Devolant's Twitch Live Feedback Thread


It also looks like a bug causing healers not to top off injured hearthlings has returned :frowning:


Restarting it seems to have worked, but it looks like it was stiming from the memory leak itself :frowning:


hmm… not sure which person on the team handles this kind of stuff… paging @sdee so hopefully she can get the right people to check this out.

also, as a side note, perhaps in the future page @moderators instead of just me, as i’m not always able to check my notifications.


@8BitCrab Ah right on Thanks :slight_smile:


release-729 (x64)
Uncaught TypeError: Cannot read property ‘removeClass’ of undefined
TypeError: Cannot read property ‘removeClass’ of undefined
at n._setPreviewStyling (http://radiant/stonehearth/ui/game/show_workshop/show_team_workshop.js:654:30)
at invoke (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:1:7142)
at n.flush (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:1:7689)
at a.end (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:1:2462)
at http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:1:1288

Just had this bugger pop up but I have no clue what it means. Also needed to reset my ui as well. @moderators have any clue?


Just had to restart my game, something of a memory leak has indeed developed. Was at 4800 mb of memory usage :X


How much time did you have the game open before noticing the memory leak, @DevolantTwitch?
If it always happen in a certain savefile, could you upload it so that we can investigate it?

  1. Find the save folder for the saves you wish to upload. By default, they are located in C:\Program Files (x86)\Steam\steamapps\common\Stonehearth\saved_games (assuming a default Steam install).
  2. Zip the folder.
  3. Right click the folder (should be a long set of numbers).
  4. Left click on Send to in the menu that appears.
  5. Left click on `Compressed (Zipped) folder).
  6. (Optional) Rename the folder to something different than the default set of numbers.
  7. Upload the save.
  8. If the zip is less than 10 MB, you can upload it directly. Either use the upload button or drag and drop it into the compose window,
  9. If larger than 10 MB, upload it to a cloud storage site like Dropbox, Google Drive, File Dropper, etc. and post the sharing link here.


It’s been a long time since I’ve come around these parts. Time to push the thread up for documentation of new experiences and the like! =)



What is this? Artifacting or did they not completely dig out before building the road? I’ve had this happen before so I don’t think it’s linked to any engine upgrades.


The roads are complete, of course. This is just randomly showing up :man_shrugging:


Seems I’m experiencing a great bit of lag too that I hadn’t experienced before. Don’t know exactly what’s causing it. I’ll keep playing and trying different things, but I hadn’t even made it to the part I wanted to :frowning: Which is playing with the water.


Thanks for the notes! I don’t know what’s up with the artifacting (could there be overlapping voxels in the road somehow?) but we do know that conversations introduced a lua lag that we will be fixing in A23.


Returning to the megathread and the game. :smiley: Guess I gotta dust it off from hibernation and awaiting new Alphas. Soon ™? No matter, I love this company and this game. :smiley: Leggo, Finally got more time! Also, ty @sdee for chiming in and letting me know about that.


Sitting here brainstorming ideas about classes suddenly. Maybe take perma speed buff out of the Footman Level up tree, replace it with something else that’s good and then give that buff to Cleric (not as powerful) but make it an aura he provides to himself and allies? Or maybe even make Cleric split into different classes , one that provides heals and buffs and maybe the other which provides magic based ranged support? :thinking: @sdee what do you think?


This is in response to myself being tired of having to micro manage footmen who would, otherwise, charge to their death into a mob of enemies.


Oh god, you guys must have upgraded the goblin raids or something. I normally don’t chill with only one footman but their first wave knocked him down and forced me on my back leg early on. Usually they are pretty weak :frowning:


I also got to see the rescue system in play, best system ever but the herbalist still feels really off in their duties. I think there needs to be something like hospital beds or a way to make a ward for people to go to and rest so an herbalist can tend to them. Potions don’t seem functional at all, I really wish these could be carried by hearthlings to give them a boost of healing to keep going in a fight without the need to be tended to immediately or turn tail and run, something of an emergency one charge item in which they carry the highest grade item they can or they can be gated by individual levels for use of quality items.

:thinking: Will touch more on this later. :smiley:



There’s the artifacting again, coming from making my roads. I wonder why that is… :thinking:


release-765 (x64)
…ices/client/renderer/construction_render_tracker.lua:20: attempt to index field ‘_bp’ (a nil value)
stack traceback:
[C]: ?
…ices/client/renderer/construction_render_tracker.lua:20: in function '__user_init’
radiant/lib/unclasslib.lua:270: in function '__init’
radiant/lib/unclasslib.lua:201: in function ‘ConstructionRenderTracker’
…earth/renderers/scaffolding/scaffolding_renderer.lua:51: in function '__user_init’
radiant/lib/unclasslib.lua:270: in function '__init’
radiant/lib/unclasslib.lua:201: in function <radiant/lib/unclasslib.lua:199>

Will be posting strange errors I get from A23. This is from building I think?


release-765 (x64)
c++ exception: lua runtime error
stack traceback: