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About waveclaw

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  1. meteor storm disasters As a kind of disaster could the game implement meteor storms? Not necessarily a giant bolder of death but a rain of small rocks. Possibly localized to part of the planet or one side. It could service to hurt Nuggets, damage buildings and replenish the stones on the grounds. It doesn't have to set the forest or grasses on fire like in some games (Total Annihilation, for example.) On that topic, a ring of debris that randomly drops stuff onto the planet might be a tough challenge world to start on. But highly rewarding once you could mine the orbital resources.
  2. It would be nice to know when wells are bellow 10% water level. And again at 0%. I should be checking those regularly anyway. But it can get lost in the spam of Nugget build this or Someone hurt himself on that.
  3. It would be interesting to see if the stone huts get replaced with mobile structures in some cases. If Nuggets build close to their work how would they pickup and move to the new location? Turn the Hut into a wagon, perhaps? Of course, if you never change worker allocations and destroy old buildings then hut positioning based on distant to work might function to move the population. Over time new Nuggets would build in the old area. The old Huts usually need to be destroyed anyway until the 'claim empty Hut' bugs are fixed. Combined with the idea of building near work this creates a semi-mobile civilization. Slowly draining the world's water and chopping down all the trees as they move. The Stone Huts actually build in a predictable manner. They spiral out from the Evolution Tower with irregular spacing. Some locations are filtered out, but often not. Given enough space around the Evolution Tower two or three rings of Huts will have sprung up by the time 50-60 Nuggets are married. I would still prefer that the game require the player to place these buildings. That way the player could opt for alternative buildings like apartment complexes or even upgrade the in the future. Make the player choose to screw up the building layout, not the game.
  4. Orbital Rings

    Orbital Rings I am not sure if this is a bug of a feature. Things don't really "orbit" since orbital mechanics are not in the game, yet. But items dropped into place high enough just hang there. But if you get tired of trying to keep Nuggets alive you can build an orbital ring with rocks and trees (and Nugget corpses) around the planet. The trees not only spin in place but also change color with the season. Running into both trees and flying rocks will break the 'window pane' of the view into the game just like colliding with a mountain. Version of the current build: ALPHA V. Operating System: Linux (openSuSE 42.2 Leap) Module: Mechanisms, Graphics Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 Brief BUG/Glitch Description: objects released far enough from planet 'hover' in place How do you replicate this issue EXACTLY (Required!): 1. pickup a tree, a rock or a Nugget corpse 2. fly away from the planet 3. release (not toss) object Expect object to fall back to the planet. Observe that the object spins in place. Objects tossed even lightly may travel ballistically around the planet and land somewhere. Nugget corpses let go too near the planet will slowly drift down to the ground.
  5. Patch 18: Lizard Candy - My Feedback

