Post all bugs you find here
An open world, base-building, adventure survival game with quirky humor and Llamas! · By
every time i try to play i get a pop up that saids this
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 3
for object obj_camp_fire:
Creating instance for non-existing object: -4
at gml_Object_obj_camp_fire_Other_13
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_camp_fire_Other_13 (line -1)
called from - gml_Object_obj_camp_fire_Other_4 (line -1) - <unknown source line>
hey void, i think there is some problem with your game but i really like the game and also i wish you keep adding more and more stuff. THANKS MAN. and also can you add floor building, more event/building, more vehicle and weapons, AND THE MOST I WANT "STEALTH MECHANIC". i,m so so sorry for asking man. if you cant do it, ITS OKAY :D
Thank you for your interest. More is coming for sure. I am working on some behind the scene things like missions and event spawning right now so nothing I can really update with until those systems are in place. I've already have an idea for stealth mechanics. I will probably be like nothing you've seen before :)
Yeah some items are like multi purpose items. Milk for example gives you 1 water and 1 meat (protein). Crystals give you electronics. They are suppose to give you more then one but they only give one right now. They are planned for high end rewards. I had at one time a much larger item list but decided to simplify it down.
When I did the tutorial, I got ahead of it in several places which caused some issues, for example when it told me to go do one thing, I would start on another (multitasking) like collecting seeds while collecting wood for example, I gathered too much and later when it asked me to go collect seeds it wanted new seeds, not counting the ones I'd already done, this can cause issues with getting stuck and slowing down the game significantly. :)
I started playing the game, put it in full screen because some of the text was kind of hard to read. I pressed Esc at one point, thinking it would bring up a pause or save menu, but instead the screen just went white and froze. I couldn't tab out, exit full screen, ctrl+alt+del or anything, eventually it finally just closed and suddenly I got a bunch of pop ups from my malware protection program that it had deleted a bunch of the files. So I don't know if the game saving triggered the malware and deleted everything and that's why it froze, or if it freezing somehow caused all the bad things to happen.
Every time I start a game I get this bug report after a few seconds:
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
I got this on an older computer I had. Try updating direct X drivers.
https://support.microsoft.com/en-us/help/179113/how-to-install-the-latest-version-of-directx
Also this post on STEAM forum: https://steamcommunity.com/app/360740/discussions/1/483367798505023937/
Sometimes things glitched out like the Llama and the enemies. Not very often but it happens. And when I quit the game it says that the game got some problems and it needs to shut down and it did, even though there's nothing that's actually broken but you might want to keep that in mind.
Also if we can pet or hug the llama that would be cool, they are cute ;3
you can't build wood, stone floor/ blue,green,red rug on North-West/West/North tile of an existing floor
you can still build Rugs around wood, stone floor though, and vise versa,
but new banned zone will appear as well..
you can't build painting/ wall torch/wall light on the banned zone created by Rug floor
Metal floor, farm plot, stone path seems fine, no such problem (the floors in dev section are fine)
wall banner, wood shelf show red background when you tried to build them on any wall/window/door, but you can still build them
weapon workbench, car station can not be flipped, when you try to flip them, the preview image show them flipped.
but when you actually built them, it doesn't get flipped.
(weapon workbench does have image_xscale set to -1.000000 though but car station doesn't)
and the preview image of flipped car station is kinda off...
also, the weapon spawn zone may get blocked by obstacles,
unlike the car station, it doesn't show red background when the spawn point blocked by something
photocell, volt meter, switch, small battery and the farming, lumberjack, ranching robot don't have collision box
after you built the flipped robots, the starting position of the robots are kinda off
the image of flipped solar panel is kinda off, doesn't match the collision box
Great Work! Love it :)
found some damage issues, tested in Dev playground ( didn't test on skelly, but I guess its all working)
grenade does no damage on chick/ chicken
grenade/ pistol/ sub-machine gun/ machine gun/ does no damage on baby_cow/ baby_wooly
grenade does no damage on cow/ wooly
grenade/pistol/sub-machine gun/machine gun does no damage on baby_llama/ llama
pipe/bow does no damage on llama
I'm not sure about whip but it seems fine though...
