January 22nd, 2020
Q&A: Will consumables ever grow back?
https://www.youtube.com/watch?v=hbm5XfpQ1O0
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Snutt & Jace
kind of user experience issues we're working on that right now to fix those um and yeah that's pretty much the end of the sentence okay that's the end of the sentence yeah cool um another one will consumer rules ever grow back um
I don't know.
I mean, I really hope so, right?
Because some folks have genuinely run out.
Yeah.
There's this bug right now where it looks like they grow back.
That's a bug right now.
Jebaited.
Yeah, jebaited.
There's this issue where, especially in multiplayer, where clients will see a berry bush and there's berries on it, and they run up and they press E to pick it up, and then it looks like they pick it up, but nothing's added to the inventory.
What's actually happened is that on server, it's already picked up, but it hasn't replicated to client and updated.
So you don't have the actual state of the bush.
So when you pick it up, the server realizes that, oh, shit, the client doesn't have the latest version of the bush.
Quick hide it.
Quick hide it.
And then it updates it.
And then you realize, oh, it's just empty.
And then you can't add anything to inventory because there's nothing on that bush.
So it's annoying and unfortunately, that's a really big fucking thing to fix It's like been on our list for literally a year to fix because it's part of a big refactor that we need to do with the whole foliage system because right now the
The two biggest things when it comes to networking are all the conveyor belts, which we did a big revamp off, which significantly reduced network traffic.
The next one is the freaking foliage system that updates the state of all the foliage in the world.
We've had to do a lot of custom code in Unreal Engine.
to be able to pick up foliage around the map.
Because foliage in the world, it's batched in Unreal Engine, so that if you place 5,000 bushes of this type, it's all batched into one draw call.
To some extent, it's more complex than that.
It's batched in clusters and stuff like that for import, blah, blah, blah.
But they have this system to set up.
It's set up so that it's fast rendering.
But we're like, but what if we want to remove one bush?
That does not fly with that system.
So we had to make a very special system for that.
And unfortunately, when we're syncing that state to client, we send a lot of redundant data and data that
There's no good way to be like, is this the same bush on Servant as Client?
Because it's kind of random which index that bush will have.
So we have a system that we're going to set up that indexes stuff much better so that we don't need to do that.
And that will solve those issues.
Unfortunately, that's one of the biggest refactorings.
So that's a thing with game dev, where it's like, just make a thing grow back.
And we're like, well, you know what, wait, we'll just put trains in the game.
That's easier.
Yeah.
It's probably not easier, but you'd be surprised at how difficult the smallest things are.
Some small things are freaking impossible to make, and some big things are easy sometimes.
It's so annoying.
It's not like if you're a game dev, you'd get it.
It's like, nope, game devs have no idea either.
It's like, should be fine, and then three months later.
The amount of times other game developers think they know how some systems we've done work.
We make assumptions all the time when we see other games.
It's like, oh, what's it like?
Or maybe because blah, blah, blah.
It's so hard to know.
you know even as a game developer it's really hard to know what's the joke with pipes why do people want them you know I don't know that's the question I know as well that's the joke when do we start with that we started it immediately because everyone went crazy for but I remember this video that you made where you're like all right keep people talking about pipes yeah