The file sizes of the .plr files shown in the video will be a few bytes off, since Terraria encrypts its player files. With a 128-bit (16 byte) block size, all player file sizes are rounded up to the nearest 16 bytes. The final file size was 121,792 bytes, but the decrypted player binary was only 121,777 bytes.
For anyone who is curious, the Chinese character in the video is "吃", which means eat. So the character name is basically "eat eat eat eat eat eat eat .......".
Yeah. Because of this, if you use a mirror while holding it like that with your inventory full (pick up an item after dragging the mirror), it will teleport with you.
It's known as efficiency, something most game devs do not care about at all these days. They just hope people have chunky enough computers, to handle whatever BS memory leaking crud they release.
I love these types of videos, it’s why I’ve been watching PKBeats too since he does similar content for ssbu, talking about interesting tidbits in the game, although he doesn’t often go into code
I suspect the reason for the research system using strings instead of ID's is due to mod incompatibility potential. Changing out mods could change item IDs or have other consequences that storing the item name can resolve. There are ways around that too, but this is the choice the devs went with here.
For perspectove on how small this is file really is. Pokemon was famously finished with only 30 bytes remaining on its ROM cartridge, which was on a 1 MB cartridge. This is a few Kilobytes smaller then the original Legend of Zelda on thr NES. Which held a total of 128 Kilobytes of Rom. For more perspective. GBDK, A C framework for compiling GB/GBC games in the modern era. Lists the GB's MMC5 chip as being capable of of handling a ROM thats 8 entire MBs in size. Which is 4 times the ROM size of Pokemon Crystal. And the NES could handle, similar-ish sizes. This type of inefficent save file make up may have been an issie 30 years ago. (As things like the GB, at their best, only could support 128kbs of Save RAM) But in the modern day. This is perfectly fine. Its insignificant. But it is really fucking fun to think about.
It's really not fine, a proper game wouldn't be as wasteful as this. Sure computers have plenty of storage now but that's no reason to be wasteful as it all adds up.
@@presentfactory Oh I agree. I definitely like to optimize stuff like this myself. But it really doesnt add up as much as you think. It would take 8 Save files like this to reach just 1 MB. Which is around the file size of a single picture you could take on a mobile phone. Unless you are making a lot of copies and saves of the same character or manually editing the file. Its not really a big deal. 400 of these would only be 50 MBs. Theres never a reason to not optimize these things, but its not always nessecary.
@@linhero797 I mean sure the save file is just one thing, but this kind of ineffeciency in a larger game would make quite large save files since they need to store a lot more info. This is only the player data keep in mind, if they did similarly inefficient things for the world file that could take up hundreds of extra megabytes. The laziness tends to just proliferate all parts of development so I don't think it's acceptable to have it in any spot. Terraria is no exception to this either as there's a lot of laziness in how its assets are stored for instance which makes the game a lot larger and less optimally stored than it should be.
@@presentfactory i agree to a certain point; although at the same time I think there's some things that are just real small to make a fuss over. Especially when it's a ~656 mb indie game as opposed to a 100+ GB modern AAA game. You'd have to install Terraria 195 times before you're feeling it anywhere near the same amount as, say, the original ARK: Survival Evolved (going off of space required in my library at least.)
@@presentfactoryI mean, you have to think on the development history of the game. An indie game that has more than a decade of history. Maybe that much optimization wasn't done originally due to the scale of the project and (time issues?). Nowadays it's not viable to change that, it's easier and better to make a new game.
Amazing video as usual Terrasteel. The editing, music, visuals, narration, everything comes together to make a quality experience. You somehow make such novel topics amazingly engaging videos. Keep up the great work!
Huh. Smaller than I assumed, even knowing that player files and world files are completely independent. Even save games for old DOS games, like _Might & Magic,_ are bigger than that.
