Odd Realm

Odd Realm Dev Tracker




03 Jul

Post
Hello!

I uploaded two patches at the end of the week, but was unable to put out an announcement at the time. Both patches are quite small, but provide some good fixes/features.

Namely, 0.11.0.2 provides extra modding features while 0.11.0.3 provides a couple fixes for critical bugs.

Also, I've uploaded a guide to the modding github page which explains how to get started making mods. I'm in the process of making a video tutorial as well. Additionally, I'm setting up the Steam Workshop page. I want to have both of these things ready this week.

If you'd like to take a look at the modding written guide, or download the modding project, you can find those here:

Modding Project & Guide[github.com]

Here are the notes for both patches:

0.11.0.2
-Feature: Mods can now rep... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Thanks for letting me know :)

02 Jul

Comment
    Sleipnir on Steam Forums - Thread - Direct
Do you mean Ancient settlers showing up to your settlement, like the settler wave Humans get? If so, they don't actually get those because their populations are so small. You should get the occasional one Ancient that shows up, but they are rare.
Comment
    Sleipnir on Steam Forums - Thread - Direct
You can find more Ancients underground, but they are a finite resource per map. If you find all the underground ancients, or you get unlucky and there are naturally none, you might have to migrate to a new tile.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Working on this one. Hope to have a hotfix out in the next day or so. Sorry about that!
Comment
    Sleipnir on Steam Forums - Thread - Direct
Ya, just another texture. No extra features.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Holding ctrl should show you the resources beside the container size

30 Jun

Hmmm, not sure why they'd stop working in your case. I have some questions to help zone in on the issue. Are you on the main version or beta? Are the jobs being created? Do you see little blueprints in the field? Are they red and have an error explaining why they can't start? What does the production window (K) show? Any red text with some sort of error message?

The most common cause of them not doing the jobs are that they have the required skill disabled, or they are too busy to do the jobs (doing something else).

Yes, arboretums are exactly like farms, but with trees. You need the Forester for that room, though. Or, at least, someone with the Forestry skill enabled.

Wood beams should block pathing just like walls. It's just a different texture, really.

That's a good tactic. Take advantage of it while I neglect its tuning xD

Comment
    Sleipnir on Steam Forums - Thread - Direct
You should be able to get the patch now. :)

Hey folks!

Thanks to those that have been reporting issues/bugs with the 0.11.0.0 beta. That is extremely helpful and appreciated.

One of the big issues was captured entities not eating/drinking. This was due to a bug and some unclear new behaviors relating to rooms. Namely, there is the behavior where captured entities won't eat/drink anything outside their designated rooms. I've added a toggle to all owner groups to enable/disable this behavior, even for entities outside the Captured faction. As well, I've added a second toggle to enable/disable the auto population of stockpile item settings based on occupant diet. This is handy to have stockpiles filled with foods your animals will eat/drink. There is also a new notification for when entities don't have their diet food in a room AND they are restricted to the room.

-Music: Audio levels have been balanced for all music.
-Music: Added in the last new track. All five new tracks are in the game now...

Read more External link →
Post
Hey folks!

Thanks to those that have been reporting issues/bugs with the 0.11.0.0 beta. That is extremely helpful and appreciated.

One of the big issues was captured entities not eating/drinking. This was due to a bug and some unclear new behaviors relating to rooms. Namely, there is the behavior where captured entities won't eat/drink anything outside their designated rooms. I've added a toggle to all owner groups to enable/disable this behavior, even for entities outside the Captured faction. As well, I've added a second toggle to enable/disable the auto population of stockpile item settings based on occupant diet. This is handy to have stockpiles filled with foods your animals will eat/drink. There is also a new notification for when entities don't have their diet food in a room AND they are restricted to the room.

-Music: Audio levels have been balanced for all music.
-Music: Added in the last new track. All five new tracks are in the game now.
-F... 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.

29 Jun

Originally posted by 555Cats555

The Ardyn are even worse with their years taking place in a single day although they can live forever in a sense...

That's right! They have super aging.

Thanks for the kind words! Really happy to see you enjoying the game. :)

As for the timescale difference, 1 Odd Realm year is 60 days. Each day on Odd Realm is like 1 Earth year. This is just because everything grows/ages much faster on Odd. So, if a Human is born on day 0 of the year, by the end they'll be 60 in terms of age. They would appear to be a 60 year old Human on Earth.