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Casteele

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A member registered May 20, 2020

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No luck. I am using a desktop PC (Debian Linux OS, not Windows), so "try another location" is not a direct option... Although I can change the phone's location around my house/yard when I use it as a WiFi "hotspot".

Also, I just finished a 4.4GB DVD image (unrelated to this game) download in under an hour. I tried again for this; Mega is still showing me >12 hours and Google Drive showing >8 hours. Google surprises me the most, because I usually have very high transfer rates when using it.

The reality is, the dev had to switch to hosting it elsewhere for a reason. That should have been the very first sign that something else needed to be done to address the issue.

But at this point, I am not going to try any harder.

I tried again. Unfortunately, the problem persists. It... (1) shows a huge amount of time to complete the download, and/or (2) eventually fails completely. I tried the Mega links, and I tried Google Drive link.

It worked for you. Great. I am glad. But that does not help me in any way. Do you have any suggestions I can try?

I even have an older Ep. 1-8 (without Ep. 9) version that worked fine, and did not take very long to download. So I can probably use that as a base to add in only the files needed for Ep. 9 -- If I can get them separately.

Just a heads up about Steam/Valve releases: They work great on Microsoft Windows, and possibly Apple Mac OS-X, but with so many different Linux distro's out there... Even Steam has issues with varied versions and shared library support. Usually, I find static compiling everything in is the only way to work across many distros.

Re. the "Reset" button, I finally figured it out -- It took awhile because the button is marked "Clear", not "Reset". So to me, it seemed likely the same as "Delete".

Re. Resume (and functions, too!), a small call stack would be a workable solution (two to four positions would be enough for most users). You could even have the CraftoMates leave "trails" when stepping through execution: Where it shows the CraftoMate now, it can show an outlined/boxed CraftoMate wih maybe a "!" or a number to indicate stack position on it's chest to indicate where it jumped from and will return/resume from. I agree that it is a bit cumbersome to implement, but there is really no better solution that I know of.

This also goes hand-in-hand with things like "Go To" and Conditionals, both aof which are basically different constructs for control of code flow. Ever work with Assembly language? This is the heart of a CPU and what makes it able to do so many useful things! You will also need to do something like this if you ever add variables and such. (Am I holding zero, one, or two items? What types are the items?)

Technically, you do not even need a stack dedicated to each CraftoMate. A global stack shared by all would suffice, and a context indicator (which would be pushed on the stack when switching contexts, too) for each CrafoMate to know which stack entries belong to it.

Once such code is in place (and working and debugged), it opens up so many additional code possibilities (interrupts, conditions, subroutines, and so on), so it is worth the effort to get in place now, no matter how cumbersome. You can even extend it later with an event system. (I picked a Stone... What should I do with it? Ahh, yes, there's an event for "have stone", so execute it!)

I also finally figured out how the connector at the bottom of every element works -- it is to change code path to follow if the commend element fails! I started using this as a way to clear out what the CraftoMate is holding: I drop an Eat command, and make it loop back to itself, forever... But then I connect the Fail path to the next instruction to execute as soon as it has nothing left to eat.

Such code is already crude elements of many more "advanced" programming structures, as I noted above.

Re. Find: The above would also make things possible such as "code libraries", where a player could write a "Find" subroutine, load i to the Command Center as a library routine which any CraftoMate can "call" without having to "write" the same code to each CraftoMate individually.

To give you some ideas, you might want to check out the game "Colobot (Gold Edition)" ( http://colobot.info ), which is an open source game based around a "C/C++"-like programming language.

You might also want to check out Tcl/Tk. I mentioned it before not only because I am a Tcl/Tk fan, but because it is a surprisingly powerful scripting language for it's size (a compiled binary is a fraction the size of Perl, Python, Lua, etc., while being portable and powerful). [In fact, I have ported several games to Tcl/Tk (sometimes with additional C extensions) versions, including games such as Mindusry...]

