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Sand: A Superfluous Game

An open world, base-building, adventure survival game with quirky humor and Llamas!​ · By Voided Pixels Studio

BUGS Sticky

A topic by Voided Pixels Studio created Feb 19, 2018 Views: 13,740 Replies: 640
Viewing posts 1 to 96 of 208 · Next page · Last page
Developer(+1)

Post all bugs you find here

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>

Developer(+1)

Found the issue. Patch is live.

(+1)

is it solved?

(1 edit)

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

Developer

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 :)

Deleted 4 years ago
Deleted 4 years ago
Developer

So it works now?

Thought I posted this ages ago but must have forgotten, crystals don't seem to appear in the items list. :)

Developer

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.

Ahh, makes sense, I had just assumed I was also getting electronics and simply couldn't see them in the mass of loot. :)

That game is awesome! So tiny but so deep :)

I have done some quests but now the only one (repeatable) quest I can take its a "BONE SMASHING" at farm.

Other quest I have named "NONE" with the task "ERROR NO DATA". Is it a bug or I did something wrong?

Developer

No that is all the quest right now :( sorry.

I'll be added more and more as I develop. I am glad to hear you got through them all. The first ones are just tutorial quests. Where any confusing? or do you think there should be more or less?

Thanks for the feed back. Glad you like the game! 

All seems fine. The only confusing thing for me was that "Error no data" mission :)

Maybe you could name that last mission someting like "That's all for now" and the task "Just have fun! My boss will bring more quests soon ;)"

Developer

i used to have that LOL don't know why it is showing the default message. I'll see if I can change it :

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. :)

Developer

So I have several versions of missions. One mission type is COLLECT X amount of things. Another mission type is HAVE X amount of things. So I have that functionally built in. I may have just not set the right mission type for that mission. Was it the seeds mission in particular?

I believe so, cannot quite recall.

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.

Developer

Right now I have ESC closing the game (if you are in your base). That should be changed pretty soon to a better system. As far as the malware what program are you running? The only thing I can think it is trying to save the base data when it closes??

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

Developer

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

Developer

WINDOWS 10 https://www.microsoft.com/en-us/download/details.aspx?id=35&44F86079-8679-400C-BFF2-9CA5F2BCBDFC=1

Developer

Also this post on STEAM forum: https://steamcommunity.com/app/360740/discussions/1/483367798505023937/

Developer

Let me know if these fix it.

I do have an older PC but it's still running Windows 10 and has DirectX 12 installed right now. From what I can see I have fully updated drivers and Windows.

Developer (1 edit)

Graphics driver maybe? I did something and got it to work, just can't remember. Did you try installing links? the second one is the runtime environment which is different then the drivers.

(+1)

Every time in the game...
Some sort of FATAL ERROR shows up and shuts the game down. 
Can u fix this??? 
Really great game by the way, love the story line. 
I'll be really happy if you can fix this error. 
XD

Developer (1 edit)

Can you tell me a little more about the error? Does an error message show? What were you doing when the game crashed? Was it the same thing? Is it the error above?

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

(6 edits)


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

Developer

Yeah the flipping thing seemed to cause lots of bugs lol.

 Thanks for the list! I work on fixing those today.

Developer

Ok a new build is live fixing the can't build floors bug

Developer

Great Work! Love it :)

  • Rugs and floors
    • Fixed it. Read new dev log :)
  • photocell, volt meter, switch, small battery and the farming, lumberjack, ranching robot don't have collision box
    • Some items don't have collision boxes they are meant to be that way.
  • 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
    • Fixed it. Good find!
  • wall banner, wood shelf show red background when you tried to build them on any wall/window/door, but you can still build them
    • Fixed it
  • after you built the flipped robots, the starting position of the robots are kinda off
    • Fixed
  • the image of flipped solar panel is kinda off, doesn't match the collision box
    • Fixed
  • weapon workbench, car station can not be flipped, when you try to flip them, the preview image show them flipped.
    • Fixed: weapon work bench flips now. car station will not (yet).
(2 edits)

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...

Developer

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


Developer

Oh no! Shotgun to the face?!

HAHA I guess I should limit the llama amount? Maybe 10?

Developer (1 edit)

OK baby animals should be fixed now. Will work on killing the big ones with grenades next. Oh and removed llama breeding.

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

Developer (4 edits)

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/

Im on windows 10 and my direct x is version 12 i still get the same error upon entering and attempting  to play the game.

Developer (1 edit)

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

(+1)

FATAL ERROR was fixed when I updated my DirectX. 

The only time it crashes is when you enter build mode and right-click E.D.I.E.  

Please dont remove Llama breeding :(

Developer (1 edit)

I'll add it back soon. I am working on make cows have to drink. :)

I'll check on the EDIE bug. Thats what you get for trying to delete her :)

I tried to delete her because a llama was stuck in her. 
I never realized EDIE was Female tho. 

Developer

EDIE (sort for Edith) is a girls name EDDIE is a boys name. I mean shes an AI so... I guess it doesnt matter :)

(5 edits)

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

Found a bug. 

When you enter the Orphanage with a car, the car appears in a room where it can't get out.

This was in 0.2.7

imma check if you fixed it in 0.2.8 

Developer

No probably didn’t. I’ll put it in my list to fix. I’ll put in a parking spot object where cars spawn as a fix for now.

