Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(6 edits) (+1)

  • Exhaustion resets on reload
    • Fixes/work around
      • Sleep on time (9-11pm) before saving and quitting - Prevents you from getting Irregular sleep times - If you get off schedule, you will have to save/reload a few times to try and get back on schedule (Attempt to save/quit around 5-7AM)
    • Note: If you do end up getting fatigued, and quit, you will retain the inability to run, but no longer be "tired" when you reload, this will last until you get to sleep, properly. - Can be avoided by sleeping before you try to save and quit.
  • Geoffrey's Shop Glitches
    • Basket Pricing - Pricing will be off if an item leaves the box for any reason - some have recommended taking the box outside first, and then carefully carrying each item out to it, instead of buying them with the box
    • Basket Physics - Lidding the basket and then carrying out will causes items to permanently be glued to the crate - Don't lid the Basket and this won't be an issue.
      • This is primarily because the "Shopping Basket" (crate) ceases to exist when it leaves the shop - It instead, swaps out for a regular Crate, leaving the items inside attached to the properties of the old "crate" (the Shopping basket) - If it was lidded, they remain lidded, if it was open, they remove physics bound, and you can jiggle them into a physics explosion with enough effort
    • Use Store Basket if you use anything - you /can/ carefully use your own crate, but it is easier to just buy them one at a time, less risk/hassle
      • Update To Basket use and physics: You can work around locked items by using another crate to unlock them - similar to the mentioned "fix" in "Holding anything and then hitting esc"
      • Alternatively: you can rotate the "Crate" produced upon leaving - so that your items are closest to you and the crate-head furthest, and take it towards the incinerator very carefully you can delete the crate/SB data this way, freeing the items
        • Has potential risk of deleting an item or two that falls towards incinerator upon freedom
    • Item Price - See Wiki page. - http://mlbss.wikia.com/wiki/Geoffrey%27s_Parts_Shop

  • Ore veins become non-physical at depletion
    • No user-fix, Just ensure you do not leave any metal ore inside of it, or they will be stuck when it regenerates.

  • Item Physics
    • As the game is heavily physics based, you may experience sudden loss of gravity and slow to rapid location displacement.
      • Additionally, This can cause "Physics explosions"  - Guess you don't know your own Strength.
      • Lift open crates with crouching, items can have this applied to them too, and it will reduce intensity - Lidded crates alleviate this to an extent
      • Abuse of this can result in fairly inconsistent flight. - Things like the Blueprint sheet (see bug below) can be controlled far easier, and "float" gently back down to the ground unlike most objects that plummet.

  • Character Sheet Desync
    • Don't ride the cart. If the wagon/cart/carriage glitches, your character will dismount "funny" and the sheet will and potentially aim will be off - Save before use of Horse

  • Character Naming can be Interrupted by Parts Radial Menu (z), preventing completion/accept
    • Fix/WorkAround (WA) - Change Radial menu key to "Tab" or similar unused key

  • Horse is Glitchy
    • Save before use, Or, Ensure pathing is free and clear, and prepare for departure to destination, before, loading the cart with anything important.

  • Shop Sign doesn't Like Font size "20"
    • If you wish to keep 20, change font size to something else and then back when you see errors - Otherwise, Use another size and you should see less breaking

  • Customers getting Stuck entering or exiting shop
    • No fix or preventative- They can still walk into a crate/log - Mad Strafe Disease is indeed the cause
    • only technically work around is to close shop and force them to leave without continuing to attempt entrance.
  • Reloading - Items forget they're assembled.
    • Fix - either don't have them fully assembled, leaving the heads and grips separated -
    • or - Take them one by one back to the anvil each time you reload, and reassemble them from there. (It's easier to have a stock of tool heads than to break them back apart and reassemble later.)

  • Several Stairs are hard to walk up, without jumping. Some Surfaces too.

  • Woodcutting XP is gained, but cannot trigger Level
    • Selling any item will trigger the level with no xp lost

  • Horse/cart has Red Arrow Indicator under the middle of cart

  • Fear Crystal has a tendency to not spawn/appear
    • "Fear" from the Fear Crystal is cancelled out with Low Graphic settings.
      • Rare: Fear crystal spawns multiple times. Trigger and fix not quite known.

  • When a Tree is cut, The save File remembers progress for this, but forgets to properly remove it when it reaches 0%


