Yep. Still working on the next one, can see some of the things slated for it here on the game's public trello board: https://trello.com/b/cCbkn0N8/mewnbase-by-cairn4
Recent community posts
Hey! Thanks for taking the time to write up those ideas. Few real quick reactions/responses:
1 - Creative mode is on my longer list of things to look at doing.
2 - There's wayyy more scrap than you'll ever need in the world. (which why scrap recycling exists). Also want to just encourage players to travel farther if they're that late in the game to collect those kinds of resources. The world generation is (almost) infinite in each direction.
3 - Have considered having multiple planets you could jump between a while back, could be cool, but also a lot of work to add in enough new planet biomes and content to make it interesting and worth while. But going to keep thinking about it.
4/5 - So like a RV / caravan? There'll be some new vehicle stuff in the next update (trailers), and more vehicle types coming later.
6 - Wind turbines would be neat, but it's more of a balancing / usefulness thing. Sandstorms don't last very long (or usually happen that frequently). And if they always provide a low amount of power (and more during sandstorms), is there a way to make them different enough to warrant building vs solar panels or RTGs.
7 - Been looking into this recently. But no timeline for it right now.
8 - Console support unfortunately won't be possible without porting the whole game to another engine.
Item names are case sensitive (commands themselves are not), so if you want ore, type in this to get just one:
giveItem ore 10
...to get 10 of them.
Use "listItems" to see all available item names.
Sorry the game didn't work for you.
Yes, you can get a refund if it's not working for you on your machine, just shoot me an email (email@example.com) from the one you used to buy the game and I can forward the request along if you'd like.
Have considered removing the Mac version, but haven't because on some Apple machines it works fine without any issues (like on my Mac mini), while others experience the launch issue you mentioned. Still haven't been able to figure out why.
In the meantime, will at least either make it super clear to buyers that the Mac version might be crashy or drop it from the store listing for now.
Hey! So you were next to one of those modules, but after dying and reloading, you spawned right on top of it? Were you able to walk off of it? Which item was in your inventory that got double?
Sorry everyone, wasn't getting/seeing notifications for this thread...
Is anyone with this issue able to run the game by downloading the zip from the store page and running it there (instead of through the itch desktop app)? Or running the game/desktop-1.0.jar file (if you have Java installed on your machine)?
I also put up a new build 0.44.1 last night that has some engine and library updates - might be worth trying out.
Also also, after this crash happens, are there any crashlog_[datestamp].txt files appearing in the folder with the game's EXE?
First time I've seen an error like that, will try and look into it more. In the meantime, as a long shot... have you tried the plain java version? (assuming you'd have OpenJDK or Java installed on your machine).
Sorry it's still being crashy on macOS everyone :(
Thanks for posting those attempts at running it bytesoup. Found a bug/issue post for libgdx (engine that MewnBase uses) that sounds like it might be the same issue: https://github.com/libgdx/libgdx/issues/5205
Although I'm not able to test this on my end... the post suggests trying to disable the dedicated/integrated gpu switching on your system (probably like this http://osxdaily.com/2017/01/08/disable-gpu-switching-macbook-pro/) - and then running the game again. Would you mind trying that out and letting me know if it fares any better?
Hey! Thanks for the feedback. That was def something I realized after I got them in: that the warning color of red wasn't looking good the way I had it setup before (when both bars were just orange by default). Will have to think about how best to make sure that players can still easily notice at a glance once something has run low / run out.
I should've posted in the build notes, or somewhere for the test version... if "fixing world chunks" doesn't finish within like < 30 seconds, it's probably borked. I should definitely get that to fail more gracefully (error message, kick you back to main menu etc).
If you want to zip up the pre-test save file and email it over to firstname.lastname@example.org that'd be a huge help. There's def some modules that I think I still need to update.
Just uploaded "mewnbase-testing.zip" to the store page https://cairn4.itch.io/mewnbase - this is a preview version of v0.44 that I'd love to get some people to check out and test their save files with. It also features the new HUD redesign.
Things might not work. It might crash. You've been warned :P
There's two ways to test out this version of MewnBase.
Method 1 (preferred, so that you can load up an existing save file): First, make a backup of your existing MewnBase folder. Then replace the .jar file with the new desktop-1.0.jar from this zip.
Method 2: If you have Java installed, you can run the .jar directly
If you encounter a crash or game-freeze, please let me know!
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.
New invite link!: https://discord.gg/7dyWGMK
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.