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ooBartek last won the day on December 30 2019

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  1. This is just a quick update that we are currently in the process of revamping the terrain structure, so both the file format and the basic elements of a map will be different, which also means that it will not be backward compatible.
  2. Hi @Mannol26 thanks for reporting this, we will look into it.
  3. OK so that area next to the bridge is technically just one tile of land, there is not enough room for a water pump. But we're seeing a lot of people with problems like yours - it works as we intended but apparently it is confusing. That's why we are now in the process of changing how cliffs work (but it is too early to show anything concrete).
  4. ooBartek

    Game crash

    Hi @Chef, for some reason we are unable to download your attachments. Would you be able to send them again in a new message?
  5. @pigcanswim Thanks for reporting the problems and sorry for not responding earlier - we are a small team and everyone was on a holiday break. I just confirmed that it is a bug, I added it to our todo list. In the current version of the game you can only build "light" structures on top of scaffoldings, such as ramps, footbridges and shafts. But we will be revisiting that mechanic in the near future because it turns out everyone wants to use them like you did. But just to be sure - did you also have any problems when building a water pump completely on land / riverbank?
  6. Hi @slayer 🙂Thanks for the suggestions. Some grouping of the resource list definitely makes sense. As for the missing log pile notification, we should probably make it blink for the first few seconds.
  7. @trish Could you send me a screenshot of the error? That is the first time we hear about a problem with the invite link.
  8. The bug has been fixed in today's update.
  9. Hi @Driftwood is there any chance you have an autosave from around the time when the game crashed?
  10. @Driftwood We just confirmed that the bug is related to the known bug in our current path finding algorithm. The algorithm will be completely replaced, is is something that we will be working on soon. For the time being the only workaround I can offer you is to place a ramp (or a few ramps) next to the area with multiple construction sites. That way the algorithm will have an easier job finding a path from a warehouse to the site. It is not ideal but issues like that are also why we call the game an early alpha... I hope for your understanding. Thanks again for reporting it.
  11. Hi @Driftwood thanks for reporting it. It is probably related to a bug that we are aware of. We are planning to replace the path finding algorithm in January or February which will hopefully resolve the problem. Unfortunately there is no short-term workaround 😕
  12. Hi @Cid we were able to reproduce the problem - thanks!
  13. Hi @solomovich33 We have run out of Steam keys, but you can play the alpha on Discord: https://mechanistry.com/discord.
  14. The new build is now live! It's taken us an unusually long three weeks but the update brings a lot of shiny new stuff: Hauling! The newly added Haulers carry two times more weight than a regular beaver. They assist workshops in transporting goods and by doing so they dramatically improve the performance of your production chain. Haulers also form the basis for future warehouse management features. The underlying logistics system has also been redesigned. Most notably, beavers now collect goods directly from other buildings. For example, if there is bread in a Bakery or planks in a Carpenter, they can be picked up even before they are delivered to a warehouse. Emptying storages! Long overdue, you can now mark a building to be emptied. Improved performance! The game has been optimized on two fronts: • Graphics - which means you should see a much better FPS than before or be able to play on lower-end GPUs. • Processor usage - which means you can grow your population to a much higher level. Overall the game should run smoothly up to 400 beavers or more, depending on your hardware. New sounds! Multiple buildings, including most workshops, now emit sounds. New models! A number of buildings have been redesigned: Lido, Water wheel, Shafts, Scaffoldings and Footbridges. Home and workplace information After selecting a beaver, you can now see where it lives and works. Rebalancing: • Most shafts no longer require gears or science points. • Inventor's Hut is now 50% more efficient. • Wheat field's yield has been increased from 70 to 100. • Potato field's yield has been increased from 40 to 45. Bug fixes: • Forester no longer forgets its settings after saving, thanks @Milo#9630 • Forester now correctly plants trees on neighbouring tiles, thanks @Milo#9630 • Buildings now report the correct number of incoming beavers As usual, anyone can play the alpha now as explained here.
  15. Hi @Driftwood thanks for the review! Kudos for noticing the trickery with shafts, it is a somewhat mind-bending piece of code 😉 We've taken note of all your comments - some of the features you suggested are already implemented in our internal build, we are hoping to release it within days. The game is still very rough around the edges, and we do intend to add a lot more content. So far we've focused on adding the most crucial systems but now that those are behind, we should be able to start adding more of the cool stuff.
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