Steam Latest Updated to release 572

I’ll try to upload something. Mine was a fresh game and I didn’t have anything places and they wouldn’t tear it down

Let me just state; i will as soon as i get a chance to try this update, was busy today and will be tomorrow for work. been and still working at the job site to make sure the frame of the house I’m building is on point. and Trusses go up tomorrow for the Roof . I need to be there to make sure my measurement on Blueprinting was correct and all Trusses are accounted for. and for fact to show where to brace off to for roof to set on baring walls :stuck_out_tongue:

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does this update fix the problem where some times the hearthling dont destroy the scaffolding after the building is finish? sorry if the question is confusing

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Well, even if was only 1 building so far; I am liking the changes. Now it reminds me of what I did like of A15. What I mean is now looks more readable in how they are building. Very organic looking… I think is the way to put it. First house to actually have all scaffolding done, for the exception of ladders on one of the roofs, but was reachable with a single of my own ladders.

I don’t mind helping my lil’ lovable hearthlings out here and there, especially when they put them in reachable places that make sense. :smiley:

It is even more entertaining to watch them build now. :stuck_out_tongue:

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Yes, this fix is supposed to help with the scaffolding not coming down after the building is complete. However, it only works on buildings that are started AFTER the update. In progress buildings will still build according to the old code.

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Also, thanks to everyone who has tried it out! Please keep those tests coming :wink:

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Soonest I can test will be during/after tonight’s stream. But, most of my problems lately have been specific to the building’s close proximity to obstructions like terrain walls and other existing buildings.

That said, maybe I’ll try my stone watchtower again. That thing was scaffolding hell.

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Turns out my hearthlings were quite a bit drunk while building this one. (Notice the stairs. I don’t think that is supposed to be there.)
Edit: the stairs on the lower floor are misplaced too

Blueprint:
[cc] twin town house.zip (96.5 KB)

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when i started my town back up they tore down all the scaffolding, so maybe a restart will fix it, if I get a building that this doesnt work with i will try to get it to you guys

Red Valley.zip (7.5 MB)

here you go, using the settlement decor and spiro’s window mod.

the weaver’s guild building would not take down scaffolding

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Here’s my template that won’t build, it has a -2 height roof that keeps it from building, but -1 height works fine:

empty_bulwark.zip (27.9 KB)

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They’re finally building stairs like they should be, without tons of scaffolding! :smile:

I’m currently attempting a bit of a crazy build - slabs on walls - so I’ll see how they handle that now.

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@CrazyCandy @sdee

So, i took that massive building for a test spin on my machine… and boy it was an adventure. Did yours finish?

It was super messy, took 2 hours real time at 3x speed, and wanted to destroy my machine… but they finished it!

Kinda.

The stairs were built in the wrong spot, shifting over several spaces until it hung outside the building.

But they did everything themselves and only didn’t manage to take down one piece of scaffolding that was attached to one of those misplaced stairs.

Quite an ordeal, lost like… 15 hearthlings to mean enemies and finally walled off my entire town.

Started with 5 hearthlings working on it… ended with 11 to get it finished.

Specs
16 Gigs ram
Windows 10 64 Bit
Nvidia 960
Intel i7 5700

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They’ll build slabs against walls, and walls against cliffs! Perhaps even stairs and slabs and floors on roofs! And it even looks good! Or, they were; then the game crashed all of a sudden. I saved right before pressing build, so it’s not too much of a loss.

l’m quite enjoying this so far, though.

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When I play the latest release in my Windows10(32x), the map generating seems to spend more time than usual, and CPU hangs over 90% when playing, the most important thing is, the game flashes back to the desktop frequently, it never happened in the former release or dev. , so does anyone also experience the flash back in this release? Or is it just my problem?

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hmm… i think that there was a report about that happening quite awhile back now… but i can’t remember what/how we fixed it… let me check around and see if i can find that old report

edit: @Iviaca, well i found the report i was thinking of, but now that i see it i don’t think it’s actually the same as the problem you’re having,

http://discourse.stonehearth.net/t/entire-game-window-stuttering/20959?u=8bitcrab

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great thanks first :smile:
I’ll try it out later

@not_owen_wilson @sdee I tried it again. They got SO close! :smiley: Still a few (~11) ladders left up externally in places no longer reachable (but were when the scaffolding was up). And the whole thing is literally covered in wooden blocks inside and out, but! no more scaffolding. Great work!

It still requires 8+ old growth-sized trees worth of wood for the scaffolding alone, but I know you’re focusing on tearing down first.

It took a long time, many weeks of in-game time, and while it’s not perfect, this is far better than it was before.

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Unfortunately I didn’t have time to let them build it for long. I’m quite impressed by how long it took for your guys… Definitely didn’t expect that. I even wanted to add one more floor. :laughing:

The building itself is quite an atrocity. A crime against the art of architecture. :smiley:

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got a nice scaffolting error message :slight_smile:
release-572 (x64)[M]…onehearth/components/building/building_component.lua:1432: attempt to index local ‘fab’ (a nil value)stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
…onehearth/components/building/building_component.lua:1432: in function ‘_compute_scaffolding_worker’
…onehearth/components/building/building_component.lua:1396: in function 'fn’
radiant/controllers/nonpersistent_timer.lua:56: in function 'fire’
radiant/controllers/time_tracker_controller.lua:82: in function <radiant/controllers/time_tracker_controller.lua:82>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/controllers/time_tracker_controller.lua:82: in function 'set_now’
radiant/controllers/time_tracker_controller.lua:103: in function 'increment_now’
radiant/modules/timer.lua:13: in function 'instance’
radiant/modules/events.lua:227: in function <radiant/modules/events.lua:221>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/modules/events.lua:221: in function 'trigger’
radiant/modules/events.lua:290: in function '_trigger_gameloop’
radiant/modules/events.lua:338: in function '_update’
radiant/server.lua:62: in function <radiant/server.lua:58>
release-572 (x64)[M]std::logic_error: 'invalid reference in native get_id’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 ‘get_id’
…onehearth/components/building/building_component.lua:1799: in function ‘_get_entry_for_structure’
…onehearth/components/building/building_component.lua:1408: in function ‘bfs_visitor’
…onehearth/components/building/building_component.lua:1448: in function ‘_compute_scaffolding_worker’
…onehearth/components/building/building_component.lua:1396: in function 'fn’
radiant/controllers/nonpersistent_timer.lua:56: in function 'fire’
radiant/controllers/time_tracker_controller.lua:82: in function <radiant/controllers/time_tracker_controller.lua:82>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/controllers/time_tracker_controller.lua:82: in function 'set_now’
radiant/controllers/time_tracker_controller.lua:103: in function 'increment_now’
radiant/modules/timer.lua:13: in function 'instance’
radiant/modules/events.lua:227: in function <radiant/modules/events.lua:221>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/modules/events.lua:221: in function 'trigger’
radiant/modules/events.lua:290: in function '_trigger_gameloop’
radiant/modules/events.lua:338: in function '_update’
radiant/server.lua:62: in function <radiant/server.lua:58>

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