[ACE] Pre-Release 0.9.5.7h

Oof, I tried it and the issue is unchanged… guess I just gotta do it the old way

That might happen if your Stonehearth install folder is in a protected area like Program Files. Installing somewhere under your user folder or on a non-system drive should solve it and not require you to run as admin.

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No luck. Uninstalled and reinstalled the whole game on a different drive in a non-protected folder and I can find my saved rosters in “…/Stonehearth/saved_objects/stonehearth_ace/starting_rosters/” but in the game when I click Load the window that comes up is empty

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Hi, I had 3 traders in a row offering me autonomous crickets. Maybe decrease the chance of happening this, and increase the amount of stuff they want (7 chairs are not that much).

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Hello everyone. I’m a little lost about how to make vinegar. I think i checked every worker but no luck so far. I need your help :frowning:

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Ok…I don’t know how can plant the Hearh Essence to make Geomancer level up now
It seem not leave plant and seed can be plant again

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The same thiggs that make mead an alcahol (the carboy? And I think also one of those vats you can use for beer?)

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Yeah, there were plans to add a limit of how many autonomous golems you can get through questing, didn’t make the update in time though… So for now enjoy your exploits! :jubilant:

Some people seem to be struggling with obtaining vinegar, I’ll try to make it clearer (or add a craftable step to it so people can see it/get instructions from the recipe)

Yes, I’m sorry.
This is a little issue on the new update that we didn’t think about. Now when you complete the Bunny quest to get a geomancer, you’ll also receive an Amberstone planter that can be harvested forever and has a hearthbud flower. However, all the Reembarkings/Geomancers obtained before the update won’t have this planter.

For now, you can use the DebugTools item stamper to spawn yourself this item here, which should be yours by right anyway:
stonehearth_ace:planters:pot:amberstone:hearthbud
I’ll find a fix for this on the next patch.

Indeed, you can make vinegar out of most alcoholic drinks, using the vessels where they were originally made anyway. Ales and Beers will turn into one vinegar, Mead will turn into two vinegar and Wines will turn into three vinegar.

You can see the “option” on the vessels themselves, in the transformation menu (where you choose if you want to make beer or ale, etc…)

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Oh no… :smiley:

Thank for the reply Wouter and Dani.

I was stuck with a mason with very high infection and i couldn’t cure him, leaving him sleeping everytime without any possibility to fight the infection at this point.

Thank you bud. It would be really helpfull :smiley:

(sorry for my bad english)

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Not sure if this is a bug, good news… NOT a crash.

I can’t go past 30 hearthlings, the game just stopped looking at my wealth and food levels at the beginning of the day. I have it set to a max of 80. Does adding gold or food from the console editor cause this?

I don’t know what happen for it,if start build will very lag :forlorn:
In new update build seem has this problem.
The side Cooking building also has this problem in movie before.

Welp, it crashed upon loading the save in question. I’m not sure, maybe adding food or gold from the editor bugged my save. Kinda stuck having to use it, only way to fill in the pit leftover from goblin camps as the large dirt pile requires small dirt pile voxels. I’ll save a copy of the log to a separate directory, in case you want it.

This is fixed for the next patch that should come really soon :merry:
Thanks for the report!

I’m sorry, I’m not sure what you are experiencing :forlorn:
Adding money and food through debugtools shouldn’t affect it like that, so there must be something else going on
We didn’t manage to reproduce it yet, but maybe if you can provide the saved game we can take a look!

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I had the same bug two times. When i set the maximum number of heartlings to (let say) 20 in the gameplay tab, i get the message / bulletin of “maximum heartlings” at that number. The next day however i get a “Daily update” and a new heartling (if i got enough edibles and net worth of course). This goes on until i got 30 heartlings and then the daily updates stop. The first time i used the “miner profession” mod, the second time i used no mods and both times i started with a “fresh batch” of heartlings (not an earlier saved expedition). I hope this helps, the saved games i already deleted.

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The saved game might not help, it crashes the game before loading. The daily check (whether I had enough food or gold for a new hearthling) stopped after 30. I’ll look for the directory though. (okay… found the directory, which is the save file?)

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We’ve identified the issue and fixed it for the next patch :slight_smile: no worries

Thank you for all the reports!

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Stonehearth ACE 0.9.5.1 Released!