    • This causes another tree to be present on reload, on top of the tree that would've spawned there normally (Normal -> +1->+2->+3->etc)
      • Cause - Save file remembers the 0% and restores it to "100%", connected bug to coal/firewood not being depleted, and restoring to 100% on reload.
      • There's methods to remove these duplicates, but they require editing the save file manually, at the moment.
  • The Blueprint sheet Duplicates itself (Top shelf near Greatsword Display)
    • It is not entirely verified whether it is always duplicating on every reload, or if it must be moved once, or every time, before it duplicates
      • It does not always remove the duplicate if it is farther away from the spawn location
      • They will lag if many of them are stacked together and you attempt to remove them yourself.
  • Customer's "Focus"
    • Customer will lock onto the first weapon they see matching their Requested weapon type, even if it doesn't match the metal, and not allow their "focus" to be changed to the "Right" item until the one they've "Locked" onto is removed from their reach (anywhere past the coin chest)
    • This can be avoided completely if you don't stock assembled items already, as previously mentioned in the bug list. (see Reloading breaks item memory)
  • Log and chopped wood "Memory"
    • The save file only remembers that it is a "Log" not whether it is common or uncommon - same with chopped wood
      • On reload, The save tells it "there's a log", and the game engine decides randomly what to make of that log, likely based on the variables when the tree is cut down in the first place
  • Agility Stat, and Strength Stat, do not reset properly when using the daily reset.
    • Meaning, if you gave yourself 5 str, then reset and gave yourself 5 Agi, the game would still remember the previous Str, now 1, and still reduce the number of hits as if you had 5 str, while also boosting your movement by 5 agility.
    • Charisma does not seem to follow the same principle.
    • Leveling up to 20+ takes a lot of exp (Not a bug)
      • However; if you're beyond dedicated, and play really hard to reach levels around 40 or so, the Leveling system will "Break" as the required xp to level becomes more than the game can comprehend, resulting in a negative required value, and causing level to skyrocket out of control
        • No Fix, but it isn't likely to be a bug most encounter, as the required EXP to get to this point is beyond absurd (1 billion+ is required near the end)
  • Pole grip delivery Box must be right side up when opened, or grips will glitch into things.
    • Fix... Keep box right side up?
  • Holding Anything and then hitting ESC (menu)
    • If you simply hold them and hit esc, you can release the hold button while in menu, and the object will remain held once the menu is closed
      • If you attempt to grab the item again, immediately, after exiting menu, It will lock into that place, and be VERY hard to break this lock.
        • Most of the time, This can be fixed, if you can capture the locked item with a crate, and use the crate's lid to disable its physics, It will then be unlocked the next time you open the crate.
          • A Picture of a string of items locked into place will follow, in the third post by me. (will edit for it)
  • Fuel of any kind that isn't in the front-floor section of the smelter will not be used.
    • It may also, be hard to reach them to place them in the usable space.
  • Handle Names are all common, this doesn't affect their price, only their label & label color.


  • Feel it necessary to add a note here - but Credit for some workarounds/bugs doesn't belong to solely me..... It just doesn't matter to the list particularly..

    Most of the list, if not all of it, has been bugs I've experienced however, and had to deal with finding workarounds.

    There are other bugs - they just weren't experienced by me, nor were they in Dasius's Trello Buglist at time of this post, etc - I don't plan to catalogue all the bugs here, if its already reported elsewhere, and I know that, It won't get reported here - first and foremost, this is my bug list - I type wordy and explain badly in those wordinesses, that's the reason this post is what it is.

    (1 edit)

    Any stray spacing or empty dots are purely for spacing and easier to read purposes ( and separate the bugs)

    edited out some errors and bold/italics the heads of the bugs - Again. Itch.io's community/text functionality.. Lots to be desired... keeps breaking down on me, at least.

    If you have already bought items from the store by putting them in the shopping basket and closing it, there is a way to get back the one and two hand grips, but not the polearms as far as I know. To do this, pick up the box, go to the incinerator, and SLOWLY move the box towards the opening until the box is deleted. Then, unbound from the box, the grips will fall on the floor. You might lose one,  but that is better than losing all of them. As far as I know, the polearms will stay however they were when the box was deleted. Hope this helps anyone who has been hit by ASBL (Annoying Shopping Basket Lidding).

    Oh my. You just gave me an idea, and I've already gone ahead and tested it.

    You can use another crate to force unlock the items.

    Dip the shopping basket in via corner and then click at the box below a couple time to seal and unseal or unseal and seal.

    Managed to buy two 2h grips, verified locked to crate, able to carry all 3 with just the 2h grip being held, and then managed to get both unlocked by fiddling with another crate


    As I read your post it made me think about Items locked via ESC/Menu - and how you can lock them in air by holding them, ESC/Menu, releasing while in menu, returning to gameplay, and then attempting to hold them again, immediately. (Displayed picture of locked items in mid-air in third post ) - You can break their locks by wrapping another crate around them and then closing it, binding their physics to that crate


    WELL.

    More to the point. There's a few things you can do with shopping basket locked items, I've managed to successfully buy nearly the entire store (minus most pole grips) and unlock them via another crate.

    Primarily the easiest thing to do, is to lock "crate" of locked physics, to the other crate.... Note: I said the "crate" of locked physics... As in the non-existent shopping basket that you can't unlock.

    when you close the player-crate around the Crate that is spawned from leaving with the shopping basket, it UNLOCKS the crate from the "location" at which the shopping basket was, leaving the Shopping basket, and all the locked items, detached from the crate-SB (Crate-SB will now be shoppin basket that's left and turned into crate)

    The Crate-SB then can be ROTATED off of the location, Nearly entirely free, if not entirely free, of all the locked items - leaving them locked mid air above the other crate - They're locked to a "crate" (the shopping basket) and that is locked inside your other Player-Crate

    After you've Removed Crate-SB from the equation - successfully unlocking other "floating" items is a TON easier since you don't have to work around the physics of the crate - Simply rotate grips so they're a little straighter, and drop another Player-Crate ontop of them, Lock, bam, they're all free now. Unlock and work with your new grips.

    Alternatively you can try and work around the crate-SB - Like I did for the first two grips. - Which is easier if its a smaller purchase without a lot of stacked item items,


    Additionally - Maybe alternatively - You can actually still highlight and ROTATE all the items, despite them still being Physics-lost/disabled. - This won't free them physically, however, you might be able to make it easier to hook another box onto them, and free their physics that way.


    All without bringing your hard-earned cash anywhere near that trigger happy incinerator

    Which. wasn't a bad idea, actually, Since it was the crate despawning that freed the items in other ... example?


    Now how to word this a bit.. less... words..y. so it can serve as a more condensed, to the point, workaround/fix in the actual second post...

    Actually, from what I said, the polearms do become unlocked, but you just need to wait a while. Unless I did something to trigger it.