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Infoblaze

Member Since 05 Oct 2018
Offline Last Active Feb 15 2020 04:54 PM
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Topics I've Started

1 Stable 1 Release, Suggestions and review

15 February 2020 - 04:54 PM

Since my last comments the improvements are amazing.  I won't list all the great changes and will instead focus on quality of life improvements I would suggest the developer consider.  All my comments are based around removing all the corruption from the map and playing on survival mode.  Late game in this case usually ends up with around 500 villagers and before you beat the corruption monsters spawning with an average level of around 110 and super monsters spawning well over lv 200. 

 

Spells

 

Cool downs (great addition by the way).   I would suggest the following tweaks when it comes to cool downs: 

 

  The cold spell should have doubled the cool down time but increases the duration of effect to somewhere between 120 seconds to 180 seconds.  This is because at late level game play all the monsters move fast.  To survive you are trying to micro Ghosts and Fire elementals while also keeping villagers from dying by constantly spamming the return spell.  Jumping back and forth to cast cold all the time is frantic and just not that fun.

 

  The bless child spell.  Great addition and I love how it makes looking at some of the villager menus more worthwhile.  I find the cool down tooooo loonnnnggg.  In early game you don't have a lot of mana so it self limits the cast time.  However in late game with 500 villagers trying to cast this spell takes so long I just don't bother.  Tracking down who is blessed and not when I have a villager list that is 8 pages long is just no fun and if the person has already been blessed I have to still wait for the cool down.  I would suggest almost no cool down and something around 1/5 to 1/4 the amount of time.  Sitting around and watching a download bar has been boring since forever and this is what waiting for the spell feels like at the end game.

 

  Magic light still needs some sort of buff to make it worthwhile.  Currently it is useless.

 

  Magic balls do no damage and should be removed from the game.

 

  Banish is not useful and should be changed or removed.  My suggested change would be the spell can only send monsters to a random corrupted tile.  If there are no corrupted tiles than any tile without corruption resistance present should be selected. In the case where there is nowhere to go the spell should fail.  Banishing a lv 200 monster randomly to the middle of your base means instant death in about 30 seconds if you do not catch it right away and everything spirals out of control and is no fun.

 

  All other spells are great or have some use.  I think there are a few key spells that are needed to actually survive late game and they seem well balanced at this point.

 

  I would like to see a persistent spell of recall villager until I banish the spell.  This would allow me to zone out area's I don't want villagers in and stop large amounts of frustration from them going all lemming into spells and high level monsters that 1 shot them.

 

Menus

 

I would like to have a show male and female tag in the menu or even better yet show pregnant females now that you have added an epic new spell that makes looking at villager lists worthwhile.

 

I would like something in the villager list that makes it more obvious is a villager has been blessed.

Trading

 

Needs some balancing.  It is mostly useless to trade as most resources traded drops the value to almost 0 or 0 in some cases.  To buy anything other than keys doesn't make sense as you would rapidly run out of gold.

 

Resources

 

Iron is still a problem.  Trading is not an option.  Mining does not produce enough and late game you can't mine as you don't use enough stone.  Meteor is not practical.  The tools and especially armor gets used up way to fast.  That makes anything other than leather armor and wood sword production not practical.  It doesn't matter though as villagers can't hurt high level monsters anyways and instantly die if hit so there is no point to this aspect of the game.

 

The animal farms and leather production needs some significant buffs.  To keep up with 500 people you need to spam out a silly amount and because they use food the amount of farms needed scales to silly levels.  I have found it is better to just ignore them and make raw vegetables and not waste my time and to ignore the kitchen as well.

 

Towers

 

You are probably sick of hearing about them being useless but it is more true now than in older versions of the game due to monster lv scaling.  Bow towers are useful for the first two seasons of the first year.  Elemental towers are useful until the fall of the second year if you plan really well. After that they are all useless.  Elemental damage selection is still confusing and seems to make no difference.  I always pick ice as the only use from them is to slow enemies down or to not unfreeze them.

 

People

 

I still hate finding people to res.  Would you please consider a graveyard structure that would attract dead people.  Perhaps also increase spawn rates of ghost villagers if upgraded?

