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Ameey

31
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A member registered Apr 27, 2019

Recent community posts

Oh, now I get it. Haven't used .bmp in ages.. Nevermind, give me a few and I'll have some of those images in separate files. I'll contact you through the wiki to not spam this forum. The cat admin, right?

There already are sets of all the images in the game files. Inside the .jar file, with proper alpha and all. A few would require some extra work, maybe a screen from the game, but most could probably be used as is.

What effect are you looking for mate? What images are causing issues?

1. Energy - part of this is already there. You can click any power generating building to see the details. The biofuel generator is "special" because it needs to be full and clicked with a fuel item.

You can't easily see how much any single building uses though, only by isolating it with a dedicated power source.

For the total generation/usage stats just add a battery to your base. If it doesn't run out, you're doing well.

2. Garden patches have to be manually watered, and will dry up when you're away. They can be watered by the rain directly, so you can absolutely play this way. Upgrading them to a greenhouse simply removes this issue.

Greenhouses are also base modules providing oxygen and shelter, are automatically watered if you have a water tank. One of the tech upgrades also makes them use 25% less water.

Both can be automatically replanted by the auto-crafter, making the greenhouse a fully automatic farm.

3. Unfortunately, the auto-crafter needs a bit of fixing before any new features are added.. Not sure what is the state on that atm.

4. You can actually use the dozer to gather purple rocks. Other than that, just explore the map. The buggy makes it really easy to find multiple volcano biomes. Just remember to pack a meal and a garage setup for air.

5. There already is an endless mode - nothing stops you from loading the save after launching the rocket and completing the mission. You can play on a single save for as long as you want.

1. Dozer remembers last key inputs when you open it's inventory.

Press forward + space, then open the Dozer's inventory. It will continue to drive and harvest on it's own.


2. Harvesting a fruit tree with the Dozer never seems to drop fruits.

Wood and seeds drop ok, but no fruits.


3. Harvesting trees at a distance?

Start harvesting any tree, but stop after 2 damage animations.

Drive away 2-3 tiles, even turn around, then start harvesting empty space.

The tree from before should still turn into wood.

(1 edit)

Thanks for the update on the testing branch, glad to see the game growing.

Some feedback in the changelog order:

1. Rock pile -  It could be cool to have similar log pile for wood, even if just as a deco item. Still, this solves the small stack storage issue as it can be placed on the ground instead.

2. Gates - Place 2 gates horizontal and 1 just above (or below) in the "L" shape. Clicking the 2 connected gates will toggle only those. Clicking the single gate will toggle all 3.

3. Waypoints - As the only different color UI element, pale blue at that, they can be difficult to spot at a glance. The whole UI is orange, so that's what the players will look for. Maybe a different icon, but in orange would be better here? Simple ideas below.

The text in the corner of the map is basically invisible on the uncovered parts. You need to scroll the map to unexplored areas to see it.

And of course the next logical step will be to allow multiple waypoints, maybe with larger hitbox and highlight on hover. Then people will start asking to label those.. and maybe label the beacons too..

4. Pause menu  - Save + Quit option? Maybe on the message asking if you're sure, "quit" "Save+quit" "cancel"

5. Crab attack tinting screen red - Hope you saved the code that did this, that's a night vision efect right there.


The crafting drone still pulls incorrect results from machines, but at least it doesn't multiply the results each time. Still no clue how that was even possible. The plant effects are a nice change. Could be a bit brighter, but I can see them being distracting if too much. The lamp finally has a normal sound.

And the menu animations are a cool effect. If you haven't yet, you might want to make some into wallpapers.

4. You have probably figured this out, but there is a chance (was it 25% ?) you can get a seed from a fruit tree. Simply chop it down with an axe. The seed can then be planted anywhere in the dirt. Actually, the trees should really drop a sapling instead..

6. That's a good idea. Doesn't even need to be as strong as the current lamps, just enough for a small area. The new crystal lamp could be reworked to fit this role. It requires relatively rare resources, so you would have to consider if crafting a lamp is worth it.

(2 edits)

After the last update it's possible to make stacks of tools and other items, like air tanks. Since said air tanks got a fix the last time something like this was possible, I assume it's not an intended feature.


