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waveclaw

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17/25

About waveclaw

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    waveclaw
  1. Total AI Crash

    I notice in the video you build close to the mountains. You can crash the AI like this building any building, not just the Dew Forecaster, that way. Typically I experience this if I build too close to a seam in the world or near a mountain. There are lots of pathing problems near the graphical seam glitches in the planet model. However, Mountains mess with Nugget pathing for most jobs. Build a reservoir near the foot of a mountain. The AI may switch all Nuggets to deliver resources. Then after all resources are delivered the Nuggets all stand around. The Nuggets either twitch in place or get icons for delivering more resources then stand still. None of the buildings ever get built. Nuggets can starve or die of thirst this way. Not only does the reservoir under construction need to be destroyed but also one or more Nugget may have to die to 'unstick' the AI. Build an eatery near the foot of a mountain. If it gets built the 'entry way' might be too close to the mountain. Nuggets will pile up near the eatery. Either twitching like in this video or constantly pacing back and forth. Destroying the eatery and picking up then dropping each of the pacing or twitching Nuggets seems to reset their AI. Build a cemetery on a plain far from a mountain. Toss a corpse up near the foot of a mountain. When the gravedigger goes to fetch that Nugget corpse the pathing AI can break. Sometimes the breaking of the gravedigger will break AI for all Nuggets at the same time. Tossing the gravedigger into space usually fixes the AI. The best part is that Nuggets pathing around mountains for resources can actually walk 'under' the ground or get stuck at the foot of those mountains. They can do that if they walk over a seam in the planet model, too. Because of this I build away from mountains now and reject planets with lots of seams.
  2. Crash after Nugget corpse stuck underground Pickup of Nugget fails so Nugget corpse becomes invisible or hidden by ground then game crashes. Version of the current build: (V.0.0.17.6604) Operating System Linux: (openSuSE 42.2 Leap) Brief BUG/Glitch Description: after picking up a corpse use the mouse to look around. If the corpse goes too far below the ground level it disappears. . How do you replicate this issue EXACTLY (Required!): 1. Pickup Nugget corpse with God Hand 3. Look around 4. Pass the Nugget corpse through the ground while panning around 5. Observe Nugget corpse is missing 6. Game will crash after a few seconds Repeated this exact behavior three times with different maps and saves. Module: Visual, Mechanics, Crash Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 OS: openSuSE Linux 42.2 (Leap); KDE Plasma Desktop 5; Kernel 4.4.73-18.17-default; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66_k4.4.27_2 Last lines of Player.log from death of the Nugget to the crash (Full log is 1.4Mb uncompressed): Player.log.zip
  3. Stuck Dead Nuggets generate Infection Areas Version of the current build: (V.0.0.17.6604) Operating System Linux (openSuSE 42.2 Leap) Brief BUG/Glitch Description: some nuggets leave behind 'ghost' corpses that generate infection areas . How do you replicate this issue EXACTLY (Required!): 1. Have a Nugget die while climbing the Weather Tower or inside a Stone Hut. 2. Pickup Nugget corpse with God Hand (optionally: throw corpse somewhere) 3. Observe that a "ghost" (model without texture) Nugget is left behind. 4. Observe that the ghost Nugget generates an infection area 5. These ghost Nuggets are never picked up by the Gravedigger but trigger a cycle of 'Pickup Corpse' followed by failure and return of the Gravedigger to the Cemetery building with nothing. These cause serious issues with gameplay when they are in high traffic areas. Module: Visual, Mechanics Computer specs: Intel i7-6700K @ 4Ghz; 32GiB DDR4 RAM; 2x EVGA nVidia GTX 970 OS: openSuSE Linux 42.2 (Leap); KDE Plasma Desktop 5; Kernel 4.4.73-18.17-default; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66_k4.4.27_2
  4. Current bugs. v17

    This has been going on at least since V0.14. I did not see it in V0.12. There are still cases where nuggets die doing jobs. Engineers repairing buildings get stuck dead upright. Fisher Nuggets gutting fish die in place leaving rot spots where their replacement has to go. I did have one Nugget die in a boat out fishing. They ended up 'somewhere' in the lake and any new Nugget fishing on that lake automatically got infected. Sometimes this gets so bad that Nuggets do not get replaced at their job. I have seen Nuggets with the task Dead installed as the farmer or gravedigger. In V0.16 if you picked up a Nugget going to a construction they would scoot along the ground to the building while waving their little stone hammer. It seems to be fixed in the second upgrade for V0.17. I do still see predictable pathing problems with buildings that cause 'can-can' like behavior. Building near mountains is particularly bad about locking up Nugget pathing AI.
  5. UPDATING THE GAME PLEASE READ