 

I can't see the difference between normal and blessed villagers.  Not a big deal but even in the villager list having a little yellow circle for a halo or something to show they are special would be nice.  Just looking to feel closer to the villagers and see that my work in blessing them paid off.

 

I would like to see some blessing for the men as well or that they could pass the blessing onto their partners.


Job classes broken. Version 1b

19 October 2019 - 09:34 AM

Trashers no longer take trash away or process.  Builders no longer destroy tiles.  Waymakers no longer dig holes or remove roads.  


Dev Stop Stupid Deaths! PLEASE! Version, Milestone 1b

14 October 2019 - 09:19 AM

The game has come so far since I first played it.  Still enjoying the game with one major exception..... VILLAGERS HAVE A DEATH WISH!!  I am going to try and give you the experience you have created from the gamers perspective so you know how painful this issue is and why you really want to fix it ASAP.

 

In the end game when you have over 400 villagers having 20 or so burn, freeze and otherwise kill themselves at the main entrance to your defenses might seem funny at first but I assure you as the player is is nothing but infuriating.  Every night and they won't stop running out like the stupid lemmings they are.  What is the point of leveling them or even caring?  Thankfully late game allows larger amounts of nomads to come and replenish your lemming supply.  Oh and they are low level they are even more useless yeah!  Woo are we having fun yet? Not me.  Every night I get to look forward to the same stupidity.  I guess I could de-list all jobs every night and micromanage everything to death.  Wooo even more fun woot woot (heavy sarcasm)!

 

 

Stop it.  Stop stop stop stop stop. Stop the villagers going out at night and dying!  

 

Games need some degree of control otherwise they are not fun.  Spamming recall ever 10 seconds and wasting the associated mana and being stuck at the main gate every 10 seconds for an entire night that drags on for 10 minutes IS NOT FUN!   

 

PLEASE consider something that directs workers away from an area or stop them from being lemmings.  If I wanted to play lemmings I would and that game has great game mechanics from making sure you can keep the little idiots alive.

 

At dusk and night having villagers stay 50-100 or so tiles away from any monster would be a good start.  Consider the end game when monsters easily spawn lv 90 so all villagers do is die if they encounter a mob.  I don't care if it is a god power that repels them or if I can keep them within the area of the castle or if there is a way to lock gates to keep them from leaving.  Anything is better that than this current disaster.  Many of the issues come from them wanting to repair a road outside the main entrance or gathering something dropped or other such nonsense.  That means there is also a low level death count during the day but that is only 3-5 per day which isn't so bad.  

 

Other than that issue you have nailed the major lag issues and put some great polish on the game.  I would love to see it be even more successful in the future.


Rise to Ruins InDev 33f,spells, massive game stopping lag

03 June 2019 - 09:04 PM

I am finding every time I cast a large amount of spells the game will go to about 1 frame per 10 seconds to 1 min if I am watching the circular spell casting animation.  If I go look somewhere else (to hide from the lag) then the game will somewhat survive and only lag like normal.  Examples would be casting storm 3-4 times in the same spot or casting cold 7 or 8 times or mend a similar amount of times.  

 

I am not sure how to fix it but it seems to be the massive amount of partials generated in the spell animation cause the computer to give up.  I would prefer an option to completely eliminate all partials if I could play the game relatively lag free (if possible).  


Rise to Ruins InDev 33e game crash, AI reset does fix the problem

21 May 2019 - 10:27 PM

Game crashes every time I exit the game to check my god points and then go back into the same map.  Resetting the AI (holding shift and selecting) has reliably fixed the problem but there is something in the AI that fails within even a few seconds of game play.  Below is the error log.
 
Rise to Ruins InDev 33e
 
Attempting to initialize Steamworks
 
Fetching local language files.
Attempting to load: D:\SteamLibrary\steamapps\common\Rise to Ruins\localization\defaultEnglish
 
Fetching Steam Workshop language files, if logged in to Steam.
No Steam Workshop language files found.
 
