[MOD] Stonehearth Cafe (Cooking And Farming Expansion) 1.95


#672

@Froggy - I’ve been wanting to make a mod that adds another need to Hearthlings, is it okay if I use your thirst system from this mod as a base?


#673

Knock yourself out mate - my thirst system is just the modified hunger system anyway :slight_smile:


#675

After A22.5 dropped, I have been unable to open a saved game started in A22 using this mod.
The saved game was using Rayya’s Children, Better stockpiles, and CookMod.
When I attempt to load the save, it crashes once the load bar completes, with no error panel.
If I exclude CookMod before loading, I can get into the game, but of course there’s a ton of errors due to cookmod items (well) and crafting queues that can’t process.
I have about 30 hours in this save game, so I’d hate to have to delete it and start over… but it’s Alpha, so that comes with the territory.
Any possibility of a fix?


#676

This mod is fantastic. Excellent job @Froggy and thank you to @Shinsaka for the compatibility!


#677

Hi. I’m really liking the mod but whenever I put down pasture for the yaks or pigs it crashes my game. I’m using A22 and I disabled every other mod I’ve been using to narrow this down. Any help would be great. Thank you.


#678

Oh I’m also using the smod.


#679

Thanks for your patience with this. The CTD caused by new animal pastures has now been fixed.

After checking the json I was able to confirm this was an animation issue. Stonehearth has never handled effect issues well, and the CTD was the ultimate cue in the end.

Turns out the new system that has been implemented cannot function without a “root” bone and will crash to desktop with no error messages, fortunately this can be an arbitrary value if your animations do not reference it.


#680

Hi, I am experiencing the same problem, but for no obvious reasons. I don’t even have pastures unlocked yet. At a certain point in the game it just crashes. And an old gamefile won’t even load before crashing.
If it’s of any help here is the log:
2017-10-08 21:10:06.453407 | server | 1 | app | Stonehearth Version 0.22.5.763 (x64)
2017-10-08 21:10:06.454407 | server | 1 | core.config | user id is fff46442-8402-11e6-9feb-d43d7ebcc445
2017-10-08 21:10:06.454407 | server | 1 | core.config | session id is 4baaaa36-ac5c-11e7-8e4e-d43d7ebcc445
2017-10-08 21:10:06.454407 | server | 0 | core.system | Initializing crash reporter
2017-10-08 21:10:06.962436 | server | 0 | lua.data | lua jit is disabled
2017-10-08 21:10:06.972437 | server | 1 | resources | Could not find hash for module “archipelago_biome”.
2017-10-08 21:10:07.092444 | server | 1 | resources | Modules have been modified by the user!
2017-10-08 21:10:07.111445 | server | 1 | resources | could not find resource for stonehearth/locales/pt-BR.json while processing mixintos for archipelago_biome. ignoring.
2017-10-08 21:10:07.112445 | server | 1 | resources | could not find resource for frostfeast/manifest.json while processing mixintos for archipelago_biome. ignoring.
2017-10-08 21:10:07.113445 | server | 1 | resources | could not find resource for anorien_biome/data/biome/anorien_generation_data.json while processing mixintos for brewerymod. ignoring.
2017-10-08 21:10:07.113445 | server | 1 | resources | could not find resource for canyon_biome/data/biome/canyon_generation_data.json while processing mixintos for brewerymod. ignoring.
2017-10-08 21:10:07.113445 | server | 1 | resources | could not find resource for grove_biome/data/biome/grove_generation_data.json while processing mixintos for brewerymod. ignoring.
2017-10-08 21:10:07.120445 | server | 1 | resources | could not find resource for settlementdecor/entities/resources/ember_plant_pollen/ember_plant_pollen_ghost.json while processing mixintos for settlementdecor_bs. ignoring.
2017-10-08 21:10:07.120445 | server | 1 | resources | could not find resource for settlementdecor/entities/resources/foxfire_slime/foxfire_slime_ghost.json while processing mixintos for settlementdecor_bs. ignoring.
2017-10-08 21:10:07.123446 | server | 1 | app | Running Stonehearth server on port 16328
2017-10-08 21:10:07.123446 | server | 0 | physics.navgrid | subspace pathfinder is enabled
2017-10-08 21:10:07.125446 | client | 1 | game_engine | Initializing OpenGL
2017-10-08 21:10:07.136446 | server | 1 | mod radiant | lua controller lifetime tracking set to "nil"
2017-10-08 21:10:07.152447 | server | 0 | mod stonehearth.ai.service | [] enable_cpp_compound_action is on
2017-10-08 21:10:07.188449 | client | 1 | game_engine | Determining window placement
2017-10-08 21:10:07.188449 | client | 1 | game_engine | Selecting monitor at 960, 540
2017-10-08 21:10:07.188449 | client | 1 | game_engine | Creating OpenGL Window
2017-10-08 21:10:08.941550 | client | 1 | game_engine | Creating OpenGL Context
2017-10-08 21:10:08.941550 | client | 1 | game_engine | Finished OpenGL Initialization
2017-10-08 21:10:08.942550 | client | 1 | horde.general | Initializing GL2 backend using OpenGL driver ‘4.4.13283 Compatibility Profile Context 14.501.1003.0’ by ‘ATI Technologies Inc.’ on 'AMD Radeon HD 7800 Series’
2017-10-08 21:10:09.005553 | client | 1 | browser | cef started.
2017-10-08 21:10:09.006553 | client | 1 | browser | Navigate called without an existing browser!
2017-10-08 21:10:09.025554 | thread2240 | 1 | browser | Doing a buffered navigation…
2017-10-08 21:10:09.056556 | client | 0 | physics.navgrid | subspace pathfinder is enabled
2017-10-08 21:10:09.086558 | client | 1 | mod radiant | lua controller lifetime tracking set to "nil"
2017-10-08 21:10:09.106559 | client | 1 | network | client allocating new send buffer (total: 0)
2017-10-08 21:10:09.140561 | client | 1 | client.core | user feedback is on
2017-10-08 21:10:09.409576 | server | 1 | network | server allocating new send buffer (total: 0)
2017-10-08 21:10:11.360688 | server | 1 | simulation.core | game loop exhausted before any jobs processed!


