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bug?

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As you can see in the image provided my stuff has moved and is now inaccessible. Is there anyway to sort this out? Thank you in advance.


BUG

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I found a BUG,that is,choose search place,confirm,click main menu,save the game,enter the game.After the search, can continue to search here.

Game locking up.

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I was just roaming around and I came across a character named "Player". looks like a blank character model with no detail. Ever since he came into view whenever I go to "end turn" It just locks up and I cant do anything in the game. I can quit, save, load. But whenever I go to end day or sleep it just locks up making the game unplayable. Which sucks since I have finally got a good character going with a well stocked shelter and was just on my way to explore the world.

Using steam version.
Version 1.0

Water stacking with Sterilized Water

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For some reason water sometimes stacks with sterilized water after I cook it. I'm wondering if it is related to the odd number (3) processed using a cooking pot, which is my culinary tool of choice.

Wondering if since it is pulling a single from a stack of 2, in order to cook it, that if I don't cook ALL the water, some of it restacks with it's original stack, leaving it half water, half sterilized.

Does that make sense? Anyway, I occasionally poison myself due to this bug, so be great to have it fixed, or learn what I am doing wrong =)

Cryo center - Re: Scavengeable

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The Cryo Center became re-scavangeable for me on the 3rd day, having used it as home base from the game start.

Re: Scavenging it produced a second "broken window" entrance, which took equivalent inventory space on the ground, duplicating the first one. I'm assuming if I keep scavenging, I can fill the ground with broken window tools.

Context menu cutoff on lower inventory items

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As the title says, it would be great if the context menu did not get cut off, hiding behind the text log window, when right clicking items in the lower slots of the camp or ground screens.

Newspaper Bug

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Not sure if this is a bug or an oversight, but I picked up an old newspaper that mentions Camp Grayson, and talks about a guy who bypasses the security system wearing a foil poncho. However, this does not appear to trigger the flag which lets me look up Camp Grayson on the Michigan Road maps you can find.

Bug? Oversight? Working as intended?

I believe a Camp Grayson discussion with NPC's opens the map search option, but was thinking reading about it in the newspaper should as well?

Having SO MUCH FUN IN THIS GAME!!! Just being nitpicky to help make it even better =)

More dogs?

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mmmmm.... debated sticking this in tech support, but the last 10 games or so, I am getting raped by large dog packs... kill one off another is around the corner... like smoking, a guy can go through 2 or 3 packs a day... sometimes even at night!

Is this just me, or are there MORE dogs with the recent public_test?

My first games, on the release version, it seems like you could thin out the nearby critters and get a breather... but not now.


Rotten Meat Status Persists bug

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I have had "Ate a medium portion of rotten meat" on my conditions list now for about 10 days since I went to the medical centre, had a workup, and used the healing machine there to fix me up. At the time I had Poison 2, which disappeared when I spent the money on the healing machine.

However, the "Ate a medium portion rotten meat" condition persists.

I found the post quoted below from back on July 14, 2014 and wondering if it is the same bug, and not yet fixed? Perhaps fell off the radar?

"If the message "Ate a small portion of rotten meat" is somehow stuck on the player, that's a bug. That message should only appear in the log at the bottom of the screen when you eat the rotten meat, and goes away as the message log scrolls to the top.

Gastroenteritis will show up on the conditions list, and should last 3 days. If that's stuck after 3 days, there may be a bug, as well.

Just to confirm, which version of the game are you using? 0.984, 0.985, or different?

Dan Fedor - Founder, Blue Bottle Games"

Crash to Desktop - Lose Save Game

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115 Hours of playtime so far and ran into my first Game Freeze/Crash.

I was selling off Sterlized water by unloading the water from the bottles into the Junk Market. Unload about 12 bottles and the game froze. Got the little Not Responding icon from Windows. Tried to leave it for 15 minutes to see if it would come back but no luck.

Had to manually close the window, and when I re-opened there was no save game data to load. Unfortunately it was a particularly good run for me and I had quite a number of hours in that were lost.

So this leads me to believe the game needs some sort of improvement to the save game interface. Not sure if that is possible at this stage but if a crash can wipe an entire game save, then it's a problem.

Edit: Forgot to mention this 1.01 Public_Beta (Steam)

Brown Hoodie bug

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This may not be a bug, but it is a bit annoying that when you wear any kind of coat over the brown hoodie, you lose access to it's inventory pouch in the UI, until you remove the coat.

Seems like a few un-necessary clicks to get at the inventory.

Wondering if it would be difficult to make it so the inventory slot displays all time, even when wearing a coat?

If it was intended to be some sort of "realism" in design, I'd just point out that you can get at the inventory at any time, including in battles with no penalty except extra clicks, so it seems like there is no reason for it.

v1.00 Bug - Save game does not save campsite

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Just noting that I reverted to v1.00 due to 1.02 Public Beta crashing withing 5 turns issue.

Anyway, this v1.00 bug can kill you. When you save, and are in say a nice sheltered and alarmed campsite, and then reload...

It selects the "basic" campsite, being an open field usually, and NOT the one you had selected when you log off. So if you happen to End Turn, or Sleep, etc... you don't get the camp benefits you thought you had, and that can kill you =)

Of course it's easily avoidable now that I found the bug/oversight, or perhaps intentional campsite reset, but just putting it out there.

medic - clean rags x3 (boiled) ingredient issue

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This recipe will pull the Hide Gloves off your hands, and boil them into rags, before using Dirty Rags or other substitutes.

The recipe will also use Clean Rags to make Clean Rags.

