[ACE] Pre-Release 0.9.4.5 - The Drinking Update!

How about converting the sappers into an NPC class which can build ladders?

I had that issue, too. Go into your settings under Gameplay and uncheck the “Auto-craft Recipe Dependencies” box. You’ll have to manually craft everything or keep it on auto-restock, but it’ll stop that recurring ball of yarn.

Ok thanks

I don’t know why they not put it…Is it a bug?

might be an odd question but DO YOU STILL HAVE IT?
not accidentally sold it or used it in a building?

I think check it in Chest or stockpile is a basic things…

thats odd, especially since the ladder is there already
what happens if you cancel it and try to put it down somewhere else?

They only remove the ladder,even put it on anther building or natural object such as stone
It happen in anther ACE version,just i post this bug in here now

release-949 (x64)[M]
…ices/server/crafter_info/crafter_info_controller.lua:145: attempt to index field ‘entity_data’ (a nil value)
stack traceback:
[C]: ?
…ices/server/crafter_info/crafter_info_controller.lua:145: in function ‘_format_recipe’
…ices/server/crafter_info/crafter_info_controller.lua:72: in function ‘_create_maps’
…ices/server/crafter_info/crafter_info_controller.lua:22: in function ‘post_activate’
radiant/modules/commons.lua:306: in function ‘create_controller’
…ervices/server/crafter_info/crafter_info_service.lua:97: in function ‘add_crafter_info’
…ervices/server/crafter_info/crafter_info_service.lua:106: in function ‘get_crafter_info’
…ervices/server/crafter_info/crafter_info_service.lua:92: in function <…ervices/server/crafter_info/crafter_info_service.lua:90>
[C]: ?
[C]: in function ‘trigger’
radiant/modules/events.lua:55: in function ‘trigger’
…tonehearth_ace/monkey_patches/ace_player_service.lua:9: in function ‘add_kingdom’
…vices/server/game_creation/game_creation_service.lua:129: in function <…vices/server/game_creation/game_creation_service.lua:124>
How to fix this one

What other mods are you using

Ace 0.9.4.4

Known issue, fixed for next release. Thanks :slight_smile:

3 Likes

Heads-up

ACE Stable will soon (next few days or so) be updated and will bring some re-organization to fluid/drink containers; since ACE is still technically “alpha” and we didn’t want to clutter the mod with deprecated things, existing Production Casks and Serving Kegs shall be “affected” (ie: cease to exist) upon the update’s launch because they were renamed/reorganized to better fit entity naming standards now that they have different roles.

So this is a warning for you, ACE user, that might have casks or kegs in your game… make sure to empty and remove them (sell or destroy) to make sure you get no errors at all. If you do get errors, they will be mostly harmless however the items you had inside those containers might disappear or be dropped down when you load your game.

So, again… make sure to empty all Kegs and Casks, undeploy them and then sell or destroy them :slight_smile:

Sorry about the inconvenience but thank you for understanding :heart::jubilant:
Stay warm and have fun!

6 Likes

You too Dani! -hands hot chocolate milk through the internet-

2 Likes

What about the Dwarfs, are they almost done??

3 Likes

gotta love the dude with the fitting name asking the question :stuck_out_tongue:

3 Likes

Stonehearth ACE 0.9.4.5 Released!

Greetings, hearthlings :merry:
We’re happy to bring you the latest version of ACE! This is a slightly bigger one because our goal is to have it be the last update for 0.9.4! Of course we’ll throw a couple more fixes if anything huge appears, but hopefully this will be the stable version to call home for a while!

Because that also means that the next version, 0.9.5, will be - according to our plans - the last “ACE Pre-release” version as well… and we all know what comes after that :heart: :pick:

Anyway, let’s hold on to the dreams and expectations for now and jump into the patch notes of what is actually here for now! :jubilant:

Oh! And if you try loading an existing game, heads up for existing casks or kegs and rabbit pastures. These will trigger harmless errors but will require some action to fix: kegs and casks will disappear if you haven’t removed them already (I sent a warning a couple of days ago) and rabbit pastures will require you to reset them! Elven King Hoods (the legendary archer hood made by Ascendancy) will also cause visual errors if already equipped/existing in your saved game.

