[ACE] Pre-Release - The Drinking Update!

I got same problem…

Hi guys!

I have a problem and I have no idea if I forgot doing something or if it’s a bug.
After I lay the field, the list of crops is empty, even after I open seed boxes, no pland, tree, or seed appears in the crops list.

Same problem on ACE 9.5

stacktrace for developers

2020-05-17 10:50:25.764640 | server | 1 | lua.code | generating traceback…
2020-05-17 10:50:25.765617 | server | 0 | lua.code | – Script Error (lua) Begin ------
2020-05-17 10:50:25.765617 | server | 0 | lua.code | …onehearth_ace/monkey_patches/ace_farming_service.lua:74: attempt to index local ‘catalog_data’ (a nil value)
2020-05-17 10:50:25.765617 | server | 0 | lua.code | stack traceback:
2020-05-17 10:50:25.765617 | server | 0 | lua.code | [C]: ?
2020-05-17 10:50:25.765617 | server | 0 | lua.code | …onehearth_ace/monkey_patches/ace_farming_service.lua:74: in function ‘get_crop_details’
2020-05-17 10:50:25.765617 | server | 0 | lua.code | …onehearth_ace/monkey_patches/ace_farming_service.lua:54: in function <…onehearth_ace/monkey_patches/ace_farming_service.lua:37>
2020-05-17 10:50:25.765617 | server | 0 | lua.code | (tail call): ?
2020-05-17 10:50:25.765617 | server | 0 | lua.code | stonehearth/call_handlers/farming_call_handler.lua:63: in function <stonehearth/call_handlers/farming_call_handler.lua:62>
2020-05-17 10:50:25.765617 | server | 0 | lua.code | – Lua Error End ----------------

If you guys are using ACE Unstable, please specify it when you post a report :slight_smile:

This error seems to be from unstable, that is currently under heavy work and farms are currently broken in it :smiley:

If it is not from unstable, them please let me know what kingdom are you using and what other mods :slight_smile:


Thanks, dude!
Yep, i’ve use unstable ACE, now rollback to 9.4.7
Waiting for updates

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I use unstable and this happens with Ascendancy but not with Raya, at least for me.

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Hey all, I just recently found this game and roped a few friends into it, and we are absolutely in love. Thank you so much ACE team for your continued work some such a cool project!

I have a save going right now with 2 other friends and everything is working flawlessly. I have however gotten to the point of too many hearthlings and simulation creep and all that before getting the ACE mod however, so i did research and know about the game being poorly optimized and all that.
What im now wondering is, with the ACE mod, and with 2 players in my multiplayer, how many hearthlings do you think we could get to total before noticing issues? this is while keeping in mind the many things keep lag down, such as short path finding, one building at a time, etc.
Since we dont know how to kick out a hearthling, we’re scared to just test it ourselves and then get to a breaking point we cant go back from.

Any thoughts? Thanks again for all the work

My system is as follows
Windows 10 Pro 64-bit
Intel Core i7 7700 @ 3.60GHz 54 °C
Kaby Lake 14nm Technology
ASRock Z390 Phantom Gaming 4 (CPUSocket) 37 °C
4095MB NVIDIA GeForce GTX 1080 (ASUStek Computer Inc)

and all 3 players have it on SSDs

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Awww, thank you very much :jubilant::heart:

Your specs are actually very similar to mine before I changed to an i9, the major difference is that I also have double the RAM but considering that my processor was way older and my GPU was a 1070 and not 80, I guess it’s relatively similar.

So, back then, I could get to around 50~60 hearthlings in single player before it started getting annoying or really bad, and never had much issues with crashing tho they did happen one or two times when loading huge saves…

But multiplayer has always been a different beast. Even with those specs, I’ve noticed that one of the major players in multiplayer is the latency/distance. Because the game is very prone to de-synching and unfortunately SH doesn’t handle de-synchs well, it just crashes the client after a brief moment if the de-synch is too high. So, to give you an idea: I live in Brazil and when I play with someone from Europe, for example, we can barely reach 15 citizens each (so 30 total) before it starts becoming bad – performance IS GOOD still (for the host) but the client starts experiencing stuttering and then de-synch and crash.
When I play with my brother, however (who also lives in Brazil) We could reach 20-25 each before that started happening. Unfortunately I have not tried with my brother since I replaced the processor, but with my european friends its roughly the same (even though in single-player I can reach 100 hearthlings), so I’d argue that for higher end computers, multiplayer performance is decided more by the latency rather than the game performance issues themselves.

All that said, there’s a bunch of tips/things I learned that could help with multiplayer:

  • Keep the speed down, don’t use faster speed, faster speeds make loss of synch much more likely.
  • Give the clients speed control and let them pause whenever they observe “stuttering”; a quick pause (few seconds) is enough to go back in track
  • Disable auto-save. This one is perhaps the most important tip here. Unfortunately, when the game saves the clients are not informed of it - and understand the game stopping as a “server hang”. We noticed on tests that after an auto-save while the game was running, clients usually come back with a lot of lag or near de-synching because their games don’t understand the sudden stop by the server. The best way is to save manually and do so by PAUSING first, then saving and then playing again.
  • Things like planning buildings (especially using the paint tool) lag a lot and it’s advised to avoid them if possible… One idea is to plan your buildings on single player then you already have them designed for multiplayer – but another very functional idea, if that can’t be done, is to have the game paused while someone designs a big building. It sounds a bit boring, but it works if everyone just take the opportunity to design buildings too :merry:

That’s all I can think of now, I think that if you guys are very close to each other (physically)… like same country or so, you can probably go up to 15 or so citizens each with those specs! But if you’re all spread around the world, I’m afraid that number will be quite lower :frowning:

Hope it all works out!


this was actually SUPER helpful. I should clarify, i meant 2 friends in addition to me, so we will be pushing it for sure. However, we had each stopped at only 8 citizens each, so it seems we can certainly get a few more, additionally we all live within a hour from each other, so im sure that helps. Great tip about the auto save too, i hadnt heard that one yet.

