Post all bugs you find here
An open world, base-building, adventure survival game with quirky humor and Llamas! · By
every time i try to play i get a pop up that saids this
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 3
for object obj_camp_fire:
Creating instance for non-existing object: -4
at gml_Object_obj_camp_fire_Other_13
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_camp_fire_Other_13 (line -1)
called from - gml_Object_obj_camp_fire_Other_4 (line -1) - <unknown source line>
hey void, i think there is some problem with your game but i really like the game and also i wish you keep adding more and more stuff. THANKS MAN. and also can you add floor building, more event/building, more vehicle and weapons, AND THE MOST I WANT "STEALTH MECHANIC". i,m so so sorry for asking man. if you cant do it, ITS OKAY :D
Thank you for your interest. More is coming for sure. I am working on some behind the scene things like missions and event spawning right now so nothing I can really update with until those systems are in place. I've already have an idea for stealth mechanics. I will probably be like nothing you've seen before :)
Yeah some items are like multi purpose items. Milk for example gives you 1 water and 1 meat (protein). Crystals give you electronics. They are suppose to give you more then one but they only give one right now. They are planned for high end rewards. I had at one time a much larger item list but decided to simplify it down.
When I did the tutorial, I got ahead of it in several places which caused some issues, for example when it told me to go do one thing, I would start on another (multitasking) like collecting seeds while collecting wood for example, I gathered too much and later when it asked me to go collect seeds it wanted new seeds, not counting the ones I'd already done, this can cause issues with getting stuck and slowing down the game significantly. :)
I started playing the game, put it in full screen because some of the text was kind of hard to read. I pressed Esc at one point, thinking it would bring up a pause or save menu, but instead the screen just went white and froze. I couldn't tab out, exit full screen, ctrl+alt+del or anything, eventually it finally just closed and suddenly I got a bunch of pop ups from my malware protection program that it had deleted a bunch of the files. So I don't know if the game saving triggered the malware and deleted everything and that's why it froze, or if it freezing somehow caused all the bad things to happen.
Every time I start a game I get this bug report after a few seconds:
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
I got this on an older computer I had. Try updating direct X drivers.
https://support.microsoft.com/en-us/help/179113/how-to-install-the-latest-version-of-directx
Also this post on STEAM forum: https://steamcommunity.com/app/360740/discussions/1/483367798505023937/
Sometimes things glitched out like the Llama and the enemies. Not very often but it happens. And when I quit the game it says that the game got some problems and it needs to shut down and it did, even though there's nothing that's actually broken but you might want to keep that in mind.
Also if we can pet or hug the llama that would be cool, they are cute ;3
you can't build wood, stone floor/ blue,green,red rug on North-West/West/North tile of an existing floor
you can still build Rugs around wood, stone floor though, and vise versa,
but new banned zone will appear as well..
you can't build painting/ wall torch/wall light on the banned zone created by Rug floor
Metal floor, farm plot, stone path seems fine, no such problem (the floors in dev section are fine)
wall banner, wood shelf show red background when you tried to build them on any wall/window/door, but you can still build them
weapon workbench, car station can not be flipped, when you try to flip them, the preview image show them flipped.
but when you actually built them, it doesn't get flipped.
(weapon workbench does have image_xscale set to -1.000000 though but car station doesn't)
and the preview image of flipped car station is kinda off...
also, the weapon spawn zone may get blocked by obstacles,
unlike the car station, it doesn't show red background when the spawn point blocked by something
photocell, volt meter, switch, small battery and the farming, lumberjack, ranching robot don't have collision box
after you built the flipped robots, the starting position of the robots are kinda off
the image of flipped solar panel is kinda off, doesn't match the collision box
Great Work! Love it :)
found some damage issues, tested in Dev playground ( didn't test on skelly, but I guess its all working)
grenade does no damage on chick/ chicken
grenade/ pistol/ sub-machine gun/ machine gun/ does no damage on baby_cow/ baby_wooly
grenade does no damage on cow/ wooly
grenade/pistol/sub-machine gun/machine gun does no damage on baby_llama/ llama
pipe/bow does no damage on llama
I'm not sure about whip but it seems fine though...
The whip is suppose to be used on animals to heard them. It should not hurt them.
Grenades don't do damage to anything but enemies. I just didn't get around to fixing it for other things.
I made it so baby animals are invincible.
Llama might also be invincible? I kept killing mine on accident so I turned it off. I'll add it back some other time.
I think I actually still have the Llama breeding in the game. If two llamas are next to a nest they make babies. HaHa. I planned on implementing that for other animals just got busy making other things.
I made it so baby animals are invincible.
Llama might also be invincible? I kept killing mine on accident so I turned it off. I'll add it back some other time.
shotgun blast works! (tested in normal mode)
I think I actually still have the Llama breeding in the game. If two llamas are next to a nest they make babies. HaHa. I planned on implementing that for other animals just got busy making other things.
it might cause performance issue... especially when you can't kill them
I load the game and i get this error
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
I got this on an older computer I had. Try updating direct X drivers.
https://support.microsoft.com/en-us/help/179113/how-to-install-the-latest-version-of-directx
ALSO this:
WINDOWS 10 https://www.microsoft.com/en-us/download/details.aspx?id=35&44F86079-8679-400C-BFF2-9CA5F2BCBDFC=1
Also this post on STEAM forum: https://steamcommunity.com/app/360740/discussions/1/483367798505023937/
OR
https://forum.yoyogames.com/index.php?threads/solved-vertex-shader-compilation-crash.38923/
Did you install the link? It isn't a directX version but a runtime for an older version of directX that they took out of Windows 10. At least that is what I think it is lol.
Use this one:
WINDOWS 10 https://www.microsoft.com/en-us/download/details.aspx?id=35&44F86079-8679-400C-BFF2-9CA5F2BCBDFC=1
when you are running the game in full-screen mode and died during gameplay, the game just LOCK in foreground, and stuck there.
you can't alt-tab to other program or window. I can't even alt-tab to task manager either.
you will have to press windows key then click the program icon on the task bar to bring back the game.
and after that, you still can't alt-tab to other program or window, it still lock in foreground.
when you are running the game in windowed mode and died during gameplay, the game automatically minimize itself.
you will have to click it on the task bar again to bring back the window. (same thing happened when you hit "delete mission data")
weapon workbench can't flip, only the preview image flipped...
and I found save glitch (storage didn't save properly, it just disappeared), don't know how to reproduce it though
I get this error whenever I tap "Explore" on a camp from someone else where I can get a mission in the Traveling section :
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event2
for object obj_entity:
Variable obj_parking_space.time_alive(100329, -2147483648) not set before reading it.
at gml_Object_obj_entity_Step_2
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_entity_Step_2 (line -1)
Is this fixable?