    You should also see this VERSION on the launcher: This Title Splash Page is still has (c) 2016. At least for the Linux launcher.
  6. v16 Hotfix Bugs

    I can run 33-34 Nuggets but the game starts pausing to do something every few minutes. The engineers can get overwhelmed but don't seem to completely break down anymore. You can even spread the town out a bit with the current Nugget speed. Some of the bugs I reported: You can throw a Nugget corpse hard enough that it gets stuck into the planet. This breaks the gravedigger AI. So bad that the incident I reported had an indestructible cemetery with an immortal gravedigger stuck in the middle just 'walking' to nowhere in place with her corpse cart. I had the entire AI stop working because nobody could feed a stuck corpse into a Funeral Pyre. I also experienced the fun of upgrading a maxed out eatery and losing all that raw and cooked food. I've also seen that the storage buildings won't take the processed materials. I have to have something demanding them to flush the finished products out of the buildings. Otherwise the Nuggets assigned to work each refinery just sit idle. I get interesting errors in Player.log for that. These look like the generic errors that have been around since v0.0.12 Cheesecake when someone "over supports" a structure being built. <color=#ffbf00ff>NuggetRequestBringResourceAction: Could not add resources to storage. This should not usually happen. Some resources were lost. Stone 5/4 [BuildingActor: Warehouse, Level 0]</color> <color=#ffbf00ff>NuggetRequestBringResourceAction: Could not add resources to storage. This should not usually happen. Some resources were lost. Wood 4/4 [BuildingActor: WoodRefinery, Level 0]</color> Nuggets also seem to switch to 'Doing Nothing' a lot again. Sometimes they get the 'Doing Nothing' status while eating or going to eat. Might be a display problem, probably an AI state problem. The Stone Biome is just as hard to find as ever. Maybe one planet in 10 will have a small one. But you can get planets that are almost solid desert now. Nuggets scan still die inside buildings and be impossible to get out. Dead nuggets continue to build or repair things. Sometimes they even remain standing in their own growing infection area. Picking up a Nugget that died while carrying anything generates a bunch of free harvested resources of that type. I built an entire Stone Refinery off the 6 stacks of stone that popped out of a single dead nugget. Corpses are still checked it they enter their own or another dead Nugget's infected area. Dropping a corpse on a pile results in a flood of infected area message. Player.log contains some suspect entries for this: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at Game.Displays.Nuggets.InfectedAreaDisplay.OnInitialize (Game.Actors.Actor actor) [0x00000] in <filename unknown>:0 at Game.Actors.Actor.Initialize () [0x00000] in <filename unknown>:0 at Game.Displays.Nuggets.InfectedAreaManager.AddNuggetInfection (Game.Actors.Pawns.NuggetActor nugget, Single DiseaseAreaStartAt) [0x00000] in <filename unknown>:0 at Game.Actors.Settlement.SettlementController.DropTransportedNugget (Game.Actors.Pawns.NuggetActor nugget) [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.GraveyardActor.RemoveNugget (Game.Actors.Pawns.NuggetActor nuggetActor) [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.BuildingActor.OnDestroyed () [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.GraveyardActor.OnDestroyed () [0x00000] in <filename unknown>:0 at Game.Actors.Urban.Buildings.BuildingActor.DemolishBuilding () [0x00000] in <filename unknown>:0 at Game.UI.CemeteryPanel.DemolishConfirmed () [0x00000] in <filename unknown>:0 at Game.UI.MessageBoxPanel+<AddListenerToButton>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) Xihu entered infected area Of course, I had a mystery infected area, too on a couple runs. No dead bodies, just black ooze. Nuggets walking through that cause a repeated error that looks exactly like a dropped Corpse error: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at Game.Displays.Nuggets.InfectedAreaDisplay.OnInitialize (Game.Actors.Actor actor) [0x00000] in <filename unknown>:0 at Game.Actors.Actor.Initialize () [0x00000] in <filename unknown>:0 at Game.Displays.Nuggets.InfectedAreaManager.AddNuggetInfection (Game.Actors.Pawns.NuggetActor nugget, Single DiseaseAreaStartAt) [0x00000] in <filename unknown>:0 at Game.Actors.Settlement.SettlementController.DropTransportedNugget (Game.Actors.Pawns.NuggetActor nugget) [0x00000] in <filename unknown>:0 at Game.Displays.Pawns.NuggetPicker.DropCorps () [0x00000] in <filename unknown>:0 at Game.Displays.Pawns.NuggetPicker.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Hemmbu entered infected area
