Havendock

Havendock

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Troubleshooting
Experienced any issues or bugs? Report them here!

It would help greatly if you could indicate the version you're on, and provide savefiles and log files. To access them, press "View save files" button at the bottom left of Save/Load screen. Send .hvd issue, player.log and player-prev.log to havendockyyz@gmail.com or yyz291#8033 on Discord.

This is an optional step, but makes troubleshooting much more effective and increases the likelihood of fixing the issues if they're savefile related.

Thank you!
Naposledy upravil alex_duck_dt; 24. dub. 2023 v 0.22
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This isn't really trouble but it might fall under 'game balance'. Water production. I only have 70 people and 8 bots. Thing is that I have 12 water pumps fully upgraded in every way and I am barely keeping up. I have a good amount of farms but not an excessive amount. It's enough to keep things running and not much more. I just think maybe water production needs a tweak. A good tweak. Maybe the desalination plants change things up a notch but without them (Not on beta) it's taking a LOT of space to fit all these pump systems.

edit - A maxed out pump can do sea water every 6 seconds but a maxed out distiller every 12 seconds. If the distiller could have another upgrade to get to parity @ 6 seconds with it's input this would go a long way to solving this. I have major water shortage issue and am currently somewhere above 18 pump setups and still struggling.
Naposledy upravil stretch; 29. dub. 2023 v 18.43
stretch původně napsal:
This isn't really trouble but it might fall under 'game balance'. Water production. I only have 70 people and 8 bots. Thing is that I have 12 water pumps fully upgraded in every way and I am barely keeping up. I have a good amount of farms but not an excessive amount. It's enough to keep things running and not much more. I just think maybe water production needs a tweak. A good tweak. Maybe the desalination plants change things up a notch but without them (Not on beta) it's taking a LOT of space to fit all these pump systems.

edit - A maxed out pump can do sea water every 6 seconds but a maxed out distiller every 12 seconds. If the distiller could have another upgrade to get to parity @ 6 seconds with it's input this would go a long way to solving this. I have major water shortage issue and am currently somewhere above 18 pump setups and still struggling.

I'm dealing with the same issue and what's worse is that the water desalination plants are only available on the experimental branch. Presently, my game play is at a plateau as all the other intriguing islands out there so visible in the game's trailer and on the title screen are inaccessible no matter what boat I have ...assuming that the sail boat won't be any better than the motor boat when I build it. Everything else is on experimental branch and it kinda feels like an expanded demo rather than a game in any state of readiness.
Chromedome původně napsal:
stretch původně napsal:
This isn't really trouble but it might fall under 'game balance'. Water production. I only have 70 people and 8 bots. Thing is that I have 12 water pumps fully upgraded in every way and I am barely keeping up. I have a good amount of farms but not an excessive amount. It's enough to keep things running and not much more. I just think maybe water production needs a tweak. A good tweak. Maybe the desalination plants change things up a notch but without them (Not on beta) it's taking a LOT of space to fit all these pump systems.

edit - A maxed out pump can do sea water every 6 seconds but a maxed out distiller every 12 seconds. If the distiller could have another upgrade to get to parity @ 6 seconds with it's input this would go a long way to solving this. I have major water shortage issue and am currently somewhere above 18 pump setups and still struggling.

I'm dealing with the same issue and what's worse is that the water desalination plants are only available on the experimental branch. Presently, my game play is at a plateau as all the other intriguing islands out there so visible in the game's trailer and on the title screen are inaccessible no matter what boat I have ...assuming that the sail boat won't be any better than the motor boat when I build it. Everything else is on experimental branch and it kinda feels like an expanded demo rather than a game in any state of readiness.

I hear you. What I am finding is that it's fairly quick and easy to get the minimum of systems up and running. You can set up and build everything in the non beta version quite easily. But... once you start to try to expand, as in have two tea dispensers or two bars (4 really since you need 2 making punch to feed 2 making alcohol to consume), or set up the school fully to allow you to upgrade people totally (need books and witchie stuff), everything loses feasibility very quickly. The quantity of berries required to keep 2 tea dispensers going is at least 24 farms (3 crane setups) which in turn needs masses of water and seeds, which needs more fish and parrots and heaps of people to move things around which needs more food which needs more and more people to maintain supplies etc. That's standard but I think some requirements for crafting need lowering and some quantities produced need increasing to make it properly doable. Bots are fine and all but you cannot assign them to chests or production - pump excepted so you need more people.
I was trying to think what exactly needs adjusting but in all honesty it's pretty much everything. Nearly all buildings could use another upgrade to reduce consumption or increase productivity to make them more economically viable. There are buffs but they last minutes. Not interested unless those can be automated or have their duration (and production costs to balance it) made effectively permanent. I don't know what 5 minutes is supposed to achieve.