Total word count: 26336
Total key count: 4615
Text key count: 3991
 
Loading Font Data
Starting Dedicated Threads
Thread Pool Size: 8
 
Operating System: Windows 10
GPU Drivers: igdumdim64
GPU Driver Version: null
Maximum JVM Memory: 3612MB
Tue May 21 22:11:52 CST 2019 INFO:Slick Build #237
Initializing Display Mode: Borderless Full Screen
Tue May 21 22:11:52 CST 2019 INFO:LWJGL Version: 2.9.3
Tue May 21 22:11:52 CST 2019 INFO:OriginalDisplayMode: 3840 x 2160 x 32 @60Hz
Tue May 21 22:11:52 CST 2019 INFO:TargetDisplayMode: 3840 x 2160 x 0 @0Hz
Tue May 21 22:11:53 CST 2019 INFO:Starting display 3840x2160
Tue May 21 22:11:53 CST 2019 INFO:Use Java PNG Loader = true
Tue May 21 22:11:53 CST 2019 INFO:Controllers not available
Resetting MAIN_MENU
Loading Game
font Module: 4902
save Module: 0
time Module: 0
Tue May 21 22:11:58 CST 2019 INFO:Initialising sounds..
Tue May 21 22:11:58 CST 2019 INFO:- Sound works
Tue May 21 22:11:58 CST 2019 INFO:- 64 OpenAL source available
Tue May 21 22:11:58 CST 2019 INFO:- Sounds source generated
sound Module: 160
Loaded Tileset: SAND_RED (3015000) Time: 57
Loaded Tileset: WATER (3610000) Time: 54
Loaded Tileset: TREES_BROWN (15000) Time: 78
Loaded Tileset: SAND_RED_ACCENT (3015500) Time: 9
Loaded Tileset: WATER_ACCENT (3610500) Time: 22
Loaded Tileset: TREES_BROWN_DEAD (15500) Time: 39
Loaded Tileset: TREES_BROWN_ACCENT (16000) Time: 71
Loaded Tileset: MELONS (1610000) Time: 64
Loaded Tileset: MARKETPLACE (211205500) Time: 572
Loaded Tileset: ANCIENT_RADIANCE_POOL (200600500) Time: 26
Loaded Tileset: TILES (3410000) Time: 80
Loaded Tileset: TILES_ACCENT (3410500) Time: 35
Loaded Tileset: SANDSTONE_RED (415000) Time: 87
Loaded Tileset: FLOWERS_WHITE (2230000) Time: 7
Loaded Tileset: SANDSTONE_RED_ACCENT (415500) Time: 50
Loaded Tileset: LAVA (2810000) Time: 59
Loaded Tileset: CRYSTAL_PURPLE (625000) Time: 24
Loaded Tileset: LAVA_ACCENT (2810500) Time: 50
Loaded Tileset: ANCIENT_CULLIS_GATE (200400000) Time: 35
Loaded Tileset: CRYSTAL_PURPLE_ACCENT (625500) Time: 17
Loaded Tileset: CRYSTAL_MOTIVATOR (203405500) Time: 14
Loaded Tileset: CACTUS_GREEN (1210000) Time: 43
Loaded Tileset: FLOWERS_BLUE (2215000) Time: 14
Loaded Tileset: STONE_WALL (4212500) Time: 35
Loaded Tileset: FORGE (205805500) Time: 346
Loaded Tileset: GOLD_STORAGE (206005500) Time: 128
Loaded Tileset: FLOWERS_BLACK (2210000) Time: 67
Loaded Tileset: CUT_STONE_AND_BOARD_ROAD (4014000) Time: 14
Loaded Tileset: POTATOES (810000) Time: 19
Loaded Tileset: CACTUS_GREEN_ACCENT (1210500) Time: 14
Loaded Tileset: POTATOES_ACCENT (810500) Time: 14
Loaded Tileset: FLOWERS_PURPLE (2220000) Time: 8
Loaded Tileset: STONE_GOLEM_COMBOBULATOR (214005500) Time: 141
Loaded Tileset: PHANTOM_DART_TOWER (210805500) Time: 46
Loaded Tileset: BALLISTA_TOWER (201405500) Time: 141
Loaded Tileset: OUTPOST (210605500) Time: 81
Loaded Tileset: WOOD_FENCE (4214000) Time: 23
Loaded Tileset: FARM (205005500) Time: 224
Loaded Tileset: LOG_PATH (4011000) Time: 5
Loaded Tileset: WOOD_FENCE_GATE_NS (215405500) Time: 150
Loaded Tileset: FIRE_PIT (205205500) Time: 17
map Module: 3400
road Module: 8
miniMap Module: 60
resource Module: 63
transition Module: 0
shadow Module: 902
lighting Module: 110
projectile Module: 0
missile Module: 31
particle Module: 178
collision Module: 39
depth Module: 30
perk Module: 7
god Module: 0
goal Module: 0
object Module: 1763
background Module: 5
mob Module: 873
mobJob Module: 1
essence Module: 0
weather Module: 1
corruption Module: 4
profile Module: 0
Map FBO: 429
map Module Sync: 0
road Module Sync: 2
resource Module Sync: 1
missile Module Sync: 21
object Module Sync: 2
mob Module Sync: 18
essence Module Sync: 0
TOTAL TIME: 13587