Seems like you had a chicken outside of the screen. The animals now die if they are loaded outside the base.
I haven't noticed any campmate amount changes. The base value changed by 1 when I tested it. I'll test some more though.
Your base is stressing my work computer (not very good PC) pretty heavily (how many farms do you have!?). What is your frame rate on your computer in the base? Anyway I'll probably use your base as a stress test and see if I can improve performance.
When you buy something from the Fitness Upgrades (Pump Some Iron) and it's level 1 (so it goes to level 2), exit the game and then buy something from the Fitness Upgrades again, and you'll see that the prices are from that of level 1.
Even if your "Pump Some Iron" is level 10, this can still be done.
Ran out of water when travelling
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object obj_black_out:
Variable obj_black_out.i(100113, -2147483648) not set before reading it.
at gml_Object_obj_black_out_Create_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_black_out_Create_0 (line -1)
called from - gml_Object_obj_map_marker_Step_0 (line -1) - <unknown source line>
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
it ocurred me while I was starting the game and I went up a flame
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 :)
Awesome bug finds! I guess I've ignored the llama mounts in my testing. I'll put these on my list!
#5 I used to have it where your guys revived each other and harvested resource nodes. I took it out when I was improving the AI and just never put it back in. It is actually pretty helpful. I like the idea of having that as an upgrade.
Right Clicked a Chicken in Build mode while trying to get an egg
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_build_tool:
trying to index a variable which is not an array
at gml_Script_refund_resources
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_refund_resources (line -1)
gml_Object_obj_build_tool_Mouse_57
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:
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 ^^"
1. See if you are at max meat or max water. It is possible that the ranching bot milks them but because you are at max of one or the other it doesn't generate the milk (1 water 1 meat). I'll check myself they should see that the storage is maxed and not even milk them. I should probably just switch milk to be meat only. It would probably fix this issue.
2. Yeah I added a delay for checking targets on NPCs. I forgot to add an auto check for mounts if their mount is taken. I'll recheck that code and modify it.
3. They path finding is silly sometimes. That is something I am constantly trying to improve.
4. Who would put windows in corners?! lol I'll just default them to normal walls if that happens :)
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
I think I figured the problem. When I consolidated the sprites I forgot to add in the milk sprite, which should give you an error but I coded a fail safe into the resource object to destroy itself if it can't find it's sprite. Over coded that one :)
I added an error message to myself so I can see if it happens again. Cows should be milk-able soon.
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
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.
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_small_water_well_Draw_0
I get this error (or variations of it) basically whenever I touch or get near objects in the game.
i keep getting this:
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
Great Game, A few little things I would change:
Hard to find issues, it's such a great game.
Thanks! Feedback is always important and appreciated!
happened when i tried to turn on a eletric well on steven's farm
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_game_setup:
Variable obj_electric_well.local_energy_cost(100240, -2147483648) not set before reading it.
at gml_Object_obj_game_setup_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_game_setup_Step_0 (line -1)
dunno what caused this but i was attacking the air in my base while holding the torch, moving up and holding shift
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_player:
Trying to draw non-existing sprite.
at gml_Object_obj_player_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_player_Draw_0 (line -1)
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_npc:
Variable <unknown_object>.y(1, -2147483648) not set before reading it.
at gml_Object_obj_npc_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_npc_Step_0 (line -1)
happened while i was camping and running around
i'm playing this game at windows 10
if i remember correctly, the first time it happened it was on Green Peace, the second time too, but this time i checked it before coming in the camping area, i set it to the red! but it still crashed. i didn't try the blue shield i'm gonna test it now (im gonna test the new version now) yup, in the new version it still happens unfortunatelly, i found out it doesn't happen when it's on the red!, only when it's on the green symbol, maybe they are trying to collect something that doesn't exist?
okey i managed to remake the crash,
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_npc:
Variable <unknown_object>.y(1, -2147483648) not set before reading it.
at gml_Object_obj_npc_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_npc_Step_0 (line -1)
while in Ellie's first mission, there were 3 enemies left to kill, the game crashed right after me and my friends collected all the metal in the up right corner.
yes version 34 right? i'm sorry for reporting too many bugs but when i was trying to recreate it again the game crashed with this other one in the same place, i already had collected the iron and many items in that place and when we were fighting some enemies this happened.
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_player:
Trying to draw non-existing sprite.
at gml_Object_obj_player_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_player_Draw_0 (line -1)
The issue was with the peaceful AI Script when it couldn't find a resource and the player was hidden by interacting with something it threw an error because the targeting couldn't find an object. It should be fixed in the latest 0.3.2 version. It is very weird it didn't throw the correct error for you. When I ran it, it gave me the correct line number. Very odd, but it should work now.
Really cool game, I find myself keeping it in the background and swapping to it in and out of work.
One bug I found:
If you use the electric well in the Steven Farm it crashes the game. Prob not a problem for the less greedy players lol.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_game_setup:
Variable obj_electric_well.local_energy_cost(100240, -2147483648) not set before reading it.
at gml_Object_obj_game_setup_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_game_setup_Step_0 (line -1)
Hope this helps :)
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_build_tool:
trying to index a variable which is not an array
at gml_Script_refund_resources
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_refund_resources (line -1)
gml_Object_obj_build_tool_Mouse_57
I just got this game and got this error when right clicking on an egg laid by a chicken.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_build_tool:
trying to index a variable which is not an array
at gml_Script_refund_resources
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_refund_resources (line -1)
gml_Object_obj_build_tool_Mouse_57
Getting this error when I start the game (Alpha 0.3.5 Experimental)
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object obj_pickaxe_slash:
REAL argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_pickaxe_slash_Destroy_0 (line 2)
called from - gml_Object_obj_pickaxe_slash_Other_7 (line 2)
So I might just be blind and stupid, but this wiring is kicking my ass right now. I have the transformer by the generator plugged into the relay by this building, which looks like it is giving power to that switch, which should now allow me to open those doors with the switch. At least that's how i thought it worked from seeing the video about electrical stuff.
Am I missing something here, is this how its supposed to work, is the switch broken or am I just not getting how wiring should work?
Hey,
I got this error on 0.3.6 experimental while trying to enter my base in the car twice:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object obj_car:
audio_stop_sound argument 1 incorrect type (unknown) expecting a Number (YYGI32)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_car_Destroy_0 (line 5)
called from - gml_Object_obj_player_Alarm_2 (line 49)
Love your game btw :)
Trying to deconstruct an egg will crash the game.
