Saleblazers cover
Saleblazers screenshot
Genre: Simulator, Adventure, Indie

Saleblazers

8/12/2022 Hotfix Patch

A small patch to fix a few AI issues and improve framerate. Thanks for helping us report bugs! We're still working on them.

Changes


- Buff to coal's fuel from 60s -> 120s usage
- Decreased crafting time of furnace raw materials
- Nerfed clothing melee damage from 5 -> 2
- Added new display case models
- Changed customer flow algorithm to have star rating be a modifier instead of an additive value
- Added more recipes to the sewing machine
- Crafting component now throws an error if the input inventory is full

Fixes
- Fixed shift clicking not working when item stack count is higher than target inventory capacity (auto-fill)
- Removed unused models and shaders to save on memory usage
- Fixed customers not making a decision between fight or flight sometimes doing both
- Fixed some clothes meshes being very large
- Fixed police sometimes not despawning if they are leaving in a group
- Fixed police AI sometimes standing still when spawned
- Increased performance by not updating the crafting UI as much and not updating UI when hidden
- Optimized weapon manager code by not executing expensive functions when only quantity of items changes
- Fixed price bonus attribute not displaying correctly
- Fixed issue where interacting with a crafting bench while player crafting is open would lose all tabs
- Fixed full crafting inventory check
- Fixed shift clicking dupplicating items
- Fixed items falling through terrain
- Fixed Bellstalker comet having global audio
- Fixed missing item healthbar on bartering UI
- Fixed bartering system UI to not show items that a customer already owns
- Fixed dying and respawning not resetting spatial grid for networking properly

8/11/2022 Important Stabilization Patch

Hello, shopkeepers! Or, should I say Saleblazers? Maybe that's too corny.

Here are some more fixes. To be honest, I don't know how the game was even working before this patch. There's been some fundamental networking issues that have been resolved.

Thank you for helping us report all of these issues. We wouldn't be able to do it without everyone's help. As always, we appreciate any and all feedback at https://discord.gg/Saleblazers.

- Michael



Changes


- Customers now have a chance to equip a random loadout! For example, Tourists can have selfie sticks and Farmers can have scythes.
- Added new swimming sounds
- Customers now pick a random item around them instead of the first item they see, which should help in specific scenarios where customers would only use one container/register/waiting line at all times
- Adjusted the research table's nodes
- Removed Bamboo Club and added Basic Sword to starting craftables
- Added scroll and rotate to keybind menu
- Added Stanchion item to the game so you can create nicer lines for customers
- Changed Tier 1 Ronin to have a Bamboo Dagger instead of Katana

Fixes


- Fixed out of range exception that sometimes caused black screens when loading in
- Fixed black screen when rejoining a server
- Removed and compressed many assets to reduce memory usage
- Fixed clothes briefly appearing when a player joined
- Fixed spawner not respawning enemies when leaving and coming back from a chunk
- Fixed needs system binding too many times and not unbinding ever
- Players now see items other players catch from fishing
- Fixed bug where crafting at a campfire would ignore stack limits
- Fixed issue where item didn't think it was owned by an inventory when it was
- Fixed NRE for skill tree
- Fixed object not being grabbed properly when the player picked it up with the gravity magnet mode
- Fixed AI flying away when you parry them
- Clients can no longer duplicate materials
- Fixed taking items out of deathbox and having them be invisible
- Cleaned up plant save code
- Fixed NRE in shop code
- Fixed NRE in player code
- Fixed invalid cast exception in water code
- Fixed NREs in world map manager
- Fixed out of range exception with inventory loading code

8/10 Hotfix Patch

Small hotfix patch. Thanks to Tai Halfbreed on Discord for pointing out most of these major bugs that we've fixed. We'd appreciate any and all help you can give us over on https://discord.gg/Saleblazers!

