#Runekeeper Dev Branch Megathread
1 messages · Page 5 of 1
what do you mean?
ooh
Farther islands could have "Increased Rarity of Natural Resources" (so, more green/blue/purple rocks and trees)
I just teleported myself to far away island and guess which drops were from enemies killed here
far away islands have basically 100% chance of anything dropped by enemy being exceptional/relic
those are the only 2 qualities that will drop
I used console and I'm at 123 west 86 north
but I will play a bit with numbers to figure out how far I need to be to get 100% exceptional
oh lol
i can tell you 1 min
island distance is euclidean now so going diagonal doesn't make it faster
on a completely fresh save it looks like somewhere around 180 islands away
180? thats far
tactics and parrying both being at 50 reduce the requirement down to 163ish
and having them both at 100 reduces the requirement down to 146ish
I can travel 3 islands per travel. I will need to travel forward at least 50 times
darn, thats a lot
I'm surprised this hasn't been removed yet
are there any plans to remove it or drastically reduce this distance?
it makes sense but at the same time is kind of... not ideal
me and my tier 14 zone 🤑
lol
it will make gathering high quality pelts impossible
hmm
I dont think thats achieveable
isn't tier 7 max?
:)
zones can have as much tier as you want and it just uses the highest available tier for spawning
is there any chance to influence quality of runes that spawn?
i don't think so
i'll tweak some stuff with that
i think we should do loot item balance based on the island's tier modifier, that way there can be high tier islands and players can use
runes to lower zone tiers on the island so they can get high quality drops from lower tier creatures
investment
that is actually superb idea
there's not enough tiers though I think
because ideally you'd have a bigger range of potential drop quality bonuses than 4
this island tier might be just based on distance but with way less crazy numbers
that's how it works, yeah
at least in first version
island tier modifiers use an algo that's like, the chance of each additional tier is determined based on the distance the island is from spawn
ie at max distance, the chance of a zone being +4 tier modifier is 0.9 * 0.9 * 0.9 * 0.9
We need like 12 tiers so that we can do modifiers of like +8
that would give a much better range of potential bonuses
just make sure that it has no crazy distance numbers
It is normal that players will want to get better quality drops
actually
I have crazy idea for event
something like creature idol but in form of ritual that we have to defend to alter island tier
but even after your tweaks going far will still be surefire strategy to get high grade materials right?
Not necessarily since it's chance based
You'll be able to get lucky and cap out on an earlier island
but its not like going further will result in lowering chance right?
unless you do something like perlin noise and have high grade and low grade areas
probably not 
Well then, I guess I will need to figure out what I want to transport that far. Going one way won't be that bad but doing multiple trips to haul everything will be impossible
By the way, can we get dev branch build? I really want this "disable tooltips" hotkey
deploy is in 6 hours
can we get info on last gained stat in this tooltip?
I'll add it to the todo as a backlog item
I was going to suggest making a message filter showing only the "stat" message type, but apparently those are totally broken right now
I know that I can check it with Stat[localPlayer.lastGainedStat] but having to go into console to get this info is a bit weird
For Statistician, one way to indicate the last gained stat could be to add some mark or highlight the relevant Health/Stamina/Hunger+Thirst bar
Runekeeper could use displayItem: field to display alternative icon for the last type gained, like what tatteredMaps use to display normal/completed/rolled-up variants
I like that
I think I might do that instead, touching that old game options tooltip ui will suck
ah, I have another slightly irritating thing - equip torch action does not work if torch has been lit previously
equip best does not work
equip specific works but...
if its lit and then extinguished action slot "loses" torch
this likely will happen for any item that can be lit
added to the todo
why is talcum powder heavier than talc?
At base? Or with featherweight?
actually? no idea. I just noticed that when I was processing ton of talc that I mined my weight increased
@sturdy tusk
Most likely some of the talc was in a backpack and when you processed it into talcum powder, it went into your regular inventory. Otherwise, maybe some of the talc had featherweight and the talcum powder didn't? But that seems unlikely since the quality usually increases due to skill and tool quality, when processing powders.
that could be the case
dunno how to help with that, that's a gpu crash and probably isn't caused by stuff we're doing
or at the very least shouldn't be caused by stuff we're doing
probably not possible to repro whatever caused that consistently
@sturdy tusk armor stand removes protected status from swapped items.
then I got this
I know you worked on it
I assume that this item is still broken because it was in an armor stand
the heck
What is interesting is that other items show symbols correctly
Maybe it avoided your fix specifically because it was in armor stand?
oh god armour stands are cursed
the items in them are like in a completely isolated world
I would say my modded armor stands were better. there is nothing that can beat simple container 😛
what should I do to fix these items? poke some things in the console?
wait for us to fix it
should I keep them in armor stand or can I leave them in chest?
either place, ideally they'll get fixed in both
Since you are checking conversion issues for things in non-normal state, It seems that creatures that were caged prior to the update did not get correctly converted to the new AI, and they wont attack
the save I posted earlier has a caged LivingRock and a ClawWorm in inventory, and 2 tamed LivingRocks nearby, along with a magical essence in inventory if you need to summon an enemy to test
#1179948120721870962 message
ugggghhhgh
this is a really bad pattern
i'm totally complaining about this to spacetech
wait - are you trying to say that all my caged creatures are now broken?
this is so annoying
the idea of some items/creatures/doodads/whatever being stored as fake things inside other things and you just have to remember it is like, actually really dangerous for save converts. like, caged creature ai values are probably not recoverable now
i'll have to just reset the ai to what seems correct
if creatures were tamed and caged before the earlier ai changes, they'll lose their tamed state as well
is hoarding working? my decay counter on my torch decreases with every turn
can someone send me a save with caged creatures that haven't been uncaged since the update?
hm
I don't know if my creature was uncaged since the update
But on the save I sent you (with the broken sailboat quickslot), I have a caged jelly cube in, I think it's EDC1 or EDC2 in my inventory
the file is here btw
the one I sent earlier and linked now, but when I tried to download and import it now it throws other errors and seems to break the game
I'm not sure which ones are from before AI update, but some should be. cages are in my inventory https://easyupload.io/qttf4c
ah wait
there were no such errors when I tried continuing the save from when I provided here, but new imports error out for some reason
I think the jelly cube might have been uncorked recently
uncaged* (forgot the word for uncaged)
lol
isApplicable: (e,t)=>!!(t.decayMax ?? t.storeDecay),
getInfo: (e,t)=>{
if (!t.decayMax)
return {
min: 0,
max: 0,
value: ()=>0
};
const a = 1.5 * t.decayMax;
return {
min: Math.ceil(a),
max: Math.ceil(a + a),
value: ()=>Math.ceil(a + e.island.seededRandom.int(a))
}
}
},```~~ Is it me or hoarding values are just 0?~~ Its just flat 1.5x durability.
cracking open a squishy one with the boys
oh, if you don't uncage your creatures their ai value is safe
that's good
anyway i need spacetech's help to fix this one
so i'll take a look with him when he's available
looking at the stacktrace, I guess when I tested it earlier I was still at the yesterdays build, without the Trapdoor Spider update, and that update caused uncoverted creature AI to fully error out when uncaging
Yeah I extracted all the ai functionality into its own manager class so I could apply it to npcs too
That was just before I did the trapdoor spider ai stuff
This is probably the buggiest state the game has been in in a while tbh
I’m not really surprised though with how much I’ve done in the past couple months
Fwiw I’ve been pretty consistently moving the game in a direction of improving maintainability and reducing likelihood of introducing bugs though
It’s just that the sheer amount of code churn that takes with this codebase leads to a lot of edge cases and mistaken assumptions
At the very least with things like ai I can look at them and know there’s very little chance it ever needs to get totally reworked again
I would consider the old ai code prototype code
Creature.prototype.ai
Btw, I’m going to be sticking around a few weeks more for Wayward stuff, my gfs assured me it’d be okay
mm ok
well I'll be happy to see you around for sure
but as a social thing of course
Chaos rune rerolls all creatures spawning in current zone or only creatures spawning during current time of day?
ah, and small minor thing - There is weird difference between all other inventories and crafting when developer tools are opened. All other UI return to where they were but crafting for some reason does not.