Those islands do nothing as best I can tell without the beta branch. There is no reason NOT to build the boat since it's faster and you will want it one day but yeah it serves little other purpose than speed just now.

It's still pretty early in development. I like it a lot but more feedback is needed before the dev will adjust stuff I think. Also it's hard to judge anything properly without all the content as I don't know what the new stuff will do. It might totally eliminate all my problems. All I can say is the current version lacks balance when you scale things up.
I got some problem using the mouse house, the mice just keep dying due to dehydration and starvation even I filled with full cheeses. Did I missed something? Is there any option to fill them with water?
yyz291  [vývojář] 1. kvě. 2023 v 8.52 
nightjkei původně napsal:
I got some problem using the mouse house, the mice just keep dying due to dehydration and starvation even I filled with full cheeses. Did I missed something? Is there any option to fill them with water?

Sorry about this, will be fixed in v0.66.22 rolling out today - the mice aren't meant to starve
love this game but I just got the paid version and I can no longer trade at the lighthouse. My game is in english, any idea how to fix this bug?
yyz291  [vývojář] 1. kvě. 2023 v 22.22 
curlybee původně napsal:
love this game but I just got the paid version and I can no longer trade at the lighthouse. My game is in english, any idea how to fix this bug?

Hi sorry about this - this was fixed shortly after you posted - but if you're still having issues can you close the game and update, it should be fixed
66.20 After placing 2 bots my underwater facilities had the yellow error message pop up, it said the settlers path was blocked when it wasn't. I had a settler assigned to a refinery and one assigned to a storage box and neither were able to continue working.

After deleting the bots, hub and charging station the error messages went away and the workers were able to continue.

Also with the bots, are they supposed to go up onto the deck to work? One went up and then it's battery died before it got back to the charging station.

Thanks
The AI isn't having the settler stake outputs to storage, except on the latest things placed down. All the basics just sit there in outputs, the buildings not generating more because the outputs are full, while the storage boxes sit empty waiting for stuff to get delivered. They only harvest from outputs to add to another input, not to the storage boxes. I've tried saving and reloading but it seems the AI only recognizes the most recently placed buildings for storage orders. I should be building up materials and instead I only get what I pick up manually, which makes it really hard to manage a large population.
david.stewart původně napsal:
The AI isn't having the settler stake outputs to storage, except on the latest things placed down. All the basics just sit there in outputs, the buildings not generating more because the outputs are full, while the storage boxes sit empty waiting for stuff to get delivered. They only harvest from outputs to add to another input, not to the storage boxes. I've tried saving and reloading but it seems the AI only recognizes the most recently placed buildings for storage orders. I should be building up materials and instead I only get what I pick up manually, which makes it really hard to manage a large population.

Firstly I will say there has been a couple of bugs lately and this might be one I don't know about but.... there is a chance that this is a simple issue.
1) You need to work your priority list. I cannot stress enough how important this is.
Note that some things in the list are not quite how you might imagine. For example with the cookhouse - the biscuits and chicken feed are not on the cookhouse priority but are on their own parrot house and coop priority. So just be aware that if you move something up top of the list there is a chance that if things still do not move you have not picked the right thing to increase. These are just two examples I know of and there might be others.
2) You need to assign people to the actual storage chest as well. They will be used if they are idle but if you actually assign a person to a chest it helps.

Hope that sorts you out. Keep safe.
Found out that salt isn't belongs to any category and wasn't able to trade them to the trader too. Thanks
yyz291  [vývojář] 6. kvě. 2023 v 23.38 
nightjkei původně napsal:
Found out that salt isn't belongs to any category and wasn't able to trade them to the trader too. Thanks
Thanks! Will be making salt able to be sold in v0.66.28!
settlers sometimes stand in front of the bar and stay there instead of going to sleep or eat. close/open game fixes it but still, i felt like should report that issue. tnx for the game it is nice and chill!
Hello, this is an update about fonts. This is still related to the UI/font scaling issues that I submitted a while back.

I'm posting a new screenshot of how extremely small these texts are: https://i.imgur.com/w0VgcFi.png

I think an option of being able to resize the font themselves would be a good option to pair with the UI scaling, because the UI scaling right now causes some windows to go out of bounds, especially the Load/Save window.
experimental branch - i assign a settler to a job (ie cooking station to make fish plates, or the water pump etc...) they do the job for approx 5-10 seconds , craft a single item , and then unassign themselves from said job. in 5 minutes of gameplay i had to assign 3 settlers to jobs three times each.
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