#Runekeeper Dev Branch Megathread
1 messages · Page 7 of 1
Wayward World 23 was the name of the save file.
So it should be correct. I hope. I just about spawned into the world.
that one loads
In my game it was crashing or not loading properly for some reason.
Could it be that they changed it already.
Not sure if it is the right one but it also crashes.
Should be the correct one, I hope.
After I broke the starter quest gear up.
I think I know how to reproduce the bug, too.
Start a new world in the runekeeper development branch.
Complete the first quest.
When Gear Up appears, drag an item into the equipment slot, or equip it into the main hand using the right click menu.
Open the quest menu again.
Now at this step, the quest did not let me complete it properly for me.
Instead going back and forth between quests and the quest menus a little, then I closed it.
Trying to move my character then, the world stopped working.
Seems to work.
Something about the quest right now does seem to crash the game.
again, it loads
oh, it crashes when starting quest is enabled
without it save loads correctly
It is the starting quest that crashes the world.
And I know how to reproduce the bug.
It appears.
Might be the same intermittent mod registration issue affecting things like item actions and item groups and options sections etc
There’s a lot of bugs like that that I have queued up for when I have time
You knew about it already?
maybe it is, but from my point of view they are different. Other mods freak out when you load them second time but starting quest freaks out even on first time
Maybe we can test the difference out a bit more.
The game still crashes because of the starter quest.
I would recommend disabling it temporarily
currently each rune type does different things
has a chance to temporarily pacify enemies in a certain range, chance rises with rune quality and
Fanaticism, range with quality
(tries to) spawns a number of creatures in current zone, number of creatures increases with higher quality
does different things on different qualities, but all (potentially) change which creatures can spawn in current zone
expanding on
runes: #wayward message
basically with enough of them you can force volcanic spawns on ice cap island
if you look into creature spawning conditions you can engineer zones that will only spawn specific creatures
So if I want to farm leather I should spam 
it depends
basically runs spawning code for your current zone few times and adds "Agitated" status to everything it spawned
Interesting
if your current zone spawns creatures that have leather then yea, it will work
but there is "easier" way if you want high quality leather
How to tell the zone?
best way is checking "zone civilization score" in stats or however thats called
just place one floor somewhere and start walking in straight line
at some point that civ score will change
this will tell you that you entered different zone
with this you an map zone borders
right now they are straight lines so its easy, but I heard that chiri wants to add some noise to them so it will get weirder
as for leather - do you want leather or pelt?
if its leather then it might be easier in the long run to travel ~50 islands away from spawn island and start hunting there
everything enemies will drop will always be exceptional quality
which means that if you disassemble some leather pouch you get as a random drop there will be good chance that most of the leather you get from it will also be exceptional
yea, but if you relocate there then its only one way travel
and every drop being exceptional is super useful
is it not 25 islands?
I think you said 50 some time ago
it was 40 or so, but it also depends on tactics etc
so +10 for good measure
i checked it should be 25
oh, so its way closer
What are the recent changes in dev? There is nothing from Trello in #changelog
Every time I start a game, I get flashbanged in the face until I pause and resume it
I don't have that "feature"
Ya, there's some strangeness on load for some reason
Space has been doing some memory stuff and leak fixing
can you see if this happens if you disable the Steam overlay in the options?
It does nothing to me, but I noticed there's a chance this bug will disappear if I pause and resume or I open and close the windows menu a few times
Update: This glitch also disappears when I press any bound key
this should all be fixed up in the latest update
@orchid flower have you had any memory issues lately?
i would be interested in what your js heap looks like after a long play session
or anybody for that matter
if this is like 2GB+, please "Take snapshot" and send our way (make sure to save the game first as it can take a really long time)
lately I have not been playing much wayward but I will try today evening (central europe here)
cool, thanks!
Sorry, I was not able to play recently at all. Life kind of started crumbling away.
no prob
@errant loom Sorry im not sure this is a bug it might be me mess up hotkeys but when i have in my inventory fishing net and try to use WASD it try to fish in direction where i try to walk. Is this a bug?
(Also sorry for ping)
you likely have it set to auto use
When i craft or pick up new net it starts to do so. How i can turn it off?
there should be an arrow icon above the action slot to indicate it is auto-use
it is toggled via a hotkey, which should be visible when hovering over the slot, or a checkbox in the action slot configuration menu
Thanks
is this bug known? i don't know exactly what happened but these two milestones freaked out
Those were supposed to have been reset because they have different unlock requirements and a different effect, but I guess the save upgrade that resets them is broken somehow
interesting
I'm finally going to hop in to dev branch soon and try to help out (once I've made sure I got everything backed up, milestones included>_>)
What features, new and old, would benefit the best from another pair of eyes on them?
I see this as one thing I can keep an eye on, but I'm all ears for anything else
Been getting desynced on dev branch multiplayer, would you like the log file?
sure!
the save too would be useful!
Log file is from my wife's PC since she's the one getting desync'd
how do you make bronze tools on the dev branch? i don't know if the new smelted metal (v.s. the old smelting into ingots) is exclusive to this update but i've figured out how to make other metal tools, it's just not giving me the recipes for bronze ones
some tools, bronze included, need SandCastFlask
though it seems the recipe is the same in Stable and Dev, with only difference being using SmeltedBronze instead of BronzeIngot
For example BronzeShovel needs components String, TalcumPowder, SmeltedBronze, and Pole, tools Hammer and Tongs, and doodads Anvil and FireSource
#changelog message
Digging water to make it deeper now takes water from source
Does this mean that it now consumes water like routing, and it is no longer possible to make infinite water source by just slowly expanding one large enough to be routable?
Also how will it work on 1x1 bodies of water?
Will it make it deeper even though there is no extra water to consume, allow digging but not make it deeper thus potentially allowing infinite digging, dry up the tile, or not allow digging at all?
I'll check if i can still exploit it with connecting a bunch of single tiles
Wow, you guys, just checked the game after a while and was really pleasantly surprised to finally see that the performance has been fixed! Yeeees, finally I can play without any problems! Thank you so much!
The game now is smooth as heck, finally 😄
good to hear!
On dev i have an item with 4 enchants (one skill increase) , when I use an orb the skill only changes every 3-5 try
hmm
All other items worked fine
Doing a blacksmithing gear set
But only that one has 4 enchants
if i had to guess it's trying to modify the other properties
what are the other magical properties on it?
hey, sorry to bug you again, but could you send your global save data?
Is there a list—or a way to check via debug—of what monsters will spawn in any given creature zone?
Ooh, thank you
Well i have no idea what wrong here but it dont works
In a lot of places i cant drop stuff with that menu if there something presend on ground. Sometimes when something on ground i can drop it but later it stops work, more items on ground more likely i cant drom more with menu. Just droping with Q works well
Hmm that’s interesting, I wonder why that happens
There are key bindings for those drop all actions as well, maybe them? It’s Ctrl+Q to drop all items of type and Ctrl+Alt+Q to drop all items of type and quality, I believe
I first though it was some weird bug that they cant drop stuff on an empty tile in front, but now I think that they have the drop setting set to drop only at the feet
I noticed this summer that when dropping items one-by-one, fewer items fit into the tile than when you drop all at once, with the latter fitting about 36 weight into normal tile like before
I dont think it was like that back in January
Not sure if it is a bug or some sideffect of dug hole having higher capacity than normal tile
Testing now, 2 piles of stones (around 1 weight each) reached that point at 27.6 and 27.5 weight contained, dropping items one-by-one worked worked until the pile reached 35.2, but drop all as well as Drop hotkey when hovering over stack of stones did not, saying that there is not enough room
It might have been like that before, as I only really use Drop all of quality and Drop hotkey when hovering over stack
Maybe there is some difference how Drop and Drop all check if there is space in the target tile?
Do goats spawn in coastal areas in the current dev? I haven't seen any in any of the creature zones
Goats seem to spawn only in Tier 2 zones on all but Ice Cap island, though only in 2 out of 4 possible daytime groups
you could try using common Rune of Chaos to reroll groups spawn groups in the zone, if it spawns Trapdoor Spiders during day or spawns Snakes but not Gray Wolves it should be Tier 2 on Coastal
Wait, there's more than one possible group?
