I’ve also noticed that hearthlings in combat sometimes want to “Go on patrol” mid fight and will pull out of melee for a moment only to return a second later to the fight, swing and then loop again to want to go patrol. :S
Is there a system to delete objects (Furniture and such) while doing the blueprinting of a building? I’m thinking I missed a hotkey or something because I can’t seem to delete objects in a house in the Blueprint mode
unless i misunderstood your question, you should be able to remove furniture/decorations from blueprints by using the eraser tool,
AH! I see! Also, I found my seeds, I am salty no longer!
I have also seen this behavior in the Soldiers as well
As soon as I load in I got 3 engine errors D: I’ll copy them and pasta them over, no clue what caused them. :<
release-687 (x64)
…/fixture_fabricator/fixture_fabricator_component.lua:172: attempt to index local ‘building’ (a nil value)
stack traceback:
[C]: ?
…/fixture_fabricator/fixture_fabricator_component.lua:172: in function ‘_are_dependencies_satisfied’
…/fixture_fabricator/fixture_fabricator_component.lua:216: in function ‘_start_project’
…/fixture_fabricator/fixture_fabricator_component.lua:42: in function <…/fixture_fabricator/fixture_fabricator_component.lua:40>
release-687 (x64)
c++ exception: lua runtime error
stack traceback:
release-687 (x64)
std::logic_error: 'invalid reference in native get_id’
stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
[C]: in function 'get_id’
radiant/modules/entities.lua:307: in function ‘get_world_grid_location’
…nehearth/services/server/terrain/terrain_service.lua:310: in function ‘_get_entity_visible_region’
…nehearth/services/server/terrain/terrain_service.lua:263: in function ‘_get_visible_region’
…nehearth/services/server/terrain/terrain_service.lua:193: in function ‘_update_regions’
…nehearth/services/server/terrain/terrain_service.lua:181: in function ‘_on_tick’
…nehearth/services/server/terrain/terrain_service.lua:128: in function '_fn’
radiant/controllers/timer_controller.lua:95: in function 'fire’
radiant/controllers/time_tracker_controller.lua:82: in function <radiant/controllers/time_tracker_controller.lua:82>
…
radiant/controllers/time_tracker_controller.lua:82: in function ‘set_now’
…hearth/services/server/calendar/calendar_service.lua:379: in function ‘_on_event_loop’
…hearth/services/server/calendar/calendar_service.lua:37: in function 'instance’
radiant/modules/events.lua:291: in function <radiant/modules/events.lua:285>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/modules/events.lua:285: in function 'trigger’
radiant/modules/events.lua:398: in function '_trigger_gameloop’
radiant/modules/events.lua:446: in function '_update’
radiant/server.lua:61: in function <radiant/server.lua:58>
Not sure what caused your error, but did you delete/remove a building/structure that the Hearthlings had not completed before your save?
If you post your log, there might be something in it that gives a clearer picture of what is going on.
Hmm my log? How do I access that to post it?
release-689 (x64)
stonehearth/services/server/ai/ai_service.lua:379: placeholder PREV.item failed to return a value in “compound: heal entity” action
stack traceback:
[C]: in function 'error’
stonehearth/services/server/ai/ai_service.lua:379: in function <stonehearth/services/server/ai/ai_service.lua:373>
[C]: in function 'fn’
stonehearth/services/server/threads/thread.lua:346: in function 'private_msg’
stonehearth/services/server/threads/thread.lua:543: in function '_dispatch_messages’
stonehearth/services/server/threads/thread.lua:403: in function <stonehearth/services/server/threads/thread.lua:384>
[C]: in function 'suspend’
stonehearth/ai/actions/run_effect_action.lua:79: in function <stonehearth/ai/actions/run_effect_action.lua:38>
[C]: ?
[C]: ?
[C]: in function ‘execute’
…
[C]: in function 'run’
stonehearth/components/ai/ai_component.lua:555: in function <stonehearth/components/ai/ai_component.lua:539>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
stonehearth/components/ai/ai_component.lua:539: in function '_thread_main’
stonehearth/services/server/threads/thread.lua:273: in function <stonehearth/services/server/threads/thread.lua:270>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
stonehearth/services/server/threads/thread.lua:270: in function 'f’
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>
Healing Bug I suppose?
release-689 (x64)
Uncaught TypeError: Cannot read property ‘scrollHeight’ of undefined
TypeError: Cannot read property ‘scrollHeight’ of undefined
at n._updateButtonStates (http://radiant/stonehearth/ui/game/show_workshop/show_team_workshop.js:969:31)
at n._orderListObserver (http://radiant/stonehearth/ui/game/show_workshop/show_team_workshop.js:1013:12)
at w (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:23160)
at m (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:4:21008)
at b (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:13753)
at a (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:12519)
at h (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:13415)
at a (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:12507)
at y (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:17298)
at n.set (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:8:25617)
o.O UI bug?
Going to have to restart my village, there’s no way they’ll complete the wall structure I was working on, I guess it was a bit too complex to complete
Once you accumulate too many bugs, there is little you can do. Even simple tasks starts raising errors. Checking the previous messages you had a fair amount of errors already…
Try to save your templates so at least the time you invested designing them is not lost, so it can be redone in the next world.
I’m still around the block folks! Just been messing with stonehearth a lot in my off air time. Need to make a stream block for it again Had quite a bit of fun with the newest alpha on the latest build. Seeing a lot of improvements but one this has me worried. Do they use their road maps anymore? The on site road map and community road maps seem to be all but abandoned. @8BitCrab
the team definitely has a clear plan of what they’re doing, if that’s why you’re concerned, as for the why on it not getting updated for awhile check this post by brad,
hope that helps answer your question
@8BitCrab I appreciate the response. I wasn’t worried that they weren’t doing anything, I try to keep up with the game They’ve done more than I had ever expected coming into this Early Access title and I’m proud of the team and all they’ve done and how far they’ve come. I’m glad to say that I’ve been a long time supporter of this project and will continue to lend what ever support that my small stream can give it. My only concern is that I wasn’t seeing changes on those roadmaps, I was wondering if they had abandoned those ideas in lou of new ones and if so, where could I follow those long term ideas. I know they do Desktop Tuesday and push information out to the masses in that regard, I just wanted to know what was on the slab going forward.
@8BitCrab Looks like the new Alpha build is eating hella memory D: Things started to slow down on my stream today Going to restart the game and see how it goes!