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Majenko Technologies

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A member registered May 01, 2022 · View creator page →

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Odd, either it was the save file or it was just "having a moment". Deleted the save and started a fresh game, and it's ok. Exported / imported an old save and it's still fine.

In 34F experimental I don't appear to be able to rotate the camera at all...

Looks good now.

Looks like it may be fixed now.

32c's not a good fix. You "lie down" wherever you're stood, and sometimes hover. You can even get your head stuck inside the rock as you lie on thin air...


Is this really an intentional rest position? Doesn't feel restful to me...

Just thinking about the logistics of "rest" - I know you probably have it all planned out in your head, but my first thought is "we have all these houses, and no one ever uses them. People toil all day and all night. It's no wonder they get tired..." - Why not have people stop working at night and go home to bed? Except maybe the "nightowls" who stay up all night but rest more during the day?

Any chance you could turn saving back on for test versions? Maybe with no autosave but a confirmation box when you go to manually save? I want to save/quit/reload to see if it will unstick my stuck supers, but can't because there's no save...

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Experimenting with the "rest" system at the moment. I have managed to make people faint quite happily(?) but I haven't yet seen anyone use my rock. I do have a pair of Supers that appear stuck though. They're both on about 50% rest, and stood next to my rock (I don't know if that's important or not), but it says they are "walking to assigned facility" - one a fish and the other an iron ore SCUBA station.

They're not walking on the spot, but just stood there like lemons.

For things like the rock where people can "use" them it would be useful from a debugging perspective to have a "number of times used" stat or a log of "used by xxx" data for each item.

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V31e fixes it. Either intentionally or unintentionally :)


But V31e seems to have randomly rotated a number of my buildings 270 degrees... seems restricted to cookstations and snack tables. Hardly an issue though. Except the selection box is the original orientation. I guess the model has rotated internally...?

So far it seems better, yes. I spotted the "doorstep" on the storage, and I've now made sure it's rotated so that's at the front where they can easily get at it.

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Next bug... This is like bubbles in wallpaper :)

Just a graphical one I think:

Yes, it claims I collected worms from my beacon. Or maybe it's just infested with worms after being underwater for so long?

Also I'm "collecting" motors from storage that actually gathers minerals. I think there's some offset in  the icon selection that shouldn't be there.

Yes, they're all offset. I even collected smiley faces from a refinery that makes graphite...

BTW, for little cosmetic problems like these you really don't need to push out updates - save them for the next release. Also that's where a bugtracker would come in handy - for each release I could then check off what bugs I'd reported and confirm if they're fixed or not and flag them as such.

Update: also evident when an upgrade fails ("Not enouugh circuit boards <(v)))><" - that's a cooked fish by the way).

Update 2: Also evident when settlers arrive...

"Certainly, sir. One glass of angry face coming right up." ;)

I'm doubting a disparity in indexes for different resource files, since icons work fine in other places (in/out for buildings, storage labels, inventory, etc)...

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That's all part of the beta testing and development process...  Nothing to be sorry about :P


All looks good now.

The "food" build panel is not working right. Select it and it shows just 4 items. Select something else (like animals) then select food and it shows as many items in the list as the previous panel - if there's not enough food items it shows what was in the old panel for the extras.

Testing now. So far so good. Now on to my next bug :)

Everyone is still getting depressed. I can't see any actual common cause for it. It's happened now without any banners coming up. 

I know you're thinking of implementing fatigue (if the rock is anything to judge by), so I'm wondering if they're getting tired and it's an effect of unfinished fatigue handling or something. All I can work out is "it happens after a while"...

Yes, that is what I thought at first. I even tried rotating the storage in case they wanted to get to a certain part of it that was blocked, but it made no difference.

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WTF is going on here?

I just created a storage and set both the input and output to be fish. Then *everyone* queued up to get to a certain spot on the sea bed and magicked a fish each out of thin-water.

I *think* they all went underwater to collect the fish that I put in the storage. The point they all crowded into I think was directly underneath the storage.


Update: Yes, they are all going to get fish from the storage, but from under the storage.


Here's how it looks from above when I dump 100 fish in the storage for them:


I'm narrowing it down... it just did it again, but only when someone got hungry. I'll try and narrow it even further...

I did do some fairly intensive settler renaming at one point (including naming them all Dave) which I thought might be related to it, but couldn't get it to do it again...

I can't replicate this now. Either v31b fixed it or it was one of those momentary glitches that just won't show itself again (I hate those...)

This does seem to be a problem, but not of a "one is unhappy so all show the unhappy posture" form. I'm getting the "1 settler is thirsty", "1 settler is hungry" and "1 settler is unhappy" banners regardless of the actual state of my settlers, everyone is using the depressed posture, and I can't click on the three banners to zoom on to the affected settler. You may already have fixed it in v31b but the upload is b0rken.

I guess I should delete my rock before trying that version then :)

I'm just investigating a problem at the moment where all my survivors look depressed (although their speed is high). I have two that actually are depressed, and I'm thinking it may be catching. If I can get them both to not be depressed (they were both divers btw) and everyone else cheers up then that kind of confirms it.

Seems in v0.31 experimental I'm getting the "survived 100 days" achievement every day.

Works nicely in v0.31 - I can now reduce my forest size :)

Fixed in v0.31.

Works well in v0.31.

Do you have any form of bugtracker / issue tracker that we can use instead of reporting bugs in comments on here? It's a bit messy doing it here. 

Another small bug :)


If you de-activate something (like a miner, or a beacon) then click away from it and then select it again it becomes activated again.

That would help, sure. When it comes to expanding to other areas I think it would be good to be able to build (and staff) ferries for moving goods between islands automatically. Maybe even create a whole "trade routes" system to control the movement of goods between islands...

I certainly like that idea, yes. Training your people would be great. And the dying on hunger/thirst would also cure my overworking diver....

Not necessarily their happiness, but certainly they should stop to eat and drink. I was wondering about having shift workers too - assign multiple people to a single item and they take it in turns to work it.

Combine the pump and distiller into one unit, maybe powered by oil and producing pollution, but making more clean water than distillers and pumps alone...

I'd really love to research how to build a reverse osmosis water filtration plant...

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I have one survivor that just can't stop working. She'll work herself to death. She's a super and is assigned as a fish diver, and she dives and dives and dives and never stops for food, water, or to do a turn on the dance floor, on the dance floor, do a turn on the dance floor. I have to keep turning her "off" (stop collection of her fish so she has nothing to do, or unassign her) so she'll take a break. It's only her, none of the other fishermen/women have a problem. Even if I move her to another scuba shack she still works herself to death.

Now don't get me wrong, I'm all for people being motivated, but not to the extent that it affects my global happiness stat...

Update 2: it's not limited to miners: beacons do the same thing.

Update: it's related to the rotation. Rotate a miner and the selection box wanders off. I guess it's because it's a 2x2 unit with a 1x1 footprint, and the footprint square rotates around as the miner rotates, but the selection box doesn't and remains anchored to that now moved square.

I have a selection box alignment issue with one of my miners:


The other two are fine, but just this one isn't. It's the one with the red light that's currently "selected", which is incidentally one of my original two miners, not the new "free" extra one.

It would be nice if I could take some of the less-worthy members of my colony down to the dock and dangle them head first into the water until they stop wriggling, then let them drift off gently into the sunset. Make room for more worthy and skilled members...

It has got to the stage where I'm really needing more room - if only for the forest of pine trees needed for creating enough charcoal to cook my food and power my distillers...