Dani here directly from the late night shift to bring you a big bag of goodies! :merry:

(I mean, it’s literally 4:50 :forlorn: )

But worry not because this update might only be a point-one, but I promise you it’s worth the read! We’ve been hearing the feedback on all the new stuff, getting all sorts of reports and working hard to get this version even better!

So let’s go to the part that matters!

Incremental Patch 0.9.5.1

Added

  • The towns that reach Tier 3 (Build their special shrine or monument) will now receive a very special visit and a new questline with it… Help Tomtee save the spirit of Frostfeast and unlock some fancy seasonal crafting recipes while doing so!
  • There’s a new feature on Herbalist Planters that should help you out when you get new (better) planters and want to move your planted herbs into them. Instead of having to wait for herbs to grow and then to use them to make more seeds, you can now “pop” a seed for the current plant by choosing the “Empty” option on the menu. This will happen instantly, without requiring a Herbalist to come and clear it, so you can get to planting these seeds into new planters right away! The existing plant will be, as expected, cleared - so it’s as if you’re moving the plant itself.
  • If you have a “Default Storage” set up, the seeds will be automatically taken there when “popped” out.
  • We have added a check when starting a re-embarked game that will verify if the player is bringing a Hearthbud flower or seeds and will swap them for an Amberstone Pot with a Hearthbud planted on it. This should alleviate the issue some players were experiencing with previously re-embarked setups that had a Hearthbud flower for their Geomancer but the flower could only be harvested once. You’ll still need a Herbalist to tend the new planter, though - but that should be okay since Herbalists are easy to come by.
  • “Simple Fever Cordial”, medicine. This new medicine will treat infections with less efficiency than the regular Fever Cordial, but can be crafted without vinegar.
  • “Thatch Twine Bundle”, fiber. You can now craft fiber from thatch, similarly to how you can craft Yarn from Wool. We changed Thatch to not be fiber anymore because people were running out of Thatch and still having fiber, so now you can control how much thatch will be used as fiber through a craft.
  • “Unfermented Brew Vinegar”, “Unfermented Wine Vinegar”, “Unfermented Mead Vinegar”, brewing ingredients. To help with the confusion that some people were having on figuring out how to create Vinegar, we’ve added an additional step to the process that requires crafting. That way they can find the recipes in the Brewer’s crafting menu and get the information needed from the text. The process is still essentially the same, but instead of directly filling the vessels (Carboy, Vat and Wine Cask) with the beverages, you need to turn the beverage into the unfermented vinegar first.
  • A new friendly stranger has arrived to introduce you into a very important and new aspect of ACE: herbs and healing. Be on the lookout for him!
  • We’ve added a hotkey called “Move Camera Back” that will return the camera to the position it was a second ago. This is useful for situations where you need a certain hearthling to act on the place you’re looking at (like a soldier that needs to move there or a trapper that needs to place fish traps there) and the game jumps you to their position when you select them through the Citizens screen. With that key you can select them and immediately jump back to the place you were looking at. The default assignment is shift + backspace
  • There’s also a new support for generic, event-based hotkeys - and as a demonstration a hotkey for placing fish traps. This is not assigned by default.
  • There’s also a new hotkey for the Fence Tool and one for building wells. These are not assigned by default.
  • We have added “Checkboxes” near the category icons of storage containers like “Supply Bins” to make it clearer that you can click the category name to select all the individual items in it, similarly to how chests work.
  • Here’s a little something to help you get the perfect Frostfeast’s decoration! For the Frostfeast items that have different visuals (Stockings, Candles, Wreaths…) you can now click a command that will roll a new appearance for that item! So now you’re able to make the stockings on the fireplace look juuuuust right.
  • Added a new Transform component option that allows modders to customize the progress text of a transformation command. As examples, we’ve made it so that when opening Frosfteast presents it will now say “Opening…” and when building a water well it will say “Building…”. To add your own, use the field "progress_text" on the transform options and fill it with a localization key.
  • Woodchuck raid, little beavers that will come to eat your tree farms, orchards and bush farms when playing with the Northern Alliance.
  • There’s now a “Mini Oinker” pet and a “Mallard” pet available to purchase from pet traders.
  • There’s a new option for the storage component that allows entities to have their root forms rendered (instead of iconics); this allows for the creation of things like weapon racks or armor displays!
  • Not really relevant for the player - but we’ve changed the way the mod version is displayed on the bottom left of the Title screen! It is now automatically generated text according to the version information on a file. This also means the mod’s version is logged, thus making it easier for us to identify the version being used.
  • We’ve added support to even more “Persistence Data”, unlocked crafting recipes.
  • We’ve added support for some extra data to be carried on reembarkation: Items will carry their quality, and equipped items will now carry over their quality, titles, stats and buffs.
  • Added a laughsuit.
  • Added a new Consumable Script that allows randomly unlocking crafting recipes from a predetermined list of recipes.