__________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_build_tool:
trying to index a variable which is not an array
at gml_Script_refund_resources
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_refund_resources (line -1)
gml_Object_obj_build_tool_Mouse_57
Hi,
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_construction_object:
Variable obj_wood_floor.z(100386, -2147483648) not set before reading it.
at gml_Object_obj_construction_object_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_construction_object_Draw_0 (line -1)
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_player:
Trying to draw non-existing sprite.
at gml_Object_obj_player_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_player_Draw_0 (line -1)
I'm guessing the downloads released two days ago aren't supposed to be running super fast? The 'normal' download is playing just as accelerated as the 'faster' download for me. I triple checked that I downloaded the proper version but, no, super speedy every time. Not sure if it matters but I only just discovered your game so I'm not sure if I'm missing something or...?
By super speedy I meant the game was happening faster. The time was ticking faster (and all things time related), the character was moving so fast I had trouble controlling it. Things like that. I'm not even sure now if that was what the 'FASTER' download was supposed to do, let alone the normal download like I'm talking about. It's interesting too because I watched a friend download the same version and theirs played at the proper pace so I'm really not certain what the problem was. Anyway, I redownloaded it after seeing you responded to check if you somehow fixed whatever the problem was and it seems like you did! So thank you for the quick fix!
The issue had to do with your monitor having a higher Hz monitor (96 Hz or 144 Hz) then the standard 60 Hz most people have. For some reason the settings I had to control frame rate didn't account correctly for the refresh rate of higher monitors. The only why I could test it was to actually lower the refresh rate of my monitor to 40 Hz. I noticed it was slower then normal game play. I switched some sync settings in Game Maker and found one that didn't slow the game down. Glad this worked!
The FASTER download is suppose to run faster if you are noticing some slow game play (only useful for older computers). The reason it isn't the standard game play is because it is more buggy and takes much longer to compile.
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shd_gaussian_horizontal
D3DXCompile failed - result
at gml_Object_obj_clear_missions_menu_Draw_64
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_clear_missions_menu_Draw_64 (line -1)
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
Please try this fix: https://itch.io/t/442958/fatal-error-in-vertex-shader-compilation-solved
Latest version as shown (0.3.8) often (usually) has the mission tracking shown as bugged upon game load ("Mission 1 of 0") preventing completion of acquired missions. Resetting/deleting may help temporarily but the bug returns upon next save/load and forces one to redo all the prior missions.
Also, slightly less important, there seems to be no way to clean up the corpse of the person by the E.D.I.E beside waiting till they disappear on their own. Maybe being able to search them like corpses of enemy dead sentients could be provided?
FOUND THE PROBLEM. My goodness thank you for finding that bug. I can't believe I didn't see this one. I guess I've been focused on art and level building and not playing the game. Extra credit for you! :) Patch later today with a dev log explaining the issue. I think your mission data is safe though so that is good.
Some more things I found in recent playthrough:
EDIT: SOME MORE STUFF
EDIT: EVEN MORE STUFF
** Some bugs related to animals: **
- Llamas can completely prevent you from building when ridden on.
- Their incredibly thin body and high speed makes them extremely good at playing hide and seek.
- Woolies are obsessed with livestock guards sometimes.
- Also, I think that signs should appear in front of walls
Some time passed since my last bug report so I think it's good to put it in the new post (I do hope though that the previous one was checked since I added to it before through edits and I worry slightly whatever was added then may have passed under the radar).
I notice the assets are a lot bigger - the dev mentioned that themselves - making the game bigger. However, for some reasons it's also very noticeably slower for me, as if the game would keep processing bigger assets all the time instead of any preloading. Upon entering map I have over 100 FPS according to the counter, but soon it all goes down to circa 30-15, with the only exception being the home town for some reason, where the FPS is relatively consistent or at least decent enough to not notice strong slowdowns. The general increased game slowness also led to exploration map taking a time to drop loading screen for the first time and that in turn led to this issue:
Happened upon loading random exploration map. The loading was left there and wasn't disappearing at all, the items carried were not shown either. Even leaving the map left it on the screen (while increasing its size) till another loading screen was triggered by entering elsewhere. Edit: Seems it's always happening at 94.34%
Other bugs:
Paying 500 scrap at the farm is more bothersome than acquiring the scrap. I know that joke about it is even included in the 4th wall breaking dialogue, but adding 'hold key to keep adding', with increasing speed of depositing like how it is with trading depots would make it much more manageable (maybe even the code itself can be repurposed).
It is a joke and probably won't be change. If you press shift though it deposts 10 at a time (just like a trade output). Don't tell anyone :)
Connecting a wire from a relay with no power to the relay with power often makes the first relay still not receive any power (at least the animation of light traveling through the wire isn't shown and the blinking icon of no power is displayed on nearby devices). If one makes connection from the relay that is receiving power, it's being relayed properly.
Yes this is as intended for puzzle and such. Electricity in Sand runs one way and must be connected from powered to unpowered). I might change this if I don't use it for puzzle missions.
So the wood burner produces electricity. I does not need to be hooked up to anything. You need to build a transformer and connect that up to a relay. The relay gives power to switches (in a radius around the relay) and switches give power to machines. I need t write a tutorial about that. I hope this helps. Relays can also be hooked together to distribute power different places.
So, should I just built the transformer near the woodburner? I did that and hooked it to the relay, then i tried to hook the relay up to the switch (transformer>relay>switch>electric well), but the relay doesn't connect to the switch. I can't conect it to the electrical well and connecting it switch>releay also doesn't do anything.
ok. Heh, i thought that the circle shows the radious in which the cable can be connected.
Also, i have another question. I what intervals new NPCs arrive? I have 5 beds and only 2 NPCs are in my town. And what is that 3rd stat, the one under ammount of beds in your setelment? Is it related to how much food the town has?
The stat with the house is your base score the higher the score the more people will join. Base score is based on the amount and quality of things in your base. I havent balanced it yet though. Stone and metal buildings are worrh more then wood. Most of everything else is worth 1 (but will change later). Now the max npc population is 8 I probably need to adjust the rate on which people arrive. If you build it they will come.
Hi I'm back! Still know me? A high chance you don't, which is completely fine of course.
I've noticed another "bug", if you would call it one.
When staying on the main menu (where the title of the game and the start button resides), after awhile the sand particles of, well, a sand storm moving can still be seen. This takes place if you stay on the menu for over more then 10 seconds or so.
While this may not be such a big problem/bug, in my opinion it doesn't feel nice when i notice it, which is entirely because of myself
Just wanted to put this out there, just decide for yourself if it's necessary to fix it or not.
In the playground i can't enter the room with chests, i did the puzzle but the door just makes the sound of it opening and then closing and i can't get in, also i got locked in the stone door in the entrance to the guy that sells stone in the Anchor Pale (is this how it's called?) just two problems i found now. I didn't play the game for a while and i can see many differences and new features now, many new things to do and to plan in my base, and i didn't press "e" 500 times in steven's farm, i held shift so i pressed it less times *image of a guy touching his own head* ^^
Bed Bug
When it's day-time and I tap the E button when close to a bed, the animation of my character getting in the bed is there, but I'm not sleeping (because it's day-time). Also, when it's night-time and I try to sleep again (with the sleeping character still in the bed (not me)) then I can't sleep.