  7. Even better: if you rebuild the Pier, the nugget will reappear. If you pickup the nugget, it immediately crashes the AI for all the other Nuggets. Player.log contains this suspect information[1]: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Game.AI.FishermanIsGuttingDoneScorer.Score (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.CompositeScoreQualifier.Score (IAIContext context, IList`1 scorers) [0x00000] in <filename unknown>:0 at Apex.AI.CompositeQualifier.Score (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.PrioritySelector.Select (IAIContext context, IList`1 qualifiers, IDefaultQualifier defaultQualifier) [0x00000] in <filename unknown>:0 at Apex.AI.Selector.Select (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.SelectorAction.Select (IAIContext context) [0x00000] in <filename unknown>:0 at Apex.AI.Components.UtilityAIClient.Execute () [0x00000] in <filename unknown>:0 at Apex.AI.Components.LoadBalancedUtilityAIClient.Apex.LoadBalancing.ILoadBalanced.ExecuteUpdate (Single deltaTime, Single nextInterval) [0x00000] in <filename unknown>:0 at Apex.LoadBalancing.LoadBalancedQueue.Update () [0x00000] in <filename unknown>:0 at Apex.LoadBalancing.LoadBalancerComponent.Update () [0x00000] in <filename unknown>:0 Does the Nugget AI use a Finite State Machine or some other normative programming practice for stateful behavior[2]? If it does, has a desk check been run on the matrix of states? Has a headless state runner test been done on the non-pathfinding code? How about any Fuzzing[3]? --- 1. From these errors it looks like http://apexgametools.com/shop/apex-utility-ai-2/, a commercial AI framework that offers pathfinding (and hard to fix bugs.) Is that correct? 2. See https://gamedevelopment.tutsplus.com/tutorials/finite-state-machines-theory-and-implementation--gamedev-11867 or http://gameprogrammingpatterns.com/state.html 3. https://en.wikipedia.org/wiki/Fuzzing (Although some of my best runs in V0.16 look so bad they might qualify.)
  8. Trello Error using internal Bug Reporting Tool Operating System: Linux (openSuSE Linux 42.2 Leap (KDE Plasma Desktop 5; Kernel 4.4.62-18.6-default ; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66.)) Brief BUG/Glitch Description: Trying to submit a bug report fails with Trello RPC API errors. How do you replicate this issue EXACTLY (Required!): 1. Attempt to submit a bug report in-game 2. Receive a pop-up about Trello RPC API errors. This might be due to downtime for the bug report system. In that case the response should be something similar to "Bug Reporting in-Game is temporarily not available. Please try again later." Module: UI Computer specs: Intel i7-6700K @ 4Ghz; 16GiB DDR4 RAM; 2x EVGA nVidia GTX 970
  9. Destroying Fishing Pier with Fishing Nugget creates invisible Nuggets Operating System: Linux (openSuSE Linux 42.2 Leap (KDE Plasma Desktop 5; Kernel 4.4.62-18.6-default ; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66.)) Brief BUG/Glitch Description: Destroyed Fishing Pier while Nugget was fishing causes Nugget to become invisible . How do you replicate this issue EXACTLY (Required!): 1. Build a Fishing Pier 2. Assign a Nugget to Fisherman Occupation 3. Wait for Nugget to go Sailing or Fishing 4. Destory the Pier while Nugget is in the boat 5. Observe that the Nugget - is now invisible but can be located through population list and emits Nugget sounds when camera is nearby - Nugget has Occupation of Laborer but is stuck either Sailing or Fishing - Nugget will eventually die, leaving (possibly) invisible corpse - Can be assigned to other Occupations, will continue to Sail or Fish Module: Visual Computer specs: Intel i7-6700K @ 4Ghz; 16GiB DDR4 RAM; 2x EVGA nVidia GTX 970
  10. Lazy Doctors.