@errant loom @sturdy tusk I found something that seems like rather big bug. Releasing aberrant wisp from bottle results in something super weird - these "error has occured" are generated at crazy speed (it fells like couple dozen per second), seems like world rendering dies as I can move (I hear my character walking) but visually everything is frozen. After exiting to menu and going into the game back again I get black screen and only thing that helps is full restart of the game.
that looks like the error I got earlier with uncaging creatures from before the update, and I guess bottling wisps uses the same system for storing creature data
3h ago was when the update dropped, but it is possible that code for storing the creature data does not correctly work with the new AI system
does that mean that releasing any creature is broken right now?
i think so ya
#1179948120721870962 message
tested with this save, caging a creature and releasing it worked correctly, so unless wisp bottling has another issue, it should affect only creatures that were stored before todays update, untill devs fix it
When I find a Wisp I will test bottling and releasing it
just now I bottled wisp and released it - it works
which means that anything captured before todays update is bricked
One of those 2 is "Uncage" but who knows which one?
not sure if I reported it - backpacks have weird weight
in that it shows both values?
What is this 70.2? this backpack is 50+10.1
ah, i see
It seems that chest Guardians currently do not spawn except on Coastal islands
guardianZoneDescriptions contains entries only for BiomeType.Coastal, while spawnGuardians( function checks for the current island type, so it gets nothing for islands other than Coastal
Dont know if you intended to have a single list shared by all islands, or just forgot to create lists for the other biomes
It’s because crafting is the only dialog left using the old ui system
All. The way it works is a single gigantic integer is chosen and then for each block of multiple potential creature sets it uses creatureSets[offsetInt % creatureSets.length]
Is it impossible to find talcum in the wetlands, or should I keep looking?
I believe wetlands have only coal and iron as ores
what do you think about allowing items crafted from relic ingredients to be relic themselves?
it would add use to all those relic non gear drops
I very much doubt that will ever happen, the entire point of relics was that they're only found
then what about items crafted from relics could be 100% chance masterwork
or something like that
those floating numbers when we eat are not appearing
how are they even called?
Internally we call them notifiers
as long as I'm nowhere near tamed creatures everything is fine, but when at least one is in the screen there is a chance that notifiers just die
with a lot of items in inventory game turns into slideshow
not surprised
why? its not like I'm doing anything with them when I'm moving
I would understand it if that table was altered every turn, but moving shouldn't do that
if you have your inventory dialog closed is it still a slideshow?
yes
I had it on but turning it off didn't change a thing
hmm
sorry, i keep asking this, but can you send your save?
I'll make a card to look into your specific situation
https://easyupload.io/i0z2ap just remember that file will expire in few days
nw i'm downloading them immediately
what is the point of Storing in minecart if they dont have any weight reduction?

sometimes when I'm dragging item instead of item icon I get 0000
I have noticed that, I haven't found a consistent repro yet though
darn, I maxed my tinkering and it made crafting normal granite knife impossible
Staying up tonight to ensure that the fix for caged creatures and fanaticism items goes out
Have to basically just sit for half an hour to see if the build succeeded
And it's random chance because there's some random failures we get sometimes woo
nah, I dont have any super rare creatures
its not like we have shiny slimes
in worst case I will ask you for code to spawn any creature
yaaay the build succeeded
https://discordapp.com/channels/92461400789614592/225111620290871296/1278189068475174954 do you know what this changes?
there is weird bug with actions. If I drag any action from item context menu onto one of the action slots I can't activate "auto use" with alt. I have to either pass turn (either space or move) or go into action configuration window and click autouse checkbox
creature fix seems to be working - I tested on 2 creatures and they appeared without issues
the one quirk with that fix is that there was a save upgrade specifically for stripping out old AI types that are no longer used, and they didn't apply to any of the caged creatures, but now those AI types can't be removed anymore because they're used for different things
Specifically, a creature that was set to move randomly as a movement override in the old system while it was saved, that becomes "CanSwapWith" which should mean if the creature is neutral (even if not tamed) you can swap tiles with it lol
Also tamed creatures become pacified
And also the tamed status might be lost from those creatures
This specifically applies for creatures that have been caged since before the dev branch nightlies started up again
For some reason I can reproduce it. Real time save, dont unpause, as soon as you can start dragging item
how does game decide where it will try to put items if I shift-click item?
from my experience it is the last container you clicked into, not counting the one the shift-clicked item is in
there is also a toggle so it keeps that one container as a target
though there were a few times that something bugged out and it kept trying to target some specific container
how do I use that "toggle" you speak of?
the button in the screenshot, should appear in top left corner of a container when you move mouse there
and probably needs more than 2 containers open at the same time
are you sure its button? I cant click it, and at best it shows where item will land
when I click it it makes a noise like changing Gameplay settings does, it becomes brighter/white, and remains visible even when you move the cursor away
here, the one for Food chest is toggled, and I am hovering over the one for Inventory
also probably an UI bug, if you close the container while it is toggled as the target, if you reopen it the button will no longer be highlighted, but it will still remain the target
that button disappears when I try to click on it
we are talking about this pouch with arrow thing right?
yes
yea, its not clickable for me
seems that the button appears when your cursor is over the container window, or the button itself
maybe there is an issue at high resolution or some UI scale, I use 1280x1024
I'm on 1920x1080
when I try to mouse over it I get that arrow to resize inventory and few pixels to the left and I'm off the inventory
there is definitely something as for split second mouse icon changes
but clicking it is impossible
yeah, seem it appears when you hover over the inner part of the window, that contains the items, while the outer part for resizing/moving the window hides it, and its possible at higher resolution the button is too small and there is a sliver of the outside part before you reach the button
you could try editting CSS for the element to move the button within the container space and see if it is clickable
the right: value is probably distance from right edge of screen, it was 444 by default for the button for that one container, I changed it to 400 and it moved to the right
though it seems to reset when alt-tabbing
nah, that has to be fixed by devs
yeah, just in case you wanted to test it
another source of lag I discovered is trying to move when you have an active search in your inventory or a container on you
also to expand on the bug
- toggle on the target for some container
- shift-clicking items in the targetted container correctly moves items to other containers
- close and reopen the targetted container
- toggle button is back to non-visible, and shift-clicking items in the targetted container tries to move the item to the targetted container, effectively doing nothing, but preventing you from moving items out of the targetted container
Oooh, is the new build out?
ye
how about key that will allow us to drag "Use best item" action instead of "use specific action" when we drag it from item context menu? That would be very useful
When I fix the actions listed in item stack context menus, that's what those actions set action slots to
something like "when shift is pressed action that will appear in action slot is best item" sort of thing
so it will be "best" for stack and "specific" from single items?
Yeah
Since that's what happens when you use an action on a stack
I think atm it might be broken in some way though
I have to look into it
https://discordapp.com/channels/92461400789614592/225111620290871296/1278598306930360352
what is the new "max loot" distance with this?
what do you mean by max quality? we won't get exceptional loot?
