Miru
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mirunekodl.bsky.social
Miru
@mirunekodl.bsky.social
"cute brown haired catgirl that likes to yap about her interests"
trans catgirl with diagnosed general anxiety

pfp by fishcake7896
on top of this im adding: why does your like cool nuclear reactor need a 2nd mod for water sources. like, WHY DO I HAVE TO BASICALLY CHEAT THE SYSTEM??? WHY ARE UR PUMPS LIKE HORRENDOUSLY SLOW EVEN WHEN FULLY UPGRADED AAAAAAAAAAAAAAAAAAAAAAAAAAAA
January 23, 2026 at 10:46 AM
i feel too innocent for this, what's ropeburn?
January 12, 2026 at 3:37 PM
fuck it, eat a 2nd spaghrti
January 10, 2026 at 8:35 AM
really the big thing is that I don't want to rework the data module, as it'll probably break a billion things due to this being a heavily technical debted game. Caching is just how it works, so I kinda have to work around it,,,
January 2, 2026 at 8:04 AM
to having a module handle everything, so just updating the cache whenever a stat changes is what i currently have it set to. It shouldn't cause too much overhead, as it only checks if certain stats are updating properly.
January 2, 2026 at 7:53 AM
it would save to the cache every 15 seconds.
to be fair, it was probably to add to the redundancy incase something did fail, but I do see what you mean, it could've just been circumvented with only caching for saving on exit... the issue is that you can't do caching and saving at the same time due
January 2, 2026 at 7:53 AM
The fix was just removing the debounce and player leaving code.

The AI suggested to have the script itself run the saving, which would've caused the original issue that the debounce they added would've solved.
January 2, 2026 at 7:22 AM
it was updated. This wouldn't be too bad at first, but since the module saves the stats when the player leaves, this caused an overlap where the game would update the cache with the more rarely updating stats like levels, but they wouldn't save because the cache was already being saved to roblox.
January 2, 2026 at 7:22 AM
so they added a debounce to a script, so only one of the commonly updating stats would be saved every 15 seconds. They thought this was fine, since they added a event that would make sure all stats were saved before a player leaves.

The issue was, the module didn't save the cache each time-
January 2, 2026 at 7:22 AM
so the game had a data module for handling saving data, and you would use certain methods/functions to cache some data to eventually be saved.

the original issue is that one of the devs thought each time the cache was updated, it would save the data, which would overload the data upload limits,
January 2, 2026 at 7:22 AM
this was really fun to take a look into

from what I gathered, this appears to be a type of jet, specifically the "gigantic jet" type. this is totally based off wikipedia though...

apparently even one of the example images is mistook for a sprite by the original photographers
July 4, 2025 at 1:16 AM