There's a fix for this issue in the FAQ that should work. Let me know if it doesn't. https://itch.io/t/52418/faqs
Recent community posts
I've just uploaded v0.42.4 of the game. It has some changes to the macOS version that I hope make it launch a little more reliably. Would love anyone that had the crash issues in this thread to check it out and let me know if it works better or worse.
Note: It sometimes will still silently crash the first time the .app is launched, but then will always run fine after that... still investigating.
Thanks for posting this, think I'm starting to finally get some leads on why the macOS version is being so difficult...
Going to try out a few things over the weekend to see if I can get it launching more reliably.
Since it looks like you at least have a version of Java installed on your machine, see if running this from the Terminal works...
> java -XstartOnFirstThread -jar desktop-1.0.jar
(Assuming that you have the Terminal navigated to the same folder as the jar file)
There might also still be an issue where I'm using a AWT/Swing popup to show crash error messages... but worth trying.
Yes, definitely going to add that. The question is how easily do I want to make it for myself ;)
Easy option (but less interesting): I make a tool that lets you just cut them down. Problem solved. An axe or saw would be the obvious thing to craft.
More complex considerations, but more interesting: Tool that lets you cut them down, but is also useful elsewhere in the game (since removing trees doesn't need to happen that often). Then the cut down tree drops... wood/something similar... then what to craft with that resource etc. Totally open to suggestions, I haven't had time to give it much thought yet :)
Just just go with option A at least for now... just since they are annoying that it's the only land-tile you can't remove.
Just wanted to mention that I'm still looking into this. There's clearly something up with the macOS version, unfortunately I can't reproduce this crash on my 2012 Mac Mini... but will keep at it. Is anyone with this issue able to launch the Java version directly? or does that give the same result?
Thanks everyone for the posts on this bug. Finally able to easily reproduce it on my end (and have a 75% feeling that the problem is related to the game autosaving). Will dig into this more tonight!
Hey! Yeah that'd be great. (zip the folder and email it over to email@example.com please).
I'm not entirely sure if the problem saves itself in there - but worth taking a look. Do you have multiple buggies in that game?
> trying... there is no way to add a recipe in existing Workbench or Construction Yard, i think...
I can certainly try making this easier to do in a future version. Going to slowly start moving a lot of stuff in the game over to data / json files.
I've heard of stuff like this sometimes happening (I think mainly with storage containers), but I can't currently get this to happen on my end with the buggy. Does it happen consistently for you?
Steps I took:
- Load game with a buggie
- Open buggie inventory
- Transfer a few items over, back and forth. Sometimes 1 at a time, sometimes via shift-click (move entire stack)
- Close popup
- Save + Quit
- Load game, same amount of items were still in the buggie that'd be expected.
Would love to get this fixed though if it's happening for you. Any other ideas on what steps / actions you might be taking that I'm not thinking of?
You just need to be logged into itch.io with the same account you bought the game with. You can go here and enter your email in the "Recover Purchases" field if you need your game download pages resent to you: https://itch.io/support
If you download the itch.io desktop client, it'll also handle all game updates for you automatically (like Steam).
Also thanks for checking out the game again :)
Testing the waters here... created a Discord server for MewnBase in case anyone here is interested in that sort of thing.
Will try and check in on it periodically, but won't always be able to reply to messages / questions etc right away. If people generally have fun on it, and the conversations on it are more or less productive and positive, then will hopefully keep it around for a while.
Ha, yeah once you research the upgraded suit, you automatically get that stat bumps. As you can tell, it's hard to know - I'm planning on making the upgraded suit look slightly different / cooler looking in the next main update. Should probably also make it so that you can hover over the stat bars and see number values.
For loading older saves (from < 0.42), you might be onto something here.....
You would think since all the tech is already unlocked that the suit upgrade would already be applied. But I just tried loading an older game, saw that everything was unlocked in v0.42.2, saved it, and checked the save data... and it looks like the suit is still at level 0.
So that's a bug. If you wanna get the suit upgrade in your older game, hit F1 and type in: unlockTech suit
You should see your Oxygen bar and stuff refill.
