Alpha 24.4 now on steam unstable

That’s not actually what the arrows are meant for; they’re meant to show where the front of the object / model / item / etc is. On some models it’s obvious by the design, such as the dresser or bed. But when you look at something like the clay chairs, it can be confusing which way they are facing. Thus the arrow exists.

I strongly second this.

This is because of where your banner is. It will do this when it believes it doesn’t have room to place it next to it.

This is due to hit boxes. Windows to the game are nothing more than holes without hitboxes. So…when there’s a 3x1 hole somewhere, the Hearthling’s path finding sees it as a path. I made curtain windows a while back that are 6x2, and without the correct hitbox, the game sees it as a missing chunk of wall.

Actually…it’s because you’re underground. Hearthlings have a space sensing mechanic where they can feel cramped when in small spaces. This then makes them feel bad.


Then how do they eat? Plays X-Files Theme

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This must be when you load a savefile but: is the savefile from a previous alpha / unstable? Do they keep falling every time you save and load? Or do they keep their place once you tell them to move them up again?

This is spooky. Could you share the savefile? I’ve been investigating issues like this recently, but they happen so randomly…

It says “at least” so you don’t need to have separately 7 content hearthlings plus 5 merry hearthlings. It can be already challenging to keep them happy.
image

Well, I choose this banner when I settle far away from mountains, but you have a point. :thinking:
If you choose it to get rid of the crampedness thoughts because you make an underground town, maybe the drop rate is too high. But you can still sell those items I guess, or convert them into piles. Thoughts, @Rabid_Llama?

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That’d be why I chose the banner that stops them from feeling bad from cramped spaces, since I knew I was building an underground town.

Brand new game with the latest unstable.

I fixed them up, loaded in the save later and they all had indeed fallen to the ground. Some, but not all, of my wall mounted decorative tiles did the same thing! I even had some on the wall, and clay beds directly in front of them hard up against the wall. Those decorative tiles changed position, came forwards and sat about a half-voxel away from the wall!

Replaced the clay wall lanterns all with stone lanterns then just loaded up a game right now. World loaded up, was looking at my front gate… then the second everything unfroze and the world came to life, the stone lanterns on the wall next to my town door suddenly teleported to the ground ._.

Oh EXCEPT the lantern that had an item installed on the floor beneath it, that one didn’t change position.

It’s a double-barrel here. If you want to build a town inside a mountain you NEED this perk and it comes hand in hand with “LOL HERE HAVE WAAAAAY TOO MUCH CLAY AND STONE!” I had something like 100+ clay and stone just from excavating a store room and barracks at the very start of the game.

I’m all for knocking that bonus percentage waaaaaay down to something like 15%, then providing the player with more buffs to choose later on in the game which could augment it further cumulatively… (I like the idea of some kind of magical or mechanical object the player can build that provides a temporary radius for mining resource drop buff. Some kind of magical torch? Or a mechanical hammer that shakes the ground? And make it disposable/break too, so it can also act as an economy sink and generally something a bit unique.)

Oh as for the GHOST BIN… I think I was able to sell it off to a merchant or something, either way it’s no longer in the PLACE ITEM menu.

Whoops, no I was just reading the wrong tooltip… :roll_eyes: My point on difficulty on getting them Merry still stands. My blokes had fancy stuff in every room, floor to ceiling, cooked meals and all, and still I never got more than one or two Merry at any point.

Here’s a quick sample of how some of my dudes were feeling, after the town being static for two or three days. Even the bloke who has NO complaints isn’t Merry ._. Also they complain about the sun even though they live in a beautiful cool cavern!

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Was just playing the latest build and was the drop rate of clay nerfed when the banners were implemented? Because I started in the desert and promptly started digging for clay and holy heck it felt like they were really struggling to find it.

Edit: Nevermind disabled all the mods and one of em is causing the issue.

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Decorations barely changes their hapiness. You need good food, exclusive beds, etc…

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Another seeming bug/imbalance - The trader you’re able to summon from a stall, at least in this single Rayya game of mine, seems to always have one or two stone and wood. And that’s it. Every time. And now I’m town level 2, same deal…

Shops were made less reliable/predictable on purpose.

They have less amount for each item, but more variety of items. For market stalls maybe it’s too much, I don’t know. They’re mostly used to sell excess stuff. @max99x / @Rabid_Llama?

Also there’s one bonus that grants double the amount of items in shops.

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The one I summon via the stall has literally been up to 3 wood or stone, and nothing else at all :frowning: I would have thought at minimum something like a dozen stone and wood, if the purpose of the stall is a means for the player to quickly convert gold into hard resources.