    How old was the doctor? If he or she was young they might be trying to go on a date. Was the doctor already in a relationship? If so they doctor may be trying to start building a Stone Hut. Did the doctor already have a Stone Hut? They might be trying to go to the Hut for mating. In v0.15 most of the 'Do Nothing' behavior I have seen was because a "background life task" was not met so the nugget AI failed to prioritize the job correctly. In prior versions it was helpful to put youngest nuggets into tasks first so they don't die or have broken AI. In v0.15 the player has to avoid assigning nuggets to jobs if they don't yet have the 'family necessities' taken care of first. Going oldest to youngest helps with this. If the nugget doesn't have a Hut the AI will bug out every time until the nugget can start the Stone Hut. Unassign the nugget from their current job. Check to see if they switch immediately to 'Picking up Resources.' If they do and a new Stone Hut location pops up then you have fixed that problem. You can reassign the nugget to their job and other nuggets may complete the Hut. I've see the AI also get stuck pathing. One nugget will be walking back and forth switching from Picking up Resources and some other task like Going on a Date. Because they cannot stop moving to do either task they will continue to walk back and forth until something else (Hunger, Thirst, usually death) breaks the cycle. This is still a bug that needs to be fixed but careful workaround like shuffling jobs can keep you going past 100-120 years of playtime.
  11. Save Feature Not Yet Added? (Other Issues)

    Save features, if implemented in certain ways, are very helpful for alpha and beta testing even when there is not much content for players. Being able to attach a save file that reproduces a bug along with a hardware/operating system information file makes my development life a lot easier. At some point you'll also want to capture coredumps or have user-usable diagnostic tools to attach to the game. But save files with weird behavior are very helpful for many kinds of bugs. A developer can take a single save and place it on lots of different configurations to see how it is effected. For instance, a crash bug on Windows 10 may not replicate on Linux or MacOS builds of the game, hinting that something Windows-specific is broken.
  12. Floating Corpses on Resources

    Floating Corpses on Resources Version of the current build: v0.15 Operating System: Linux (openSuSE Leap 42.2) Brief BUG/Glitch Description: Nuggets that die near harvested resource piles end up floating above the pile. Priority Level: low How do you replicate this issue EXACTLY (Required!): have a nugget die by a resource pile. Module: Visual
  13. Stuck Nuggets Bug

    Version of the current build: V.0.0.15 Operating System: Linux (openSUSE Leap 42.2) Brief BUG/Glitch Description: stuck nuggets, (nuggets not doing jobs, not eating, not drinking, not delivering resources, preparing for date forever until they die) How do you replicate this issue EXACTLY (Required!): Several ways. Keep nuggets from building a Stone Hut by assigning to jobs. When they are tired they will become stuck trying to trigger build of a Hut. Hungry nuggets with tasks cycle endlessly with 'Doing Nothing' until they die from starvation. Two hospitals without enough herb resources make both Witch Doctors get stuck in the hospital. Lots of corpses cause lots of disease spots. Nuggets may stop pathing at all and sit in place*. If the mate of a nugget dies while that nugget is waiting to mate the nugget can become stuck in the Hut or just outside, The nugget remains in 'Waiting for Partner' or 'Preparing for Date' state until they die or starvation or thirst or injury. Nuggets with disease counters at or near 0 will often stop any action or start cycling quickly between 'Do Nothing' and their current task. Usually this is associated with rapid seizure-like animation as the nugget cannot figure out where to go. *A workaround for global path failure is to make sure you have a weather tower. When a wind storm starts trigger the alarm. That appears to reset the AI, although you probably have lost enough nuggets that it doesn't matter. (I typically lose 20-30 nuggets during the storm when the AI breaks down like this.) Module: AI
  14. Lazy engineers

    If you have nuggets with the house icon, check their status. They probably need to rest but don't have a Stone Hut assigned to them. If you get a nugget with a job and a no-house icon unassign them from all jobs. As a Laborer they may start construction on a Stone Hut. The building of a Stone Hut seems to be generated by the AI on a nugget. As long as both wife and husband have a job other than Laborer and are not idle they will not build a Stone Hut for themselves. (I've never seen a nugget claim an existing hut in v0.15.) If you really push construction jobs the number of Stone Huts can end up a fraction of the number of couples. Then the economy grinds to a halt. The nugget AI starts hanging on the need to rest with no house.
  15. This is pretty consistent. Removing a nugget from the upper slot pulls the lower one up to the top slot. Removing from the bottom just removes the top nugget and also moves the nugget. I workaround that by removing both and re-adding the nugget I want.
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