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Since skilltrees were added I've been experiencing some crashes with characters with them, so I often just stopped playing with some mods, but as of right now wurt is in a really bad place to play with another 2-3 "big" mods, so I think the tags thing must be changed to:

-Either use the builders component or increasing the tag limit, both things would improve highly the base game compat with big mods.

For reference, a player, by default, has ~27 tags, ignoring all other factors that add tags, it doesn't leave a lot of room for playing other mods, especially when you end up using more than 1 large mods.

Wurt's skilltree adds13 different tags at total, while woodie is only 6 and wigfrid is only 8. The max value for tags is 63 :(
:spidercowers:

You are practically forced to choosing which mods you want to play with, limiting players the amount they can load. And this is like a time bomb if new skilltrees are getting more complex each update. Load 2-3 large mods and try playing wurt, resulting on a crash caused by a tag overload.

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4 hours ago, Evelo said:

Really wish it was easy to move off of Lua. So weird to code such a massive game with it.

Well, there are a lot of things that could be improved in the code yeah but right now what’s concerning is the tag limit and the tag use. In words of a modder friend:

"Viewing the system (current tag use in st) I know why, this allows certain tooltip to shows instead of others inside of the crafting menu but they can patch this very easily by flagging skill tree recipes to show "yeah that's part of the skilltree", that's really only why tags were used so far"

So this is really about very minor changes that can be impactful for optimization.

Please stop using tags only to unlock 1 or 2 items klei! Use other net vars can also do the same recipe unlock thing because some of mods already done that, for this tag issue.

Or at least increase the upper limit of character entity from 63, it's already unable to meet demand.

On 7/11/2024 at 4:57 PM, Evelo said:

Really wish it was easy to move off of Lua. So weird to code such a massive game with it.

Lua isn't the problem. Hell, I'm pretty sure the tag limit is defined engine-side, which is C++.
There's nothing inherently bad because of Lua, and several other large games also have lua scripts.

On 7/11/2024 at 5:02 PM, grm9 said:

all existing mods probably won't work so they probably won't do that

There are games that have the majority of their code in other languages and only uses Lua for modding, so this isn't necessarily the case.

Like, I'm pretty sure Binding of Isaac was made entirely on C, and it supports modding on Lua.

So... It should be theoretically possible to move out of Lua for the base game code... But considering they have over 10 years worth of content written in Lua, it's probably not realistic and most likely won't ever happen.

43 minutes ago, AliceShiki said:

There are games that have the majority of their code in other languages and only uses Lua for modding, so this isn't necessarily the case.

Like, I'm pretty sure Binding of Isaac was made entirely on C, and it supports modding on Lua

are you sure that it isn't just a C engine and the rest of the game being made through lua like DST?

18 hours ago, grm9 said:

are you sure that it isn't just a C engine and the rest of the game being made through lua like DST?

I'd say I'm 90% sure. Especially because modding support was only added in the 2nd DLC (Afterbirth+). In Rebirth (base game) and Afterbirth (1st DLC) you couldn't mod because the devs hadn't added any support for Lua, so it's something they had to work on from scratch, as it simply wasn't part of the original game plans.

Also, Isaac modding does seem to be more restricted than DST modding, which kinda points towards the game not being coded in Lua too. Sometimes some seriously simple things can be stupidly hard to make a mod for because the devs didn't add any built-in function to change certain values in the API, so you need to create crazy work arounds for it (like removing certain pills from the pill pool... Adding pills was easy, but removing was hellish... Dunno if this was changed since I stopped paying attention to the patches of the game since a while back though).

So... Yeah, 90% sure. Can't say I ever took a proper look at the game's code to be certain, but from my experience modding that game and talking to other modders in general, I'm fairly sure it was made entirely in C... Just not gonna say I'm 100% sure because I didn't actually try looking it up myself in the game files.

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