Crate relocation - wrong entity reference

Summary:
bug with with crate relocation.

Steps to reproduce:

  1. click on a crate to see it’s content.
  2. click on another and see it’s content as well(without closing the content window)
  3. relocate the crate to a new location
  4. the new location is marked and a new crate is being placed in there instead of the old one.

Expected Results:
Chosen crate will relocate.

Actual Results:
New crate is being placed in there instead of the old one that I want to relocate.

Notes:

Attachments:
Pressed F5 in hope that the UI will refresh and fix the crate window problem - then I got this:

release-610 (x32)
@stonehearth/components/ai/ai_component.lua:567: (18691913 Rabbit) has not yielded after 10 ai spins. Are they in a bad state? Last abort reason: follow_path mover aborted reason: could not compute full path in start.
stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:456: in function 'verify’
stonehearth/components/ai/ai_component.lua:567: in function <stonehearth/components/ai/ai_component.lua:525>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
stonehearth/components/ai/ai_component.lua:525: in function '_thread_main’
stonehearth/services/server/threads/thread.lua:249: in function <stonehearth/services/server/threads/thread.lua:246>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
stonehearth/services/server/threads/thread.lua:246: in function 'f’
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>

Version Number and Mods in use:

System Information:
Q9400-intel
GTX770 4gb
4 GB ram

1 Like

I have noticed this happening a lot in my current village. Instruct a full crate to be moved (usually a significant distance to those short, stubby, hearthling legs) and instead of the full crate being placed in the located indicated by the “ghost” item, a new, identical model of crate, is placed in the location instead.

7fad36b0-2747-11e5-bf38-f07959628ec8

@Tuxu, the error you posted about the rabbit doesn’t have relation, but thanks anyway (there’s a thread somewhere for the critter ai spins).

I wasn’t able to reproduce the issue with your and @rencheple steps. Do any of you have a save where this can be reproduced?

Thanks

Sure: 1470394670705.zip - Google Drive

If there is another way to provide it, let me know. This is a shortened share link to a zipped folder on my Google drive.

I think that @Relyss got it right.

My steps “worked” for me because the general situation was that i had extra emptystone crates in my inventory.

Maybe giving each “job” or action bound item a short term ID# would do the trick and get the job spooling right.

@Relyss - About that creature spin issue…

I saw my hearthlings do the same - one of my priests and one other, an archer, always take more time to get to places and i’ve noticed that if they have to walk too far they’d just go and take a hike in the fields by my main entrance doors.

i have a squad of 3 knights, 2 priests and 1 a fire archer and the problem is limited only to a single priest and a single archer and i have to break the path into shorter segments just for them.
I assume it would happen with every slow unit but idk for sure.

This is a link to a pic in which you can see the path they take around the field:
The priest is marked and is sort of in the center of the screen, there’s a green waypoint on top of the cliff for him(which he couldnt follow) and you can see the squad “guard” marker a bit to the left there.

btw, any chance you guys make a heat seeking turnip variant for the launcher? just asking…

ok not sure if it is related, but I have possibly seen two 2 not-easily reproducible cases of the wrong entity reference thing.

  1. I was placing wooden fences (using P). one window ended up being placed in the place of a fence. I used debug to remove the window and proceeded to place another fence with no problem.

  2. I was building a template with windows and doors. One dining table ended where a window should be. This becomes unfixable for me, even after using debug to move the table elsewhere. I could not find a way to place the window properly, and had to restart from an earlier save before the building construction was started. There was no problem the 2nd time (windows are in where they should be)