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Author Topic: Outer Colony  (Read 66043 times)

Asgarus

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Re: Outer Colony
« Reply #75 on: September 06, 2017, 09:32:33 am »

Zangi, have you checked the "Prison Order" checkbox by accident? That's what happened to me once and it took my ages to find out what the problem was.
You could also try to stop jobs missing materials for example. I also had people getting stuck running back and forth between two tiles while following the job to place something at a whole other position. Stopping the job fixes that. (I should document that next time it happens...)

If you are underground, be aware that there are no floors between layers like in Dwarf Fortress.
If you dig at 94 for example, you dig away the floor for 95.
I only set up the two big light buildings in the beginning now and go for proper buildings as soon as possible.

Ollo, Zangi was talking about the light (as in "not heavy") structures you start with. You can place those with the purple icon button in the building tool.

I never had any collapses happen to me, Tchey, but that might be something worth testing ;)
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The Scout

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Re: Outer Colony
« Reply #76 on: September 06, 2017, 02:49:35 pm »

After shooting a snail and some sort of fish, I butchered them. Products were delivered to the stockpile as promised, but I was left with 2 'corpses'. I can make orders to butcher them but they eventually terminate without touching the body. I've had to make a cemetery and create graves for every fish I kill and butcher, otherwise my colony gets pissed there are corpses.
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se5a

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Re: Outer Colony
« Reply #77 on: September 06, 2017, 03:13:24 pm »

We do have two Linux users right now, including Tchey, but it requires a bit of Java expertise to run at the moment. As you've seen, there is no installer / auto-updater for Linux presently. You can download the executable .jar for Outer Colony at this link:

http://outercolony.com/beta/OuterColony.jar

Then make sure you've installed Java 1.8, at least update 101 and making sure you have a 64 bit version. Then from the command line, you can run Outer Colony with the following, once you've changed directories to the one containing OuterColony.jar:

java -jar OuterColony.jar -Xmx8192M


I gave this a go, but I'm getting:
"Error: Could not find or load main class com.voyagergames.tfr.TFRApplication"

I had a bit of fun looking around and learned a few things about how java does things, figured out what the -Xmx does, and more importantly found the MANAFEST file, I can see it setting the path to the class it's looking for and I can see the class in the jar file, looks good, can't see any obvious spelling or capitalization problems. but it can't seem to find it when I run. stumped.
« Last Edit: September 06, 2017, 04:14:52 pm by se5a »
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Zangi

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Re: Outer Colony
« Reply #78 on: September 06, 2017, 04:41:28 pm »

I've got like 5 people with the exact same first and last names.  ...  Oh there is a batch of 6 with same first/last names... and another 5 here... and another 4 there...


And I cannot for the life of me figure out why I my bureaucrats still won't do their bureaucrating.  Is it cause they arn't supposed to be soldiers?
Office Space designated inside an underground 5x5 light shack.   8 pairs of table/chairs.  The place is set to be communal.  Has power running to it.  Halp.
« Last Edit: September 06, 2017, 04:43:53 pm by Zangi »
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Asgarus

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Re: Outer Colony
« Reply #79 on: September 07, 2017, 07:54:44 am »

I've got like 5 people with the exact same first and last names.  ...  Oh there is a batch of 6 with same first/last names... and another 5 here... and another 4 there...

Yeah I noticed that, too. Sam is gonna adjust it at some point. I suggested to add a remark in the room assignment list for persons requesting a room and he added that in the _51 version.

No idea why your bureaucrats won't work, though.

What was the problem with the light building? (You seem to have been able to place one now)
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Zangi

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Re: Outer Colony
« Reply #80 on: September 07, 2017, 10:55:30 am »

What was the problem with the light building? (You seem to have been able to place one now)
Its purely random where I can and cannot place it.  It goes against my aesthetic sense to tear down the natural walls, plus it takes 200 materials per floor/wall piece.

I tried building rooms by doing individual floors/doors.... but it just seemed to have blocked access to the places beyond.  Pathfinding for that seems to be voodoo/broken.
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Asgarus

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Re: Outer Colony
« Reply #81 on: September 07, 2017, 11:53:19 am »

What was the problem with the light building? (You seem to have been able to place one now)
Its purely random where I can and cannot place it.  It goes against my aesthetic sense to tear down the natural walls, plus it takes 200 materials per floor/wall piece.

I tried building rooms by doing individual floors/doors.... but it just seemed to have blocked access to the places beyond.  Pathfinding for that seems to be voodoo/broken.