Developer

fixed

THANKS!
:D

when I started using ver 0.2.8, every mission that I did got repeated. Was this intentional or not? 

PS: I kept the stuff I had tho. And the things I built.

Developer

Maybe you hit the delete missions button by accident? 

I have a suggestion, make cars have health because it is SO easy to kill skellies in an invulnerable vehicle. 

Developer

At the end the car will have health and fuel you have to craft.

hey im starting out and to build a wooly you need 100 veggies but i have 90 and it wont let me hold more

Developer (1 edit)

Build more wood crates. They increase your storage level. Barrels increase your water/oil storage level.

I have a something where I can't get rid of the car station or change the car.  I also had a glitch where I could the car for free.  Lastly if you use the car in the orphanage it gets stuck in a building when it spawns. I hope this can help.

Developer

The car spawning bug should be fixed with the new patch/version. I have other cars programmed they just aren't in the game yet. I'll look at the other bugs. Thanks!

Im trying to complete the make a baby wooly mission but since i cant pass 90 vegetable limit i cant make one

Developer

build more wood crates. It was mentioned in the build crate mission and also is in the start screen tips. More crates increases cap size for dry goods. More barrels for wet goods.

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?

Developer

I'll look into it right now.

Developer

Found the error. Patch live now. Download the new version.

(+1)

Thank you so much!


PS: This game is really awesome. :)

(+1)

Population of camp mates changes often (f.e. from 9 camp mates to 13 when I enter my camp again)
And also, my base value changes very often when I revisit my Camp. Everytime the value changes to something different. Maybe this has something to do with the camp mate glitch.

Developer (1 edit)

Can you send me your CAMP.ini file? It is located in %localappdata%/Sand_Alpha

So I can look to see what the issue is.

adam.truncale@gmail.com

and message me here when you send it. thanks!

(1 edit) (+1)

I sent the file :)

Developer

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.

HAHA I have built a HUGE farm because why not haha, I still have around 130 FPS, though my PC is far from a good one. Guess my pc can run games like this pretty well.

Damn chickens!! Though thanks :)

Developer

lol yeah my work pc is... terrible.

It's okay man :)

Developer

figured out why the camp mates amount kept changing. Uploading fix soon.

(+1)

Good! You're doing great work. You should be more popular, imo.

(+1)

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.

Developer

I'll look into these this morning.

Developer(+1)

Fixed.

Good :)

(+1)

For some reason when my Rancing Robot is finished doing its thing, it just goes north for probably no reason at all.
Maybe a Llama went that way, so maybe fix it so that animals and camp mates cannot walk outside of the border. That's 100% your choice, ofcourse.

Developer(+1)

CampMates I know can't. Livestock I will look into. Maybe just have them not be saved if they wander away.

Developer(+1)

Fixed.

(+1)

When I run the game, it opens but it will be minimized (so I have to click the icon of the game on the taskbar)

Developer(+1)

This is a known issue for some. It is probably the script I wrote for maximizing the screen. Pretty low on my bug fix list though :)

When you have a farm and you seed it but not water it and exit the game and run the game again, when you water the seed again, it grows in an instant so you can harvest it immediately

Developer

Odd. I can't reproduce this bug. I've seen it happen once or twice though, but can't seem to make it happen on purpose. I'll play around with it more.

Maybe wait for 30 minutes before re-running the game.

So you plant a seed, do nothing for 30 minutes, exit the game and then run it again, and water it. Then see what happens. Takes a lot of time though, but I guess fixing every bug takes time xd

(+1)

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>

Developer (1 edit)

Got it and fixed! Update Live

THANKS!

Be more responsible next time and bring more water :)

############################################################################################
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

Developer

Try this post https://itch.io/t/442958/fatal-error-in-vertex-shader-compilation-solved

(+1)

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 :)

Developer(+1)

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.

(+1)

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

Developer

thanks ill look into it

Developer

Shouldn't happen anymore. Download the latest build

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:

https://streamable.com/k4u2c

Developer(+1)

Bug fixed. It was because I was fixing an issue with them getting stuck. I will be redoing NPCs soon, lots more options and they will have to reload and might run if they are overwhelmed. Basically making them more realistic and more interactive.

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 ^^"

Developer(+1)

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 :)

(+1)

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

Developer(+1)

I'll check on this tomorrow first thing. The versions shouldn't conflict.

Developer(+1)

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.

(+1)

I've noticed sometimes your team members will revive a fallen member and sometimes they won't. How to I get them to revive each other consistently?

BTW, love this game! Please keep developing it... it has great potential!

Developer(+1)

I'll check on this. I've been playing around with pathing and AI I bet I just borked (technical term) something up.

Developer(+1)

Oh I remember this now. I took off the feature where they would go and target fallen comrades, but I left in the revive if near code :)

Also, you mentioned that the enemy may attack you if your base gets too big... I haven't had an attack yet and I think I'm up to 600, do you know what number it has to be before you get attacked?

Developer

Turned that off, but will be added that back soon.

(1 edit)

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

Developer(+1)

lol yep that is what happened. Looked like 2 random events spawned on each other. I am going to add 'behaviors' to the NPC's so they can defend, attack, follow, harvest etc.

(+1)

I've notice the car just plays the idle sound when you're not driving it. Can you turn that off... it can get annoying after awhile. Thanks!

Maybe add a location arrow to the edge of the screen when you're not in it so you can locate it easier when exploring?