    I find that being very picky with what planet to accept, even more picky about picking a starting location can get you to 90+ with little work. I just can't keep that number of Nuggets going for long. I certainly haven't been able to do any upgrades with the tiny trickle of processed stone and wood the factories output. Firstly, don't accept planets without at least one, preferably three or more, deep lakes. You want long, deep lakes so you can throw a lot of pumps on them without thinking. Good shorelines that aren't all curvy or covered in mountains are helped by the lakes being long. Just be aware that the pathing AI picks resources for generic harvesting based on distance from the evolution tower, not from the harvesting Nugget. This means that a juicy tree on the other side of a large lake may cause Nuggets to suicide walk across a quarter of the globe for 2 wood. You get up to 8 farms so you know that you always want a large space around the tower for the constant Stone Hut spam. However, at six eateries you're probably wasting food. I would not be surprised if a lot ended up stuck uncooked in eateries. Nuggets are happy to eat raw food from fisheries, warehouses, bushes and sitting in a farm. But it the food is in a bunker or eatery it is out of reach. This means your cooking nuggets can get stuck walking from fishery to fishery trying to feed themselves instead of cooking more food. Since the AI is too stupid to know that the resource was consumed you will end up with caravans of hungry Nuggets walking from empty building to empty building instead of working. I find that building forest or desert farms are a must. The Malina and Plum resource are low frequency but high quantity dumps. This means that the eateries cannot absorb all the food, locking it away from use until cooked by Nuggets more interested in getting a Massage than frying fish. One good trick to remember is to rotate the Doctor out for a patient. An injured doctor automatically heals on their own. This can save an almost dead Nugget. It's also essential when you are super low on herbs and have a large backlog of injured Nuggets to process. While you might not care that an 80 season old laborer falls over dead from injury, losing one of a breeding pair after a major die back can hamper or prevent a bounce back. Double so if they were the farmer and a crop is about to spoil. Finally: save scum. A lot. Use your saved games. Your first play-through will teach you how the area you picked worked. It will be very helpful for figuring out where to put things or what resources to 'Divine Power' harvest to help out. At the least you get a different random set of perks that can make or break the mid-game. I've had games from the same save that barely hit 50 before dying out. The same save with a little different building strategy easily hit 92.
  6. Version of the current build: ALPHA V. Operating System: Linux (openSuSE 42.2 Leap) Module: Mechanisms, Graphics and AI Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 Brief BUG/Glitch Description: game built Stone Hut in front of Engineering Hut, nuggets leaving hut to repair started flying . How do you replicate this issue EXACTLY (Required!): place a building such that the automatic placement process will put a building in front of your placed building. Once Stone Hut is built any Nugget walking into or out of your building or the Stone Hut will fly. See the auto2.gz saved game and Player.log. There are 80 Nuggets in this save. It will take a long time to load. A Stone Hut is being built right in front of an Engineers next to the shallow lake. All the building Nuggets are flying. Fortunately you can pickup a flying Nugget and drop them on the ground to stop the flying. During wind storms the flying Nuggets will form a huge line above the bunkers making this easy to do en mass. Nuggets going bellow the surface has been happening at least since 0.0.13. That seemed to have something to do with the seams in the world model. The subterranean Nuggets usually happened when an Engineer or someone seeking to harvest a resource walked through a corrupted map chunk. The mountains were a particular problem as the skirts around them broke pathing, building placement and caused Nuggets to go under the ground. With 0.17.7468 I've noticed an increase in graphical problems with the planet model. Sometimes trees models are stretched out as it one or more points on the model was placed far away from the rest of the points on the polygons. Some lakes are split in the middle and do not line up. Nuggets walking through these model areas start flying or go underground. This indicates something wrong with the model. The glitches can go away when the seasons change, too. (The affected Nuggets continue to fly.) Stone Huts can be a major source of flying Nuggets. For the last few runs I have noticed that the build placement planner puts Stone Huts in bad locations. On top of Engineer Huts. Attached to the side of the new Amusement buildings. When this is done any Nugget exiting the building through the Stone Hut side immediately begins flying. Why the game designers don't let us place Huts is still confusing. Any automatic planner is going to make terrible decisions. At least let the player make the mistakes. I feel powerless in the face of bad Huts that get setup somewhere. If I destroy one in a particularly bad spot the game immediately sprouts another build job, eating up resources and precious Nugget time. I also had a world with a very shallow lake in the middle of a desert. When Nuggets starting bumping up against the lake to walk to things on the other side they would fly a lot. Sometimes flying Nuggets like Engineers cannot do their tasks. They 'fly' over to the location to do the task and the task never starts. And dead flying Nuggets randomly continue to float. Player.log.gz auto2.gz
  7. Total AI Crash