Final notes:

At some point, the game will not save any further. I can go to the [Gear icon] and click "Save", and it switches to and becomes stuck at "Saving...", and never changes to "Saved". A page reload revers back to the last _successful_ save game state; Anything after that is lost. I suspect this is more of an issue with browser limitations (i.e., "cookie" size) than anything you can do.

Future releases might include procedurally generated maps instead of static and pre-known maps, enhancing game re-play-ability. I have finally managed to complete a game with growing a tree, and discovering all known recipes (except mushrooms, which you're removing from the game). I have not tried to melt all the ice due to the save game issue. Effectively, I have lost most interest in the game. :-(

Finally, re. Discord... I have Discord, but am not a fan of it. It is very resource intensive for all it's "features" I rarely--if ever--use. And given how often that causes it to overload and crash my browsing session, I have to repeatedly log back in and do the CAPTCHA several times a day/session. I might add this to my Discord as a side-thing, but I might not as well.

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More on the "copy" bug: It seems to affect (mostly, but I just had one time it affected me with no connectors) the connectors. I can reproduce it by chaining several in a row, copy to another CraftoMate, and then disconnect any of the lines connecting the connectors in the source or target Craftomate. If you go back to the other CraftoMate, the same line is broken.

Another update: Further experimentation seems to point not at the connectors themselves, but the connecting _lines_ between program elements (I mainly noticed it with connectors because I would place two connectors in a row, and then "break them" to cause the program to stop at a known point).

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Just an update (maybe pass this on to Itch, too):

If I edit the "index.html" to replace the "*.gz" files with the un-gzipped files (and actually un-gzip the files within the Itch folder for the game), everything seems to work okay.

My guess is that since Itch is feeding the files locally instead of a "real" web server, it is not sending the encoding and/or content-type headers (or any other web server headers, for that matter...)

(Oh, and just F.Y.I., I am a Linux user, not a Windows PC user, which is why I prefer the Itch app. I also do not always have Internet access to play online.)

I am unable to try this game from the Itch app. It gives the following error:

"Unable to parse Build/Ame Believer.framework.js.gz! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: gzip" present. Check browser Console and Devtools Network tab to debug."

I have not tried to play from any regular browser... yet.

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Found another bug. When making a copy of a program to another CraftoMate, sometimes (but not always?) it seems to "copy by reference" instead of "copy by value", which results in the code becoming messed up if you edit either of the CraftoMate's code to make slight modifications.

... And another ... If you pause a CraftoMate, do a global game pause and then unpause, the paused CraftoMate becomes unpaused as well. You also have to click the CraftoMate's pause button _twice_ to pause it again.

I am lost in this game. How do you even eat food?

Have you looked in to making a bundle, like a "flatpak" (I think it is called?) that contains all the needed library versions? Most of the libs are likely (L)GPL licensed, so there should be no licensing issues. It would avoid other issues, such as my plans to upgrade to Debian 11 in the next 6 months or less.

I have noticed some other issues...

The tutorial needs some work to make some things more clear/obvious. It is not always clear what to do next. Even with the highlighting, it is always easy to notice that something has been highlighted -- perhaps you could make it flash and make a red arrow point to it the first time it is highlighted. (I.E., use movement -- visually impaired people like me more easily notice movement than color changes.)

One of the first storage bins a player will unfreeze contains some kind of "eat" modules. But I cannot figure out how to make use of them. Even I give one to a CraftoMate, they simply hold it in their hands without doing anything with it. The only way I have been able to obtain the "eat" command is by working to give the command center the requested resources to get (upgrade points) to spend on both the "low battery" and "eat" upgrades. This is _very_ tedious to do as until I get those upgrades, it is hard to keep the CraftoMates powered-up to keep the bonfires burning.

Which leads to this problem: When a CraftoMate is holding two items, I cannot feed it anything to recharge it! This happens when i is holding two stones to create a spark, or a spark and a coal to create a fire. The only way I can get it to drop everything is to completely delete it's current program. Then I can feed it. But then I have to reprogram it. I suggest some way to allow it to eat without needing to do this, such as a drop area on the command bar for feeding.

