unknownorigingames

unknownorigingames



13 Jul

Originally posted by lastchansen

I bought the game when it first appeared on Steam and didn't spend much time with it. A few days ago I saw splattercatgaming doing a video about it and gave the game another try yesterday. I'm so impressed with the progress :D It's so incredible how much have changed and improved.

There's still a few things I couldn't understand but overall this is already a great game and it's amazing to see you are still hammering away on it :D You rock, sir.

Thanks for saying that! That's great to read this morning. :)


12 Jul

Originally posted by tracinglifesmoments

Holy guacamole I had no clue about the steam key, I'll definitely have to search for that. Guess I'll be buying the game for my friends instead. They too shall become as addicted as I am

Aw that’s very sweet. Thank you!

Originally posted by tracinglifesmoments

Thank you so much for such a great game! I bought it originally from ichio but I can't wait to buy it for steam too

Thanks for all the support! I appreciate you. :)

Oh, and just so ya know, the itch version should come with a steam key you can claim.


11 Jul

Happy Monday everyone!

Here's another stability patch with a bunch of fixes and some tuning changes. I also have some modding fixes in the works, but they aren't quite ready. As well, I'm currently setting up the Workshop steam page. It involves some SDK setup, so it's taking a tad bit longer than expected. I'll keep you posted about that.

This patch really focus fires on some stockpile bugs. Hope that is starting to feel better for most people. Let me know if you continue to get any stockpile weirdness.

Here are the notes:

-Modding: Replaced the JSON data field for scenario actions in GDEScenariosData with c# data classes.
-Bug Fix: Scenario entities would spawn with incorrect appearance and age.
-Bug Fix: Entities would get stuck trying to eat/drink/gather items that were inaccessible from the entity's position.
-Bug Fix: Updated the chicken race portrait to match the entity portraits.
-Bug Fix: Entities were not moving ...

Read more External link →

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.

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.

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

06 Jul

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!

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 →

05 Jul

I was not aware of this. It sounds like a bug to me. I'm going to investigate to see what might be causing the issue. Thanks for letting me know.

You playing the beta? Should be fixed in beta and will be coming to mainline soon

Originally posted by 555Cats555

Oh this is cool! This is the creature important to the Ardyn right?

Close! They worship a giant slug haha


04 Jul

Originally posted by tracinglifesmoments

Holy cow, really? Every new thing I learn about this game is super awesome with how everything is managed.

Haha ya there are lots of little features hidden around the game. I find it hard to make them all known xD

“Hunters often assume the Stygian Moth is most vulnerable in its larval stage. That’s only because none have lived to tell otherwise.”

Originally posted by tracinglifesmoments

Looks really neat so far. I always struggle with having all of my stuff just sitting outside on the ground.

There’s a setting in stockpiles to disallow items on floors