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Matush

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A member registered May 09, 2019

Recent community posts

Wait...the base in that video looks extremely familiar hmmmm...

Ayyy i was thinking about asking if building some kind of outposts/secondary bases outside our main one is going to be possible at some point - guess i don't have to anymore :)

Hold mah beer, time to start a fresh world :D

Btw, those additional bases feature has a great potential. I can kinda already "sense" how maybe sometime in the future versions of the game we might be able to look for some rare ore deposits (in order to research/craft high-tech stuff?), build a mine there and maybe defend them from various attackers? Imma sacrifice some moar llamas then. Who knows, maybe this will please that ancient "He Who Codes" deity and it might increase the chances of that (or something similar) being a thing at some point.

Hmmm would it be possible to implement some kind of snapshot feature that either on command (by pressing a button for example) or when exiting the game or even every certain amount of time - automatically takes a picture of the whole base area and saves it in for example the game's folder? It could act as a timelapse to see how our bases are progressing/growing over time and it would make sharing whole various base designs a lot easier.

(1 edit)

Two more bugs:

1. When i place any robot (farmer, lumberjack or rancher) and attach it to a volt meter AND then remove that robot and place it again in that exact same spot - i can't connect it with the same volt meter anymore (with that white-stripe-cable). When i pick up that robot again and place it only a one tiny step further from its original location - connecting it with volt meter works again. Here's a clip showing this:
https://streamable.com/wfy1n
Another thing i've noticed is when i place such robot down, connect it with a volt meter, then remove the robot and place it in the same spot again AND attempt to connect it with volt meter again (cables won't "stick" to it anymore for some reason) - after restarting the game at this point it turns out that the robot is connected with that volt meter and everything works without any issues.

2. Car Station can’t be flipped (nothing happens when pressing R key).

Also, a little idea i just had. What if stamina skill (“Jump some rope”) would be affecting resource gathering? Each lvl-up of that skill would be increasing the chances of getting 2 resources with a single tap of the E key. Something like: first basic lvl could have 1% of chances that the next E key tap (while bashing a node) will harvest 2 resources from the total pool of such node. 2nd lvl would have 2% chances, 3rd - 3% and so on. It wouldn't be overpowered i think, but since climbing to like lvl 25+ of that “Jump some rope” skill isn't really hard once the base is decently sized and mostly automated - it would slightly increase the pace of farming during loot runs. It could be a nice additional reason to make big vegetable farms, moar electric wells and generally stuff generating&storing electricity to power all of that. Maybe instead of 1% steps - it could be 2% and at lvl 51 of "Jump some rope" skill when 102% is reached it could just turn into harvesting 2 resources with each tap and 2% chances of getting 3 resources (from the total pool of a node that is), then at lvl 52 (104%) it would be 4% chances and so on. Or just straight up 5% jumps which at lvl 20 of "Jump some rope" would result in (100%) gathering 2 resources with each tap while lvl 30 (150%) would have 50% chances of getting 3 resources from a tap. Something around that +5% number per lvl could also result in less of that grindy E key mashing (that some players might be annoyed by) when each tap would be giving 2-3 resources. So yeah, tis just my lil concept/idea of how this could work.

Edit: Some volt meter-like device that instead of electricity - keeps an eye on storage space would be nice to have. Few times i've noticed that my (set up on volt meters) electric wells are running (wasting electricity while not producing water) when the water stockpile is full. Some way of setting rules to stop any device from being powered on when the storage of X resource reaches a certain threshold might allow maybe for a nearly fully automated base i think.

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I tried a bit of exploring on V24 and ran into this:


The door at the top got somehow blocked by that fence and there's a gate inside the wall. It's like the game tried to spawn 2 points of interest in the same spot? Haven't seen any such bug while playing on those few previous game builds while exploring. Since my pawns decided to murder that pesky lil fella inside that building - i coudn't interrupt them in any other way than leaving the map. In this fierce battle with those wooden walls - (besides me) only two followers managed to mount llamas and i had to abandon the other 4 llamas D: . It's just as the ancient saint texts say "He Who Codes giveth (milking cows i this case), and He Who Codes taketh away", though i don't even know what to think about such trade off/sacrifice...

Hmmm maybe some lil mechanic where after pressing a button, some small speech bubble would appear for a second above the character we're playing like he's calling/giving order to his followers to immediately stop what they're doing and come to him? On the other hand i'm not sure how often such feature would be useful other than on some rare occasions and such bugged situations (at least in the current version of the game).

Edit: even that frickin skelly lost it and went supersonic lol:
https://streamable.com/9sjm1

Hmmm i just checked again and milking still appears to be not working for me even when my meat/water stockpile isn't full. Dunno what the heck is going on, frickin cows probably realized what this tricky business with keeping them locked is all about and just didn't had any of that. Either they got somehow smarter from some mutation (i would totally blame radiation) or "He Who Codes" might have something to do with it. Some secret cow-spiracy or something, next thing they will demand independency i bet...

Could be, because i'm playing on V23 with a world started in V22?
Here's my whole save file/Sand_Alpha folder from AppData/Local just in case:
https://www.dropbox.com/s/6t1yn66zfuibw2z/Sand_Alpha.rar?dl=0

As for windows in corners - i just like living dangerously on the edge like a total rebel :D

Here's what i did to start completely over. Click start then type:

%localappdata%/Sand_Alpha
press enter and just delete/rename or move the "Sand_Alpha" folder somewhere else and that's it :)

Several more bugs and glitches i've noticed, though some of them might be considered as nitpicking ^^. I'm not sure if this matters, but i'm playing on V23 with a world started on V22.

1. Milking cows seems bugged. Neither me nor auto-ranchers are able to collect milk from them. Rancher just hovers above each cow for a bit and then leaves. When i'm pressing E to milk them, no milk pops out nor any food is being added to meat stockpile. The outline/option to milk on each cow just disappears after pressing E key several times (like the game thinks that this certain cow is fully milked out at that point).

2. Often when followers are getting off their llamas, it takes them like ~2-3 seconds before they begin attacking hostiles in their vicinity. Also, when i get back on my llama - they hop in on theirs in turns kinda. For example half of the team gets on their llamas without any issues straight away, but sometimes 2-4 folks are approaching one to mount it, one does it and the rest are giving him that look "Oi, d-did you just took my llama?" for a sec then the 3 remaining pawns are heading to the next free llama, one mounts it and the other 2 again are staring at it for a sec before moving towards the next free llama and so on. Hmmm maybe once the player hops on a llama - the followers could be quickly looking for the one closest to them to mount, but in a way that each pawn would be straight away auto-assigned to a different one (something with taking distance between the pawns and llamas into consideration)?

3. Followers are sometimes getting stuck behind chests that are close to the walls, but usually when i leave to keep searching through the area - a while later such stuck pawn somehow frees himself and comes back.

4. Window blocks appear to not have fitting texture when they're placed in cornes. Like here, the wall block on the right nicely blends in with that darker/shadowed horizontal texture while the window block on the left looks a bit out of place. Maybe additionally the game could be removing that lighter-grey tiny window vertical stripe from a window block whenever there's another block "sticked" to it either on the left or right? It would nicely blend with other blocks made from the same material. Well... tbh now i'm just like "Why did i even placed that window block in such corner? Ugh oh, like... who's even gonna look through window placed like that ^^"

Something strange is going on with followers while exploring. Very often when there are multiple enemies and group members proceed to take care of the first one, once they kill it they seem to freeze for a second or two before attacking another one. I've noticed it nearly straight away after downloading that newer Version 22 build and starting a new world. IIRC in the previous build the followers were taking on the enemies one after another without any delays. Here's a bunch of stitched together clips showing this occurring:

https://streamable.com/k4u2c

Hello, here are a bunch of bugs that i've came across recently :)

1. Placing objects that are adding more than 1 point to "base attractiveness" factor and then removing them - doesn't subtracts their worth from that total attractiveness amount. From what i noticed it works on things like any kind of wall, floor, window, door and painting (anything that is worth more than 1 point apparently). Basically if a simple wood wall adds 2 points, removing it takes away only one point so it's possible to endlessly grow "base attractiveness" by quickly placing/removing it over and over:
https://streamable.com/91ems
Looks like restarting the whole game reverts this unfairly obtained amount of additional base attractiveness points to what it should be (removes the points that were added through that bug).

2. While exploring on llamas, members of the "party" have some strange isssues with getting back on them once they get off. It's quite random, but from what i've seen - every time i get off and back on my llama - either one or several of my followers are just standing in front of theirs and even when some llama starts walking around - its owner just slowly follows it around instead of hopping back right on it. Giving that party member a little push towards his llama makes him mount it again.
https://streamable.com/lzh1u

3. When my followers are riding on those llamas - whenever we came across some hostiles - instead of attacking, they just rushing to them and do nothing while the enemy proceeds to attack them. Not sure if that's important, but all my followers were equipped with pistols when i noticed that. It would be soo cool if they were able to shoot while riding those llamas like some lil cowboys heh :D

4. When i got back to my base from such exploring on llamas - just like my followers - they spawned next to me and when i restarted the game - all those llamas vanished from my base area. I'm not sure if that's intended or not.

5. From time to time it happens that various encounters with hostiles occur close to that "striped-exiting" area. Since stepping on it throws the player back into traveling screen - it's nearly impossible to loot anything that dies on that striped space. Several times i had my followers auto-rush some enemies there, then few of them went down/lost the fight and i was unable to revive them since i would just exit the map if i stepped out there.

Maybe instead of throwing the player right back to that traveling screen - the game could just ask "to exit the map press y" or something like that when we step on that striped area? Or maybe even some skills that buying them would allow our followers to do basic tasks like looting anything in their vicinity or reviving their companions?

6. People that are joining my base are sometimes getting stuck inside livestock enclosures. Looks like they're spawning there (and are unable to open/close gates/doors) whenever i restart the game or exit/reenter my base area. Maybe they could be respawning at their beds whenever the game notices that they're stuck?

Here's my CAMP.ini file just in case:
https://www.dropbox.com/s/ozmk8igoqzbtzt7/CAMP.ini?dl=0

PS
Some auto-refilling mechanic for wood burners would be awesome to have :D

Btw, i frickin fell in love with this game, its specific calming/chill gameplay style and wacky humor, it has really great potential. I'm getting Rimworld vibes from playing it and i'm excited as heck about future updates. Regards :)