# A24 Updated on Steam Unstable

**URL:** <https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265>\
**Category:** Development\
**Created:** [March 29, 2018, 8:30pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265 "2018-03-29T20:30:04Z")\
**Posts on this page:** 17\
**Page:** 1

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**Author:** ![sdee](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/sdee/32/65441_2.png) [@sdee](https://discourse.stonehearth.net/u/sdee)\
**Post date:** [March 29, 2018, 8:30pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/1 "2018-03-29T20:30:04Z")

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IMPORTANT! Are you seeing a black screen on start? Remove your old (non-Radiant) mods.

We made an update to mods in this release that may cause old mods to break your existing game. To remove, right click on Stonehearth in steam, go to properties \> local files and open your local files folder. Inside the Stonehearth folder, look for mods, and copy old mods out to a safe place on your hard drive till the game loads again. We’re looking into this now.

This unstable release contains a number of small improvements and fixes, in preparation for some larger features arriving in upcoming weeks.

- Added ladder climbing animations.
- Added crafting order gold value display.
- Added basic window dragging functionality to the Town Overview, Citizens, Change Jobs, and Town Overview windows.
- Added the ability to control water color by biome data (for mods).
- Improved celebrations to have citizens converse more, about more things.
- Improved crafting order appeal display.
- Improved performance of waterfall rendering.
- Partially switched the action menu to new icon styles.
- Updated town progression unlocks:
- Hearth upgrade is now considered as Tier 2, giving the existing Tier 2 rewards.
- The final step to Township, where a shrine/fountain is built, now gives Tier 3 music, along with decorations matching your chosen shrine.
- Moved mod configuration to a separate UI as an initial part of an upcoming refactor.
- Adjusted appeal of Ingots.
- Fixed quick-saving and quick-loading in very rapid succession causing the game to be unable to save.
- Fixed hearthling playing carried animation when incapacitated.
- Fixed hard to reach mining zones not being mined (e.g. mining an ore vein using a ladder).
- Fixed some door models being off-center.
- Fixed being unable to cancel defend commands.
- Fixed level requirement display in team workshop now that crafters start at level 1.
- Fixed the Bronze Ingot recipe not indicating that it produces two Ingots.
- Fixed bug in town upgrade celebration if a citizen joins between the congregation and celebration phases.
- Fixed the stone maul recipe requiring level 1 instead of level 2.
- Fixed the bow talisman having an incorrect iconic.
- Fixed an error in crafting progress timers.
- Fixed the “override” mixin mode not working on Lua files (for mods).

[http://www.stonehearth.net/release-notes-805/](http://www.stonehearth.net/release-notes-805/)

Also, Chris is streaming tonight! Come with all your building questions and comments. 🙂

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**Author:** ![Banto](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/banto/32/68768_2.png) [@Banto](https://discourse.stonehearth.net/u/Banto)\
**Post date:** [March 29, 2018, 8:42pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/2 "2018-03-29T20:42:20Z")

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hotkey for ladders no longer works with this update.  
love the new climbing animations

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**Author:** ![Relyss](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/relyss/32/41785_2.png) [@Relyss](https://discourse.stonehearth.net/u/Relyss)\
**Post date:** [March 29, 2018, 8:44pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/3 "2018-03-29T20:44:58Z")

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Oh yeah, the hotkeys for ladders and placement menu got unhooked when we moved them to a new button in the start menu, we’re aware of that.

Sorry for the inconvenience. Hopefully they’ll get fixed for next build.

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**Author:** ![Albert](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/albert/32/45599_2.png) [@Albert](https://discourse.stonehearth.net/u/Albert)\
**Post date:** [March 29, 2018, 8:56pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/4 "2018-03-29T20:56:06Z")

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You will also need this release if you want to play with the Floating Boxes Mod that we posted today:

> [@\[MOD\] Floating Boxes (from Water Additions Desktop Tuesday)](https://discourse.stonehearth.net/t/floating-physics-mod/34266):
>
> Hey all! A few weeks ago we posted a Desktop Tuesday where we implemented floating boxes in the game and used them to build logic gates: As we hinted in the video, those floating boxes are now available in a mod: [floating\_physics.smod](https://discourse.stonehearth.net/uploads/short-url/bywPHH30hhC1ATAY4tDrLhxnQpu.smod) (34.3 KB) The mod adds a Floating Box recipe to the Carpenter, but you might find it handy to use the Item Dropper in the Debug Tools mod to add them to your world (also handy to drop Wet and Dry Stones to manage your water levels). If there’s enough interest…

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**Author:** ![SirAstrix](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/sirastrix/32/68490_2.png) [@SirAstrix](https://discourse.stonehearth.net/u/SirAstrix)\
**Post date:** [March 29, 2018, 9:45pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/5 "2018-03-29T21:45:18Z")

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I didn’t even get past:

> [@sdee](#):
>
> Added ladder climbing animations.

and was already like, WOOO!!!