Also, what do the various runes do?
yeah, there are 1 or more groups of possible creatures defined for for specific times of day, layer, tier, and biome, while each while a zone has a large seed number it uses to determine which group can spawn
For example Tier1 Coastal on Surface can spawn [Slimes and Rats], [Slimes, Red Snappers, and Mudskippers], or [Chicken, Rats, and Mudskippers] during Daytime, and [Rats and Giant Rats], [Giant Rats], or [Giant Spiders] during Nighttime, and the seed is used to pick which group gets picked for each defined timeframe
Do those change during each time frame or at they fixed at world gen?
the seed number is determined during generation and so what zone spawns remains static, but using Rune of Chaos re-randomizes it, along with other effect for higher than normal quality
Rune of Chaos being the
one, or...?
that is Evil as you can see from the emote name, Chaos is
, Good is 
I was too, and I believe in earlier version the Deity was referred to in code as Neutral too
yeah, old vs new
ItemType.RuneOfNeutrality]: ["rune of {$DEITY:NEUTRAL}
ItemType.RuneOfChaos]: "{0} of {$DEITY:CHAOS}"
Rune of Evil tries to spawn a number of frienzied creatures somewhere in the current zone, higher quality runes spawn more
Rune of Good tries to pacify creatures in a range around you, quality increases success chance per creature, range, and duration, success chance is further multiplied by Fanaticism of
and Luck (x1 unless you took the Invoker modifier or changed in custom settings)
Rune of Chaos has different effect for each quality level, but all change current zone, from just rerolling spawn groups on normal, lowering Tier, increasing Tier, changing effective Layer, to changing effective Biome at Relic quality
what's this fanaticism stat I keep hearing about?
It's an enchantment you can get on equipment
The Q context menu, when performed facing an armor stand, an option to dump out the contents, but it's disabled as the menu says there are no items to dump out of the stand (it's currently equipped with a cap)
Also, does tactics not train while dual-wielding in dev?
...wait, hang on. Y'know how your botany skill makes fruit more nutritious? My leatherworking skill is making water more nutritious when it's in a waterskin.
Wut
There great, I usually try to max out leather working asap so that's great news
It's definitely helpful, although I'm mentioning it here for the sake of reporting a possible bug
It seems even less like intended behavior than the way high-quality containers increase the crafting effectiveness of their contents
it's a bug 😉
Hi, been playing the latest build on Steam Deck, and I feel like their is a memory leak somewhere. I have the OLED if that matters. I usually see the issue about 1-2 hours in: where once I move my character and it ticks a turn, everything on the screen is sluggish. And the turns take longer. Not like complete seconds of loading or something, but definitely noticeable in lag time vs when you first go into the game in the first several minutes in the game (the session). Very snappy and fluid.
Also, not sure if it’s because the logs get maxed out or something? Looking at them there is a reoccurring log spam?
Steam Deck gamemode
Stable Steam Deck branch: up to date
Mods:
Magicology
Oddmagicks
Tars
thanks for the report!
thanks for that by the way, if you have a chance to test again, let me know - i haven't spotted any issues in awhile
Here is another log report. I was traveling back to my home island and during the timeskip the game started to hang. Did get an error from it.
That save desyncs right away. We played a new save for a few hours and so far so good.
gives me this error on launch tonight
game launches, splash screen, crashes at the news screen
we are going to do a revert for that one
thanks!
when the game gets sluggish, can you take a look at the performance/memory for us?
if you look at the console (f10), and go to Performance:
you can record a bit of gameplay
you can walk around and play normally for like a couple seconds, then hit "Stop"
you can show is the results or export them
you are looking for bigger spikes like this, you can zoom in to see what is going on
the other one to look at is "Memory"
you can take a snapshot, but we can look at this after we look at the performance since it's likely not a memory thing
Will do. I’ll do that when I play later today.
let me know if you are still getting this!
yes, same exit code
can you confirm that Steam has updated the game? you can use the verify feature
Yes, after a verify everything was there, it didn't need to download/update
There a good method to share my Tracefiles with you? They're like 150mb
This log was from the F10, in its console log:
getting the same thing here
access violation at launch. shows the changelog screen, music starts playing for like 2-3 seconds or so, then crash
was bored, threw it into debugger. the crash happens inside greenworks, after call to SteamInternal_ContextInit .. i dont have symbols for this, dunno which function this is
disabling greenworks fixes the issue, game launches
this makes no sense. the crashing function seems to be setTimelineGameMode ... ???
oh, wayward has forked greenworks. spacetech last pushed it to github 2 years ago, i guess the timeline support is something he implemented, and it's lacking a null check in setTimelineGameMode. perhaps the timeline object is null and that's an issue
i guess i'll test the game again at a later date once you've fixed that
can you restart or ensure your Steam client is up-to-date?
this uses a new thingy they just released
oh, it seems there's a new steam update. but your private fork of greenworks is still lacking a null check regardless 😛
no longer crashing
i guess i can test the game today afterall 😄
the decayed product tooltip still bugs, but in a new way...
hovered raw meat on an open fire, and kept waiting turns until it turned into cooked. within the SAME TURN it first said raw meat twice, then it said raw meat and cooked meat, and finally it says just cooked meat
hey, Steam update did stop the crashes
the tooltip got stuck on, shows up regardless of where i hover
unless i hover on top of the fire, in which case there are two tooltips for items
like this
you can use something like https://filebin.net/
Convenient file sharing. Registration is not required. Large files are supported.
Oh, just left and right click off to the side to reset it
the game feels very different. now that the reputation system is gone, it's no longer a goat petting simulator
i still ended up collecting tons of maple seeds out of habit, dunno wtf i'll do with them now
goat petting in wayward was like stealth archery in skyrim. you just somehow ended up doing it every run
Spruce seeds are better now
Resin is really good
I use maple for wood crafting and fuel really
I think edible seeds can be used to restore fishing spots
But idk how much everyone fishes now that rep is gone
Fishing is early game supplements for me
https://filebin.net/i5fa3h5z8bw13j2j
https://filebin.net/tvgg0rncdzdwtjkv
Cool, here they are, I did two of them. Tracefiles. Let me know if you want the memory one or not, because it's nearly a gig, so that's why I didn't include it.
Anyway, hope you can get something from these. Would love to get that sluggish thing solved on the Steam Deck. If it matters, I also have played on my Laptop, which is also linux: Arch Linux; and it doesn't ever get to a point where things become slow or sluggish. Maybe it's gamemode or something on the Steam Deck?
Anyway, need any more info or anything, let me know. Happy to help!
Convenient file sharing. Registration is not required. Large files are supported.
Convenient file sharing. Registration is not required. Large files are supported.
thanks, could you export your save?
seems action slot related
https://steamcommunity.com/sharedfiles/filedetails/?id=3365974769
Hope this export is what you meant. Also, I've played through a few other playthroughs with the same sluggish issue happening on Steam Deck. So, might not be entirely just attached to the save. Nonetheless, here it is.
that works! though technically you can export the save game as a file instead of to the steam workshop, and then upload it directly to discord
it's a bit easier for us to get the file directly, but we can use this too so no worries
I rather give you the file directly, how do I do that then?
Should be the same button on your save game slot? You should have been given a prompt that asked if you wanted to upload it to the steam workshop or if you wanted to save it as a file
Ah... that might actually be a Steam Deck issue then. I don't get a prompt at all, just goes directly to "publishing mod", then opens my steam to the file in the workshop. I'm in Desktop mode on steam deck right now, not gamemode.
Oh interesting
Steam Deck always seems to have issues when it comes to opening prompts outside the game, whether in gamemode, or on desktop mode. Not just this game, i've seen it happen to other ones as well.
running away from enemies is incredibly easy now. i still remember having to kite mobs across the entire map, but now all it takes is a dozen steps or so and you're safe again
playing rouseabout game, hardly any armor and no medical items, but it's not an issue. mobs return back to their territory, and THEN THEY DESPAWN, so i just have to go sleep elsewhere and the mobs will be gone when i come back
aberrant bogling spawned in the base? no problem, just gotta sleep elsewhere, it wont be there anymore when i get back later
ya, i wasn't sure about that to be honest
i might tweak that aspect
like slowing despawn a lot for things you've seen before
And turning off despawn if you hurt it?
