Odd Realm

Odd Realm Dev Tracker




23 Aug

Comment

Originally posted by unknownorigingames

Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.

Omg please. Monster relationships are ideal.


20 Aug

Thank you so much for the kind words. :)

I will add mod support but I wanted to get some other features completed first. Hopefully sooner than later. :D


19 Aug

Comment
    Sleipnir on Steam Forums - Thread - Direct
Ok. I'll change up the 'fall' check to keep them from dropping down. Good find!

18 Aug

Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.


17 Aug

Originally posted by DrKusachki

It's pretty hard to run out of ideas in this project, but if you'll manage to do it - I'm always here) Also, thank you for such a great game)

Thanks my friend. Ideas are always welcome. Really happy to hear you're enjoying the game too. :)

Originally posted by Dranwolf

Take your time man! This is a great game and really love it so much already! I know it’s going to be great once it’s totally complete! Keep it up we are totally supportive!

(I bought the game as soon as I saw the first five mins of gameplay on Nookrium!)

Thanks Dranwolf! Means a lot. :)


16 Aug

Hey fam!

Hope all is well with you amazing folks.

Just wanted to let everyone know that I won't be putting out any updates today. I'm currently working on a ton of stuff still and am nowhere near having a ready build.

This brings me to the topic of release schedules for builds and such. Up until now, I've generally tried to put out a new build each week with the alternating cadence of one week production, one week beta. I'm going to switch this to monthly themed production builds. Why the switch? Well, I'm finding it very difficult to complete bigger tasks within the two week window. I find I hurriedly put a feature in and push to the beta branch only to break things or to find out the feature was poorly designed. As well, I tend to lean towards working on smaller features out of fear of not being able to finish it within that time-frame. Aside from just being stressful, this often results in me having to scrap my weekend to put out hotfixes and, frank...

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Hey fam!

Hope all is well with you amazing folks.

Just wanted to let everyone know that I won't be putting out any updates today. I'm currently working on a ton of stuff still and am nowhere near having a ready build.

This brings me to the topic of release schedules for builds and such. Up until now, I've generally tried to put out a new build each week with the alternating cadence of one week production, one week beta. I'm going to switch this to monthly themed production builds. Why the switch? Well, I'm finding it very difficult to complete bigger tasks within the two week window. I find I hurriedly put a feature in and push to the beta branch only to break things or to find out the feature was poorly designed. As well, I tend to lean towards working on smaller features out of fear of not being able to finish it within that time-frame. Aside from just being stressful, this often results in me having to scrap my weekend to put out hotfixes and, frankly, it'... Read more

14 Aug

Originally posted by entrandir

Cool thanks! If you ever need some help or want to know more feel free to ask!

Thanks!

Originally posted by entrandir

It's awesome! Currently developing something like it on my own, your community work is quite inspiring :)

Last question. I did have a migrant wave once on easy, is this coded in than to happen once?

If you aren't near any towns, it should happen once. If you are near a human town, there might be more.

  1. Make sure you have bedrooms. Settlers won't have children without their companion living in the same room (which they will auto join as long as the room is big enough).
  2. Not yet. We are about to improve a lot of room quality stuff soon.
  3. Currently, it only decreases the time it takes to build things in workshops. Very soon it will do more.
  4. Settlers are supposed to go there and relax and eat. I believe it's not super popular with settlers right now. I'll be taking a look at it when I do the quality update.
  5. For the Humans, no. The Ancients have several.
  6. Great suggestion!
  7. Oh, they're actually supposed to. Sounds like a bug. I'll take a look. :)
  8. Not yet but planned!
  9. You could put a zone down there.
  10. There is not. :(

Regarding vein mining, I am about to change ore to spawn like that, but I'd also hold off until the beta branch changes are merged into the production branch. The beta branch ...

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Comment

Originally posted by entrandir

Thanks again!

My last suggestion; Either change hardmode to timed mode, or add a message popup that tells the user the run is going to end when the hermit is going to get old :)

That's a really good suggestion, I believe there was some discussion in the Discord not too long ago about this same issue. I know I for sure think you are correct. Thank you very much for you input! I hope I helped at least a little! And thank you so much for playing!

Comment

Originally posted by entrandir

Will they still move for ex; seeds to the seed storage if they are a farmer?

PS: Just to confirm, no other way of getting settlers besides breeding?

Well, I'm not sure how the inherent task of farming refers to carrying. I'll tag u/unknownorigingames for that. But if anything it's worth a try if you'd like to experiment.

As for settlers, breeding/ adoption are the only ways to gather new settlers.

Comment

Originally posted by entrandir

Hm Ok, might I add another suggestion than? only allow carrying for job specific tasks? I mine quite alot which the miners/stonemasons should take care of, but i think thats what keeps my entire colony busy than

I may be wrong, and correct me if I am, but I'm pretty sure you can mark individual's carry priority to empty and they'll never do it.

Comment

Originally posted by entrandir

It did thanks!

If i understand 1. correctly, there is no way to get settlers besides breeding? So the hard campaign has a deadline?

As of the breeding with free time, that would also explain why my tavern was empty :D Does the mood and quality of living also matter for breeding?

for 9. As there was a specific planting menu i expected the farm to just be a designation for keep up with the area. I have had multple times where my farm was bigger than the plants in there, but there were still seeds in the bins. Maybe im missing something there!

I believe QOL does matter for breeding a little, but mostly free time for anyone. If a couple is in a same sex relationship orphans will show up during the same period that breeding would take place.

The farm room should keep up with the area you have marked, unless the farmers are too busy to do so.

Comment

Let me see how much I can help you here!

  1. Settlers need down time to breed, if I'm not wrong, so having them work constantly will make this difficult. They also need bedrooms!

  2. I believe a room value tool is in the works.

  3. Room quality, I believe, is to increase the quality of living and mood for settlers.

  4. Tavern is sort of like how bedrooms work, it's somewhere for settlers to go on their downtime when they're not working. It's a place you can find your workers relaxing and enjoying themselves.

  5. If not right now, these are on their way in.

  6. This is planned I believe.

  7. Also planned.

  8. That is a really good idea, I'll mention it.

  9. The farming "room" should do that? If not, try resetting that location.

  10. Not yet, but that's a good suggestion.

And for your mining suggestion. Veins are best mined by those who are of a h...

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13 Aug

Comment
    Sleipnir on Steam Forums - Thread - Direct
You can set automated collect water tasks from the Workstation screen (H).

Fishing does not require you to reset. They will fish forever and catch fish as long as they exist in the water source. If they are stopping fishing, then that sounds like a bug. If so, send me your save file and I'll take a look.

12 Aug

Originally posted by DrKusachki

can we have saved storage loadouts (Like, no stone chunks if I store them in other building) and/or stone/sable bricks?

Great idea!

Originally posted by DragonEmperor92

QoL stuff you say? I'd like it if you make it so if I click on the idle villager count (top center hud) it cycles through my idlers? I do know there's a hotkey, but I kept trying to click it.

Also I've had some trouble with info text boxes going off screen in larger GUI size.

Also can all walls be climbed? I'd like that to be reconsidered. Or if there could be a '(wood/stone) fortress wall' that isn't climbable, maybe stronger and a little more expensive?

All walls can be climbed. Building an overhang (like an upside down L) will keep settlers from climbing. Or you can build a fence around the top of the wall.

Thanks for the suggestions!