(1 edit)

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.

I've added 9 beds but I can only recruit 4  team members. I've check all over the map and even made a bell to call them but only 4 show up. Is there a limit? Am I missing something?

Developer

The max is 6 or 8 depending on which version you downloaded. You have to have a base score of 225 for every NPC generated. So 6*225 = 1350 to get 6. You get score by making base items.

(+1)

Oh, I gotcha. I'll work on uping my base score.

___________________________________________
############################################################################################
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.

Developer

https://itch.io/t/442958/fatal-error-in-vertex-shader-compilation-solved

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

Developer

https://itch.io/t/442958/fatal-error-in-vertex-shader-compilation-solved

Great Game, A few little things I would change:

  • The robot doesn't notice if you've already found the seeds and planted them.
  • The build menu was a little bit un-intuitive having to change between categories.
  • Can't pick up chicken eggs.
  • Doors are a bit annoying.
  • inventory item bar at the left should only show items that are above 0 in quantity.

Hard to find issues, it's such a great game.

Developer (1 edit) (+1)
  • Not 100% sure what you mean. It plants before it pick up the seeds?
  • Yes the build menu is a little clunky. Do you have an idea to make it better? I do plan on adding item descriptions further down the road.
  • Yes I have a plan for that when I ever get around to overhauling the chicken system.
  • Doors, why? it keeps the sand out :)
  • In the exploration mode it has that feature. I decided to keep it in the base because new player may be unaware of all the different resources. I should add a collapsible feature so you can hide it.

Thanks! Feedback is always important and appreciated!

(+1)

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)

Developer

Fixed. Will be in next update.

(+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)

Developer (1 edit)

odd. that error doesn't even make sense. line -1?

(1 edit)

___________________________________________
############################################################################################
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

Developer

That weird line -1 error again... try downloading the newest version.

(1 edit)

This happened again and i checked, it was when my mates walked to the ammo thing in the camping area. newest version

Developer

Okay, I've tried what I could to sure up the NPC code, try the next patch. What AI MODE where you running?

(3 edits)

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?

Developer

Found it! Patch will be up shortly.

(2 edits)

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.

Developer

did you download the latest version?

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)

again this might be annoying i'm sorry > - <
Developer(+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.

When I die, it goes slowly black screen and then your logo appear but then it is stuck there and I cant get task manager open because it is set to always on top. And I can click on things below it.

Developer

I believe you are playing an older version. Please download the most current and see if that fixes your problem.

(+1)

Really cool game, I find myself keeping it in the background and swapping to it in and out of work.

One bug I found:

If you use the electric well in the Steven Farm it crashes the game. Prob not a problem for the less greedy players lol.

___________________________________________
############################################################################################
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)

Developer

I'll look into it. Thanks for finding it!

I can't find any other way to get the other types of cars. Is there not an option or am I just being dumb?

Developer (1 edit)

lol they aren't in there yet. I have all the art for them though :) I had them all available in an early version of the game.

I'll see how easy it would be for me to put them back in the game.

Hope this helps :)

___________________________________________
############################################################################################
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

Developer

Do you remember what you where doing?

(+1)

I believe I was right clicking in build mode on an Egg? or Animal. I think I was trying to put the damn chicken back in the pen.... those lil-fuckers ;) 

Developer (1 edit)

lol thanks that will help :) try crafting a whip. It doesn't hurt them to be whipped.

Will do!! Thanks.

Developer

I think I found a fix either way. I'll put in the new build. Thanks for the error!

(+1)

I just got this game and got this error when right clicking on an egg laid by a chicken.

___________________________________________
############################################################################################
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

Developer

Got it. I fixed it for the next patch. thanks!

I can not build when I am on lama

Developer (1 edit)

Well who could? How would you hold the tools?
I think it is disabled for a reason... can't remember why :)

I can look into re-enabling it if you REALLY must build on a llama :)

(+1)

I am to lazy to build on my own feet that is why I do everything on a Llama even sleeping

(1 edit) (+1)

In version 0.3.5 (both builds) my base score keeps resetting to 0 when I leave my base and come back.

Developer

ok I'll look into it

Developer

found it and fixed it. THANKS! Update incoming.

(+1)

Awesome! Absolutely loving this game so far. The overworld map takes me back to Fallout in a great way.

Developer

That was my idea :)

I updated for version 0.3.0 ( I think :\  ) to 0.3.5 and now my base value always stay low. It resets itself to low numbers every time I go out  exploring  and new things I build barely bring it up. Basically its totally broken after the update.

Nevermind I just saw that someone else already showed you this :)

Developer

Yeah download the newest version as of last night. I should be fixed now. Silly error on my part when I created the 'loading' level system.

(2 edits) (+1)

You can click the flag in the second+ camp with E instead of Q and it caused some awkward situation when I didn't know where my camp go. 

you can also click it while in building mode 

Developer

Cool I'll look into i

Developer

Fixed it.

Getting this error when I start the game (Alpha 0.3.5 Experimental)


############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object obj_pickaxe_slash:

REAL argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_pickaxe_slash_Destroy_0 (line 2)
called from - gml_Object_obj_pickaxe_slash_Other_7 (line 2)

I just tested the normal version and it does not crash.

Developer

Thanks I'll look at the fast version.

