Yeah, that should hit the spot.
And thanks for the quick reply!
Great work, and nice to see that you can now push through faster with your publisher deal.
One question concernign the gameplay: When fire happened, I gave my dwarwes the order to extinguish them, but they never seem to be willing to do so, even if I give it the highest priority and pull everything else down to the lowest. Is firefighting not yet implemented or is that a bug?
Yeah, I was a malter and brewer before, so knowing this stuff was part of the job description. It's also part of my username (Brauer means brewer in German and Luxembourgish, and the Boffer part is part of the name of the brewery I was working for).
And I'm happy to know that other drinks will be featured later on, too.
Nice to finally get the brewing going!
Just FYI, those metal beer barrels are not called tanks, but a keg. Unless you want to use the designation for another type of barrel, I'd suggest changing it to keg or beer keg to make it more obvious what's inside.
As for malting, there are malting stations that are working in a all-in-one fashion, cascading the cereal from a germinating station to sprouting, removing the sprouts and slow roasting at 85-150 degrees Celsius (depending on what kind of malt you want; most malts like Pils Malt or Munich Malt are malted at 90-120 degrees). Those are very rare and horribly ineffective, but they do exist (mostly for homebrewers who want to make their own malt or don't have any other source of malt nearby), so there's a precedent for your all-in-one.
Oh, and hoping we can make cider and mead sometime in the future in the brewery.
Hello,
Just wanted to point out some problems I had with my settlers and their skewed priorities. For instance, farmers transporting stuff to storage instead of planting seeds until it's too late. Annoying, but manageable if you know the problem.
But the latest one baffles me: I have a feasting hall with a barrel of water. Now I built a kitchen, also with a barrel for the soups. I have 2 water in the barrel in the feasting hall, and now the settlers want to transport that from the barrel to the barrel in the kitchen. At least it's allocated to do so, they don't act on it despite some empty buckets lying around. But as a result, everyone goes to the river to drink, which is super far away, and nobody even gets the idea to refill one of the barrels with water. So I'm pretty much stuck, I tried to remove the barrel in the kitchen, see if that solves the problem, but they haven't done anything of the sort yet despite several days passing.
Any ideas what I could do here?
Thanks for the update. Yeah, I was worried a bit but hoped all is well.
I do think a mix of manual and automated would be nice, like for instance making ingots and metal sheets automatically but any products out of these manually. Or tell them how many times you want something to be produced to not waste materials later on when you can make alloys (if those are not made from ingots).
Tool production should be manual only unless they'll break later down the road.
No problem at all, I mean, that's what an Alpha is for after all, isn't it?
The crashes happened after leeting the game run while going afk for a while and coming back after about 10 or more minutes. Reloading the game doesn't solve the issue, need to restart the world from scratch. Maybe this might help you troubleshoot the issue.
Glad I could be of assistance to both of you. Can't wait to see how the game will look like in a couple months with new updates.
One Question: Is there a way now or in the finished game to make the mushroom trees regrow? I hoped they would do by themselves but even if I left one per fertile ground spot standing nothing happened.
While we're at it, will any mushrooms (re)grow outside of the mushroom farm in the finished game?
1. Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..
That's correct, I already had that problem.
Best thing to do here is just build a small feasting hall close to the river with just a couple barrels (how many depends on the expected traffic) to have them drink there instead for the meanwhile
2. cauldron allocation seems of if you have multiple metal types of cauldron's. My kitchen in waiting for 4 silver cauldron but there are iron and bronze cauldron's available in the resource zone next to it:
Yeah, I seem to have a problem with that one, too. Got a cauldron spot that got never filled because it was waiting for a bronze cauldron, which I didn't have.
3. With more Dwafs it happens more that they get on the same spot, start walking slowly and do so for a long time, until they are in the feasting hall for example, there is a lot of space to take an other path, or just wait so they can both can walk faster.. In year 2/3 it seems odd, but in year 6 it can be like 6/9 dwarfs getting to gather because if you have some walking slow the odd are getting bigger with more settlers that one will catch up.. Note that I am making hallways 2 or 3 wide to minimize this problem
Yeah, happens since the first build, which can be pretty annoying sometimes, especially when you're not prepared for it. And having wider hallways didn't do much for me, so I stopped doing that.
The inefficiency of having multiples of the same production rooms stems from not having any priority settings yet apart from getting the goods to the spot which asked it first. To alleviate this I have built 2 large centralized kitchens (one bakery and one soup kitchen), which will deliver to the feasting halls from there.
