so started a new game on release 572 and after a long time of designing I got the following
release-572 (x64)[M]…onehearth/components/building/building_component.lua:204: attempt to index local ‘entry’ (a nil value)stack traceback:
radiant/modules/common.lua:237: in function ‘report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
…onehearth/components/building/building_component.lua:204: in function ‘get_dependencies’
…/fixture_fabricator/fixture_fabricator_component.lua:179: in function ‘_are_dependencies_satisfied’
…/fixture_fabricator/fixture_fabricator_component.lua:218: in function ‘_start_project’
…/fixture_fabricator/fixture_fabricator_component.lua:84: in function ‘set_active’
…ruction_progress/construction_progress_component.lua:81: in function ‘set_active’
…onehearth/components/building/building_component.lua:406: in function ‘cb’
…onehearth/components/building/building_component.lua:400: in function ‘_call_all_children’
…onehearth/components/building/building_component.lua:396: in function ‘_call_all_children’
…onehearth/components/building/building_component.lua:396: in function ‘_call_all_children’
…
radiant/controllers/time_tracker_controller.lua:82: in function ‘set_now’
radiant/controllers/time_tracker_controller.lua:103: in function ‘increment_now’
radiant/modules/timer.lua:13: in function ‘instance’
radiant/modules/events.lua:227: in function <radiant/modules/events.lua:221>
[C]: in function ‘xpcall’
radiant/modules/common.lua:257: in function ‘xpcall’
radiant/modules/events.lua:221: in function ‘trigger’
radiant/modules/events.lua:290: in function ‘_trigger_gameloop’
radiant/modules/events.lua:338: in function ‘_update’
radiant/server.lua:62: in function <radiant/server.lua:58>
For some reason after the error all my roads in this build are gone After saving and reloading i get extra errors.
release-572 (x64)[M]…onehearth/components/building/building_component.lua:204: attempt to index local ‘entry’ (a nil value)stack traceback:
[C]: ?
…onehearth/components/building/building_component.lua:204: in function ‘get_dependencies’
…/fixture_fabricator/fixture_fabricator_component.lua:179: in function ‘_are_dependencies_satisfied’
…/fixture_fabricator/fixture_fabricator_component.lua:218: in function ‘_start_project’
…/fixture_fabricator/fixture_fabricator_component.lua:42: in function <…/fixture_fabricator/fixture_fabricator_component.lua:40>
release-572 (x64)[M]c++ exception: lua runtime errorstack traceback:
some added info, placed it again in a new map, placed an extra layer of slabs below the road blocks and that seems to stop the error. Still he is having issues with this build. Also had a villager die because of scaffolting removal
I don’t have a picture of where they stopped unfortunately, because AVG decided it was a good time to take my process away from me resulting in a crash. In other words indirect crash due to Disk use. Don’t think it is stonehearth that caused that, after all my computer is on the lower end of specs.
See the awning in front? That is where they decided it was a good idea to not finish the back part of it near the wall and put scaffolding to complete roof. In other words the scaffolding stretched from porch to roof through a hole in the upper most of that awning. I would have though they would bring down the scaffolding like they did with the rest of the parts of the build, but they said no, and left it to do something else. Waited at least a couple of in-game days for them to continue, but they did not… sometime after that is when I started having my computer problems and crash.
stonehearth.log (4.4 MB)
Providing a log if it will help determine what went wrong in build… The crash I still think it was interference from another program… (Which I will just have to figure out later.)
Note: At least my first building built, this being the second one that was a bit more ambitious than the last, or well more complex; about the same complexity as the smith I had sent before that straddled a cliff. Also there was quite a bit of scaffolding, some not really needed; but made sense in the very least where they placed them. Just don’t know why they stopped when all they had to do was take a couple down to finish the awning.
The crash happened roughly when I was placing objects in one of my other buildings and switched view mode. A right click to rotate is when it had enough; despite my deductions of what might have happened. So it was a forced windows close, as there was nothing else I could do; and I didn’t want to wait a couple hours for disk use to go down.
Anyway it is just an odd build order mainly. (but at least looked like it made sense.)