    I notice in the video you build close to the mountains. You can crash the AI like this building any building, not just the Dew Forecaster, that way. Typically I experience this if I build too close to a seam in the world or near a mountain. There are lots of pathing problems near the graphical seam glitches in the planet model. However, Mountains mess with Nugget pathing for most jobs. Build a reservoir near the foot of a mountain. The AI may switch all Nuggets to deliver resources. Then after all resources are delivered the Nuggets all stand around. The Nuggets either twitch in place or get icons for delivering more resources then stand still. None of the buildings ever get built. Nuggets can starve or die of thirst this way. Not only does the reservoir under construction need to be destroyed but also one or more Nugget may have to die to 'unstick' the AI. Build an eatery near the foot of a mountain. If it gets built the 'entry way' might be too close to the mountain. Nuggets will pile up near the eatery. Either twitching like in this video or constantly pacing back and forth. Destroying the eatery and picking up then dropping each of the pacing or twitching Nuggets seems to reset their AI. Build a cemetery on a plain far from a mountain. Toss a corpse up near the foot of a mountain. When the gravedigger goes to fetch that Nugget corpse the pathing AI can break. Sometimes the breaking of the gravedigger will break AI for all Nuggets at the same time. Tossing the gravedigger into space usually fixes the AI. The best part is that Nuggets pathing around mountains for resources can actually walk 'under' the ground or get stuck at the foot of those mountains. They can do that if they walk over a seam in the planet model, too. Because of this I build away from mountains now and reject planets with lots of seams.
  8. Crash after Nugget corpse stuck underground Pickup of Nugget fails so Nugget corpse becomes invisible or hidden by ground then game crashes. Version of the current build: (V. Operating System Linux: (openSuSE 42.2 Leap) Brief BUG/Glitch Description: after picking up a corpse use the mouse to look around. If the corpse goes too far below the ground level it disappears. . How do you replicate this issue EXACTLY (Required!): 1. Pickup Nugget corpse with God Hand 3. Look around 4. Pass the Nugget corpse through the ground while panning around 5. Observe Nugget corpse is missing 6. Game will crash after a few seconds Repeated this exact behavior three times with different maps and saves. Module: Visual, Mechanics, Crash Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 OS: openSuSE Linux 42.2 (Leap); KDE Plasma Desktop 5; Kernel 4.4.73-18.17-default; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66_k4.4.27_2 Last lines of Player.log from death of the Nugget to the crash (Full log is 1.4Mb uncompressed): Player.log.zip
  9. Stuck Dead Nuggets generate Infection Areas Version of the current build: (V. Operating System Linux (openSuSE 42.2 Leap) Brief BUG/Glitch Description: some nuggets leave behind 'ghost' corpses that generate infection areas . How do you replicate this issue EXACTLY (Required!): 1. Have a Nugget die while climbing the Weather Tower or inside a Stone Hut. 2. Pickup Nugget corpse with God Hand (optionally: throw corpse somewhere) 3. Observe that a "ghost" (model without texture) Nugget is left behind. 4. Observe that the ghost Nugget generates an infection area 5. These ghost Nuggets are never picked up by the Gravedigger but trigger a cycle of 'Pickup Corpse' followed by failure and return of the Gravedigger to the Cemetery building with nothing. These cause serious issues with gameplay when they are in high traffic areas. Module: Visual, Mechanics Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 OS: openSuSE Linux 42.2 (Leap); KDE Plasma Desktop 5; Kernel 4.4.73-18.17-default; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66_k4.4.27_2
  10. Current bugs. v17

    This has been going on at least since V0.14. I did not see it in V0.12. There are still cases where nuggets die doing jobs. Engineers repairing buildings get stuck dead upright. Fisher Nuggets gutting fish die in place leaving rot spots where their replacement has to go. I did have one Nugget die in a boat out fishing. They ended up 'somewhere' in the lake and any new Nugget fishing on that lake automatically got infected. Sometimes this gets so bad that Nuggets do not get replaced at their job. I have seen Nuggets with the task Dead installed as the farmer or gravedigger. In V0.16 if you picked up a Nugget going to a construction they would scoot along the ground to the building while waving their little stone hammer. It seems to be fixed in the second upgrade for V0.17. I do still see predictable pathing problems with buildings that cause 'can-can' like behavior. Building near mountains is particularly bad about locking up Nugget pathing AI.

    You should also see this VERSION on the launcher: This Title Splash Page is still has (c) 2016. At least for the Linux launcher.
  12. v16 Hotfix Bugs