I think you are doing something wrong then. I have no problems at all with building rooms. You need 3 layers for a proper room.
3roof
2room (surrounding walls, beds, lamps, etc)
1floor
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Zangi

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Re: Outer Colony
« Reply #82 on: September 07, 2017, 11:55:27 am »

That applies to underground also?  How does that work if I want multiple floors / a tower?
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Shooer

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Re: Outer Colony
« Reply #83 on: September 07, 2017, 12:27:14 pm »

Everything you place takes up the Z level it's in.  This isn't DF where each Z level has floor and wall as separate parts of it.  So the floors you install will take up the first Z level, the walls the next and roof goes on the third.  So you need to dig out the foundation and ensure there is space above where you are building the roof to allow your colonists to build it.
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The Scout

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Re: Outer Colony
« Reply #84 on: September 07, 2017, 05:50:55 pm »

Bug #1: Butchering corpses doesn't remove them. May be intended.
Bug #2: Burying local wildlife requires a grave marker and coffin.
Bug #3: Butchered corpses can be ordered to be butchered again. Doing so eventually has the order canceled with no results.

Not sure if intended behavior, but why do my people not drink my cactus juice over water? It's tasty as fuck.


Anyone else getting performance problems? It says 4GB for small worlds, but I'm getting massive delays with 16GB and a micro world.
« Last Edit: September 07, 2017, 05:58:26 pm by The Scout »
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VoyagerGames

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Re: Outer Colony
« Reply #85 on: September 07, 2017, 07:07:52 pm »

I've been swamped with work at my day job this week, so I haven't had a chance to monitor this thread or fix any bugs, but I just want to touch on a few topics here before I pass out for the night. Continued thanks to everyone for all your testing and issue reports!!

Bug #2: Burying local wildlife requires a grave marker and coffin.

This almost made me die laughing. I didn't think about burying wildlife, but as it stands, you're right, people will think they need tombstones and coffins for it. This is a byproduct of Outer Colony's object model for living things. "Creatures" and "Humans" are both subclasses of "Animals", and the same burial rules idiotically (and unintentionally) apply to both. I don't know why I find this so funny, but yes, this is definitely a bug. Basically, there needs to be a separate set of social norms for handling dead people and dead creatures.

Quote
Not sure if intended behavior, but why do my people not drink my cactus juice over water? It's tasty as fuck.
Those colonists are numbskulls! Cactus juice is supposed to be a total delicacy. Does your population have a cultural aversion to sweet tasting beverages? This is almost certainly a glitch in how they're weighing the merit of different kinds of beverages when deciding what to consume.

Quote
Anyone else getting performance problems? It says 4GB for small worlds, but I'm getting massive delays with 16GB and a micro world.
There definitely are still cases that can cause massive performance problems. How big is your population? It's likely that this is being caused by some nonsense happening on the periphery of your colony that you're barely aware of, but large populations can cause lag. There's a ton of room for performance improvements, I'm just putting the hardcore optimization off until I'm much closer to a proper release.

It's possible that some type of rare creature is doing something rare / stupid and eating all your processing resources. I ran into a case a few months ago where a pack of storm whales was hunting over vast tracts of open ocean. They used to have extremely long hearing ranges, and their environmental awareness processors wound up eating all the available processing as they heard sounds happening very far away and tried continuously to path through 3 space over those large distances. I wound up reducing their hearing range to cut down on some of these problems, but there are plenty of creatures species that exist in biomes I've rarely tested. Some goofy specimen on the fringe of a world might be doing something dumb and causing this.

I've got to look at se5a's issue and try to figure that out at some point soon. We really need a proper Linux installer - that's the real answer.

And Zangi, you're totally correct - there's way too much stuff that's entirely counter-intuitive. There's probably some aspect of your office space that isn't quite perfect or something else like that. I've never tested light structures underground - in fact, I've never even thought to build them there, so you're in uncharted territory and are likely uncovering tons of bugs. In interacting with Asgarus, one of the biggest general issues is something you're experiencing now. When things don't work, as a player, no one has any clear idea as to why. It's a significant problem that I've got to address.

Finally, as for structures, Outer Colony's are a bit weird. Shooer is right, proper structures' nodes occupy full volumes (an entire Z level) themselves. Light structures sorta'-semi have walls, floors, and ceilings within a single tile, while free-form structures do not. The system just sorta' evolved this way. Initially, there were no such things as light structures, but I added them to the game to help players get started, as building proper structures was proving a major challenge to brand new players. Now, though, it's almost like there are two competing systems for structures, and I'm not sure if it's a problem. I need to think more about this, too.

I'm going to get some sleep soon, but I will try to provide more thorough responses this weekend. You guys are seriously awesome with this play-testing.
« Last Edit: September 07, 2017, 07:12:22 pm by VoyagerGames »
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The Scout

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Re: Outer Colony
« Reply #86 on: September 07, 2017, 08:04:00 pm »

Colonists were Surssians with an extreme preference for sweet things.