And if I want to fix that, I have to break the bed and make a new one.
I have been unable to continue the quest line after I got to Steven's ranch and did the younger Stevens job. I am only getting his replayable job and a starting out mission that says it is number 26 but I can't talk to E.D.I.E. even though that's what it says to do. I'll just restart the mission data and see if that works
I'm sure everyone has already mentioned to you the FPS problem in the game, and I have no idea how to retrieve the optimized fast version. I've navigated to the post that says you added it about 60 something days ago, but when I click on the download button the file name is still the same as the regular game, and before the optimized version was named just that, optimized or faster version or something. So I'm unsure of if you still provide a download for that, or if you just decided to change the name of this one to be the same as the original. Anyways, I wanted to say that the FPS problems IS pretty bad. Of course, on my system it is absolutely able to run decently without much of any lagging or skipping, but my FPS is still about 50. Now, the only reason that is a little shocking to me is because I am playing this game on gaming laptop called the Acer Predator Helios 300, I have 9th Gen Intel, NVIDIA GeForce 2060, with 2.8 GHz speeds (not overclocked), quad core, 8 logical processors, and 50 FPS for a lil' pixelated survival/exploration game? Seems kinda crazy. Also, my CPU and Memory are both at around 20% so my computer isn't failing or having a hard time keeping up at all, it's the game just being slow and laggy for... I don't know what reason. I'm sure you're maybe running a better computer since probably not even mine could actually MAKE games on it, but what I'm concerned about is all of the other folks who simply have average computers who would love to play your game.
Raids are fun, but the only mobs I've come across are other people and snakes. Nothing else. Would be neat if skeletons raided just because it would be easier to complete that "Kill 20 skellies" mission. Also, my guards just straight up run out into the grey area where the enemies spawn and kill mostly all of them right there where I can't loot them. This has been a problem for a long time where mobs go outside the grey area and cause problems. The only way I have been able to loot the enemies is by calling everyone using the bell about 8 seconds before the raid starts, and they're all in this one place and it takes them time to actually travel over to the enemy and kill them. But even then a lot of enemies are still killed in the grey area, where you can't loot them. Maybe it's not that I haven't seen the roaches, but they're just getting killed so far out in the grey area that I don't see them. Not that it would matter because I wouldn't be able to loot them anyway.
I'm still having trouble with the whole electricity aspect of the game. I have 5 electric wells and 4 solar panels with 12 small batteries in the vicinity and a transformer and relay, I have 3 electric wells connected to 1 manual switch and 2 connected to another manual switch (before I had all the wells connected to one switch, but that still didn't work either) and yes, both the switches are on, then after all of that didn't work, I added another transformer, disconnected the relay from the old transformer (which was connected to a bunch of other stuff as well) and instead gave the wells their own transformer and relay, and the wells still kept running out of power. They would work for a while, maybe 15 seconds, then all of them would turn off except for 1 or 2, and they'd keep going, then randomly the others would turn back on for a while, it's just a big cycle. I know you said you feel like you should write a tutorial for the electricity aspect of the game, and I absolutely definitely think you should. It just would be nice to know how many solar panels one needs to power one electric well. Some sort of UI for batteries might be neat, too, where you can actually see how full of charge they are, whether or not relays/transformers are at 100% electricity power, whether any electronics are at 100% electricity power, however, this part of the bug report mostly belongs in "Suggestions" but I guess I only came up with those suggestions because I ran across this problem.
When ever you go over to something like a sell/buy booth or tool bench or things like that, if the workers come near you in your vicinity to be close enough to bring up their UI, sometimes it overrides the UI you're already looking at, like for the tool bench, and that's kind of annoying. Also if your player is just standing somewhere and a worker comes up to you, they wont leave until you move out of their vicinity and I feel like that's counter productive because they could be doing other things, like the jobs I gave them, but instead they're stuck standing next to the player. Before we when we could take our old camp mates out on explorations, they'd sometimes loot enemies for us, but they don't do that after killing enemies after raids. Would be neat if they did, because that would probably solve the problem involving the player not being able to loot enemies in the grey area.
Chicken eggs still get pushed out past the livestock guard every time one of my workers opens the gate. I placed a livestock guard underneath the gate in the chicken pen because if I have JUST the livestock guard, the eggs just get pushed out all willy nilly. It's a little annoying having to track down all my chickens that end up hatching outside of the chicken pen.
I agree with all of these. What is your base score or could you send me your CAMP.ini? I should probably limit the amount of things people make. It isn't intended to have 1000 trees and 100 cows. You are meant to build more bases. I could fix this by capping the base score OR capping the things themselves. I think my new version has better frame rates so I'll push a build out today.
I make the campmates wait by you so you can change their jobs. I suppose the priority should be given to the current UI you are using. I'll see if I can fix that. I agree it is annoying.
Those darn chicken eggs... I swear I've 'fixed' that 10 times.
My base score is 3309. It could be all the cows that are in my pen. That was back when the cows would breed all willy nilly. I could try killing a bunch of 'em and see if that brings my frame rates back up. I also have a TON of bonfires that I used to light up my entire home base so that I could see in the dark when the raids come (because the little drone guy only lights up the path behind you when you're moving, so you can't see anything in front of you). However, the frame rates were low before I did that. I did that because I was bored and wanted something productive to do. But I'm sure it didn't help. The animations of the flames on the bonfire might be a bit taxing, I don't know. I think it would be interesting to have a cap on things themselves. Where a base can only consist of a certain amount of walls, and that gives incentive to actually build the wagon and go somewhere else when the base you're at now is too small for what you want. Maybe you can only have a certain number of cows on a base, chickens, things like that. I think that would be a good idea. Good thinking!
I don't know what you want from my CAMPSTARTER.ini but it's hundreds of lines long, and I'm sure you don't want it slapped into this reply. I'd make a spoiler or attach the file but I don't know how/or if you can.
The problem with the power is simply that you need much more than for solar panels to power five wells. Each solar panel only generates about 1 or so power and each well takes up like 2 or 3 power. Maybe even more but i'd have to test it. I've never had a problem with the power since I made like 20 solar panels. Alsofor the raids and stuff you can simply sleep at night while its happening or before it happens and it doesn't affect the timer at all. That is also another weird thing to me is that basically the night time doesn't seem to be that big of a deal. I'll create a post on that.
When I played the newest version, I noticed that automated gates when placed vertically have very unexpected behaviors.
As you can see in the top row of pics, the gate made entities looked like they clipped to the wall. I think removing the extra wall parts in the gates' sprite will fix the problem.