Still will not finish. Same exact area as described above. I guess them adding the windows and doors during the build is new; not seen them do that before. Beyond that new bit, one of the railings on the porch didn’t get finished as well. Also a small 4 blocks in the back corner that you see at the base, like supports didn’t either. I will see if I can get a pic tomorrow as it is late, but just wanted to say that one still didn’t finish, and stopped at the same point in the awning at the front of the house.
EDIT: Just adding the pic of where my building stopped so at least there is a visual of what I mean. I was wrong about the backside, as they did complete it; don’t know when, but it is most certainly the front side they stopped at.
Hard to see the missing railing but if you compare to the right side you will see a bit of red where railing of porch is finished and on left it has not been placed. The rest is obvious, and like I described above about the awning.
I found a funny problem. If the anchor touches the ground, pressing the “build” button freeze the game, then my computer itself begins to slow down, but it’s alright if the anchor hanging in the air.
not work at all engineer’s house.zip (13.4 KB)
Start building, but can’t finish it steampunk ship.zip (28.4 KB)
I know I’m asking a lot, so if this project is too ambitious, I just build it piece by piece, if it really possible… =D
I am having issues with these templates in Alpha 17 build 684. When I place the templates and build it, the hearthlings just won’t build them or they won’t take down the scaffolding. With the blacksmith house the game freezes and either crashes or unfreezes. If it unfreezes, then the hearthlings won’t build it. For the rest except town hall, the templates aren’t place-able. For town center, it might be the fact that it’s made out of roads.
Edit: This an error I get when I start up the game. I’ve been getting since I started playing the unstable alpha 17 build and still have it now while alpha 17 is fully released. I don’t know if it matters if I’m running x32 or x64 bit as I run x32 bit but have a x64 bit computer:
release-584 (x32)
…onehearth/components/building/building_component.lua:483: attempt to index local ‘entity’ (a nil value)
stack traceback:
radiant/modules/common.lua:237: in function ‘report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
…onehearth/components/building/building_component.lua:483: in function ‘_trace_entity’
…onehearth/components/building/building_component.lua:174: in function ‘_restore_structure_traces’
…onehearth/components/building/building_component.lua:114: in function ‘obj’
radiant/modules/events.lua:75: in function ‘instance’
radiant/modules/events.lua:227: in function <radiant/modules/events.lua:221>
[C]: in function ‘xpcall’
radiant/modules/common.lua:257: in function ‘xpcall’
radiant/modules/events.lua:221: in function <radiant/modules/events.lua:187>
Note: Replied because original reply was getting long.
I get this error when the game unfreezes while trying to build the blasksmith house:
release-584 (x32)
…onehearth/components/building/building_component.lua:483: attempt to index local ‘entity’ (a nil value)
stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
…onehearth/components/building/building_component.lua:483: in function ‘_trace_entity’
…onehearth/components/building/building_component.lua:174: in function ‘_restore_structure_traces’
…onehearth/components/building/building_component.lua:114: in function 'obj’
radiant/modules/events.lua:75: in function 'instance’
radiant/modules/events.lua:227: in function <radiant/modules/events.lua:221>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/modules/events.lua:221: in function <radiant/modules/events.lua:187>
Summary: A building using crenellation as balcony can’t be fully built
Steps to reproduce:
place the template(uploaded in the attachment)
wait for building
3)…
Expected Results: Fully built
Actual Results: Selectively abandoned
Notes:
I firstly made the template in the hard mode and chose a river side to build it.
When the worker was idle, the building was:
As you can see, it’s incomplete
The single chosen stone block is not built, then I think whether or not it is because the building’s being adjacent to the water, so I put it in a peaceful mode on a totally flat area, and it turns out to be:
still the crenellation block is missing and the project cannot proceed, so here’s where the bug (Path-finding bug or something else?) lies.
Besides, there are some other sort of things, firstly, crenellation generation in the corner is not… perfect sometimes
Secondly, crenellation generation in the place where a door is placed (or maybe wherever there is a hole existing), It’s fine when we first generate the crenellation roof then put a door on the wall
But when the whole building is saved as a template and replaced:
My decoy monument statue is stopped again! Complete one is filled structure, but a 1 tile thick notch valley was created while building. I think this is main reason why building is stopped.