Oh, wait, I misread
There's a few different files sorry
Chest loot caps out at 25 island distance
And other numbers with it appear to not have been tweaked, which makes that a nerf
Creature items are the exact same quality but you get them in half the distance
which means about 80 or so now
Dunno if this math is intentional
It looks a little odd
Maybe there's part I'm not understanding
So the way creature loot works is a whole bunch of factors contribute to one number and then it's all capped
Instead of each factor capping separately
both ways are valid depending on what you are going for, but this way is easier on player
but looking at message on trello I would say that this is a bug
trello suggests that only distance was decreased, not quality
yeah, I can imagine that explaining it is harder
have you ever thought about allowing us to use well directly as a water source for crafting recipes?
do actions from stacked item context menu look through whole inventory?
Water pouch is second item in my inventory
when I tried to capture wisp in bottle by rmb-> gather liquid on stack of normal empty bottles in my main inventory for some reason game used bottle from "water" pouch
ah. its the same behavior that you talked about earlier
actions from stacks of items default to "best"
would it be possible to separate these 2 cases?
when I rmb on stack of bottles in my main inventory I expect it to use random bottle from that specific stack
I think that's on the todo
Currently I think tech-wise I don't have a way to filter down the valid items to ones in a container
I need to add that first
if I could set you priorities of those improvements I would say that pinning items in inventory is still on top
I won't be able to get to that until next major update most likely
just requires too much dev time
is it that hard? when I thought about it it didn't seem that complex to get it to a working state
new action on item called "pin to top" that saves items current slot id in item, lets call it "pinSlotId"
in sorting function do inventory.sort(x=>x.pinSlotId).thenby(x=>whatever)
that is definitely not how pinning would work
it has few disadvantages like forcing all pinned items to always go to top, but there is a question of usability vs development time
that would be useless lol
the whole point of pinning is to put things on the bottom
every complaint i've ever gotten about it has been being annoyed that things like best for crafting moves protected stuff
ok, but protected doesn't mean pinned
pinning items will be like a fake second container at the bottom of each container that protected items go to by default, but that you can put anything there (and also move protected items out of) if you want
the sort of the pinned section will always be custom
I often use protection for items that I dont care about in long term, like for example I dont want it to be disassembled by auto use disassembling action
they can be sorted however
besides, why bottom? if I have random drop items from loot and my top of the line work tools and want to do some crafting won't it first use those random items? Unless you will also rework code for crafting to check first pinned items
but then yea, that is huge undertaking
Ones you want to use for crafting you probably wouldn't pin
You'd put those in the main inventory
I would
Why though
I want my inventory like this - tools, other pouches, weapons/torches, gear, everything else
I want to use my best tools when I do the crafting
there is no point in using some random tin crap knife that dropped from something
Are you just worried about it taking forever to scroll down to pinned items or something?
They would always be visible
Unless you like click a button to close the pinned section or something
Like, you would put your backpacks, all your bags, your armour, your torch all in your pinned section
And then just keep your inventory sorted best for crafting 99.9% of the time
And it'll put your best tools for various craft stuff on top
I dunno why you would need something different than that, it sounds like it would result in exactly what you have now it just puts the items in a different spot visually
Maybe there's still something I'm not getting?
when I'm playing I usually keep my inventoryu sorted by recent. I dont have to search for things I picked up
I think it would be good to get insight from few more players
So then do you never use best for crafting?
almost never
Wow you play the game very differently than I'm used to seeing
That's fair enough, though
I use it when I'm doing some heavy duty crafing like hunting for good bronze knife. I set my inventory to best for crafting to sort ingredients, make sure I dont have any crap crafting tool, add craft and disassemble actions to action bar and just go
normally I use recent since it reduces time I need to waste searching for that leather helm that I picked up and want to disassemble
if I had it sorted by best for crafing I would have to search through my whole inventory
because game would put it... somewhere
I don't think I'm alone in using recent either
we talked about it 1 or 2 weeks back
Unfortunately I don't think pinning items to the top will ever be a thing, but when I rework the crafting UI next update I could see us being able to fully detach the inventory order from crafting, instead always doing best for crafting for quick-crafting, and then the pick-specific-items ui allowing setting sort order for each ingredient (defaulting to best for crafting, but allowing any order you like)
That way you can just always keep your inventory on recent
Inventory order will become a convenience thing instead of something a gameplay mechanic is based on
Should be much better
I personally see that pinning items to top as a minimal cost - really good return value thing. Something really good before full fledged solution rolls out
You could mod it in with @Inject(ItemManager, "createSorter", InjectPosition.Pre) and custom actions
wouldn't I need to basically override ItemSort?
Well it depends on if you want to do anything with custom sort
ItemSort.createSorter is never called for custom sort
If you'd just ignore pinned items while a container is in custom sort then yeah you can override ItemSort instead
I think I would just go with simpler solution.
I might actually try working on it now
well, after my super late breakfast
Are you sure this is the area I would need to inject myself into? It seems like result of that createSorter is just a method to evaluate item.
That's how item sorting works
If you're pinning items to the top you have to touch that
The idea would be your return your own sorter that does your stuff and then falls back to the output of the normal sorter
yea, but if your original sorter returns thing like getTotalWeight() or getName() for each item separately how do I get between that?
for weight I guess I could add/subtract 100000 weight to get it my way, but I have no idea how I would do that with other ones
wouldn't it be better to inject myself into containedItems.sort?
then I could do that sortby..thenby
why would you have to do any of that
or maybe its just my weak understanding of js and single letter variables that seem to make it more complicated for me
ItemSort is just building a really complicated comparator that can support all of the sorts, but it's still just a comparator, it takes a value a and a value b and returns a negative number if a should be first, a positive number if b should be first, or 0 if they're equivalent
To do what you want, you write your own comparator that does like +isPinned(b) - +isPinned(a) || defaultSort(a, b)
then I'm just bad at js. looking at it in js form made it weird
ie true/false becomes 1/0, so this sorts pinned items first, then if it's 0 (ie items are either both pinned or both not pinned) it falls back to the default sort
./wayward +mod update mods/pinItem +script
ohhhh
same with create
we changed some internal things recently and removed some files and didn't realise that the mod commands used that
what a disaster
that'll be fixed in the next build
There seems to be some sort of memory leak with picking up items on the ground, then dropping them elsewhere, along with save size inflation
I have previously mined out a zone in cave, using the option to drop items on mine/chop/.. , and then yesterday and today I was cleaning it up, picking up all the rocks, moving out of that zone, then dropping them, doing little else
Along the way, Wayward memory usage rose above 8GB and slowed down to the point it was difficult to even restart Wayward twice, and save size rose from about 50MB to 98
restarting Wayward fixes the memory use issue, but I cant tell what could cause the rising save size
If you want to investigate, the attached zip contains a save shortly after starting the cleanup, and one after I just finished it, at 57 and 98MB uncompressed
Hmm I bet you this is caused by a debug feature that records details about actions
It's probably storing all of the item translations for every pick up and drop down action
Is there some way to disable it? like disabling developer mode?