Update 0.9.4.5

Added

  • Hearthbud Healing Tonic, Hearthbud Tonic, Hearthbud Fertilizer, Hearthbud Ambrosia, Hearthbud Spirit, Hearthbud Fodder. These new, hearth magic enhanced consumables will unlock a new level of efficiency to your town! (And also provide you some cyclical use to all those Hearthbud Seeds and Essences!) The recipes are unlocked upon promoting or acquiring a Geomancer, similarly to how the Golem Parts recipe is unlocked.
  • Mummies! This new enemy will shamble and punch you into submission if not challenged by your brave hearthlings. Mummies will also drop “Dusty Tomes”, giving you a reliable source for that prized item. Mummies have invasions of their own and will only attack your town if playing on the Desert biome or as Rayya’s Children (in any biome). You can also fight mummies through the Hearth of Glory on any biome or with any faction.
  • Ogre Skeletons and Goblin Zombies! These two new enemies will form a new type of invasion - the undead goblin raid. Although these will only appear after you’ve finished the goblin campaign, they are very good opportunities for procuring very valuable “Ogre Bones” and “Honor Tokens”. Like Mummies, these new foes are also added to the Hearth of Glory battles.
  • “Wooden Production Tun”, “Stone Production Tun” and “Clay Production Tun”, containers. These new and fancy containers will work as output bins for fluids, temporarily storing things right after they’re crafted before they are moved somewhere else. For their versatility of use, tuns can actually hold different types of fluids as long as they belong to the same category (dry goods, prepared drinks, simple drinks, etc…)
  • Thatching can now be used as a building material. Some of the wood colors were moved to Thatching, including the only wood floor pattern. Thatch is more efficient than the other materials so it will also help in speeding up roof building (when using thatch roofs).
  • To compensate for the moved pattern, multiple new building patterns have been added; 3 for Wood floors, 5 for Clay floors, 1 for Thatch floors and 2 for Thatch Roofs. Those changes will not affect existing templates, although it might slightly change their required materials.
  • The herbalist can now extract seeds from carrots and silkweed, allowing you to replant these.
  • Additionally, support for “Gather and Replant” has been added to “Dwarfsbeard”, “Carrot” and “Sweet Potato”.
  • The Geomancer can now create “Marble Blocks” (all three sizes) from common hunks of marble and Hearth Essences.
  • Added a couple of new options for the storage_component allowing for containers with rendered contents to re-organize their contents whenever they are fiddled with. This should allow containers that look like piles or stacks to not present floating objects.
  • The transform_component and evolve_component now support containers. If an entity has storage and is transformed into another entity with storage, it will carry its contents over. If the new container has less slots than the previous one, it will temporarily remain “overslotted” until the extra contents are naturally taken away or used up.
  • There is now a new bone carving recipe that allows you to break one “Ogre Bone” into two “Bone Material”.
  • Fertilizers can now be stored in Input Bins.
  • Couple of new loading screen tips.

