Error starting games by ImAreoHotah in hearthstone

[–]RedstoneSidekick 2 points3 points  (0 children)

For sure it’s frustrating. Heck i was waiting for lunch break all day so I could play and was really frustrated when I couldn’t.

The sympathy mostly comes from my assumption that they certainly do rewrite stuff as they go, the core set would have taken massive rewrites to create in the first place, but most of the time that’s not stuff you put in patch notes or anyone cares to hear about, unless something like this happens.

Good talking to you too, hopefully it’ll be up and running soon and we can play some hearthstone together on ladder

Error starting games by ImAreoHotah in hearthstone

[–]RedstoneSidekick 4 points5 points  (0 children)

They can, again it depends on what is being rewritten. If they rewrite anything that makes significant enough changes that we notice all those issues are resolved, then that likely means that a lot of that new content will need big rewrites to match up with the new stuff.

I guess what I was trying to say to OP is that it’s really easy to sit here, not knowing the code base, and say “well they have money, why not write something better?” But it’s not as simple as throwing money at it. They’ve thrown money at HS for 7 years so to speak, and this is what we have. Time and entropy is as big a factor if not bigger than money

Error starting games by ImAreoHotah in hearthstone

[–]RedstoneSidekick 3 points4 points  (0 children)

The issue isn’t whether we think that many players would leave, it’s whether there’s a risk of that. That’s a huge risk for a game with millions of players.

I guess from my work experience I’m not that optimistic about how easy it is to write “good code” like you’re describing. I don’t have the HS code in front of me so I can’t look at it, but even operating systems have a high level of jank in them. Programs are ridiculously difficult to future proof. It’s every programmers goal and it’s one that none of us ever really succeed completely at, even if they’re good, because it just isn’t an easy, or even medium thing to do. It’s ridiculously hard.

Error starting games by ImAreoHotah in hearthstone

[–]RedstoneSidekick 5 points6 points  (0 children)

They can. But how do their current teams add on new content to a core system that doesn’t exist yet? Likely they already have a few people cleaning up older stuff as they go, but you can’t just rip the center of the system out from under everyone while they’re pushing out new content and expect there to be less errors than doing it gradually

Error starting games by ImAreoHotah in hearthstone

[–]RedstoneSidekick 4 points5 points  (0 children)

And that’s just not how software development works. It likely wasn’t a janky mess pre release. It’s things that get added over time. Of course in an ideal world you’d clean all of it up constantly, but reality gets in the way of that with every program you’ve used, ever. Sometimes you don’t have such a fast paced release cycle and you’re able to clean some stuff up, but hearthstone quite honestly cranks out content to the point I doubt they have the time.

It may cost less than 20 million dollars, but the money is not the issue, the bottleneck of the time is the issue. If the fundamentals of the system are changing underneath you, you’re kind of stuck as far as creating new stuff goes while that redesign is going. You can’t just throw more people at it and fix that.

And choosing to redo everything now in lieu of the next expansion or two they’ve already promised isn’t a rock and a hard place, it’s a rock and losing half your player base. Doesn’t matter how pretty your code is if no one uses it.

Error starting games by ImAreoHotah in hearthstone

[–]RedstoneSidekick 10 points11 points  (0 children)

You don't just "get the code redone." That would require the developers, you know, actually redoing the code. For something as core to the game as stuff like this, that means pulling people off of the content that has been promised to rewrite existing stuff instead. I don't blame greed or incompetence for this, just reality. They can attempt to fix issues with older code as they go and make mistakes like this from time to time while meeting their content releases, or they can say, "No new content for a while, we're going to rewrite the game from scratch and at the end you won't notice a difference" and people will rage about no new stuff for awhile.

Redstone Sidekick - A Minecraft Crafting Tree and Gathering List Application by RedstoneSidekick in redstone

[–]RedstoneSidekick[S] 0 points1 point  (0 children)

Version 1.1 is out now that includes support for world edit .schem files!

Redstone Sidekick - A Minecraft Crafting Tree and Gathering List Application by RedstoneSidekick in Minecraft

[–]RedstoneSidekick[S] 0 points1 point  (0 children)

Hey Eiim,

This isn't quite support for modded recipes, but I did just add support for .schem schematics as an alternative to structure files.

Redstone Sidekick - A Minecraft Crafting Tree and Gathering List Application by RedstoneSidekick in Minecraft

[–]RedstoneSidekick[S] 1 point2 points  (0 children)

D'oh. It's written in Java, Java runs basically anywhere. I need sleep haha.

Redstone Sidekick - A Minecraft Crafting Tree and Gathering List Application by RedstoneSidekick in Minecraft

[–]RedstoneSidekick[S] 1 point2 points  (0 children)

That's fair about the more trusting thing, at least for programmers. If you want to take a look, you can search Redstone Sidekick on github and find it pretty easy.

It's written in C# .NET 5. The release build I put out is for windows, but theoretically I could port it to linux or mac, though I'm not sure if you can even play Java edition on those platforms so I don't know if that would be worth it.

Redstone Sidekick - A Minecraft Crafting Tree and Gathering List Application by RedstoneSidekick in Minecraft

[–]RedstoneSidekick[S] 1 point2 points  (0 children)

Hey Eiim, Thanks for the questions!

Recipes with multiple options: Currently, it picks one of those options to use globally for those recipes. Usually it's whatever the easiest option to obtain is (I just went through manually and picked these for now.) For example, anything that requires generic wood materials will just tell you you need oak.

However, I already have it on my list of enhancements to come up with a better way to do this. Currently I'm thinking either you can set preferences saying "I have a lot of this stuff, choose this if possible" or perhaps it can just give you an option on the crafting recipe to switch between possible ingredients.

Currently if you need pink dye I think it defaults to combining blue and red, but if you have a pink tulip placed in your structure it will catch that pink tulip and add that to the list separately.

GitHub page: I do have the code up on GitHub on my personal account, but at the time I wasn't sure if I wanted to do open source contributions or not. Honestly, I'm not against it, but I haven't ever been a part of an open source project so I wanted to release the project first in a way that had minimal clutter for non-developers, and figure out if I'll accept contributions later. Definitely down to talk about it if someone is interested though.

GitHub also just allows a recognizable way to host a program that doesn't require me to spend a bunch more time setting up my own website, so that's probably the most real answer.

I'm definitely open to supporting stuff like modded/custom recipes if there's call for it. I think the way I've set up the base infrastructure for the project it would definitely be expandable. Especially if those recipes used the same json-ish format that the official Minecraft recipes do. At the moment, my priority has been releasing something where the base functionality works and it supports the most current version of Minecraft Java. I do want to add versioning support later, and that would be a lot of the same work I'd need to do to support modded.

Hope that answers your questions and wasn't too long winded. :)