No, it's mostly for if we want to figure out what a player did that caused errors in a save
Try setting game.history = [] and see if that makes your save tiny again
it had 5k entries, and reduced save size down to 41MB
yeah 5k is the cap
unfortunately it's a # of actions limit rather than a size limit
i really need to improve the translation serialiser
so much of the translation system is a bunch of translations stitched together in very verbose and repetitive ways and yet it's all serialised the same
needs some abstracting to cut down on the size it takes up a lot
this is an issue with messages as well
messages serialise translations in the same way
and have the same cap of 5000
anyway, i'm not sure why you'd be memory leaking from that though
will look into it when i get some time
most of the actions would be pick up all items on tile in front of you, and then dropping them by using drop keybing on a stack of an item, so I guess number of items being interacted with in a single action on average would be several times more than normal
I guess a stress test could be repeatedly dropping and picking up 360 feathers on the same tile
lol
I do not know why this doesn't use the smart list formatting that messages uses:
This is a bug rather than an optimisation
All the drop actions, all the move item actions, and "pick up all items" all had this issue
And they are all fixed now
People should see save size reduction as they continue to play due to this
Armor Stand erases data set in item by item.SetData()
Ugh
I know you love issues with armor stands 🙂
Of course
Yeah the issue is the stored items are actually clones
So it has to know how to copy everything
If you wanted even more reasons why it’s a cursed antipattern
can't you just deepcopy every property?
That would be dangerous, lots of stuff on entities are class instances and there’s no real way to know if those should be cloned and how
We do deep cloning in some places for situations like this, but it’s for a class that I designed from the ground up to be deep cloned like that, that I can guarantee will never break due to it
Um
I'm not sure if this is a known bug or not but, uh
The game is upside down for me. And also there's no UI
uhhhhhh
wat
Nope, neither of those
Is the game actually continuing to render as you walk around?
Also, w moves me down (visually) and s moves me upwards
But a and d still go the right direction (which is very confusing)
The game does continue to render, yeah
Yeah it’s mirrored not rotated
And the cursor still changes when it, I guess, hovers over the invisible UI elements
No kidding :P
Does restarting the game do anything?
I've restarted a few times, tried it with and without the debug mod, and started a few different save files
No change
Wow
can you verify files in Steam?
I'll give that a shot, but this is directly after updating
ya, i think file corruption from update
Hang on
This isn't a Wayward issue
This is a Steam Link issue
It looks fine on my desktop, it's only streamed to my laptop that the bug is there
Ohhhh
Ive had ui elements disappear on sharex capture before
what about turning the character into whatever that is?
That I got nothin
It's not just the character that's upside-down, mind you, it's the entire map
omg, nevermind, i see the character upside down
i thought it was like a weird sprite
Nah, the rest of the laptop is fine
I would wager if you could see the ui it would also be mirrored vertically
Hell, even the Steam window and the rest of the desktop render fine over Steam Link
Okay, it's happening via Steam Remote Play as well as Steam Link
(Both streamed to my laptop)
Also the main menu is fine, this doesn't happen until I get into a world/save file
...anyway, uh, consider this a bug report, I guess :)
I did once but I can't reproduce that
I wonder if it's something to do with webgl
If it helps, my laptop (that I'm streaming to) is running Linux
Maybe try swaping webGLVersion in launch_options.json from 2 to 1, or vice versa if it's already swapped?
In the Wayward files?
In the main Wayward directory in your steamapps folder yeah
There's a bunch of random graphics related stuff you could tweak in there
No idea if any of it will do anything
But you never know
It does feel like it must be something to do with the webgl rendering though, if it only starts when you get in game — it is only used for the world
Switched from 2 to 1, no change
oh well, not easy then
drathy might have other ideas for things to try when he's on again
oh actually
on your pc can you try going back to the main menu?
does that make it go back to normal?
it should get rid of the webgl renderer
Went back to the main menu, and the main menu still renders fine
But the problem persists when I go back in-game
That's super interesting
This might be the most bizarre bug I've ever encountered
send your savefile?
shouldn't be related
It persists across saves, and the game is fine on the desktop, yeah
can you make protect and unprotect work with "use best item"?
what is the best item for the protect action
highest quality, besides that - whatever
use case for that is crafting on the fly some item while protecting high quality ones for later use
it seems like it would solve issue monkeymanwasd123 in #wayward had.
it would also allow for manufacturing for example cages from low tier items while leaving exceptional poles and planks for later
What if I added "protect all"/"unprotect all" and it only works with the item type selected
but will it work with quality filter?
yeah
then that works for me
when I tested things I found something weird. With Destroyer of Magi, Reaper of Souls and creature idols placed as you see wisps and ghosts are actually able to spawn.
I'm not sure if is bug or not, but it was definitely unexpected
it seems unchanged from before creature zones, in the respective modifiers Ghosts and Wisps are set to be able to spawn on all tiles (TileGroup.All) and have variable alwaysSpawn set to True
Masochist sets alwaysSpawn to True for all creatures, but does not change their spawnTiles
CreatureIdol just calls the same function as normal random spawns, spawnFromGroup( before the update or spawnFromZone( now
how stable magicology for dev is?
If I wanted to add some stuff to magicology and commit them to mod, how would that work?
can I just create pull request to it?
We aren't able to accept PRs unfortunately, since all the code in those repos is automatically deployed from our internal monorepo
then if I want to add something to it how do I do that?
Like just for your own use?
to be more precise - I think I would manage with adding more wands/staffs
I know that locally I can do whatever
We don't really have a setup that allows for us to accept mod work from others atm
but I want to add it to "your" version of it
It'll have to wait until we go open source later
but magicology technically is open source - I can go to git to pull sources
what I'm interested in is the other way route
in theory you could just pull my changes and add them into the repo if you liked them
Magicology is Spacetech's mod
The mods are modding examples more than anything
They're not supposed to be used as if they're like good or balanced or whatever
but on the other hand I can't pull them, alter them and then release it like its my own thing right?
MIT
then what about this?
https://github.com/WaywardGame/magicology/blob/ba415a7fb808c370435b66232346764ccd754184/src/Magicology.ts#L1
magicology is really neat as a base mod, but it needs some work to be a bit more balanced
Is there a reason why it can't be developed further into something more fun?
Required dev time
what if I will be willing to do this?
I created bug report because there are 2 things that I dont know how to solve
We'll get around to fixing it at some point
but I will manage stuff like reworking recipes/drops, adding more staffs that are progressively better etc
For any mod, we are just not able to commit to accepting changes from the community
It will cost too much time
You are 100% free to fork it and expand on it and maintain it though
what I would do is mostly copy-paste with better numbers/different texts
Since you suggested that the difficulty scaling had been fixed, it seems much more reasonable. However, on the other hand, in two saves since the fix, I have not seen a single goat or chicken (nor egg). I’ve found the occasional feather, but I suspect these were dropped by harpies.
goats and chickens definitely do exist
but its also true that I run with hounded and increased spawn cap
which means that game rolls spawns way more often for me
but even now spawns are rather rare
Hmm.
I figured maybe they’d been set to spawn only when benevolent. But ‘invoke’ on the benevolent rune says “the animals do not seem to notice” and on the neutral one says something like, “you hear a cacophonous sound” or words to that effect, so I can’t seem to do anything to become more benevolent.
