Overworld System

The Overworld system simulates objects that the player interacts in the overworld, known as Actors. However, the actual overworld in the game is very complex, and most of the actors don’t even have anything to do with the inventory. Therefore, the Overworld system is a ultra-simplified simulation of only the actors that are involved in inventory glitches:

  • The player’s equipment (Weapon, Bow and Shield)
  • Any items currently being held by the player in the overworld
  • Any items (including materials and equipments) dropped by the player

Material Drop Limit

In the game, you can drop at most 10 items on the ground at a time. When you drop the 11-th item, the least recent dropped item will despawn. This limit is simulated by the Overworld system in the following way:

  • When dropping material with the drop command, or auto-dropped from a smuggled state, it gets added to the list of items on the ground
  • The least recently dropped items will be removed from the list, until there are at most 10 items on the ground
  • The removed items are not deleted immediately. You will see Will despawn in the tooltip text of the item in the simulator UI.
  • If you perform any action that takes some time so it’s impossible to preserve the despawning item, the item will be deleted.

Tip

It is implemented like this because it is possible to drop more than 10 items, but pick up the items fast enough before it despawns to keep the materials on the ground under the limit. This can be used to optimize IST steps.

For example, the following script will result in 15 apples in the overworld, 5 of which are in the Will despawn state.

hold 5 apples; drop
hold 5 apples; drop
hold 5 apples; drop

Then:

  • If you pick-up 5 apples right after, there will be 10 apples left on the ground, and 5 are added to the inventory.
  • If you pause, there will still be 15 apples on the ground, since you could unpause and pick them up
  • If you get 3 bananas, the despawning items will now be deleted, and there will be 10 apples left on the ground. This is because it’s unlikely the apples are still there after you pick up some other item

Resetting the Overworld

In a long IST setup, there might be times where you travel between different areas in the game, or exit/enter shrines, that cause the overworld to change without necessarily any inventory-related action. There are a few ways you can simulate this:

  • Any action that is supposed to reset the overworld will do so automatically, for example reload, enter shrine, or leave shrine
    • The !load-zone supercommand can be used to simulate regenerating the game stage with a loading screen, if none of the action commands match your needs.
  • The !clear-ground supercommand can be used to delete all items on the ground. Use this if you are travelling to another area without a loading screen