Resetting MAIN_MENU
Loading Game
Loading worldMap
font Module: 0
save Module: 0
time Module: 1
sound Module: 24
resource Module: 1764
transition Module: 0
projectile Module: 0
particle Module: 1513
chest Module: 1
perk Module: 4
god Module: 1
goal Module: 4
background Module: 0
mob Module: 5
influence Module: 8
help Module: 0
corruption Module: 3
migration Module: 944
resource Module Sync: 0
mob Module Sync: 0
influence Module Sync: 0
Save Loading Thread SurvivalIsland Running.
Save Loading Thread Silvercoast Running.
Save Loading Thread SurvivalIsland Complete.
Save Loading Thread Silvercoast Complete.
TOTAL TIME: 20123
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 1ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 10ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 20ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2891ms, Save Number 1043
Full Save: World Data Gathered and Written, took 2923ms
Loading: Silvercoast
Resetting WORLD_MAP
Loading Game
Loading survival
font Module: 0
save Module: 0
time Module: 1
sound Module: 0
Loaded Tileset: GRASS_YELLOW_BROWN (2420000) Time: 5
Loaded Tileset: DIRT_LIGHT_BROWN (2020000) Time: 5
Loaded Tileset: CORRUPTION (3810000) Time: 9
Loaded Tileset: ROCK_BROWN_COLLECTED (216000) Time: 13
Loaded Tileset: GRAVEL_RED (2635000) Time: 2
Loaded Tileset: DIRT_LIGHT_BROWN_ACCENT (2020500) Time: 5
Loaded Tileset: GRASS_YELLOW_BROWN_ACCENT (2420500) Time: 4
Loaded Tileset: COBBLE_AND_LOG_PATH (4012000) Time: 11
Loaded Tileset: CORRUPTED_FIRE_BOW_TOWER (207802000) Time: 57
Loaded Tileset: PATH (4010000) Time: 9
Loaded Tileset: CURTAIN_WALL (4211000) Time: 31
Loaded Tileset: ROCK_BROWN (215000) Time: 20
Loaded Tileset: CORRUPTED_GRAVEYARD_MEDIUM (207400000) Time: 56
Loaded Tileset: CURTAIN_WALL_CONSTRUCTION (4210500) Time: 9
Loaded Tileset: GRAVEL_RED_ACCENT (2635500) Time: 4
Loaded Tileset: CRYSTAL_GREEN (615000) Time: 21
Loaded Tileset: WATER_PURIFIER_UPGRADE_2 (214422000) Time: 131
Loaded Tileset: CORRUPTED_FIRE_PHANTOM_DART_TOWER (208602000) Time: 18
Loaded Tileset: MARKETPLACE_UPGRADE_2 (211222000) Time: 577
Loaded Tileset: CRYSTAL_GREEN_ACCENT (615500) Time: 16
Loaded Tileset: LIGHTNING_ROD_UPGRADE_2 (207020000) Time: 46
Loaded Tileset: CORRUPTED_GRAVEYARD_LARGE (207600000) Time: 63
Loaded Tileset: ROCK_BROWN_ACCENT (215500) Time: 24
Loaded Tileset: CORRUPTED_GRAVEYARD_SMALL (207200000) Time: 29
Loaded Tileset: SAND_TAN (3020000) Time: 3
Loaded Tileset: CORRUPTED_ICE_BOW_TOWER (208002000) Time: 46
Loaded Tileset: CORRUPTED_POISON_PHANTOM_DART_TOWER (209002000) Time: 20
Loaded Tileset: CRYSTAL_GREEN_COLLECTED (616000) Time: 15
Loaded Tileset: ANCILLARY_UPGRADE_4 (200242000) Time: 236
Loaded Tileset: CORRUPTED_LIGHTNING_PHANTOM_DART_TOWER (209202000) Time: 21
Loaded Tileset: CRYSTAL_STORAGE_UPGRADE_4 (203640500) Time: 134
Loaded Tileset: LARGE_FOUNTAIN (206602000) Time: 53
Loaded Tileset: COBBLE_AND_BOARD_ROAD (4013000) Time: 8
Loaded Tileset: ESSENCE_COLLECTOR_UPGRADE_2 (204622000) Time: 88
Loaded Tileset: SAND_TAN_ACCENT (3020500) Time: 3
Loaded Tileset: COBBLE_AND_LOG_PATH_DEBRIS (4011500) Time: 8
Loaded Tileset: TREES_RED (30000) Time: 21
Loaded Tileset: CURTAIN_WALL_OUTLINE (4210000) Time: 11
Loaded Tileset: BURNER_UPGRADE_2 (215820000) Time: 51
Loaded Tileset: CRYSTILLERY_UPGRADE_2 (203822000) Time: 132
Loaded Tileset: PROCESSOR_UPGRADE_2 (216220000) Time: 78
Loaded Tileset: BOTTLER_UPGRADE_2 (202021000) Time: 77
Loaded Tileset: MINERAL_STORAGE_UPGRADE_4 (211641000) Time: 119
Loaded Tileset: FOOD_STORAGE_UPGRADE_4 (205642000) Time: 119
Loaded Tileset: ROCK_STORAGE_UPGRADE_4 (213440500) Time: 115
Loaded Tileset: WATER_DRY (3615000) Time: 20