The whip is suppose to be used on animals to heard them. It should not hurt them.
Grenades don't do damage to anything but enemies. I just didn't get around to fixing it for other things.
I made it so baby animals are invincible.
Llama might also be invincible? I kept killing mine on accident so I turned it off. I'll add it back some other time.
I think I actually still have the Llama breeding in the game. If two llamas are next to a nest they make babies. HaHa. I planned on implementing that for other animals just got busy making other things.
I made it so baby animals are invincible.
Llama might also be invincible? I kept killing mine on accident so I turned it off. I'll add it back some other time.
shotgun blast works! (tested in normal mode)
I think I actually still have the Llama breeding in the game. If two llamas are next to a nest they make babies. HaHa. I planned on implementing that for other animals just got busy making other things.
it might cause performance issue... especially when you can't kill them
I load the game and i get this error
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
I got this on an older computer I had. Try updating direct X drivers.
https://support.microsoft.com/en-us/help/179113/how-to-install-the-latest-version-of-directx
ALSO this:
WINDOWS 10 https://www.microsoft.com/en-us/download/details.aspx?id=35&44F86079-8679-400C-BFF2-9CA5F2BCBDFC=1
Also this post on STEAM forum: https://steamcommunity.com/app/360740/discussions/1/483367798505023937/
OR
https://forum.yoyogames.com/index.php?threads/solved-vertex-shader-compilation-crash.38923/
Did you install the link? It isn't a directX version but a runtime for an older version of directX that they took out of Windows 10. At least that is what I think it is lol.
Use this one:
WINDOWS 10 https://www.microsoft.com/en-us/download/details.aspx?id=35&44F86079-8679-400C-BFF2-9CA5F2BCBDFC=1
when you are running the game in full-screen mode and died during gameplay, the game just LOCK in foreground, and stuck there.
you can't alt-tab to other program or window. I can't even alt-tab to task manager either.
you will have to press windows key then click the program icon on the task bar to bring back the game.
and after that, you still can't alt-tab to other program or window, it still lock in foreground.
when you are running the game in windowed mode and died during gameplay, the game automatically minimize itself.
you will have to click it on the task bar again to bring back the window. (same thing happened when you hit "delete mission data")
weapon workbench can't flip, only the preview image flipped...
and I found save glitch (storage didn't save properly, it just disappeared), don't know how to reproduce it though
I get this error whenever I tap "Explore" on a camp from someone else where I can get a mission in the Traveling section :
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event2
for object obj_entity:
Variable obj_parking_space.time_alive(100329, -2147483648) not set before reading it.
at gml_Object_obj_entity_Step_2
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_entity_Step_2 (line -1)
Is this fixable?
Seems like you had a chicken outside of the screen. The animals now die if they are loaded outside the base.
I haven't noticed any campmate amount changes. The base value changed by 1 when I tested it. I'll test some more though.
Your base is stressing my work computer (not very good PC) pretty heavily (how many farms do you have!?). What is your frame rate on your computer in the base? Anyway I'll probably use your base as a stress test and see if I can improve performance.
When you buy something from the Fitness Upgrades (Pump Some Iron) and it's level 1 (so it goes to level 2), exit the game and then buy something from the Fitness Upgrades again, and you'll see that the prices are from that of level 1.
Even if your "Pump Some Iron" is level 10, this can still be done.
Ran out of water when travelling
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object obj_black_out:
Variable obj_black_out.i(100113, -2147483648) not set before reading it.
at gml_Object_obj_black_out_Create_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_black_out_Create_0 (line -1)
called from - gml_Object_obj_map_marker_Step_0 (line -1) - <unknown source line>
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
it ocurred me while I was starting the game and I went up a flame
Hello, here are a bunch of bugs that i've came across recently :)
1. Placing objects that are adding more than 1 point to "base attractiveness" factor and then removing them - doesn't subtracts their worth from that total attractiveness amount. From what i noticed it works on things like any kind of wall, floor, window, door and painting (anything that is worth more than 1 point apparently). Basically if a simple wood wall adds 2 points, removing it takes away only one point so it's possible to endlessly grow "base attractiveness" by quickly placing/removing it over and over:
https://streamable.com/91ems
Looks like restarting the whole game reverts this unfairly obtained amount of additional base attractiveness points to what it should be (removes the points that were added through that bug).