Some answers to your questions:
1. As a new ressource to create stuff, but mostly unused right now
2. Yeah, noticed stuff like this, too. Also generally play at fast speeds since there's not too much to do (on a sidenote, I do the same in Prison Architect all the time)
4. Miners not mining anymore: Every resource has a (hidden) maximum amount that's allowed in storage. From your screenshot it looks like your storage is pretty much overflowing of rocks. So you need to get some of the rocks transformed into blocks to get the miners working again. And your problem under number 3 is probably linked to this, too.
6. Either 6x6 or 7x7, but I personally don't press my luck and put pillars whenever I hit 5 large.
7. Will certainly come later, but right now, it seems to be the only way.
8. With the Earthworks you can transform wooden logs (32 of them) into coke fuel. (Only) useful if you got plenty of trees but no coal vein nearby.
9. Planned for later as far as I know, but that has't been programmed yet
Oh, and fishing rods can't be used yet, just as there's no hops yet to plant even though the option for the fields show up
Works well without crashing, thank you for the fast fix.
I will still have to restart and create a new settlement however.
After continuing with the save, I remarked that the bloomery wasn't getting build no matter what. It lacked a marble rock and said there's one allocated, but after going through my stockpile, that just didn't seem to be true. In other words, it's waiting forever for something that isn't there. Since I used up all other ingots on lamps, I'll have to restart to get this one done.
Didn't know where to send it, so I'll just add them to the post:
ERROR: java.lang.NullPointerException
at technology.rocketjump.undermount.entities.components.InventoryComponent.destroy(InventoryComponent.java:61)
at technology.rocketjump.undermount.jobs.JobMessageHandler.handleJobCompleted(JobMessageHandler.java:479)
at technology.rocketjump.undermount.jobs.JobMessageHandler.handleMessage(JobMessageHandler.java:130)
at technology.rocketjump.undermount.messaging.ThreadSafeMessageDispatcher.discharge(ThreadSafeMessageDispatcher.java:648)
at technology.rocketjump.undermount.messaging.ThreadSafeMessageDispatcher.dispatchMessage(ThreadSafeMessageDispatcher.java:556)
at technology.rocketjump.undermount.messaging.ThreadSafeMessageDispatcher.dispatchMessage(ThreadSafeMessageDispatcher.java:271)
at technology.rocketjump.undermount.entities.ai.goap.actions.WorkOnJobAction.update(WorkOnJobAction.java:51)
at technology.rocketjump.undermount.entities.ai.goap.AssignedGoal.update(AssignedGoal.java:111)
at technology.rocketjump.undermount.entities.behaviour.humanoids.SettlerBehaviour.update(SettlerBehaviour.java:92)
at technology.rocketjump.undermount.entities.model.Entity.update(Entity.java:206)
at technology.rocketjump.undermount.entities.EntityUpdater.update(EntityUpdater.java:29)
at technology.rocketjump.undermount.gamecontext.GameUpdateRegister.update(GameUpdateRegister.java:32)
at technology.rocketjump.undermount.screens.MainGameScreen.updateGameLogic(MainGameScreen.java:69)
at technology.rocketjump.undermount.screens.MainGameScreen.render(MainGameScreen.java:53)
at technology.rocketjump.undermount.UndermountApplicationAdapter.render(UndermountApplicationAdapter.java:146)
at com.badlogic.gdx.backends.lwjgl.UndermountLwjglApplication.mainLoop(UndermountLwjglApplication.java:222)
at com.badlogic.gdx.backends.lwjgl.UndermountLwjglApplication$1.run(UndermountLwjglApplication.java:118)
ERROR: java.lang.NullPointerException
at technology.rocketjump.undermount.entities.components.InventoryComponent.destroy(InventoryComponent.java:61)
at technology.rocketjump.undermount.jobs.JobMessageHandler.handleJobCompleted(JobMessageHandler.java:479)
at technology.rocketjump.undermount.jobs.JobMessageHandler.handleMessage(JobMessageHandler.java:130)
at technology.rocketjump.undermount.messaging.ThreadSafeMessageDispatcher.discharge(ThreadSafeMessageDispatcher.java:648)
at technology.rocketjump.undermount.messaging.ThreadSafeMessageDispatcher.dispatchMessage(ThreadSafeMessageDispatcher.java:556)
at technology.rocketjump.undermount.messaging.ThreadSafeMessageDispatcher.dispatchMessage(ThreadSafeMessageDispatcher.java:271)
at technology.rocketjump.undermount.entities.ai.goap.actions.WorkOnJobAction.update(WorkOnJobAction.java:51)
at technology.rocketjump.undermount.entities.ai.goap.AssignedGoal.update(AssignedGoal.java:111)
at technology.rocketjump.undermount.entities.behaviour.humanoids.SettlerBehaviour.update(SettlerBehaviour.java:92)
at technology.rocketjump.undermount.entities.model.Entity.update(Entity.java:206)
at technology.rocketjump.undermount.entities.EntityUpdater.update(EntityUpdater.java:29)
at technology.rocketjump.undermount.gamecontext.GameUpdateRegister.update(GameUpdateRegister.java:32)
at technology.rocketjump.undermount.screens.MainGameScreen.updateGameLogic(MainGameScreen.java:69)
at technology.rocketjump.undermount.screens.MainGameScreen.render(MainGameScreen.java:53)
at technology.rocketjump.undermount.UndermountApplicationAdapter.render(UndermountApplicationAdapter.java:146)
at com.badlogic.gdx.backends.lwjgl.UndermountLwjglApplication.mainLoop(UndermountLwjglApplication.java:222)
at com.badlogic.gdx.backends.lwjgl.UndermountLwjglApplication$1.run(UndermountLwjglApplication.java:118)
And that's it, hope it helps.