Loaded Tileset: CRYSTAL_HARVESTRY_UPGRADE_2 (203220500) Time: 242
Loaded Tileset: CORRUPTED_FIRE_PIT (209600000) Time: 14
Loaded Tileset: TREES_RED_ACCENT (31000) Time: 63
Loaded Tileset: TREES_RED_DEAD (30500) Time: 44
Loaded Tileset: TREES_RED_COLLECTED (31500) Time: 16
Loaded Tileset: WOOD_STORAGE_UPGRADE_4 (215240500) Time: 121
Loaded Tileset: STONE_CUTTERY_UPGRADE_2 (213821500) Time: 137
Loaded Tileset: FORGE_UPGRADE_2 (205820500) Time: 218
Loaded Tileset: LANDFILL_UPGRADE_2 (216020000) Time: 122
Loaded Tileset: CUBE_E_GOLEM_COMBOBULATOR_UPGRADE_1 (216812000) Time: 48
Loaded Tileset: WAY_MAKER_SHACK_UPGRADE_2 (214620000) Time: 119
Loaded Tileset: CRYSTAL_PURPLE_COLLECTED (626000) Time: 17
Loaded Tileset: POTATOES_COLLECTED (811000) Time: 16
Loaded Tileset: LUMBER_MILL_UPGRADE_2 (210222000) Time: 292
Loaded Tileset: MIGRATION_WAY_STATION_UPGRADE_2 (211422000) Time: 136
Loaded Tileset: FARM_UPGRADE_2 (205022000) Time: 224
Loaded Tileset: MINING_FACILITY_UPGRADE_2 (211820500) Time: 133
Loaded Tileset: LUMBER_SHACK_UPGRADE_2 (210420500) Time: 124
Loaded Tileset: TOOLSMITHY_UPGRADE_2 (214222000) Time: 136
Loaded Tileset: MISCELLANEOUS_STORAGE_UPGRADE_4 (212042000) Time: 170
Loaded Tileset: LOG_PATH_DEBRIS (4010500) Time: 7
Loaded Tileset: BOWYER_UPGRADE_2 (202421500) Time: 125
Loaded Tileset: LARGE_FIRE_PIT (205400000) Time: 13
Loaded Tileset: ARMORSMITHY_UPGRADE_2 (200822000) Time: 210
Loaded Tileset: COURIER_STATION_UPGRADE_2 (209822000) Time: 157
Loaded Tileset: KITCHEN_UPGRADE_2 (210022000) Time: 74
Loaded Tileset: DOGGO_HOUSE (204200000) Time: 29
Loaded Tileset: HOUSING_UPGRADE_4_OCCUPANCY (206241500) Time: 120
Loaded Tileset: CASTLE_15 (200140000) Time: 180
Loaded Tileset: MAINTENANCE_BUILDING_UPGRADE_1 (211010000) Time: 173
Loaded Tileset: MAINTENANCE_BUILDING_UPGRADE_2 (211020000) Time: 125
Loaded Tileset: HOUSING_UPGRADE_3_QUALITY (206311500) Time: 111
Loaded Tileset: CLINIC_UPGRADE_2 (202822000) Time: 110
Loaded Tileset: CORRUPTED_ICE_PHANTOM_DART_TOWER (208802000) Time: 12
Loaded Tileset: CRYSTAL_STORAGE_UPGRADE_3 (203634000) Time: 102
Loaded Tileset: WOOD_GOLEM_COMBOBULATOR_UPGRADE_3_ICE (215042000) Time: 43
Loaded Tileset: HOUSING_UPGRADE_4_QUALITY (206321500) Time: 105
Loaded Tileset: BALLISTA_TOWER_UPGRADE_1 (201411500) Time: 49
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_LIGHTNING (204842000) Time: 30
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_FIRE (204832000) Time: 36
Loaded Tileset: CORRUPTED_POISON_BOW_TOWER (208202000) Time: 35
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_ICE (204852000) Time: 33
Loaded Tileset: ROCK_BLACK (210000) Time: 23
Loaded Tileset: HOUSING_UPGRADE_2_QUALITY (206304500) Time: 177
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_2 (204825000) Time: 22
Loaded Tileset: RECOMBOBULATOR_TOWER_UPGRADE_3 (213232000) Time: 25
Loaded Tileset: CORRUPTED_LIGHTNING_BOW_TOWER (208402000) Time: 24
Loaded Tileset: ANCILLARY_UPGRADE_2 (200225000) Time: 172
Loaded Tileset: BALLISTA_TOWER_UPGRADE_3_FIRE (201432000) Time: 58
Loaded Tileset: PHANTOM_DART_TOWER_UPGRADE_2 (210822000) Time: 10
Loaded Tileset: CULLIS_GATE (204000000) Time: 63
Loaded Tileset: STONE_WALL_GATE_WE (215610000) Time: 13
Loaded Tileset: KEY_SHACK_UPGRADE_4 (206441000) Time: 34
Loaded Tileset: PHANTOM_DART_TOWER_UPGRADE_3_LIGHTNING (210842000) Time: 12
Loaded Tileset: PHANTOM_DART_TOWER_UPGRADE_3_FIRE (210832000) Time: 10
Loaded Tileset: ESSENCE_COLLECTOR_UPGRADE_1 (204613000) Time: 37
Loaded Tileset: STATIC_TOWER_UPGRADE_3 (212832000) Time: 35
Loaded Tileset: CORRUPTED_LARGE_FIRE_PIT (209400000) Time: 7
Loaded Tileset: CLINIC (202805500) Time: 103
Loaded Tileset: ANCILLARY (200205500) Time: 243