That’s been so on any island I’ve visited.
you dont understand how new system works
localPlayer.tile.zone.getSpawnableCreatures().map(type => CreatureType[type])
this command will show you list of all creatures that spawn in current zone'
localPlayer.tile.zone.getTier() this will give you tier of the zone you are in
chickens can appear on coastal in areas with tier 1-3
on coastal goats are exclusively tier 2 but have double chance of appearing
as for runes -
spawns enraged creatures,
tames/calms creatures close to you,
lets you mess with zone settings like changing tier, rerolling creatures etc
with enough
runes you can even force volcano spawns on ice cap islands
there is a bug related to modding actions - I have 2 mods that add actions and as you see stuff is getting messed up really badly.
this can also be easily reproduced
simply load game, exit to main menu and load different save
i think this has been around for awhile
didn't items have skill icon besides name in their description??
fanaticism is even worse
Ugh how did I manage to break that
generic 16% fanaticism
doesn't matter what god, you'll be a fanatic for anything 
Wait… is this why I’ve just found some snow on my coastal island???
no, coastal islands have a low chance of having a "mountaintop" area
Do we actually know tier without looking behind the scenes?
not currently, but i have some ideas to display that information
the reason we don't atm is because the zones are a perfect grid, and it would feel weird and wrong if you were able to spot exact borders and mark out grid lines and stuff
players are already doing that anyway with zone civ score
but we want it to work differently
but yeah i have an idea i'll probably tackle in a couple weeks
Even a vague indication would be cool. Some way the character could interpret from surroundings, or another invoke type action. So it doesn’t necessarily just say the number…
Makes sense
This was good. I just think it’s important that a player either has some control or at least has a clear understanding of how it changes (even if this begins vague and becomes clearer over time, either with skill or exploration)
But we already can... Remember that we see zone civ score
In one zone place 1 floor and then check where zone number changes
Ah, didn't read that far
My potential idea btw is to investigate if I can apply perlin noise (or another algo like it) while near zone borders, causing the zones to be a messy grid instead
And then that plus only displaying info if you’re closer to the centre of zones
I’m not sure if it’ll work but it’s worth a shot
You definitely can, and that's a good idea actually
I know that Perfect World for dwarf fortress does exactly that
My theory of how it would work is to have two perlin noise maps, one used for horizontal borders, one used for vertical borders. Allows the algorithm that chooses the zone for a given tile to choose the “winning” zone direction on each axis in a corner meeting point, and then of the two winning axis zone directions it chooses the one with the greater elevation/weight
Anyway, on the topic of magicology - I have quite a few ideas so I have a lot of questions for you today
with. what??
e[e.ChangeCreatureSet = 0] = "ChangeCreatureSet",
e[e.LowerTier = 1] = "LowerTier",
e[e.RaiseTier = 2] = "RaiseTier",
e[e.ChangeLayer = 3] = "ChangeLayer",
e[e.ChangeBiome = 4] = "ChangeBiome"
relic tier rune changes biome (sadly its on chance). Then you invoke exceptional rune to get underground spawns on surface and voila - fire elementals and dragons roaming ice cap
That multiplayer reordering items bug was actually a pretty big milestone to get fixed. For a very long time, I've not been able to update the UI when a specific action of a player has completed. In singleplayer it's fine, because it all happens back-to-back. In multiplayer, though, what would happen is my "action completed" code would run after the client has sent the action to the server. Now it makes the whole round trip and only when the client does the action for real, that's when my "action completed" code runs
There's been some super hacky chaos going on in UI stuff for ages due to this issue
But now I don't need to worry about it anymore 
So anyway yeah the item reordering bug was caused by the item position getting reset due to the ui thinking the result of the action put the item in the original place, and then when the action finishes for real, an event fires that causes it to get moved, but it gets moved to the wrong position, or something. I dunno it was something crazy like that
on the topic of styles and element positioning
text is over icon and what is that small rectangle?
it's supposed to day "inspect in dialog" or not be visible at all
old bug that keeps coming back because that system is also cursed
i see your ui scaling catastrophe on 0.75x and a raise you an even bigger ui catastrophe on 0.5x scaling
Admittedly I do not fully test ui scaling with all CSS I write, I just write it in a way that feels like it'll work and like 50% of the time it does lol
create unit tests for css 🙂
I dont even think that its possible
most of the problem is that a lot of the stuff to do with text and iconography and stuff has no dedicated system to ensure it all behaves the same
Well, no, text is getting there now
but iconography is still catching up
There's a lot of older UI code that I set up before I had the systems to make it all get handled automatically
the icons used in tooltips like the above are particularly cursed, that actually just uses css to reposition the icon that's normally attached to the text
it should have the technology to be able to extract the icon on the code side and render it separately so its size and position is handled correctly (including at smaller ui scales)
but instead i have to like hardcode it for each tooltip type
at some point i'll go back and fix that
I havent played for a few days (since Friday), but it seems that one of the 2 Wayward processes (the one that uses less memory, I guess the server) now constantly uses up 1 core worth of CPU, fluctuating up and down a few %, even when nothing is happening
The issue is not present in Main Menu, it starts after loading a save, and stops when returning to main menu
I dont remember that process using this much CPU, especially when nothing is happening
Hello, folks, hope somebody will help me with this... For some reason the game started lagging horrendously after I chose the Development branch. The issue is happening only after the save is loaded, there's no lagging in main menu.
The game is playable with this issue, but it's very uncomfortable. My PC is not that strong, but it's not a potato, this game always ran smoothly on previous versions.
Can you send your save?
Sure 🙂
might be that CPU issue I mentioned above, how many cores do you have?
I have 4, when something else was using up 1 of them it was slower than normal, but when that stopped it was back to normal
Thank you! I'll take a look tmrw and do perf testing to see where time is being spent on your save
maybe its similar to my issue from some time ago - too many items in inventory cause game to have horrible performance
Yeah, perhaps I'm having the same issue as you, dunno 🙂 I have 4 CPU cores.
Thank you! :3 The thing is though, I haven't done much in this save, this problem is happening on any save file I'm creating, so I don't think that the save file in itself is a problem 🤔
hmmm not sure then
even on fresh game?
Yup 🙂
thats... weird
do you have any action slots getting ported between saves?
Yeah, but the problem persists even if I'm erasing ALL of the saved game data in the settings 🤔
Like, even with an all sides fresh game this problem is happening, and I dunno why, cuz the game runs smoothly on previous versions 😦
We did update to a new version of Electron for this update, that might have done something maybe?
(That's the thing that allows web apps to run natively — Discord uses it too for example)
I'm not really sure what other changes have been made that would be negatively impacting performance by such a degree
for me game is not exactly smooth either but for now I will blame that on amount of items
Does disabling Acrylic Transparency help much? It's less attractive but that is probably the most performance-heavy part of the UI
if I press f2 to disable all UI I should get same effect right?
does wayward has any type of fps meter?
devtools has one but it's not always accurate
I think I'm getting way more black screens today
you have to enable the bottom console if it's not already visible (press escape to toggle it) and then click on the plus or whatever to add "Rendering" and then in that you want "Frame Rendering Stats" I think
I tried disabling all the performance impactful features, didn't really saw any difference, maybe adding a few frames only 🥲The thing is, I only today tried the Development branch, all this time I was on 2.12.2 😅
oh no!
that's a huuuuge version jump
very hard to track down what caused the issues, then
I know, just haven't played in a very while 🥲
that frame rate meter almost certainly lies
Well, on 2.13.5 everything is okay though 🤔
oh, so it was recent then
Like, FPS are smooth 🤔
Trying this version rn to confirm it, it's true, everything is smooth 🙂
is there any way to pinpoint source of this issue?

I remember that, but do you know where to even start looking?
absolutely zero idea
previously I got ndll.dll errors in event viewer so I fixed that
i poked around a bit the last time you mentioned it
絶対零度
I sometimes get GL Context error but game seems to recover from this
but this one just kills the game
and I'm even on relatively fresh windows installation
@sturdy tusk, just checked the Development version again with all the settings on default, then with Acrylic Transparency off, nothing changes. After that I tried low performance mode and also turned other visual features off, same result. Also, disabled all the mods, same thing.
The stuttering happens when my character is moving or taking any action, if that'll help y'all in any way 🥺
https://github.com/electron/electron/issues/38753 it might not even be reporting the right error code apparently, which is useful
there is bug with updating stacked item counter when player eats item. In my case look at count of apple seeds
stack of 22 apples has only 7 apples
weird
Does it happen if you have your mouse stationary on a part of the UI that doesn't show tooltips?