> [@sdee](#):
>
> Improved performance of waterfall rendering.

Has it been discussed of changing it back to the 1 voxel wide water…falling like it was at first?

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**Author:** ![sdee](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/sdee/32/65441_2.png) [@sdee](https://discourse.stonehearth.net/u/sdee)\
**Post date:** [March 29, 2018, 9:46pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/6 "2018-03-29T21:46:18Z")

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> [@SirAstrix](#):
>
> Has it been discussed of changing it back to the 1 voxel wide water…falling like it was at first?

We have better, Allie-approved rendering for this on a branch, but it needs some more work. 🙂

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**Author:** ![BrunoSupremo](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/brunosupremo/32/54819_2.png) [@BrunoSupremo](https://discourse.stonehearth.net/u/BrunoSupremo)\
**Post date:** [March 30, 2018, 2:06am UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/7 "2018-03-30T02:06:28Z")

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> [@sdee](#):
>
> Added the ability to control water color by biome data (for mods).

Nice, one less lua override.  
Although the minimap water color is still hardcoded at the Biome:\_generate\_color\_map()

> [@sdee](#):
>
> Fixed the “override” mixin mode not working on Lua files (for mods).

What this mean?

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**Author:** ![nikosthefan](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/nikosthefan/32/54633_2.png) [@nikosthefan](https://discourse.stonehearth.net/u/nikosthefan)\
**Post date:** [March 30, 2018, 1:57pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/8 "2018-03-30T13:57:43Z")

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> [@sdee](#):
>
> We have better, Allie-approved rendering for this on a branch, but it needs some more work. 🙂

Great! 😃 I can’t wait to see the pictures!

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**Author:** ![Lorki](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/lorki/32/37342_2.png) [@Lorki](https://discourse.stonehearth.net/u/Lorki)\
**Post date:** [March 30, 2018, 3:20pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/9 "2018-03-30T15:20:05Z")

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New Game after 1 Minute:

release-806 (x64)[M]  
CHECK failed: C:\rb\ihome\root\SH-OB0-BUILD\stonehearth\source\lib\lua\ai\compound\_action.cpp:357 Thinking flag unset while restarting thinking.  
stack traceback:  
radiant/modules/commons.lua:53: in function ‘report\_traceback’  
radiant/modules/commons.lua:64: in function \<radiant/modules/commons.lua:58\>  
[C]: in function ‘clear\_think\_output’  
…th/ai/actions/find\_best\_reachable\_entity\_by\_type.lua:140: in function ‘\_set\_result’  
…th/ai/actions/find\_best\_reachable\_entity\_by\_type.lua:76: in function ‘found\_cb’  
stonehearth/components/item\_finder/item\_search.lua:169: in function ‘\_call\_found\_cb’  
stonehearth/components/item\_finder/item\_search.lua:187: in function ‘\_call\_found\_cbs’  
stonehearth/components/item\_finder/item\_search.lua:156: in function ‘\_on\_leased\_solution\_ready’  
stonehearth/components/item\_finder/item\_search.lua:117: in function ‘instance’  
radiant/modules/events.lua:291: in function \<radiant/modules/events.lua:285\>  
[C]: in function ‘xpcall’  
radiant/modules/commons.lua:73: in function ‘xpcall’  
radiant/modules/events.lua:285: in function ‘trigger’  
radiant/modules/events.lua:375: in function \<radiant/modules/events.lua:374\>  
[C]: in function ‘xpcall’  
radiant/modules/commons.lua:73: in function ‘xpcall’  
radiant/modules/events.lua:374: in function ‘\_fire\_async\_triggers’  
radiant/modules/events.lua:452: in function ‘\_update’  
radiant/server.lua:67: in function \<radiant/server.lua:64\>

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**Author:** ![CEMcStone](https://avatars.discourse-cdn.com/v4/letter/c/a587f6/32.png) [@CEMcStone](https://discourse.stonehearth.net/u/CEMcStone)\
**Post date:** [March 30, 2018, 9:56pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/10 "2018-03-30T21:56:16Z")

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I have had a problem since the quest Alpha was introduced. Sometimes when I promote a Hearthling, they just stand next to the crate or wherever they picked up the new tool. Saving and reloading usually fixes it. Very annoying when invaders arrive and my newly promoted fighters just stand idle while my old fighters collapse.

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**Author:** ![paulthegreat](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/paulthegreat/32/62395_2.png) [@paulthegreat](https://discourse.stonehearth.net/u/paulthegreat)\
**Post date:** [March 31, 2018, 5:50pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/11 "2018-03-31T17:50:30Z")

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This version has reinforced in me the value of saving early and often, as it seems to crash much more frequently. Also, it uses ~100% of my cpu, even just starting out with a new town and nothing fancy going on, even when paused, even when in the menu. I’m not using any mods.