Developer

Fixed and uploaded

So I might just be blind and stupid, but this wiring is kicking my ass right now. I have the transformer by the generator plugged into the relay by this building, which looks like it is giving  power to that switch, which should now allow me to open those doors with the switch. At least that's how i thought it worked from seeing the video about electrical stuff.

Am I missing something here, is this how its supposed to work, is the switch broken or am I just not getting how wiring should work?

Developer (1 edit)

humm no that should work. The transformer attached to the relay and the switch attached to the gates. Try resetting the level data in the main menu and trying again? or you could send me the level file. I'll recheck the level and try to set it up like you did.

I tried resetting the map data, and it still isn't working.

The level file, where would that be?

Developer

in your %localappdata% folder

Developer

are you using the newest version?

chicken can walk thru stone gate and fence  

Developer

That is the new ghost chickens mod I installed.

Ha no, not really. I'll check into it.

Developer

Fixed. Will be in the next patch.

Hey there!

i just got the game and when i try to open it it will not go off of the "Voided Pixels" splash screen

I had gotten it earlier and deleted it to restart, but now this is happening?

Developer

Odd. Which version did you get? The Fast version or the Normal one?

The normal one

Developer

This might be a silly question. did you click?

I AM AN IDIOT

That worked, thanks a lot!

I did not have to do it before though

Or maybe I have and I did not remember as it has been a long time.

Thanks again!

Developer

lol thats ok :) I suppose the splash screen should time out after awhile (I'll work on that) :) We've all been there before. I am just glad it wasn't a real bug lol

(+1)

Hey,

I got this error on 0.3.6 experimental while trying to enter my base in the car twice:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object obj_car:

audio_stop_sound argument 1 incorrect type (unknown) expecting a Number (YYGI32)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_car_Destroy_0 (line 5)
called from - gml_Object_obj_player_Alarm_2 (line 49)



Love your game btw :)

Developer

ok fixed it. Should be in the next patch (coming today)

(+1)

llamas face tries to merge to a wall or in more technical terms llamas face Z fight the wall "who is going to win?"

Developer

LOL yeah the llamas are a little wonky. I'll see if I can tweak them some.

(4 edits) (+1)

Trying to deconstruct an egg will crash the game.

__________________________________________
############################################################################################
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

Developer

Odd. I thought I fixed this. I'll put it on my list.

Developer

Okay the fix is in. It will be in the next patch later today. Thanks!

(1 edit)

Hi,

Everytime I try to build a wood floor the game crashes(latest version)

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_construction_object:

Variable obj_wood_floor.z(100386, -2147483648) not set before reading it.
at gml_Object_obj_construction_object_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_construction_object_Draw_0 (line -1)

Developer(+1)

Fixed and uploaded

(+1)

1 st problem is in the picture second is that when I quit the game at the moment when I am dieing all of my things are gone 

Developer

Roger. I'll fix it ASAP.

Developer

Fixed and uploaded

___________________________________________
############################################################################################
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)

Developer

whem did this appear? Is it reproducable?

(+1)

I have no clue but you need to fix thing where if you leave a game when your dying it resets ur base like removes ur progress

Developer(+1)

Gotcha. I'll look into it.  By exit you mean just force close the game? or exiting through the ESC end game menu?

ESC

(+1)

I'm guessing the downloads released two days ago aren't supposed to be running super fast? The 'normal' download is playing just as accelerated as the 'faster' download for me. I triple checked that I downloaded the proper version but, no, super speedy every time. Not sure if it matters but I only just discovered your game so I'm not sure if I'm missing something or...?

Developer

What do u mean super speedy? Like the FPS is really high or everything is moving fast? Do u have high speed monitor?

Developer

OK I pushed out a possible fix for this. Try downloading the new NONFAST version and let me know if this fixed the issue.

By super speedy I meant the game was happening faster. The time was ticking faster (and all things time related), the character was moving so fast I had trouble controlling it. Things like that. I'm not even sure now if that was what the 'FASTER' download was supposed to do, let alone the normal download like I'm talking about. It's interesting too because I watched a friend download the same version and theirs played at the proper pace so I'm really not certain what the problem was. Anyway, I redownloaded it after seeing you responded to check if you somehow fixed whatever the problem was and it seems like you did! So thank you for the quick fix!

Developer

The issue had to do with your monitor having a higher Hz monitor (96 Hz or 144 Hz) then the standard 60 Hz most people have. For some reason the settings I had to control frame rate didn't account correctly for the refresh rate of higher monitors. The only why I could test it was to actually lower the refresh rate of my monitor to 40 Hz. I noticed it was slower then normal game play. I switched some sync settings in Game Maker and found one that didn't slow the game down. Glad this worked!

The FASTER download is suppose to run faster if you are noticing some slow game play (only useful for older computers). The reason it isn't the standard game play is because it is more buggy and takes much longer to compile.

That's interesting.  I only have two 60 Hz monitors though?

Developer

humm.... maybe that wasn't the issue, but it fixed it. LOL :) Got to love programming!

(+1)

If you exit a map while reloading a shotgun, you get endless reloading noises on a loop until you restart the game.
(I also had an issue with powered gates at the "gym" not working, but resetting the mission map took care of that.)

Developer

Thanks! I'll fix the sound issue and look into the gates at the gym.

