Steam Latest Updated to develop 2867

Lots more fixes as we move Alpha 15 along!

Here’s what you’ll find in this release:

  • People no longer get stuck while running across modified terrain
  • Tweaks to crafter workshop UI
  • Fix for herbalist getting stuck in a bad state on load
  • Prevent town alert mode from getting stuck when the button is pressed repeatedly
  • Display folder name in save view as a tooltip. Helps users find the right save
  • Make sure beds and chairs are available to others when they are no longer in use
  • When AI gets stuck on a certain action, add logging to help diagnose problem
  • Make sure recovering and sleeping buff are no longer persisted past time
  • When you load a game from an existing game, the time controls now work properly
  • You can now start/stop AI logging using the entity inspector in debugtools
  • Clicking on town button repeatedly no longer throws a set on destroy error
  • Footmen now drop carrying when starting a patrol action, so their backpacks will not be full of stuff nobody else can get to
  • Various fixes for building dependency calculations
  • You can now build columns close to other columns and slabs
  • Performance improvements to “grow walls” code
  • Tweak inventory of Iskender Traders
  • Better update mechanism for encounters
  • Add two new music tracks to the game
  • Farmers now find new farming-related tasks in a more sane fashion
  • Goblin raiders now go away after 2 in game days, so they don’t sit around forever if they can’t find a path to your town
  • Shepherded animals are less likely to wander outside pastures
  • Monsters that should be leashed to an area are now more likely to stay in that area
  • Collection quest now works properly on save/load
  • Camera can now path further
  • Growing walls around holes in the floor no longer results in extra walls
  • Crafter signs are now made by their respective crafters, using a plain wooden sign from the carpenter

Whew! Looks like Radiant’s just chugging through these patches! :sweat_smile:

Unsure how I feel about this, but it’ll definitely be nice to have the carpenter’s crafting menu a bit less cluttered!

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I was also unsure…but the more I think about it I feel it just emulates the existing workbench crafting system. The carpenter (or other class) might make the talisman for promotion, but the newly promoted crafter makes their workbench. Now we have the carpenter make the wooden sign (blank), and the crafter “fills it in”.


I got the following error while doing some basic gathering of trees, plants, and stone (Tibber was just a worker, about 5 minutes into the new build):

develop-2867 (x64)@stonehearth/components/ai/ai_component.lua:562: (242599 Tibber Belltower) has not yielded after 10 ai spins. Are they in a bad state?stack traceback:
radiant/modules/common.lua:223: in function 'report_traceback’
radiant/modules/common.lua:442: in function 'verify’
stonehearth/components/ai/ai_component.lua:562: in function <stonehearth/components/ai/ai_component.lua:522>
[C]: in function 'xpcall’
radiant/modules/common.lua:243: in function 'xpcall’
stonehearth/components/ai/ai_component.lua:522: 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:243: 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> has the savegame if you need it.

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For Translators:


  •         "wait_at_safety_point": "waiting at safety banner",
          "weaponize": "watching for intruders",  -> added
  •         "save_time": "Saved [str(save_time)]",
          "save_tooltip_description": "Folder Name: [str(folder_name)]" ->added
  •      },
       "archer_description": {
          "display_name": "Archer",
          "description": "A ranged combat unit that shoots foes with arrows",
          "requirements": "A level 2 footman and an Archer's Bow" -> added
  •         },
          "decoration_name": "Decorations" -> added
  •         },
          "decoration_name": "Decorations" -> 2time added 
  •         "decoration_name": "Decorations", -> little fix +s
  •         "weaver_spindle_talisman": {
             "display_name": "Weaver's Spindle",
             "description": "Required to promote a hearthling into a Weaver" -> changed
  •            "display_name": "Herbalist's Staff", -> little fix +s
  •         },
          "decorations_name": "Decorations"  -> 3time added
  •      },
       "cleric_description": {
          "display_name": "Cleric",
          "description": "A combat healer",
          "requirements": "A level 2 herbalist and a Cleric's Tome"
       "cleric_tome": {
          "cleric_tome_talisman": {
             "display_name": "Cleric's Tome",
             "description": "Required to promote a hearthling to a Cleric"
          "display_name": "Tome of Healing",
          "description": "Contains sacred texts on the way of the cleric" -> added


  • ward -> added

Two new music tracks? Yes, please! Then again, I’ve had enough earworms From the existing ones. So maybe I’m lucky and they’re really bad. :wink:


Hey Team Radiant!,

The obvious all around, great job on these patches! You guys are really working your butts off!

But! I actually just wanted to come on here and say thank you and show my appreciation for the new music you added in the game.

If any of you in the community have not heard it yet, it’s awesome!

So… well… thanks Team Radiant! Cannot wait to see what’s in store for the future!



Yeah, I should have prefered that the carpenter made wood signs (his jobs), the mason made stone signs, the poter clay signs. Thats kind of more consistent and will allow to make early signs in RC, because you don’t really need a carpenter and might not be able to afford it (no wood, not that much, and you need it to the buildings).

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i have also been getting this error a lot since the update.

it got to 19 alerts on a loaded game and 4 on a new game within 5 mins of starting a session.

The patching has been fast and furious…and glorious…but I’m hoping for another patch today asap for the farming thing. Keep up the good work!

They can still do it like this. The carpenter is only making the blank sign, while the respective crafter completes it. They might still add the blank potter/mason signs.

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Yeah but it is not that much realistic, you get a stone sign by engraving the stone. That’s the role of the Mason, the Weaver and the coock are not able to do this.