Changes


- Added various footstep jump/land improvements
- Decreased single bamboo trunk hp from 10 to 4
- Changed single bamboo health from 7 to 8
- Changed bounties to clear when players enter the dying state instead of rebirth

Fixes


- Fixed issue where items would be stuck in the client's but be unusable hand due to optimizations
- More memory optimizations
- Fix client moving not removing visibility neighbors correctly
- Fixed NRE in melee weapon code
- Changed AI witness FX from it always showing after spawning
- Players can no longer permanently get stuck on the shop sign UI
- Fixed removed visibility neighbors properly, which should have fixed a lot of issues
- If a player disconnects during a black screen, they can return to the title screen
- Pressing number keys during dialogue no longer switches hotbar slot
- Improved rich text tags to strip from player chat messages
- Fixed shop sign NRE
- Store policy Q/E tab no longer does two right inputs
- Adjusted plant growth logic to be more optimized
- Character selection no longer sticks if the player presses the main menu
- Fixed case where police don't stop running when they initiate a dialogue
- Fixed being able to destroy the starting shop plot tiles which would cause many issues
- Reduced logspam significantly
- Fixed police sometimes not spawning
- Fixed odd case where large bamboo trees were instantly wilting and destroying
- Fixed item slot durability being synced to multiple items at once

8/8 Stabilization Patch



We finally got rid of that annoying jitter when you move too quickly. Hooray! It's been bothering us for months now. This patch should improve memory usage, performance, and fix the black screen loading bug for some users.

Here's a hotfix patch to the Saleblazers Playtest build based on useful reports from our https://discord.gg/Saleblazers users.

We're still looking into memory usage issues, so hang on tight for those!

Changes


- Added more river sounds
- Added more water footstep sounds
- Updated world map material
- Added sprint to hold setting
- Added more large polearm attacks
- Changed price of machine gun and large gun
- Updated textures for bamboo display cases
- Added more hit reaction animations
- Updated more factions that shouldn't commit crimes
- Some enemies now transform during day/night cycle changes
- Players can now ping world map in-game with middle click
- Fishing minigame is now controlled with the mouse instead of keyboard
- Changed bartering minigame sounds
- Date and time are now saved
- Guns should be more accurate now and scale better with ranged mastery
- Changed shader for environmental props, like buildings
- Reduced customer spawning at 1 star and 2 star mark
- Added Trail Mix item
- Changed Single Bamboo Tree HP from 3 -> 7
- Changed Bamboo Axe damage from 1 -> 2
- Changed Stone Axe damage from 5 -> 4
- Changed post processing volumes in the Steam Survival Fest map
- Changed axe damage to deal 1.0 damage to flesh
- Added wind sound for when the player travels at higher speeds
- Punch now has lunge

Known Issues


- Temporarily disabled single stack placement because it was causing duping issues
- Sometimes the shop progress doesn't load properly. Don't worry -- you can still load again if this happens but we're trying to fix it.

Fixes


- Fixed issue where sometimes things wouldn't load properly in save games
- Fixed black screen issue when loading games
- Fixed jittering of player when moving at high velocities or at low framerates
- Fixed weird camera offset when spectating a ragdolled player
- Improved performance by having networked items check relevancy of nearby grid items instead of having each item check if they're near each player
- Improved chunk loading time by 10% by deprecating old proximity checker method
- Reduced memory usage by compressing UI assets, environment textures, and various sounds to save over 2GB of memory, hopefully reducing number of crashes for low RAM users
- Reorganized how NPC shop prefabs are saved to reduce unnecessary errors
- Fixed police that kept targeting enemies that were already dead
- Fixed bushes not spawning properly sometimes and falling through the ground
- Fixed jumping blends so the player isn't stuck in the wrong animation
- Fixed plants not setting growth rate when pooled, which should fix bamboo growing too quickly
- Fixed issue where some items weren't being saved
- Fixed bounty not clearing after dying outside of the zone the crime was committed in
- Fixed pursuit music not resetting after dying
- Fixed crime stingers sometimes not playing
- Limited number of death markers to 3 to prevent cluttering the map with death icons
- Fixed Apex spawning in the wrong chunk
- Fixed players respawning at saved position instead of spawn point when they die
- Removed missing script from Floor 1x1_TilePrefab
- Fixed comparing string not set properly which caused visual issues in item attribute UI
- Fixed Apex not spawning in treasure cave properly
- Fixed items sometimes causing customers to flee or call the police when they shouldn't (resource nodes)
- Fixed HP being zero when respawning
- Fixed various spawner visibility issues
- Fixed AI meshes interpolating to spawn location when spawning from pool
- Possible fix for a client disconnect issue
- Fixed enemies sometimes spawning more than they should
- Fixed save file not loading properly when loading multiple times in one session
- Fixed shopkeepers not attacking players when they are caught lockpicking
- Fixed Waiting Queue hold sockets
- Fixed NRE related to spawning visibility code
- Fixed bullets and explosions not registering hits properly
- Fixed health bars showing for equipped items for host
- Fixed client spawn error
- Fixed boar having a difficult to hit hitbox
- Fixed hover attribute NRE
- Fixed customers running on top of rock and clipping through walls by improving navmesh in the Steam Survival Fest map
- Improved performance by fixing missing behaviors in network cache
- Fixed intense lag from saving a file when the player has 6 or more files
- Fixed NRE during a conversation
- Fixed offset for fist being incorrect, causing player to sometimes be unable to punch
- Fixed gun spread math being incorrect
- Fixed gun spread not using mastery properly
- Fixed small sawmill icon
- Removed several debug logs to prevent log spam
- Fixed burnt bamboo trees not falling down
- Fixed several Invasion gamemode issues
- Fixed phone being disabled when you are killed during an invasion
- Fixed issue where clients were floating when spawned in
- Fixed gamemode UI persisting after a game mode ends sometimes
- Fixed death box not reappearing after saving/loading
- Fixed an issue where bushes would spawn within the player's sight
- Fixed an issue where items can sometimes fall down when loading a chunk