The code editor... well, it sucks. It is hard to work with. I end up with lines going everywhere making the display cluttered and hard to read/follow. You might add some kind of option to "snap to grid" and/or choose direct connections instead of the curvy ones. I also suggest adding "labels" and a "go to" instruction (or a "jump", for those "anti-goto" people out here), which would only show connections if hovering over them. Looping instructions would also be helpful.

Subroutines would also be helpful. More so with the "low_battery" event -- which could also use a "resume" instruction to resume where it left off, instead of needing to drop everything and jump back to the start.

You might also consider export (save) and import (load) programs, which could then be edited by any text editor. (Format could be very simple, such as DOS batch (*.BAT) files, or TCL scripts ( http://www.tcl.tk ) -- which could embed a TCL interpreter.)

On occasion, I encounter glitches which cause items to appear on screen that cannot be interacted with (or removed from screen!).

Some future improvements might include:

Ability to find nearest resource pile (and/or nearest appropriate storage) to get from/drop to. You would need separate ones for each, to avoid a CraftoMate infinitely getting an item from storage and putting it back in the same storage.

Logical constructs, such as "if/else", or finding, for example, which bonfire has the lowest level of fire.

Not likely for several days in a row, _and_ I have switched between broadband wifi and mobile tethering, with little overall effect. More likely, my daily schedule places me at a time the servers are more loaded. Regardless, it is still a "half hour to an hour" I could be doing something else... So I _am_ doing something else, and not trying this game.

Will not execute in Debian 10 (Linux), with the following error:

./Craftomation101.x86_64: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by ./Craftomation101.x86_64)

Also, in the Itch.io web version, if I right-click any time, the interface goes weird -- It moves the map around instead of picking up objects. The only way to fix this is by saving the game and reloading and starting the web page entirely.

The game seems broken :-(

Tutorial Mission 2 does no work, at all. It fires, rotates, then just keeps firing without rotating again. I suspect there needs to be some kind of loop, but that is not in the tutorial (yet)...

Too many problems trying to download. Mega reports > 48 hours to finish. Google Drive reports > 24 hours to finish.

Biggest issue is size -- I seems all the episodes are packaged in a "ALL or NOTHING. SO EEEEFFFF-YOOOOUUUUU" package, instead of individual packages for each episode.

Maybe the developer can repackage the episodes individually. (Ren'Py does no support doing this normally, but there are ways to work around this...)

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I would not lower the _risk_, just put something in to help contain, control, and eventually eliminate them. "Bucket Brigades" from a nearby well/fountain, or Firehouses, for example.

From game play and design, I am guessing the game is modelled along the lines of the Anno game series (Ubisoft/Blue Byte) [or the open source remake called Unknown Horizons (UH)], with some influences from The Settlers series (Blue Byte) [and the open source remake, Widelands (WL)]. It has been awhile since I played them, but UH, IIRC, has Firehouses which can be built. Do something similar. Most likely a Tier II building, since many early history settlements did not have such until it became apparent that fires could wipe out entire communities.

In a similar manner, UH lumberjacks have a button to plant new trees in every empty space of it's work area (which I am not fond of because of it's "all-or-nothing" mechanics). The WL game has Foresters which can go plant new trees in their work area. (And in some "Tribes", Game Keepers which go release new animals or Fisheries which can go replenish Fishing spots--which are not infinite like this game or Anno/UH).

I am really hoping this game will continue to develop and grow! UH development has stalled while switching to a new underlying game engine, leaving me missing the game. :-(

Suggestions:

Remove some of the restrictions on placing some buildings. In particular, the Luberjack and Forester. If there are no trees in the Lumberjack work area, then so be it--they will not go harvest any wood. The forester, on the other hand, should be able to start a tree anywhere within it's work area, without the need for a forest already. As it is, I keep having problems with not being able to place lumberjacks, foresters, and hunters in places where I need them most due to civil demand.

