A few people have. It works, but you'll have to remap some controls to get it working comfortably. I don't have a steam deck myself so I haven't been able to work on any of the control stuff. Hope to one day soon!
A few people have. It works, but you'll have to remap some controls to get it working comfortably. I don't have a steam deck myself so I haven't been able to work on any of the control stuff. Hope to one day soon!
Thanks!
The guide link is linking to Steam redirect page instead of direct Github.
Fixed. Thanks for the heads up!
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:
Read more External link →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
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...
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.
Hey thanks!
There's no way to mark items as ignored yet. I've actually had this on my list of to-do's though. I think that would be a great addition. As well as some sort of 'pick this up now' tool.
You just need to designate the room on a tile. However, some of the room jobs might require a prop like a workbench.
Are you on the beta or production version? Does restarting the client fix the issue or does it persist?
I know there is a small issue on beta with this that I'm going to try to patch this week.
This is amazing! All great stuff!!
Thank you!
Transparency with the community is extremely important to me. That's why I want to let you all know that the price of Odd Realm will soon be going up from $10 USD to $15 USD in about a month. The game is currently on sale for 20% off to help players get the game at a lower price before I make this price change.
Now, I've always tried to keep the price of Odd Realm low for a few reasons but, namely, being an early access game, I wanted to make sure the price was fair to the consumer. If they're buying a half finished game, it should be half the price. That's why I started the price at $10, half of the $20 price that the 1.0 game will be. Now that we're getting very close to that 1.0 finish line, and there is a third race to play in the game, I feel it's time to raise the price to $15.
Normally, that content to price conversion wouldn't be on my mind and I'd keep the price low. However, a big part of raising the price now is that things are starting to get much mo...
Read more External link →Amazing work as always! Thank you for your continued dedication.
Thanks my friend! I appreciate that so much
Hello my friends!
There is lots to talk about for the new 0.11.0.0 version on beta so let's jump right in.
Ardyn Race
You can now select and play as the Ardyn!
Senectia
They are a completely different race from Humans in pretty much every way. The main difference being that they don't need food or water to survive. Instead, they age much faster than all the other races. For them, every hour is equivalent to one day of aging for normal entities. This means that they die of old age (Senectia - an aging disease unique to thei...
Can cows use ladders?
Yes!
You can kill neutral animals by issuing an attack order:
You can also build cages to capture them. Then use the capture job on the cage with the cow in it. That will add them to your settlement.