Loaded Tileset: CARROTS_COLLECTED (1411000) Time: 11
map Module: 8435
road Module: 257
mapAI Module: 21
miniMap Module: 56
resource Module: 2754
trade Module: 2
transition Module: 0
shadow Module: 902
lighting Module: 186
projectile Module: 0
missile Module: 7
particle Module: 26
collision Module: 20
depth Module: 11
chest Module: 1
perk Module: 4
god Module: 1
goal Module: 1
object Module: 5589
background Module: 0
mob Module: 723
mobJob Module: 1
essence Module: 35
spawn Module: 2
influence Module: 1
weather Module: 1
workSelection Module: 156
waypoint Module: 0
data Module: 1
help Module: 0
lootBox Module: 1
stats Module: 9
corruption Module: 121
migration Module: 3261
profile Module: 0
Map FBO: 559
map Module Sync: 10
road Module Sync: 9
resource Module Sync: 123
missile Module Sync: 0
object Module Sync: 498
mob Module Sync: 59
essence Module Sync: 0
spawn Module Sync: 0
influence Module Sync: 0
waypoint Module Sync: 161
TOTAL TIME: 24831
Curtain Wall has been dismantled.
VILLAGER WATER_MASTER AI AI_REDISTRIBUTE_RESOURCES STEP 2 time to execute was high: 65
Curtain Wall has been dismantled.
DRONE NONE AI AI_CORRUPTION_HARVEST_WORK STEP 2 time to execute was high: 54
VILLAGER FLETCHER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 63
CATJEET_VILLAGER TRASHER AI AI_PROCESS_TRASH STEP 2 time to execute was high: 52
Curtain Wall has been dismantled.
Curtain Wall has been dismantled.
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 84
CATJEET_VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 79
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 85
CATJEET_VILLAGER STONE_CUTTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 78
CATJEET_VILLAGER ORGANIZER AI AI_DELIVER_CONSTRUCTION_RESOURCE STEP 4 time to execute was high: 82
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 61
DRONE NONE AI AI_CORRUPTION_HARVEST_WORK STEP 1 time to execute was high: 391
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 54
CATJEET_VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 87
VILLAGER WATER_MASTER AI AI_EQUIP_RESOURCE STEP 4 time to execute was high: 58
Nomads! A band of nomads have arrived in the region.
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 66
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 96
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 77
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 67
Joan OfArc has been hired!
CATJEET_VILLAGER STONE_CUTTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 65
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 63
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 82
Mike Simpson has joined your village!
Ellen Richards has joined your village!
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 73
CATJEET_VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 79
Jenny Slate has joined your village!
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 54
VILLAGER FARMER AI AI_STORE_RESOURCE_IN_HAND STEP 2 time to execute was high: 65
CATJEET_VILLAGER STONE_CUTTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 73
Carla Keaton mated with Jack Keaton!
Jean Marsh mated with Arcturus Marsh!
Paul Fielding has become an elder!
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 57
Jesse Dumas has joined your village!
Doug Lamborn has joined your village!
VILLAGER FLETCHER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 58
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 56
Alfonso Forrest has been born!
CATJEET_VILLAGER COOK AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 67
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 58
VILLAGER FLETCHER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 63
CATJEET_VILLAGER COOK AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 60
Juvia Phillips mated with Paul Phillips!
George OfArc mated with Joan OfArc!
Fire Pit has been completed.
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 55
Fire Pit has been completed.
Fire Pit has been completed.
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 77
Fire Pit has been completed.
CATJEET_VILLAGER FARMER AI AI_EQUIP_RESOURCE STEP 4 time to execute was high: 59
Fire Pit has been completed.
Yelena Forrest mated with John Forrest!
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 53
Janet Fielding has become an elder!
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 75
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 58
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 74
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 51
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 78
VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 54
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 66
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 72
VILLAGER FLETCHER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 67
Saved time module regional data, took 0ms
No regional data inside background module to save, took 0ms
No regional data inside data module to save, took 0ms
No regional data inside goal module to save, took 0ms
No regional data inside god module to save, took 0ms
No regional data inside perk module to save, took 0ms
Saved road module regional data, took 11ms
No regional data inside shadow module to save, took 0ms
No regional data inside sound module to save, took 0ms
Saved stats module regional data, took 1ms
No regional data inside transition module to save, took 0ms
No regional data inside chest module to save, took 0ms
No regional data inside font module to save, took 0ms
No regional data inside help module to save, took 0ms
Saved influence module regional data, took 0ms
No regional data inside lighting module to save, took 0ms
No regional data inside collision module to save, took 0ms
No regional data inside depth module to save, took 0ms
Saved map module regional data, took 5ms
No regional data inside miniMap module to save, took 0ms
No regional data inside waypoint module to save, took 0ms
Saved workSelection module regional data, took 2ms
No regional data inside mapAI module to save, took 0ms
Saved missile module regional data, took 0ms
Saved migration module regional data, took 0ms
Saved mob module regional data, took 21ms
Saved essence module regional data, took 1ms
Saved mobJob module regional data, took 0ms
Saved object module regional data, took 139ms
No regional data inside particle module to save, took 0ms
Saved lootBox module regional data, took 0ms
Saved resource module regional data, took 20ms
Saved trade module regional data, took 0ms
No regional data inside save module to save, took 0ms
Saved corruption module regional data, took 1ms
Saved spawn module regional data, took 0ms
Saved weather module regional data, took 0ms
No regional data inside projectile module to save, took 0ms
No regional data inside profile module to save, took 0ms
Saved Map Preview, took 62ms
Saved Map Data, took 134ms
Save Clean Up, took 2ms
Autosave: Region Data Written, took 7504ms, Save Number 179
Full Save: Region Data Gathered and Written, took 7716ms
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 5ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 15ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2137ms, Save Number 1044
Full Save: World Data Gathered and Written, took 2157ms
Resetting SURVIVAL
Dedicated threads have not completed, waiting.
Dedicated threads have not completed, waiting.