    I can run 33-34 Nuggets but the game starts pausing to do something every few minutes. The engineers can get overwhelmed but don't seem to completely break down anymore. You can even spread the town out a bit with the current Nugget speed. Some of the bugs I reported: You can throw a Nugget corpse hard enough that it gets stuck into the planet. This breaks the gravedigger AI. So bad that the incident I reported had an indestructible cemetery with an immortal gravedigger stuck in the middle just 'walking' to nowhere in place with her corpse cart. I had the entire AI stop working because nobody could feed a stuck corpse into a Funeral Pyre. I also experienced the fun of upgrading a maxed out eatery and losing all that raw and cooked food. I've also seen that the storage buildings won't take the processed materials. I have to have something demanding them to flush the finished products out of the buildings. Otherwise the Nuggets assigned to work each refinery just sit idle. I get interesting errors in Player.log for that. These look like the generic errors that have been around since v0.0.12 Cheesecake when someone "over supports" a structure being built. <color=#ffbf00ff>NuggetRequestBringResourceAction: Could not add resources to storage. This should not usually happen. Some resources were lost. Stone 5/4 [BuildingActor: Warehouse, Level 0]</color> <color=#ffbf00ff>NuggetRequestBringResourceAction: Could not add resources to storage. This should not usually happen. Some resources were lost. Wood 4/4 [BuildingActor: WoodRefinery, Level 0]</color> Nuggets also seem to switch to 'Doing Nothing' a lot again. Sometimes they get the 'Doing Nothing' status while eating or going to eat. Might be a display problem, probably an AI state problem. The Stone Biome is just as hard to find as ever. Maybe one planet in 10 will have a small one. But you can get planets that are almost solid desert now. Nuggets scan still die inside buildings and be impossible to get out. Dead nuggets continue to build or repair things. Sometimes they even remain standing in their own growing infection area. Picking up a Nugget that died while carrying anything generates a bunch of free harvested resources of that type. I built an entire Stone Refinery off the 6 stacks of stone that popped out of a single dead nugget. Corpses are still checked it they enter their own or another dead Nugget's infected area. Dropping a corpse on a pile results in a flood of infected area message. Player.log contains some suspect entries for this: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at Game.Displays.Nuggets.InfectedAreaDisplay.OnInitialize (Game.Actors.Actor actor) [0x00000] in <filename unknown>:0 at Game.Actors.Actor.Initialize () [0x00000] in <filename unknown>:0 at Game.Displays.Nuggets.InfectedAreaManager.AddNuggetInfection (Game.Actors.Pawns.NuggetActor nugget, Single DiseaseAreaStartAt) [0x00000] in <filename unknown>:0 at Game.Actors.Settlement.SettlementController.DropTransportedNugget (Game.Actors.Pawns.NuggetActor nugget) [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.GraveyardActor.RemoveNugget (Game.Actors.Pawns.NuggetActor nuggetActor) [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.BuildingActor.OnDestroyed () [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.GraveyardActor.OnDestroyed () [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.BuildingActor.DemolishBuilding () [0x00000] in <filename unknown>:0 at Game.UI.CemeteryPanel.DemolishConfirmed () [0x00000] in <filename unknown>:0 at Game.UI.MessageBoxPanel+<AddListenerToButton>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) Xihu entered infected area Of course, I had a mystery infected area, too on a couple runs. No dead bodies, just black ooze. Nuggets walking through that cause a repeated error that looks exactly like a dropped Corpse error: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at Game.Displays.Nuggets.InfectedAreaDisplay.OnInitialize (Game.Actors.Actor actor) [0x00000] in <filename unknown>:0 at Game.Actors.Actor.Initialize () [0x00000] in <filename unknown>:0 at Game.Displays.Nuggets.InfectedAreaManager.AddNuggetInfection (Game.Actors.Pawns.NuggetActor nugget, Single DiseaseAreaStartAt) [0x00000] in <filename unknown>:0 at Game.Actors.Settlement.SettlementController.DropTransportedNugget (Game.Actors.Pawns.NuggetActor nugget) [0x00000] in <filename unknown>:0 at Game.Displays.Pawns.NuggetPicker.DropCorps () [0x00000] in <filename unknown>:0 at Game.Displays.Pawns.NuggetPicker.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Hemmbu entered infected area
  13. Linux launcher and updater

    Between v0.0.15 and v0.0.16 Crytivo have updated their Unity3D directory. When I original ran the Linux client prior to v0.0.16 it created the directory $HOME/.config/unity3d/Crytivo Games Inc. In v0.0.16 the client creates the new directory $HOME/.config/unity3d/Crytivo Games Inc_ Notice that one ends in a period while the other ends in an underscore. This new directory may have new settings that do not work for me. I backed up the new directory and renamed my old directory to swap between them. cd $HOME/.confg/unity3d mv 'Crytivo Games Inc_' 'Crytivo Games Inc_.bad' cp -rp 'Crytivo Games Inc.' 'Crytivo Games Inc_' I do assume you have the pre-v16 directory still lying around. If you want to keep your new directory can you try this file Graphics Settings file? https://gist.github.com/waveclaw/226acfbea10a5de5f93fdbd45c4c3133 Just backup the $HOME/.config/unity3d/Crytivo Games Inc_/GraphicsSettings.xml file and replace it with the contents from that Gist. These settings forces the application to start in Windowed mode. You will have to resize the window created once to force the 2D User Interface to draw correctly. If that doesn't work, I can create and post a minimal-everything-setting version of TheUniversim.Settings.json, too.
  14. Linux launcher and updater