Fires, like plagues, should have some better form of control and containment. I watched one game burn my town down despite having several wells and fountains nearby.

Eventually, there should be logic in the game to distribute goods between warehouses, so even remote ones can obtain and store goods needed in their area. This goes along with the issues of lumberjacks/foresters/hunters, which tend to be on the edges of towns, and end up not transporting goods to markets or residential areas more near the center of town.

Good game for an occasional evening of diversion. I did encounter some bugs, though (besides the alien ones that spawn to kill you :D)

1) The aliens sometimes get stuck inside the spawners and then just sit there.

2) Probably part of (1), but path-finding is flawed, causing things to get stuck. For example, aliens will go after a turret in a mostly straight line and not go around obstacles in the way.

3) As a consequence of (2), players can exploit it by building unfinished turrets in front of finished turrets, and never complete them. Aliens will go after the finished turret, bump in to the unfinished ones, and then just sit/stand there while the finished turret(s) kill them.

I finally won a couple games, but I had to drastically change my strategies and tactics to less intuitive ones:

1) I noticed that the AI does not actually build anything beyond what it is given at the start (town hall, 2 houses, 4 towers, barracks, and archery range), harvest resources, research technologies, etc. Instead, the game just gives it/builds stronger combat units at regular intervals--without regard to housing or resources available. To me, this is "cheating" and makes it more of a "Tower Defense" type game.

2) As a result, I changed my strategy to a simpler one... Do the same as the AI is doing--quickly build an army and rush the enemy location to destroy it's archery range and then barracks. I lose a part of my army from the enemy towers, but since the AI is not rebuilding the range or barracks, it does not matter; Once both are destroyed, I can send in smaller groups to destroy the towers (and soldiers in them) at my own leisure.

The downside of all this is that:

A) It pretty much eliminates any real depth to strategy; As I stated, it is more of a "Tower Defense" type game.

B) It greatly eliminates the game's replayability. There is almost no reason now to vary my strateg(y/ies) according to the map/terrain. After a couple games, I have now lost interest in the game.

C) It limits the usefulness or need for much of the game infrastructure. Why waste time with all the research? You only need a minimum of research to be able to neutralize the AI. And there is little reason to even fight the AI over control of "limited resources".

D) The enemy grows unchecked. In one game, I destroyed the enemy archery range but not barracks. After awhile, there was a large swarm of dozens of enemy barracks units running around damaging or destroying my structures as fast as I could rebuild or repair them. While that was kind of fun, it sent my CPU usage to 100% and I had end the process.

My suggestions:

1) Make the AI follow the same rules as the player, so it has to produce villagers to gather resources to build structures and units. You can adjust AI difficulty by other means, possibly even under player control, such as "Villager Move Speed * 1.5", "Villager Gather Amount * 1.5", "Villager Carry Amount * 2.0", etc.

2) Create "infinite resource" items in some locations. Deep copper mines, trees and berry bushes that regrow, animal spawn points, etc. Give players and the AI something to fight for control over.

Those two suggestions would affect and improve  most or all of the game downsides. Of course, you would have to implement a "real" AI instead of the simple one used now (no build/rebuild, unlimited housing and resources, etc).

Lastly, just to note, I did see one thing I liked: Villagers trying to slay and gather meat from Boars... Having the Boars gang up and try to fight back was a nice twist!

@semenar: Are you still working on or updating this game?

Coming back to it after some hardware changes... The display is really messed up on non-Hi-Res screens. I have the page zoomed out to only 50% of the original size and it still cannot display the entire game on-screen. I have to scroll both horizontally and vertically, as well as work around some of the absolute placement of some buttons (such as import/export/reset). Not to mention, being zoomed out makes the font very hard to read.

Re: 1) It is Steam itself which is an issue on my machine. It requires some libraries that conflict with other (and more important than games) software on my machine. Note that I sometimes have the same issues with Itch and GOG apps/games as well, so that is, sadly, an issue related to my system and not your game. :(

Re: 2) I have done all of that. There are some issues I did not go in to detail...

