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This is an issue with graphics drivers or your graphics card. Could be caused by a buggy Java version too.
I haven't changed anything related to graphics much on the new versions, so the cause is most likely something wrong with your laptop.
This error means that your graphics card doesn't support OpenGL 2.0. Try updating your graphics drivers. If that still doesn't work, you must have an outdated graphics card, and there's nothing I can do to help, sorry.
Thank you for your suggestions!
First of all, I'd like to mention that the itch.io "last updated" metric isn't accurate, since I've moved all the change logs in-game. The last update was actually ~1 month ago.
As posted above, many of the things you've suggested are already planned/done for 4.0. The exception is many of your UI-related suggestions-- I'll be adding some of these to the Trello soon. (By the way, you *can* disable power lasers in graphics settings.)
And, no, random spawnpoints will not be optional. I've seen that many people just set up a giant shielded ring around spawnpoints and camp every wave-- this is something I would like to avoid.
To clear things up a bit: spawnpoints won't be *completely* random: they won't change every wave, and only move major distances if player turrets or other defenses are placed near them.
I'm confused about the 3-colors constraint. Does this mean that...
1) The game can only use 3 colors total, throughout the whole game? or...
2) The game can only have 3 colors present at one time on the screen? For example, every level only has 3 colors, but every level has a different 3-color set? or...
3) The game can only use 3 different shades of color, like red, purple, and orange?
You can't use it unless you go through the trouble of getting a Mac and setting up a development environment for deploying on iOS, which is a very lengthy process. Running the app on a device for more than a few days requires paying $100/year for an Apple developer license.
Oh yeah, I remember you from the Discord! Unfortunately I've stopped working on Project Home for the last few months as this project has been draining all my time, but perhaps I'll be able to return to it sometime soon.
Currently, the text in the game is hard-coded in and is in the process of being converted to translatable text files. So, translation isn't supported yet, but will be soon. Thanks for the offer, though! If you want, I can contact you once this is done.
Many of these are already planned or in the works! I've started working on the map editor a few days ago, and the drag-place tool has just been implemented as well. Thanks for the feedback!
Which map are you playing on? Different maps have different difficulties, and sometimes (as you say) it's possible to warp through the tiers very quickly. Other maps are much more difficult: today, testing in caves, I was having trouble setting up reliable steel production, even by wave 8, as the enemies were harassing my production. A few updates ago, when I was playtesting in fortress, I was producing dirium by that time.
It also depends on how the ores generate around your base. Sometimes you get lucky, other times you don't. Still, you're right: very often, it takes too much little time to progress, and some of the turrets are quite useless. I will look into this when I can.
As for deletion, I agree, and that has been fixed in the 3.1 update.
I did some investigating, and the problem was that pumps were not transferring the liquid fast enough. So, they were indeed generating 45 oil/sec, but not offloading it to the pipes. This should be fixed in the upcoming release.
In most cases, no, but I can't guarantee that there won't be something on Github that won't mess up your save. There shouldn't be a problem if you save to a different slot every few times you pull. In the unlikely event that a release the changes the version format, it won't erase your save files, just stop displaying them in the load dialog; you can fetch an earlier commit to get the save files showing again.
I can't say what caused it without seeing a crash report in a terminal. What I can say, though, is that the firing up was probably unrelated to the crash; grass blocks aren't supposed to interact with fire at all. I've never had any crashes like this been reported before, and I could not reproduce the bug myself. Sorry, but there's not much I can do.
The music was made by RoccoW: https://soundcloud.com/roccow/tracks. There should be download links for the songs used in the game if you scroll down long enough; I forget th. Although, it is worth noting, the music wasn't made specifically for Mindustry; I just found it by looking around for copyright-free chiptune music on FreeMusicArchive.
I'm going to start laying the foundations for multiplayer in the next update (4.0), and see how hard it is to implement. If the whole thing turns out to be feasible, it might be done relatively soon (where 'relatively' is "probably less than half a year"). Keep in mind there's a lot of other things I need to implement before multiplayer becomes a priority.
Yes, of course! Even though the new block information boxes help a little, they still don't have things like map descriptions, strategies, enemy information or more detailed info on block usage. If you want, I can add a link to the wiki on this game page, once you've created it.
A bit of both. This is definitely the biggest update so far, so it's taking a long time to fix bugs and balance things. I also have exams happening, which slows things down quite a lot. In any case, I was planning to release a beta version for PC tomorrow, for testing.
Hello! I would appreciate your help localizing my game. However, currently all the text in the game is stored in the code itself; I'll have to set up a localization system and move everything into separate files before any work can be done. I'm not sure how long this will take, but I will notify you when it's done so we can discuss details.