#681

Same issue than Anaxandra, everytime I started a new game, at some point I only have CTD (even with all mods disabled) maybe it has something to do with biome mods??

It is really frustrating because this mod looks awesome but I never had the chance to test it :frowning:


#682

I regret to say that I too have a random ctd with no error report after random amounts of time, and if I remove this mod, it doesn’t happen.

Which is a shame because this is one of my top 3 favorites.


#683

Also getting the CTD after around 12 to 14 days. This could be around the time the apiary quest unlocks, couldn’t it?


#684

Awesome awesome awesome. That’s exactly when it is happening. Good find. I’ll fix at some point to day :slight_smile:


#685

This is the best news.


#686

Thanks for the assist @MuckingAbout The tree that spawns as part of the apiary quest line was missing a “root” also.

Fixed and updated


#687

Oh no, thanks to YOU for fixing it so quickly. Just confirmed the quest working again and no further crashes. \o/


#688

Hi! Congrats for this amazing mod that I’ve been using for a while. Right now, when I look to my city and my furry friends (Yaks) I was wondering if I could use them for something else. My city is quite big and I had to open a new mine quite far from my towncenter and it takes a while to carry all the minerals by the villagers. So… I dream to have a chariot or kind of to use a yak in order to transport more things in once.

What do you think? I know should be hard to do but at the same time it will be amazing! I was thinking also to have horses for the army or just for help in the farm fields.

Thank you so much, also for the mod! keep working on it, it’s worth it!


#689

This is an interesting idea, and it was discussed with Angelo and Max in a recent coding stream. Although they’re tackling this transporting issue in a deeper way by revamping how the AI handles long Trek’s, there should be some sort of transport system as well.

I have an idea as to how it could be implemented:

You craft an “outbox” storage container and assign an animal to it as well as a “destination” storage container, then once there’s enough items in the outbox, that animal will transport the items to the destination.

How do people think that would work?


#690

Oh that sounds so interesting! I thinkit could work fine.

It could open also another view. Imagine you want to have a big city at the plains and a small village at the mountains. You can “share” the resources between them so easily. You can also add a trade center as you said for the “outbox”, and it means finally you can use all the map around! Maybe it sounds so unrealistic but I would like to.

I can see that as a first step to grow up a multiplayer system for the future. Adding this trade between cities or players that for sure will be so exciting! Hope so :slight_smile:


#691

Oh wait! I have a new idea for it (sorry, It just came to me while I was reading again your post).

For example, you can assign a block as a path follow for the “merchants”, one for the start, another for the final position and maybe the possibility to add a mid-ones. (Just to do a road to keep it nice). This block could be for example a sign, or a path sign. It would case pretty well.

I can imagine it! I wish I had the knowledge to help you or even do it for myself :frowning:


#692

Could be a practical use for roads; have something that detects road blocks, and uses them to set the pathing. Or make a special pathing to put down for them (“trade roads”)