Nope, it wasn't originally a space-cat game. Just sort of morphed into one after struggling to come up with an original name. My wife just said something to the effect of "mewwwn base" - and we both thought a space-cat would be amusing. Certainly gives it at least a slightly interesting differentiation from just "your a little cartoon dude on mars".
Steam release, will update the FAQ soon once there's more progress on it. Been pretty busy past few months, just haven't had the time to get that ready for public release yet. People that have already bought the game on itch will get a Steam key for it as well.
Perfectly aware that it's DRM free. In my opinion that's one of the great things about buying games on itch.io. It's up to the players to make that kind of judgment call as to what they do with their copies. Sharing with a family member, totally cool in my book. Sharing it with every one of your friends/classmates/collages etc, less cool, but it's up to you where to draw the line. As the developer, of course I'd prefer everyone buy their own copy of the game if they're able to :P
Uploaded hotfix build 0.42.2: in which disables the new controller stuff by default (although not 100% sure if it would fix the issue with that particular Razor keyboard). Also fixes the issue with the Research keyboard button not being set/reset properly. Build notes here :) https://cairn4.itch.io/mewnbase/devlog/25983/hotfix-v0422
Ooo thanks - def helpful info.
That's very odd that it thinks your keyboard is a controller haha. Random thought, if you have an older, more basic USB keyboard kicking around the house, could you try that and see if that fixes the issue with being stuck walking up-left?
I think I'm going to add in a toggle into the Settings screen to enable controller support (that will also be off by default). I can also probably start making a list of device names to ignore as controllers.
I'll also look into the controller mapping screen not saving properly, were you going to it from the Main Menu? or from in-game?
If it seems like controller input is the problem, I'll probably disable the controller stuff for now and make a new build this evening, since not being able to stop moving is pretty game-breaking ^^;
Hey, thanks for the report! Second mention I've gotten regarding the cat wanting to continuously walk left (or the flashlight pointing left) - so there's definitely something screwy happening in the latest version.
I haven't been able to get it to happen on my end, but my first thought is that it has something with the new gamepad controller input I added in. Did you have a controller hooked up to your machine when playing? The issues could probably still happen regardless of whether one is actually connected or being used, but just curious.
Hey! First of all, thanks for checking it out :)
When was it first released back in January 2016... I had no development plan. It was just a prototype I had been working on for a couple months, totally just for fun. It was a very rough "game" thing. Oxygen didn't last very long, and it all made using pixel art, which was nice because it's fast to whip together and test. Back then it was also free - definitely didn't feel like it was something worth asking for money for.
You can checkout an early build of the game here: http://cairn4.com/downloads/moonbase-jan20.jar (Requires Java installed on your machine)
(FYI, Tab key opens inventory, walking movement and colliding with objects was pretty bad)
It wasn't for another 6 months or so of development, and the first main art overhaul that the game started getting some attention from players.
Anyways, to address your last point - I think you can start trying to get a following as soon as you have something half-interesting to show people. Having art goes a long away in being able to post screenshots online etc. But even if the game is all temp art ... having something unique/interesting that you can screenshot / record into gifs etc and show people that make them go "oooooh, I wanna try that" ... will help you out.
Yep, will try and get the Steam store 'coming soon' page up as soon as I can. There's been a few extra life-related things going on this month eating up my time to get that finished.
Soon as it's up I'll definitely be posting about it everywhere. If you "follow" me on itch.io, you should see it come up in your "Feeds" section.
Woo, glad that worked. I've added a note about to the FAQ and I'll also add it to the download page information as well.
The game "should just work" in high-res mode (like the main menu etc)... but clearly I'm doing something that results it it not working in-game. Will keep trying to fix (or at least make it default to low-res mode so players don't have to do it).
Did it look like this screenshot (see below)?
Do the other 2 game modes seem to work? Could you zip up and email me (firstname.lastname@example.org) your Saves folder so I can see where the tutorial might be getting stuck (leading to a crash)?
The Windows builds of the game come with a bundled version of Java that the game uses, so probably not that.
Sometimes I get issues with several Java games/apps where the framerate will just be really bad for unknown reasons - rebooting usually clears it up at least for me.
Do you notice it happening consistently after reloading the game? Just in a particular area near your base or everywhere in the map? Is there a lot of base modules in that one location perhaps?