Yup 🥲
Yikes
I don't really have ideas anymore
I'll follow up with Drathy and Spacetech and see if they have any ideas, they might ping you if they do
maybe do what I did few times - cook special version that logs way more performance info than normally and send it to @gusty rapids ?
no idea what i'd even log
Oh well, thank you for your help anyway, I really appreciate it 🙂 I'll stay on a previous version then until the development version moves further in its version :3 Will be monitoring this thread though, I'd really appreciate any help, so ping me anytime y'all want, I'll answer whenever I can, thank you! 🥰
just for the reference - could you record your game and upload it for us to see?
Hmm, I can try, but how do I do that? 🤔
Sure, I'll try 🙂
that would have to be done by devs
they would need to add some forms of performance logging
Sorry for keeping you waiting, guys. I've recorded two videos for you to compare, one is a Dev branch version, another is 2.13.5.
As you can see, 2.13.5 is running way more smoothly than the Dev branch version.
runekeeper looks like its skipping frames
Wow that’s a huge difference
Tooltip can’t even keep up with your cursor on runekeeper
I also noticed a huge frames drop on RK version, like, it's 45-49 FPS max. On 2.13.5 it's always 60 FPS 🤔
on fresh save my game doesn't look as bad as yours but its still worse than your beacon video
I'm used to games below 60fps so its not that hard for me
Yeah, and I really dunno what to do, since no one had the same issue as me, it seems 😦
If you want, there is a perf test you could run that could help us
It’s a bit technically involved though
But I can walk you through it
I can do it too, just tell me if I should do it on new save or on my main save
Sure, I'll do anything to help :3 Hope I'll understand what to do though 😅
thats what amd driver measured
In the bottom of the Option Menu, in the Developer section, there’s a button “Toggle Developer Tools.” I think by default it’ll be popped out? If you have a second monitor put it on your second monitor, otherwise probably just keep the game maximised so you can switch between devtools and the game.
In DevTools, there’s a tab at the top that says “Performance.” If you click that, that switches the view to one that allows you to record performance over time, so we can see what the game is doing in the times it’s stuttering.
Near the top left of the view should be a solid circle button, I don’t remember what it’s called, “Start Recording” maybe? It’ll take a few seconds to warm up, once it has switch back to the game, move around a bit, then move the cursor around a bit, etc. Then switch back to DevTools, wait a few seconds, and hit Stop Recording or whatever it says in the little recording box in the middle of the screen.
It could take up to a minute or two for the performance report to load. Once it does, you should have an option somewhere to download it and send it here so we can look at it, or you could just send us some screenshots of it
dev tools dont pop out by default. is there a way to do it?
Yeah should be top right I think? Maybe in a … menu?
I don’t remember the UI for it off the top of my head
Should show four options side by side, left bottom right popout, in whatever order it happens to be in
The most important at-a-glance information in a performance recording is the timeline with the colourful bumpy graph. It’s like an overview of where the CPU time was spent at any given moment
Yellow/orange/whatever is generally easy to address because it’s our code. Purple is the hardest to address because (technical) it’s caused by the sheer number of CSS selectors in the game, and the sheer number of places the UI doing misc things causes the browser engine to recalculate all those selectors
I believe that graph should be just underneath the screenshot timeline
Oh, seems easy enough, I'll do it a bit later, for now I'm busy a little, sorry 🥹
It’s the timeline view that’s useful
IE same information but over time, esp if you give us info about like what exactly you were doing in a given moment if you do different things over the course of the recording
Might be an electron bug with that atm
I’m going to sleep now, will reply to further stuff tmrw!
https://easyupload.io/tl7ip0
new game, only super basic mods enabled, I walked around aimlessly while trying to mouse over as many things as possible
same save as before with same set of mods, way less mouse movement. I would say it was my normal "walking and discovering island" routine
https://easyupload.io/konngp
both above traces were generated in turn mode if that makes difference
Um, so, the warming up part is already 1266 seconds and more 😅🤣
It says its profiling, whatever that means 🤔
You have been recording for that entire time
nah, there is no warming up part, it starts recording from the moment you press start and it will stop when you press stop
I said what I said because stuff doesn’t capture correctly in the first few seconds
do like 60 seconds or so of just walking
Oh, damn 🤦♂️
there is this bar labelled buffer - just stop before it fills, otherwise it might fail during saving
If you close devtools and reopen it you can skip it trying to load that gigantic recording
https://easyupload.io/zkchll
main save, magicology (slightly modified) enabled, I was just walking close to my base on spawn island. UI was enabled
also you can tell I failed to immediately sleep lol
Maybe I should mute this channel while I’m trying to relax with stories
https://easyupload.io/2j7toa
same as above just with the UI elements like inventory etc closed
these 4 traces from me should be good enough, if you want more just tell me
Finally, it's done 😅
Damn, didn't know it would be such a big size!
Here's the first one, it's much bigger and longer, with more walking and actions.
Should've known that I could just put it into an archive 😅
Mine were too big even after compressing
Well, and now we'll have to wait, I suppose. We can't do anything anymore for now 🙂
chiri - here are some interesting logs to analyze - why don't you look at them? (pokes chiri in her dream)
I think that description is a bit off
https://streamable.com/5y5xyh
this is my performance with just 140 more pinecones
this is how game works with 180 weight in stripped bark alone in my inventory (~1800 items)
it's so slow it looks like having animations turned off...
yeah, and do note that my inventory is closed entire time
this book will need to be rewritten
is this a new issue? like has the dev branch got worse performance lately?
since i just got some emails and a forum post talking about performance
I described my issue in the post I am replying to, and another guy tried moving from Stable to Dev today and noticed a performance decrease, he recorded videos for comparison here:
#1179948120721870962 message
from my point of view - performance didn't change much since I came back to wayward
overall, my issue some peformance decrease because 1 of my 4 cores is used by a separate issue, 1 by that wayward process now constantly using a core, and the remaining 2 compete with other stuff (browser, etc.) for CPU time so there is slight delay
If I had more cores, or the separate issue was not present, it would not be noticable
performance-wise, that action history fix last week noticably increased performance
#changelog message
Hello, Drathy, in my case it is the performance issues, and I dunno why is this happening 😦 Cuz in previous version (2.13.5), for example, the game runs smoothly as always was 🤔
Andrej27 - do you know how to disable this prompt temporarily?
it seems that my localPlayer.prompt = async function() { console.log("Auto YES"); return true } is not working on this
no, I know nothing about how systems interact with each other, or how UI functions, I can mostly just read the code in functions, and maybe infer when/how some are called
you can disable it by traveling with Debug Tools
you might also find the method on how it does it by looking at the code there
I am guessing it just directly uses SailToIsland Action without bothering with prompts
I have found where the prompt is called, but I cant see any way to skip it or automatically give it a predetermined answer, and the prompt system is beyond my understanding
Easiest way I can think of is to extract the whole app.asar archive, modify production.js there so sail(e) function under IslandsSailDialog does not use the prompt, and run the game using that extracted directory instead of the app.asar archive
did it change magical properties?
no, I simply crafted it and tried to use it for trapping training
and I noticed that in log I didn't see standard "throw, repaired, throw, repaired" loop of messages.
In log I got throw, throw, throw
So I checked what is the deal with the item, and this is what I saw
Hey. What does a yellow/orange outline on a crafted item mean? And is there a skill or tool we can use to identify unidentified characteristics (question marks in the description)?
There are very few games I’ve played where I’m still encountering entirely new features, items and mechanics after this many hours of play! Brilliant stuff.
