Another bug this time within the same combat about a minute later.
release-559 (x64)
(4912 Edwyne Burlyhands) (stonehearth:combat:heal) bad frame transition to “unit_not_ready” from "running"
stack traceback:
[C]: in function 'fn’
stonehearth/services/server/threads/thread.lua:322: in function 'private_msg’
stonehearth/services/server/threads/thread.lua:515: in function '_dispatch_messages’
stonehearth/services/server/threads/thread.lua:379: in function <stonehearth/services/server/threads/thread.lua:360>
[C]: in function 'suspend’
stonehearth/ai/actions/run_effect_action.lua:66: in function <stonehearth/ai/actions/run_effect_action.lua:38>
[C]: ?
[C]: ?
[C]: in function ‘execute’
…tonehearth/ai/actions/combat/execute_heal_action.lua:108: in function <…tonehearth/ai/actions/combat/execute_heal_action.lua:68>
[C]: ?
…
[C]: in function 'run’
stonehearth/components/ai/ai_component.lua:541: 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>
Reloaded the game and the error happened again
release-559 (x64)
…onehearth/components/building/building_component.lua:154: attempt to index local ‘entry’ (a nil value)
stack traceback:
[C]: ?
…onehearth/components/building/building_component.lua:154: in function ‘get_dependencies’
…/fixture_fabricator/fixture_fabricator_component.lua:163: in function ‘_are_dependencies_satisfied’
…/fixture_fabricator/fixture_fabricator_component.lua:202: in function ‘_start_project’
…/fixture_fabricator/fixture_fabricator_component.lua:41: in function <…/fixture_fabricator/fixture_fabricator_component.lua:39>
release-559 (x64)
c++ exception: lua runtime error
stack traceback:
Combat Error
release-559 (x64)
start thinking called from non-stopped state "ready"
stack traceback:
[C]: ?
[C]: in function ‘set_think_output’
…ctions/combat/move_to_targetable_location_action.lua:94: in function ‘_update_think_output’
…ctions/combat/move_to_targetable_location_action.lua:27: in function '_changed_cb’
radiant/modules/filtered_trace.lua:12: in function <radiant/modules/filtered_trace.lua:7>
Hey I have a bit of an issue.
My game has gotten to a point and one of my curtains refuses to build its self. I erased it with the command and reissued the build request (which normally fixes this) but it didn’t resolve, can you guys help me trouble shoot why its not building?
all my hearthlings are free. reloading didn’t work, cancling the task and resubmitting it didn’t work and its being ignored even when having deconstructed the rest of the cabbin. I also have a stockpile of curtains ready to go up. as far as i can tell there is nothing stopping it going up. @Relyss
Edit; looking at the post you linked thats not an issue either as It is a one floor building
Go to the folder where you have Stonehearth installed, and you should see a subfolder called saved_games.
The folders inside saved_games contain your different savefiles, each savefile is composed of several files. Find the affected save, zip its folder, and upload it here.
Hmm in that case you can upload it to a free hosting site ( like Google Drive, or Dropbox, or FileDropper, etc, whichever you find easier for you) and share the download link here.
Yup. Is it the one that appears as ghost when you load the save and hide the walls with the vision?
You have both a ghost and a placed curtain there.
Hide the walls so you can see the ghost curtains and ghost ladder. Select the curtains, type destroy in the console (ctrl-c) and do the same for the ladder. In the other vision modes, you can see the placed (not ghost) curtains.
Also, you’re short on wood. Cut some trees and you will be able to place other curtains at the right of the previous ones.
At first I didn’t see why they weren’t building the ladders, it was just that you didn’t have enough logs =)