2. While exploring on llamas, members of the "party" have some strange isssues with getting back on them once they get off. It's quite random, but from what i've seen - every time i get off and back on my llama - either one or several of my followers are just standing in front of theirs and even when some llama starts walking around - its owner just slowly follows it around instead of hopping back right on it. Giving that party member a little push towards his llama makes him mount it again.
https://streamable.com/lzh1u
3. When my followers are riding on those llamas - whenever we came across some hostiles - instead of attacking, they just rushing to them and do nothing while the enemy proceeds to attack them. Not sure if that's important, but all my followers were equipped with pistols when i noticed that. It would be soo cool if they were able to shoot while riding those llamas like some lil cowboys heh :D
4. When i got back to my base from such exploring on llamas - just like my followers - they spawned next to me and when i restarted the game - all those llamas vanished from my base area. I'm not sure if that's intended or not.
5. From time to time it happens that various encounters with hostiles occur close to that "striped-exiting" area. Since stepping on it throws the player back into traveling screen - it's nearly impossible to loot anything that dies on that striped space. Several times i had my followers auto-rush some enemies there, then few of them went down/lost the fight and i was unable to revive them since i would just exit the map if i stepped out there.
Maybe instead of throwing the player right back to that traveling screen - the game could just ask "to exit the map press y" or something like that when we step on that striped area? Or maybe even some skills that buying them would allow our followers to do basic tasks like looting anything in their vicinity or reviving their companions?
6. People that are joining my base are sometimes getting stuck inside livestock enclosures. Looks like they're spawning there (and are unable to open/close gates/doors) whenever i restart the game or exit/reenter my base area. Maybe they could be respawning at their beds whenever the game notices that they're stuck?
Here's my CAMP.ini file just in case:
https://www.dropbox.com/s/ozmk8igoqzbtzt7/CAMP.ini?dl=0
PS
Some auto-refilling mechanic for wood burners would be awesome to have :D
Btw, i frickin fell in love with this game, its specific calming/chill gameplay style and wacky humor, it has really great potential. I'm getting Rimworld vibes from playing it and i'm excited as heck about future updates. Regards :)
Awesome bug finds! I guess I've ignored the llama mounts in my testing. I'll put these on my list!
#5 I used to have it where your guys revived each other and harvested resource nodes. I took it out when I was improving the AI and just never put it back in. It is actually pretty helpful. I like the idea of having that as an upgrade.
Right Clicked a Chicken in Build mode while trying to get an egg
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_build_tool:
trying to index a variable which is not an array
at gml_Script_refund_resources
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_refund_resources (line -1)
gml_Object_obj_build_tool_Mouse_57
Something strange is going on with followers while exploring. Very often when there are multiple enemies and group members proceed to take care of the first one, once they kill it they seem to freeze for a second or two before attacking another one. I've noticed it nearly straight away after downloading that newer Version 22 build and starting a new world. IIRC in the previous build the followers were taking on the enemies one after another without any delays. Here's a bunch of stitched together clips showing this occurring:
Several more bugs and glitches i've noticed, though some of them might be considered as nitpicking ^^. I'm not sure if this matters, but i'm playing on V23 with a world started on V22.
1. Milking cows seems bugged. Neither me nor auto-ranchers are able to collect milk from them. Rancher just hovers above each cow for a bit and then leaves. When i'm pressing E to milk them, no milk pops out nor any food is being added to meat stockpile. The outline/option to milk on each cow just disappears after pressing E key several times (like the game thinks that this certain cow is fully milked out at that point).
2. Often when followers are getting off their llamas, it takes them like ~2-3 seconds before they begin attacking hostiles in their vicinity. Also, when i get back on my llama - they hop in on theirs in turns kinda. For example half of the team gets on their llamas without any issues straight away, but sometimes 2-4 folks are approaching one to mount it, one does it and the rest are giving him that look "Oi, d-did you just took my llama?" for a sec then the 3 remaining pawns are heading to the next free llama, one mounts it and the other 2 again are staring at it for a sec before moving towards the next free llama and so on. Hmmm maybe once the player hops on a llama - the followers could be quickly looking for the one closest to them to mount, but in a way that each pawn would be straight away auto-assigned to a different one (something with taking distance between the pawns and llamas into consideration)?