Changed

  • We forgot to list a change: Trappers will now get more experience from trapping categories that got unlocked later. This has been in since the initial release of this version (0.9.5) but escaped the notes, we apologize!
  • The performance for hearthlings “depositing” building materials into construction sites has been severely improved after reports of it causing lag on multiplayer. Please let us know if you still observe issues!
  • Wounds have now a slightly smaller chance of evolving into infections, especially the lower severity ones.
  • Infections will now need to stack up to 16 times (instead of 10) before they try to “evolve” into a major infection. This should give more time to treat them.
  • Because of the new Simple Fever Cordial, the regular one is now an Herbalist level 4 recipe and requires a “Metal Cauldron” to be crafted.
  • Orchard and Timber Farm trees can no longer drop beehives or be stunted. They also won’t queue seed planting orders if the command “Gather & Replant” is used anymore.
  • Severely reduced the efficiency of Fish Traps. They were still using testing values (catching fish every 2~ hours in-game) and we forgot to fix this before release, thus making them basically food 3D Printers. They now have much more balanced values.
  • We’ve also increased their influence radius so you can’t place them so clustered together anymore.
  • Northern Alliance Brewers can now craft “Sweet Potato Juice” on level 1, giving them some way to earn experience when in the Arctic.
  • “Sweet Potato Juice” is now slightly less efficient as a drink, and it is not refreshing anymore. It will, however, satisfy some food nutrition, fitting its role as an early survival Northern Alliance drink.
  • Fruit and Nut trees will now take longer to respawn their products. Their orchard versions, however, will produce slightly faster than their wild or manually planted counterparts.
  • Planting Herbalist Planters should have higher priority than crafting now. Tending and harvesting should still be lower.
  • Additionally, the Planters should also have a slightly increased yield (Small planters produce 3 instead of 2, Large ones produce 6 instead of 4. Pots and window planters remain producing 1 and 2, respectively)
  • Finally, we’ve also added a new possible setting called post_harvest_growth_level that allows certain planter crops to go back to a custom growth level instead of having to completely grow all over again. This was assigned to some plants, and you will be able to notice their increased efficiency.
  • Items that have no icons will now be hidden from item selection screens to prevent broken image issues.
  • Improved the way the basic inventory tracker (Town Inventory) handles the placement of entities with root/iconic forms.
  • Refined some perk descriptions so they’re shorter, not breaking the promotion screen.
  • Greatly reduced the maximum amount of “Grass” that can spawn on pastures.
  • Tweaked the “Decorative Flower Field” description to emphasize that they CAN’T be harvested rather than accidentally imply that they can.
  • Renamed “Plum Cores” to “Plum Seeds” as the seeds of a plum are apparently not called cores in english.
  • Improved the text of “Fernand the Great” (Friendly Stranger) to not mention outdated content (it used to say that a Mason or Potter can make Firewood too)
  • Improved the text on Training Equipment (both the entities themselves and the crafting recipes) to point out that they can be repaired but not necessarily by an engineer anymore.
  • Increased the drop rate of “Mound o’ Clay” when mining dirt - especially in the desert.
  • Now your citizen roster will separate soldiers/combat units from crafters and field workers when toggling to list them by job. All combat jobs will be on top, crafters below and field workers on bottom.
  • When buying from merchants, the items will now be sent to your “Default Storage” if you have one defined and with space available.
  • Nightsight Tonic can not be crafted anymore as it is currently useless in this version. It shall return one day!.. Or night.
  • Foraging hearthlings will now display their action as “Harvesting forageables” instead of “Harvesting Foraging Spot”.
  • The Iskender Caravans will now only sell Rayya’s Children (clay) talismans for the Herbalist and Footman instead of the traditional ones.
  • Added the clay and stone variants of the Footman’s talisman to the different training traders.
  • Improved the way the AI deals with the consumer/workshop pick-up checks.
  • Tweaked some ambience sound effects to be less repetitive and/or annoying.
  • Now when you select an object that is inside a container (using the Town Inventory screen) you’ll have access to the object itself instead of clicking the storage entity that it is in.