Like I don't want to head out of a cave then return to no Drake that I shot
that one is already a thing
pretty sure all ranged weapons are two-handed (slings, bows, pistol), and nothing else currently
it looks like the spawns are based on the location as well. my initial base was far away from spawnpoint, and the place kept spawning boglings, zombies, imps, harpies ... sometimes aberrant. went back to the spawn area and i'm instead seeing rats, slimes, bunnies, chickens ... none of which i ever saw in the other location
earlier i dealt with a wolf in my base by taming it, dragging it far away, and waiting for it to untame itself and then i just went back home, never saw him again
not sure if it's my imagination, but running away from mobs in caves seems easier too
maybe it was always easy, but i was somehow expecting it to be more dangerous down there since i went without armor, but i've only once been chased by two mobs at the same time so far
it's still early game though, so maybe i've just been lucky
i do enjoy not having to max out reputation before going to caves
wait, caves have difficulty zoning too? this is too easy now lol 😄
there's almost no danger in the caves near the spawn area
yeah it'll take a combat update and dungeons before the game is difficult past the new player experience again
this makes balance a lot easier for future content and combat changes and stuff. so right now it's definitely in a state that makes it very easy and everything feel cheesable. but a lot of that should be in a better state by 1.0
sorry our development cycle is so slow though
the near-spawn caves are spawning a lot of giant rats and basically nothing else, which makes it super easy to farm for recipes for rouseabout modifier too. it feels like there's no challenge whatsoever, especially since the starting area caves generated tin ore too
anyway, this is an opportunity to expand the worldgen, too
you could have treasures/ruins/whatever that don't need map to be found, and are out in the open ... but guarded by a bunch of permanent enemies with a very narrow territory
in many fantasy novels, monsters are guarding some herbs or special trees or other interesting raw resources
huh, tooltip activated during saving 😄
happened while i was quitting the game, not an autosave
the current rouseabout is really boring, tho. outside starting area the mobs are very difficult to kill and it's a huge struggle since i cant craft much armor yet. inside starting area it's ridiculously easy. the main thing is, there's no incentive to go visit the dangerous areas more than once, and that's quite safe since nothing follows you back home
another thing, there's no in-world indicators about the area difficulty. you only find out once something actually spawns, and there doesn't seem to be any reason why some areas are more dangerous than others
that's going to affect endgame, too, as some places just aren't viable for making a base due to what spawns there, but there's no way to tell if the place is safe or not
it would be good to have ways to find out how dangerous the area is, and perhaps be able to manipulate it as well
these could tie together. perhaps surface terrain types could affect area danger levels, so landscaping could make areas more dangerous or more peaceful. there could be evil-suppressing statues, and breaking them would make the area more dangerous. perhaps certain unspawnable mobs could by themselves affect the danger level, so once you kill the boss mob the area turns more peaceful and dangerous mobs no longer spawn. this could make wisps more useful too, bring them to areas you want to turn safer etc
it'd be interesting if some mobs would ever only spawn if there was a permanent boss mob alive nearby, and it'd bypass all typical island type restrictions in that regard. so you could cage the boss, bring it home, and then surprise surprise you'd find new types of mobs spawning around your island
civ score reduces spawns
by quite a bit
it doesn't lower the tier of the area but it makes it much less common to get threatening stuff nearby
also the
rune is for manipulating the tier of an area
i'm going to need another month or two specifically on polishing creature zones and runes and altars ux i think, but i have to wait until i can actually dedicate time to wayward again (which won't be till sometime next year)
we'll be launching runekeeper in almost this exact state
in my rouseabout game i haven't gotten anything that would increase civ score 😄
oh no 
No flooring or fertile soil?
some things i'd like to do for creature zones ux longterm:
- creatures are associated with special "decorations" that appear on tiles underneath the doodad layer, so a zone spawning particular creatures means you'll see decorations for the spawning creatures every so often. think spiderwebs in a territory that can spawn giant spiders
- a divination type specifically for finding the edges of territories and for determining the "tier" of them (should be added alongside the rest of the planned divination features — also requires me to make a change so that the edges of zones are wigglier instead of always being squares)
- island tier modifiers should appear in island tooltips
speaking of civ score, i used to make roads in earlier games, but then i got annoyed at merchants spawning on them, and stopped using floors on any outdoor areas. i still have no idea how to spawnproof areas properly either
(it would be great if you could "research" items but had a chance of breaking said items
unfortunately haven't been so lucky yet. fertile soil has spawned along with scarecrows, though, but i dont have the recipes for prerequisites of either of them
ultimately my rouseabout run devolved into a quest of "let's mine down this mountain" and other stat increasing nonsense while waiting to get recipes for anything useful
not sure if it's even worth it. i should probably just wait a few months for any new stuff again
Perhaps a self made challenge run?
Like you can only build/place in caves
Or you can't spend more than 2 days on an island
wow this thread is long
It's essentially #/general 2
welp, i've no idea what's buggy and what's stable, so i'm wondering if i should just play stable channel instead, though i really like some of the changes outlined in dev channel. before i decide, are save files expected to break often when on the nightly channel? (and is there a way for players to fix the broken saves?)
Kinda? I force an auto save before i properly save and that works
are you referring to ctrl-s?
I go to the auto save in the options, set it to minimum, and it saves in about 10 or so turns
hmm, it seems my save file is just generally broken
are saves incremental? can i delete the folder?
i feel like i can't do that
oh well, it's joever
dev right now is in almost the exact state it will be when it releases. it's had months of stability testing and fixes
the only way to break saves should be loading a save in one version and then going back and loading it in a previous version
we always try to do complete save compatibility going forwards, so like, one dev version will upgrade cleanly into a later dev version
and we have save compatibility going back all the way to 2.0 (initial steam launch)
so any save from any of those times should load just fine in the latest version (which atm is on the dev branch)
what exactly is broken for you @vapid lichen? Does it say your save slot fails to load when you try to continue playing, or is it the game in general failing to load?
If it's the former, you can send me the save (click on the little up arrow icon on the save slot and save to local file, then just drop it in this chat or in DMs with me) and I can take a look when I have a min
no, it's just failing to save. I'm pretty sure I created a new character and world. and saving was fine for hours. then the very last time I tried to save, it failed. I opened up the prior save (which would have been the most current since the last save failed to save). and then saving was fine again until like 10 minutes in, then auto saving started failing. I uploaded the log file in a thread, but already deleted my files on disk. I'll probably just uninstall, delete the folders, and start over and see what happens. I can't really guess what happened this time, I wasn't paying all that much attention
just the 1 internal mod
the backup saves are probably still there maybe if you want those
i did see the thread last night but forgot about it
well, all these backups are binary
yeah our save format compresses the heck out of them
and somehow highly compressible
oh it's still further compressible? that's interesting
hmm
probably data structures
our tech dev has put a lot of work into the save format and making it tiny but maybe there's something we're missing still
yes but it's also already run through one compression algorithm
mm yeah that's quite possible
so to be very fair, i don't know if i had old game files from previous playtime
i switched to dev branch yesterday i think
though i haven't played in a while
are there any other files you might need?
or can i proceed to a clean install
you can feel free to clean install if you like yeah
ok
sorry about the trouble
no worries. thanks for the input
@glacial thistle have you seen any performance improvements on the Steam deck as of late?
#changelog message if anyone has a chance, would love to know if this makes rune quality increasing a bit more comprehensible
Don’t worry Drathy, I haven’t forgotten. I’ll be playing this weekend, so I’ll let you know.
first impressions: wtf?
i place 6 runes there, and then it displays in the bottom 1x that rune, and another item that i dont have with me. it's not obvious if clicking those bottom items will do something, and what they mean
i mean, i can hover them and they highlight, sort of suggesting they might be clickable
so the first things i did, obviously, was to click them, right click them, drag them, try to drag the other runes down in that area, try to drag other items down to that area, ... none of which did anything (except the last one just placed the item onto the altar container)
it isn't particularly difficult to figure out what they mean if you know that rune upgrade is a thing, but it really doesn't make any sense if you dont know
... i started to wonder if making it look like the trade UI would make more sense, but i couldn't remember what trading looked like and there are no merchants around in my current game ... and it looks like NOBODY has taken a screenshot about trading. nobody. clearly trading isn't a very exciting thing
Trading is slow but it trains dexterity for some reason
minor annoyance: there's a book "A Powdery Catalog" that lists a LOT of recipes... however, i'm playing with rouseabout modifier, which clashes with this "discovery"
Interesting
Looks like only put screenshots of it in our private dev discussion channel
I thought about adding a button and a label like the trade UI has but I kinda didn’t want to because it kinda takes away some of the fun figuring things out vibes
I do think the tab button for consecrate is pretty bad though because it only shows up if you’re hovering over the container panel
So I think I might just have to give in and add an actual button to the main ui
well, if your UI is gonna show exactly what the player is going to get in return, it's about figuring out the wrong thing 😄
It doesn’t show exactly what the player is going to get
meanwhile, an entirely new bug
was crafting and dismanting leaf bedrolls, afterwards dragging the stack did ... that
it looks like it's happening with the cordage stack, too
stacking/unstacking doesn't fix it, reopening the inventory doesn't fix it. all items are at either 1 or 2 durability
The stack numbers on the projected output are the result of a minimum roll on all inputs (so those are guaranteed) and the bright bar is how close a minimum roll is to getting an additional one of that quality. The dark bar is the maximum roll. So if the dark bar doesn’t reach the edge there’s no chance you can get an additional rune of that quality
Strange that this is popping up again. It’s been fixed before
odd bugs happening today. ignited a torch in offhand, but not seeing light. swapping offhand and mainhand fixed the issue, but for whatever reason replacing offhand weapon with torch and lighting it up didn't immediately give light
What’s your mainhand weapon?
