There is a bug in the Start Menu, New Game, Auto Save slot. I clearly overrode slot 2, but after exiting the game, the slot for the overrode auto save slot 2 became slot 3?
  • If the "Start Menu", "New Game", "Auto Save" option is checked, the default suffix starts from "savegameAUTO1" instead of "savegameAUTO0". This should be a bug.
  • Create a new game - enable starting point save - there is an issue with the slot created from here.
    [Reproduction: All savegameAUTO files need to be deleted first, preferably creating a new project]
    [After entering the game, call the node, save automatically, open the archive directory, and you will find that savegameAUTO1 is not savegameAUTO0]
    [The option to continue the game is not activated when restarting the game]

    I would like to know where to change the code. After trying to change the code myself, I found that there is still a problem.
  • Not happening on my end.
    Starting a new auto save game on the first slot stays on the first slot (save file savegameAUTO0), 2nd slot stays on 2nd slot (savegameAUTO1), etc.

    Restarting a new game on an existing slot will also keep the correct slot index and save file.
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  • I don't know why this problem occurred. I'll create a new engineering project and give it a try
  • I can check it out if you can send me a Unity test project where this happens.
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  • I found the problem. I changed the code, which caused storage issues. Oh... By the way, I have another question. I changed a lot of things related to the code and inventory quantity, such as changing int to long. There are too many places to modify. There are no error messages currently, but it seems that many places are having problems... I really hope you consider changing it. The int type for quantity is really too small and not enough to use.
  • Well, int's max value, i.e. the maximum quantity is 2.147.483.647, which should be enough for 99% of use cases.
    Maybe future ORK versions will change to using long/double instead of int/float, though there's also performance and memory impacts to consider with this.
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  • Actually, it's not enough, especially for currencies... Because I am making an RPG mobile game with placement elements, so Int is not sufficient. I am currently facing a big problem, which is the currency issue. Since it can only be of int type, I originally checked the maximum currency value, but I found that there is no function to execute a certain schematic after the currency is full! As a result, there is still no way to deal with the impact of currencies exceeding the int value.
  • I'll look into finding a solution for that exceeding issue.
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  • Next update will have safeguards for this.
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  • When will it be updated next time?
  • No date has been set yet, most likely toward the end of May.
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  • After creating a new project today, I encountered the archiving and autosave issues mentioned in this post again. It skipped savegameAUTO0 and started directly from savegameAUTO1 (I opened the local storage path and found that there was no savegameAUTO0 file). Later, I deleted the entire project, re-imported it, and retried, but the problem did not recur. I can't reproduce this problem anymore. Next time when I encounter this autosave issue again, I will definitely send you the Unity project for review.

    ====================


    I decide to try a few more times to see if I can reproduce this problem again

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