On the other hand… bits of thaumaturgy, for example, I’ve only uncovered by googling the recipes. They’re so obscure, it would take all kinds of chance for me to happen to have the right ingredients in my inventory to unlock the crafting recipe…
Apart from relying on random scrolls (which 9 times out of 10 seem to give me a new recipe for drinking water!!!) is there some in game guidance or indication about these things?
It would be great if you discovered runes or totems or cave drawings or something like that that taught you about magic, for example…
Unless I’m just completely missing something, of course!!!!
Ah, I gather from the image just above my comment that the colour means mastercraft? That’s cool, my first mastercrafted items!
So what would reveal that in my tooltip?
I hope you will release these performance upgrades as soon as possible
I wonder what is the cause of this problem though 🤔 It seems that most players were lucky enough to not experience such inconveniences 🙂
I think they affected you disproportionately
I did find one performance issue that I fixed
Noice 🥰 Can't wait to start playing Wayward again, haven't played in a while, hope I'll be able to test the new features 🥰
This book seem to refer to old deity system
why there is no dev build today?
Sorry didn’t realise deploy was failing
I’ll manually push out a build once I fix it
ETA 3h
Okay deploy issue fixed, will be out in like 2 mins
you wouldn't still happen to have this item would you?
sadly no
or specifically how this item came to be
or like, how you came to notice it
like you crafted it, then were throwing it and repairing it?
I mined bunch of rocks, then went for trees with a bunch of auto-use dismantle actions to get poles. after that more auto-use craft trap actions.
I noticed that I got one masterworked trap but I didn't think anything of it at that time.
I activated my auto-use repair and auto-use throw actions and started walking into a wall. In the log I noticed that I get bunch of "you throw" information but nothing about repairing so I checked item and that was what I saw.
If I notice any item with weird durability I will remember to create backup and upload it here
I dont know if its only me but this color makes these messages really hard to read
Howdy, @sturdy tusk, @errant loom. Sorry for the ping, I hope you don't mind... If you do, I won't do that in future 😓 Tried to play Wayward after the update with fixes, and unfortunately lags are still existing in my game, I feel like nothing changed. I tried to create a new save, it's all the same.
Sending the new trace file, hope that'll help. Thanks for teaching me how to do that, btw, Chiri, I really appreciate it. This game is connected with some warm memories in my live, so I'll be glad to help with anything I can! I love this game and want it to become even better :3
Well, I've been a bit harsh about saying that nothing changed after the fixes. It's still lagging, yeah, but at least it's a bit more playable :3
can you try playing it off of Steam? as in, run it directly from the folder
just want to confirm something
Sure, I'll try 🙂
hmm, it looks like it loads through Steam now even when running it directly
so you might need to close Steam first
interesting
yep, seeing that too
will check into and get back to you
i think smething changed in Steam to cause these issues
Sure, thank you! 🙂
💜
thats interesting, it works for me
A performance issue with the automatic action slots for the last 10 performed actions, when you have large number (hundreds) of the used item type in inventory
Probably also present for normal action slots, though unlikely to occur there during normal play
I was using Ash to section off parts of ocean to dry it up, using Set Down action from the item to place it, while I had about 700 pieces in inventory at the start
Each Set Down action created an action in the automatic slots, and game got slower and slower, even just walking around, until I cleared all the automatic slots when it returned to normal
I am guessing each individual slot was looking for best item to use for the action, which was slow for 700 possible items in inventory
Maybe prevent creation of duplicate automatic action slots?
Hmm that's supposed to happen
I guess it doesn't dedupe because it's targeting the specific tile each time
But the "best item" should also be cached, so I'm not sure why you'd be getting issues with that
I'll add both to the todo
In such case cant you just soft-lock these auto action unless either action slot is altered in some way or new item is added to player inventory?
its not like item will magically appear in inventory that can be used
in Andrej27 case these actions that he has should just do lookup through his inventory, check that he has nothing matching them, and just softlock themselves until something is added to inventory
That's basically what's supposed to happen
It's a little more complicated than that though
I know you can get fancy with such optimizations
We have an ItemFinder class that listens for inventory changing events and only searches through the entire list when it needs to
Or at least that's how it's supposed to work
Most of the time the events are "add an amount of items" or "remove an amount of items" so it's supposed to only change its result if those changed items could feasibly be affecting the current result
But the above tells me there's a bug with this
In my current game performance is even worse, its seconds per frame, not frames per second, but I'm partly to blame. I picked up literally my whole base
oh jeez
honestly that would be a useful save to use for performance optimisations if you send it
I abused that storing magical property "unexpected behavior" with large chests
I can upload it, just remember that you need Useful Chests mod from steam or some equivalent of this
oh darn, 106 mb save
jeez
lol
loading it without a mod
oh you know it's only 34x more than normal
this is insane
it hasn't even loaded yet
this is too many items
THE UI IS TRYING TO DISPLAY OVER 18K ITEMS
wooden chest with mod is 500
Presumably this is because all the items got yeeted out of containers into the player inventory
then you found a bug - with UI closed it should skip this entirely
ah
then yea, go make yourself a tea, read Silmarillion and by the time you finish game should be done
looks just about right
got more ash, about 730, and recorded performance profile
first is Setting down 12 Piles of ash, taking step forward between each 3, the other is after restarting game (ctrl+F5) taking 10 steps forward, then removing the automatic action slots
Interesting thing about my save is that with all these items I can still walk with ~1fps, but when I jump on a boat performance drops drastically
Unrelated, I looked into the size of your save and after removing all items on your current island, all your messages, and game.history, it only took it down to 80mb. No clue where the rest is coming from
Thank you! I've added this to our performance issues tracker card
I generated few islands
island I'm currently on is about 0,50 from spawn
can you erase other islands data from save and then check save size?
I actually don't know how to do that 
We don't have things set up for removing islands
then you have good puzzle to solve - why my save is so big
I think doodads and creatures and tile events are all saved on all visited islands
Terrain only saves "differences"
about my save - I get it that when all the items popped out of their chests and into player inventory game tried to render all of them and that caused issues, but why do I get so poor performance with all auto actions disabled and items in containers? Game shouldn't try to do anything with them
and why jumping on a boat makes everything 10x worse?
It’s the crafting system
The current crafting system does all calculations from scratch whenever it’s told to update atm
Which is a lot of the time
I was working on a new crafting system similar to ItemFinder a few years ago but never finished it. Will be starting again next major
this happens when mousing over Thaumaturgic milestone
hey first save file in a couple weeks and my auto-use actions ain't workin no more... they worked up until this point about 33k turns n the icon for auto-use just changed and stopped working.
Why what?
Some people like the option to temporarily disable auto use slots without having to manually change them all
nvm i see it now
is there a shourcut ?
or i just clicked it without paying attention lol
press left ctrl, then press left alt
there's something else going on with performance i want to add - i think it's Steam or Electron related
i'm getting unexplained frame skipping even in periods of low CPU usage
my guess is Electron since it doesn't happen on Stable, but it might just be with how the Steam API (maybe overlay?) is interacting with our rendering on the newer Electron
but wouldn't disabling overlay tell us whether it is the culprit?
I tried playing with the Steam overlay turned off, it still lagging 🤔
I wonder if its something on steam end
to tell it one would need to launch the game without steam, but game just complains when that is done
Yeah I don't think Spacetech has been around to fix that yet
It might not sound like that big a deal, but the two most recent modding #changelog changes are a pretty big step towards the discovery system & encyclopedia
Milestones for years now have been tracking your discovery of non-modded game content, but whenever we've added new milestones or new situations where the existing milestones could be updated, we've had to hardcode in checks to prevent modded stuff being added to the milestone
It's only in the past couple years that I've begun to expand on the way these "discovery" type milestones work — displaying all the stuff you've discovered in the Inspect Dialog when you Inspect a milestone, etc, and all the changes have led to some cases where mod registrations have caused those discovery milestones to do unexpected things
The thing is, there's only two reasons that modded stuff couldn't be stored in discovery milestones:
- Adding content mods shouldn't make it harder or easier to achieve base-game milestones.
