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They removed all threat from the hail. It can not kill you anymore. It’s now only upsides. All it does is mess with Wicker bird farms.
 

They need to add back the hail debris, and make the birds hostile. Nobody wanted the debris to be removed.

I still love the changes they did but I don’t get why they removed the danger.

Edited by Jakepeng99
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Maybe the debris removal was due to performance issue? But I kinda agree that the birds should be aggressive. I don't quite understand why they have a code and stat indicating that they can attack, but they actually don't. Anyway, was the performance issue a pig problem? I saw some people on a Facebook group also complained about the debris being removed.

7 minutes ago, POOH_LY said:

Maybe the debris removal was due to performance issue?

This is the correct reason. Hail was really demanding on multiplayer servers, and constantly caused performance issues with several players. It was more demanding than earthquakes, which already have issues with a similar amount of players despite lasting much shorter.

I don’t mind if a new danger was added, but I doubt the old variant will come back unless they did a considerable performance pass on the shard falling mechanics itself.

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On 8/1/2025 at 12:23 PM, Maxil20 said:

This is the correct reason. Hail was really demanding on multiplayer servers, and constantly caused performance issues with several players. It was more demanding than earthquakes, which already have issues with a similar amount of players despite lasting much shorter.

I don’t mind if a new danger was added, but I doubt the old variant will come back unless they did a considerable performance pass on the shard falling mechanics itself.

Iirc the way both hail and earthquakes work is every falling item checks every frame (30 times a second (yes, even on 60 fps, due to how the game works)) if it's close enough to the ground and, if it is, it becomes possible to pick up/breaks depending on RNG, as well as deals damage if it landed on someone. I feel like they could make it work if they'd instead calculate how long it'd be falling and only execute the on landed function after the estimated fall time passes, instead of checking it every frame.

Edited by grem6
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12 minutes ago, Maxil20 said:

This is the correct reason. Hail was really demanding on multiplayer servers, and constantly caused performance issues with several players. It was more demanding than earthquakes, which already have issues with a similar amount of players despite lasting much shorter.

The reason they needed to be simulated debris was so that the player could pick them up as an item afterwards. Now that the glass buildup on structures is the intended way to collect moon glass as an item, they could replace the falling shards with simply an animation of a large shard falling out of the sky and hitting the ground. Like a miniature version of Enlightening Snares from the Celestial Champion fight. I'm not a game developer though, maybe that would still have some problems.

Edited by lowercase skye
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1 minute ago, lowercase skye said:

they could replace the falling shards with simply an animation of a large shard falling out of the sky and hitting the ground. Like a miniature version of Enlightening Snares from the Celestial Champion fight.

Oh that sounds kinda cute actually, always dug the look of the snares and would totally be down for mini projectile versions of the snares to replace the falling shard debris given the new method works fine enough for shard farming.

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1 hour ago, grem6 said:

IIrc the way both hail and earthquakes work is every falling item checks every frame (30 times a second (yes, even on 60 fps, due to how the game works)) if it's close enough to the ground and, if it is, it becomes possible to pick up/breaks depending on RNG, as well as deals damage if it landed on someone. I feel like they could make it work if they'd instead calculate how long it'd be falling and only execute the on landed function after the estimated fall time passes, instead of checking it every frame.

I've tested things out with this and no, this doesn't help enough, most of the lag comes from the items on the ground. Making the glass auto stack or always break after hitting the ground could help with the lag though.

2 hours ago, Jakepeng99 said:

It can not kill you anymore.

 

2 hours ago, Jakepeng99 said:

They need to add back the hail debris, and make the birds hostile. Nobody wanted the debris to be removed.

I never heard DST's weather threat and challenge are so deadly and boring. Lunar Hail does need improvement, needs something way better than cause you massive damage.

1 hour ago, grem6 said:

I've tested things out with this and no, this doesn't help enough, most of the lag comes from the items on the ground. Making the glass auto stack or always break after hitting the ground could help with the lag though.

There is the solution since we already have other ways to get glass in the storm. 

57 minutes ago, Cassielu said:

Seriously?

Yes

1 hour ago, grem6 said:

always break after hitting the ground could help with the lag though.

Didn't it do this already?

I swear they were changed to break after a second or so of being on the floor and not being touched by the player. Maybe not breaking on impact, but they'd all clear out after a short bit.

That aside, I am personally very sad there's no threat to hail for now. Honestly, real genuine hail hurts like hell, I couldn't imagine being hit by FALLING GLASS.
I think replacing them with larger glass chunks that smash on impact would be okay! 

Though... I also imagine there's more coming, with all the new attack stuff and Buzzards and whatnot in the files.

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18 minutes ago, -Variant said:

Didn't it do this already?

I swear they were changed to break after a second or so of being on the floor and not being touched by the player. Maybe not breaking on impact, but they'd all clear out after a short bit.

You didn’t read it properly.

 

Reason it lags is because the weird way it calculates the chance it will shatter on impact with the ground or not I think is what it means

26 minutes ago, -Variant said:

Didn't it do this already?

I swear they were changed to break after a second or so of being on the floor and not being touched by the player. Maybe not breaking on impact, but they'd all clear out after a short bit.

They do, but they still stay around for 5 seconds, meaning that if the hail is strong enough and there are enough players, it'd still lag a ton.

This is old hail, but with drop frequency set to the peak of the hail and with 20 drops spawning at a time instead of 1, to simulate having 20 players during the peak of the hail.

 As you can see, the fps suffers greatly. Keep in mind this is also in an empty world, without cave and with nothing else going on besides corvus having spawned himself in after getting deleted and talking at me.
7 minutes ago, Jakepeng99 said:

You didn’t read it properly.

 

Reason it lags is because the weird way it calculates the chance it will shatter on impact with the ground or not I think is what it means

No, the reason is just the amount of items on the ground. Even leaving 1/4th of the falling glass on the ground for 5 seconds creates a lot of lag with enough players.

Edited by grem6
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same feelings about this update. They should have just added more ways to protect against it in early game instead of removing the negative effects of it. It's basically raining free items stuff now and nothing else.

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The beta felt like it should have lasted an extra week so the hail could have been expanded on a little more.

I'd be up for a mod that adds the damaging hail back if makes the hail break on impact so it can't cause lag, hopefully.

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