8/8 Stabilization Patch



We finally got rid of that annoying jitter when you move too quickly. Hooray! It's been bothering us for months now. This patch should improve memory usage, performance, and fix the black screen loading bug for some users.

Here's a hotfix patch to the Saleblazers Playtest build based on useful reports from our https://discord.gg/Saleblazers users.

We're still looking into memory usage issues, so hang on tight for those!

Changes


- Added more river sounds
- Added more water footstep sounds
- Updated world map material
- Added sprint to hold setting
- Added more large polearm attacks
- Changed price of machine gun and large gun
- Updated textures for bamboo display cases
- Added more hit reaction animations
- Updated more factions that shouldn't commit crimes
- Some enemies now transform during day/night cycle changes
- Players can now ping world map in-game with middle click
- Fishing minigame is now controlled with the mouse instead of keyboard
- Changed bartering minigame sounds
- Date and time are now saved
- Guns should be more accurate now and scale better with ranged mastery
- Changed shader for environmental props, like buildings
- Reduced customer spawning at 1 star and 2 star mark
- Added Trail Mix item
- Changed Single Bamboo Tree HP from 3 -> 7
- Changed Bamboo Axe damage from 1 -> 2
- Changed Stone Axe damage from 5 -> 4
- Changed post processing volumes in the Steam Survival Fest map
- Changed axe damage to deal 1.0 damage to flesh
- Added wind sound for when the player travels at higher speeds
- Punch now has lunge

Known Issues


- Temporarily disabled single stack placement because it was causing duping issues
- Sometimes the shop progress doesn't load properly. Don't worry -- you can still load again if this happens but we're trying to fix it.