The second row of pics was taken after I let the game run on its own. While I'm gone, The *powered* gate had used its leftover energy and advanced intelligence to create an invisible wall which stopped two opposing sides from murdering each other and starting a war for over 5 hours in real time! Peace is often overlooked by many developers. Therefore, I hope that you'll implement this into other automations.
Also, counters, bear traps and turrets currently don't cost anything.
Minor suggestion: Volume Control
I'm getting what I think is a problem. Whenever I go to an area, like the orphanage, steven's farm, or a mission location, I can't see anything except the supply zone thing. The whole area is just...sand. I looked at some videos and that is not what is supposed to happen. Everything else seemed great. I really love the game, I'm just really curios to know what is supposed to be here. Thanks!
It is working fine for me. Try clicking the reset missions map data in the other option menu. Check to see if there is .ini files located in %localappdata% with the name of the places. Resetting the mission maps data should fix it though. Also inside the rooms folder you should see starter files and they should have text inside it.
I reset the missions map data, and the locations were still blank, I reset the missions, and the locations were still blank, I reset all data, and the locations were still blank. I looked in the game files and I did see .ini files. Inside the starter files in the rooms folder I see text like:
[large_water_tower1]
image_index="0.000000"
cost_array="[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]"
image_xscale="1.000000"
y="1082.000000"
x="332.000000"
Right which should load. Try re-downloading? Delete all the files that start with "rm_" in the %localappdata%sand_alpha folder. If that doesn't work delete the whole folder (CAMP.ini and resources.ini you can save)
https://www.techwalla.com/articles/how-to-access-the-application-data-folder
I deleted the whole folder, re-downloaded the zip file, but there is still no pre-made buildings in the locations. Is there supposed to be any buildings already existing at the starting camp? Because there is nothing except E.D.I.E., the player and the body. If you would like any more info, feel free to ask. I'd love to help.
As I remember, in some of the games you respawn where you finished the game.
But as I recover more and more games, the practice of respawning in the centre of the map / home place is quite common. So don't bother. Your solution is fine. I just got confused for a while. But after playing a little I got the point :) .
When I stick to the tutorial, everything is fine. But when you want to expand your base in your own way, it is complicated then.
Bug: I have planted all the trees I could, then finished previous step of tutorial. After reaching step "chop old trees and plant new ones" I couldn't progress. And since I was a new player, I didn't know what else I can do (f.e. buy/sell products) to fulfil the needs except waiting.
Anyway: GREAT GAME! :) I don't know all, but so far I have found hundreds of possibilities and the game seem to be intuitive.
Sorry, but I have to say that turrets are too powerful.
Along with bear traps, they cost 0 and that is much too low ;) . Plus they shot with a little delay.
Making a base that is impossible to defeat (for sure in early game, I don't know where is "late" for now) is very easy. Enemies are trying to infiltrate your base, so leaving open doors with turrets behind them is the easiest way to kill them without any problem.
okay so i love the game so much already but i might have found 2 bugs but at least 1 for sure.
so the first one i am not sure if its just that the questline stops there or if its a bug. For the quest i had to get the spy drones from the south and deliver them to edie. I picked up the drones and the area is not showing on the map anymore. So i am sure i have the item but edie doesnt show the question mark for wanting to talk and the quest is specifically saying for me to talk to edie.
the second bug i am experiencing is with the bow. The shooting works fine but in order to get arrows back you have to pick them back up. but whenever i walk over them the animation and sound happen forever and i get all my arrows instantly back. the arrow will stay on the ground and the area will get covered in arrows most of the time. I like it since its pretty handy but not balanced and how it was meant to work i think...
The link for a gif of the arrow problem
https://gyazo.com/9d9990514e1d063c62baccf8fdd41628
Screenshot of the quest problem
Also I have a problem with proceeding the tutorial, with the pack of drones. I have defeated all the dogs (?) in the found location, took all the goods that were there and the box with the drones and returned to the base. But E.D.I.E seems to sleep and I can't give the box to him. What else can I do? I remember that before the start of the game, I accidentally moved the tutorial forward (and enable electricity tutorial location), but I haven't found what I have done, so I can't reproduce the situation.
I went to the electricity tutorial and when I got to the last part, the "graduation" stage, an enemy appeared but went right into the far right corner of the building. Then Duke "The Sniper" went into the far left corner of the building and started shooting randomly. Because the enemy was stuck in the wall, I couldn't shoot them. I had to use my machete to get to them. I guess I was able to knock the enemy out from the wall because it ran out of the building and only then did Duke follow. Not too big of a deal but I didn't think it was intentional either.
I ran into a bug where the game was stuck in a perpetual state of RAID where a raid was coming from the North, but even though we already killed the raid, the message didn't go away and for some reason ALL of my campmates went by the bell and just stood in one place. I thought maybe I had the bell on and forgot to turn it off, but it was off. But I turned it on, and they all spread out from that one area, then I turned the bell off and they all went back into ONE space. ALL of them in one space. I had to quit the game and come back. An easy fix, but again, I'm sure it wasn't intentional.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_entity:
REAL argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_entity_Draw_73 (line 3)
called from - gml_Object_obj_koed_enemy_Draw_73 (line 2)
Got this when i ran over a snake with the car.
Btw long live game maker
Hi, I am really enjoying your game!
But I ran into a crash when trying to enter the quest zone where I have to kill skellies to let the cows sleep.
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 1
for object obj_surface_drawer:
Trying to draw non-existing sprite.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_surface_drawer_Other_11 (line 12)
called from - gml_Object_obj_surface_drawer_Step_1 (line 6)
got crash when visited first mission place gotten from Steven Farm's. and crash every time when trying to visit it.
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 1
for object obj_surface_drawer:
Trying to draw non-existing sprite.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_surface_drawer_Other_11 (line 12)
called from - gml_Object_obj_surface_drawer_Step_1 (line 6)
Every time I try to enter an area on the map other than the main base camp it loads me into an area that is just empty sand. I can't progress with the missions because it requires me to go to the south and find some crate, but the area with said crate isn't appearing so I don't know how to continue. Also, I can't seem to get manual switches, relays or transformers attached to anything that would need it, like the electric well and wall gate.
Try maybe some of the reset options in the main menu. Except the delete everything option.
Transformers attach to relays. Relays attach ONLY to other relays (must be hooked up from powered to un-powered). The relays turn green when powered. Relays provide energy to switches (you do not have to attach them to relays). Switches attach to other things like doors.
I've already tried all of the reset options in the main menu and have reset multiple saves at this point, but nothing has changed. Also, I understand that only certain objects can attach to other certain objects, but the transformers won't attach to relays and switches won't attach to anything that needs them such as the wall gate and electric well.