Similarly, food - sterilized water x3 (boiled) and all the sterilize water recipe, will use sterilized water as ingredients, which is a minor inconvenience in terms of knowing when you are done boiling all your dirty water.

ATN medic don't dress wounds!

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ATN medic don't dress wounds, WTF?

Modding: need to make a tweak

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first ill explain some background to the problem, then ill explain the problem, and then ill explain the proposed solution.

background:
so I want to make a new arrow that degrades at a slower rate, and has a new image to go with it. some of that code might look like this

<column name="strName">ammo</column>
            <column name="strDesc">crude arrow</column>
            <column name="strDescAlt">crude broadhead arrow</column>
            <column name="nCondID">87</column>
            <column name="vImageList">ItmArrowBroadCrude.png,ItmArrowCrudeSlot100.png,ItmArrowCrudeSlot101.png,ItmArrowCrudeSlot102.png,ItmArrowCrudeSlot104.png,ItmArrowCrudeSlot105.png,ItmArrowCrudeSlot106.png,ItmArrowCrudeSlot107.png,ItmArrowCrudeSlot108.png,ItmArrowCrudeSlot109.png</column>
            <column name="vSpriteList">20=CreItmBranchL.png,21=CreItmBranchR.png</column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.03</column>
            <column name="fMonetaryValue">3</column>
            <column name="fMonetaryValueAlt">3</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.35</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">100=-415,101=-415,102=-415,104=-415,105=-415,106=-415,107=-415,108=-415,109=-415,111=-415,112=-415,114=-415,115=-415,100=417,101=417,102=417,104=417,105=417,106=417,107=417,108=417,109=417,111=417,112=417,114=417,115=417</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20,100=1=1,101=2=2,102=3=3,104=4=4,105=5=5,106=6=6,107=7=7,108=8=8,109=9=9,111=1=1,112=3=3,114=8=8,115=9=9</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,13,16,18,21,28,48,50,60,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">18</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">379</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=31,21=31</column>
            <column name="nStackLimit">5</column>

looking at that code, you'll notice that a lot of things that should have a "0:' in front of it don't. the 0 is needed to tell the game that nFormatID>18 should be looked for in the original files not the mod.

problem: for such a mod to work at it's fullest, I would have to know which lines of code needed a "0:" in front of it and which didn't. looking at the sample mod I can guess most of it, however it doesn't tell me everything I need to know. like does "vequipslots" need a "0:" in front of every single number? as a new modder I don't know! and if I miss something that should have a "0:" in front of it the game will still load. so i could play and have my mod working, with key properties not working and i wouldn't even know.

solution:
as is when the game doesn't see "0:" it defaults to the mod folder. instead the game should default to the original files. then, when a modder wants to give a new item a custom image file or anything, the modder just puts the mod's name in front of the custom whatever so that the game looks to that mod for it instead.

example

instead of
0:defaultImage.png it's just defaultImage.png

the when he wants to change something make it so that it's
myMod:customImage.png

this way i don't have to worry about what important places i didn't put a "0:" in front of


new typo

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in the neogame.xml file

Line 71147: In Anishinaabe medicine, much of the focus is on purifying the body and spirit.

I don't think that is suppose to have two letter "a"'s, which is part of some of the reading in-game

1.03 Forest & Water Icons Disappear

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Edit #3 - Narrowed this down to a specific cause in 1.03

If you USE a Forest/River/Swamp icon right after you destroy ANY item in the same screen it is in, the Forest/River/Swamp icon is permanently destroyed.

Only read what follows if you want to know the history of this post, but it's moot now that I proved it out.

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First turn in 1.03 I went South one hex, and used the forest icon two times and it disappeared permanently. Approximate steps I took to reproduce are listed below:

Killed Dogman Using Melee/Strong

Scavenged to find Cryo entrance

Uses entrance icon to find Cry Camping room.

Destroyed hospital gown for string and rags

Used Trapping to slice n dice the dogman and equipped Dogman Fur Coat

Went south one hex to forest

Clicked USE twice on Forest icon to get wood supplies.

Made small fire using friction

Made quality torch using string and rags and wood

Made quality torch lit recipe

Made Broad spear using Melee and rags

DESTROYED Large Branch

Clicked USE again on the forest icon and it disappeared permanently.

EDIT: Reproduced this on another forest square by DESTROYING LARGE BRANCH then clicking USE on the FOREST ICON

Infinite snall paper trick

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Not sure if a bug or a feature, but if you are an archer, this is feels like a bug... you can get infinite small pieces of paper at the cryo lab if you select electrician or mechanic as one of your traits... just keep selecting the electrical box or A/C unit over, and over, and over... The reason why I feel this unbalances the game is that now arrows are a LOT more common than they should be... the thing limiting arrow manufacture was the scraps of paper that you find along your travels...

glitch after killing merga wraith

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i summoned merga wraith, killed it with some guards, got to the realm, got out, and now every hex has a small track on them, its now harder to tell if an npc has been there or not. i was using the big bad cheater mod while this happened, don't know if that has to do with it.

Not a scratch on me, and yet I died of bloodloss?

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So, in my recent playthrough, I've been very lucky at fighting at range, and not getting any hits. Also no accidents when scavenging. Of course, not so lucky eating berries and drinking water... Level 2 poison, dysentery, etc... Burning up with fever... Figure maybe I can get lucky, and sleep it off with a good fire, noise traps, and a sleeping bag... Nope. I died from first blood loss, and secondarily from disease... How was I losing blood? *confused*

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