[ACE] Pre-Release 0.9.6.19 - Firstbloom! 🌸

They should get restocked the same as anything else. Do you have storage available for “tools”? Are they really far away from your town? Are you using any mods (besides ACE) that modify storage filters or golems?

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They finally got restocked. the big problem was constant goblin raids, and the drops that are left over. Keep in mind all of my autonomous cricket gnomes were disabled for safety… workers got seriously backlogged. Part of the problem was constant building, needed more cooks, ect.

The problem did resolve itself though.

Those goblins >.> wish they had it as hard as I do. They just poof armies out of thin air, me? I’m just lucky to have a strong workforce and an army of eight.

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Hey, you don’t know what hardships they go through as well!

Think about it, if they need to march all the way to your town just to steal a loaf of bread and a wooden log, things must be really dire over there… :jubilant:

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Ayuda por favor. :pray:

Hola buenas estoy teniendo problemas con el juego, aveces ni si quiera me arranca en Steam sale como si estuviera ejecutando pero sin mas se cierra solo. Luego cuando consigo entrar una vez iniciado el mapa al poco tiempo se congela la imagen y se bloquea no pudiendo jugar ni hacer nada espero ayuda gracias.

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Hola, que tal!?
Puedes intentar seguir estas instrucciones? Estan en ingles pero deberĂ­as poder traducirlos en Google

Lo intentarĂŠ muchas gracias :heart:

Enviado desde Outlook para Android

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Ha funcionado mil gracias, puedo jugar con un amigo en cooperativo ahora

Enviado desde Outlook para Android

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Not sure if it’s just me… or a genuine bug. It’s the Geomancer terrain stones, when I put any down, I can see the box on the terrain (the semitransparent one) or the object it turns into, except… for the dirt, rock and surface terrain block stones. The surface patch terrain stones show up semitransparent (before placing) just fine, as do dry and wet stone and the rabbit statue stone. Grant it my Geomancer is only level 3, so I can’t check other blocks yet.

Edit: Just leveled to four, the gold resource stone shows up semitransparent as it should, thus far it’s just the three aforementioned stones not showing up.

Also, I think I accidently placed the rock terrain stone… heard the “click” sound, just no idea which voxel grid it was at.

Not a bug, they’re different things
Block stones, field of rocks stones, the geyser, etc… They spawn a “landmark” where they’re placed - and you can see the semitransparent shape of that landmark because it will replace any terrain it goes through.

Patch stones do not replace terrain or spawn a landmark, they simply “spill” a spiral of blocks of that kind around them until a certain range, but they will not replace existing blocks thus they don’t have a “preview” area, they’ll just fill empty space. So they don’t have a “preview” shape because that would be misleading, for example, if you dig down a 3x3, 1-deep hole and place a grass one inside on the very middle, the preview would show a larger square around it and you’d be led to believe that it would turn that whole square into grass all of a sudden (like the landmarks do, with the preview) but instead it will just fill the 3x3 hole, block by block, and stop. So think of them as a “wet stone” of terrain, wet stones don’t have previews because the water will “shape” to where it is placed, and the same for the terrain patches, they’ll just “spill” flat terrain around them, filling the empty space but not replacing occupied space.

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Ok,I don’t know why this problem come again :glum:

will,where are you go…?

wait?

WTF

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Greetings once again, fellow hearthlings! :merry: :sparkles:

We’ve come today with some very needed fixes and some interesting changes!
No big additions on this one - but some changes to how incapacitation works, some extra new categories for stockpiles or chests and very awaited fixes to issues like the landmark/summoning stone placement “Cube3” bug or the quest storage renderer problem are probably the highlights of this version. But there’s a lot more, like improvements to craft and place, emojis for weather descriptions, and more - so make sure to read the notes!

