Damn, that’s a pretty sizable update!
I mean, the list just keeps on going and going and going.
Great job Team R(ocket)!
Nice job, Huge update, read the who patch notes, just WOW
now is the calendar issue being addressed didn’t see it in patch notes about the over turn of year
i just finished reading the patch notes and was wondering the same thing…
Calendar issue is fixed
I saw Thank you :), and they went found some scaffolding and ladders i missed in build they didnt remove before. The lua issue still there it’s perplexing lol
already in game
ill see what I can break this time
Will have to check this over the weekend … To excitedly awaiting Stardew Valley release and watch things on it for now. Another game to switch between. Quite a few changes there nice to see; looking forward to checking those out when I can.
OMG a facing indicator. OMG tears
Anyone else having trouble with a new bug where the gold count doesn’t update properly while trading?
I sold a bunch of stuff, but the gold stayed at 0 and thus I couldn’t buy anything. When the next trader came around, I had all the gold that I’d made from the previous sale that hadn’t shown up until now. I was able to buy stuff, but my gold amount didn’t decrease upon making purchases.
hey there @Mechanismatic, welcome to the discourse
hmm… i’m not sure, i’ve seen a similar bug reported before, but in the end it just turned out to be the fact that gold/items don’t get taken/given until you exit out of the store UI…
This seems to be new since I was playing right before the Alpha 15 release and the gold updated fine. If the gold count doesn’t update until after you close the trading menu, then you won’t know how much you can purchase without having to do a manual count.
oh yeah… i read that wrong… definitely sounds like a bug, feel free to toss up a report in #support:bug-reports
It also mentions performance problems because of hoarding, especially wood and stone, and limiting the inventory because of this. Maybe we could have some kind of token items which are crafted by the carpenter and mason. E.g. a carpenter can craft 32 wood logs into a “wood log stack”, which can be put into the world as decoration and decreases the size of the inventory by 31 items. When wood is scarce, it can be crafted back into 32 wood logs.
2 posts were merged into an existing topic: Gold count doesn’t update during trades
Stonehearth WAS my favorite game. I have about 400 hours into the game and I do not like this inventory limit! It’s not enough to build in peaceful mode how I like to build. I craft a lot of items to sell, mine huge areas of rock, earth, clay (speaking of clay it still gets sorted in with the rock even if there’s a specific spot for it…), and ores. I can’t play my save games anymore because it says “inventory full” and my crafters won’t make anything. Even creating a new game, I can’t do anything! You broke the game with this!
Hi @SinystyrEvil
this sounds like a bug. The inventory cap should not prevent crafting. Please upload a save game if this is happening.
Also, can you please elaborate on what you mean by you cannot do anything even in a new game? Are people not building? Not harvesting?
Thanks
-Yang
whoa! awesome friday news!
For Translators:
en.json:
-
}, "warnings": { "town_inventory_full": "Town Inventory Full" -> added
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}, "inventory_full": { "title": "Town Inventory Full", "message": "Your town inventory is full! Hearthlings hate cluttered towns and will not harvest resources with a full inventory. Sell off the extra items or destroy them using the clear item tool." -> added
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"tooltip_earth": "materials made of earth", -> added
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"inventory": { "item_count": "Items:" }, -> added
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"show_hearthling_paths": "Show Hearthling paths", "show_hearthling_paths_description": "Display the path your hearthlings are following.", -> added
-
"food_shop": { "shop_info": { "name": "A simple food cart", "title": "A simple food cart rolls into town" } }, -> removed
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}, "game_events": { "arcs": { "trigger": { "game_events": { "encounters": { "ent_warning": { "collection_quest_info": { "dialog_nodes": { "collection_due": { "bulletin_message": { "000": "Will you not release the children of the forest? They do not belong in your crates and piles of trinkets. Your compliance will be rewarded.", "001": "Hundreds of great oaks and junipers have been cut down to satiate the greed of humans. Our patience wears thin. I ask of you, return them to the homeland.", "002": "Return our logs and help restore the natural balance of the great woodlands. I cannot guarantee your safetey if you refuse.", "003": "Our wilderness has been sacrificed for your lifestyle of excess. We will give you a chance to return our logs. I suggest you heed my warning.." }, "bulletin_title": "The Ent has a request.", "dialog_title": "Ent" }, "collection_failed": { "bulletin_message": { "000": "I am deeply disappointed.. I would suggest you prepare yourselves. The minions of the forest