[Res] [Dev 2630] Invalid Reference in native get_id

Ok, I just got this error again in the first few minutes of a fresh game in the newest build. It happened when I placed my first stockpile. There were actually two bugs:

develop-2630 (x64)
std::logic_error: 'invalid reference in native get_id’
stack traceback:
[C]: in function 'get_id’
stonehearth/services/server/town/town.luac:123: in function 'item_has_been_looted’
stonehearth/services/server/inventory/inventory.luac:252: in function '_filter_passes’
stonehearth/services/server/inventory/inventory.luac:286: in function ‘filter_fn’
…i/actions/pickup_item_type_from_backpack_action.luac:12: in function <…i/actions/pickup_item_type_from_backpack_action.luac:4>
[C]: in function 'start_thinking’
stonehearth/services/server/ai/compound_action.luac:86: in function '_start_thinking_on_frame’
stonehearth/services/server/ai/compound_action.luac:74: in function 'start_thinking’
stonehearth/ai/actions/loop_action.luac:19: in function '_start_next_loop’
stonehearth/ai/actions/loop_action.luac:49: in function '_loop_set_think_output’
stonehearth/ai/actions/loop_action.luac:6: in function ‘set_think_output’

[C]: in function 'execute’
stonehearth/ai/actions/idle_top_action.luac:5: in function <stonehearth/ai/actions/idle_top_action.luac:3>
[C]: ?
[C]: ?
[C]: in function 'run’
stonehearth/components/ai/ai_component.luac:177: in function '_thread_main’
stonehearth/services/server/threads/thread.luac:90: in function <stonehearth/services/server/threads/thread.luac:89>
[C]: in function 'xpcall’
stonehearth/services/server/threads/thread.luac:89: in function 'f’
radiant/lib/env.luac:8: in function <radiant/lib/env.luac:8>


develop-2630 (x64)
bad frame trasition from “stop” from "starting_thinking"
stack traceback:
[C]: ?
[C]: in function 'stop’
stonehearth/services/server/ai/compound_action.luac:140: in function 'stop’
stonehearth/ai/actions/loop_action.luac:93: in function '_prune_unused_loops’
stonehearth/ai/actions/loop_action.luac:89: in function '_finish_building_loops’
stonehearth/ai/actions/loop_action.luac:88: in function '_fn’
radiant/controllers/timer_controller.luac:33: in function 'fire’
radiant/controllers/time_tracker_controller.luac:9: in function <radiant/controllers/time_tracker_controller.luac:9>
[C]: in function 'xpcall’
radiant/controllers/time_tracker_controller.luac:9: in function 'set_now’
radiant/controllers/time_tracker_controller.luac:20: in function 'increment_now’
radiant/modules/timer.luac:6: in function 'instance’
radiant/modules/events.luac:59: in function <radiant/modules/events.luac:57>
[C]: in function 'xpcall’
radiant/modules/events.luac:57: in function 'trigger’
radiant/modules/events.luac:78: in function '_trigger_gameloop’
radiant/modules/events.luac:87: in function '_update’
radiant/server.luac:19: in function <radiant/server.luac:17>

I’d saved right before (autosave), but reloading the save and doing the same thing doesn’t seem to replicate it.

Screenshot of what was happening in game:

http://images.akamai.steamusercontent.com/ugc/396672870846940408/0BBD0E30EBE2E52BF6EC11FC8CC963455BFAA0BE/

System info: windows 7 professional, 64 bit, Intel Core i5 750 @ 2.67 Hhz, 8 MB ram.