[New Builder] Serious Errors When Using Saved Template

I attempted a faithful recreation of the Rayya’s Children smithy. I had it finished. I saved it as a beautiful template to use later. I found the perfect spot to place it.

And then…

release-840 (x64)[M]
No matching overload found, candidates:
void __sub(lua_State*,Region3 const&,Cube3 const&)
void __sub(lua_State*,Region3 const&,Region3 const&)
stack traceback:
[C]: ?
[C]: ?
[C]: ?
stonehearth/lib/building/blocks_data.lua:110: in function ‘get_region’
stonehearth/services/client/widget/blocks_widget.lua:222: in function <stonehearth/services/client/widget/blocks_widget.lua:220>
[C]: in function ‘modify’
stonehearth/services/client/widget/blocks_widget.lua:220: in function ‘update_data’
stonehearth/services/client/widget/blocks_widget.lua:170: in function <stonehearth/services/client/widget/blocks_widget.lua:169>
[C]: in function ‘push_object_state’
stonehearth/services/client/widget/blocks_widget.lua:172: in function ‘from_blueprint’
stonehearth/components/building2/client_building.lua:273: in function ‘_register_widget_for’
stonehearth/components/building2/client_building.lua:194: in function ‘fn’
radiant/modules/events.lua:292: in function <radiant/modules/events.lua:289>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:289: in function <radiant/modules/events.lua:257>

release-840 (x64)[M]
No matching overload found, candidates:
void subtract_region(Region3&,Region3 const&)
stack traceback:
[C]: ?
[C]: in function ‘subtract_region’
stonehearth/lib/building/wall_data.lua:109: in function ‘get_real_region’
stonehearth/services/client/widget/wall_widget.lua:136: in function <stonehearth/services/client/widget/wall_widget.lua:135>
[C]: in function ‘modify’
stonehearth/services/client/widget/wall_widget.lua:135: in function ‘update_data’
stonehearth/services/client/widget/wall_widget.lua:92: in function <stonehearth/services/client/widget/wall_widget.lua:90>
[C]: in function ‘push_object_state’
stonehearth/services/client/widget/wall_widget.lua:94: in function ‘from_blueprint’
stonehearth/components/building2/client_building.lua:273: in function ‘_register_widget_for’
stonehearth/components/building2/client_building.lua:194: in function ‘fn’
radiant/modules/events.lua:292: in function <radiant/modules/events.lua:289>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/modules/events.lua:289: in function <radiant/modules/events.lua:257>

release-840 (x64)[M]
stonehearth/lib/building/building_data.lua:92: attempt to index a nil value
stack traceback:
[C]: ?
stonehearth/lib/building/building_data.lua:92: in function ‘get_world_region’
…s/client/building_vision/building_vision_service.lua:449: in function ‘_update_bid_level’
…s/client/building_vision/building_vision_service.lua:290: in function ‘renderer_changed’
…onehearth/services/client/widget/widget_renderer.lua:113: in function ‘_update_shape’
…onehearth/services/client/widget/widget_renderer.lua:21: in function <…onehearth/services/client/widget/widget_renderer.lua:20>
[C]: in function ‘push_object_state’
…onehearth/services/client/widget/widget_renderer.lua:23: in function <…onehearth/services/client/widget/widget_renderer.lua:10>

release-840 (x64)[M]
stonehearth/lib/building/room_data.lua:176: assertion failed!
stack traceback:
[C]: ?
[C]: in function ‘assert’
stonehearth/lib/building/room_data.lua:176: in function ‘get_region’
stonehearth/lib/building/building_data.lua:92: in function ‘get_world_region’
…s/client/building_vision/building_vision_service.lua:449: in function ‘_update_bid_level’
…s/client/building_vision/building_vision_service.lua:290: in function ‘renderer_changed’
…onehearth/services/client/widget/widget_renderer.lua:113: in function ‘_update_shape’
…onehearth/services/client/widget/widget_renderer.lua:21: in function <…onehearth/services/client/widget/widget_renderer.lua:20>
[C]: in function ‘push_object_state’
…onehearth/services/client/widget/widget_renderer.lua:23: in function <…onehearth/services/client/widget/widget_renderer.lua:10>

release-840 (x64)[M]
stonehearth/lib/building/template_utils.lua:553: attempt to index a number value
stack traceback:
[C]: ?
stonehearth/lib/building/template_utils.lua:553: in function ‘load_template_from_data’
stonehearth/lib/building/template_utils.lua:463: in function ‘load_template’
…hearth/services/server/building/building_service.lua:381: in function ‘load_building’
…hearth/services/server/building/building_service.lua:372: in function <…hearth/services/server/building/building_service.lua:371>

release-840 (x64)[M]
c++ exception: lua runtime error
stack traceback:

And now, this is what it shows me in-game:

:cry:

Signed up just to comment on this;
Getting the same issue since today’s patch on unstable - 11/05/2018.

All my templates that were working yesterday produce this error.

Could you upload a template that produces this error, please?

@Relyss

Here’s the zipped json file.

TheForge(NewBuilder).zip (4.1 KB)

1 Like

Sorry! We’ll push a hot-fox for this today.

2 Likes

I. <3. You. Guys.

1 Like

On further testing this is happening with all new templates I make too.

You can create a new template and reproduce the issue; simple square room - any size, one door, save that as a template. Then try to rotate and place the new template.

Rotation seems to be key to forcing the error, if a template is placed in the saved orientation it seems to work fine, but any other rotation and the building is stripped of all items and floor, dumps the error and cannot be clicked on or interacted with again - like in the picture above the OP posted.

building_templates.zip (530.4 KB)

I’ve uploaded my templates all the same as requested (I literally signed up to the forum 30mins ago to comment on this issue and am not sure how or if I did that right.) - but trying to rotate and place any one of these gives errors for me and a friend I had check them (who they were also working for yesterday), since patched today on un-stable.

2 Likes

Yup. Thanks for the heads up!

2 Likes

Chiming in here to say I’m also experiencing this problem. I don’t have a saved template right now because I was experimenting with seeing how they persisted and so forth. However here’s the things that myself and a buddy tried while chatting on Discord and watching build streams.

  1. Didn’t seem to matter how complex or not the building is. Tried the most simple building (4 walls, roof, door).
  2. Did not seem to matter if the floor was raised or sunk into the ground.
  3. The LUA errors spoke of having issues with the roof initially.
  4. It produces a industrial gray 4 walls.

No worries. We’ve identified the problem and will push the hotfix today.

4 Likes

I say again: I. :heart:. You. Guys.