A) Only idle villagers will defend themselves. They might survive better if they stopped what they are doing to defend themselves.

B) I try keeping my villagers as a "last line of defense", but the idle ones will be aggressive near enemies. I have to give extra time and attention to micro-managing them... which is the problem: I am not a computer that can micro-manage tens or hundreds of villagers per second, nor re-assign them fast enough to halt a starvation rebellion.

C) I am always _trying_ to stockpile food, produce more than I am using, and building granaries near food sources to speed them up. Every wave of enemies has the tendency to disrupt and deplete my food production and reserves. (Strategically, this is how reality works as well. But reality also has real people who can think for themselves and act upon needs and priorities.)

As a side note, it might also help if villagers standing around idle would (or in towers) would automatically go repair structure nearby which are damaged. Some of the AI logic, however, makes this problematic -- I tried to position some villagers near walls and towers so I could quickly assign them to repair, but when an enemy came within range, the villager would go chase them... Even if the villager had to walk across the map to pass through an opened gate to get to the enemy.

Another issue is with gates. It might be better if they could automatically open for my units and close (and/or stay closed) when an enemy unit is nearby.

Lastly, it might help if units could move atop walls, either to attack nearby enemies or perform regular patrol actions.

Anyhow, my point(s) are aimed at one basic issue that is constant in the game: Time (and rapid micro-management). Slow down the rate at which a revolt happens (or as I said, eliminate it, and instead let units slowly die off from starvation; or some combination of the two), giving the player a more balanced opportunity to both identify when there is a problem and execute corrective actions. The UI itself compounds this because there is no way to quickly move to a problem spot so I can correct it.

Without those complications, all the problems I mentioned would be relatively minor annoyances rather than fatal and frustrating flaws.

Pretty good basic concept, but...

1) Going towards Steam only means I will not be able to play it much more: Steam breaks on my NON-WINDOWS PC.

2) Game balance is an issue. I have not won a single game--every time the enemy kills my farmers, which leads to my people starving, and revolting before I can get food production back up. If, instead, my people would slowly die, I might be able to rebuild before they die off over time. But the revolt thing simply ending the game harshly makes it far too difficult. I even tried to dedicate all but a couple villagers to food production, but I still could not produce enough. the enemy killing my farmers just made it more difficult.

My very first game was as close as I came to winning: I had built an army and destroyed everything except the enemy town hall. Then suddenly, my people revolted against me and ended my game. Apparently, two enemy troops went off to the side, avoiding my army, and proceeded to break through my walls and kill my farmers. I was focused on guiding my army against the enemy, so did not notice my food reserves rapidly depleting until it was too late to rebuild. Very frustrating.

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Seeing the results of my "tests", I wondered if maybe the mission is (wrongly?) tracking something else. That is indeed the case:

As soon as I produced and launched 10 Copper Plates, it cleared the "10/10 Copper Wires" requirement.

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Unfortunately, that did not work out. :( Now I am stuck at 0/10 Copper Cables.


Edit to add: However, I proceeded on towards the what the next goal is/might have been, and at some point, the Electronics mission changed to completed. I do not know what triggered it.

I may have figured out the problem. I restarted again, and during the "Transport 10 Dirty Copper Ore to the Smelter" mission, I observed that every time the Smelter would smelt the ore in to Copper Plates and consume the ore, the mission count would reset to the amount of ore still waiting to be smelted.

That suggests that the counter is not actually counting how many times you transport the goods, but only how much is currently in storage.

Thus, you have to do the tasks precisely as indicated without "jumping ahead". I.E., produce 10 Copper Cables, only then transport them to the Launch Pad, and only when they are all there, then Launch.

(If I do not post again after trying that, assume it is correct...)

After a complete restart, I also had the problem. I made and launched 10 copper cables, and even completed the research, but the mission still showed "1/10".

