Game Bugs

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Revision as of 20:41, 31 March 2025 by imported>AvoidBored
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File:OhnobugNew10x.png

Worldbox as an early access game can sometimes be a victim of various bugs.

Bugs (22)

  • File:IconLevels10x.pngArmor Bonus from Levels
    • Levels are supposed to give +0.33% armor but they don't (source: updateStats in ActorBase)
  • File:IconCorruptedBrain10x.pngCorrupted vs. Golden Brain
    • The corrupted brain will try to destroy the golden brain by using the madness inflicting projectiles it has but no matter how much time given the golden brain won't take any damage
  • File:IconChicken scaled 10x.pngSuper Grow Time Chicks
    • When chicken eggs hatch they don't immedatly turn into a chicken instead they will turn into a chick. Chicks grow into chickens extremely quickly leading many players to be unaware of their existence
  • File:IconClock10x.pngTime Resistant Projectiles
    • Projectiles, like arrows, will continue their path even if the game is paused
    • The Optime mod fixes this
  • File:IconTemperatureMinus10x.pngFrozen Soil Missing Trees
    • When loading a world that has frozen soil tiles that had trees on them the trees will not be there.
  • File:IconVolcano10x.pngLava & Burning Status
    • Only demons, without the fire proof and burning feet trait, and piranhas will receive the burning status while in lava. It is meant for the burning feet and fire proof trait to prevent a unit from getting the burning status while in lava but all units, except in the cases mentioned above, will not be inflicted with the burning status while in lava.
    • Source: When looking in the TileLibrary class you'll see lava has a "stepAction" that's supposed to "setUnitOnFire". The game is then supposed to do a check to see if the unit has the burning feet trait which will cancel the "stepAction" and if not the game will apply the burning status (which will also be cancelled if a unit has the fire proof trait). But because of the way the "moveTo" method is written (cancels "stepAction" if unit takes direct damage from lava) the game never evaluates the "stepAction" and therefore only demons (who are naturally immune to damage from lava) and piranhas who use a different method will get the burning status from lava.
  • File:IconResLemons10x.pngFrosty Lemons
    • Lemons can be obtained from the forest tiles of permafrost biome instead of a pine cone
    • The Small Fixes mod fixes this
  • File:IconCulture 10x.pngUnstoppable Culture
    • Culture level will continue to advance even when the game is paused
    • The Optime mod fixes this
  • File:PlotGeneric10x.pngNon-King Plotting
    • When a capital is destroyed and the king is demoted as a result they will continue their current plot to completion if they started one before the capital’s destruction/capture as long as the original kingdom still exists.
  • File:IconClan 10x.pngNon-hereditary Crowning
    • Because of a misinput in the code kings will be decided from an entire kingdoms pool of leaders instead of choosing based off the eldest unit of the king’s clan (that’s also a citizen of the king’s kingdom)
    • Source: If you look at the "fitToRule" method in the "Clan" class of the code you will find that the method asks for a unit that must be dead. Which is not possible and so the game defaults to the "getKingFromLeaders" method instead
    • The Small Fixes mod fixes this
  • File:-Roads-.png"Roaded" Mines
  • File:IconWorldInfo10x.pngFar Lands Opinion
    • The far lands opinion will only trigger for kingdoms that have their capitals on the same island. Which doesn't make sense in context of the opinion itself and other opinions
    • Source: Under the "opinion_far_lands" asset in the "OpinionLibrary" class you will find that the opinion checks for capitals that are on the same island. This is most likely meant to look for capitals that are NOT on the same island
    • The Small Fixes mod fixes this
  • File:IconResTea scaled 10x.pngUnobtainable Favorite Foods
    • There are exclusive racial foods, such as pies for humans and ale for dwarves. Racial foods can only be made by their respective races (e.g. only humans can make pies). They are made out of other foods such as berries, herbs and mushrooms. Sometimes racial foods can get mixed up between races, such as a human's favorite food being ale which unobtainable for humans (even through trade). This results in some units never being able to improve their mood
    • Disney Villain Syndrome Fix is a mod that prevents units from having favorite foods that are unobtainable for them (GameBanana, Steam)
  • File:IconCloudRain10x.pngNatural Clouds Never Top
    • Natural spawned clouds will never reach the top of maps (image example)
  • File:IconLightLamp10x.pngUnbuilt Buildings Emitting Light
    • During dark ages you can notice that buildings that are currently in construction emit light before they are actually built (like the bonfire)
  • File:Frozen10x.pngFreeze Eating
    • Units are able to eat food while they have the frozen status
    • The Small Fixes mod has an initially disabled method that fixes this
  • File:IconPyromaniac10x.pngWalking Into Burning Buildings
    • Units will sometimes walk into burning houses. This can happen when the tiles near a house aren't on fire and a unit doesn't have the burning status (or if a unit has the fire proof trait, this part is most likely intentional)
  • File:IconSeedCorrupted - Scaled 10x .pngLarge Corrupted Trees
    • If a corrupted biome is next to a grass biome, it will somehow spread its seeds causing large corrupted trees to grow in the adjacent grass biome. Strangely, these large corrupted trees are not seen in the corrupted biome itself
    • The Small Fixes mod fixes this
  • File:IconImmune10x.pngTrait Conflicts (2)
    • Units with the immune trait can still get the cough and ash fever statuses. This was most likely overlooked and has been acknowledged as a mistake by Maxim
    • Units with the strong minded trait (description: "Can't get mad") do not get the madness trait but can get the rage status and also have the angry mood
    • This trait mod adds traits that fill what these ones miss (Ash Immune and Alt Strong Mind)
  • File:IconMadness10x.pngMadness Trait (2)
    • Units will become “unmad” when reloading worlds if they had the madness trait before the reload
    • When soldiers and village leaders become mad they will keep their clothing despite no longer filling the profession