- Milestone data is global, ie, it exists outside of your saves. Mod game content registration IDs are per-save. That means that if a save mod registration ID was put in milestone data, the Inspect dialog would potentially show two different modded items in different saves.
Both of these issues have been solved now though, over the past couple months:
- That new "Disable Discovery" option? That required us pre-computing the exact list of things that should be discovered for each discovery milestone on game startup, which means now instead of hardcoded "is this modded?" checks for each place we add to discovery milestones, now we can save modded stuff to it and be like "yeah this one doesn't count for the milestone"
- And now, all mod game content is registered with a global registration ID if the mod is enabled, and there's a way to turn any save mod registration ID into a global mod registration ID, or vice versa. So for example, if you pick up a modded item, the Collector milestone automatically converts its save registration ID into its global registration ID for storage. It converts it back to the save variant (if the mod is enabled, otherwise it pretends it doesn't exist at all) for display in the Inspect dialog
And what this all means, is that when discovery milestones start being used for what content appears in the Encyclopedia, mod content can show up there too, without any extra effort from modders. It'll also show up when you quit to main menu, when it'll be listing all the stuff you've discovered in your current session. And the Encyclopedia will also be available in the main menu!!
Hey, that's a great job! ❤️ Does that mean that mods won't disable the milestones discovery and use?
Yes discovery milestones don't get disabled by mods
Only discovery milestones though
Awesome! 🥰 Thank you so much for your hard work!
I'll let this wait until tonight's deploy rather than deploying manually
i found something fun.
it seems that erasing all modded items from collector didn't help
even saveDataGlobal.playerMilestoneData[Milestone.Collector].data = [] didn't help
Hmm
there is an item in this save without a type somehow
I didn't even know that was possible
I removed dospelling cloth from magicology and decided to put it in separate mod
it doesn't rely on anything in magicology so its better to keep things separate
maybe thats the reason
is there some way to safeguard against that?
or can you just add "skip invalid item" code?
yes i'll fix it don't worry
I do want to figure out how this happened though because it's a little concerning
do you want few earlier saves from this world?
it's specifically whatever was in this second to last slot in the player's inventory
second to last.... it could be either dispelling cloth or runic staff
what will happen if mod adds item and then said item is removed from mod?
The only save that I managed to load from this world dates quite a bit back, so it won't be too helpful in figuring what it was exactly
Anyway, I will just create new world to be my playground
Afaik it's supposed to keep the item with the type and the save just isn't supposed to understand that ID anymore
Other items in this inventory behave correctly without the mod
All data about the item retained
There's just no description hooked up to that item type anymore
So game just freaked out because it found "something" that was supposed to be an item
Yeah. I mean, it is an item, it just has zero saved data in it
That is as bare as it possibly could be
I'm trying to play the Dev branch even though it's lagging. Got used to it, ngl, but I feel like it's lagging even more when there's a lot of things on the ground.
does that lag change if you disable adjacent crafting in the game options?
Hmm, I should check it out, I've never tried to turn off this option 🤔 Is it in in-game options?
Unfortunately I'll be away from home due to the nature of my job, so I'll be unable to get to my PC for at least two-three days 😦 But I'll write here after I check this option out right away after I'll return home 🙂
What’s wrong with it?
const GetItemFinder = (toolItemGroup: ItemTypeGroup, consumed:boolean = true) =>
{
const itemFinders = new WeakMap<Player, WeakMap<Item, UsableActionItemFinder>>();
function getItem(player: Player, actionWith?: Item): Item | undefined {
if (!actionWith) {
return undefined;
}
let findersByItem = itemFinders.get(player);
if (!findersByItem) {
itemFinders.set(player, findersByItem = new WeakMap());
}
let itemFinder = findersByItem.get(actionWith);
if (!itemFinder) {
findersByItem.set(actionWith, itemFinder = new UsableActionItemFinder(player, {
includeSubContainers: true,
filterGroup: toolItemGroup,
excludeProtectedItems: undefined,
filter: item => !item.isProtected()
|| (!consumed && item.durability > 0),
}).track());
actionWith = undefined;
}
//@ts-ignore
const temp = itemFinder.all();
return itemFinder.best();
}
return getItem
}```
I borrowed your code for finding item
const getItem = GetItemFinder(DispellingCloth.INSTANCE.itemGroupDispel)
if I use it like this and then catch execution with breakpoint it searches for items with itemtypegroup -10004
but as you saw there is no ItemTypeGroup with that typegroup
I did some testing and that Itemtypegroup returns absolutely nothing
but when I altered ItemTypeGroup it searches to -10002 during breakpoint it magically started finding items
Might be due to the mod registration changes
Would you mind sending me the mod and the save?
I'm using the same save that last time had phantom item
but I dont think that is connected
Yeah unlikely
Actually can you also send your global save data?
Then I can see if the -10004 is its global id
Thank you!
seems like there is more
after adding super dirty //@ts-ignore toolItemGroup = ItemTypeGroup["ModDispellingClothDispel"]; to my GetItemFinder to force it to search for correct id it seems that usable actions registrations are doubled or something like that
I'm reproing the group issue
oh weird
it's like it doesn't even know about itemtypegroups needing to be updated on load
that's supposed to be default though
{
GernerateUsableActionDispelGroup(registrar)
}
)``` this is my only registration to main context list, all other are in submenu
I hope that you could launch build after you patch those because it can seriously mess with modded players
Ah I see, the item group registration issue is an old bug revealed by the recent changes
other than missing labels I managed to find something weird
they are multiplying
its hard to reliably reproduce this bug
but it seems that key is to display submenu then move mouse out of the context menu so that submenu wont be closed and then rmb on something else
most of the times I managed to reproduce it with clicking rmb somewhere on crafting menu but I have no idea where exactly
easiest way to fix this is to autoclose submenus when mouse moves out of either submenu or main context menu
I am definitely not going to do that
It was very intentional that they don't close
It's super annoying when submenus are set up to work like that
Most likely the issue is there's a race condition
IE something along the lines of showing a submenu while its parent is closing?
normal clicking doesn't do it?
I didn't manage to reproduce it with lmb
interesting
I would say its more like submenu gets orphaned when game detects that I rmb somewhere and it closes context menu without checking for submenu or something like that
I cant reproduce it always so race condition or something similar probably is involved too
oh
I managed to reproduce it with lmb
hmmm
i don't think this should even be possible
so it's probably something unrelated to what i was thinking
when a context menu is in the process of closing it tells all its submenus to also close, recursively, and it is unable to open new submenus while closing
I tweaked the context menu code a bit but this isn't something I can easily reproduce atm
Oh wait my bad I thought it was in your tweaked magicology, nvm I can repro
I actually can't get this to not repro lol
It's very interesting it only happens with your submenu
Ohhhh
It's because you have two options getting registered with the same ID
The two Dispel menus
The first one gets forgotten
That's not supported and can't be supported, but I have changed the code so this situation is handled a little more gracefully
It now will remove the old option and log a warning
2 options? as in 2 positions in submenu have same id?
Yeah
the first dispel submenu there is the only broken one
because the context menu forgets about it when the second one gets added
{
GernerateUsableActionDispelGroup(registrar)
}
)``` but this code should only register it once