Fixes


- Fixed issue where sometimes things wouldn't load properly in save games
- Fixed black screen issue when loading games
- Fixed jittering of player when moving at high velocities or at low framerates
- Fixed weird camera offset when spectating a ragdolled player
- Improved performance by having networked items check relevancy of nearby grid items instead of having each item check if they're near each player
- Improved chunk loading time by 10% by deprecating old proximity checker method
- Reduced memory usage by compressing UI assets, environment textures, and various sounds to save over 2GB of memory, hopefully reducing number of crashes for low RAM users
- Reorganized how NPC shop prefabs are saved to reduce unnecessary errors
- Fixed police that kept targeting enemies that were already dead
- Fixed bushes not spawning properly sometimes and falling through the ground
- Fixed jumping blends so the player isn't stuck in the wrong animation
- Fixed plants not setting growth rate when pooled, which should fix bamboo growing too quickly
- Fixed issue where some items weren't being saved
- Fixed bounty not clearing after dying outside of the zone the crime was committed in
- Fixed pursuit music not resetting after dying
- Fixed crime stingers sometimes not playing
- Limited number of death markers to 3 to prevent cluttering the map with death icons
- Fixed Apex spawning in the wrong chunk
- Fixed players respawning at saved position instead of spawn point when they die
- Removed missing script from Floor 1x1_TilePrefab
- Fixed comparing string not set properly which caused visual issues in item attribute UI
- Fixed Apex not spawning in treasure cave properly
- Fixed items sometimes causing customers to flee or call the police when they shouldn't (resource nodes)
- Fixed HP being zero when respawning
- Fixed various spawner visibility issues
- Fixed AI meshes interpolating to spawn location when spawning from pool
- Possible fix for a client disconnect issue
- Fixed enemies sometimes spawning more than they should
- Fixed save file not loading properly when loading multiple times in one session
- Fixed shopkeepers not attacking players when they are caught lockpicking
- Fixed Waiting Queue hold sockets
- Fixed NRE related to spawning visibility code
- Fixed bullets and explosions not registering hits properly
- Fixed health bars showing for equipped items for host
- Fixed client spawn error
- Fixed boar having a difficult to hit hitbox
- Fixed hover attribute NRE
- Fixed customers running on top of rock and clipping through walls by improving navmesh in the Steam Survival Fest map
- Improved performance by fixing missing behaviors in network cache
- Fixed intense lag from saving a file when the player has 6 or more files
- Fixed NRE during a conversation
- Fixed offset for fist being incorrect, causing player to sometimes be unable to punch
- Fixed gun spread math being incorrect
- Fixed gun spread not using mastery properly
- Fixed small sawmill icon
- Removed several debug logs to prevent log spam
- Fixed burnt bamboo trees not falling down
- Fixed several Invasion gamemode issues
- Fixed phone being disabled when you are killed during an invasion
- Fixed issue where clients were floating when spawned in
- Fixed gamemode UI persisting after a game mode ends sometimes
- Fixed death box not reappearing after saving/loading
- Fixed an issue where bushes would spawn within the player's sight
- Fixed an issue where items can sometimes fall down when loading a chunk

Thanks for trying the Steam Survival Fest demo!



Thank you for trying out our Steam Survival Fest demo build!



We're going to be busy balancing gameplay, fixing bugs, and adding more content to our main build of the game for the foreseeable future.

If you'd like to continue playing Saleblazers and give us more feedback in the coming months, sign up for playtest access on our Steam page or join https://discord.gg/Saleblazers for immediate access. We'll be updating the playtest build on a weekly basis based on feedback and bug reports.

I hope you have a great rest of the week!

-Michael "e Zinc" Duan

8/4 Hotfix Patch with Experimental Playtest AI Factions System

Here's a small bugfix patch to the demo and playtest builds that improve the overall stability of the game!

We highly appreciate all the bug reports you've sent over at https://discord.gg/Saleblazers and are trying our best to fix as many bugs as possible.

This special playtest patch will include experimental new AI faction behavior changes.

Changes


- Added better faction interactions where they like, dislike, and hate other factions
- All AI can now use ranged items, including customers
- Added new long pole arm weapon combo set
- Reduced amount of resources from salvage piles
- Increased number of salvage piles in the Steam Survival Fest map
- Added shallow/deep water footstep SFX
- Added new ambient audio to the Steam Survival Fest map
- Added shield item to the game
- Added new longsword item
- Updated basic weaponry unlocks in the research tree
- Added better waterfall and river sounds
- Greatly improved bullet hit detection to avoid edge cases such as being hit behind a wall or shooting through a wall
- Removed item drops for monsters so they don't drop their attack moves
- Added consumable squid to the game

Fixes


- Fixed AI navigation issue where they would sometimes loop around the entrance of the shop plot on save files
- Reduced memory usage by compressing many unnecessarily large textures
- Potentially fixed textures taking up too much memory because streaming wasn't working for some cameras
- Fixed items in client inventory despawning occasionally
- Fixed shops not loading sometimes from menu in a certain sequence of events
- Fixed bug where a remove item function wasn't functioning properly sometimes
- Fixed NPC shop system restocking a million times causing a black screen on respawn
- Fixed items not crafting on client with player inventory materials
- Fixed bug where players sometimes couldn't move at the start of the game
- Fixed crafting bug where materials weren't placed properly
- Fixed NRE in footstep FX code
- Fixed phone closing for the host when client loads a new chunk
- Fixed respawning causing attributes to double up sometimes
- Fixed shop sign UI breaking the ability to use the ESC menu
- Fixed host's inventory items showing for clients at (0, 0, 0)
- Fixed various client crafting bugs
- Fixed bug where catching fish in ocean bodies doesn't work
- Fixed player inventory not always being taken into account when crafting
- Fixed duplicate crafting queue items
- Fixed npc shops duplicating due to the save system
- Fixed NRE with open sign
- Fixed issue where using the open sign will disable the ESC menu
- Fixed lag spike when picking up stackable items
- Improved performance by removing gameObject.SetActive() calls on pickup
- Fixed chunks unloading and not loading back after the player dies
- Fixed chunks sometimes not loading back if they get loaded and unloaded quickly
- Fixed notifications causing lag because of a text mesh asset
- Reduced log size by removing a spammed message
- Fixed argument out of bound error in the inventory code
- Fixed NRE in the music manager code
- Fixed mouse flickering when loading in level chunks
- Fixed item rarity sometimes not loading properly
- Improved performance in game zone detection code
- Fixed several NREs with interactions and networking
- Fixed recipe count not always updating correctly for clients