Thank you very much for the continuous support, and we look forward to bringing exciting news somewhat soon! :jubilant:

Patch 0.9.6.11

Known Issues

  • “Craft and Place” still not working properly (recipes are not being queued) for games using the “LostEms” mod. Please wait for the mod to be updated and thank you for understanding! :merry:

Added

  • Added emojis (where applicable) for weather buffs and debuffs.
  • There’s now a bunch of new storage categories for stockpiles and general containers (chests, crates, urns, etc.). They are: Terrain Modification, Market Stalls, Golems & Automatons, Raw Berries, Quest Items.
  • The new “Craft and Place” commands are now possible on built structures! Please note that you should only place objects on finished buildings; using this command on any building still under construction will result in the object not being placed, dropping on the ground and the placement order being removed - this is intended behavior and necessary to ensure that the construction process will have the space it requires.
  • Added more names to the Community Shrine! Thank you very much for your support! :merry::sparkles:
  • (For Modders!) Replaced the old buff method in combat actions and added two new parameters: appliable_target_buffs and a brand new appliable_self_buffs. Buffs defined by this new option will be applied to the one performing the action (an attack, a skill, a defense) instead of being inflicted on the target. Healing skills from cleric tomes have had their buffs changed to be applied with these new parameters as an example.

Changed

  • The names for some stockpile/storage filtering categories have been modified to accommodate one extra column of icons in the storage view. That should give us (and other mods!) a bit of extra room to work without having it look too busy! Most notably, “Tools & Goods” has been renamed to “Job & Goods”, “Nature & Scenery” has been renamed to “Landscaping” and “Combat Equipment” has been renamed to “Combat Gear”.
  • Improved how the “Incapacitation” component works to allow for hearthlings to have modifiers altering their “Guts” expendable resource when they get incapacitated (knocked unconscious). To understand this change you must understand what the “Guts” resource is:
  • Every hearthling has, by default, 24 Guts. Guts will go down, one per hour, when a hearthling is knocked unconscious. When they reach 0, the hearthling will die; when they reach 24, the hearthling will be conscious again and back to work. When knocked unconscious, the game will - also by default - reduce their Guts value by 8. The “black heart” meter that you see above your hearthling (blue when recuperating) is a measure of their Guts. All these things considered, they have 16 hours to be rescued before they die. Trappers are the exception and will have 23 hours (they only lose 1 point of Guts due to their perk)
  • All of this happened in a somewhat hardcoded way, and it was a default behavior for every hearthling. Now, with the change above, hearthlings will have a new (invisible to the user) attribute called additive_guts_subtraction_modifier! This attribute allows us to alter the amount that is reduced from the Guts (default: 8) when hearthlings get knocked out, which means that we can now allow them to have more (or less) time to be rescued!
  • Added negative modifiers to hearthling rescue time for some debuffs like: extreme weather, extreme wounds, poisons and infections; descriptions have been updated.
  • Added positive modifiers to hearthling rescue time for some buffs like certain tonics and certain food and drink buffs; descriptions have been updated.
  • Overall, the idea of these changes is to increase the danger of being knocked unconscious - hearthlings that are very wounded or exposed to severe conditions might require more urgent (and exciting!) action to be rescued. Finally, the fact that some tonics increase the rescue time might turn them into more strategic decisions when you realize someone is going down!
  • “Strong Poison” and “Major Infection” will now have a limit of how many times they can incapacitate the same hearthling; Once that limit is reached, they will keep the hearthling down to 1 health if untreated - but will no longer take them down over and over.
  • Improved the behavior of automatically queued crafting orders (the “smart crafter”), it should now behave a bit better when deciding what orders to remove or how to handle “maintain” orders.
  • Actions that request the crafting of a product (like ordering to start brewing or making cheese; getting a wound) will not queue an order anymore if there’s already a “maintain” crafting order for that same product.
  • Improved the clicking behavior of search filters on the workshop UI.
  • Centralized the handling of the shift key and mouse down statuses on the UI.

Fixed

  • Fixed a base game issue that caused the building error/alert symbol to sometimes be displayed and remain above buildings that were finished with the ib (instant build) debug command.
  • Fixed some minor issues and problems with the “Search” bar on inventory views (Place Item, Town Inventory, etc.)
  • Fixed some issues and inconsistent behavior with the automatic queueing of crafting recipes.
  • Fixed an issue that made it impossible for lingonberries to be stored in most containers.
  • Fixed an issue that was preventing pasture animals from being renamed.
  • Fixed an error that could happen when dragging a “Quest Storage Zone”.
  • Fixed a couple of small issues around damage sources & loot dropping.
  • Fixed an error that could happen when restocking was attempted with a storage container that no longer exists.
  • Fixed an issue with a missing Cube3 reference in the landmarks library.
  • Fixed a missing localization string for the “Cabbageling” pet.
  • Fixed an issue that was preventing the “Teleportation” title from being correctly counted by the game.