I tried on Debian Linux, Microsoft Windows 10, and Apple MacOSX, all 64-bit.

You are the second I have seen report a problem with Electronics. I will have to start a new game and see if I have a problem. So far, however, I have played three games without any such problem. (Hence why I am interested in the problem; I am _not_ [one of] the developer[s]. Just curious about the "bug".)

Great! I will post there, as well... But for the moment, I will post this here, as I believe feedback from everyone here will also be helpful to you.

First things, first... Put the whole issue of Web/Win(32/64) aside. Separate the game engine from _both_ the game presentation (including UI, graphics, and platform), and game data. Focus _only_ on one part at a time. Then, you will have a game engine that can run on Web/Win/Mac/Linux/Whatever, and you only have to develop the parts of the UI that are different for each platform, without needing to constantly refactor the engine.

The same holds true of the visual (graphics), audio, and the game data. You want each part to be able to operate both on it's own, and when combined in different configurations. Maybe you can do multiple--There is quite a large number of "old school"/retro/vintage users out there and on Itch (look at all the retro 8-bit remakes on here!): You could offer a "retro 8-bit" UI and graphics, as well as a modern HI-Res version, without a lot of extra code (or re-coding). It also makes it relatively easy to provide simple models for different platforms such as Web/Win/Mac/Linux/Android/iOS/whatever.

Another advantage is... you mentioned a tutorial. I would put that aside for now -- make the different components separate modules (Engine/Data/UI/Platform), and a tutorial will likely become extremely easy to add, as it would fall under Game Data, and be more of a matter of the tutorial simply combining the other parts of the game in a guided manner. From the Engine's perspective, it does not matter if it receives a command from the user or a tutorial script. It simply does what it was commanded to do, such as take Object A and Object B, and mix/combine them to create Object C.

You can also worry about balancing mostly when working on the Game Data, and not need to worry about the Engine or UI while trying to find a good balance. Same goes for the graphics. You could set the graphics initially to be simple colored dots on the screen during development, and worry about fancy, hi-res graphics and art without needing to change the engine code. And so on.

All these things are the very heart of any kind of computer development and programming, and more so when you add in object orientation: Encapsulation, Implementation, Interface, Modularity, Re-usability, etc.

One thing I always keep in mind, even when writing a short, one-shot program to handle a specific task, is that the computer is nothing more than a numerical processing machine. It does not care where the numbers come from, or if the numbers represent "pure text", or high quality graphics, or something else. It simply follows the same pattern: Input Data, Process the Data, Output the Results, and Repeat it all again.

One thing to note, in particular, is that nowhere did I state "analyze the data". That is because the computer cannot do that on it's own. It cannot look at the data and conclude that it is script to execute or an image to display! Yes, you can give it instructions on how to do that, but it cannot do it until _you_ tell it _how_ to--even if that is simply giving it a code library you or someone else already wrote to do so.

Keep that in mind and you will start to think in the way I do: At the lowest level, you simply have a series of instructions telling it how to input/process/output. At the next level, you do the _same thing_! The only difference is that instead of low-level CPU primitives, you are combining code libraries in a sequence that accomplishes the desired (sub-)task. And the same thing for the next higher level; The process does not change -- only the building blocks do, becoming more complex at each new higher level, until the level and complexity are sufficient enough to complete(/solve) the task at hand.

I would be happy to try out anything new and give feedback. Will it be here on ich.io or somewhere else?

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Another thing I just remembered: Requiring 8 cells space between wind turbines is a major logic flaw, and results in another bug--placing multiple turbines next to each other is allowed until a least one of them is completely built. Likewise, we have to wait until it is completely dismantled before placing a new one.

Also, when setting an amount to always deliver, it delivers (amount + 1), instead. (Edited to add: It only seems to do this when neither drone is frozen; If there is only one active drone, it delivers the exact amount. This suggests that with two drones, the second one is also trying to fill the same order, and carrying one extra item.)

Good concept, but poor implementation.