8/4 Hotfix Patch

Here's a small bugfix patch to the demo build that improves the overall stability of the game.

We highly appreciate all the bug reports you've sent over at https://discord.gg/Saleblazers and are trying our best to fix as many bugs as possible!

Changes


- Added new long pole arm weapon combo set
- Reduced amount of resources from salvage piles
- Increased number of salvage piles in the Steam Survival Fest map
- Added shallow/deep water footstep SFX
- Added new ambient audio to the Steam Survival Fest map
- Added shield item to the game
- Added new longsword item
- Updated basic weaponry unlocks in the research tree
- Added better waterfall and river sounds
- Greatly improved bullet hit detection to avoid edge cases such as being hit behind a wall or shooting through a wall
- Removed item drops for monsters so they don't drop their attack moves
- Added consumable squid to the game

Fixes


- Fixed AI navigation issue where they would sometimes loop around the entrance of the shop plot on save files
- Reduced memory usage by compressing many unnecessarily large textures
- Potentially fixed textures taking up too much memory because streaming wasn't working for some cameras
- Fixed items in client inventory despawning occasionally
- Fixed shops not loading sometimes from menu in a certain sequence of events
- Fixed bug where a remove item function wasn't functioning properly sometimes
- Fixed NPC shop system restocking a million times causing a black screen on respawn
- Fixed items not crafting on client with player inventory materials
- Fixed bug where players sometimes couldn't move at the start of the game
- Fixed crafting bug where materials weren't placed properly
- Fixed NRE in footstep FX code
- Fixed phone closing for the host when client loads a new chunk
- Fixed respawning causing attributes to double up sometimes
- Fixed shop sign UI breaking the ability to use the ESC menu
- Fixed host's inventory items showing for clients at (0, 0, 0)
- Fixed various client crafting bugs
- Fixed bug where catching fish in ocean bodies doesn't work
- Fixed player inventory not always being taken into account when crafting
- Fixed duplicate crafting queue items
- Fixed npc shops duplicating due to the save system
- Fixed NRE with open sign
- Fixed issue where using the open sign will disable the ESC menu
- Fixed lag spike when picking up stackable items
- Improved performance by removing gameObject.SetActive() calls on pickup
- Fixed chunks unloading and not loading back after the player dies
- Fixed chunks sometimes not loading back if they get loaded and unloaded quickly
- Fixed notifications causing lag because of a text mesh asset
- Reduced log size by removing a spammed message
- Fixed argument out of bound error in the inventory code
- Fixed NRE in the music manager code
- Fixed mouse flickering when loading in level chunks
- Fixed item rarity sometimes not loading properly
- Improved performance in game zone detection code
- Fixed several NREs with interactions and networking
- Fixed recipe count not always updating correctly for clients

8/2 Hotfix: Multi-level Shopkeeping, AI navigation, and performance

Looks like somewhere in the last few patches, AI navigation broke. We've fixed it this patch! You should be able to build 2, 3, 4, 5, 6+ story shops again. AI customers will also get stuck less frequently.



