since I heard in a stream that the blue bar is mostly the AI and that my hearthling dont do anything anymore
i think its an AI problem …oh btw I aint got any error pop up
yep, we really need some focus from Devs on Optimizing the game… when i get 12 people games just starting to be unplayable. Even when everything is near…
Idling seems to go away on a Save/Reload, most of the time. As for pathfinding issues, I am sure I have seen issues with collection whenever I edit a stockpile e.g. create a separate pile for wood and stone and edit the original to no longer take wood/stone. It only seems to affect distant harvested resources. Unable to verify though as I only have a suspicion.
I got an error when changing the stockpile filter too but when I save/reload the file the pathfinding/AI problem dont go away
and here the bug
develop-2603 (x64)
stonehearth/components/ai/execution_unit_v2.luac:72: bad unit transition “set_think_output” from “starting” in action put restockable item into backpack
stack traceback:
[C]: ?
[C]: in function 'error’
stonehearth/components/ai/execution_unit_v2.luac:72: in function '_unknown_transition’
stonehearth/components/ai/execution_unit_v2.luac:105: in function '_set_think_output’
stonehearth/components/ai/execution_unit_v2.luac:321: in function '?'
stonehearth/components/ai/execution_unit_v2.luac:18: in function 'set_think_output’
stonehearth/services/server/ai/compound_action.luac:89: in function '_set_think_output’
stonehearth/services/server/ai/compound_action.luac:71: in function '_start_thinking_on_frame’
stonehearth/services/server/ai/compound_action.luac:74: in function 'think_progress_cb’
stonehearth/components/ai/execution_frame.luac:373: in function '_think_progress_cb’
stonehearth/components/ai/execution_frame.luac:687: in function ‘_set_state’
…
stonehearth/components/ai/execution_frame.luac:687: in function '_set_state’
stonehearth/components/ai/execution_frame.luac:440: in function '_unit_ready_from_thinking’
stonehearth/components/ai/execution_frame.luac:154: in function '_unit_ready’
stonehearth/components/ai/execution_unit_v2.luac:187: in function '_set_think_output_from_thinking’
stonehearth/components/ai/execution_unit_v2.luac:102: in function '_set_think_output’
stonehearth/components/ai/execution_unit_v2.luac:321: in function '?'
stonehearth/components/ai/execution_unit_v2.luac:18: in function 'set_think_output’
stonehearth/ai/actions/find_path_to_entity_type.luac:17: in function ‘solved_cb’
…th/components/pathfinder/shared_bfs_path_finder.luac:47: in function ‘_call_solved_cbs’
…th/components/pathfinder/shared_bfs_path_finder.luac:39: in function <…th/components/pathfinder/shared_bfs_path_finder.luac:36>
I actually get this set_think_output error quite a lot in my current world. Apparently one of the hearthlings is thinking WAY too hard about putting something in their backpack