(+1)

___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shd_gaussian_horizontal

D3DXCompile failed - result

at gml_Object_obj_clear_missions_menu_Draw_64
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_clear_missions_menu_Draw_64 (line -1)

(+1)

___________________________________________
############################################################################################
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

Developer

Please try this fix: https://itch.io/t/442958/fatal-error-in-vertex-shader-compilation-solved

(1 edit) (+1)

Latest version as shown (0.3.8) often (usually) has the mission tracking shown as bugged upon game load ("Mission 1 of 0") preventing completion of acquired missions. Resetting/deleting may help temporarily but the bug returns upon next save/load and forces one to redo all the prior missions.

Also, slightly less important, there seems to be no way to clean up the corpse of the person by the E.D.I.E beside waiting till they disappear on their own. Maybe being able to search them like corpses of enemy dead sentients could be provided?

Developer (1 edit)

Odd I've never seen that before... Can you send me your missions.ini file located in %localappdata%/Sand_Alpha. Or just post all the text you find here. Maybe the bug is in there. Did you complete all the missions?

Developer

And I think the body disappears when you leave the game and open it again. I like the idea of looting it. Maybe it should give the players some initial scrap.

Developer (1 edit)

FOUND THE PROBLEM. My goodness thank you for finding that bug. I can't believe I didn't see this one. I guess I've been focused on art and level building and not playing the game. Extra credit for you! :) Patch later today with a dev log explaining the issue. I think your mission data is safe though so that is good.

(+1)

Thank you kindly for your swift response. I just checked the page again ready to look for the ini file but if it's already not needed, all the more thanks to you.

Developer

Patch out!

(1 edit)

I'm also having a problem with the 1 out of 0 missions.

Developer

Try downloading the newest version. I fixed it in a patch I released yesterday.

Developer

The issue had to do with the switch reading your bases power not the levels. So if you don't have power in your base yet it wont work.

Thanks! 

Developer

Patch out!

(+1)

Awesome! That's super cool of you to mention me in the update. :)

(11 edits) (+1)

Some more things I found in recent playthrough:

  • When closing door/gate character is going through, the character is pushed out of the way. That's good. What is an issue is that sometimes the character is pushed into a wall/fence, being stuck. It's not a big deal if it's in one's own village (though deconstructing and reconstructing a wall to get out is a bit of a pain), but if it happens in location where player cannot deconstruct the tile, one ha to restart the game.
  • Related to that - the game doesn't check the surrounding when spawning a character. It's possible to spawn in the middle of a group of hostiles or in a wall of some ruined building upon entering exploration map.
  • Enemies possess sixth sense in determining character location. Approaching "Do not eat the chickens" hut may make the person inside attempt to shoot through walls if the have a bow (and often it leads to them murdering their own chickens in the line of fire).
  • Probably just a matter of AI still needing some improvement rather than actual bug, but just in case: hostile characters trying to track the player are unable to open doors/gates of their own places (but will use those opened by the player). Doors being unopenable by enemies makes sense in case of one's own houses/enemy bases (in which case it's the player who shouldn't be able to easily get everywhere without using force) but they should be able to handle their own stuff.
  • Hitboxes are kinda wonky. I noticed that when an enemy approaches one from the left or right of the screen, a pistol armed character has to target their legs - bullets pass through upper parts of the heads without causing injuries.

EDIT: SOME MORE STUFF

  • Animals can wander off the map (walk on the area that moves the player to the overworld screen if their character touches it). Especially annoyed with llamas which wander around when not mounted by a raider.
  • Bone Smashing mission (repeatable from the farm) keeps reactivating itself when I finish it, get the reward, come back home, quite the game and then reload
  • Randomly, reloading my gun leads to the 'loose' ammo decreasing without the gun itself being reloaded back to 10 rounds.
  • Connecting a wire from a relay with no power to the relay with power often makes the first relay still not receive any power (at least the animation of light traveling through the wire isn't shown and the blinking icon of no power is displayed on nearby devices). If one makes connection from the relay that is receiving power, it's being relayed properly.
  • If one makes a swing with a spear and then switches to some other tool mid-animation (a gun, for example):

    ############################################################################################
    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)
  • Oil barrels provide double resources when struck with a pickaxe
  • Similar to the shotgun sound bug mentioned above, sounds played upon leaving a map may carry on and be repeated on the next map (ie when leaving settlement, my automatic water pump chugging followed me to the wasteland exploration map).

EDIT: EVEN MORE STUFF

  • Anchor Rage mason quest mentions providing metal for a pickaxe. May mislead into thinking pickaxe is a reward. Also, IIRC the mason doesn't mention pickaxe himself, he required metal for a chisel (must be huge chisel, what's with it being 50 metal - maybe whole set of tools would be better?).
  • There's farmland patches on the desert. Dunno if it's intentional but they're magical. Seed planted there and watered creates crops at any stage of growth, including, rarely, at the final one (already ready to be harvested).
  • Cars seem to knock out but deal hardly any damage to enemies.
  • No indicator of health/damage for car/player when inside said car.
  • Car, when in motion seems to have desert 'background' under its sprite no matter actual surface on which it travels. It causes flickering, for example, when driving on the remnants of asphalt road in Anchor Rage.
(1 edit) (+1)

I'm having an unwanted decorative living fossil in my house. What should I do now?


Beds allow infinite cloning when used before nighttime.

Developer

LOL Find him his mommy! I need to rework the character spawning :) Nice to see your guys are sleeping!

Developer

humm I'll have to look at the 'cloning'

Developer (1 edit)

found and fixed

(+1)

** Some bugs related to animals: **

- Llamas can completely prevent you from building when ridden on.

- Their incredibly thin body and high speed makes them extremely good at playing hide and seek.


- Woolies are obsessed with livestock guards sometimes.


- Also, I think that signs should appear in front of walls

Developer

haha I'll look it to those bugs. The llamas hit box should probably be increased. I noticed the wooly's weird behavior already. and the signs I can fix easy. Thanks!

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Some time passed since my last bug report so I think it's good to put it in the new post (I do hope though that the previous one was checked since I added to it before through edits and I worry slightly whatever was added then may have passed under the radar).

I notice the assets are a lot bigger - the dev mentioned that themselves - making the game bigger. However, for some reasons it's also very noticeably slower for me, as if the game would keep processing bigger assets all the time instead of any preloading. Upon entering map I have over 100 FPS according to the counter, but soon it all goes down to circa 30-15, with the only exception being the home town for some reason, where the FPS is relatively consistent or at least decent enough to not notice strong slowdowns. The general increased game slowness also led to exploration map taking a time to drop loading screen for the first time and that in turn led to this issue:

Happened upon loading random exploration map. The loading was left there and wasn't disappearing at all, the items carried were not shown either. Even leaving the map left it on the screen (while increasing its size) till another loading screen was triggered by entering elsewhere. Edit: Seems it's always happening at 94.34%

Other bugs:

  • The workstations, no matter the chosen orientation through R key, face always the same direction.
  • Building stone wall takes 4 stone, dismantling one drops two drops 4 stones each. Infinite stone exploit, yay. Similar happens with many other constructions, not only stone ones.
  • Beds have the same boundary no matter the direction they face so when the headrest is on the left, the bed can be close to the wall but if turned so the headrest is on the right, one has to leave some space between the bed and the wall right of it. Possibly other furniture items have the same issue.
  • E.D.I.E still requests weapon cabinet to be built per its questline/tutorial, despite that furniture not equipping defenders with their weapons anymore.
  • 'Build a baby cow! Harvest for water and meat.' - cows give meat and leather, not water.
  • Paying 500 scrap at the farm is more bothersome than acquiring the scrap. I know that joke about it is even included in the 4th wall breaking dialogue, but adding 'hold key to keep adding', with increasing speed of depositing like how it is with trading depots would make it much more manageable (maybe even the code itself can be repurposed).
  • Street lamps seem to have no building cost (at least none is shown).
Developer

You are using the normal version yes?

Yup, normal version is used now as it was earlier. Also, I notice that the wind/sandstorm effect contributes severely to the FPS drop.

Developer

uploading FPS fix now.

Developer

OK found the duplicating bug... fixing that now too :)

Developer

E.D.I.E mission will be changed at some time later. I've made a note about that. It will be replaced with building an item I haven't made yet.

Alright. By the way, do tell if you'd rather have me edit the posts or report each found bug in new one. I don't want to bother you to check whether my last post got a new edit but I also want to avoid spamming the thread with every single glitch I found, especially when my latest post is fresh.

Developer

I am also looking at your edited list of issues.

Developer

'Build a baby cow! Harvest for water and meat.' - cows give meat and leather, not water.

milk gives you 1 meat and 1 water

Developer

I must have a crudy build. I'll rebuild it to address the FPS now.

Developer

Paying 500 scrap at the farm is more bothersome than acquiring the scrap. I know that joke about it is even included in the 4th wall breaking dialogue, but adding 'hold key to keep adding', with increasing speed of depositing like how it is with trading depots would make it much more manageable (maybe even the code itself can be repurposed).

It is a joke and probably won't be change. If you press shift though it deposts 10 at a time (just like a trade output). Don't tell anyone :)

Developer

Street lamps seem to have no building cost (at least none is shown).

Yeah I'll change that.

Developer

Connecting a wire from a relay with no power to the relay with power often makes the first relay still not receive any power (at least the animation of light traveling through the wire isn't shown and the blinking icon of no power is displayed on nearby devices). If one makes connection from the relay that is receiving power, it's being relayed properly.

Yes this is as intended for puzzle and such. Electricity in Sand runs one way and must be connected from powered to unpowered). I might change this if I don't use it for puzzle missions.

I think that's a bug. I can't conect the automatic well to the woodburner. I'm using the switch but it still show that it isn't connected. Gonna send the screenshot in case I'm a dummie and didn't connect it right. 

Developer (2 edits)

So the wood burner produces electricity. I does not need to be hooked up to anything.  You need to build a transformer and connect that up to a relay. The relay gives power to switches (in a radius around the relay) and switches give power to machines. I need t write a tutorial about that. I hope this helps. Relays can also be hooked together to distribute power different places.

Thanks, I really thought that everything needs to be connecter

So, should I just built the transformer near the woodburner? I did that and hooked it to the relay, then i tried to hook the relay up to the switch (transformer>relay>switch>electric well), but the relay doesn't connect to the switch. I can't conect it to the electrical well and connecting it switch>releay also doesn't do anything.

Developer (1 edit)

Sorry you don't have to hook the relay up to the switch. The switch is powered by the relay if it is near it (in the circle). Hook the switch to the Well.

ok. Heh, i thought that the circle shows the radious in which the cable can be connected.
Also, i have another question. I what intervals new NPCs arrive? I have 5 beds and only 2 NPCs are in my town. And what is that 3rd stat, the one under ammount of beds in your setelment? Is it related to how much food the town has?