i was dualwielding knives
woke up from sleep due to zombie nearby, dragged torch to offhand, right click, ignite
not sure if my mainhand was my "of endurance" or "of health potency" knife, although i dont think it makes any difference
come to think of it, i think the light thingie bugged when entering a cave earlier too
i just somehow mentally ignored it
you need to find a way to make automated tests for functionality like this 😄
have you seen how factorio does their tests? https://factorio.com/blog/post/fff-438 ... video at the bottom. their way of ensuring they dont have regressions
We have similar tests
We just don't have a big enough dev team to consistently write them
We have tests for verifying results of each individual action, tests that run through an entire folder of like over a thousand old saves going back to the initial steam release to verify they all upgrade without errors, a test that runs TARS for a bit, and tests that just do some random stuff with a random seed with a bunch of different variants, set up in a way that we can rerun the same test with the same seed to exactly reproduce what happened
Specific functionality tests are very time consuming to write
That's why we're more reliant on the random stuff
Every so often we get a failure and we can fix it
huh, savegame migration support of that level is kinda nuts
i just modernised how we write our migrations recently too
we used to have like 10 absolutely gigantic files that checked versions repeatedly and performed upgrades
nowadays they look like this
export default UpgradeVersion({
applies: version => version.isBefore("aug 28 2024 20:00", "nz"),
upgradeCreature(version, upgrades, creature) {
// fix creature.ai sometimes having arrays due to some bizarre old bug that probably doesn't exist anymore
if (Array.isArray(creature.ai)) {
creature.ai = creature.ai.reduce((mergedAi, newAi) => mergedAi | newAi, 0);
upgrades.push("fixed array value for creature.ai");
}
interface ICreatureOld {
ai: AiType;
aiMasks: AiMaskType[];
lastCalculatedAi: AiType;
wanderIntent?: number;
}
const creatureOld = oldify<Creature, ICreatureOld>(creature);
if (typeof creatureOld.ai === "number") {
const ai = creatureOld.ai;
creature.ai = new AiManager();
creature.ai.entity = creature;
creature.ai.ai = ai;
creature.ai.aiMasks = creatureOld.aiMasks ?? [];
creature.ai["lastCalculatedAi"] = creatureOld.lastCalculatedAi ?? AiType.None;
creature.ai["wanderIntent"] = creatureOld.wanderIntent;
delete creatureOld.aiMasks;
delete creatureOld.lastCalculatedAi;
delete creatureOld.wanderIntent;
upgrades.push("upgraded creature ai to AiManager");
}
},
upgradeNPC(version, upgrades, npc) {
interface INPCOld {
ai: AiType;
}
const npcOld = oldify<NPC, INPCOld>(npc);
if (typeof npcOld.ai === "number") {
const ai = npcOld.ai;
npc.ai = new AiManager();
npc.ai.entity = npc;
npc.ai.ai = ai;
upgrades.push("upgraded npc ai to AiManager");
}
npc.ai ??= new AiManager();
},
});
i always discard my old saves after a long break and start from scratch, but i guess not everyone wants to do that
yeah there's quite a few people who like to keep using the same save
honestly when i first started on wayward i kinda wanted to stop supporting old versions at some point but at this point migrations are so ingrained into our philosophy that i can't imagine us doing anything different
we almost never have to do anything to maintain the old upgrades
because js variables and properties and stuff don't have runtime types or whatever. so there's tons of in-between states things will be in in the process of bringing them up to the modern equivalent
... i'm still contemplating whether i should say something about the version.isBefore("aug 28 2024 20:00", "nz") ... 😄
That's checking the build time of the build the save was saved with
Most of our team is pst so they use pst when they make an upgrade and I'm in nz so I use nz
Easier to just put the current time in our timezone since that will never need to be touched again
cool
The date string is also strongly typed so it's really hard to screw it up
hahaha nice
imagine pushing that right before the build happens, and a new build is created without the migration patch, and then you have to bump the datestamp forward by one day just in case
Yes I've had to do that before
When the tests are failing it releases the last successful build
So as soon as the tests succeed again a new upgrade has to be set to a date after the last build but before the next one
ie, the current time
There's not really a better way to do it except through setting up an automatic script to inject timestamps into new migrations on deploying a build
Which we could do but that's a lot of effort for something that isn't very difficult to do manually
also reworked the messages. previously it was checking if the "value" of the runes you get out exceeded the value you put in, now it gives you a happy message as long as you increased your runes' quality
Also added the "resulting runes cascade around the altar" message because that silliness also confused people
"Is it supposed to do this???"
Hopefully this is enough polish now that I don't need to touch the system again besides to add new stuff
that is indeed much clearer
random observation: i've noticed that i simply don't care about runes at all because the game's too easy. they don't seem useful. maybe there should be crafting recipes that used them
something similar to the scarecrow maybe
we'll try to get some balance changes in before release
depends on me having time
so no guarantees
i'm not entirely sure if balance changes alone will make runes useful though. crafting recipes would be more approachable and interesting, they'd be a constant reminder that you used the rune for something
for example, have recipes for runic stone floors that provide some basic special effects (such as spawn suppression) and have additional magical modifiers available to provide buffs to anyone nearby
alternative idea: have some special locations in the world where using runes does something more significant. for example areas of permanent fog that reduce visibility, but can be cleared away with good runes. or runic chests that require a rune to be opened, could be in form of a glowing altar that turns into normal altar after use but also grants random loot. or island-to-island teleporters that require a rune to be activated
the teleporter thing could easily be expanded into dungeons later, too. have the player teleport to an island/cave that isn't on the map
stuff already can't spawn on flooring
and flooring also provides civ score which reduces spawns in a zone
other runes could have other effects or uses later
the fact that runes came bundled with a currently very unbalanced (in your favour) zone system is what makes them feel useless
i meant full spawn suppression, including merchants
ah, i wouldn't want that
runes are a creature thing not an npc thing
i want to change how npcs spawn later
i want to rework npcs in general and pretty much just keep the trade ui ngl
someday...
well, another idea for runic floor: keeps charge of runic power depending on quality, slowly recharges over time or activate runes to charge them manually, provide automatic effects to anyone standing on top by depleting charged runic power, such as healing, auto-repairing, damage reduction, crafting quality increase, ...
another ridiculous idea: runic floors could have lightening affecting anyone walking on them, or glowing so they'd always be lit during the night
or to go with the creature aspect: affect creature AI depending on which rune the player is standing on. e.g. evil runes could invert which creatures are hostile to you, or prevent enemies from fleeing forcing them to always engage in combat if you're standing on an evil rune. neutral rune floors would make monsters ignore you unless they're standing right next to you. good rune floors would just prevent monsters stepping on them altogether, higher quality needed to ward higher danger enemies. would make it possible to have a safe cave dwelling early game with a rune floor blocking enemies from entering
or have some sort of equipment imbuement mechanic for runes. for example, tools imbued with runes would have greater chance rolling magical enhancements related to that rune when used for crafting. weapons imbued with runes could have some special effect upon killing enemies such as adjusting weights of the loot tables so that rune-aligned loot is more likely to drop. armor imbued with runes is a pretty difficult case tho, it makes no sense to duplicate effects of Anatomy/Tactics/Parrying boosts, so maybe it should affect the types of enemy spawns
generally, they just need some more ways to use them, concrete ways to use them
runes are like scarce currency, but you can't buy anything much useful with them right now
the game really starts lagging after a few hours
and when i say lagging, i mean, like, i can press move keys towards a chest for a full second and if i let the key go, it's never gonna open the chest
oh boy, saving game is taking a good while
nah, saving was fast, it just stalled on the screen.
"[2024-11-28T10:30:12.821Z] [Ui] [DEBUG] Removing info provider because the game is stopping" ... this line, repeated 426 times
[2024-11-28T09:10:57.054Z] [ActionManager] [WARN] Failed to check usability of Repair as [Player:0]. Problems:
Argument 1 is invalid. Got: e [Item:3786:SmallBag]. Expected: Undefined | ItemNearby | Doodad
all kinds of nonsense in the log
[2024-11-28T07:50:31.146Z] [ActionManager] [WARN] Failed to check usability of Learn as [Player:0]. Problems:
Argument 0 is invalid. Got: e [Item:3581:OldInstructionalScroll]. Expected: ItemNearby
... is that the action bar history feature thingie glitching?
It’s not glitching it’s just a warning that’s a bit too aggressive
Those instances are action bar history buttons pointing to specific items that no longer exist or isn’t nearby. It checks usability of them but they’re not usable because of that. Previously this was not a check that would ever fail normally because actions were only ever used by code that knew the current state of things. The new code works differently because it’s a context snapshot that could no longer apply, and we just haven’t taken the time to make that validation failure not send a warning message anymore
Sorry about the memory leaks. They’re really hard to reproduce because they only become obvious over huge amounts of time and we never know the specific cause from reports like this since everyone plays differently.