Fixed

  • The prize for best issue in this release goes to ThisDude and the tree-eating bunnies. Unfortunately, all good things have an end so this issue is now fixed. We’ve also added support for customizing what kinds of fields an animal raid can eat.
  • Fixed a serious issue that was preventing the Daily Update to work properly. The fix of this issue involved finding a certain issue with config calls being made locally (in the ACE mod). Because of that, if any mods use a “config” can_start encounter check, those are now changed to be global config checks instead of local; this means if you were checking your own config setting, you need to change it from “setting” to mods.yourmodnamespace.setting.
  • Fixed an issue that prevented reembarkation to work properly.
  • Fixed an issue where reembarkation was trying to add traits before the unit info was set.
  • Fixed an issue with the handling of gold coins that caused your precious fortunes to disappear when being moved around! (Mostly caused by stockpiles - remember, kids, don’t use stockpiles unless you have no option! Build crates or urns!)
  • Improved the way the handling of gold is done when crafting recipes that use gold. Now the crafter will only grab the amount they need instead of moving the whole pile around.
  • Fixed an intense flickering effect that some players were experiencing on the rendering of shadows.
  • Fixed an oversight that allowed herbalist planters to be undeployed with plants on them. This should not be possible anymore.
  • Fixed the uneven region of influence on Fish Traps. Their influence region will now be the same on all directions.
  • Fixed the broken text on some hotkeys.
  • Fixed a broken localization text on the bone carving recipe “Giant Bone Scythe”. It’s almost harvesting season!
  • Fixed the broken description on the northern Archer armor crafting recipe.
  • Fixed a broken localization text on the Mason’s “Amberstone Herbalist Pot” recipe.
  • Fixed a visual bug that caused the “arms” of hearthlings to disappear when wearing the Rayya’s Children Chilly or Cold outfits.
  • We’ve sat down with the hearthlings and talked with them about the economical importance of fruit or nut bearing trees, so they promised they won’t automatically cut down orchard trees anymore.
  • Fixed some typos on Frostfeast items.
  • Fixed some typos and improved a lot of text in the “Thorulf & Rattley” campaign.
  • Fixed an issue where neutral warmth sources were not working for warming player characters.
  • Fixed an issue with aura effects that should work in the presence of enemies not really being triggered.
  • Fixed an issue where splitting blocks from different factions would open the crafting menu of the wrong crafter when interacted with.
  • Fixed an issue with the Transform component when transforming items that were destroyed upon transformation. For example, this issue happened every time you tried to open a Frostfeast present.
  • Fixed an UI base game issue related to unlocked job roles.
  • Fixed an issue with the UI input prompts that were not correctly updating values when changed.
  • Actually fixed the issue that made hungry animals get stuck trying to eat “Raw Rice” this time.
  • Fixed an issue with the loot_drops component when handling drops for the same player ID source and the killer adding the Loot command.
  • Fixed an issue that allowed the ACE’s Input component to ignore storage space, effectively allowing storage containers to go above their own capacity. Example: Having a container be defined as Default Storage could get it filled with more items than it allows.
  • Fixed a nil error in the carry_block_component, used by hauling beings to carry stuff.
  • Fixed an issue that allowed wild ducks to be tamed by the trapper and cause issues.
  • Fixed an issue that allowed the “Duck Pond” landmark to spawn on weird locations.
  • The previous update had a huge (and unecessary) folder inside of it, which was the .git folder. This probably bloated the download and memory use of the mod a lot, and we’re sorry! It has been removed for this push, so it must be much lighter.

As usual, the non-steam download link on the OP will be updated! :jubilant: Enjoy the game and keep reporting issues :merry: :heart:

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:smiling_imp:

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Hi, I’m having a problem with the button that removes roof and walls. It is not working at all. Can someone please help. Thanks in advance.

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