[Multiplayer] Building Has Invalid Parts

I started a new single player save file on the multiplayer unstable branch. I designed the gatehouse of the soon to be castle, but when I try to have it built, it says the building has invalid parts and I should check for any red parts. I made sure to not have any red parts when designing it, but I checked it over to be sure. There aren’t any red parts on it, so I deleted the portions that looked like they might not work out, but it still gave me the error. I spent 4+ hours designing, deleting, redesigning, re-destroying, etc. … … I don’t want that work to go to waste. Please help.

Mods: Age of Giant - Ingot Piles

Save File: https://drive.google.com/open?id=1NwfLP5xtpgLzGglvfo8De2zc9r1q7NfL

Opened it up with the regular unstable branch and got these four error messages. Maybe they shed light on the underlying issue:

release-834 (x64)[M]
…components/resource_node/resource_node_component.lua:10: attempt to index local ‘json’ (a nil value)
stack traceback:
[C]: ?
…components/resource_node/resource_node_component.lua:10: in function <…components/resource_node/resource_node_component.lua:5>

release-834 (x64)[M]
c++ exception: lua runtime error
stack traceback:

release-834 (x64)[M]
c++ exception: ‘age_of_giant-ingot_pile’ has no alias named ‘bricks:tin_brick’ in the manifest.
stack traceback:
[C]: in function ‘load_json’
radiant/modules/resources.lua:40: in function ‘load_json’
radiant/modules/entities.lua:647: in function ‘get_entity_data’
…earth/services/server/shop/sellable_item_tracker.lua:23: in function ‘create_key_for_entity’
…arth/services/server/inventory/inventory_tracker.lua:249: in function ‘_create_keys_for_entity’
…arth/services/server/inventory/inventory_tracker.lua:52: in function ‘add_item’
stonehearth/services/server/inventory/inventory.lua:557: in function ‘add_item_tracker’
stonehearth/services/server/inventory/inventory.lua:95: in function ‘_pre_activate’
stonehearth/services/server/inventory/inventory.lua:82: in function <stonehearth/services/server/inventory/inventory.lua:81>

release-834 (x64)[M]
c++ exception: ‘age_of_giant-ingot_pile’ has no alias named ‘bricks:copper_brick’ in the manifest.
stack traceback:
[C]: in function ‘load_json’
radiant/modules/resources.lua:40: in function ‘load_json’
radiant/modules/entities.lua:647: in function ‘get_entity_data’
…earth/services/server/shop/sellable_item_tracker.lua:23: in function ‘create_key_for_entity’
…arth/services/server/inventory/inventory_tracker.lua:249: in function ‘_create_keys_for_entity’
…arth/services/server/inventory/inventory_tracker.lua:52: in function ‘add_item’
stonehearth/services/server/inventory/inventory.lua:557: in function ‘add_item_tracker’
stonehearth/services/server/inventory/inventory.lua:95: in function ‘_pre_activate’
stonehearth/services/server/inventory/inventory.lua:82: in function <stonehearth/services/server/inventory/inventory.lua:81>

Sorry! It needs Age of Giant - Ingot Piles mod from the workshop. I’ll add that to the op.

Ah, ok. I love the machicolations btw. Edit: The exact name in the workshop is “Age of Giant - Ingot pile”. Searched fot “Age of Iron” and got nothing, “Ingot” did the trick then. “Iron” does make sense, though.^^

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Fixed it. Sorry, it’s 3 am here.

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All good. Other than that I just realized I can’t save your castle gate as a template in the MP branch. Wanted to test if it builds if it’s not placed next to the tower. Couldn’t find any red blocks, either.

just tried moving that wall away from the existing tower and it didn’t help. I tried to narrow down what the issue might be by deleting parts one at a time, starting with the machicolations and roof. Eventually, everything was gone, but the building still said it existed and clicking build button still gave the same error. I’m checking to see if there is any part in the ground and not visible.

I think I’ve got it (nope, see edit). Clicked build to get the error message and also deleted parts one by one starting with the battlement next to the tower until:

Edit: Deleting it didn’t help. Discovered another batch on the wall to the left, deleted it and they still couldn’t build.
Edit 2: Wow, it seems like I can undo the whole structure with the undo button to follow each of the hundreds of steps you made. The wooden beams are fantastic. Wonder if them and their support pillars are to blame. Then again, deleting all the parts until a very very basic foundation remains still wouldn’t build.

That’s why I don’t want to delete and redo it. Took hours, hence why I was still up at 3am. I’ve been trying everything I can think of, but it won’t build no matter what, even if I go back to the first step. :frowning:

Very understandable. I really was able to undo every single step. My carpal tunnel probably got worse but it was worth it. Even showed your first tries with two tower foundations that you abandoned. Wonder if that’s the reason. Can you share the template?

I can’t save the template, just tried and got Engine Error 1/0: release-835 (x64)[M]
(That sure is descriptive.)

I might have to redo it after all. I’ll share the save file when I finish it though.

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Oh, lol. :thinking: And good luck. Hope it gets sorted out soon.

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Thanks for trying. Hopefully it doesn’t occur again.

I’d try to break it up into smaller parts. Sometimes harder to design because it requires quite some planning ahead but it lets you see what works and save what you have.

That actually was broken up into parts. In previous alphas, I would do the entire curtain wall as a single building. Of course, I wasn’t doing historically accurate designs back then.

But not actually building it, it seems, so maybe building it step by step is more successfull.

So, after hours of trying to get it to work, I gave up and rebuilt it. I opened a second instance of stonehearth on another computer so I could see the old, bugged building for reference, and I retraced my steps on a brand new building, doing as close as I could to the exact same things I did on the old building. Even more hours later, I finished making it exactly like it was before, and the new one builds no problem. Watched closely in case a portion turned red during construction, but all was fine. So, that’s great because it means I can continue working on the castle, but that’s bad because I have no idea what I did to bug the old one, so I don’t know what to watch out for/avoid doing. Hopefully it doesn’t happen again and/or the devs can fix whatever caused it in the first place.

Oh, and here is the template since you asked: https://drive.google.com/open?id=1s3AWopgyMXtFnj0T87yZhP5HwfJY9QOV
It took them 3 in-game weeks to build it (which is extremely fast compared to previous alphas).

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Looking great. Really glad to hear that it finally built properly. :smiley: And Thanks for the template.