3. Followers are sometimes getting stuck behind chests that are close to the walls, but usually when i leave to keep searching through the area - a while later such stuck pawn somehow frees himself and comes back.
4. Window blocks appear to not have fitting texture when they're placed in cornes. Like here, the wall block on the right nicely blends in with that darker/shadowed horizontal texture while the window block on the left looks a bit out of place. Maybe additionally the game could be removing that lighter-grey tiny window vertical stripe from a window block whenever there's another block "sticked" to it either on the left or right? It would nicely blend with other blocks made from the same material. Well... tbh now i'm just like "Why did i even placed that window block in such corner? Ugh oh, like... who's even gonna look through window placed like that ^^"
1. See if you are at max meat or max water. It is possible that the ranching bot milks them but because you are at max of one or the other it doesn't generate the milk (1 water 1 meat). I'll check myself they should see that the storage is maxed and not even milk them. I should probably just switch milk to be meat only. It would probably fix this issue.
2. Yeah I added a delay for checking targets on NPCs. I forgot to add an auto check for mounts if their mount is taken. I'll recheck that code and modify it.
3. They path finding is silly sometimes. That is something I am constantly trying to improve.
4. Who would put windows in corners?! lol I'll just default them to normal walls if that happens :)
Hmmm i just checked again and milking still appears to be not working for me even when my meat/water stockpile isn't full. Dunno what the heck is going on, frickin cows probably realized what this tricky business with keeping them locked is all about and just didn't had any of that. Either they got somehow smarter from some mutation (i would totally blame radiation) or "He Who Codes" might have something to do with it. Some secret cow-spiracy or something, next thing they will demand independency i bet...
Could be, because i'm playing on V23 with a world started in V22?
Here's my whole save file/Sand_Alpha folder from AppData/Local just in case:
https://www.dropbox.com/s/6t1yn66zfuibw2z/Sand_Alpha.rar?dl=0
As for windows in corners - i just like living dangerously on the edge like a total rebel :D
I think I figured the problem. When I consolidated the sprites I forgot to add in the milk sprite, which should give you an error but I coded a fail safe into the resource object to destroy itself if it can't find it's sprite. Over coded that one :)
I added an error message to myself so I can see if it happens again. Cows should be milk-able soon.
I tried a bit of exploring on V24 and ran into this:
The door at the top got somehow blocked by that fence and there's a gate inside the wall. It's like the game tried to spawn 2 points of interest in the same spot? Haven't seen any such bug while playing on those few previous game builds while exploring. Since my pawns decided to murder that pesky lil fella inside that building - i coudn't interrupt them in any other way than leaving the map. In this fierce battle with those wooden walls - (besides me) only two followers managed to mount llamas and i had to abandon the other 4 llamas D: . It's just as the ancient saint texts say "He Who Codes giveth (milking cows i this case), and He Who Codes taketh away", though i don't even know what to think about such trade off/sacrifice...
Hmmm maybe some lil mechanic where after pressing a button, some small speech bubble would appear for a second above the character we're playing like he's calling/giving order to his followers to immediately stop what they're doing and come to him? On the other hand i'm not sure how often such feature would be useful other than on some rare occasions and such bugged situations (at least in the current version of the game).
Edit: even that frickin skelly lost it and went supersonic lol:
https://streamable.com/9sjm1
Two more bugs:
1. When i place any robot (farmer, lumberjack or rancher) and attach it to a volt meter AND then remove that robot and place it again in that exact same spot - i can't connect it with the same volt meter anymore (with that white-stripe-cable). When i pick up that robot again and place it only a one tiny step further from its original location - connecting it with volt meter works again. Here's a clip showing this:
https://streamable.com/wfy1n
Another thing i've noticed is when i place such robot down, connect it with a volt meter, then remove the robot and place it in the same spot again AND attempt to connect it with volt meter again (cables won't "stick" to it anymore for some reason) - after restarting the game at this point it turns out that the robot is connected with that volt meter and everything works without any issues.
2. Car Station can’t be flipped (nothing happens when pressing R key).
Also, a little idea i just had. What if stamina skill (“Jump some rope”) would be affecting resource gathering? Each lvl-up of that skill would be increasing the chances of getting 2 resources with a single tap of the E key. Something like: first basic lvl could have 1% of chances that the next E key tap (while bashing a node) will harvest 2 resources from the total pool of such node. 2nd lvl would have 2% chances, 3rd - 3% and so on. It wouldn't be overpowered i think, but since climbing to like lvl 25+ of that “Jump some rope” skill isn't really hard once the base is decently sized and mostly automated - it would slightly increase the pace of farming during loot runs. It could be a nice additional reason to make big vegetable farms, moar electric wells and generally stuff generating&storing electricity to power all of that. Maybe instead of 1% steps - it could be 2% and at lvl 51 of "Jump some rope" skill when 102% is reached it could just turn into harvesting 2 resources with each tap and 2% chances of getting 3 resources (from the total pool of a node that is), then at lvl 52 (104%) it would be 4% chances and so on. Or just straight up 5% jumps which at lvl 20 of "Jump some rope" would result in (100%) gathering 2 resources with each tap while lvl 30 (150%) would have 50% chances of getting 3 resources from a tap. Something around that +5% number per lvl could also result in less of that grindy E key mashing (that some players might be annoyed by) when each tap would be giving 2-3 resources. So yeah, tis just my lil concept/idea of how this could work.
Edit: Some volt meter-like device that instead of electricity - keeps an eye on storage space would be nice to have. Few times i've noticed that my (set up on volt meters) electric wells are running (wasting electricity while not producing water) when the water stockpile is full. Some way of setting rules to stop any device from being powered on when the storage of X resource reaches a certain threshold might allow maybe for a nearly fully automated base i think.
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_small_water_well_Draw_0
I get this error (or variations of it) basically whenever I touch or get near objects in the game.
i keep getting this:
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
Great Game, A few little things I would change:
Hard to find issues, it's such a great game.
Thanks! Feedback is always important and appreciated!
happened when i tried to turn on a eletric well on steven's farm
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_game_setup:
Variable obj_electric_well.local_energy_cost(100240, -2147483648) not set before reading it.
at gml_Object_obj_game_setup_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_game_setup_Step_0 (line -1)
dunno what caused this but i was attacking the air in my base while holding the torch, moving up and holding shift
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_player:
Trying to draw non-existing sprite.
at gml_Object_obj_player_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_player_Draw_0 (line -1)
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_npc:
Variable <unknown_object>.y(1, -2147483648) not set before reading it.
at gml_Object_obj_npc_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_npc_Step_0 (line -1)
happened while i was camping and running around
i'm playing this game at windows 10
if i remember correctly, the first time it happened it was on Green Peace, the second time too, but this time i checked it before coming in the camping area, i set it to the red! but it still crashed. i didn't try the blue shield i'm gonna test it now (im gonna test the new version now) yup, in the new version it still happens unfortunatelly, i found out it doesn't happen when it's on the red!, only when it's on the green symbol, maybe they are trying to collect something that doesn't exist?
okey i managed to remake the crash,
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_npc:
Variable <unknown_object>.y(1, -2147483648) not set before reading it.
at gml_Object_obj_npc_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_npc_Step_0 (line -1)
while in Ellie's first mission, there were 3 enemies left to kill, the game crashed right after me and my friends collected all the metal in the up right corner.
yes version 34 right? i'm sorry for reporting too many bugs but when i was trying to recreate it again the game crashed with this other one in the same place, i already had collected the iron and many items in that place and when we were fighting some enemies this happened.
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_player:
Trying to draw non-existing sprite.
at gml_Object_obj_player_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_player_Draw_0 (line -1)
The issue was with the peaceful AI Script when it couldn't find a resource and the player was hidden by interacting with something it threw an error because the targeting couldn't find an object. It should be fixed in the latest 0.3.2 version. It is very weird it didn't throw the correct error for you. When I ran it, it gave me the correct line number. Very odd, but it should work now.