    Greendq, I realize that Crytivo are in this for the money at the end of the day. But if you want to bring up numbers, PC gamers are a drop in the bucket compared to Android Linux gamers on Smart Phones. There are just so many smart phones in the target income market for a game like The Universim. And most of them run Linux with a Dalvik and ART user spaces. Just look at America: 77% adult smartphone ownership verse 74% desktop ownership (source: Pew Research http://www.pewinternet.org/2015/10/29/the-demographics-of-device-ownership/). I doubt most those desktops could run a game like The Universim at all. Frankly, I'm just happy people are still developing games for the PC market. A Farmville-on-the-phone clone can earn AAA profits on C-quality work. Something like The Universim is a really nice piece of interactive artwork. Even in the Alpha this game has already more content than some of the phone trinkets that mint one-shot millionaires every year. And that content can take upwards of tens of millions in cash just to create, let alone polish, perfect and deliver. But, still, I play exclusively on Linux. And I pay for this privilege. I don't like wasting time rebooting into Windows. I make too much money to waste my time like that. Frankly, I'd rather pull up a console and a TV with a game instead of deal with logging out of my desktop session. I've had desktop session last 18-20 months. I've got virtual desktops with projects involving 6-7 applications. I might even have a GPU running a render for a week. And yes, you can game just fine that way on Linux. Plus, because of that packaging stuff I talked about, patching Linux systems usually doesn't require a reboot or even a logout. Mostly you just restart one or two apps. But I do tire of running badly performing (Blizzard) games through Wine. There is a flood of B-quality Steam games out there. So many are not worth even the developer's time. More than a few which the Humble Bundles left to rot on my Steam menu. You don't get quality like The Universim very often. Linux will never have a large market based on games. You only get that when you get exclusives. Microsoft knew that when they bought Bungie and made Halo for the X-box only. If you were around then you recall that Halo, like almost all first-person shooters, also had Linux ports. This was largely thanks to ID Software and their impact on the market at the time. Microsoft closed that off and killed Linux gaming for a decade. Exclusives are powerful. People don't game on Windows to run Windows. They game on it because their games run on it. (And because almost 100% of the time, someone else set their computer up for them.) Being able to also play The Universim on LInux means I do not have to play that exclusives game. I get my choice. Crytivo gets another sale. Crytivo probably won't make as much money in its lifetime as Nintendo made in profits from selling the Switch. And so many people really only bought the Switch to play Zelda, which is still available for the older Wii U. Larger game companies would wet themselves over numbers like that (source: http://fortune.com/2017/04/27/nintendo-switch-profits/.) So hopefully the game sells well enough, Linux and Mac and Windows, to justify all this work. I'm sad you feel that way, Greendq. This is why I offered community support. This is also why I paid so much to get into the Alpha: I put my money (and my time) where my mouth is. I think you'll find more hardware issues than software if the correct tools are used. So I will continue to test as I can on Linux. I will continue to play as I can on Linux. I will continue to support the community as I can on Linux. But if and when Crytivo no longer wants my kind to play their games let me know and I shall leave. But I will say it's been a fun ride so far. Massive piles of dead Nuggets and all. Your work is appreciated. Thank You for supporting Linux.
  15. Linux launcher and updater

    I donated on the website only because there is a Linux client. No I don't want the ugly arsed dino badge, thank you. I missed the sweet kickstarter badges since I didn't find out about the game until the KS campaign was already over. The Universim uses the Unity engine which builds for most popular targets. I Alpha test on openSUSE 42.2 on an Intel i6 with two SLI'd EVGA 970s. My rig was quite nice for the 2015-2016 timeframe. It's also not that bad of a bitcoin miner. I'm willing to bet I'm the only openSuSE testing Crytivo has. (And I'd love to be wrong.) SuSE is known to have a very well developed mono environment. What Linux distribution do you use, Nieke? (cat /etc/*release to find out.) What graphics cards? (Use /sbin/lspci if it is installed or /usr/sbin/dmidecode.) Do you use Free/Open Source only drivers or do you use proprietary binary-blob drivers for your graphics? (/usr/bin/glxinfo | grep render) Can you try one of the Unity demos and see if those work on your system? (https://unity3d.com/unity/demos)