what modelling program do you use?
Cubicle. I just downloaded it off of Steam two weeks ago.
huh, and when you opened up the games models you didn’t move anything around, just edited the armors looks?
Exactly. Which is why I find it weird. I’ve had to adjust the position of
everything that I have made in some form or fashion.
When they’re like flipped it’s because of an export setting, Z-Axis must be right-handed to behave consistently in the game.
But if you just copied qbs from the stonehearth mod without modifying them, and they are backwards or upside down… That’s definitely weird 
I think you’re on to something. I export the models and I think z-axis is
set to left-handed.
I was just about to test this…lol
So…yeah. Turns out the problem was that all of my models were exported
with a left-handed axis. I sure do feel sheepish…
I figure that I will just keep posting my questions her instead of adding another post to the queue. I imagine that this will be a pretty easy fix. I just don’t know what exactly i need to do.
I created a weapon for my cleric: A warhammer fit for a paladin. But…I get an error message when i send her into combat. I figure it is something to do with adding an ability to the cleric job…but i’m not sure.
Thanks!
paladin_hammer_mod.zip (6.9 KB)
Can you post the error?
Not a problem. Here it is:
release-593 (x32)[M]…tonehearth/services/server/combat/combat_service.lua:785: assertion failed: no range on weapon data for weapon (16889710 Paladin’s Hammer)stack traceback:
[C]: in function 'error’
radiant/modules/common.lua:445: in function ‘assert’
…tonehearth/services/server/combat/combat_service.lua:785: in function ‘get_weapon_range’
…tonehearth/services/server/combat/combat_service.lua:795: in function ‘in_range’
…tonehearth/services/server/combat/combat_service.lua:801: in function ‘in_range_and_has_line_of_sight’
…ions/combat/chase_entity_until_targetable_action.lua:63: in function ‘_update_think_output’
…ions/combat/chase_entity_until_targetable_action.lua:34: in function <…ions/combat/chase_entity_until_targetable_action.lua:31>
[C]: in function ‘start_thinking’
…tonehearth/services/server/tasks/run_task_action.lua:66: in function ‘_start_stop_thinking’
…tonehearth/services/server/tasks/run_task_action.lua:125: in function <…tonehearth/services/server/tasks/run_task_action.lua:119>
[C]: in function ‘fn’
…
[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>
release-593 (x32)[M](1724437 Frie Homer) (stonehearth:top) bad frame transition to “stop” from "starting_thinking"stack traceback:
[C]: ?
[C]: in function 'stop’
stonehearth/components/ai/ai_component.lua:581: 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>
release-593 (x32)[M]invalid initial state “starting_thinking” in runstack traceback:
[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>
release-593 (x32)[M]@stonehearth/components/ai/ai_component.lua:567: (1724437 Frie Homer) has not yielded after 10 ai spins. Are they in a bad state? Last abort reason:stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:456: in function 'verify’
stonehearth/components/ai/ai_component.lua:567: 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>
release-593 (x32)[M](1724437 Frie Homer) (stonehearth:combat) bad frame transition to “remove_action” from "starting_thinking"stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
[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 'suspend’
stonehearth/services/server/threads/thread.lua:421: in function 'sleep_realtime’
stonehearth/components/ai/ai_component.lua:559: 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>
release-593 (x32)[M](1724437 Frie Homer) (stonehearth:combat) bad frame transition to “add_action” from "starting_thinking"stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
[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 'suspend’
stonehearth/services/server/threads/thread.lua:421: in function 'sleep_realtime’
stonehearth/components/ai/ai_component.lua:559: 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>
Looks to me that since the cleric heals from a distance, the game is expecting whatever weapon the cleric is using to be ranged. I’m not sure how much of the actual job is tied to the combat system, but I would guess you would probably get the same error if you assigned your hammer to an archer too.
I was curious, so I added a range to your hammer, and then it threw an error about healing properties. So then I removed "stonehearth:ai_pack:healing_combat" from the cleric abilities and it worked fine. So you could do a mixinto to override the ai packs of cleric, but you then loose the clerics whole purpose of healing in combat.
Well, I know I have seen the cleric attacking enemies before (at least I
think I have), so I just thought maybe I could add a weapon…
Aww man. I want both!
Make it happen Radiant!
this is a wild guess, but couldn’t you just add the “healing data” part from the tome to the hammer,
"stonehearth:combat:healing_data": {
"base_healing": 5
},