Changed

  • “Ogre Bone” can no longer be used as common bone material. It can still be used as a strong bone, however. This should prevent simple recipes from wasting precious ogre bones.
  • Every killed ogre will now definitely drop at least one “Ogre Bone”.
  • Since drinks are not essential for survival in ACE’s implementation, a hearthling will no longer drink something that they consider intolerable even if there’s no other option - they’ll prefer to be thirsty until there is something they can drink.
  • Additionally, existing fluid containers have been re-organized. The idea is that fluid containers mirror the existing general containers in purpose and types. Barrels/Tanks and Amphorae will remain acting as normal storage; Production Casks have been renamed Supply Casks and will now work as input bins - priority storage - like Supply Tables or Shelves. And Serving Kegs will remain the same for now but shall soon be updated to work similarly to teapots, allowing you to craft drink kegs that can be directly used instead.
  • To keep fluid storage consistent, normal storage can no longer hold simple or prepared drinks. Stockpiles still can.
  • All the fluid container recipes that required specific ores (like iron ore for a “Barrel”) now require Any Ore instead.
  • Crafters will now not use certain materials unless the recipe directly asks for them or there are no other options (or the options are very far away); This applies to, for example, Hunks o’ Marble being used as “Any stone” or Gold Ore being used as “Any ore”.
  • “Bee Nests” will now always drop “Captive Bees”.
  • “Bee Skeps” will renew their resources slightly faster.
  • Improved the caution area of “Bee Skeps” so they are more likely to be removed/moved when ordered. This won’t affect existing skeps.
  • Brewing, Cheesemaking and Beekeeping are now much higher priority. Cooks and Herbalists should prioritize harvesting nests and skeps or dealing with drinks and cheese above almost everything else except things like healing or survival needs. Since these activities require only a bit of attention every now and then, it’s likely that they won’t bother crafting as much as the constant flow of a crafting queue bothered them.
  • Harvesting the bees from a Bee Nest will now leave the dead nest behind, which can then be harvested for some extra honey.
  • Bee Nests will also take longer to decay and will be automatically queued for retrieving the bees upon discovery. If you don’t want the bees - or you don’t have an herbalist - you can still harvest it for the honey alone.
  • Finally, Bee Skeps can be built without Captive Bees, but will not work. They will require the bees to be applied on them before they can function, an action that the herbalist will automatically perform as long as you don’t cancel the order and there are bees available.
  • Implemented some technical changes to the rain and snow cubemitters that should dramatically improve FPS (almost doubled on tests!) during those weathers without affecting the visuals. Let us know if you spot any new “oddities” during these weathers.
  • The “Biome Unlocks” campaign was changed to be more flexible, now holding all the biome-based recipe unlocks in an easy-to-mixinto JSON file located under the alias stonehearth_ace:data:biome_recipes. The consequences of the new system is that regional seed recipes will now be locked again should you reembark on a different biome.
  • Ambient Lighting was tweaked to allow a certain shading of colors on surfaces with different directions so that shaded areas do not look like completely flat colors anymore. This change will probably be more perceivable by players that prefer to build underground, improving the visibility of the shaded areas with clearly distinguishable floor and walls.
  • Market Stalls can not be re-embarked nor sold anymore. Re-embarking them could cause a very specific issue that would make the stall useless if you triggered a merchant before the game master started the merchant campaign.
  • The drop rate of Earthbud seeds has been greatly reduced.
  • The Geomancer staff can not be sold anymore. No sharing of bunny secrets, little orc spy!
  • Wild Sheep and Moo-moos will now take much, much longer to renew their harvestable resources (wool and milk, respectively). Additionally, they’re also a lot less likely to be naturally spawned. This should help encouraging shepherds a bit more without removing the possibilities these resources provided.
  • To make it even better, pasture animal feeds are now much more efficient to craft. Fodder recipe will yield 4 units of Fodder and all the other feeds will yield 3 units. The value of animal feeds has been reduced proportionally and the crafting time increased slightly - but with much less walking back and forth. Keeping your animals properly fed will be easier now, less food will be overall invested and by consequence their products and butchering yields will be more worth the player’s time.
  • The “Geomancer’s Sign” value has been reduced to 8, same as all the other profession signs.
  • Yarn will not be prioritized by the auto queueing of recipes anymore.
  • “Firewood Shed” will now accumulate snow on the roof, “Splitting Block” will now accumulate snow on the log rather than the axe & “Crucible”, “Enhanced Anvil”, Firepits (normal and small) and Braziers (stone and iron) will not accumulate snow anymore.
  • Made the charcoal shop appear slightly more often on Tier 1 but less often on Tier 2 and 3.
  • The “Testament to the Righted Wrong” item actually provides warmth now.
  • Slightly reduced the size of the half-renewed “Silkweed” so they shouldn’t be confused with grown ones anymore.
  • After weeks of frustration, hearthlings stopped trying to mine or chop wood with backpacks and the “Clothing & Tools” crafting category inside the Weaver crafting menu was renamed to “Clothing & Accessories” instead.
  • Rotten things will now use a new effect for the flies, more similar to the ones used with bees.
  • The error message given when recipes with no appropriately defined names or materials has been refined to better identify the issue.
  • The Story Selection screen has been updated and will now be able to display 4 options by default (4 biomes, kingdoms, difficulties…) Since ACE brought the 4th biome and difficulty (and soon kingdom), this should increase the feeling of it being more like a real part of the game :slight_smile:
  • Daisies can now spawn facing randomized directions.
  • Due to popular demand, the collision on Blacksmith Kilns is now 6-voxel tall only. I fite you! :smiley:
  • The effort required for crafting Light Bandages and Heavy Bandages has been inverted. It originally was 20 for Heavy and 45 for Light, which is a bit counter-intuitive since Heavy Bandages are better. The new values are 45 for Heavy and 20 for Light.
  • Greatly reduced the duration of the “Stenched” debuff.
  • Mushrooms now have a positive appeal rating.
  • The Northern Alliance’s “Rabbit Hair Shield” has been tweaked to be slightly weaker. Although you can still use it as the best shield for Footmen, it’s not equivalent to the best Knight’s shield anymore - being now an alternative to the Steel Shield (a bit weaker but with a healing buff) before the Silver Shield.
  • Pet Beds are now buyable from merchants.
  • The Appeal and Worth values of quality items (Fine, Excellent and Masterwork) have been rebalanced to compensate for the recently added ability to control and improve your crafting qualities.
  • Slightly improved the rate at which Shepherds gain experience, and reduced the rate at which Farmers and Trappers do.
  • You can now see the Shepherd’s Corn Crook buff.
  • Input bins can now be reached from one voxel below, which means they should now function properly if placed on top of blocks or tables.
  • The Elven King Hood (Legendary Archer Hood unlocked by the Ascendancy) has been overhauled to be a hood with an attached body part rather than a full outfit. This should help compatibility with mods that add different armor for archers. This will cause a visual error to already existing hoods, however (when loading the game). It requires a new hood to fix, unfortunately.
  • Hearthlings will now prefer to use the crafted fuels when available (Firewood, Charcoal, Coke…) for crafting or lighting fires.
  • The value of the “Dusty Tome” trophy has been greatly reduced.
  • Changed all the unlockable Rayya’s Children weaver recipes to require the Weaver Workshop instead of the Kiln. It was a base game thing - we’re unsure if intended or an issue, but we changed it nonetheless for consistency.
  • The “Mean/Wooden Sleeping Spot”, “Clay Sleeping Spot” and “Stone Sleeping Spot” have been renamed “Bed Frame” so it’s easier to find them when searching for “bed” in the crafting menu.