I get a lot of crashes with the new build. Sometimes the game doesn't even run for an entire minute before it hangs itself. And it seems to be pretty random, since it crashes if I click on something, if I move the camera around or simply do nothing, so it's kinda hard to see what's exactly causing it.
Am I the only one with suddenly tons of crashes or do other players also have a similar experience with the new patch?
3. Yeah, might well be since I dug into that direction. I'll built another eatery there to see if there's some changes in behavior.
4. Well, in one game, I got no seeds at all from those mushrooms farmed from logs, meaning I ran out of mushroom seeds after a couple years. Altough I must say I had tons of seeds at the time, maybe I hit a limit there just like I did with the blocks...
7. Yeah, I forgot I found some ingenous silver and also gold in some other game, for instance. However, never ever found some Tin ores, yet. Great to hear what's coming up for the metals, really looking forward to it.
Speaking of minerals, some are very hard to see depending on which kind of rocks they are embedded. Hematite is notorious to be hard to spot on darker rocks like shale or basalt, and bitumous rocks are even worse in some of those, especially granite. How about implementing a function to highlight the minerals in some future update?
So, I've started a couple games and from them I made a handful of observations:
1. Coal consumption is too low for the amount of coal available (even without Earthworks). At some point after years I find myself always looking for some minerals to be able to use up the coke fuel from mining just a little bit of coal. Having just one fuel to transform 5 ore also seems unrealistically low to me.
2. When you got 300+ blocks in storage, Stonemasons won't work anymore. Not sure if this is intended or a bug. I'll have to check if the same applies with the sawmill or the smithy, but it's more difficult to reach that number in their cases.
3.Sometimes, your Dwarfs seem to go fetch the water on the other side of the map - often by walking next to the river most of that travel
4. Mushrooms in the mushroom farm don't seem to produce seeds. Which makes mushroom farms a bit pointless if you can't find many grottos with mushrooms on the map
5. I never get any Hop or Barley seeds. Are they not programmed in yet and just placeholders?
6. Is there a way to make another anvil? If yes, I couldn't find out how
7. Are coal, Hematite (iron), Galena (silver) and Malachite (copper) the only ores in the game right now? Also, no way to make alloys, or steel?
Great, thanks for the heads up!
Continuing with my village (and getting 41 Dwarfs again), I ran into another problem: My Dwarfs seemed to stopped refilling the barrels with water, and as a result everyone goes to the increasingly further away river to drink. I increased the amount of chefs to make sure they can refill them, but id doesn't do much yet. I guess a lack of buckets could be the reason.
I know that being able to tell the carpenter what to do is on the list of things soon to be included, so I think that will be solved soon. Just wanted to give you the heads up.
You said you toned it down, so I wonder how much immigration there was before.
The first groups were pretty manageable: 4 Dwarfs, then 11 and then 18. But the 2 next ones were huge: 41 Dwarfs followed by 37 Dwarfs the year after.
While I'm nowhere near having any supply problems (apart from constantly having to build more stockpiles, especially for tools, seeds, and foods), I can't keep up building bedrooms, especially since all wood was pretty far away, so getting enough wood for all these beds is pretty difficult.
Also, why can beds only be made of wood? And pillars not out of metal?
How about being able to choose where things will get stored? With bigger cities, several storehouses are a must, but right now this means that a stonemason might have to cross half the map just to get one raw block of stone. If one could allocate the storeroom close by to gather stone he wouldn't need to wander so much around.
Also, while we're at it, hauler as an additional profession to move things around. Not much needed early on, but the bigger the city, the more useful they would get. And of course even more so with the specialized storerooms mentioned above.
With the current Alpha 2.1 version, it's tough the get enough food to feed everybody due to not starting with a cauldron. In effect you have to find metals ore and bitumous ore/wooden logs for burning into coke as quickly as possible, while also making sure that all the seeds are getting planted. But having all necessary ressources nearby is very hit-and-miss, might need to balance that a bit.