If you want to help us fix those you can take a heap snapshot at a couple points during your play session, that allows us to more easily figure out where the leak is for you. I’m on mobile so I might not remember correctly, but I think it’s in the “Memory” tab of the DevTools. There’s a button to export the results. It might take a while
i recall there being some issues with heap snapshots not being very helpful for me earlier, like, they took forever and crashed the game. it's been months since then, though, but i dunno if that's still gonna be the same
oh right, was there some way to manually trigger a save?
There should be a save button in the menu bar
AHHH
Ctrl S also works
now i remember i've asked this before
somehow i never find that
i hit esc and went through all the menus looking for save
I think you play on a tv screen at like 1x right? It makes sense some things are a bit harder to spot haha
yeah, 4K tv
The menu bar does need work though I’ll admit. Too many icons with no text
All kinda just runs together
save really doesn't belong there lol
the max zoomout on 4k tv is super cheaty tho. you should just let all players zoom out that far and balance around that, or limit it on large displays
wtf, it's already lagging, at 26min played after loading. and i didn't take those heap snapshots. i guess i should restart the entire process
[2024-11-28T11:38:31.734Z] [Ui] [Dialog] [Container] [DEBUG] Constructed
[2024-11-28T11:38:31.954Z] [Ui] [Dialog] [Container] [DEBUG] Appended
... 220ms to open a chest in a freshly opened savegame? and it feels much longer
yeah, in a fresh save, there's only 15-20ms between those two lines
oh, it's just this chest
another chest here does 20ms ...
only, uh, few hundred items in there
If the problem chest is still a problem between save and load and you send me the save I can take a look
It’s probably just that it takes a while to make all the stacked item components
Maybe I could figure out a way to JIT initialise those
i tried unstacking them, it was still slow to open the chest, but i didn't save&load after that
Unstacking would barely change anything
If the problem is just that it takes forever to make all those elements
here's the save in case you want to take a look
everything just started to feel clunky
the main thing i've been doing recently in the save is mining, so there's lots of stones around on the surface and the caves
no explanation if that has any in-game effect other than a line of text when you hover your own character. tried checking the help, but searching for "title" doesn't help. instead it gives completely unrelated result only, which is annoying because i have to read the entire thing to see where "title" was mentioned in it
when chatting in multiplayer
i think a tad bit longer explanation here would help, or at least something that answers the question "does this affect any game mechanics?"
since i have lots of screen real estate, i wouldn't mind having the character name (and title) in the top left corner above the health/stamina/etc bars. i could then hover the title and it could perhaps tell me it's vanity-only and provides no bonuses
it's actually kinda curious that the game doesn't have a traditional "character sheet" or similar info dialog
we are working on a paper doll which might have that
it does actually affect another thing, a milestone modifier
a paper doll.....
#changelog message
should be better next build
quickest container opening times now will be from keeping your items stacked
item stacks were already set up to make rendering performance fast, but the fact it still had to pre-generate all of the item representations within those stacks made it so that when the container first opened there was still a lot of unnecessary stuff it had to do. each item component represents a whole bunch of event subscriptions on the item they're representing, plus 3-6 other elements that form the item UI. it's not particularly cheap when we're talking hundreds of items. 900-2000 elements and probably like 3000 event subscriptions just to open a container
luckily it was pretty easy to make it just not pre-generate those components. i had been worried it would be complicated enough i'd have to put it off but it only took me a little under an hour
stacked item components now get generated when you first hover over the stack and press ctrl to make its items visible
nice
so i got heap snapshots taken before and after i made a trip to gather seeds and feed them to my chickens, how do i get something useful out of this?
+6M in PerformanceEventTimings lol ...
and a ton of WeakSets, 4132 bytes each. The internal table has references to item.ts:217, whatever that is, since I only have Production.js ... wait, there's only one place that allocates WeakSets? trackContainer inside ItemFinder ... it means a few thousand itemfinders were allocated and never freed? i certainly didn't gather thousands of seeds
Sorry, i’m bad at figuring those out, I can’t be much help. Usually Spacetech tackles leaks
(Even though they’re usually due to UI code lol)
Afaik it’s only really super useful to have both a before and after snapshot in two devtools windows so you can see what’s continuing to climb
Which necessitates exporting at least one
that's a comparison between two snapshots, but I didn't hit the garbage collection button and I have no idea if that would've made any difference. zero deleted WeakSets sounds like a leak regardless
Not necessarily
There’s some stuff that gets cached for performance as you play
Item finders are actually an example of that
It’s hard to know if that’s actually your perf issue from this
i'm still not sure what the item finders are used for exactly, but those two snapshots involved mostly just walking around gathering seeds and feeding them to chicken, which means very few new items generated
Item finders are exclusively used for action slots
but that's 2500+ itemfinders, since each of them allocates 2 weaksets ....
Whenever you change the item to any sort of “best” item filter, it creates an item finder instance for that particular action (because the best item algo can be different for different actions) which is specifically filtered with a combination of what the action expects and your own action slot configuration settings. Every unique variation an action slot is in at some point caches an item finder on the action itself that persists until exiting to main menu
The way item finders actually function is they’re tracked in one gigantic list of all item finders, on dispose they’re removed from the list, and then there’s one thing that listens for events that can cause changes in those item finders. Then whenever any of those events happen it goes through all the relevant item finders and marks them as needing recalculation. They aren’t actually recalculated until an action slot actually queries the best item again though
Making 2500 item finders sounds off, but I can’t really say entirely. There might be some action slot thing i’m not thinking of causing more different situations to be queried so more different item finders get inited
The item finder for each specific purpose never gets reinited though
I might add some logging for item finders and do some basic gameplay to see if I notice any weird item finders getting inited
Apologies, going to sleep now. Will be around tmrw morning for me for further responses and investigation
i went to harvest 10 maple seeds, one new itemfinder got allocated. then i used my actionbar "offer a normal/green maple seed" action to feed the chicken once, no itemfinders got allocated. then i hit the right mouse button and offered another seed manually, and now 14 new itemfinders got allocated
14 is the number of actionbar slots i have total
i.e. number of actions assigned to them
lol, the developer tools died
okay, this is a lot more fun comparison
6 maple seeds in inventory, manually fed them all. snapshots immediately before and after, so just 6 turns. weaksets allocated: 168. that means 84 itemfinders ????
each time i offered a seed manually, it allocated an itemfinder for EVERY assigned actionbar slot?
and those never get freed
more weirdness: right now, if i'm hovering a crafting recipe and move around, the framerate drops so that there's no movement animation at all. it renders the next frame only once i'm already at the new location
doesn't matter which recipe i hover, but some cause movement to be slower. the more ingredients the recipe consume, the slower it is to move one step
i'm assuming movement refreshes the tooltip, and it seems there's significant difference in the latency it takes for the inspector tooltip to open for different recipes. 1 tin needle tooltip opens fairly fast, 12 wrought iron shield tooltip opens noticeably slower, i dont need to even measure it i can see it's much slower to open
now it's suddenly no longer letting me take snapshots. ohwell
they should get freed on garbage collection if you are nearing max ram usage
hmm i don't think this is actually item finders. i put breakpoints in there and no item finders are being created. using the maple seeds offer slot you have in the save you sent for chest opening time
or if it is item finders, that previous copy of this save isn't enough to repro
(i put a breakpoint on both the constructor and the the function that creates the weaksets)
Any particular reason why a "Mine" quickslot would prefer a blue hammer to a green pickaxe? The pickaxe has more durability and it's even first in my inventory, so I don't know why it would be picking the hammer.
i think higher quality is weighted higher in the best algo
the best algo is not smart enough to know about action tiers
or if it is it treats that as an additional factor in addition to quality
It's the same action tier, I have issues with my axe and my knife being used for chop in a similar way and it's the exact same situation: I got a high quality knife faster than a high quality axe
this is a funny save for that kind of issue
i'll see how hard this would be to tweak
if you can send the save i can try to make it work
Sure
and yeah this is all like, "could be normal behavior" to prefer a blue hammer over a green pickaxe
Should it universally choose by action tier -> durability -> quality ?