Sneaky Update 0.9.6.11b

  • Fixed an issue that prevented crafting from functioning properly.
  • Fixed an issue that prevented ranged fighters from inflicting damage.
  • Fixed an issue that prevented building to properly start.
    (Yep, we did break all 3 core mechanics of the game in one go (building, crafting, combat) YAY! :jubilant: )

Sneaky Update 0.9.6.11c

  • Added tooltips to the “Seed missing” icon on Herbalist Planters.
  • Added a new name and description for the “Foggy & Chilly” weather, pointing out that it is indeed a chilly weather.
  • Fixed a nil error that prevented turrets from attacking properly.
  • Fixed a possible (yet rare) growing component issue.
  • Fixed an issue with landmarks that prevented their preview to be properly rendered.
  • (For Modders!) Added move_command and undeploy_command json options to entity_forms component, allowing for greater customization of these commands for specific entities. (For example, undeploying plants could be “uprooting” instead)

Sneaky Update 0.9.6.11d

  • Fixed an issue with a missing effect for one of the Cleric’s healing spells.
  • Fixed an issue that was causing buff statistics to be gained by buffs that weren’t really being added (For example, a soldier could get the “wounded 6 times” title for getting only 3 wounds, because the other 3 were not added since they already had it or had a higher rank one of the same type)

Sneaky Update 0.9.6.11e

  • Added Ingot Piles! The Blacksmith can now craft a nice stack of metal ingots for long-term storage or selling bulk! These piles contain 24 ingots each (12 for the precious ones) and look nice. They may also appear as part of the inventory of higher tier blacksmith vendors. Finally, there’s one for that very special metal you learn from the archaeologist… But you’ll need to meet her again to get the recipe!
  • Fixed a small exploit that allowed you to save reembarked rosters by rerolling the possible hearthlings before attempting to save.
  • Fixed an invalid target error in the move_to_targetable_location action.
  • Fixed an issue related to dynamic tooltips with delay when an element gets removed.

And, as usual, remember to please report any issues you run into! Have a nice weekend! :merry: :heart:

3 Likes

Hi There,

no Range damage from any Bows or crossbows, Melee attack works.

release-949 (x64)[M]
…arth_ace/monkey_patches/ace_attack_ranged_action.lua:18: attempt to call upvalue ‘AssaultContext’ (a nil value)
stack traceback:
[C]: in function ‘AssaultContext’
…arth_ace/monkey_patches/ace_attack_ranged_action.lua:18: in function ‘_shoot’
…onehearth/ai/actions/combat/attack_ranged_action.lua:119: in function <…onehearth/ai/actions/combat/attack_ranged_action.lua:118>
[C]: in function ‘fire’
radiant/controllers/time_tracker_controller.lua:91: in function <radiant/controllers/time_tracker_controller.lua:91>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:67: in function ‘xpcall’
radiant/controllers/time_tracker_controller.lua:91: in function ‘set_now’
…hearth/services/server/calendar/calendar_service.lua:538: in function ‘_on_event_loop’
…hearth/services/server/calendar/calendar_service.lua:58: in function <…hearth/services/server/calendar/calendar_service.lua:57>
[C]: ?
[C]: in function ‘trigger’
radiant/modules/events.lua:63: in function ‘_update’
radiant/server.lua:67: in function <radiant/server.lua:64>

Hello, since the recent Patch (0.9.6.11) the villagers dont start building houses anymore, they just dig the holes and then stop the building process.

1 Like

PS. it only occurs with bigger projects

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and the required items are not qued by the crafters

These issues should now be fixed

Sorry about that! :forlorn:

In the description of some of the mason’s fountains there is a text saying “1 mildly satisfying drink serving”. Is this supposed to happen? It also happened to unlockable recipes.

Edit : corrected some words

I have bad news, the “craft and place” does not work at all, the crafter doesn’t register the action and the items do not get queued. Hope this will be helpfull and that the bug will be fixed shortly.

Are you using the LostEms mod?

yes, it is this one that causes it?