Several problems:

1) Drones occasionally freeze/get stuck--I tried to exit and reload the game, but the drones remain frozen.

2) The algorithms the drones use result in a lot of useless moves, and/or looping--take something from storage A, put it in storage B, then take it back out and put it back in storage A. Repeatedly.

3) The drones ignore the "allow drones to take items" option.

4) The drones seem to only search for the first place to store something, going from left to right and top to bottom, instead of the nearest building. This often results in moving items inefficiently to remote locations.

5) Sometimes, buildings go offline and will not go back online.

My suggestions:

The drone freezing and buildings going offline acts a lot like a memory leak (inaccessible pointer): the game loop simply loses track of the drone or building state.

Prioritize transport: Instead of targeting the first acceptable target, create an A-list, B-list, and C-list, then choose the best target from the A-list; If none or not possible, try the B-list, then the C-list.

Keep track of the three to five most recent transports: If the drone tries to transport something back to a recent previous target, abort the action as a possible infinite loop.

Use a "job system" type transport queue. And allow the drones to scan the queue for the nearest job, instead of the first possible job. (Also, leave the job in the queue until it has completed. That way, if the drone aborts, it can unmark the job as taken and allow the drones to attempt it again later, when it may become possible to complete it.)

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I am missing something here... You need population to build things, but you start with zero population. So how do you build anything?

I figured it out: You start with a few items to place, but you have to place them very near the outer edge of the planet.

I do not speak English, only Computer Programmer. Try Google Translate?

Bug Reports:

(1) Duplication Bug:

Any time you try to merge multiple stacks (via the Chest), if you select the second or later stack, the game will put/remove the items from the first stack it finds instead of the selected stack (using the count of the selected stack). Done right, it will put/remove the items without changing the stack count, allowing the player to infinitely duplicate any (stackable) items. (I figured this out when I ended up with so much inventory I could not even craft a new chest to hold all my items and had to restart my game--which leads me to the next bug....)


(2) Save/Load bug:

When saving/loading, it loses a lot of information about items placed on the map. In particular, anything to the left of the player on the same row is lost. Likewise, anything above the player is also lost. It is as if the game treats the players position as the start row/column, and loses anything prior. I am now in the habit of always moving to highest leftmost position before saving (I actually used bridges and dirt ground to ensure there is a spot that always comes before any other).


(3) Not really a bug, but a game play issue (and what led me to uncover the previous bugs):

Sitting idle for a long period of time generates so many resources that it becomes impossible to move or harvest/mine them all without inventory overload. I suggest two things: First, limit how many of each resource it will auto-generate. Second, add the ability to trash/destroy items not needed. I ended up expanding one island to a full screen size covered with chests filled will resources I had no use for.

This game is truly _extremely_ difficult without a lot of luck starting a good random seed. Out of about 15 tries, I only proceeded beyond two years once, and that was only to year four. In truth, I would not label it as "challenging", but as "utterly frustrating and hostile towards anyone playing it".

The starting situation is difficult to begin with, and the "exploit some assumptions a player would likely make" only compounds it, creating a game that is, to be blunt, openly player hostile.

Almost every time, I have to sell one land to get grain, leaving me only one land to sow. Rebellious peasants constantly require me to maintain palace guards, which die defending. Then I have to recruit more guards from the peasants, limiting how much I can assign them to sowing land and other tasks. Likewise, I am not able to assign soldiers to capture new lands to grow. In turn, this limits grain production, starving peasants and guards, seemingly making them more rebellious. Rinse, repeat, end of game

I would suggest if the design is ot exploit "assumptions made", a least state what those are. As it is, the game comes off as "I designed this game so you will lose, therefore, you lose, game over!"

Update: It appears that resetting your game does _not_ completely clear and reset everything. At this point, there are just too many bugs and issues, and going on my "Games to avoid" list until the developer fixes the major issues.

Add another bug: I restarted my game, and upon growing corn... My corn in inventory slowly decreased. I presume the "Chickens" are eating it, but I have not yet unlocked the land with the chickens.