Or are there other factors it should consider in your opinion?
but it was a bit of a confusing moment since I don't think of hammers and knives as tools for mining or treecutting
I don't know, I was thinking of trying to figure out what would differentiate the items
like adding a "Mining Tool" grouping to pickaxes that makes them preferred by the "best for..." algorithm somehow
that would be too complicated obviously
I'm just trying to figure out really why I should prefer to use a green pickaxe for mining over a blue hammer
I think it's because I pick based on the item type's base mining tier
but the algorithm picks based on its effective mining tier and also its overall quality
and I do not think that my preference for higher "base" mining tier is rational in this situation, just a gut feeling
So it's probably fine the way it is! haha
The quality bonus that item action tiers get could maybe be item-specific instead of always giving +1 per quality
It would be nerfing some items' effectiveness in some things though
ooh, that does sound fun
and I think the idea of using "poorly-suited tools" is in line with your observation of making some items less effective in some things
like rip the supremacy of the knife but I think it's good to make a distinction there that it's not as well suited for cutting down trees as an axe would
@errant loom thoughts on something like that? doesn't have to be now if you would want that. the idea would be like, for example, knives only get +0.5 (rounded down) chop action tier bonus per quality, whereas axes get the full +1 per quality
would result in less of this particular situation where players are surprised that a knife is being selected as the best item to cut down a tree or whatever
the more I think about it the more I think "item type's base action tier" handles this situation without having to make as substantial changes to the code
so you can make the sort key, in order of preference:
Effective action tier
Item type's base action tier
Quality
Durability
that would probably be a good temporary solution, though it doesn't really resolve the root weirdness which is just that knives can be better at chopping trees than axes even though logic says that a middling quality axe would probably be better than a mastercrafted knife just because you have more leverage
I committed your suggested tweak for now and it fixes both cases in your save
Will be in tonight's build
:)
thanks!
oh is it normal that till/untill/toggle tilled doesn't have an animation the way chop does?
it would maybe look a little odd if it did, those animations are based on the damage type of the tool, so it would be the same animation as chop
I think the chop animation is okay for tilling if it had one
oh actually i can override it. maybe slashing for till and blunt for pack ground?
either way. I think it's pretty minor.
I uh. wait.
I don't think my stats are THAT bad...
sounds okay for now
the danger levels of creatures isn't smart enough to take into account that the cod doesn't attack so it's seeing that it would take you forever to kill it and it assumes that if you attack it for long enough its pity damage against you will kill you first
the danger level system is very smart but only in normal scenarios. when you get to the weird outliers where things can't deal damage to each other it's really dumb
using the actionbar didn't trigger the weakset creation, but right clicking and offering did. i guess i should've been more specific on what i meant with "manually" 🙂
i do right click and hit F key twice, a lot, and that seems to trigger the weakset creation
Ah I see
We did find a couple other leaks but didn’t figure out how to fix them
I’ll add some breakpoints for doing it via context menu tmrw
waitamoment. my actionbar now shows items for every action ... i'm 100% sure that wasn't happening yesterday
the first row was 100% surely just white action icons, only throw and offer had the specific item displayed because those were configured to use specific items
crafted an armor with Insulation ... does this actually do anything nowadays? cold insulation and heat insulation stats aren't displayed anywhere that i can find
playing dev version, but no entries for insulation there
also, that shift-rightclick is such a damn well hidden feature 😄
It is still there, did you scroll down past resistances to the Insulations?
Hovering over the Defense should display totals too
nope, not there
No idea why it wouldnt show up, maybe some setting or mod that disables temperature effects?
It doesnt show up in the item tooltips either?
Will check the code
nope, nothing shows up in tooltips. no mods at all
meanwhile, my pet chicken turned aberrant at some point, i dont think i've ever had this happen before
seems it needs a discovery to show up in UI, forgot they introduced that system so UI elements get added as they are discovered
It seems it needs you to get Hyperthermia or Hypothermia status effect to unlock, not sure if you can reach those temperatures outside Volcanic or IceCap islands
oh lol. that's silly. i've had the heat effect from raging fire, but not the extreme ones
feels stupid to have insulation item but not see its stats, or even the fact that it has a hidden stat
hmm ya that is weird
Idk why I put that on the tier 2 temp statuses, that’s an odd decision
I also only realised more recently that informational things that are hidden for discovery should almost always have placeholders there with like a ? to show the player they haven’t seen what makes this item or whatever relevant
Previously I just wanted to simplify everything as much as I possibly could which meant removal entirely until discovery
But that mostly just leads to confusion
"You experience a strange sensation standing next to this puddle of lava. Perhaps increasing your [Anatomy] skill could help determine whether it's good or bad."
oh huh, just going through your other messages now — i didn't realise my change would cause this. that's kinda cool though actually
i'll have to add some kind of indicator on the action slot to show that it's using the "best" item
this is a consequence of a change i made specifically intended for the "use hovered item" action slots, so that it would show the item you're about to use for them. i had no idea that change was going to affect all the best item slots as well
idea: higher fishing skill increases the chance that passively spawned fish will be higher grade (red snapper)
justification: it doesn't make more red snappers exist, it just makes you able to spot red snappers
wait what how is that still saying extreme danger
dunno, I'm on 20241130.1
maybe it's an old creature from before you made whatever change
no it didn't have to change creatures
i just changed the algorithm that judged the danger level of them
the only check is "if the creature is classified as fishable (which is a static property universal to all creatures of that type) it has no danger"
out of curiosity, where in the code is that check?
is it like, player.senseDanger or something?
CombatStrengthManager.getCreatureDifficultyAgainstHuman(creature: Creature, human: Human): number
mm
CombatStrengthManager is a singleton class created once when you first launch the game, it's accessible from CreatureManager.combatStrength in the DevTools console
public getCreatureDifficultyAgainstHuman(creature: Creature, human: Human): number {
if (creature.description?.fishable) {
return 0;
}
this is the entire check
description will always be set for blindfish, the only reaon that's an optional property is because a mod can add something and then be removed later, so there'd be a creature left in the world with no description anymore
oh i see
it's because yesterday's build was failing
it didn't contain a whole bunch of stuff
nothing after drathy's "fire particles" change in #changelog went in that build
sorry for the confusion and also burying your suggestion
:3c it's alright
entered a cave during night, no torch lit .. and the surroundings were lit like it was daytime, for one turn. does it cache the lighting for the entire cave layer when you exit? 😄
i saw that earlier too
huh?
Interesting
It’s supposed to discover all magic properties on items the moment they enter an inventory you can access
i wonder if it's related to some skill that i dont have yet
Do you have the items being dropped on craft?
nope
What happens if you drop it and then pick it back up?
oh, it was Prosperity
the only trigger condition I can think of is that the planks used for the craft were stored in two different bags
I’ll add investigating this to the todo
planks in single bag: didn't trigger the bug
You know I think there’s someone else that reported a bug at some point that seemed like items were being added to the inventory without being checked for milestone progress
i think that was the first Prosperity item i've seen this run. is that discovery bound to item, or the character? i.e. is this only able to trigger if i craft a modifier i've never seen before?
Yes
The ?s only happen for undiscovered things
And discovery happens once globally
Because it’s tied into the milestones system
yeah, so this is gonna be a pain to reproduce in this save 🙂
The only reason ?s show for magical properties btw is the same thing handles translation of magical properties in item names as the thing that translates magical properties that appear elsewhere, like in milestones discovery lists. A lot of things work like this now
In one way you could consider it fragile but in another way, this makes it much easier to notice when something is bugged
another light cache bug. it is currently night. i exited from that top entrance earlier, and came back from different entrance during night
taking steps left and right retains that light, but stepping one step up clears it
huh. igniting a FRESH torch with no decay in it doesn't update the light right away but requires extra turn. but if the torch has been lit before and has decayed, the light calculation happens immediately
the container stack optimization might be clashing with crafting
wanting to craft compost, it didn't highlight the items that would be used for the craft. after opening and closing the stack of leaves, it is working again
my biggest gripe currently is actually dragging of items
whenever i try to drag something to bottom of a container, it goes somewhere in the middle
makes it massive pain to upgrade my gear, since i want to keep the used gear at the top of inventory, and when i drag an item to the very bottom it often goes whereever
yea, after reopening the inventory the dragging works now
maybe it was desynced by something? i dont know
Oh no that’s a bigger issue
but the dragged item did stay in the middle after reopening
Hmm
there's tons of quirks with the inventory and stacks
very commonly stacks dont stay together
Can you explain what you mean by that?
when expanding the stack, the items might end up in multiple clusters
and this happened just now
i stacked my seeds, dragged the stack to the middle, then went to gather more seeds
result: the stack moved to the bottom, but upon expanding, all the seeds are at the top
dragging the stack around moves the stack, but whenever it gets expanded the items stay at the very top
wait what, that breaks now even without any actions
reopen inventory and ctrl to expand: stack is all at the bottom. drag the stack and drag it to bottom where it already was, then expand: all the seeds are at top, while stack stays at bottom
dragging ANY stack to the bottom of the inventory does that right now 😮
in any container
after dragging any stack to the bottom, the next item dragged to bottom goes to the top until container is reopened
no clue what causes things go into middle somewhere. tends to happen after a crafting session
alert is desynced from the rat
the alert re-synced when i went closer, but remained in place when i stopped moving and the rat went further away
i guess it has a range where it's supposed to be updated, but it doesn't get removed when the rat leaves the range
yep, 8 tiles
when repairing, it seems to use the LAST purple hammer in my inventory to do so, which happens to be a hammer of swimming. i guess the Hammer of Aptitude isn't actually better for repairing, but it's unexpected that it uses the very last purple one and not the first
The best item algorithm is action tier for repair -> base action tier for repair (ie comparing action tier of the items at normal quality) -> quality -> durability -> position in inventory
Specific algorithms can exist for certain actions that need to have other checks, but this is the default
oh, durability, right. that's why it uses the freshly crafted ones lol
i need some magical modifier that improves the repairing ability so repair action wont use random hammers 😄
We really just need a way to set the default tool for specific “x with y” actions
Actually that should be an action bar thing
Repair using specific item hovering the item to repair
oh right, hovering was a thing now
I had this happen very consistently at some point and I reported the bug internally to space and then afterwards neither of us could reproduce it anymore so we just archived the bug. I have no idea what causes this
ahh, i thought the hover feature this way was already a thing. nope
it causes the actionbar to glitch tho
Oh?
