Odd Realm

Odd Realm Dev Tracker




07 Jul

Originally posted by Hagisman

It does become a problem if it becomes wood, fiber, or stone. As they'll prioritize the one in the water and I cannot get to that underground cave.

Agreed. I believe I have a fix coming in for this sort of thing in the next patch.

Comment
    Sleipnir on Steam Forums - Thread - Direct
In beta, there is no gde_data.txt file anymore. JSON data formatting has been completely removed and replaced with scriptable objects and the modding project on git.

They probably don't see the txt file and you do, @Love, because they are on beta and you're not?
Comment
    Sleipnir on Steam Forums - Thread - Direct
Daaang. Nice work! I believe they've always dropped arcane dust? I could be losing my marbles, though.

Originally posted by Hagisman

Sent. It might be the props? If I do a 5x5 of containers they cannot access it? Correct?

Just sent you a reply to the email, but, in case others have a similar issue, they are not able to reach a bunch of items that are at the bottom of a lake in a cave. You just need to build some ladders to let the settlers reach those items and then you'll stop getting that notification.

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thanks for the feedback! I'll try to add something in there. :)

Originally posted by panupatc

I do get this error popping up repeatedly when at least 1 entity gets stuck too. On roof or sometimes inside a wall.

I mean, that's expected, though. The point of the notification is to tell you they can't reach something, so in this case, that's good to know as the player.

Originally posted by tracinglifesmoments

I don't know if there's any other way, I just built a bunch of traps around my farm since they always tend to hang around there

You are correct! That's currently the only way.

You can build cages to capture the wild animals. They can get caught by them when walking over them. You can also bait the cage with their dietary items to lure them. You just need to put a stockpile room on the cage and assign the required items.

Once an animal is in the cage, you can assign the capture job to it. There's a chance they will become hostile when doing this, so fair warning.

I'm going to add a hunting/trapping room soon to automate a lot of this stuff.

I've noticed this for a couple players that had accidentally blocked off items in inaccessible containers. Because props are pathing obstructions now, it's easy to build containers and block off items. Sounds like this isn't the case for you, but worth a check. When you click the notification, where does it take you? Does it take you to an item that's in the same room/pathing area as the entity trying to do the job?

I'd love to take a look at the save to help put out a fix for the issue. You can follow these steps to send me your save:

...

Read more
Comment
    Sleipnir on Steam Forums - Thread - Direct
The Ancients are much easier than the other races to get established quickly. However, they face some extra difficulties regarding hostile factions that hunt them.

You can combat this by unlocking summons (a unique Ancient research option in the saga window) to have Void Woken and Void Imps fight for you. The only trick to getting a ton of summons is setting up your transmutation chamber. This is the room which will convert resources into void shards, which you'll need to summon more minions.

Hope that helps!

06 Jul

Comment
    Sleipnir on Steam Forums - Thread - Direct
There are a couple things that might be causing it from being built:
-The person to build it can't reach it. They aren't in the same pathing area as the well. Is the well placed in the air?
-The required items are missing.
-The required skill isn't enabled for any of the settlers.

Let me know if you're still having trouble after trying these.

Originally posted by panupatc

Thank you for the update.

Question about stockpile room. Will ppl not part of owner carry items to them? Curious because in case of Ancients, all summons would have carry job enable and would be a waste if those free to carry wouldn't do so without being owner?

That’s right. However, the summons should automatically join stockpile rooms unless you manually prohibit captured entities from joining the room.

Originally posted by lenznet

Great game, thanks for your time and effort in making it.

Thank you!

Comment
    Sleipnir on Steam Forums - Thread - Direct
0.11.0.4 has a ton of fixes for this. Please check it out and let me know if your issues persist.

Thank you!
Comment
    Sleipnir on Steam Forums - Thread - Direct
Hey!

Just wanted to let you know that I've uploaded 0.11.0.4 to the beta branch. This has a fix for the issue you experienced. Thank you for letting me know about it. If you encounter anything else, or it persists, please let me know.

Cheers!

Heyo,

I've uploaded a patch to the beta branch with tons of fixes, especially for eat/drink bugs, and a nasty load issue which kept items from loading properly.

Here are the notes:

-Bug Fix: Entities would get stuck in single open block point. Now, they will snap to the closest entity to get unstuck.
-Bug Fix/Performance Improvement: Where entities were searching additional blocks for a job candidate when they already had one.
-Bug Fix: Certain scenarios weren't activating because they couldn't find the right tag for a previously created entity.
-Bug Fix: Stale room jobs (ones that have been sitting around for a long period of time without starting) were not properly being removed from a room. This would cause multiple jobs to stack forever.
-Bug Fix: A null reference would occur (in the entity WorkState) when an item search processed in the background, then the active job was cleared, then the job finished to reference the cleared ...

Read more External link →
Post
Heyo,

I've uploaded a patch to the beta branch with tons of fixes, especially for eat/drink bugs, and a nasty load issue which kept items from loading properly.

Here are the notes:

-Bug Fix: Entities would get stuck in single open block point. Now, they will snap to the closest entity to get unstuck.
-Bug Fix/Performance Improvement: Where entities were searching additional blocks for a job candidate when they already had one.
-Bug Fix: Certain scenarios weren't activating because they couldn't find the right tag for a previously created entity.
-Bug Fix: Stale room jobs (ones that have been sitting around for a long period of time without starting) were not properly being removed from a room. This would cause multiple jobs to stack forever.
-Bug Fix: A null reference would occur (in the entity WorkState) when an item search processed in the background, then the active job was cleared, then the job finished to reference the cleared job.
-... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.