok

sturdy tusk
#

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

orchid flower
#

how can I clear this list?

sturdy tusk
#

It probably doesn't matter that much

orchid flower
#

I know that all drawn maps for this island no longer exist in item form

tidal island
sturdy tusk
#

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

orchid flower
#
    if (localIsland.treasureMaps[i].drawnMapRadius !== undefined) {
        localIsland.treasureMaps.splice(i,1);
    }
}``` I launched this
#

down from 1600 to 18

tidal island
orchid flower
#

it is safe if you do it backwards

tidal island
#

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

orchid flower
#

localIsland.treasureMaps.filter( x => x.drawnMapRadius === undefined )

tidal island
#

filter keeps whatever returns true

orchid flower
#

then one negation somewhere

#

anyway, my code above worked perfectly

tidal island
#

nice

orchid flower
#

treasure maps still open

#

I need to start throwing out tin, I have too much of it

tidal island
#

you could even mass craft armor to try to roll something like fanaticism or +skill on it

tidal island
#

quality tongs, quality hammer

orchid flower
#

if ingredients are poor quality best thing I will get is exceptional

tidal island
#

And for the chest, it just has to beat wooden chests