Additional note: Some (but not all) of the problems I noted had been "fixed" by reloading the page.

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Some glitches/bugs:

- Collecting Ham sometimes glitches. It will flash once to collect, then the collection icon will re-appear, bu is un-clickable. I have to switch to another sub-screen and back before it can be clicked/cleared.

- The vineyard/grapes, clicking something (I presume the building? I am not certain, see below) causes it to go in to "upgrade mode", but after the 6o seconds it never upgrades anything. I have not checked if the phantom upgrade actually costs/uses any tools.

- As stated above the UI is very buggy. Sometimes my clicks register, sometimes they do not. Sometimes they seem to be detected as two clicks. Sometimes they seem to be detected as "click and hold/drag".

Some suggestions:

- As stated above, having a sidebar (possibly one that can be hidden/expanded on demand) to select and/or indicate the current tool/mode would be very useful. Being able to turn on/off some kind of auto/semi-auto mode would also be handy: Auto-Harvest/Plow/Clear/Prune -- Things that do not use up resources -- Can be fully auto and only require a single click or click and drag. For things which cost/use other resources, being able to disable any kind of auto-mode would be nice to prevent mis-detections.

For example, many times, while harvesting and plowing, the game sometimes will sow whatever my current seed is when my only desire was to harvest/plow as I had not yet decided what crops to plant. This is especially significant in this game because it appears ungathered crops eventually wither and die, wasting resources.

- Put a "Reserve" section in inventory. When selling or using inventory, never sell/use anything in "reserve". For example, having a "reserve" on 50 apples will prevent both the fruit press and the pigs from using the last 50 apples.

- Alone or in conjunction with the above, have production chains have specific "input bins" for use. This way I can assign how my resources are being used. I could, for example, put 50 apples in the fruit press (the king wants 50 cider), and thus prevent them from being used to feed the pigs.

- UI Improvements: Being able to quickly add/subtract/min/max amounts (especially for selling, including cider sales), would make it a lot easier than having to start a "sell all" and clicking hundreds of times to decrement the sell amount to the desired amount. Ideally, being able to key in specific numbers (from keyboard on laptop/pc or virtual/on-screen keyboard for mobile) would be great.

Other notes/Issues:

- The info for "Shovel" and "Blessed Shovel" show a "1%/10%" find rate, respectively. I have yet to find anything, except the first find--which I suspect is scripted rather than random chance.

- There are mentions/hints for other locations and/or people, which do not seem to exist. I suggest that if these things are not yet implemented, that the references/hints to them are suppressed for now. This includes things like growing grain, the grinding mill, and the bakery, which I am not able to find or acquire.

- Some things, such as toys for the child, do not seem to exists yet?

That seems to be he pattern. Doing (almost?) anything twice in a row causes a lockup. I just locked up by chopping wood twice in a row.. Which would have given me enough wood to create the raft and escape after only 17 days. :-(

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The UI needs a lot of work. I am playing from a desktop PC, and I am always uncertain what will happen as I move the mouse around the screen. Sometimes it seems to be in "mouse button down" mode, plowing/planting/harvesting as I move the mouse, while other times I seem to have to click each tile one-by-one. Perhaps some buttons on the side (maybe in a hide-away bar) that will let the user select the current pointer mode. Some more initial guidance would also be useful--I figured out the smith will keep creating tools as long as I have Iron Bars. But I did have to figure that out as there was no hint or guidance in the game or game description. That kind of thing leaves me wondering "What else might I be missing about this game?" There also seems to be no way to turn this off or control it. (It does not seem to matter under the current game mechanics, fortunately.)

Did you ever update this? Both the web version and the download version? Currently, I have a prestige boost of 892%, and "wood shelves" turns red if I charge more then 10, even when my quality is at 70 and rate at 16. That is significantly down from when I was able to charge 490-ish for the same quality and rate but a prestige of only 120%. If I charge more, my (unsold) "stock" starts to increase rapidly.