bound repair to actionbar, hovering repairable items shows hammer in the slot, hovering non-repairable ones doesn't ... but using the action will not apply to hovered item, it tries to repair what's on the tile in front
actually it isn't even based on repairability
hovering leaves and runes wont show the hammer in slot, but hovering stripped bark does show the hammer
oh, it's because i chose "use hovered item" ...
if i hover hammers, it shows what i'm hovering. otherwise it shows the first hammer, but sometimes doesn't
lol, it also happens if i hover an item that's in another action bar slot ;D
I think repair in the action bar simultaneously means “use configured item to repair stuff on facing tile” or “repair configured item” based on the item that’s “configured”, and the item that’s configured is based on what you’re hovering for “use hovered item”
if i choose "repair with item" for the action (wtf is that?) the actionbar slot shows the random item i'm hovering 😄
oh, that one repairs the hovered item
i just can't choose the hammer for that, because the action goes the wrong way around
it "uses" the item-to-be-repaired, not the hammer
so i guess you need all the "with item" actions to support specifying both the target AND the tool item
huh, 70/24 ...
i made cordage, then disassembled it, and noticed the durability was still "full". no idea what it was before crafting
"into {1}" 😄
nope
what the heck
if i take all out and put back in, it doesn't trigger it. but there were more items them so hmm
i mean, there were some sharpened bones in there already
oh, now it triggers
Can you check the log and see if there are any warnings in the console about serializing messages/translations?
oh i can repro that thank you
i usually use ctrl-shift, but for some reason i did it differently this time
I think I found the issue
drop just handles its message differently
i think it's trying to tell you the name of the tile
which is undefined because tiles don't have names
ohhhh the stack items going to the top bug is because all items get regenerated when you drag a stack (for some reason) but item regen skips stack items, and it doesn't remove anything that was previously there. so all the regened items just end up appearing in the list after the existing stuff because they were added after
this container keeps forgetting it was set to sort on decay - so it shows "custom" dropdown with the sort direction toggle. it happens regularly but i dont know what triggers it
looks like dragging items into containers incorrectly sets it to custom
it's supposed to only switch to custom when changing the order of items already in there via dragging
that worked at some point i swear!
you need to somehow make automated testing for containers ;D
We actually did start on that
But I haven't really had time to full commit into making tests and improving the capabilities of it
at least you could automate desync testing with TARS, check if reopening a container would reorder anything in the UI
every interaction tars does is with the internal systems
and the ui is good at handling internal changes
it screws up when it tries to handle changes the player makes by like dragging things around
that's where like almost all of the edge cases are
lots of perf hacks
but if you aren't testing it, are you really sure it's good at handling internal changes? ;D
it would be a lot more broken if it wasn't
internally everything is like 2 possible things
it's all handled in a very simple way
but since it doesn't rely on the UI order of things, it wont break when UI desyncs
and desyncs aren't even very obvious when they happen
the reason all the edge cases are in user interactions specifically is that there are like 100 different ways for the user to do weird things with the ui that have to be accounted for in the ui itself
whereas the code that handles ingame stuff only has to handle the like 2 possible internal changes since everything goes through those
when you do shift clicking that results in the internal stuff
that's why shift clicking usually works fine
lol, runes can be refined to strip weight with refinement tools, and that gives theurgy skill 😄
the opening optimization has just moved the delay a bit later ... when i drop items into a chest that has a few hundred items in stacks, there's an annoying delay
That delay shouldn’t be related to the optimisation
How are you dropping the item(s) in, do you have the container open, and how many items are not stacked?
the container is open, dropping with hover+Q, ... and of course it isn't reproducible
but this has happened several times now. and it's VERY significant delay. like almost a full second
cant even remember what it is that i dropped. these item management stalls happen every now and then and it just breaks my flow and then i continue, disregarding the issue...
moving a 60 item stack with shift-click feels like ~200+ ms too
i should make a mod that logs execution time of each turn ;D
Most likely when you see it have a big stall it’s regenerating an entire item list
Because it got messed up and actually noticed it’s desynced
It could be caused by either container
The one you’re dropping into or the source
19 atk 63 def ... and i've just been hanging around in the starting area. my equipment isn't very exotic either, tin + scales (from pet snake). still missing recipe for a sail so i cant leave the starting island 😄
rouseabout is silly
there really needs to be some other means of travel
lol, started at theurgy 1%, refined all my runes and i'm at theurgy 54% now
refining is way too good way to skill up everything
I think someone mentioned that before but I forgot to remove the skill gain from it
Maybe forgot to add it to the todo
it'd be funny if there was penalty for refining the runes instead
or a chance for something to go wrong
There’s not really much point to doing it
Besides skill gain
I kinda consider runes more like currency than actual items, the fact they have different weights and different durabilities and stuff is weird
hmm. i right clicked a rabbit to chose to attack it, and it ran behind trees, but the automatic pathing seems to have known where it had gone since it switched to a shorter path without the rabbit being visible (or at least i dont think it was visible)
you cannot walk into dug holes, but you can jump into them
it seems the pit mechanism is to prevent infinite resource gathering ... however, if you dig a beach near the seawater, the water will flow in, allowing you to harvest another sand, and then you can just close it up and start moving around, digging more and more sand from the exact same spots forever
happened again, this time much clearer, i could see the target cross moving in the area that wasn't in sight
let me know if you are still getting this, can't repro either issue
or the cave thing
nah, still happening
let me quickly test some more things
needs to be ignited immediately after equipping
equip to offhand, ignite. if you move even one step after equipping, light gets calculated right
works with wooden poles too
there's the save if you need it. it's in a dark cave, inventory has few candles at the very bottom. equip any to offhand, right click, ignite
hmm. if i have 1 rotting vegetation stacked, right click menu doesn't show "eat" action for it. for 1 apple in a stack, though, it does show "eat"
being able to refine chicken eggs feels wrong 😄
i dont think those icons are supposed to appear twice
dropped some, uh, 100 corks on an open fire, then started refining them while hovering them, waiting to see when they'd turn into ashes
after a while, that happened
i was using an actionbar refine action so the tooltip was always open while hovering
yeah we know about that one
it's been in the game since at least aug 2023 and was originally reported by you
it's possible it's the combination of multiple bugs
and the current iteration of it has been around for less time
but i had no idea the tooltips just keep stacking up forever
oh yeah haha
like, more and more of them will appear if you keep refining
before today i only ever saw max 2 at the same time
there's actually a way to cause it with other tooltips as well, if you teleport with debug tools you can cause infinite "self" inspection tooltips
it's unfortunately really really difficult to fix because even just a few years ago i was really bad at ui internals programming
next major version or maybe during the minor updates for runekeeper i'll be refactoring the "outer" internals of the inspection system which hold the bug
it'll be fine after that
sorry for the annoyance though 
the fun part is that you'll always feel that you were really bad a few years ago. if you stop feeling like that, it means you've stagnated ;D
that tooltip thing is really strange, because sometimes it looks like the tooltip does update, or ONE of the tooltips updates
now it's giving that for EVERY tile i hover
even after alt-tabbing
after hovering the pineapple, it fixed itself
ahhh, i keep wanting to get into modding, but i also want to keep playing this run non-modded, and i dont want to keep switching mods on and off. what a dilemma
i was repeatedly repairing and reinforcing those tools, and suddenly the durability bar didn't update after reinforce
i opened and closed the inventory to make sure it wasn't desynced, and did it again ... took 3 more repair-reinforce cycles to get the bug to happen again
wait what, you can get overhydration from eating an apple
accidentally ate two apples in row, lost 33 stamina TWICE 😄
refining is way too easy way to skillup. i can just craft bunch of stuff, dump on ground, and hold down the key to refine items in front of me. i just crafted a pile of wooden rails, gained 0.2% skill from crafting. then refined them all and gained 0.8% skill from that
not sure what would be a better way to skillup, though. having to gather materials is way more annoying grind, but just holding down a key for a stupidly long time doesn't feel good either
a single wooden rail can be refined 4-6 times, even the ones i craft from plain white planks
i guess the root problem is the skillup being gained from non-challenging tasks. i mean, you can max out taming by feeding seeds to goats, and then use that skill to tame dragons without having to offer them a thing
it's a simple system, but it incentivizes leveling up all skills in safe area first and then finding the rest of the game unchallenging
minor annoyance: making ash cement in bulk requires gathering tons of water, it'd be nice if it didn't require me to manually gather from the sea. would need alternative recipes for the same craft tho, i suppose
see the alert down there. i think i passed a shark there and didn't notice ;D
petition for this to become one of the pinned images
usually those hearts don't appear when they should, now they're still there when i left
went to another island, and it started lagging like crazy. decided to quit to menu, and saving is taking forever now. or maybe not saving, instead whatever it's doing to clean up after saving
oh, i dont think it's ever gonna finish cleanup
yea, never returned to menu, but it responded to quitting the game gracefully
traveled to home island again, and immediately got massive lag. quitting to menu seems to stall again...
😄
Turn off developer mode
Im finally back to wayward, were there any important changes in last 2 months?
Just some fixes
I guess I did make some other improvements in the past couple weeks
You can just scroll back a bit through #changelog if you’re curious
There’s not been like sweeping design or balance changes though
Just UX improvements and one or two slight balance tweaks pretty much
modded itemextra still have issues 😛
issues how? i don't have a card for that
oh it's not looking in the mod
you didn't use a custom path for those presumably?
that's just the default place it tries to load from?
by default it tries to load from game resources
And even if I tried I doubt I would be able to make it look into game resources
All other mod items load from correct path, it's just these staves that don't have their icons
Did I download a copy of that mod?
I have DispellingCloth and PinItem
I'm guessing not?
I think the rune stuff was something different right?
I ask because I think I fixed it but I want to verify
I will upload it, give me few minutes
okay fixed
you'll have to update your image paths, you had them including modmagicology in the name but that won't be necessary
will match the rest of your custom items
you also had your inert runic staff called runicstaffofinert but the item extra name is runicstaffinert, so that will also have to be updated
will be in tonight's build
was a bit more complicated than i expected. this is the first instance we've had of a mod registration type that doesn't have an associated definition object but that still loads images
the objects are usually what tells the game which mod a registration is from, so in this case i had to do some magic to get it to find the mod correctly
logs of persistence dont generate at full durability when chopping down a tree. i think other harvested goods are currently doing the same as well
actually no, just got a pineapple of persistence and it's fine
wtf, i 100% saw an enemy nearby, alerted ... and when i went to check, just 10 tiles away, it was gone
like, despawned?
it was aberrant giant spider, but it circled away from me making it hard to find it 😮
hmmmmm
it displays weight in the toolbar, not capacity?
after reopening the bag, it displays capacity again
it kept updating it correctly for the weight, too, when i moved stuff in and out. is that a feature or a bug? 😮
well, that 7.3 is completely bonkers
had to relaunch the game. going to main menu and back did not stop the lagging, but restarting the exe fixed it
that history toolbar has bad tooltip, suggests wrong hotkey
oh, if i hit that silly key, it changes the hotkeys so 1 becomes correct. never used that because that key is actually "§" key on my keyboard, not `
hmm
Pressing an unrelated key is treated as ` for you? That’s very strange
can you share what keyboard you have? § is new to me
interesting, will check into
it seems to do the same for every other keybind. it's displaying based on US layout, so ö shows up as ; if you try to bind it to something
i don't think we can do anything here - it seems like it maps specifically to KeyBackQuote
it doesn't have its own definition
other than, like not using it by default i guess
it's just a display issue, the logic is fine
switch to any international layout to reproduce
https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code#try_it_out if you type in this what does it say for key and code? Is either of them correct?
i think it will just be backquote according to what i read, but it would be awesome if it didn't
it shows the keys correctly as § and ö, not ` and ;
interesting
i wonder if we can somehow get a keymap for the current keyboard layout
so that we can display differences as the correct character for each person's keyboard, even if internally it still works the same as it does now
let's just hope that's not in another spot on some random keyboard haha
added to the todo
another random thing ... i have a feeling this should be displaying more info instead of all the ? marks
No, that's correct
Those are all the sources you've gotten runes from
By default it's all ?s
that seems odd, unless that's a very new feature, since i've been doing quite a bit of things in this run already
If you want more information all possible rune sources are in the Runekeeper milestone
Shows all three deities and every potential source, which includes things like crafting/dismantling/disassembling/etc
11/636 ... uh. hmm these milestones are being a bit odd
e.g. my doctor milestone progress is 0/15 and i'm pretty sure i've at least stopped bleeding in this run
Unrelated to the current thing but could I ask you to run something in your Wayward DevTools console to see if it will help us with displaying keybinds?
sure, what do you want me to run?
console.log((await navigator.keyboard.getLayoutMap()).entries().toArray().map(([code, key]) => `${code}: ${key}`).join("\n"))
should print out something like this
If that shows § for Backquote it means I can fix the display
yep
Awesome
ah good idea
I'll try to get this in for the first minor update
i just got 3 good runes from feeding my chicken, and the
tooltip doesn't show taming as an action or a skill. my taming is 100% and taming skill tooltip says good runes may be bestowed, are you sure this is working right?
I think it doesn't show ones that are shared between multiple deities
oh, no, taming is always a good thing apparently
that's weird
that shouldn't be like that
both good and bad shows butcher
because actually successfully taming something gives you a rune based on the domain of the creature
maybe i created this run before that milestone was a thing, i cant remember
Every single thing that gives runes uses the same system though so it would be really weird if only some of them work
I'll take a look though by feeding a single animal on loop
well, i dont think it's just feeding. i've gotten ~400 runes this run, and the milestone is at 11/636 ...
yeah that's just the easiest way to reproduce whatever the problem is lol
just did cure poison, doctor milestone didn't increase, it's still at 0/15
are you sure milestones aren't disabled for you?
how do i determine
I don't remember if there's an in-game UI thing for it, but you can run game.milestoneManager.areUnlockable() in DevTools
actually, found an easy way. invoked
rune, benevolent milestone increased by 1
kk
milestoneManager also says true for areUnlockable()
made a completely new game, got poisoned by spider, cured poison with medicinal water ... doctor is still at 0
here's my global non-world save data, in case it helps, maybe something's corrupt there 😄
I can repro doctor not working
lol the only way runekeeper ever updates anymore is if you get multiple runes with a single action
which almost never happens
slaps rabbit this bad boy can fit so much seeds in it
indeed. early game i tend to gather all the maple seeds i see and then feeding them to a pet, and that's why i have an action for it so i can just hold down a key ;D
yep that's what i was doing lol
i spawned a tamed rabbit with debug tools and added the "stay" ai to it and then used debug tools to give myself like 500 seeds and just held down the button to both figure out what was happening and also ensure I had fixed it
Was a bit surprising that you found two bugged milestones back to back and they were bugged for different reasons
well, i forgot the milestones were even a thing, i only checked since you mentioned the runekeeper. and that 0 doctor really stood out there
i had hidden the button from my top toolbar because i used to just remember the keybinds for everything, and it was a bit of a hassle to remember how to get the milestone dialog open again
One bear two bugs
Please I beg you to never use a statement like this ever again /jk
,ahsdbJKSDBHAJH lmao
hey if rune keeper is out now do i go back to normal build now?
are we gonna get updates n stuff?
ok yeah im dumb
hmm stack bugs. loaded save, ignited candle, went to grab some nearby ash with pickup all items ... and the inventory is already desynced. when stack is expanded, the new items i got are at the very bottom, although the stack and its old items are at the middle of inventory
closed and reopeined inventory. used the dig action via actionbar to grab the final ash from the tile ... and that ash ended up at the bottom, not with the stack. so this should be easy to reproduce
feature request: chest tooltips, could they be made to show contained item types? icons only, with quality borders showing which grades are contained. that'd be more useful than shift-hovering to view the list. alternatively, improve the output of the detailed list
e.g. i look at this and have a question, "does this chest have something other than bone meal and fertilizer?" ... it doesn't, but it takes way too much effort to figure that out
it'd be nicer if that list was grouped by item type first, even if the tooltip ends up becoming longer
i guess it could be just modded
ugh, the number of times i've accidentally done the wrong action due to the history actionbar swap thingie
How are you accidentally swapping??
Oh do you mean you forget to turn it back off?
I can make it turn itself off if you do something other than a history action
yea, i forget to swap it away
also, another thing i keep doing is eating something during a bulk session when stamina goes out
and then i hit 1 down and eat 3 more things
lol
and then this happens 😄