Fixed

  • A major Stonehearth modding issue was recently found during the development of ACE. This issue caused every patch that changes the destroy() function of a controller not work properly after a game reload. This affects any mod, not only ACE, and the fact that several patched controllers had their destroy functions not working properly, could’ve resulted in the piling up of unnecessary listeners or other residue usually cleared by such functions, which resulted in bad functionality and possibly even performance issues. This is now fixed through a library patching done on the Radiant mod, but it requires certain things to work properly if you want to benefit from this as a modder! Instructions on these can be found further below.
  • Fixed an issue that made pasture rabbits drop incorrect loot and without applying their own quality to it. This happened because of component conflicts since the pasture rabbit used the same entity as the “wild” rabbit. To fix this, we created a “pasture version” of the rabbit that will work better now. The problem is that this will result in errors being thrown on games that already have rabbit pastures upon loading. The errors are harmless however, so all you have to do is click the pasture and set them for “Rabbits” again. Existing animals might not work properly so you might want to harvest them as well…
  • All the ACE Mixins have had their ”type” property removed. Unfortunately having the type be set as mixin would cause issues by replacing the type of entities unless mixed through the mixins property on entities themselves… That, however, would cause errors if ACE was not present and a mod had items calling ACE mixins. They should now work properly as long as their mixing is handled through the manifest.
  • Novgnar Silverfist, the famous northern smith, was developing a bad habit of taking trips to the lands of Iskender to obtain desert headgear. We told him that he is not supposed to do that and he reluctantly complied.
  • A secret hideout of the asymmetrical resistance was found: pretty much every large meat piece (mutton, pork, poultry, poyo, varanus, venison…) was offset and misaligned by 0.05 voxel on both axis. They now have been righteously purged by the God of Symmetry and also slightly shrunken as a reminder of their insignificance.
  • Fixed a couple of typos on the wall-mounted decoration “Siv’s Paw”’s description and recipe.
  • The “Testament to the Righted Wrong” and “Crystalline Arbalest” items have been properly repositioned and should not look offset during placement anymore. (This will not fix existing items). The God of Symmetry is happy that this wrong has also been righted.
  • The description of the “Testament to the Righted Wrong” was, unfortunately, changed to fit the space. The text was rather nice, but was cut in half… We tried our best to keep it nice!
  • Fixed a typo in the constants.json file. It said undeground instead of underground. Luckily it was buried so deep that pretty much no one would find it without digging in the files.
  • Fixed a small typo with the Winter Morels description.
  • Fixed some typos in some other items like the Lantern Mace, the Zephyr Bow and in the Amberstone Clan dialogues. Also one typo fixed in the Dragonborn quest.
  • Probably fixed a rare issue that could throw an error when Rattley interacted with pets.
  • Fixed an issue with the job component that could throw errors sometimes.
  • Fixed the icon for the “Cancel Order” command when military units or a combat party is selected. The red “X” was very off-center.
  • Fixed the Animal Fodder model placement.
  • Fixed an issue with a couple of mixintos (Berry Bush and Pear Cactus seeds) that were not functioning properly.
  • Fixed a couple of inconsistencies with the name of the Hearthbud flower. Some places called it “Earthbud” (crafting screen) while some dialogues called it “Hearthbloom”. Since Hearthbud was the most often used, we defined it as the official one and changed the others to avoid confusion.
  • Adjusted some values to biome generation that were not producing the desired results.
  • The models of all fertilizers were slightly off-center and are now centered as well.
  • Fixed an issue that caused beekeeping hats to “float around” when the hearthling was demoted in the middle of using them.
  • Fixed an issue with some trader events that could throw an error when not finding a certain items that had their URIs changed.
  • The Northern Alliance Summer Hats for crafters and field workers incorrectly displayed that they also protect from Hot Weather. This is now removed. Ascendancy and Rayya’s Children hats still do, however.
  • Fixed an issue with the camera controller that caused it to cancel out.
  • Fixed an issue that made certain items not properly show up in the re-embarking selection screen.
  • Fixed an issue where the Rayya’s Children cook would not craft the RC variant of the Moo-moo feed recipe but rather the NA one, requiring sweet potatoes.
  • Fixed an issue that prevented pasture animals from being protected from bad weather by receiving the “Feeling Warm” and “Refreshed” buffs.
  • Fixed an issue with the filtering of Input Bins for the Bolt of Leather. They can now be properly stored in those containers.
  • Fixed the repeated recipes of Gruit for the Herbalist.
  • Fixed an issue where the “Auto-Harvest Tree Stumps” setting would also harvest algae stub, effectively exterminating algae from the map.
  • Fixed an issue that made the Northern Alliance soldiers still attack certain wild animals even though they’re not hunters like the archer.
  • Fixed a possible issue with the promotion tree and parent jobs.
  • Fixed a UI issue that could happen when you clicked an empty pasture while having a functioning pasture already clicked.
  • Fixed an issue where farm contents without crops caused errors in persistence data.
  • Entites harvested with the Harvest Tool (or Harvest and Replant) that have a loot drops component will properly set an auto loot flag to the player that harvested it.
  • The positioning of pets sleeping in pet beds has been fixed. It worked fine for only one direction but was broken on the other three. It should now work fine on all directions. This fix will unfortunately not be retro-actively applied to existing pet beds, new beds will need to be crafted. Existing building templates will be affected as well since their overall placement has been modified. We’re sorry about that!
  • Fixed an issue that prevented goblins, orcs and kobolds from dropping bones and skulls as they should’ve been doing for a while now.
  • Fixed an issue where the Rayya’s Children “Small Clay Firepit” decoration unlocked by one of the Tier 3 shrines could not be crafted or seen anymore.
  • Fixed the “idle effect” for the Northern Alliance and Rayya’s Children breweries. They were still using the oven effect and it looked completely out of place… Oops! This fix will only apply to breweries created after the update.