With 1-use items it's straightforward:

1. Craft the items one by one.

2. Keep all crafted items in your inventory.

3. Drag one item over the other and release.

4. If it doesn't work at first, just try again.

5. You should now have 2 items using only 1 inventory slot.


* Some items split when put into storage like this, some don't.

* Works with single items and with stacks.

* Naturally, works only on the same kind of item.

* Using such an item will only consume 1, not the whole the stack.


With tools, you have added durability:

1. Stacking works just as with any other item.

2. Dragging both tools with the same durability changes nothing.

3. Dragging a new tool over a broken one will show as 2 broken tools together.

4. Using up a tool like this will leave the other one on the stack as a brand new. Stack shows only the durability of the current tool, doesn't actually damage the others.


5. Dragging a broken tool over a new one will completely restore it's durability. Both will now show as brand new tools, because they basically are.


In short, stacking items not only ignores designed balance of the inventory, but can even lead to unlimited tool durability. After almost using up one tool from the stack (eg. a shovel), when it's in the red, all you need is a new copy inside a storage box. Move it to the inventory and drag the broken one over a new one. Then just split them (shift), leaving just 1 in storage.

(2 edits)

Hope the above helps somehow, even just as a different perspective. Cool to see the game still being improved and so many new changes. Expecially with a proper goal. It's almost like a whole different game.

Oh yea, thanks for making the dozer able to "harvest" the critters. No more running around with an axe, just press a button and the angry little thing suffers massive existence failure.

Finally, some deserved peace.

(1 edit)

As in the title, if you hover over the new geyser on the map, it will be labeled as "Tile" instead of it's proper name.

(1 edit)

What do you think about making the new rocks, radioactive and purrtainium, glow in the dark? It would make them stand out from the regular rocks, more than simply a different sprite. There are already blueshrooms, adding other glowing objects could potentially make the navigation in only/long night scenarios a bit easier. However, it would also make the night look much better and the game more colorful.

(2 edits)

Hey there, nice to see a new version, hope you're doing fine. It's been a long time since the last one. How have you all been?

I've tried out the v0.53 with most of the new changes. If you're interested, I've gathered some feedback below. Otherwise, thanks for the hard work and all the best to everyone.

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I know it turned into a wall of text, I tried to keep it brief. I'll try to answer any questions for details as needed.

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1. You can't drive the car through the airlocks anymore, please fix. Shouldn't have said anything before, there goes my gate idea..

On a more serious note, is Dozer research supposed to be free?

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2. Item limits

While I can see why they exist, 10-20 items might be a bit too restrictive. Especially in storage, which should have much more space than the character inventory.

- Maybe advanced suit would allow carrying more items? Like a variable to multiply the base value (baseXitems * suitVersion), with default = 1, advanced = 2

- Storage could allow maybe 50-100 items? It's very easy to fill the box with just scrap or stone.

- Especially important with so many new items added.

- After loading an old save with items over the limit, if you try to store more of said item, the game returns "inventory full" even if there are still empty slots.

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3. What is the purpose of scrap metal now?

In previous versions it offset the need to search further and further away for ore patches. Is it completely worthless now or is there a planned purpose?

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4. Crystal lamp sound

Why does it exist? It plays on every game load too and honestly, it's not the best one for the job. Fortunately, it plays only once, even with multiple lamps. It's an ok sound for the paint, yes, but why is it on the lamp too?

- Some crystals jingling instead? A simple click?

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5. Did ice and wood always obstruct the wind turbine? Didn't play in a while so can't really remember.

- Small objects could be treated like the wires, don't see why some ice or a few rocks on the ground would hinder the blades.

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6. Is it possible to add water recipe to chem lab? Maybe not the plates, but water seems like it would fit there.

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7. Artefacts collision box, or lack thereof

Maybe I have never noticed, but the artefact sprite is on a higher layer than the player character. It makes for an interesting image, when half of the cat is hidden. Especially since the artefact sprite contains some ground/dirt. It looks a bit like it's floating.

- Would  a collision box work here? For the artefacts and maybe for the starting crates too.