I've killed everything that doesn't live in the ocean. Not sure how many colonists counts as a large amount, but I've only got 12. I'll try to fish everything out the ocean to see if that helps.
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se5a

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Re: Outer Colony
« Reply #87 on: September 08, 2017, 01:51:01 am »

I've got to look at se5a's issue and try to figure that out at some point soon. We really need a proper Linux installer - that's the real answer.

Cool, it's a tricky one since as I understanding it it's Java itself failing to find the main class from the manifest, so its finding the manifest, but the program never really starts.
I don't know much about how Java does things so I'm shooting in the dark trying to figure out exactly where it's looking and why it's not looking in the right place.
 
If you're going to look at a linux installer, I'd maybe look at Flatpak... 
While I have had issues with it in the past as a user (monodevelop uses it) mainly related to how it sandboxes the application, which for an IDE is less than useful.
For a game written in Java it might be just the ticket since you'd include the Java runtime in the package, and not have to worry about the JRE version etc.
Having the JRE sandboxed as well is either really good or a little pointless depending on the users view of java, and weather they want it on their machine or not.
On the flip side, you'd have to figure out how to package it,
then how to allow the network traffic through the sandbox, but iirc it's just a setting somewhere that should be  part of the flatpak install script thing or however they do it.
and then figure out how flatpak does it's updates...
So there's some overhead, which you'd likely get whatever you use, but Its an option to look at anyway.
« Last Edit: September 08, 2017, 01:58:25 am by se5a »
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Zangi

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Re: Outer Colony
« Reply #88 on: September 08, 2017, 02:35:59 am »

And Zangi, you're totally correct - there's way too much stuff that's entirely counter-intuitive. There's probably some aspect of your office space that isn't quite perfect or something else like that. I've never tested light structures underground - in fact, I've never even thought to build them there, so you're in uncharted territory and are likely uncovering tons of bugs. In interacting with Asgarus, one of the biggest general issues is something you're experiencing now. When things don't work, as a player, no one has any clear idea as to why. It's a significant problem that I've got to address.

Finally, as for structures, Outer Colony's are a bit weird. Shooer is right, proper structures' nodes occupy full volumes (an entire Z level) themselves. Light structures sorta'-semi have walls, floors, and ceilings within a single tile, while free-form structures do not. The system just sorta' evolved this way. Initially, there were no such things as light structures, but I added them to the game to help players get started, as building proper structures was proving a major challenge to brand new players. Now, though, it's almost like there are two competing systems for structures, and I'm not sure if it's a problem. I need to think more about this, too.

I'm going to get some sleep soon, but I will try to provide more thorough responses this weekend. You guys are seriously awesome with this play-testing.

Can't believe I'm the first to bring up issues with underground light structures. ...  It seemed a natural thing to do.
Anyways, I've also noticed that the AI sometimes wanders back and forth on a different floor from their destination, like trying to feed babies or something.  (1 stair/entrance between the surface and the underground colony.  Underground area is built wide.)

I assume, from my experience you'll have to take a long look at how light structures... and floors/doors(they blocked pathing when I tried) bjork the underground.
Though, the way I did my underground is cut out paths and individual squares to hold the light structures, rather then mining out every-which-way.

If I may suggest, allow floors to also act as roofing for the floor below?  That would make things much more simplistic, plus... it makes sense for multifloor buildings.  Not so much when you have a multifloor building, where each floor has an arbitrary double layer of building material between them. ... awesome for vermin I guess? 
You essentially build both out of the same amount of materials anyways.

Also, do I need to use the room autobuild option to make custom buildings register?  Or am I able to individually build and designate rooms/buildings on my own?  My limited experience in using the autobuild option, putting in the numbers for dimensions, it just doesn't match.

I get huge lag when designating a large chunk of area for logging / plant gathering, it even does the hickup when I do around a 7x7 area.  Also happened when I set up an agricultural zone for my Agricultural Bureaucrat...

It irks me that I can't build the mine stairs down to floor 1.  The pop-up even says floor 1 should be an option.

(I've stopped playing for now, considering how frustrating it is to manage peasants.  It is worse then doing it in DF... plus the underground city issues.)
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Shooer

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Re: Outer Colony
« Reply #89 on: September 08, 2017, 07:38:39 am »

If I may suggest, allow floors to also act as roofing for the floor below?  That would make things much more simplistic, plus... it makes sense for multifloor buildings.  Not so much when you have a multifloor building, where each floor has an arbitrary double layer of building material between them. ... awesome for vermin I guess? 
You essentially build both out of the same amount of materials anyways.
It only checks if there is a roof above it, not if it's covered directly with a roof.
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