Developer

Developer

The stat with the house is your base score the higher the score the more people will join. Base score is based on the amount and quality of things in your base. I havent balanced it yet though. Stone and metal buildings are worrh more then wood. Most of everything else is worth 1 (but will change later). Now the max npc population is 8 I probably need to adjust the rate on which people arrive. If you build it they will come.

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Getting stuck in fences when closing the gate while going through it. Cats sitting in walls.

So generally, the clipping.

Developer

Yeah The gates need my attention lol. For some reason we don't get stuck in door. The cats just need to spawn correctly. Maybe their position isn't saved right? Do only cats that are following you get stuck or are they cats spawned at the base?

(+1)

Hai. I have a question. How can I restart the whole game, you know restart it to the begining

Developer

go to localappdata and delete everything in the sand_alpha folder. I'll add a proper way to do it one day.

I can't attach my switch to gates that require to be connected to switches

Developer

Wall gates or wood and stone gates? I'll look into it.

Wall gates

Developer

Odd. I tested it and it works in my game.. Is the switch powered? Can you send a screen shot?

This may be a sprite glitch but when Duke is riding a Llama I can see a body under it.

Developer

Ahh a ghost! I'll fix it.

in the playground mission one skelleton doesnt spawn

Developer

Do you know which one?

The last one or maybe it didnt count when i killed him

(+1)

Hi I'm back! Still know me? A high chance you don't, which is completely fine of course.
I've noticed another "bug", if you would call it one.

When staying on the main menu (where the title of the game and the start button resides), after awhile the sand particles of, well, a sand storm moving can still be seen. This takes place if you stay on the menu for over more then 10 seconds or so. 

While this may not be such a big problem/bug, in my opinion it doesn't feel nice when i notice it, which is entirely because of myself

Just wanted to put this out there, just decide for yourself if it's necessary to fix it or not.

Developer

Yeah I'll fix that. It is because the wind get generated before the game actually starts. I guess I never stay long enough on the main menu to have notice it! Thanks!

Of course I remember you, you made a video after all :)

(+1)

I sure did! Was fun creating one. I couldn't continue the series though, my PC crashed and 2 months later got a new laptop (a gaming one at that) which is far more better then my old pc. I plan to make another episode soon... on another map though xd

(+1)

In the playground i can't enter the room with chests, i did the puzzle but the door just makes the sound of it opening and then closing and i can't get in, also i got locked in the stone door in the entrance to the guy that sells stone in the Anchor Pale (is this how it's called?) just two problems i found now. I didn't play the game for a while and i can see many differences and new features now, many new things to do and to plan in my base, and i didn't press "e" 500 times in steven's farm, i held shift so i pressed it less times *image of a guy touching his own head* ^^

Developer

I'm on it!

Developer

So by the puzzle what exactly do you mean? The hidden switch is the only thing you need to flip and add wood to genny if it is dark.

Bed Bug

When it's day-time and I tap the E button when close to a bed, the animation of my character getting in the bed is there, but I'm not sleeping (because it's day-time). Also, when it's night-time and I try to sleep again (with the sleeping character still in the bed (not me)) then I can't sleep.

And if I want to fix that, I have to break the bed and make a new one.

Developer(+1)

Odd that is new to me.

And it is on the most recent version of the game

Goodluck finding it out.. this one is maybe a little bit challenging I think

Developer

and it happens everytime?

Yep, it happens everytime.

Developer(+1)

Maybe it could be I just need to check for the time of the day somewhere I forgot to (fingers crossed)

(1 edit)

A weird glitch, but I don't think this needs to be fixed, since it's not occurring anymore. Just wanted to add this, maybe it'll come in handy in the future, who knows

I can't get past the 26th task from E.D.I.E, he doesn't ever want to talk.

Developer(+1)

yes i am working on completing missions. I think that task is the last one in that mission line. It is an error because it should clear itself.

(1 edit)

I have been unable to continue the quest line after I got to Steven's ranch and did the younger Stevens job. I am only getting his replayable job and a starting out mission that says it is number 26 but I can't talk to E.D.I.E. even though that's what it says to do. I'll just restart the mission data and see if that works

Developer

See the post above

(1 edit)

I'm sure everyone has already mentioned to you the FPS problem in the game, and I have no idea how to retrieve the optimized fast version. I've navigated to the post that says you added it about 60 something days ago, but when I click on the download button the file name is still the same as the regular game, and before the optimized version was named just that, optimized or faster version or something. So I'm unsure of if you still provide a download for that, or if you just decided to change the name of this one to be the same as the original. Anyways, I wanted to say that the FPS problems IS pretty bad. Of course, on my system it is absolutely able to run decently without much of any lagging or skipping, but my FPS is still about 50. Now, the only reason that is a little shocking to me is because I am playing this game on gaming laptop called the Acer Predator Helios 300, I have 9th Gen Intel, NVIDIA GeForce 2060, with 2.8 GHz speeds (not overclocked), quad core, 8 logical processors, and 50 FPS for a lil' pixelated survival/exploration game? Seems kinda crazy. Also, my CPU and Memory are both at around 20% so my computer isn't failing or having a hard time keeping up at all, it's the game just being slow and laggy for... I don't know what reason. I'm sure you're maybe running a better computer since probably not even mine could actually MAKE games on it, but what I'm concerned about is all of the other folks who simply have average computers who would love to play your game. 

Raids are fun, but the only mobs I've come across are other people and snakes. Nothing else. Would be neat if skeletons raided just because it would be easier to complete that "Kill 20 skellies" mission. Also, my guards just straight up run out into the grey area where the enemies spawn and kill mostly all of them right there where I can't loot them. This has been a problem for a long time where mobs go outside the grey area and cause problems. The only way I have been able to loot the enemies is by calling everyone using the bell about 8 seconds before the raid starts, and they're all in this one place and it takes them time to actually travel over to the enemy and kill them. But even then a lot of enemies are still killed in the grey area, where you can't loot them. Maybe it's not that I haven't seen the roaches, but they're just getting killed so far out in the grey area that I don't see them. Not that it would matter because I wouldn't be able to loot them anyway. 

I'm still having trouble with the whole electricity aspect of the game. I have 5 electric wells and 4 solar panels with 12 small batteries in the vicinity and a transformer and relay, I have 3 electric wells connected to 1 manual switch and 2 connected to another manual switch (before I had all the wells connected to one switch, but that still didn't work either) and yes, both the switches are on, then after all of that didn't work, I added another transformer, disconnected the relay from the old transformer (which was connected to a bunch of other stuff as well) and instead gave the wells their own transformer and relay, and the wells still kept running out of power. They would work for a while, maybe 15 seconds, then all of them would turn off except for 1 or 2, and they'd keep going, then randomly the others would turn back on for a while, it's just a big cycle. I know you said you feel like you should write a tutorial for the electricity aspect of the game, and I absolutely definitely think you should. It just would be nice to know how many solar panels one needs to power one electric well. Some sort of UI for batteries might be neat, too, where you can actually see how full of charge they are, whether or not relays/transformers are at 100% electricity power, whether any electronics are at 100% electricity power, however, this part of the bug report mostly belongs in "Suggestions" but I guess I only came up with those suggestions because I ran across this problem.

When ever you go over to something like a sell/buy booth or tool bench or things like that, if the workers come near you in your vicinity to be close enough to bring up their UI, sometimes it overrides the UI you're already looking at, like for the tool bench, and that's kind of annoying. Also if your player is just standing somewhere and a worker comes up to you, they wont leave until you move out of their vicinity and I feel like that's counter productive because they could be doing other things, like the jobs I gave them, but instead they're stuck standing next to the player. Before we when we could take our old camp mates out on explorations, they'd sometimes loot enemies for us, but they don't do that after killing enemies after raids. Would be neat if they did, because that would probably solve the problem involving the player not being able to loot enemies in the grey area.

Chicken eggs still get pushed out past the livestock guard every time one of my workers opens the gate. I placed a livestock guard underneath the gate in the chicken pen because if I have JUST the livestock guard, the eggs just get pushed out all willy nilly. It's a little annoying having to track down all my chickens that end up hatching outside of the chicken pen.

Developer

I agree with all of these. What is your base score or could you send me your CAMP.ini? I should probably limit the amount of things people make. It isn't intended to have 1000 trees and 100 cows. You are meant to build more bases. I could fix this by capping the base score OR capping the things themselves. I think my new version has better frame rates so I'll push a build out today.

I make the campmates wait by you so you can change their jobs. I suppose the priority should be given to the current UI you are using. I'll see if I can fix that. I agree it is annoying.

Those darn chicken eggs... I swear I've 'fixed' that 10 times.

(+1)

My base score is 3309. It could be all the cows that are in my pen. That was back when the cows would breed all willy nilly. I could try killing a bunch of 'em and see if that brings my frame rates back up. I also have a TON of bonfires that I used to light up my entire home base so that I could see in the dark when the raids come (because the little drone guy only lights up the path behind you when you're moving, so you can't see anything in front of you). However, the frame rates were low before I did that. I did that because I was bored and wanted something productive to do. But I'm sure it didn't help. The animations of the flames on the bonfire might be a bit taxing, I don't know. I think it would be interesting to have a cap on things themselves. Where a base can only consist of a certain amount of walls, and that gives incentive to actually build the wagon and go somewhere else when the base you're at now is too small for what you want. Maybe you can only have a certain number of cows on a base, chickens, things like that. I think that would be a good idea. Good thinking!

I don't know what you want from my CAMPSTARTER.ini but it's hundreds of lines long, and I'm sure you don't want it slapped into this reply. I'd make a spoiler or attach the file but I don't know how/or if you can.

Developer

Try the new build and see if that improves the FPS some.

The problem with the power is simply that you need much more than for solar panels to power five wells. Each solar panel only generates about 1 or so power and each well takes up like 2 or 3 power. Maybe even more but i'd have to test it. I've never had a problem with the power since I made like 20 solar panels. Alsofor the raids and stuff you can simply sleep at night while its happening or before it happens and it doesn't affect the timer at all. That is also another weird thing to me is that basically the night time doesn't seem to be that big of a deal. I'll create a post on that.

(+1)

Hey when you get the chance you should test out rifles for how they work inside of buildings because at the moment I'm pretty sure that they don't work inside but I don't know if it's just on my side. Also the rifles don't damage cows or from what I've seen other animals as well

Developer

Rifles are working for me indoors

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