At r584, hearthlings started to build this structure from outer wall to thick core column. At old version, I remember they build from bottom layer and layer by layer. That was a difference I noticed. And due to this change, I think, sometimes some hearthlings are trapped at top of wall or column being built. This phenomenon made building speed difference between walls, and I think, due to cumulativeness of them, that notch was finally created.
edit: While building,there were lack of stone and wood. Lack of wood keep disturbed continueous building of scaffolding and ladder. Due to this, hearthlings were frequently trapped at top.
Summary:
Error to begin a new estructure house cusmon, the villagers not build,
Version Number and Mods in use:
alpha 17
Not mods in use
System Information:
release-584 (x64)
…omponents/fabricator/fabricator_client_component.lua:62: attempt to index a nil value
stack traceback:
[C]: ?
…omponents/fabricator/fabricator_client_component.lua:62: in function <…omponents/fabricator/fabricator_client_component.lua:60>
I always set up my houses 5 spaces apart. I’ve never had them stop working on houses because of this, but even with multiple ladders and ways to get the house done they refuse to touch them.
I also have a red exclamation mark over a finished custom building.
I got a somewhat round building with slab-made stairs aswell as a slight size diminish between first and second floors.
The main problem getting it stuck is that the slab stairs seems to be built in a manner blocking off a pillar slot.
Secondary problem is that when finishing the backside of the first floor walls and getting along with second floor walls, hearthlings get stuck on the elevated pillar bits.
Summary:
I’m trying to build a wall on my perimeter to keep out those bad guys. I was able to start it and get a decent amount done, but now my works won’t make any progress.
I was thinking that maybe the fact that the roof was slightly inside the neightboring land that was causing this issue, but I’ve tried digging it all up, and they still won’t work on the wall. I have a save of remove the nearby land as well.
Steps to reproduce:
Load my save from “won’t build.zip”.
Try running the game to see if they’ll build the wall structure (seen in the save’s screenshot).
Expected Results:
Structure should be constructed by citizens who can build.
Actual Results:
No one works on structure.
Notes:
Attachments: won’t build.zip (6.8 MB)
I tried zipping my safe folder, but it was over 10MB, which is over the site’s attachment limit. So I put it in a .rar, but that wasn’t allowed, so I zipped the .rar file. I hope that’s not an issue, apologies for any confusion.
Version Number and Mods in use:
Alpha 17 on steam, “Current Content BuildID: 1224500”
System Information:
Windows 10 Pro, AMD FX-8380 4.01GHz 64 bit, 16GB of RAM.
You’ve been [lurking] around for a while - Discourse claims your account’s been around since 2013 - but this seems to be your first post.
A very late “Welcome to the Discourse” to you!
Discourse claims you’re at a high enough trust level to upload attachments. If not, that can be raised by participating more, but I’m sure @8BitCrab or @Relyss could grant an exception.
Hi, my hearthlings are having issues with this building. I have tried it in A16, A17 and the latest 593 build today and they only get part way through.
When placing the template it is important to note that the main roof is 1 block too high and some of the adjoining walls don’t build unless you drop the height by one.
In my latest try the lings built up, but stopped short of building the roof nor the third level of the tower.
So, I’ve got a doozie of an unbuildable, but when I go to save the template I get the following error and the template never ends up in my building_templates folder. I’m currently on [latest] branch.
Error 2
release-593 (x64)
stonehearth/lib/build_util.lua:496: attempt to index local ‘template’ (a nil value)
stack traceback:
[C]: ?
stonehearth/lib/build_util.lua:496: in function 'get_custom_templates’
stonehearth/lib/build_util.lua:405: in function 'save_template’
stonehearth/call_handlers/build_call_handler.lua:35: in function <stonehearth/call_handlers/build_call_handler.lua:30>
This is actually a step back from A16. I’ve had issues for a while now where templates will save to the folder but never show up in game. (My “custom” panel is empty, no matter what I seem to do).