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8. Indoor workbench opens it's crafting window when you fix the air leak. The leak is fixed, yes, but still. The chem lab has the same type of crafting interface, but it does not do that.

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9. Base stats

- The Indoor workbench isusing 0.1 water, is that intended?

- Power meter fluctuates way too much, especially with variable producers like wind turbines or solar. It's unreadable at times and returns different values than expected. Power between 8 and over 10  from a solar panel? On a day-only planet?

- Place an airlock, hab module and solar panel. It should return 10 power. Then connect something else, even a wire and it'll start to flutuate and return inconsistent values. Moving to another hab module "fixes" it, but..

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10. Oxygen meter does not include what is consumed by the character. Not critical, but it would be good to know.

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11. Auto crafter now "eats" manually added crafting orders if it uses the same machine as the player

- The same issue as what I talked about on discord in the past. Now it doesn't multiply the results, but only what was ordered by the auto-crafter is put in storage. Everything else is deleted.

- Start crafting a few pavement tiles by hand, then add a piece of ore to the storage with the order for plates. The auto-crafter will collect the plate, but the pavement tiles already done and waiting will be gone.

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Thanks, glad that there was something useful in there. It always hurts me to lose game progress.

All things considered, it's very easy to die in this game. First, you're out gathering resources and the next thing you know is that you're low on air and it's getting dark. Then the power goes out. Do I hope and run blind or risk opening the map and losing a few crucial seconds of air?

The volcano would mean a new biome, more variety in the environment. Even if it was just generating rocks, it would be something new and cool to see. And maybe a plant full of sulphur growing nearby? Don't light a match..

Personally, I'm looking forward to how those "ancient ruins" would look. Damaged modules, not compatible with our own, or maybe something completely different? Could certainly explain all the scrap lying around. I mean, who said we're the first cat on the planet?

And the quest system. The weakest part of the game I see mentioned, even in some videos - not much to do after you have a base. It would be great to have an actual reason to explore the map, especially if we also had the caves.

Hey there, I'm not a dev here, but it's still great to see others enjoy the game. It's simple right now, but has so much potential. And the dev actually interacts with the players.

Anyway, I've read your post and below are a few hints. Not sure what version you played previously, but hopefully you'll find something useful here.

Rock crabs - finally we're not alone. If you like the crabs, but don’t like to be attacked, you might try the "hostile creatures" checkbox in the world settings. They will still spawn, but won't attack you. At most they will just wander around and get stuck on rocks. They are a bit dumb like that..

Power pack - it's useful for vehicles, as a backup on longer trips, especially the slower dozer. Keep in mind, it will recharge even at 99% and it's a single use item. It's also a good idea to keep one in a "only night" scenario, as it will fully recharge the suit too.

If you find yourself dying from the lack of air, you can craft an "oxygen tank" in a chemistry lab. It holds 200 units of air, but is consumed on use, so keep that in mind. They don't stack, but are cheap and can surely save your life.

Another item you might want to try is the "vehicle repair kit" from the workbench. It fixes 50% of the damage. Yes, that includes wheels.


I'm also curious about the autocrafter issue you mentioned. It's a bit buggy, yes, but it is getting better for sure. All you need are materials in a connected storage module and power. It needs a few seconds to "think" before starting a job, but should work fine.

Can you recreate the situation you encountered? Maybe it will be possible to solve it with more details about what happened.

(1 edit)

(Might be fixed in later updates)

Simple gate for a buggy or dozer garage. Just place 2 regular airlocks back to back like in the screens below.

Notice the marks on the airlocks, they need to be connected by the inner door. Toggle the airlock if the inner door is visible.

Player and crabs can't move through this "gate", but a buggy will have no issues. No collision box detection probably not intended.

Works with both regular and auto airlocks, but understandably, regular airlocks won't close while driving through them.

Optional, another airlock for player movement. Repair drone for any air leaks.



Small issue all things considered.

The garage does not report the crafting job as completed, maybe because it has no storage for finished items, as it creates a new game entity.

The auto-crafter will continue trying to complete the job as long, as there are resources in storage.

New buggy will simply move the others aside, even if there are base modules around.



This bug seems to exist only when connected to a smelter or a greenhouse. Has no effect on the chemistry lab, workbench or construction yard.

