Playing with the new builder to put down a platform over a world generated patch of dirt. The build completed successfully, but immediately after it did, I got these two errors that popped up.
release-815 (x64)
…h/components/building2/plan/nodes/new_chunk_node.lua:25: attempt to call method ‘destroy’ (a nil value)
stack traceback:
[C]: in function ‘destroy’
…h/components/building2/plan/nodes/new_chunk_node.lua:25: in function ‘destroy’
stonehearth/components/building2/plan/plan.lua:35: in function <stonehearth/components/building2/plan/plan.lua:33>
[C]: in function ‘destroy’
stonehearth/components/building2/building.lua:680: in function ‘method’
radiant/modules/events.lua:81: in function ‘instance’
radiant/modules/events.lua:291: in function <radiant/modules/events.lua:285>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:285: in function ‘trigger’
radiant/modules/events.lua:375: in function <radiant/modules/events.lua:374>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:374: in function ‘_fire_async_triggers’
radiant/modules/events.lua:452: in function ‘_update’
radiant/server.lua:67: in function <radiant/server.lua:64>
release-815 (x64)
c++ exception: lua runtime error
stack traceback:
[C]: in function ‘destroy’
stonehearth/components/building2/building.lua:680: in function ‘method’
radiant/modules/events.lua:81: in function ‘instance’
radiant/modules/events.lua:291: in function <radiant/modules/events.lua:285>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:285: in function ‘trigger’
radiant/modules/events.lua:375: in function <radiant/modules/events.lua:374>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:374: in function ‘_fire_async_triggers’
radiant/modules/events.lua:452: in function ‘_update’
radiant/server.lua:67: in function <radiant/server.lua:64>
Also, the platform looks fine so long as I’m not in build or field mode. In build or place modes, however, there’s an awful lot of texture collision going on. Posting caps to show what I mean below. The first is what it should look like and the second is the build/place mode active.
Hope this helps you guys in nailing this down properly.