Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

KeiraR

19
Posts
3
Topics
1
Following
A member registered Aug 06, 2017

Recent community posts

(1 edit)

I made a pylon and it connected fine to three machines. You did put power from the main on the pylon first, right?
The only things I found were that my lvl 2 furnace was orange and not blue any more and that the cable to a machine from main was floating in the air. I didn't find a way to reset that so one power source from main was not usable any more.

Researched tier 2 but after loading it wasn't researched any more. Not sure if it's needed for every item but then we need a LOT more blueprints. =p
One blueprint box at a cave looking structure was not lootable.

The snowmobile resets to its default position after you load a game, so just walk over there and get it again for now.

P.S. If you load and a pylon doesn't want to cooperate, move it little bit. =)

Find some snow bank, you can walk through them and you will be back in the map.
They look like wavy grey reverse slopes from the other side. =)

Just want to say I'm pleasantly surprised. It runs great on my GTX960 and 8Gb RAM.
One minor thing, if you open a loot box on a steep incline say goodbye to the loot or have a long walk.
Resetting the snowmobile would be nice because I got it stuck within 5 mins. :D
Then again, I have been in places I probably shouldn't have been.
I did find the statue though. =)

This is a cool way to show people's creatures and get some exposure! It's always fun to see what people come up with. :D

I see i'm already represented enough. :)

(1 edit)

The nice things i want are always too much work. lol
Would  new "joints" help, you'd have two and you can use them to indicate where to split the creature, if that makes sense.
The muscles would only initially have the same values, after that, it can evolve just like it does now, it would only have a symmetrical start.
Setting muscle values manually sounds very nice but then, as you said in another thread, it's not really evolving on it's own.
Oh well, it was just a thought and i already knew it probably wasn't going to happen any time soon.

Evolution community · Created a new topic Suggestione :)

If you have some spare time and it's not too much trouble a "lock symmetry" check would be  cool.
It would make sure all the muscles have the same values on a symmetrical creature. =)
I'm assuming you see where i'm trying to go with this while i am waiting for my jumper to go up straight. :D

Some creatures i got to climb.

It's my pleasure entirely. :)

Woman here, been coding for a long time. Live your life like you want, it's yours and you only got one. No respawn. =)

I say batch but it is the next round i guess, i am not sure what the batches option does so i have it off.

10 creatures, 10 seconds, then the next round. in that round it was gone. I let it go on for a few more but they ended up just laying around twitching. I guess it's the luck of the initial parameters for muscle movement? I have no idea how you do this and it's possibly just me being impatient sometimes. All i know is that i'm having a hell of a time with a game again for a change. :)
I made this, i thought you might like it. :D

I made a new creature, saved it and then later adjusted it so it seems to load the creature from save after you go "back".

The first, that they move less in general. Some just twitch a little, that's it and like was said in the other thread, the best is often discarded.

I had a batch of climbers, one of them fairly quickly climbed up pretty fast and in the next batch it was gone.

I can see that happening when parameters change but it would be nice to have some sort of "backup" to return to if the new parameters are worse than the previous, if that makes sense?

Still having a ton of fun and finally got something to actually climb. :)

Evolution community · Created a new topic Delete bug
(2 edits)

When i delete a muscle from a creature, click evolve and then back, the muscle is back too. :)

The creatures seem to be a lot more static now, is there anything i can do to change this?

Grid and move are awesome!!

Edit: Clicked save, same name, evolve, back, muscle is gone now. :)

It's always following one creature, which is not always the best one, and it might show that one instead of the best one in the best of?
I was wondering if that also is why i might have a creature that is almost working and it abandons that version for one that just jiggles a bit.

I just chalk it up to bad evolution, click back and try again though. :)

(1 edit)

I build a crude hut, not happy, i give them porridge, both flavours, they toss it back, milk? nope, yuck! What am i doing wrong? :D

Edit: I figured it out, i put them on the arrows and not the huts. *facepalm*

I did that sort of thing too, chop tree, drop axe, pick up log, take to storage, pick up axe, repeat. Then i watched the guys playthrough and now my bots all have their own task and everything runs a lot smoother and it's a lot more clear what is going wrong if something goes wrong. Just saying, complexity in the bot commands is not really the way to go. It is fun though so, yeah. :D

Take "move to incinerator" out of the repeat too. Not that it matters much but it does. lol

Sweet, thanks! :)

"We want to keep things accessible for people who can't or don't want to program"

I like this.

People seem to have a hard time getting their bots do do stuff as it is.

Request: repeat n times. :)