Visual and Text Bugs (13)

  • File:-Docks-.pngAbandoned Docks
    • When docks are abandoned their roofs will be a de-saturated pink color instead of gray
  • File:IconAges10x.pngIncorrect Age Menu
    • If you go to the age menu you'll notice the description says each age lasts at least 50 years. In reality ages actually last at least 30 years with a max of 55
  • File:IconFertilizerTrees10x.pngLoading Screen Tree Tip
    • When loading worlds you may see the line "Most trees only grow on forest tiles" which is only true for the wasteland biome
  • File:CriticalStat10x.pngOverloaded Critical Chance
    • The critical chance stat can go over 100% but there is no benefit to this. Maxim has considered/hinted at their being a purpose for an 100%+ critical chance
  • File:IconEyePatch10x.pngOne Eyed Trait Sort
    • The one eyed trait is sorted incorrectly and doesn't follow the alphabetical pattern of all other traits. This happens because it goes by "eyepatch" and not "one_eyed" in the code
  • File:IconCommunity10x.pngWould Will
    • Multiple world laws and techs use "would" in their descriptions when talking about their effects instead of "will"
  • File:Icon sword iron.pngMini Iron Tools
  • File:Icon amulet adamantine.pngSharpness Modifier
    • The sharpness modifier will not stack it's critical chance stat with the critical chance stat of amulets and rings and the item will instead display critical chance as two different stats (the sharpness modifier can only be found on amulets and rings)
  • File:Stewardship10x.pngDecimal Stat Inconsistency
    • Some percentage stats will display ".0" while others will not. Most if not all examples of this are critical chance and fertility stats
  • File:IconDeathMark10x.pngMissed Death Log Texts
    • Most likely because of a misinput in the code the third variation of multiple death related log won't appear
    • Favorite dead "[name] has kicked the bucket"
    • Favorite killed "[name] was killed by [killer]"
    • King killed "[name] of [kingdom] was murdered by [killer]"
    • Source: When looking at the "logKingMurder" method you'll notice that it only uses randomInt(1,3) and because the second number is excluded the third log message never appears. You can see unused log messages by inspecting the localizedtext varible of the localizedtextmanager class using UnityExplorer
    • The Optime mod fixes this
  • File:IconDiscord10x.pngDiscord Power Conflict
    • When going to settings and hovering your cursor over the discord social button you will see the description for the discord power
  • File:IconHunger.pngChildren Favorite Food
    • You have to hover your mouse over a child's hunger bar to see their favorite food instead of it being displayed in a star
  • File:IconLava10x.pngLava Color
    • The second layer of lava is colored the same as the first when zoomed out

Feature Bugs (10)

These are “bugs” that may be intentionally created or create scenarios unintended yet could be seen as a feature of the game.

  • File:IconLevels10x.pngUndead Level Reset
    • A unit's level will reset to one when they turn into a creature like a zombie
  • File:IconShortsighted10x.pngShort Sighted Trait Makes Attacking Impossible
    • The short sighted trait debuffs a unit's range by 3 which makes them unable to hit most creatures and instead move back and forth into their targets instead
  • File:IconAcidGeyser10x.pngTolerance of Acid Geysers
  • File:Icon rebellion scaled 10x pngcrushed.pngCapital Rebellions
    • Despite what most players think, capitals can rebel, but it is quite rare. The way this happens is a village meets all checks to start a rebellion plot but then mid planning the village becomes a capital. As long as the village leader that is planning the rebellion does not become king then the plot will continue and the capital will rebel. After this happens the original kingdom will declare war on the newly formed kingdom and the rebellion will continue as normal. Sometimes there can be a delay on the original kingdom turning one of its remaining cities into a capital
  • File:Icon rebellion scaled 10x pngcrushed.pngMulti-Rebellion Ending
    • "Multi-Rebellions" are rebellions that involve multiple groups revolting from one kingdom. Multi-rebellions will end when the initial revolting kingdom is destroyed leaving any of the other surviving rebel kingdoms that rebelled after the first to be free from war.
  • File:IconRain10x.pngWater Egg
    • Using the magnet power you can place eggs on top of water. The eggs will act the same as they do on land
  • File:IconBoat10x.pngBoat Population
    • Boats count toward village population
  • File:Achievements traitexplorer1.pngSpecial Traits & Achievements
    • Traits in the "Special - No Touching" category do not count toward Trait Explorer Achievements
  • File:IconWeightless10x.pngWeightless Trait
    • Currently disabled. Units with this trait will break ice when they stand on it. Maxim has explained that the trait's original function was intentionally disabled because of pathfinding issues
  • File:HappyMood.svgSustaining Happy Mood
    • If a unit eats there favorite food while happy they won't retain the happy mood and instead go to normal

Common Bug Misconception

  • File:IconAge10x.pngAccelerated Child Aging and Miracle Born (2)
    • Children will age from 0 to 18 much faster than 18 years. This was done to speed up the time needed for children to grow up and fill professions in villages to pace the game well. This is being addressed in the next update.
    • Miracle Born units start at age 18 so if your world is less than 18 years old these units will be older than the world