Building construction halted on scaffolding traceback

Summary:
A second shared sleeping quarters was going up - the first was completed - and the walls were maybe halfway up when the below traceback popped up. There was a hearthling briefly “stranded” on top of a wall. He escaped, to go gather something; but now the building is sitting there half-built and no one will go near it. i think they might believe it’s haunted.

Steps to reproduce:
Not sure. Since this was the second, and the first one built just fine, I’ve no idea why the scaffolding system decided it didn’t like this one.

Expected Results:
A building!

Actual Results:
Existing construction and the scaffolding remains in place, but none of the Hearthlings will work on it.

Notes:
I note I can still access the Edit screen for it, so I might try changing some more things to see if I can jump-start it; so far, none of them has had an effect.

Attachments:
TRACEBACK:

develop-2871 (x64)
...hearth/services/server/build/scaffolding_manager.lua:617: assertion failed!
stack traceback:
	radiant/modules/common.lua:223: in function 'report_traceback'
	radiant/modules/common.lua:234: in function <radiant/modules/common.lua:228>
	[C]: in function 'assert'
	...hearth/services/server/build/scaffolding_manager.lua:617: in function '_update_scaffolding_region'
	...hearth/services/server/build/scaffolding_manager.lua:473: in function '_process_changed_sblocks'
	...hearth/services/server/build/scaffolding_manager.lua:450: in function '_process_changes'
	...hearth/services/server/build/scaffolding_manager.lua:423: in function 'obj'
	radiant/modules/events.lua:73: in function 'instance'
	radiant/modules/events.lua:206: in function <radiant/modules/events.lua:200>
	[C]: in function 'xpcall'
	radiant/modules/common.lua:243: in function 'xpcall'
	radiant/modules/events.lua:200: in function 'trigger'
	radiant/modules/events.lua:269: in function '_trigger_gameloop'
	radiant/modules/events.lua:320: in function '_update'
	radiant/server.lua:62: in function <radiant/server.lua:58>

Version Number and Mods in use:
develop-2871 (x64)
No mods.

System Information:
AMD Phenom II Black 1090T (yeah, yeah)
16 GB RAM
GTX 970, current stable release driver

Oh dear. Well, I went to Remove the partial building, and got this:


develop-2871 (x64)
.../fixture_fabricator/fixture_fabricator_component.lua:458: attempt to index a nil value
stack traceback:
	[C]: ?
	.../fixture_fabricator/fixture_fabricator_component.lua:458: in function '_update_auto_destroy_trace'
	.../fixture_fabricator/fixture_fabricator_component.lua:440: in function '_set_finished'
	.../fixture_fabricator/fixture_fabricator_component.lua:79: in function 'set_teardown'
	...ruction_progress/construction_progress_component.lua:97: in function 'set_teardown'
	stonehearth/services/server/build/build_service.lua:113: in function 'cb'
	stonehearth/services/server/build/build_service.lua:82: in function '_call_all_children'
	stonehearth/services/server/build/build_service.lua:78: in function '_call_all_children'
	stonehearth/services/server/build/build_service.lua:78: in function '_call_all_children'
	stonehearth/services/server/build/build_service.lua:110: in function 'set_teardown'
	stonehearth/call_handlers/build_call_handler.lua:25: in function <stonehearth/call_handlers/build_call_handler.lua:23>

Followed by this:


develop-2871 (x64)
c++ exception: lua runtime error
stack traceback:

The Designer window popped up when I confirmed removing the building, as did the error window.

Some items were placed in the partial building already: I set the beds they’d placed to be removed, but two windows are also placed and I can’t click them / order them removed as other furnishings. Not sure if this is participating in the bug.

Update: after all the beds removed - leaving only the windows as placed objects in the partial Quarters - I was able to issue the Remove command again, and they started taking it down. However, after a layer or two of wall was gone, they again stopped all work on the building. I can issue more Remove commands when i double-click partials walls or suchlike, and get no further errors - but they never move to break the building down.

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