Dedicated threads have not completed, waiting.
Loading Game
Loading worldMap
font Module: 0
save Module: 0
time Module: 0
sound Module: 14
resource Module: 1543
transition Module: 0
projectile Module: 0
particle Module: 1454
chest Module: 1
perk Module: 2
god Module: 1
goal Module: 2
background Module: 0
mob Module: 4
influence Module: 0
help Module: 0
corruption Module: 1
migration Module: 587
resource Module Sync: 0
mob Module Sync: 0
influence Module Sync: 0
Save Loading Thread SurvivalIsland Running.
Save Loading Thread Silvercoast Running.
Save Loading Thread SurvivalIsland Complete.
Save Loading Thread Silvercoast Complete.
TOTAL TIME: 19166
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 14ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 24ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2120ms, Save Number 1045
Full Save: World Data Gathered and Written, took 2159ms
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 16ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 30ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2103ms, Save Number 1046
Full Save: World Data Gathered and Written, took 2151ms
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 9ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 18ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2156ms, Save Number 1047
Full Save: World Data Gathered and Written, took 2184ms
Loading: Silvercoast
Resetting WORLD_MAP
Loading Game
Loading survival
font Module: 0
save Module: 0
time Module: 0
sound Module: 0
map Module: 420
road Module: 245
mapAI Module: 9
miniMap Module: 40
resource Module: 2617
trade Module: 1
transition Module: 0
shadow Module: 705
lighting Module: 126
projectile Module: 0
missile Module: 4
particle Module: 21
collision Module: 16
depth Module: 8
chest Module: 0
perk Module: 2
god Module: 1
goal Module: 1
object Module: 4841
background Module: 0
mob Module: 807
mobJob Module: 1
essence Module: 36
spawn Module: 1
influence Module: 0
weather Module: 1
workSelection Module: 202
waypoint Module: 0
data Module: 0
help Module: 0
lootBox Module: 1
stats Module: 6
corruption Module: 101
migration Module: 3481
profile Module: 0
Map FBO: 533
map Module Sync: 2
road Module Sync: 4
resource Module Sync: 44
missile Module Sync: 0
object Module Sync: 321
mob Module Sync: 42
essence Module Sync: 0
spawn Module Sync: 0
influence Module Sync: 0
waypoint Module Sync: 28
TOTAL TIME: 14906
Tue May 21 22:24:32 CST 2019 ERROR:null
java.lang.NullPointerException
at rtr.utilities.Assignment.getSecondaryX(Assignment.java:35)
at rtr.mobs.ai.AIClearTopographyFromRoadWork.pathfindToTopography(AIClearTopographyFromRoadWork.java:163)
at rtr.mobs.ai.AIClearTopographyFromRoadWork.execute(AIClearTopographyFromRoadWork.java:62)
at rtr.mobs.MobBase.update(MobBase.java:2726)
at rtr.mobs.MobModule.update(MobModule.java:378)
at rtr.states.PlayState.update(PlayState.java:300)
at org.newdawn.slick.state.StateBasedGame.update(StateBasedGame.java:266)
at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:652)
at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:481)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:391)
at rtr.system.Game.launchGame(Game.java:155)
at rtr.system.Launcher.main(Launcher.java:52)
Tue May 21 22:24:32 CST 2019 ERROR:Game.update() failure - check the game code.
org.newdawn.slick.SlickException: Game.update() failure - check the game code.
at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:669)
at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:481)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:391)
at rtr.system.Game.launchGame(Game.java:155)
at rtr.system.Launcher.main(Launcher.java:52)