For Modders & Enthusiasts!

Show

Metaclass Override

This change overrides unclasslib.lua to add metatable functions for destroy. The base game caches initialize and destroy in all (server) controllers loaded from a save, meaning they cannot be monkey-patched. Additionally, the initialize function gets called on saved controllers before monkey-patches can be applied, so a cached initialize can only be handled by overriding a file, and thus this metatable change is limited to the destroy function.

(You can read more at Shepherd_pasture_component's destroy() method fails )

This change makes the metatable destroy function get cached instead, allowing monkey-patching of existing controller functions in the following manner:

Contents of example lua controller monkey-patch file, which refers to example file “/stonehearth/base_class.lua”:

local BaseClass = require 'stonehearth.base_class'
local MyClass = class()

MyClass._old_destroy = BaseClass.__user_destroy
function MyClass:destroy()
   if MyClass._old_destroy then  -- BaseClass.__user_destroy may not be defined; if you know that it is defined, you don't need to include the check
      MyClass:_old_destroy()
   end
   -- perform MyClass destroy actions
end

return MyClass

Alternately, you can directly initialize the __user_-prefixed functions instead of relying on the metatable to rename them function MyClass:__user_destroy()

Keep in mind that client controllers are not saved, and thus not loaded from a save, and thus do not have their functions cached pre-monkey-patching. This issue only arises for server controllers, though since the unclasslib metatable is used for all instances of class() on server and client, you will also need to refer to applicable functions of monkey-patched client classes using the __user_ prefix.

Adapted from Paulthegreat’s readme for his standalone mod version of this change, “Metaclass Override”

Tree Stumps

For modded tree stumps to work with the “Auto-Harvest Tree Stumps” setting you now need to add the stump entities to the plants category under the "stonehearth:catalog" data.

Storage Component

Use the reposition_items key as either fill or shift to reorganize the contents of a container every time someone takes something from it. “Fill” will randomly fill “holes” by grabbing whatever is at the bottom of the content list while “Shift” will move the entire list up, filling holes. In practical terms, “Shift” is ideal for vertical stacks while “Fill” is better for unorganized piles or stacks of the same item.

Reembarkation Data

You can now customize a maximum amount of something to be re-embarked by adding a new field ”reembark_max_count” (must be an integer) to the ”stonehearth:reembarkation” entity data.

Well, that is it for now!
Stay safe, stay warm and happy town building! :merry: :heart:

5 Likes

Amazing work guys :smiley: keep it up !

3 Likes

Where i can download new ace ?

1 Like

The original post up there has a link :slight_smile: I would go copy it but i’m on the phone :frowning: The link is updated with the new version tho.

If you use the game on Steam, then you can find the mod in the workshop :slight_smile: it should also be automatically offered when you open the game!

Edit:
Here it is: