You are welcome! I’m hoping the change the naming scheme there to be the in game names still, crossed finger I guess
All right, the only workaround that currently works is to reopen the game.
Edit: Reloading from Main Menu also works.
Oops, I appear to have hit something else. Does anyone have the issue where buildings made this way don’t seem to count as buildings (i.e., hearthlings think they slept outside)?
Edit: Just made another building with the same template, but put it a block aboveground instead of one block inside of it; no more complaints of sleeping outside!
i’m in Release 826 and the new building system isn’t here was it removed?
or am i going crazy?
nope in the new release the new builder isnt active - because this release is for whole testing of the workshop (aka big step to multiplayer)
Destroy Buildings does not work:
release-825 (x64)[M]
stonehearth/components/building2/building.lua:844: attempt to index field ‘_scaffolding_set’ (a nil value)
stack traceback:
[C]: ?
stonehearth/components/building2/building.lua:844: in function ‘get_all_support_scaffolding’
…th/components/building2/building_destruction_job.lua:54: in function ‘start’
…hearth/services/server/building/building_service.lua:262: in function ‘blow_up_building’
…hearth/services/server/building/building_service.lua:279: in function <…hearth/services/server/building/building_service.lua:276>
release-825 (x64)[M]
c++ exception: lua runtime error
stack traceback:
Building smokes but dont go away
Save and reload:
release-825 (x64)[M]
…th/components/building2/building_destruction_job.lua:254: attempt to call field ‘destroy’ (a nil value)
stack traceback:
radiant/modules/commons.lua:53: in function ‘report_traceback’
radiant/modules/commons.lua:64: in function ‘destroy’
…th/components/building2/building_destruction_job.lua:254: in function ‘destroy’
…hearth/services/server/building/building_service.lua:229: 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>
Building go away but the Building Ghost in Buildmode still stands and dont let me delet or destroy it is undestroyable.
Cant Build new houses:
release-825 (x64)[M]
…tonehearth/components/building2/building_monitor.lua:168: attempt to index local ‘plan’ (a nil value)
stack traceback:
radiant/modules/commons.lua:53: in function ‘report_traceback’
radiant/modules/commons.lua:64: in function <radiant/modules/commons.lua:58>
…tonehearth/components/building2/building_monitor.lua:168: in function ‘_on_building_progress_slow’
…tonehearth/components/building2/building_monitor.lua:157: in function ‘fn’
radiant/controllers/nonpersistent_timer.lua:56: in function ‘fire’
radiant/controllers/time_tracker_controller.lua:86: in function <radiant/controllers/time_tracker_controller.lua:86>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:73: in function ‘xpcall’
radiant/controllers/time_tracker_controller.lua:86: in function ‘set_now’
radiant/controllers/time_tracker_controller.lua:126: in function ‘increment_now’
radiant/modules/timer.lua:13: 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:405: in function ‘_trigger_gameloop’
radiant/modules/events.lua:453: in function ‘_update’
radiant/server.lua:67: in function <radiant/server.lua:64>
I Can’t Change Rooms in size or high now arrows where appropiate.
I’ve had a few interesting disembark results with the placement of the hearth since I started playing on the new unstable, but this one takes the cake:
“Really funny, guys. No, it’s not a stone bird nest. Get the hearth down here, right now. You want forest fires? This is how you get forest fires!”
Bug report: after you build a house with items in it in the new builder, have it built, and then pick up the items or move them, the “ghost” of those items stay in the place menu so you cant, for instance, replace crap beds by pickem them up and then placeing better beds in those locations.
Okay, time to catch up on this thread. I’ve gotten scared of threads with 20+ unread replies lately, but it looks like I’ve missed some good stuff.
Having lived through college homecomings, I can confirm that Hearthlings are being no buggier than actual humans.
Okay, Radiant needs to get a full-time epic narrator just for these patch notes
Yeah, most of my towns are just random names now. That definitely needed some improvement, glad to hear they’ve done something.
If it was, they’d probably try to sit on it
Ah, silly bugs, how I have missed you. I so want to try making a town on top of trees now, though.
Giant Oaks perfect for this.
So I tried out the new builder and I must say it’s really nice
Here’s some feedback in order of how much things annoy me. I realize some of this might already be known/planned but better one time to much, right?
-
Selection issues. I personally think you should not be able to select things outside the building you are working on. It’s really annoying when I click something and leave the building mode, and it’s NEVER intentional. Right clicking and clicking the menu are enough options for leaving building mode.
-
When placing items and moving the cursor outside the building, the object does gets stuck on last valid position. Clicking outside the building will place it there. It works, but feels buggy to me.
-
Multiple roofs fails to remove overlapping parts. In particular the side walls dropped down to reach “roof level”. I guess this might be possible to avoid with better choices of sloping sides, but there’s no hit at all it would turn out like this.
