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31 minutes ago, Bumber64 said:

Why's everybody talking about this now? Isn't this how it's worked since DST began? Only in DS could you preserve jerky forever on the rack.

See I was thinking this too. I remember always it being on my mind to hurry and harvest before it spoils, but maybe this is like some weird mandella effect? I really remember a bunch of times coming back to find the jerky was spoiled

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1 hour ago, Bumber64 said:

Why's everybody talking about this now? Isn't this how it's worked since DST began? Only in DS could you preserve jerky forever on the rack.

Are the rotten graphics new?

No drying racks worked differently before as they would never spoil.

Now they use containers like chests, woby's rack.

So it can spoil now and yes the spoiled graphics on drying rack are new

Edited by Cliffford W.
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1 hour ago, Curly Bill said:

See I was thinking this too. I remember always it being on my mind to hurry and harvest before it spoils, but maybe this is like some weird mandella effect? I really remember a bunch of times coming back to find the jerky was spoiled

this only -just- changed. unless you are a walter player and are confusing it with woby's racks i am not sure how you have a memory of spoiled rack jerky

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image.png.f9dfb0f823b19176a43ffca1ff3d3d33.png

Only the sprites and animation are new. As early as Reign of Giants, jerky would spoil on the rack. It would just spontaneously turn to rot on the ground whenever it spoiled, rather than remaining as the goopy green sprite we have now.

Edited by lowercase skye
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On 7/26/2025 at 9:26 PM, KvetekSK said:

You can now make butterfly farm that would make them last forever or until they die.
image.png.608ab7ade5282522634aed95b4e121f0.png

They get stuck in place and cant get out, I would suggest that they should die on first contact or be able to fly away after some time.
They could make your world lag after some time if they keep spawning near and getting stuck.

it would honestly be really funny if bugs like butterflies and mosquitos died to the shock as though it were a bug zapper

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15 hours ago, hoxi said:

Probably known for a while as well, but Woodie has a higher chance to spawn both Treeguards and Poisonous Birchnuts

A x1.5 multiplier, to be exact.

16 hours ago, MrMNWorm said:

Yes Grem, it was in my line of thinking that if choosing Lunar Affinity allows a player to prototype Lunar Craftables, then eventually, down the line, choosing Shadow Affinity would then allow for the ability to prototype Ancient Pseudoscience Crafts.

If this were the case, then choosing between Lunar vs Shadow Affinities is a REAL choice to be made by the player(s). Because Lunar AFFINITIES, to me, are (mostly) better than Shadow ones… BUT being able to prototype Ancient Pseudoscience CRAFTABLES is better/more desired than Lunar Craftables.

If this were the case, we would be looking at something like this:

- Lunar Affinities are strong but the Craftables are weak (to me that is)

- Shadow Affinities are weak but the Craftables are strong/more desired and useful (to me that is)

Now you’re looking at a choice between a strong affinity with weak craftables OR weak affinity with strong craftables. Upsides and downsides to either choice… so choose wisely my friends.

This might unfortunately lead to some choices instead getting shifted into one side being obviously superior, in case of characters that already have a superior shadow affinity (assuming that one would prefer ancient crafts, since i'd prefer cutter and glass axe tbh), such as woodie and wurt, at least for early game (with later game allowing you to swap at celestial portal to change affinity).

This is a general issue with trying to change skill tree system at this point e.g. making it per world or tying extra stuff to affinities, many skill trees were already made without that in mind and would stop functioning as well as they do now.

19 hours ago, ALCRD said:

Mmm dried rot

Those things I hate irl are my favourite addition to the game!!!! I LOVE seeing pixel life suffer :wilson_evil:

On 7/26/2025 at 11:20 AM, Cliffford W. said:

Medal_bCBhsxlG5I.png.3d2af4ce5fbe5e6808c8921b5f3d8de1.pngMedal_jlUT6hVrS9.png.2d969061fc8a6ea1c5976a8fa68caf8f.png

 

Sprites for both Rot and Unrot items that have unique rot texture

It just got more fun!

7 hours ago, Cliffford W. said:

No drying racks worked differently before as they would never spoil.

Now they use containers like chests, woby's rack.

So it can spoil now and yes the spoiled graphics on drying rack are new

Tested this by spoiling a fish morsel in my inventory until it hit red (0.6 days left before rotting), then put it on the new drying rack and skipped a day. Still turned into small jerky, instead of rotting before it could finish drying, which it would have if this were true. In case you're talking about already-dried jerky spoiling on the racks: that already happens with drying racks on the main branch. 

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42 minutes ago, Cliffford W. said:

but on the new meatrack it will spoil even if it didnt dry yet

Only an already dried product will be able to spoil on the new drying rack, unless affected by acid rain, in which case things put to dry will also spoil (rain affects dried products but not products in the process of drying).

One key difference that people might not be aware of is that the items put on the drying rack always persist now with new drying racks. The old ones simply set visuals on the drying rack but no item exists while it's there on the rack (items put on them get deleted). Again though, only acid rain can spoil items that are drying, and already dried items behave as if put on any other containers.

 

Also regarding what's being said about the current drying racks and DS drying racks, only the base DS game (no DLCs enabled) had it so things on drying racks never spoiled and were retrieved with no spoilage at all. From RoG and then on, and in DST, once something is done drying, it sets a generic spoil task of 20 days (all dried products do use this anyway), and either spoils and drops rot when that task executes, or when the product is grabbed, it gets its spoilage set based on that time to spoil.

The new drying racks don't need to set a generic task, and instead, the dried item spoils as expected when put in a chest or so, with the difference of being able to be affected by rain, which makes them spoil faster (rain has no effect on dried products with the old drying racks, they just inherit world wetness when retrieved, unless protected), and acid rain, which makes them spoil way faster and can spoil items in the process of drying.

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1 hour ago, Cliffford W. said:

 

but on the new meatrack it will spoil even if it didnt dry yet

But that's not happening. As I said: I took a fish morsel that was in the red, put it on the new drying rack, and skipped a day to find that it had successfully dried instead of spoiling. Fish morsels have a perish time of 3 days, meaning that at 20% (the upper end of the red spoilage), it will take them 0.6 days at max to spoil vs 1 day to dry. If what you said about non-dried meat spoiling on the new rack was actually true, then the morsel would have spoiled before it finished drying. But that didn't happen. I just tested again with 2 fish morsels both in the red spoilage zone, and the one I put on the drying rack did not rot even once the one I kept in my inventory did. As far as I can tell, you're wrong about how the new drying rack works with spoilage. 

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11 minutes ago, Chewabacca said:

But that's not happening. As I said: I took a fish morsel that was in the red, put it on the new drying rack, and skipped a day to find that it had successfully dried instead of spoiling. Fish morsels have a perish time of 3 days, meaning that at 20% (the upper end of the red spoilage), it will take them 0.6 days at max to spoil vs 1 day to dry. If what you said about non-dried meat spoiling on the new rack was actually true, then the morsel would have spoiled before it finished drying. But that didn't happen. I just tested again with 2 fish morsels both in the red spoilage zone, and the one I put on the drying rack did not rot even once the one I kept in my inventory did. As far as I can tell, you're wrong about how the new drying rack works with spoilage. 

            if data.dryer.ingredient then
                local item = SpawnPrefab(data.dryer.ingredient)
                if item then
                    if data.dryer.ingredientperish and data.dryer.ingredientperish > 0 and item.components.perishable then
                        item.components.perishable:SetPercent(math.min(1, data.dryer.ingredientperish))
                    end
                    item.dryingrack_drytime = data.dryer.remainingtime
                    inst.components.container:GiveItem(item, 2)
                end
 
 
it will still spoil
46 minutes ago, Cliffford W. said:
            if data.dryer.ingredient then
                local item = SpawnPrefab(data.dryer.ingredient)
                if item then
                    if data.dryer.ingredientperish and data.dryer.ingredientperish > 0 and item.components.perishable then
                        item.components.perishable:SetPercent(math.min(1, data.dryer.ingredientperish))
                    end
                    item.dryingrack_drytime = data.dryer.remainingtime
                    inst.components.container:GiveItem(item, 2)
                end
 
 
it will still spoil

What..? That's the OnLoad bit of the code that they added to retrofit old drying racks.

To me the worst part about glass cutters was needing to craft a bunch of them if I wanted to use the away from Lunar. I liked how with walter you can prototype moonshots, have a stack of them, then just collect glass as you need, which feels a lot more pratical to me as a dark-sword alternative instead of a more annoying cousin. 
 

My vote is to keep the recipie to lunar island, but allow it to be prototyped. This way there is still reason to go to lunar island and assemble the alter (before Celestial champ) but glass cutters can still see practial day to day use after the fact. Same goes for the glass axe

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2 hours ago, Chewabacca said:

But that's not happening. As I said: I took a fish morsel that was in the red, put it on the new drying rack, and skipped a day to find that it had successfully dried instead of spoiling. Fish morsels have a perish time of 3 days, meaning that at 20% (the upper end of the red spoilage), it will take them 0.6 days at max to spoil vs 1 day to dry. If what you said about non-dried meat spoiling on the new rack was actually true, then the morsel would have spoiled before it finished drying. But that didn't happen. I just tested again with 2 fish morsels both in the red spoilage zone, and the one I put on the drying rack did not rot even once the one I kept in my inventory did. As far as I can tell, you're wrong about how the new drying rack works with spoilage. 

Did you skip or wait a day? It's a minor difference but sometimes it causes issues. Sometimes things don't update correctly in skipped time compared to regular waiting.