Setup as follows:

- auto-crafter, smelter, storage + power


1. Add a smelting job for 1 metal plate

2. Put 1 plate in storage

Auto-crafter should detect storage and return the job as done

3. Put 1 ore in storage

4. Save and quit the game

5. Load the game


After loading, the auto-crafter should immediately start smelting the ore from storage, even when there is no need to.

However, it won't collect any results.

With multiple smelters or jobs, it will only try the first job once.

With multiple ores, it will repeat this every game load.


Thanks for the tip. Yes, I might have run some of the crabs over. All those were accidents, I swear, no need to call the EPA.

Interestingly enough, a few of them died just by charging at me as I was driving slowly. I think the crab jump speed, together with the buggy, was just enough? Not sure, but that's how it looked like. It's somewhat difficult to find volunteers for more research. Strange.


Ok, I admit maybe this is not so much a bug. I changed it to a suggestion instead.

Such feature would surely be satisfying, on that we're in complete agreement.

Just hoping the crabs wouldn't start to learn and adapt..

(1 edit)

Dozer drill does not seem to damage the roaches in any way. The vehicle takes damage as intended (maybe even too much?), but you have to jump out to fight.

Since it breaks rocks, I expected it to have no problems with roaches, but no luck.

Thanks for the hard work.

Just checked the new version, all fixes seem to work fine.

Items collected show correct numbers, be it by hand or in a dozer.

Auto-crafter does not duplicate jobs anymore. Success! It still shows multiple "possible recipes to add" when multiple identical modules (2 smelters etc.) are connected, but that's a small issue compared.

Thanks again.

1. If you stand in the exact same spot as a roach, it will stay perfectly still, but you can't attack it either.


2. If you get hit by a roach while harvesting a resource, the animation stops, but the progress continues.

The harvested items will still drop as normal.


3. There seems to be tooltips missing on health, oxygen and suit power icons. Bars seem ok, but only halth icon has a tooltip.


From the Trello board


1. "Player harvest animation doesn't play sometimes."

- tap a move key towards a resource and click it right after to start harvesting

* needs only a few ms delay and doesn't always work, but still does work reliably enough to test it

(1 edit)

1. Is it possible to add water bottle crafting to chemistry lab?


2. Battery jumper currently fully recharges car or suit battery on use, even if those are at 99% charge.

- is it possible to use the battery in a similar way to using a tool?

* would have to hold the mouse button for 2-3 seconds over empty tile or the car

- if using battery took 3s, then it should be possible to avoid wasting those on entering the car with a battery in hand

- maybe the battery holds some limited charge instead and is only partially depleted on use?

* if the suit is at 90%, then the battery will lose only that 10% charge?


From the Trello board


1. "Crystals" 

- "raw" (resource like ore) and "refined" crystals as items?

- for crafting electronics instead of scrap? Like quartz?

- for solar panels, the glass layer


2. "Evaluate:  having resource tiles reduce tool durability after they are harvested."

- could the resource tiles keep their last harvest progress?

* same way the airlock works when clicked to open/close

* no need to even keep those values in the save file, discarded on save/load


3. "Way to see base total power gen / consumption before you have solar panels."

3a. "Figure out how to let players access the Base Power info popup via the Biofuel Generator."

- always open base power window on biofuel generator? (screen)

- have 1 inventory slot and "Refuel" button?

- or add 2-3 inventory slots and have generator auto refuel instead?

- generator only consumes fuel when at 2/200 level to avoid turning off

(1 edit)

After more testing, the issue is somewhere between the game auto saving at the start of a new day and loading after restarting the game. Edited previous post with details to reproduce this.


2 other issues, not worth creating a new thread

- new crafting jobs are added right away, with the default settings, before one can even choose the recipe

* it could be more intuitive if the recipe was added only after choosing the item to craft

- with multiple modules of the same kind (2 smelters) the possible recipes are shown for each of them

* when adding new job you can see multiple metal plates, beams, one for each smelter connected


(2 edits)

Auto-crafter is connected to a storage, 1 recycler and 2 smelters. 2 RTGs and a chemistry lab are in the corners. Maybe it's just me, but it was not obvious it can interact with all 8 tiles.