Another potential bug - I’m up to crafting one of the statues to reach Tier 3 (I assume) and my potter said I had all the ingredients to build the crafter statue (the one requiring 12 orange fancy vases). The potter wouldn’t craft the item, eventually I worked it out that I have enough of the vases but they’re not in my inventory they’re deployed all around my town. So the bug is perhaps counting deployed items as craftable ingredients is not good.

On the bright side I now get a minigame of find the orange vases around the tunnels of my town! (seriously, I find “spot the thing” games in city builders can be a fun little side challenge that gets the player looking around the nooks and crannies of the place)

Oh and here’s an image of the wall tiles, one has “slid down” here and the other has also moved forwards into the bed…

EDIT - And I finally got to Tier 3, holy dooly there’s a lot of new items to be built! And a lot of them require metal like iron, which I have had a hell of a time keeping a steady supply of (and failed to really). Ore might need either vein or drop rates tweaked, or perhaps more trading options… if it’s going to be needed in high quantities in mid/late game.

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That’s a known bug, yes. :disappointed_relieved:

Interesting.

I think it depends on which route you take on the town progression. The decorations are different depending on the shrine you build, although you can still buy the ones that you haven’t unlocked, once you reach tier 3.

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I noticed that as soon as I hit Tier 3 and more traders started coming, some of them selling interesting new things I’d never seen before! :smiley: As Rayya I wish the weapon merchant was selling Bows, as I was only just getting a carpenter when he visited (yes I did have to weather the big attack with the troll as I didn’t have a carpenter to do the wind pipes, could be a difficulty spike there for Rayya given the timing of the carpenter)

Regarding the iron I guess it came down to the map generation, there were no visible veins I could see anywhere around my town so I had to rely on just random drops. Even with the mineral drop bonus, and excavating a large town into a mountain I still had very little iron. If I wanted to make something I’d usually have none and thus needed to go digging random tunnels in the rock hoping for drops. So I guess having a more reliable backup means of acquiring it would be good, since there’s always a chance the players map won’t contain any obvious veins of metal to exploit. Same deal with wood. Being able to plant new trees with seeds is very helpful, but I was still chronically short of wood. Mainly for when it came to smelting ore (and my cup was well and truly runneth over with coal at that point, 100+) or more importantly trying to level up my carpenter to do the wind pipes. Either increasing trader frequency or amounts of wood or drop rate from desert trees would help early on. I would have been slamming that summonable trader for wood if he had stocked it properly. The number of seeds I was continuing to plant slowly turned my desert into a forest which was nice around the entrance to my town with roads and statues at least.

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Got this error already on 4th day no mods

release-811 (x64)
CHECK failed: C:\rb\ihome\root\SH-OB0-BUILD\stonehearth\source\lib\lua\ai\compound_action.cpp:357 Thinking flag unset while restarting thinking.
stack traceback:
radiant/modules/commons.lua:53: in function ‘report_traceback’
radiant/modules/commons.lua:64: in function <radiant/modules/commons.lua:58>
[C]: in function ‘clear_think_output’
…th/ai/actions/find_best_reachable_entity_by_type.lua:140: in function ‘_set_result’
…th/ai/actions/find_best_reachable_entity_by_type.lua:76: in function ‘found_cb’
stonehearth/components/item_finder/item_search.lua:169: in function ‘_call_found_cb’
stonehearth/components/item_finder/item_search.lua:187: in function ‘_call_found_cbs’
stonehearth/components/item_finder/item_search.lua:156: in function ‘_on_leased_solution_ready’
stonehearth/components/item_finder/item_search.lua:117: in function ‘instance’
radiant/modules/events.lua:291: in function <radiant/modules/events.lua:285>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:285: in function ‘trigger’
radiant/modules/events.lua:375: in function <radiant/modules/events.lua:374>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:374: in function ‘_fire_async_triggers’
radiant/modules/events.lua:452: in function ‘_update’
radiant/server.lua:67: in function <radiant/server.lua:64>

also got this error, not sure when/why though

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Felt like i lost around 30-40% of my fps with this latest update

I love the new weather

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The stall-summoned merchant has always been like that (at least, since I’ve ever seen 'em), and they’re actually defined somewhere different than all the other visiting merchants, so they got missed this time around.

I have a note to fix them up some now, thanks! (In fact, I tried a while back, and it didn’t work for some reason, but I’ll try different magics this time)

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@MajorFordson Yeah, the bonuses were intentionally tuned to be strong, just because the game has sore lack of exciting gameplay choices like that. It may be that 50% is out of line, but honestly “I have more stone than I know what to do with” isn’t a huge problem in my mind, since you can sell the excess, and it’s a “good problem” to have.

Like you said, if there were more choices to be made farther along in the game, then it would make sense for banner bonuses to be weaker, but until we have those extra bonuses I think I want to keep the banners a little over-strong.

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