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About Isorbus

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  1. Settings menu animations and hit-boxes Version: V.0.0.14 Operating System: Windows 10 Pro 64-bit (10.0.14393 Build 14393) Brief Description: The buttons in the Settings menu play their animations rapidly and indefinitely when the mouse is placed between the Graphics/Audio, and Game/Audio buttons. Additionally, the hit-boxes for the Game and Back buttons don't quite match up with their visual representations. How do you replicate this issue: Navigate to the game menu (ESC), and select the Settings button. Carefully position the mouse cursor between the Graphics and audio buttons. Do the same for the Game and Audio buttons. Move the mouse cursor to ~25% from the bottom of the Game button. Module: Visual Computer specs: Processor: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, 3401 Mhz, 4 Core(s), 8 Logical Processor(s) RAM: Physical Memory 16.0 GB Display: NVIDIA GeForce GTX 970 Adapter RAM (1,048,576) bytes Driver Version
  2. I am a fan of many things, from the United States. I enjoy finding problems with things online - most recently through bug bounty programs - and I dislike submitting tickets for problems which are deemed duplicates. So rest assured, I will do my best to read and investigate before I send on reports (I know my last batch was terrible). I am not new to games or helping with alpha testing, so I hope to contribute a bit to the community and work with all of you to see this beautiful game through to gold! Я нравится Росски язык (I like the Russian language), so I may be able to help spot glaring errors when the time comes. Also, my avatar (which at time time has black and grey horizontal lines, with colorful showers of lines coming from the center) is an event from the Higgs Hunters project on Zooniverse. Yes, very geeky!
  3. Laggy and the zoom function is ridiculous

    Different laptops will have widely varying touch-pad settings, so the developers might opt in the future to include some way to adjust the difference between the "steps" in the zoom levels. As you see in the settings menu as of V0.0.7, there is no such option. This could be a good enhancement request, but will likely take quite a while until they're ready to implement something like this. There are many ways that the work priority system can handle this and I expect for this to evolve during the path to the beta or gold release versions. I think that the system as it is right now introduces its own unique challenge because of the lack of control over what builders are doing. I don't know the logic that they use to decide which to work next, but I do like that there's no need to micro-manage their actions - they are autonomous and do your bidding quietly in the background. Heck, they even repair buildings that are constantly decaying and it's up to you only to ensure that their workforce employs enough to keep up with the demand.
  4. Game performance becomes choppy apparently after running the game for a long time. I started 'The Universim.exe' nearly 24 hours ago, but have allowed only approximately 1.5 hours to elapse in-game during this time (34 years in-game). I'm not sure if this is a result of any one thing, but it's likely that this can be caused by many factors. Basically, I think this happens because of the number of things that need to be updated for each game loop (including units, buildings, resources) - or jobs that occur at a regular interval. I notice that the game stops for around 250 ms every ~4 seconds. Sometimes the interval dips as low as every ~2.5 seconds. Frame rate still averages 100 fps. Doesn't seem to drop during the game performance freeze. I have attached a copy of runtime.stats from the game installation folder. When the issue occurred, the game is in year 34. At this point, a lot of weird things happened for me. I will list them below once I create those threads. runtime.stats
  5. Bug with repairing

    I don't know the trigger here, but I have a screenshot that shows three key builders attempting to repair this water pump while the building is at 0% health. I noticed that other buildings explode when they reach 0% health, except for this one - presumably because they are repairing it. Maybe they don't repair the building quickly enough to overcome the decay rate? I wasn't able to find a log file that shows anything related to this. Is one available?
  6. V0.0.7 - Can not assign nuggets to foraging

    Is it possible to provide the user with feedback for this by some means? Maybe we can have some space for system messages such as this in the News History Log Panel? This could even appear in narrative form: Harlo wasn't able to go foraging. "I couldn't find any fruit trees nearby." Udulapi and 2 others aren't able to forage in this area. Vivitadi says, "I can't go foraging anywhere around here."
  7. What client version you downloaded: Standalone client, PC - Windows 7 64-bit What part of the system was the bug/issue encountered in: Game client (In-game) Are you able to replicate the problem: Not yet. I suspect that the Nugget may have been traveling to a destination as its primary goal during its death - perhaps to mate? Detailed description of the problem: A Nugget died and was seen moving - face-down - to its destination while dead. A message appeared in the News History Log Panel to announce the death. I clicked on the Nuggets' name in the news entry. The camera panned over to this Nugget. The Nuggets' status was Dead, and occupation was Rests in Peace, but the character was moving to their destination normally. The model was oriented horizontally the entire time while moving, so it appeared that it was sliding across the ground, facing downward. The Nugget was moving at the speed defined by the 'Rabbit' option in the Epicenter Priorities panel. The nugget moved to a stone house and then instantly disappeared from view.