speak of an invasion." }, "bulletin_title": "The Ent furrows his brow" }, "collection_success": { "bulletin_message": { "000": "Thank you for your cooperation.. In return, I will give you [str(i18n_data.reward_gold_amount)] gold coins and [str(i18n_data.reward_item_count)] [str(i18n_data.reward_item_name)]." }, "bulletin_title": "The Ent nods peacefully", "dialog_title": "Ent" }, "introduction": { "bulletin_message": { "000": "Greetings, humans of [str(i18n_data.town_name)]. I have come to warn you of the growing unrest within these forests.", "001": "Silently, we have been watching.. since even before the fall of Firebird. Why? To protect. Our trees. Our saplings. Our woods." }, "bulletin_title": "A large tree-like figure approaches.", "dialog_title": "Ent" } } } } } } } } -> added
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"stamina_tonic": { "stamina_tonic_buff": { "display_name": "Stamina Tonic", "description": "Health increased greatly." } }, "strength_tonic": { "strength_tonic_buff": { "display_name": "Strength Tonic", "description": "Muscle increased greatly for more combat damage." -> changed
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"bronze_circlet": { "display_name": "Bronze Circlet", "description": "Protection for your head", "bronze_circlet_iconic": { "display_name": "Bronze Circlet", "description": "Protection for your head" -> changed
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"bronze_shield": { "display_name": "Bronze Shield", "description": "Useful for blocking attacks", "bronze_shield_iconic": { "display_name": "Bronze Shield", "description": "Useful for blocking attacks" } -> changed
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"crafting": { "workshop_outbox": { "display_name": "Crafter Outbox", "description": "Stores finished craftables" } }, -> removed
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}, "stone_tunnel_door": { "stone_tunnel_door_ghost": { "display_name": "Stone Tunnel Door", "description": "Useful for sealing off mine tunnels." } -> added
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} }, "crafting": { "workshop_outbox": { "display_name": "Crafter Outbox", "description": "Stores finished craftables" -> removed
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}, "woodchuck": { "display_name": "Woodchuck", "description": "A voracious eater of almost everything, especially logs." -> added
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"foo_truffle": { "silkweed_crop": { "display_name": "Silkweed", "description": "This plant's fiber can be spun into thread", "growth_stage": { "004": { "name": "Mature silkweed" }, "001": { "name": "Silkweed sprout" }, "000": { "name": "Silkweed seedling" }, "019": { "name": "Rotten silkweed" }, "003": { "name": "Immature silkweed" }, "002": { "name": "Stubby silkweed" } } } }, -> removed
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}, "wooden_sign_herbalist": { "wooden_sign_herbalist_ghost": { "display_name": "Herbalist's sign", "description": "A sign with the mark of the Herbalist" } }, "wooden_sign_inn": { "wooden_sign_inn_ghost": { "display_name": "Inn Sign", "description": "A sign marking a place for rest and revelry." } }, "wooden_sign_potter": { "wooden_sign_potter_ghost": { "display_name": "Potter's Sign", "description": "A sign with the mark of the Potter" } -> added
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"thread": { "display_name": "Spool of Thread", "description": "Spun from the wool of sheep. Or plants." -> changed
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}, "bow": { "display_name": "Bow", "description": "Used by an archer for shooting arrows", "bow_talisman": { "display_name": "Archer's Bow", "description": "Required to promote a Footman to an Archer" } -> added
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}, "archer_outfit": { "display_name": "Archer's Cloak", "description": "Offers light protection" -> added
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}, "wooden_sign_cook_recipe": { "description": "A sign with the mark of the Cook.", "recipe_name": "Cook's Sign" }, "wooden_sign_herbalist_recipe": { "description": "A sign with the mark of the Herbalist.", "recipe_name": "Herbalist's Sign" }, "wooden_sign_inn_recipe": { "description": "A sign marking a place for rest and revelry.", "recipe_name": "Inn Sign" }, "wooden_sign_potter_recipe": { "description": "A sign with the mark of the Potter.", "recipe_name": "Potter's Sign" -> added
-
}, "cleric": { "cleric_outfit": { "display_name": "Cleric's Robes", "description": "Holy garb worn by the devout few" } -> added
rayya-en.json:
-
}, "food_shop": { "shop_info": { "name": "Farmer Gem's Farm Supplies", "title": "Farmer Gem's supply cart rolls into town" } -> added
- “entities”: {
“gizmos”: {
“rc_camp_standard”: {
“rc_camp_standard_ghost”: {
“display_name”: “Camp Banner”,
“description”: “How you know you’ve come home” -> changed
ascendancy_population.json:
- “inventory_capacity_equation”: “math.max(num_citizens * 150, 1200)”, -> added
@yshan like i have seen there is the wooden_sign_cook_ghost link missing
Good Works Radiant’s Team like always ! The force be with you or maybe the Chocobo be with you !