I love this game though, so for now I've just been stuck at the mission that requires me to move down and I've automated my base with 3 npc workers.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_light_control:
REAL argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_light_control_Draw_73 (line 17)
i need help, much appreciated :)
Been playing the game for two days now. I really like it and there´s definately lots of potential, keep it up!
There is quite a problem with feeding the other "slaves" though. When they are hurt after a raid happend (especially when I changed jobs back and forth for it) they walk up to the ("full") veggy pot, become shy and stop about three blocks away from it. Then they are waiting to die miserably. Sometimes this even happens when they are hungry after regular work. When I delete the pot they walk away, but the only thing that works is placing a new pot right on top of them (I revive them and they heal up). So if I´m not checking on them constantly they slowly die away...
Food supply works good now as far as I can tell. Good job!
I also really like the new top tile half walls, though I discovered a minor issue with doors. When you place more than one half tile next to them, their door-texture fades while you can still use them as doors – they just don´t look like doors anymore.
And there´s a bug about raids not showing up sometimes.
If I mount a llama and the AI is selected to [not following] they will not care and mount llamas anyway and continue to walk around my base, also the game restarted my missions once. Anyway apart from that game is really good and I really enjoy it.
p.s. what engine/programming language do you use
Thank you - Studio Swift
Hey,
So a small and kind of irritating issue,
Whenever a raid happens you get a prompt saying from where the raider are coming from (North/South/East/West). Trouble for me is that when I get a prompt saying raiders are coming fro east, they are actually coming from the west (& vice versa). North & south are fine, just the east/west directions it seems are flipped.
Soooo, (Veeeery) minor bug.
When you close the gate while you are standing in the middle of it, you get stuck in the fence.
Encountered this a while back & didn't want to mention it coz its easily fixed by restarting the game & re-spawning. [I guess I was on the fence with this one! (stupid pun intended :-D)].
Anyways, here you go.
Not sure why this is happening to you. It doesn't happen to me so I can't really figure it out.
First try going to options and clicking reset map data.
If that doesn't work can you check your rooms folder and see if steven farms starter file is blank? It should not be.
If that doesn't work go to %localappdata%/Sand_Alpha (type this in the address bar in windows explorer).
if you have a rm_stevens_farm delete it and restart the game.
FINALLY if that doesn't work go to the stevenfarm map. Press the ~ button (to enabled dev mode) and build something. Leave the room, and go back in. Does it have the object?
Please get back to me. I really am interested why this is happening to you. It might be an anti-virus program deleting files? I don't know, but please get back to me about this. Without physically being at your computer it is very hard because I can't replicate the bug.
Hi, i have tried all your suggestions and even deleting the rm_stevens_farm file didn't fix the issue. the rooms files weren't blank but i also cannot access "dev mode" as pressing the ~ key didn't change anything and I'm not sure if my antivirus can delete files but that doesn't seem to be a problem. Its annoying but I will continue to build up my base and I hope I can find a solution.
Side note... which programming language did you use to create this game, how long did it take you to make and did you do your own soundtracks?
Press the ~ (or really the ` key; top left) key and the words devmode should pop-up under the clock. It will allow you to open the build menu in other places then your base. Press B like normal. This is a very strange issue. So the starter files are there and aren't blank. You deleted the stevens farm file in the %localappdata%. Can you maybe send me both the files (steven farm and steven farm starter)? adam@truncale.net
I am using Game Maker. I've been making this game off and on for 2 years. It really shouldn't have taken me that long though. Work gets in the way :)
I actually bought the sound tracks and found all the sounds from free sound websites. I do plan on making my own, but I need $ to buy the software. I just really enjoy the whole process of creating it all from scratch.
Even the ` key doesn't work for me and gives no dev mode text or let me build in other places.
I am unsure which files you want me to send so I can attach a few.
side note again I make a lot of music myself and know of quite a few good free programs and paid software as well.
some you have probably heard of are:
Bosca ceoil
Ableton live (free trail for 60 days i think)
Native instruments komplete kontrol (komplete start is free)
and once you have a DAW (digital audio workstation), there are plenty of free plugins
some good youtube chanels for budget stuidos are:
sanjay c, andrew huang, recording revolution, patrick stewart and edward smith
Autosave?!
I spent an hour decorating my base and playing with different ideas, but I had to step away and when I came back, I had died in a raid and my base reset back to when I last came back from exploring.
Later I went on a base-decorating kick over a few days and forgot to leave town again. A raid came in and I got killed because I was stupid and my base reset to several days ago.
Can you please do something to mitigate this? I realize I could probably go exploring to mitigate this, but I keep forgetting. Could we have the base save at dawn or something?
The reset mission data and map data didn't reset my map and mission data (could be because the world was from the last update, and I had the bugged out cat lady mission and had entered dev mode on the map last version (didn't on this one though).
A hard reset still worked, so at least there is that.
And an exploit (which may have some undesired conquenses for the raid system) were you can for the mission to build the wooden barrels, destory and the build a barrel and destory that one (which still counts towards making barrels for the base) (I didn't check for the wooden crate mission however)
I'm partially worried on this one for 2 reasons -
(ALSO - super huge thank you for adding my suggestion (and saying it was from me, which was suprising to say the least)! It may still need some tweaks but from what I played it felt pretty good. I'm gonna play over the game again to try and find more bugs/things that need polish, but instead of doing a giga-wall of text in one sitting, I'll do multiple over time)
(ALSO ALSO - the bug with the workstations not rotating is still in the game/has been reintroduced, at least for the weapon workstation)
So the raid system is based off of your base score (which is the house icon at the left) so this shouldn't affect the system. Their are several 'types' of missions for building. One is HAVE X number of things built and BUILD X number of new things. It is definitely cheesing the system; I use it when I retest all the missions :)
I'll look into the resetting data buttons. Maybe I messed them up some how.
I remember now I disabled rotation for the work stations because of the way the items spawned or maybe the UI display? I was probably just being lazy while doing other things and not wanting to recalculate the positions of everything lol
Got this error (and similar errors for punches) during a raid -- happened multiple times in a row but eventually stopped. I was standing at the center of my base not involved in the raid at the time, so maybe something to do with the guards? This is in alpha 0.3.19.
Edit: meant to mention I was in the same base in similar situations in alpha 0.3.18 and did not get this error.
I could press ignore but it kept happening. I'd have a split second in game before another error would pop up, and what finally stopped it was switching from a blank inventory slot to an item. Not sure why. I did not have a shotgun in inventory when the first one happened, I thought to try that once it switched over to something about punches.
The pause/"are you sure you want to quit" screen isn't transparent anymore (all black background) and time still keeps moving foward (if that is important to you). It also works the way it is supposed to in the player upgrades menu, this may or may not be a corrupted load because I updated it from the last alpha, but I don't think that would cause it.
EDIT: it's also non-transparent on the world map
First time playing. Cannot leave the starting area, presented with the following error log:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object obj_prefab_loader:
STRING argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_prefab_loader_Create_0 (line 18)
called from - gml_Object_obj_resource_generator_0_Alarm_1 (line 3)
I've been playing for about 8 hours now and I seem to have gotten stuck. I accidentally opened the dog house interface while trying to break a tumbleweed, but then the interface disappeared and I couldn't move my character. I could still break things around me and hit things, but I couldn't move. I relogged but now I'm stuck next to my bed unable to move still.
I got an error with your current version right now the 0.5.6. I just plop the llama nest and it did this error code
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_baby_llama:
REAL argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_state_random_walk (line 17)
called from - gml_Object_obj_baby_llama_Step_0 (line 12)
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_npc_camp:
object_is_ancestor argument 1 incorrect type (undefined) expecting a Number (YYGI32)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_npc_camp_Step_0 (line 472)
when a raid starts the game just crashes :/
when I drop something from my inventory by draging into the drop slot the game crashes.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_player:
string_pos argument 2 incorrect type (undefined) expecting a String (YYGS)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_weapon_type (line 8)
called from - gml_Object_obj_player_Draw_0 (line 77)
Hey, I just opened the game on my new computer and the broken base that's supposed to be around the space computer thing (its been a hot minute since I've played this game so I forgot its name) when you first launch the game isn't there, and I cant build anything because everything in the build menu is locked
I got the following ERROR when I tried to drop my boomerang:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_player:
string_pos argument 2 incorrect type (undefined) expecting a String (YYGS)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_weapon_type (line 8)
called from - gml_Object_obj_player_Draw_0 (line 77)
-------------------------------
The game crashed afterwards.
Before that I successfully dropped my rifle and no error occured.
Also I crashed the game yesterday without an ERROR dialogue and I have no idea why, it might have been about the RAM allocation (I do have a lot, but I also had the game running for many hours) but that is just a guess... I can't really provide much info about that, sorry.
I'm so happy you implemented an autosave feature.
EDIT:
Oh I just posted this (not noticing a similar report has been made, sorry for the duplicate) and have already encountered another ERROR.
It happened when I tried to connect a volt meter (which was connected to a relay already) to an oil producer.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 0
for object obj_producer:
STRING argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_producer_Other_10 (line 9)
called from - gml_Object_obj_volt_meter_Other_14 (line 6)
called from - gml_Object_obj_volt_meter_Step_0 (line 95)
-----------------------------------------------
After this ERROR I could not load the game anymore. It crashes without dialog when it reaches around 56%.
Could you advise me on how I could potentially get my save back? if it's not possible, I'll just have to deal with that, but it'd be a shame...
Hi, I think this can be helpful.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_player_upgrade_menu:
second index out of bounds request 0,4 maximum size is 1
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_player_upgrade_menu_Draw_64 (line 76)
This is the first time I got the fatal error. This was continued from 0.5.6 to 0.6.0. When I walked to the player upgrades and press E, I got this everytime. Though when played normally, it'll run smoothly until you do it again. :P
And uh, I thought I would destroy it and build it again to maybe fix it but I don't have the levels and I seem to can't find the player upgrades in the build menu too.
Thx in advance. The game is always great btw! :)
I don't know if its already posted here, but I get this Error-Message every ten seconds after I build the deliverer-robot
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 2
for object obj_robot_deliverer_station:
Unable to assign a collision category for object obj_robot.
Consider using parenting to reduce collision overheads where possible.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_robot_deliverer_station_Other_12 (line 19)
called from - gml_Object_obj_robot_deliverer_station_Step_0 (line 5)
I've forgot to mention that this report comes after the deliverer are active, I think that somewhere in the time when they are activated and when they move to the selling booth something is not quite right, but the game was fine itself. It was functioning, but I had to turn the deliverer off if I don't want to get this report. But thats a minor issue I think, maybe it can be some issue with my system itself, I dunno^^
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 2
for object obj_camp_fire:
REAL argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_camp_fire_Other_12 (line 74)
called from - gml_Script_save_base_data (line 2)
called from - gml_Object_obj_game_setup_Alarm_5 (line 6)
It says that after a few minutes of playing, it happened to me a few times, when I close the game, my maps data just gets deleted
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 3
for object obj_camp_fire:
Trying to read from undefined INI file
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_camp_fire_Other_13 (line 47)
called from - gml_Object_obj_prefab_loader_Create_0 (line 35)
called from - gml_Object_obj_resource_generator_0_Alarm_1 (line 3)
ops I'm sorry for not responding about the bug, I was completely consented to a game that I ended up forgetting about the rest! but basically road, dirt, dark sand and rock floors, the bug doesn’t happen with 100% but normally when it happens in a certain place it’s always repeated, and I also wanted to take the opportunity to ask a question the npc’s option to sweep the floor was temporarily disabled ? sorry if this subject has already been said elsewhere and that i came back to this game a short time ago
Sand Alpha 0.6.4 -Experimental
I came across this bug during the execution of the mission to defeat Raider Camp Beta, after restarting the game the line of missions continued correctly, after a reassessment of the site the bug seems to be involved with some code of the exit ladder of the cave, the bug does not occur with the other ladders on the map.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 3
for object obj_player:
Unexisting room number: -1
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_player_Alarm_3 (line 3)
Hi um whenever I go to a place that's supposed to have a building there is nothing
And when I try to "explore" an empty square, it says:
############################################################################################ ERROR in action number 1 of Other Event: User Defined 3 for object obj_camp_fire:
Creating instance for non-existing object: -4 at gml_Object_obj_camp_fire_Other_13 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_obj_camp_fire_Other_13 (line -1) called from - gml_Object_obj_camp_fire_Other_4 (line -1) - <unknown source line>
then the game shuts off
Sand Alpha 0.6.4 -Experimental
After some investigations I decided to report a possible negative energy generation error, I will continue to run some tests yet to find out exactly what causes such an event, the tests carried out so far have resulted in nothing, I will update it as soon as I get something useful!
Was there any change regarding the winds or power generation? as though it might be something involved in some change in the direction of the wind, probably something that has not been applied completely yet, believing that if the energy generation is based on the speed of the wind, probably what is occurring would be winds with negative force making the blades of the windmill rotate in reverse and generate negative energy values.
I didn't directly change anything. Also yes you are correct that windmills are based on windspeed (or technically the windmills rotation speed which accelerates/decelerates when the wind speed changes). Wind direction only goes one way for now. I put a temporary fix that will stop the energy from ever going negative, but I need to see what is causing it
well i found lot of buggs the last one crash my game
1 i can plant infinite saplines
2 i can build the mod workbench even if i am missing the green thing
3 i can use the rock throw ability infinite amount of times
4 and last when i went to the first town i click some thing idk what it was it gave me the opcion to link i press right click and it crash
___________________________________________
############################################################################################
ERROR in
action number 1
of Mouse Event for Glob Left Pressed
for object obj_photocell:
Data structure with index does not exist.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_photocell_Mouse_53 (line 29)
I found a bug or something I’m not sure to be honest.