18 minutes ago, Cliffford W. said:

Raw drying item doesnt indeed rot.

Which is weird..

That's how Woby's drying rack worked since it got added, and it's to mimic the behavior of putting something on a drying rack and it just not rotting while drying, no matter how spoiled it was. Now it applies to the new ones because they work the same!

Edited by hoxi
On 7/26/2025 at 3:38 PM, Cliffford W. said:

3 slots at the cost of the dried or undried item be able to rot/perish.

It's a win win

Aren't items be able to rot already on drying racks? Or does this mean some items can rot instead of turning into a jerky?

Edit: Nvm. I think I got it from the other comment. Basically, drying racks won't stop the spoiling process anymore, right?

Edited by POOH_LY
4 minutes ago, POOH_LY said:

Aren't items be able to rot already on drying racks? Or does this mean some items can rot instead of turning into a jerky?

Edit: Nvm. I think I got it from the other comment. Basically, drying racks won't stop the spoiling process anymore, right?

it would just stay as the minimal freshness , as long as u take it out, it rots

1 hour ago, POOH_LY said:

Aren't items be able to rot already on drying racks? Or does this mean some items can rot instead of turning into a jerky?

Edit: Nvm. I think I got it from the other comment. Basically, drying racks won't stop the spoiling process anymore, right?

Old drying racks:

  • Items put on them won't spoil or rot while drying (the item actually doesn't exist anymore at this point, some data is saved to handle spawning it again or the dried product).
  • Rain pauses the process of drying. Doesn't affect item spoilage.
  • Dried products will rot after 20 days when left on the rack. Unaffected by rain, world temperature and other factors. Grabbing the dried product will set spoilage percentage based on how long it's been there since dried.

New drying racks:

  • Items put on them won't spoil while drying. Only exception is acid rain.
  • Rain pauses the process of drying. Doesn't affect item spoilage (only for items that are drying, dried products will be affected).
  • Dried product will spoil and rot as if left inside a chest or backpack or similar (also in 20 days, if temperature isn't too low or too high and the rack isn't exposed to rain or acid rain). Again, for simplicity's sake, for dried products, pretend it's like a chest that doesn't protect its items from rain (and wet items tend to spoil faster).

Woby's drying rack:

  • Same as new drying rack. Unless Woby is small, in which case the drying rack slots are protected from rain, but items in them will perish (so pretend it's a small chest for dryable items if Woby isn't big).

 

Notable differences of the new drying racks and Woby's drying rack vs the old one:

  • 3 slots, duh.
  • Leaving dried products hanging while it's raining will spoil them faster than the old static 20 days.
  • Acid rain will spoil items (and dried products) put on the rack in no time. Old racks are unaffected entirely.
  • Local temperature will affect spoilage as expected. Making them last longer when temperatures are below 0 (winter or Ice Crystaleyezer), or less when above 70 (summer).
  • Spore clouds from Toadstool will rot things on drying racks, but only if considered "opened", like by a player interacting with it (this needs to be updated a little bit, to account for exposed containers).
Edited by hoxi
Minor correction
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41 minutes ago, hoxi said:

Old drying racks:

  • Items put on them won't spoil or rot while drying (the item actually doesn't exist anymore at this point, some data is saved to handle spawning it again or the dried product).
  • Rain pauses the process of drying. Doesn't affect item spoilage.
  • Dried products will rot after 20 days when left on the rack. Unaffected by rain, world temperature and other factors. Grabbing the dried product will set spoilage percentage based on how long it's been there since dried.

New drying racks:

  • Items put on them won't spoil while drying. Only exception is acid rain.
  • Rain pauses the process of drying. Doesn't affect item spoilage (only for items that are drying, dried products will be affected).
  • Dried product will spoil and rot as if left inside a chest or backpack or similar (also in 20 days, if temperature isn't too low or too high and the rack isn't exposed to rain or acid rain). Again, for simplicity's sake, for dried products, pretend it's like a chest that doesn't protect its items from rain (and wet items tend to spoil faster).

Woby's drying rack:

  • Same as new drying rack. Unless Woby is small, in which case the drying rack slots are protected from rain, but items in them will perish (so pretend it's a small chest for dryable items if Woby isn't big).

 

Notable differences of the new drying racks and Woby's drying rack vs the old one:

  • 3 slots, duh.
  • Leaving dried products hanging while it's raining will spoil them faster than the old static 20 days.
  • Acid rain will spoil items (and dried products) put on the rack in no time. Old racks are unaffected entirely.
  • Local temperature will affect spoilage as expected. Making them last longer when temperatures are below 0 (winter or Ice Crystaleyezer), or less when above 70 (summer).
  • Spore clouds from Toadstool will rot things on drying racks, but only if considered "opened", like by a player interacting with it (this needs to be updated a little bit, to account for exposed containers).

That's very detailed. Thanks a lot!

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