-
This issue is also a problem once the building is done, since the vision tools work badly with the overlapping roof. (Also there’s A LOT of ladders when you have a lot of windows and overlapping roofs, a bit comical, but everything works)
-
Colors, or rather I don’t want them. As a less artistically focused person I want a few themes that work nicely together, not lots possible colors (I know some want more colors). Can we have 1-3 themes for each material, in a main tab and then all the details hidden in other tabs?
-
Colors, follow up: I miss the tool to say “same color as that voxel over there”. I always have to guess at what exact color a voxel is if I want to change others to that color.
-
Selecting, and moving objects by drag and drop is finicky. I’m not sure how to describe it better, but it’s easy to miss-click and slightly laggy, even when cpu is almost idle. Similar to other menu lag.
-
Removing a wall split, I have no idea how to do it without using undo.
-
When buildings have a lot of windows, they also end up with a LOT of ladders, to the point where it looks a bit comical. I don’t really care as long as it builds though.
I have saves and templates if you want them, but I just built simple things and everything works, so I don’t think there’s a need for them. All of this is mostly just nice to have improvements.
No plz.
Current scheme works just fine - there are “themes” for walls with names of the colors, then there are the same colors separately. Works nice.
Second this, eyedropper would be so cool!
Can’t agree. It is useful. However, it can use some work, because right now the tool is not intuitive at all. Some visual feedback while splitting, for example?
I realized there would be different opinions about this. I think the current system works, but is hard to use. And since more colors are requested, adding those would make it worse. Hence the request for a newbie tab while leaving the exiting ones for advanced users…
On the other hand the templates provides a good indication on what’s there and how to match things in a good way. It’s a trade of for team radiant to make.
I love the splitting, and I think it’s easy to use in general. I just have no idea what tool to use to remove a spit in a wall that I don’t want. That’s my feedback.
release 825 x64 on the rickety builder. I have tried to make my inn again, and my hearthlings have only built a small amount of the Inn and now refuse to touch it. If I disable all tasks except building they all just go idle. I waited a full day in-game, went into town alert mode and saved/reloaded and it did not help. I have all materials except for furniture.
Edit: Looks like it might be the template not the task. I set them to build a much simpler home and they went right for it.
Great list. Adding to that, right now it’s impossible to create yards the simple way. If you close the walls by dragging the algorithm creates one large building. You have to resort to walls and the painting tool to hide the columns.
Edit: And quitting the game takes several seconds. I always resort to alt+F4 because it’s much faster.
so… i would just like to ask - would it ever be possible to add dorrs etc after (or during) the building is being created? every time i try (because i forgot) they place the doors in solid walls and can’t move still (they cant open doors inside walls ) and when i try to remove them i get an infinite Destroy building GFX and then the bug list pops up
cheers
ONCE MORE UNTO THE BREACH. (And for reals, we are REALLY close to unstable, now. There are still some missing features and whatnot, but things are looking calm-enough to open to a wider audience Very Soon…)
-
Roads. ROADS? Where we’re going, we probably need roads. (Would y’all consider this joke well-trodden? Maybe I should try for a joke less-travelled? How many puns must a man write down, before they politely ask him to stop?)
-
Due to overwhelming community feedback, never-ending celebrations have been cancelled in favour of more work. Y’all are fun
-
Fence gates are once again placeable
-
Fix even moar placement stickiness issues
-
Fix an issue where blowing up a completed building would throw an error
-
Fixed an issue where slow scaffolding teardown would eventually show ‘unreachable’ blocks
-
Fixed an issue where unreachable blocks would stick after loading a game
-
Fixed fixture placement issues on zero-sized structures
-
Fixed an missing region mask removal that could cause later builder errors
-
Merge ALL adjacent blocks when adding more blocks
-
Fixed building outline sometimes appearing above the building
-
Fixed an error when mining regions took a long time to complete
-
Various other template, perimeter wall fixes
Oof, an update to radiant.smod
? Heavy guns we’re bringing here.
I had a huge issue with this, will test in my world as soon as the update downloads.
e: Sad news:
release-828 (x64)[M]
stonehearth/components/building2/building.lua:847: attempt to index field '_scaffolding_set' (a nil value)
stack traceback:
[C]: ?
stonehearth/components/building2/building.lua:847: in function 'get_all_support_scaffolding'
...th/components/building2/building_destruction_job.lua:54: in function 'start'
...hearth/services/server/building/building_service.lua:263: in function 'blow_up_building'
...hearth/services/server/building/building_service.lua:280: in function <...hearth/services/server/building/building_service.lua:277>
Will upload save if required. Or do we need to start a new save with this?
Yes, sorry, this won’t fix old saves