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    • JoeW

      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

hyiltiz

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Everything posted by hyiltiz

  1. When esaiXD speaketh of Wendy, I listen.
  2. Oh, tie it to ping please: the more ping you have the stronger Abigail becomes to protect you from lags. This would decrease significantly the number of people blaming "lag" right after they die Kappa
  3. Abigail should be able to upgrade indefinitely with diminishing returns, something like: n more days to upgrade from n-1 level, and +sqrt(n) damage and health increase for each level.
  4. Sisturns aurora radius should be large enough to stack; it can take more expensive items than flowers to use for the buff.
  5. Losing the ability to craft the Evil Flower+BeeQueen Crown sanity station is a HUUUUGE nerf to Wendy's contributions in a collaborative World.
  6. DS main: Waxwell, cuz beating Adventure mode felt good (a long long time ago). Then Wx, cuz just wanted to make tons of food once every season then forget about food situation; after bundling wraps, this perk is no more. Wicker/Wig/Wormwood when joining server with people: be a team player and help 'em out My World: anyone is just one gem and one moonstone away...
  7. For those who are wondering, the image has no secret invisible data hidden in it (using steganography). Would be awesome to see some QoL (quality of life) update, using LuaJIT such that the game runs more smoothly and ideally taking less RAM (and disk space).
  8. This led to my dedicated server getting stuck while starting (it shows full screens of "Could not find anim build FROMNUM" and the VPS no longer responds to any key presses. Had to restart the VPS from the online web interface.
  9. CPU, RAM, OS version, hard disk I/O speed, size, network I/O speed and network load per second of average gameplay per player etc.
  10. [Poll] Summer

    You forgot to say ... Notorious
  11. Migrate to LuaJIT?

    I am asking [1] for a method to do this on client/user side but it seems (almost) impossible. If only Klei would compile DST against LuaJIT and see how it went. [1] https://stackoverflow.com/questions/59893657/overload-inject-the-lua-runtime-of-a-compiled-program-with-custom-lua-luajit?noredirect=1#comment105915502_59893657
  12. Been over 3 years since [1], so what are the roadblocks? Arguably LuaJIT got more mature but the game got richer so even more justifies aiming for performance.
  13. Migrate to LuaJIT?

    LuaJIT official site says [1] running lua 5.1 (DST runs lua5.1) compatible code with LuaJIT should require no changes to the source at all; that may not have been true a few years ago. [1] http://luajit.org/status.html
  14. Migrate to LuaJIT?

    That was LuaJIT 3 years ago. Assuming LuaJIT got more feature complete over these years, it may be possible to migrate with minimal effort? As I understand, it is quite common to hack lua the language, aka its interpreter, for lrge lua apps to expose or adjust some internal behavior. If Klei also uses those methods, I wonder if those are still possible to apply to LuaJIT.
  15. I've been looking into saving game state to file system. Specifically, serialize all the lua tables relevant to the game state into json. This will pose two obvious challenges: a) some game objects may be recursive; b) functions cannot be sensibly serialized in general. There are quite a few libraries and methods to go about this [1]. And the game already uses a few methods (namely `./scripts/json.lua` and `./scripts/inspect.lua`). The idea is that we can iterate over the common game tables such as `TheWorld`, `ThePlayer`, `TheNet` etc. recursively, and convert each key-value pair into string, indenting appropriately. This is already implemented in `debugtoosl.lua:dumptable()` as well as `table.inspect()` both of which can serialize/convert a `lua_object` into `String`, which can then be printed or saved into a file. The issue is, when I tried `table.inspect(ThePlayer)`, or `table.inspect(ThePlayer.components)` or even `table.inspect(ThePlayer.components.Builder)`, the game simply ate all my 8G of RAM and got killed by the OS. I wonder if it would be possible to write to a file incrementally instead of creating the whole representation in RAM, holding the string in RAM then writing it to a file. Using common tools to inspect (deeply nested) `json` data, it would make it easier for Modders to learn about how this game works in general and would prove to be a very good mental model and guideline for reading and modding the game source code. In the end, I'm looking to get something like this (after loading the `json` into some `json` inspector; heck even Chrome can inspect `json` files with tree-like inspection support): _G ├── TheNet ├── ThePlayer │ └── Components │ └── Builder └── TheWorld └── SeasonManager p.s. This would also make tools like DSTed [2] very powerful, enabling users to traverse game state that was stored during game play. [1] http://lua-users.org/wiki/TableSerialization [2]
  16. Is it possible to have a nested tree of the lua tables (maybe based on static analysis or dumping game state during gameplay into json etc.)? A tree-like structure nested that developers can then later navigate and reason about what to do. Mostly to be used for exploring source code, rather than editing game state. For example: _G ├── TheNet ├── ThePlayer │ └── Components │ └── Builder └── TheWorld └── SeasonManager
  17. Suppose you/someone can program and fulfilled all your wishes. You'll find an even more unbalanced game...
  18. So all those gold that went into the pots are lost forever!?!?!?
  19. As described. This also gives a perk for other players to move his portable pots around without wrecking them. Also makes possible some interesting set pieces for Bearger.
  20. I wouldn't think this is intended unless stated so by a developer. To me it seems more like a convenient implementation (just write something up that runs and won't break the game) rather than intended design.
  21. Merging worlds should literally merge learned recipes and precrafts. Can implement in terms of digging up a bunch of blueprints from the grave after linking the Worlds. But a seamless integration (precrafts and learned recipes just merged) would be much better.
  22. And I can make a claim that the same player is behind both characters. Besides, it is just very inconvenient to re-learn all the recipes again. It is not that you are lack of resources for them; by the time you can merge worlds etc., you are probably mid- or late-game where you can have pretty much any resources. So it ends up becoming a pointless grind that wastes player's time. I don't really care about "game logic" in DS/DST anymore (ask Maxwell).
  23. Probably is a mistake...
  24. [Game Update] - 341281

    How so? Gnat's create their mounds?