One last quick q, where do you THINK (obviously just a best guess) the bottleneck will be here? RAM? Network bandwidth? CPU? (does the game still calculate everything on a single thread like i read it used to?
I’m actually getting more ram soon so maybe that could further help?

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The bottleneck is definitely CPU (in single player) and network in multiplayer.

RAM usage is fine, the game does seem to have a small memory leak on prolonged game sessions but nothing that a save and restart every few hours can’t sort out :merry:

So the bottleneck is usually CPU.

Hey guys!

I’d like to add compatibility with ACE for my Miner mod. What do I need to do to make sure the Miner doesn’t die of hypothermia?

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I’m sure that the ACE guys can give better detail, but a few options come to mind:

  • a class-specific outfit that has a small buff to warm the miner up (could be a periodic thing so that the miner doesn’t get outright immunity to cold but can, like, warm themself up intermittently on a long cool-down), could come with a trade-off e.g. one set of miner clothes improves speed or carrying capacity while the winter version offers strong protection from cold but at a small speed penalty
  • a class skill for the same general premise, only this would allow the miner to warm themself up “as needed” so it’s much more powerful (there can still be a cool-down to make them unable to infinitely sustain warmth, of course.) You’d probably want to have a down-side, e.g. the “casting animation” for the buff might last a significant time as the miner “sits down and warms themself at a small lamp/fire/etc.” (purely cosmetic animation, but it’s a good excuse to have the miner take a small pause – they can mine or they can warm up but not both at the same time.)
  • a flavourful and interesting alternative would be to give the miner the ability to make a small temporary campfire/brazier out of coal that they find. This way it’s not “free” warmth but it’s not prohibitively expensive, and they can use it to benefit other hearthlings too! It would have to be tied to the coal items themselves (i.e. select a particular piece of coal to ignite, it gets transformed into this “mining campfire” item) so you don’t have to worry about giving the miner a crafting queue – just like how the trapper is able to use a few items placed in the world without requiring having a crafting queue of its own. It’s basically a “oh yikes someone’s cold, quickly burn the nearest thing to warm them up!” option, but giving the player enough control to make sure it… actually works well (i.e. you can pause mining and have the miner do it immediately, on-site, for immediate benefits) rather than just allocating the task and hoping it fires off in time to be useful hahaha! The item would be temporary, but you could potentially have the option to re-fuel it with firewood (meaning you save on coal – set up the campfire and as long as you keep it fuelled you can use nice cheap firewood to keep it burning all winter!) It’s more complicated than a simple buff or just building a regular brazier in the mining site, but adds a nice little story and gives the miner a unique winter utility.

Heya @Moai, welcome back! :slight_smile:

It’s quite simple, tbh. The cold weather effects are only applied for hearthlings outside/not under a roof/terrain… so it’s very likely that miners won’t have that problem by default!

However, if you still want to make them “protected” by ACE standards, you can either:

1 - Add them the “field_work” job role, which will allow them to wear “field worker” equipment (which includes hats for sunstroke protection and hoods for cold weather). This is probably the easiest route as it works out of the box and doesn’t require any special patches in case ACE is not present (in which case it will simply ignore the role)

2 - Create their own cold weather outfit. Now that would be cool because it could fit with the visuals of the miner better, however it would probably require special patches for when ACE is present or not.


Darn. I was hoping there’d be a component of some sort, so I could just smack weather-resistance: 5 into the JSON of his clothes or something like that. I wonder if making him a field worker would remove the normal miner outfit. How do I designate an outfit as cold-weather?

I am new to this awesome community of StoneHearth and ace is one the best mods I ever tested. sadly, I only access this mod once becuz of my potato laptop nvidia Geforce 310m Intel core i3-350M processor. If I install this mod my stonehearth somewhat having difficulties on loading to the main screen it is kinda stuck on the logo of Radiant. But like I said it played once in my laptop then after that I can’t play it anymore it can’t continue but at least I experience this mod that everybody giving their best to make this mod possible this is an art so I hope that people don’t giving up on making this mod and I hope that more modders will come to join the force.

Hope for all of you guys the best <3


Hey! If your game is stuck on a black/title screen - but you can still hear the music - try pressing F5 :slight_smile:
This works for a lot of people!

Thanks for the kind words, btw <3


Oh, never knew about it feature!
Now I am using it for debug purposes, thank you! :jubilant:

Hello, i would like to add some feature to manually asign weapons to hearthlings, so hearthlings wont change weapons automaticaly if they found a ‘’ stronger one’’ for ex. If i want them to use halbert instead of big steel sword because of the fear effect and they wont pick up the steel sword afterwards.

You can somewhat do this with the “Equipment Role” button;
For example, if you set your knight to use “Polearms”, it will not replace the halberd for a short sword, because the short sword is part of the other role, “One-handed & Shield”

Although you mention replacing a halberd for the big steel sword :thinking:
That’s weird, the Two Handed Steel Sword is a Footman item and the Halberd is a Knight weapon, none of them should be able to use both, unless it’s a modded class.

In this case, the mod owner needs to create equipment role buttons for all equipment types for their class to be compatible with ACE :merry:

The steel sword is just an example