I’ve had a fun thought for a while but I don’t know the best way to share it. What inventory/chest/pouch setup can someone have to have the maximum amount of available crafting recipes? I’m sure you’d have fun trying to figure it out. Also great vid
You should check out some of the other file formats... like I mentioned in the discord, TML has a world format that is literally just Minecraft's NBT format, but also Old Console editions have it's own format for worlds and players.
"he's running out of ideas" my sibling in christ this is literally what he's been doing on the channel for *a while* now. cala. comment patch notes v1.0 - comment posted v1.1 - the inclusivity update + added following phrase: "non-binary sibling" v1.2 - optimisation update - removed "brother" - removed "sister" - removed "non-binary sibling" + added "sibling" - removed Herobrine we (literally just me) at the cala. team appreciate the feedback provided v1.2.1 - balance changes + added asterisks around "a while" this is a quick test to see where we (me) should go with the balance of the comment v1.3 - software revamp + added a period after "now" ? the comment now has a small chance to combust this was necessary, because i deemed it to be
You should do a video on which theoricaly difficulty / world hardest terraria would be , consider world gen and things such as chest loot and pot generation, on top of overhaul structure
Does Terraria accept astral-plane characters (yes, that is an actual term used for characters with a code point above 65535)? They take up 4 bytes in UTF-8 rather than 3, which should increase the size a little bit. In addition, there are emoji and similar characters where a single glyph is made up of multiple coffee points. If Terraria counts code points, then this wouldn't change anything, but if it counted grapheme clusters, then it would be able to inflate the size tremendously since grapheme clusters can get arbitrarily long (just look at Zalgo-text). As someone who frequently plays Journey Mode and usually tried to research every item I can, the fact that items are stored by text ids rather than numerical ids is a travesty that I demand be corrected.
Given how inconsequential the size of the file is, I imagine they stored the research data as strings of text simply out of convenience. Funny that a simple optimization of it could probably cut this max file size nearly in half, though.
I'm curious if Re-Logic will change how save date is stored for researched items specifically because of this video, or if it's such a minor issue that they couldn't be bothered.
It's more that it's such a minor size that there's no reason to bother. It wouldn't have been an issue on release, before hardmode was even a thing, let alone journey mode.
the only reason to fix is since each update keeps adding more items means that theoretically after many (many) updates it could get really big. Or to help with mods that add 1000s of items
@@thenickstrikebetter Mods are unofficial if I am not mistaken also even if the number of items in the game doubled it would still be only be _around ~200KB_ *so no one will care*
interesting, I was expecting map progress (how much of each world a player has explored) to be covered here. Map progress doesn't seem to be stored per world (if you copy a world file directly the copy of the world will have 0 map progress for all characters) so either it is stored per character but doesn't contribute to file size or works differently than I thought.
For comparison, you could fit 12 of these max sized player files onto a floppy disk. For comparison, a single 1920x1080 png could fit 3-5 floppy disks worth of storage.
They probably store the names in the research data for legacy purposes. If the list changes the index might not match anymore so it would have to search for the match.
I noticed my 100% Research character file was a lot larger than my other character files but I didn't know it was because of Relogic storing the research data very inefficiently
Even if they tracked it using itemID instead of item name a 100% research character would still be 10 times bigger than an equivalent, non-journey mode character. (Assuming you don't have 200 Chinese spawn points.) So the inefficiency is only half of it, it's just simply a lot of data to track.
Re: character and world names. 吃 encoded in UTF-8 is E5 90 83, not 90 83 E5. This is even shown in the hex editor screenshot. Also, are there not any Unicode characters with a code point in the range from U+010000-1FFFFF that can be entered in Terraria? Those would be encoded in UTF-8 with four bytes, which would increase the size of the names by about 33%.
So two questions; 1] Can you store items in multiple Goblin Tinkerer or Guide slots by doing it on multiple worlds? 2] I would assume since research is raw text we can balloon this file size to near infinity with mods? Though I'm not sure there is enough (compatible) mods to breach the MB threshold. Might be a new video idea if your really bored.
I think at some point the Terraria devs remembered that they were making a game in the 2010s not the 1980s and decided to stop giving a shit about file sizes.
It’s kind of insane how the player files are simultaneously super optimized and horribly unoptimized. Still, a max size of around 120kb is CRAZY small as far as files go.
In some cases its possible to see the number 59 on the hand slot, making it officially the 59th slot and not just unofficially. In old calamity mod the guns that you can only use a limited amount of times in a bossfight(eg. hydra(in old calamity), magnum(removed), lighting hawk(removed), elephant killer(removed)) didn't count slot 59 usage as using it, allowing for some hilariously fast boss kills with the unlimited usage. Also why is everything removed what has happened to calamity mod why has hydra forgotten its history
Guess before watching the vid: The largest .plr files would be ~10 kb (given that they're usually 3-5 kb, I thought 10 would be a safe guess) Edit: Wow! I greatly underestimated the power of Journey mode Research.
@@Terraw how is it with a combination. from the explaination it seemed like following a name would be the next coordinates so if FFFF for coordinates is impossible there seem to be utf-8 characters that start/end with with FFF for example 'f48fbfbf'() seems to be one that has both. would this do anything?
It has saved me a few times when modding yeah. Sometimes I'd accidentally load a world without the mod enabled, but because it saves the item name (and doesn't delete modded items even when the mod unloads), the items can be retrieved still
The file sizes of the .plr files shown in the video will be a few bytes off, since Terraria encrypts its player files. With a 128-bit (16 byte) block size, all player file sizes are rounded up to the nearest 16 bytes.
The final file size was 121,792 bytes, but the decrypted player binary was only 121,777 bytes.
do you think golf points would add more bytes? or is that a world thing not a player?
differance is huge
@@Dudeman37777depending on how they are implemented I'd say they take up at most 64 bytes
@@Dudeman37777That has an allocated block of four bytes (it’s an integer). If there is no golf score, it just reads 0.
What no 1.4.5 does to a man
Mood, honestly
Is that a tf2 refrence?
@@ZeeK27890brother, not every thing is a tf2 reference
@@Las_X yeah i tried to be funny but just became cringe
this comment made no sense.
i had a stroke
For anyone who is curious, the Chinese character in the video is "吃", which means eat. So the character name is basically "eat eat eat eat eat eat eat .......".
well yeah. its taking lots of bytes
@@CrabbChips That gave me a good laugh, thank you!
You could say that the player file is *eating up all the data.*
just eat it weird al
The Devourer of Memory
the fact that a terraria character, a low quality jpeg, and some really good retro games take up the same space is crazy.
NES games were usually 257KB, could be bigger, up to 513 or smaller, all the way down to 40 KB.
WHY IN THE WORLD IS IT A JPEG INSTEAD OF A LOW RESOLUTION PNG
@@TinyDeskEngineerjpgs can be smaller since theyre lossy
what size is animal well?
next is how big the world file can be
large (very helpful i know)
just fill it with as many chests as possible with a ton of random junk
@@microwaveson name the chests with chinese characters too
@@chainsawplayin oh yeah, great idea. Unicode characters take twice as much storage.
@@microwaveson i think there is a limit of 1000 of chests
Didn't know about that mouse item being an inventory slot itself, neat
Yeah. Because of this, if you use a mirror while holding it like that with your inventory full (pick up an item after dragging the mirror), it will teleport with you.
@@germanelkapo1makes sense
@@germanelkapo1When you use the mirror like that and close the inventory, you can actually see the 59 number for the cursor slot
Minecraft does this aswell
man, they really went all the way with the Don't Starve crossover, didn't they?
pretty impressive how much data can be stored in such a small file
We need max calamity character file size, assuming they’ve changed something to make it bigger
@@beeftips1628 at the very least there will be more research
It's known as efficiency, something most game devs do not care about at all these days. They just hope people have chunky enough computers, to handle whatever BS memory leaking crud they release.
@@thge07 also more permanent buffs
@@livedandletdiegotta get those storefronts and battlepasses working for profit before the consumer
Honestly, completely useless video, never ever needed to know this, but i absolutely loved it, and thats why ive been a subscriber all this time
I love these types of videos, it’s why I’ve been watching PKBeats too since he does similar content for ssbu, talking about interesting tidbits in the game, although he doesn’t often go into code
same af lol
exactly, that's kinda the whole point
@@kimmy_jong_un I commented because this video is so extra useless it's an achievement
As someone who's starting a game dev journey these type of videos are both entertaining and interesting
I suspect the reason for the research system using strings instead of ID's is due to mod incompatibility potential. Changing out mods could change item IDs or have other consequences that storing the item name can resolve. There are ways around that too, but this is the choice the devs went with here.
2:14 Damn your pronunciation is perfect, I am truly amazed
Terrasteel (allegedly) lives somewhere in Asia, as he mentioned in his post that he lives somewhere with an Asian time zone.
@@facelessanon That's interesting
So that's why? Sick.
My +200 hour player is 3.64kb, but my journey mode character is 100kb 💀
Ah yeah it's because of the research taking the majority of it, it makes sense, if your normal character isn't journey
5:25 what if you convert it to a jpeg
For perspectove on how small this is file really is.
Pokemon was famously finished with only 30 bytes remaining on its ROM cartridge, which was on a 1 MB cartridge.
This is a few Kilobytes smaller then the original Legend of Zelda on thr NES. Which held a total of 128 Kilobytes of Rom.
For more perspective. GBDK, A C framework for compiling GB/GBC games in the modern era. Lists the GB's MMC5 chip as being capable of of handling a ROM thats 8 entire MBs in size. Which is 4 times the ROM size of Pokemon Crystal. And the NES could handle, similar-ish sizes.
This type of inefficent save file make up may have been an issie 30 years ago. (As things like the GB, at their best, only could support 128kbs of Save RAM)
But in the modern day. This is perfectly fine.
Its insignificant. But it is really fucking fun to think about.
It's really not fine, a proper game wouldn't be as wasteful as this. Sure computers have plenty of storage now but that's no reason to be wasteful as it all adds up.
@@presentfactory Oh I agree. I definitely like to optimize stuff like this myself.
But it really doesnt add up as much as you think.
It would take 8 Save files like this to reach just 1 MB. Which is around the file size of a single picture you could take on a mobile phone.
Unless you are making a lot of copies and saves of the same character or manually editing the file. Its not really a big deal. 400 of these would only be 50 MBs.
Theres never a reason to not optimize these things, but its not always nessecary.
@@linhero797 I mean sure the save file is just one thing, but this kind of ineffeciency in a larger game would make quite large save files since they need to store a lot more info. This is only the player data keep in mind, if they did similarly inefficient things for the world file that could take up hundreds of extra megabytes.
The laziness tends to just proliferate all parts of development so I don't think it's acceptable to have it in any spot. Terraria is no exception to this either as there's a lot of laziness in how its assets are stored for instance which makes the game a lot larger and less optimally stored than it should be.
@@presentfactory i agree to a certain point; although at the same time I think there's some things that are just real small to make a fuss over. Especially when it's a ~656 mb indie game as opposed to a 100+ GB modern AAA game. You'd have to install Terraria 195 times before you're feeling it anywhere near the same amount as, say, the original ARK: Survival Evolved (going off of space required in my library at least.)
@@presentfactoryI mean, you have to think on the development history of the game. An indie game that has more than a decade of history. Maybe that much optimization wasn't done originally due to the scale of the project and (time issues?). Nowadays it's not viable to change that, it's easier and better to make a new game.
I love these types of videos, honestly very interesting on topics I’ve just never really considered much
I looove Terrasteel
Glad to see we’re still dealing with the kind of storage space you might see on a cassette tape
2:28 there are unicode points that take 4 bytes in utf8, so you should be able to make it larger
Terraria probably doesn’t support that type of Unicode, which is why he didn’t factor it in
Amazing video as usual Terrasteel. The editing, music, visuals, narration, everything comes together to make a quality experience. You somehow make such novel topics amazingly engaging videos. Keep up the great work!
Was just messing around with Terrasavr earlier and had this exact question lol what timing
I was expecting the maximum size to be 16kb, so the true maximum did end up being pretty impressive.
Huh. Smaller than I assumed, even knowing that player files and world files are completely independent. Even save games for old DOS games, like _Might & Magic,_ are bigger than that.
I’ve had a fun thought for a while but I don’t know the best way to share it. What inventory/chest/pouch setup can someone have to have the maximum amount of available crafting recipes? I’m sure you’d have fun trying to figure it out. Also great vid
holy shit i clicked on this video so fast, there is no possible way any of this knowledge could ever be useful to me.
But i HAVE to know!
"Hey ladies, wanna see how big my terraria player file is?"
You should check out some of the other file formats... like I mentioned in the discord, TML has a world format that is literally just Minecraft's NBT format, but also Old Console editions have it's own format for worlds and players.
"he's running out of ideas" my sibling in christ this is literally what he's been doing on the channel for *a while* now.
cala. comment patch notes
v1.0 - comment posted
v1.1 - the inclusivity update
+ added following phrase: "non-binary sibling"
v1.2 - optimisation update
- removed "brother"
- removed "sister"
- removed "non-binary sibling"
+ added "sibling"
- removed Herobrine
we (literally just me) at the cala. team appreciate the feedback provided
v1.2.1 - balance changes
+ added asterisks around "a while"
this is a quick test to see where we (me) should go with the balance of the comment
v1.3 - software revamp
+ added a period after "now"
? the comment now has a small chance to combust
this was necessary, because i deemed it to be
@@caa_la i wouldn't be surprised if he migrates to ultrakill and make videos like this one but ultrakill related
@@FiredCashier why so specifically ultrakill?
@@zhegn4420 grin
U forgot they/them in christ 😢😤😡😡
@@ImOnly3YearsOld-jf2vv that would be sibling, tbh how the hell do you forgor the word sibling
You should do a video on which theoricaly difficulty / world hardest terraria would be , consider world gen and things such as chest loot and pot generation, on top of overhaul structure
Wouldn't that just go to Journey Diff. 2.95 Get Fixed Boi? I can't see how any other option could possibly get closer in difficulty
@@CiromBreeze It would actually go to a brand new secret seed that was shown off via Chippy's channel months ago
Does Terraria accept astral-plane characters (yes, that is an actual term used for characters with a code point above 65535)? They take up 4 bytes in UTF-8 rather than 3, which should increase the size a little bit. In addition, there are emoji and similar characters where a single glyph is made up of multiple coffee points. If Terraria counts code points, then this wouldn't change anything, but if it counted grapheme clusters, then it would be able to inflate the size tremendously since grapheme clusters can get arbitrarily long (just look at Zalgo-text).
As someone who frequently plays Journey Mode and usually tried to research every item I can, the fact that items are stored by text ids rather than numerical ids is a travesty that I demand be corrected.
Thank you, Earthmetal, very cool.
Given how inconsequential the size of the file is, I imagine they stored the research data as strings of text simply out of convenience. Funny that a simple optimization of it could probably cut this max file size nearly in half, though.
CaseOh’s save file probably takes up 300 Petabytes
I'm curious if Re-Logic will change how save date is stored for researched items specifically because of this video, or if it's such a minor issue that they couldn't be bothered.
I'm pretty sure they don't care like at all
Who cares about 100 kilobytes
It's more that it's such a minor size that there's no reason to bother. It wouldn't have been an issue on release, before hardmode was even a thing, let alone journey mode.
the only reason to fix is since each update keeps adding more items means that theoretically after many (many) updates it could get really big. Or to help with mods that add 1000s of items
@@thenickstrikebetter Mods are unofficial if I am not mistaken also even if the number of items in the game doubled it would still be only be _around ~200KB_ *so no one will care*
This would cause major compatibility issues for absolutely no reason.
fun little video lol i love it! subscribed
dude are you okay
Hate these comments
What?
my spectrumeter is reading a 5 or more
interesting, I was expecting map progress (how much of each world a player has explored) to be covered here. Map progress doesn't seem to be stored per world (if you copy a world file directly the copy of the world will have 0 map progress for all characters) so either it is stored per character but doesn't contribute to file size or works differently than I thought.
@@yech3461 It’s stored in a separate folder outside of the .plr file.
I wanted map data mentioned here too, especially because after using a mod to reveal the full map the game would say player data corrupted every time
@@art0007i Seems like an issue with the mod - my cheat mod that reveals the map data has never had that issue.
my 145+ hour terraria character
Spawn points are stored in the player file so multiple players from the same device can spawn in different locations in a world.
For comparison, you could fit 12 of these max sized player files onto a floppy disk. For comparison, a single 1920x1080 png could fit 3-5 floppy disks worth of storage.
In before we get a Mappy video in a week annihilating this.
he really wants to eat
good research!
Now this is the completely useless but also interesting content I love
CaseOh player file would be like 98Tb to store
the largest player file would exist if caseoh made a brand new terraria character
They probably store the names in the research data for legacy purposes. If the list changes the index might not match anymore so it would have to search for the match.
That was a very interesting and educational vid
We‘re reaching new heights in terms of uselessness
2:00 Being a Brazilian, this name is quite funny
I was so confused when I originally discovered that research is stored as names rather than ids. It just doesn't make sense to me.
your videos are peak
I noticed my 100% Research character file was a lot larger than my other character files but I didn't know it was because of Relogic storing the research data very inefficiently
Even if they tracked it using itemID instead of item name a 100% research character would still be 10 times bigger than an equivalent, non-journey mode character. (Assuming you don't have 200 Chinese spawn points.)
So the inefficiency is only half of it, it's just simply a lot of data to track.
@@BlastedUniqueIdentifiers Yeah I get that, it could just be like half the size, not that a few more KBs really matter at the end of the day
beautifully informational
5:30 theres a bit of normal subtitle text here thats pretty much unreadable without good timing and pausing
Edit: fixed
It's on there for exactly 5 frames lmao
I can't get it what's it say
where?
@@ithoughtso.7016 seems to be fixed now :D
@@Vetrical no not :D I wanna know what it said!!!
Its 2:27am i should really sleep, on the other hand, terraria
Neat. So what next, smallest character file? biggest world file?
smallest character is just a character with a single english letter name and nothing else... not that interesting
The fact that this entire video's calculations stayed in the bytes metric shows why Terraria is known for their accessibility to weak pc's
didn't know a terraria player could carry such a heavy "data"
Wow. that's pretty cool
This just further proves how well optimized this game really is :3
Re: character and world names.
吃 encoded in UTF-8 is E5 90 83, not 90 83 E5. This is even shown in the hex editor screenshot.
Also, are there not any Unicode characters with a code point in the range from U+010000-1FFFFF that can be entered in Terraria? Those would be encoded in UTF-8 with four bytes, which would increase the size of the names by about 33%.
filling out my essay word count like
This seems like a good setup for a "yo momma" joke.
"this, is yo momma's player file"
yooooooo pickles!
it would be so funny if they changed item storage to use ID numbers in 1.4.5.
The largest save file is probably the one on my iPad from 2016
Wait, your pronunciation of "漢字" is way too perfect LOL
So two questions;
1] Can you store items in multiple Goblin Tinkerer or Guide slots by doing it on multiple worlds?
2] I would assume since research is raw text we can balloon this file size to near infinity with mods? Though I'm not sure there is enough (compatible) mods to breach the MB threshold. Might be a new video idea if your really bored.
very nice
I thought it will be at least 1 GB i was so wrong. Terraria suprised me more than once
If spawn data is kept in the player file, does that mean you could “teleport” to places in the world by modifying the spawn location and then dying?
If the game reads the file everytime, then yes. But more than likely it loads it into RAM, and you'd have to reload everytime.
I think at some point the Terraria devs remembered that they were making a game in the 2010s not the 1980s and decided to stop giving a shit about file sizes.
It’s kind of insane how the player files are simultaneously super optimized and horribly unoptimized. Still, a max size of around 120kb is CRAZY small as far as files go.
that's bigger than most of my drawings
Ok. So don’t play Journey mode if your storage device is a floppy disk.
you would still be able to fit it in a 3 1/2 and a 5 1/4
just called me fat
In some cases its possible to see the number 59 on the hand slot, making it officially the 59th slot and not just unofficially. In old calamity mod the guns that you can only use a limited amount of times in a bossfight(eg. hydra(in old calamity), magnum(removed), lighting hawk(removed), elephant killer(removed)) didn't count slot 59 usage as using it, allowing for some hilariously fast boss kills with the unlimited usage. Also why is everything removed what has happened to calamity mod why has hydra forgotten its history
wait what the heck is that blue boot near the beginning of the video? it looks like Water Walking Boots but without the green part
If I'm not mistaken, you forgot torch gods favor which is stored on the character file
the size doesn't matter, it's how you use the player.
If you play the game in Chinese does it also store the research data in Chinese characters?
They use the internal item names, so probably not
Actually, if you name your character my full legal name, the file size is 2,000 zetabytes
No it wouldn’t, there’s a cap on how long the character name is
@@shardtheduraludonprove it, send me a video
Thats like 3 super mario 1's worth of space if you combine everything! How could we recover from this?!
0:31 how large can a player file gyatt?
➡🚪
GET OUT
GET OUT
💀💀💀
Leave.
The community post makes sense now...
More KB in one character then to land on the moon
Am i the only one who thought it was gonna be like 1gb
I thought it wold be like 10mb
Make one for how big the world file can get
Wait what about inventory, and other data (like Health, Mana, and permanent upgrade status, fishing quests…)?
They’re always stored (like the blocks).
Guess before watching the vid: The largest .plr files would be ~10 kb (given that they're usually 3-5 kb, I thought 10 would be a safe guess)
Edit: Wow! I greatly underestimated the power of Journey mode Research.
The largest possible Terraria player savefile is made when yo mama creates a character.
3:51, what would happen if the spawnpoint includes for FF bytes, like in the world name? it feels like you could break this somewhat easily
As far as I can tell, there is no UTF-8 text that is encoded as FF (the ASCII characters stop at 7F and it skips forward a lot).
@@Terraw how is it with a combination. from the explaination it seemed like following a name would be the next coordinates so if FFFF for coordinates is impossible there seem to be utf-8 characters that start/end with with FFF for example 'f48fbfbf'() seems to be one that has both. would this do anything?
@@Cy-AnI'm pretty sure it reads the whole string first (the file uses sized strings!) and only then checks for the sequence.
Im surprised signs didnt serve a function, or anything that could store text
Bro is datamaxxing
Probably the reason for text IDs is for forward compatibility when new items are added? Or with modded items?
It has saved me a few times when modding yeah. Sometimes I'd accidentally load a world without the mod enabled, but because it saves the item name (and doesn't delete modded items even when the mod unloads), the items can be retrieved still
I think the biggest file size would be if you kept eating fatty foods like bacon on your character, at least imo.
The largest noita player's save file: 💀💀💀
Slight flaw, you can get the biggest file by simply naming the character your mom.
Can you do a video about how terraria uses the stored data about a character to draw them on the screen? Like hair color, skin color, etc?
Have you seen the new glitch where you can craft items using tbe guide and fresh achievements?