When I go to the menu to go to different areas, the mission I’m doing resets (One of the first missions which is the plant 4 saplings to be exact) and I have to do it again.
When your dead you can still pick items up for some reason
Ui glitch when I equip nothing the previous item I equipped still has the enlarged box
Anyways great game, I’m already addicted and it’s still the first part of this
I left my game idle probably for too long, this popped up when I went back:
############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_base_raid_manager:
called from - gml_Object_obj_base_raid_manager_Step_0 (line 48)
Yap, with the hotfix.
well sorry I'm ruining your game lol but I had another crush while exiting the underground with the stone in Raider Camp Beta.
I decided to reset everything except for my camp so I'm redoing the quests cause I haven't done then since v3.5 or something.
So probably I'll find more bugs I will update here lol
well in my case.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 2
for object obj_camp_fire:
ini_write_string argument 3 incorrect type (unknown) expecting a String (YYGS)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_camp_fire_Other_12 (line 702)
called from - gml_Object_obj_bed_Other_10 (line 28)
called from - gml_Object_obj_bed_Step_0 (line 7)
well, i got another error, i was travelling and clicked explore, i travelled 3 times before and no error happend.
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 3
for object obj_camp_fire:
Trying to read from undefined INI file
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_camp_fire_Other_13 (line 47)
called from - gml_Object_obj_prefab_loader_Create_0 (line 35)
called from - gml_Object_obj_resource_generator_0_Alarm_1 (line 3)
Hello again, after a long time away from the game I wanted to replay it (and see all the updates!).
Unfortunately I have faced an error that I couldn't do anything except closing the game. In the game building menu and other functionalities were switching on and off constantly with the high rate (~30 PS).
And I have found the issue: I had not defined the keys for any action in the game. No "AWSD" for moving, nothing for opening the inventory, nor building menu. So the solution was to define that. Thankfully it was possible from a standard menu.
Code solutions (only ideas):
1. If you don't find definitions, create default settings file or fill with the defaults already existing file. Then use the file (reload the game?).
2. If you don't find definitions, override empty settings by default ones.
3. If the definitions have the same keys for multiple actions add some alert that something is wrong with the definitions and may cause the damage.
4. If the definitions have the same keys for multiple actions do not let the game to play (allow only menu).
5. Solve the issue the way fits you best :) .
I guess that this issue can happen when you update the game from one of the very old versions, but also it can happen if anybody will play with the local storage files and/or random error will happen to your computer. Checking that on the game opening (validation on "play" button in the game menu) should not be very time consuming.
Thank you for your fast replay. I will try the newest version ASAP.
This weekend I had some time to play the version just before slots for saved worlds. It was even better gameplay than I expected. Pretty intensive and sometimes challenging (especially green gremlin attacking when you explore "distant" place).
Unfrotunately I have spot 3 bugs (or features? - please tell me which are the features for now):
1. This little green guy attacking me was also attacking nomads on that explored land. They didn't cooperate but fight with each other (or rather that was only green attacking).
2. I have spot a scrap vehicle on that land (spacecraft?) with lots of metal. Great source of metal. And lots of clicking ;) . But when you scrap the vehicle (~1000 clicks?) you... gain another vehicle to scrap! It will not disappear! :)
3. Volt-o-meters. I remember that they had a need of power supply from pylons and transformer. Now I was able to use them to power up one of my robots without other support. I am not sure if it has changed, is a bug or I remember incorrectly. Or maybe I made another bug somehow. Maybe try to reproduce the sequence: put a transformer, pylon, vlotometer switch (2x) and farmer robot, then connect everything in a standard way, set up switches options and see that the robot is working. Then remove the transformer and the pylon and your robot should still work.
1. Yes they have different factions. The skeletons should attack the green one though. That might be a bug.
2. That is something I will have to look into! I am proud of you for clicking that many times :)
3. Yeah I noticed that bug awhile back. It think switches are the only thing that is working correctly right now. I'll put that higher on my list to fix.
1. I can confirm that skeletons don't attack green ones. It was hard to check (since skeletons very like my guy), but I could see situation when two of them were standing still and green ball was killing them.
2. Clicking is not the issue. I had some time while watching a TV series at the same time :P. So I thought "why not?". :D
3. So it is not a bug but an exploit! ;)
Anyway, I have to say big "thank you" for your work. It is great! And I can see that the game is still under development, which is not a very common situation here, on this platform. Hope you will find a way to develop it even longer :).
Hello 'He who programs'
On starting a new game and opening the build menu the game crashes shortly after when I click or scroll the mouse wheel.
I get the error:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Mouse Wheel Down
for object obj_build_tool:
trying to index variable that is not an array
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_build_tool_Mouse_61 (line 17)
Error in tutorial (I pressed LMB in buildmode)
___________________________________________
############################################################################################
ERROR in
action number 1
of Mouse Event for Glob Left Released
for object obj_build_tool:
Creating instance for non-existing object: -1
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_build_tool_Mouse_56 (line 110)
It doesn't appear anything in buildmode to build.
So basically I press b (buildmode) then i press 'e' or 'q', the program stops. (Sand_Alpha.exe is not responding)
The good thing that the song(Audio of the game) is still plays somehow when the program is stop
(Btw I used to play your game before 2 years, it was my fav game, thanks for the game that got me through lockdown:)
This happened during a raid, I have no idea what it means
(in case the picture isn't loading in, here's a imgur link: https://imgur.com/A3MdV2S"
Also my buddies weren't sleeping in the straw beds :( they were just walking inside of it without actually sleeping
The game has been updated, though no change-log was provided.
Since this update, launching the game crashes it.
I advise testing before publishing updates to avoid such issues in the future.
___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Create Event for object obj_player: I32 argument is unset ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Object_obj_player_Create_0 (line 48) called from - gml_Script_ex_camera_create (line 6) called from - gml_Object_obj_game_setup_Other_10 (line 369) called from - gml_Object_obj_game_setup_Create_0 (line 115) called from - gml_Object_obj_loader_Create_0 (line 5)
It works now.
However, there is an issue.
I have chosen not to take the quest to sell the children to the slaver, doing so resulting in them staying in my settlement.
I have launched the game, and they all walked outside of the borders.
Some of them stuck around near the visible border for a bit, but they all eventually left.
hey i don't know if i have the right pistol yet if there is a different pistol but it wont unlock the ammo pouch for me and i don't know what to do or how to get it. I have the xp and i bought all the other upgrades i just need that last one. but i don't know if i didn't do something yet or it just messed up or is it not in the game yet?