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**Author:** ![MrStauf](https://avatars.discourse-cdn.com/v4/letter/m/b5ac83/32.png) [@MrStauf](https://discourse.stonehearth.net/u/MrStauf)\
**Post date:** [April 1, 2018, 4:12pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/12 "2018-04-01T16:12:23Z")

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I too am getting a lot of “thinking” errors. I also noticed that the bigger my towns get the lazier the people are. This seems to hit around a population of 20 or so. I’ve found I would have to save and restart the game again to get them productive, but after a few minutes they like to instead idle again.

release-806 (x64)[M]  
CHECK failed: C:\rb\ihome\root\SH-OB0-BUILD\stonehearth\source\lib\lua\ai\compound\_action.cpp:357 Thinking flag unset while restarting thinking.  
stack traceback:  
radiant/modules/commons.lua:53: in function ‘report\_traceback’  
radiant/modules/commons.lua:64: in function \<radiant/modules/commons.lua:58\>  
[C]: in function ‘clear\_think\_output’  
…th/ai/actions/find\_best\_reachable\_entity\_by\_type.lua:140: in function ‘\_set\_result’  
…th/ai/actions/find\_best\_reachable\_entity\_by\_type.lua:76: in function ‘found\_cb’  
stonehearth/components/item\_finder/item\_search.lua:169: in function ‘\_call\_found\_cb’  
stonehearth/components/item\_finder/item\_search.lua:187: in function ‘\_call\_found\_cbs’  
stonehearth/components/item\_finder/item\_search.lua:156: in function ‘\_on\_leased\_solution\_ready’  
stonehearth/components/item\_finder/item\_search.lua:117: in function ‘instance’  
radiant/modules/events.lua:291: in function \<radiant/modules/events.lua:285\>  
[C]: in function ‘xpcall’  
radiant/modules/commons.lua:73: in function ‘xpcall’  
radiant/modules/events.lua:285: in function ‘trigger’  
radiant/modules/events.lua:375: in function \<radiant/modules/events.lua:374\>  
[C]: in function ‘xpcall’  
radiant/modules/commons.lua:73: in function ‘xpcall’  
radiant/modules/events.lua:374: in function ‘\_fire\_async\_triggers’  
radiant/modules/events.lua:452: in function ‘\_update’  
radiant/server.lua:67: in function \<radiant/server.lua:64\>

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<div class="post-metadata">

**Author:** ![Pawel\_Malecki](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/pawel_malecki/32/52928_2.png) [@Pawel\_Malecki](https://discourse.stonehearth.net/u/Pawel_Malecki)\
**Post date:** [April 3, 2018, 9:29am UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/13 "2018-04-03T09:29:36Z")

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> [@sdee](#):
>
> Fixed the “override” mixin mode not working on Lua files (for mods).

Wait, so I can override a component or a service Lua via manifest now instead of monkey-patching via client/server Lua?

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<div class="post-metadata">

**Author:** ![sdee](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/sdee/32/65441_2.png) [@sdee](https://discourse.stonehearth.net/u/sdee)\
**Post date:** [April 3, 2018, 6:21pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/14 "2018-04-03T18:21:14Z")

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> [@Pawel\_Malecki](#):
>
> Wait, so I can override a component or a service Lua via manifest now instead of monkey-patching via client/server Lua?

Adding @ayazar / @max99x

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<div class="post-metadata">

**Author:** ![Relyss](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/relyss/32/41785_2.png) [@Relyss](https://discourse.stonehearth.net/u/Relyss)\
**Post date:** [April 3, 2018, 6:26pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/15 "2018-04-03T18:26:08Z")

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@sdee I think it was @Albert who fixed the lua overrides.

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**Author:** ![Sweet](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/sweet/32/59838_2.png) [@Sweet](https://discourse.stonehearth.net/u/Sweet)\
**Post date:** [April 3, 2018, 6:27pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/16 "2018-04-03T18:27:52Z")

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> [@Relyss](#):
>
> Oh yeah, the hotkeys for ladders and placement menu got unhooked when we moved them to a new button in the start menu, we’re aware of that.
> 
> Sorry for the inconvenience. Hopefully they’ll get fixed for next build.

I broke this. I’m sorry. 😥

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**Author:** ![Albert](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/albert/32/45599_2.png) [@Albert](https://discourse.stonehearth.net/u/Albert)\
**Post date:** [April 3, 2018, 6:42pm UTC](https://discourse.stonehearth.net/t/a24-updated-on-steam-unstable/34265/17 "2018-04-03T18:42:58Z")

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> [@Pawel\_Malecki](#):
>
> > [@sdee](#):
> >
> > Fixed the “override” mixin mode not working on Lua files (for mods).
> 
> Wait, so I can override a component or a service Lua via manifest now instead of monkey-patching via client/server Lua?

Exactly.