Steps to reproduce the duplication bug:

1. place auto-crafter and some compatible modules (eg. chemistry lab, smelter) around it

2. set up at least 1-2 recipes, ingredients do not matter, no actual crafting is required

3. wait till the next game day when it auto saves

4. restart the game

5. all recipes will be at least duplicated, if not more

6. if you repeat this again, those 4 recipes will again turn into 8

Save folder backed up. Below is an example of what I mean, marked in red is the refined scrap recipe and a duplicated one on the far right. More beams and plates are also further to the right. The same with air tanks and metal plates on the next image.



This is the setup of the auto-crafter I used:


Easy way to stack up to 4 tanks in 1 inventory slot

- cut power to chemistry lab

- set crafting for multiple tanks and close the window

- turn power back on

You'll be able to collect 4 tanks as 1 item. They work perfectly fine for storage, you will also only consume 1 on use. They will split if you force moving just 1 item from the stack. Like tanks crafted one by one, these will never combine again. Overall there is no difference, just saved inventory space.


Also, chemistry lab is labeled as workbench?


That is a lot of suggestions, I second the idea of changing marker lights color.

I do have some good news for you, you can already take water out of base tanks. Below is a part of the tech window, you are looking for the water spigot, marked in red.

Connect it to the base in any way and just click. This way you can even turn ice into water bottles without crafting them one by one. Put ice into tanks and take out bottles.

If the greenhouse is deconstructed at any growth stage before full, it drops the greenhouse module and the seed that was planted.

If the plant is already fully grown however, deconstruction results only in the greenhouse module and crops. The seed is gone.

Normal harvest works fine, dropping the seed and crops.

(1 edit)

In the screen below you can see the lander and it's launch window. It's covering part of a workbench and other buildings. There is absolutely no issue in opening any of those by clicking on the parts covered by the lander window corners.


(1 edit)

More info after testing with new save:

2. Tried crafting with 2 furnaces, 4 plates each for a total of 8. After taking 4 + 3 plates, the info on the left showed only 1 plate picked up. After taking the last one from the second furnace, it changed to  show 8 plates.

4. Achievements for 1 and 5 tech upgrades do not complete even in a completely new save, even after it's finished. Single mission completed fine, so the achievements work in general.


Saves will be left as they are, in case they will be needed later.

MewnBase community · Created a new topic 4 bugs, v0.50

Hey, just changed to v0. 50, always good to see the game getting new updates. Thanks for the hard work.

There are a few things I noticed however. Haven't found them reported in other posts, so I'm listing them here to not fill up the post list.

1. Medbay leaking air will try to heal first

The leak is fixed at the end, but full healing animation and buff is also applied.

2. Crafting 4 items of the same kind reports as just 1 on pick up 

After all items are processed, only 1 last item is listed on pick up. Tried mixing item types, like metal plates and rtg fuel. At the end, all item types are reported, but as if it was just 1 of each. Even if there were 3 plates crafted. Crafting order doesn't matter.

3. Walking sound disappears on click

If you click anything while walking, that walking sound is gone. Clicking on most objects is also now silent. Everything returns to normal after a short stop. This happens only with objects you can interact with. Hab modules, scrap, plants. Rocks/ore only with appropriate tool in hand.

4. A steam achievement for unlocking all tech upgrades does not complete achievement for 1 upgrade, also a typo "1 upgrades"

I had an old save with only 1 tech still locked, the floor tiles. After unlocking it, the achievement for all tech completed fine, but the one for 1 tech didn't. Screens attached.

If anything is unclear or needs more details, please tell me. Another save from point 4 is also available.


  

Would it be possible to have this warning before the hunger meter drops to 0 and our space cat starts getting hurt? Similar to oxygen warning when it's low, but not yet empty.

(1 edit)

Steps to reproduce:

- place regular rain collector (not the new powered version)

- pray for rain

- wait untill collector is full and shows collection marker

- deconstruct it WITH water bottles still inside

Results in just the collector drop. No water bottles, the marker stays untill game is restarted.


Video (caution - wooden laptop recording)

Screens