Changes


- Added a squid to the game
- Changed repair hammer attack combo
- Added new sand SFX
- Added new snow SFX
- Tweaked
- Added footstep FX to Boars
- Updated Bamboo Clothing Rack material
- Updated Bamboo Trim and Bamboo Seed icons

Fixes


- Possibly fixed rare connection issues
- Fixed stairs not loading type properly in save files
- Fixed stairs not being allowed to be used for plots or shops
- Fixed quarter wall snap points
- Fixed stair snap points
- Fixed a timer bug with enemy spawns in the open world
- Changed what Bellstalkers drop
- Fixed bug where slot UI would refresh incorrectly
- Fixed rare occurrence of nav meshes never updating because of script execution order, causing customers to get stuck before entering the dirt plot path
- Fixed rare NRE when customers wander around the shop
- Fixed repair hammer from lunging at allies
- Fixed several attacks (such as heavy axe charge) from having no blends
- Fixed various shopkeeping NREs
- Fixed ESC menu being unusable for clients
- Fixed being unable to see floor types for clients
- Increased performance by removing extraneous nullchecks in networking code
- Fixed bug with weapon stacks not stacking the proper amount in edge cass
- Increased performance by stripping and caching unnecessary calculations in the AI code
- Fixed cache issues with player levels
- Improved Ranger chasing AI
- Fixed issue where placing a trash can caused AI to become stuck due to its large Navmesh Cut
- Fixed clients not loading levels in rare situations
- Temporarily fixed items being invisible by not allowing players to choose too low of a LOD bias
- Fixed player being able to pull up ESC menu during dialogue
- Fixed item getting stuck in hand when player merges two stacks
- Clients can no longer pull up invisible instance of build UI
- Fixed client not being able to put stacked items in containers with placement mode
- Fixed Apex dropping unecessary items
- Recyling machine now destroys on pickup like all the rest of the buildings
- Fixed gunfire turning off nearby torches
- Fixed addressable releasing null or unloaded asset
- Fixed not being able to shift click from and to death boxes
- Optimized world map loading at starting frame
- Fixed some weapon trails for certain items
- Fixed Bamboo horizontal trim texture
- Fixed attribute UI appearing odd in certain sizes

8/2 Hotfix: Multi-level Shopkeeping, AI navigation, and performance

Looks like somewhere in the last few patches, AI navigation broke. We've fixed it this patch! You should be able to build 2, 3, 4, 5, 6+ story shops again. AI customers will also get stuck less frequently.



Changes


- Added a squid to the game
- Changed repair hammer attack combo
- Added new sand SFX
- Added new snow SFX
- Tweaked
- Added footstep FX to Boars
- Updated Bamboo Clothing Rack material
- Updated Bamboo Trim and Bamboo Seed icons

Fixes


- Possibly fixed rare connection issues
- Fixed stairs not loading type properly in save files
- Fixed stairs not being allowed to be used for plots or shops
- Fixed quarter wall snap points
- Fixed stair snap points
- Fixed a timer bug with enemy spawns in the open world
- Changed what Bellstalkers drop
- Fixed bug where slot UI would refresh incorrectly
- Fixed rare occurrence of nav meshes never updating because of script execution order, causing customers to get stuck before entering the dirt plot path
- Fixed rare NRE when customers wander around the shop
- Fixed repair hammer from lunging at allies
- Fixed several attacks (such as heavy axe charge) from having no blends
- Fixed various shopkeeping NREs
- Fixed ESC menu being unusable for clients
- Fixed being unable to see floor types for clients
- Increased performance by removing extraneous nullchecks in networking code
- Fixed bug with weapon stacks not stacking the proper amount in edge cass
- Increased performance by stripping and caching unnecessary calculations in the AI code
- Fixed cache issues with player levels
- Improved Ranger chasing AI
- Fixed issue where placing a trash can caused AI to become stuck due to its large Navmesh Cut
- Fixed clients not loading levels in rare situations
- Temporarily fixed items being invisible by not allowing players to choose too low of a LOD bias
- Fixed player being able to pull up ESC menu during dialogue
- Fixed item getting stuck in hand when player merges two stacks
- Clients can no longer pull up invisible instance of build UI
- Fixed client not being able to put stacked items in containers with placement mode
- Fixed Apex dropping unecessary items
- Recyling machine now destroys on pickup like all the rest of the buildings
- Fixed gunfire turning off nearby torches
- Fixed addressable releasing null or unloaded asset
- Fixed not being able to shift click from and to death boxes
- Optimized world map loading at starting frame
- Fixed some weapon trails for certain items
- Fixed Bamboo horizontal trim texture
- Fixed attribute UI appearing odd in certain sizes