Well, it’s hard to ignore the fact I have been having an issue seeing a game through. But since people still oddly seem to like my bits of story, I was thinking I’d start one big thread.
I will post the critical information, and the save file of each night with the day’s log. I will be sure to say which game the day’s logs are from if I switch. But I do feel really bad about my start/stop, and…well, I am struggling a lot lately with more serious things, so my outlets like this are going to have it a whole lot worse.
SO! That in mind, I present the Lonely Isles expedition!
…because my laptop and Steam got into a disagreement that I solved by reinstalling everything, and I can’t figure out where my old save files are (because of course that would happen right after I decide to move the game from my portable drive to my laptop proper…)
The poor saps brave souls journeying to the Archipelago
Well, it’s hard to ignore the fact I have been having an issue seeing a game through. But since people still oddly seem to like my bits of story, I was thinking I’d start one big thread.
I will post the critical information, and the save file of each night with the day’s log. I will be sure to say which game the day’s logs are from if I switch. But I do feel really bad about my start/stop, and…well, I am struggling a lot lately with more serious things, so my outlets like this are going to have it a whole lot worse.
You are correct, random person I just made up to use for this!
The main basis for these is the Locks of Many Colours Mod; but, I’ll admit, I’m not fond of all the content we add, so I further edit my personal copy to exclude some of the styles, and I changed some of the colour material maps for myself.
Excellent question, my good sir!
We are headed to: 41378545
To appease our almighty leader and her obsession with them, our first expansion is planned to be in that direction.
We start the day preparing this land and gathering supplies.
The inner part of our island is inset, making it ideal for the leader’s mining pit style digging. This has lead to a proposal of reaching the other islands by way of tunnel rather than bridge. Some think there would be a heightened level of security in doing so, as any old shmuck or goblin or undead could force their way across a bridge - no goats here to defend it for us, after all.
The leader had us move the local cacti near the temporary stockpile. Which is rather clever, if not terribly appreciated by those having to carry the prickly things…
Miyu was made a farmer once the hoe was ready for use. Miles looked concerned about this, but if he had any reasons for us to be worried about Miyu being armed with a hoe, he did not state them.
Though some questions came to light after she plotted out the sections for various crops…
This here man, on his little raft with some crates of food, was decreed a gift from the ancient ones by the almighty leader. We gratefully unpakced the gifts all the same.
As it began to grow dark, the leader issued an order to set the beds out on the sand for now, so that the workers have a temporary place to sleep.
With the wood supply temporarily depleted, Altro swapped out his carpenter’s saw for the mason’s chisel he had recently made, and has begun working with stone instead. He has apprenticed Iowah as an understudy mason, so that when he returns to his true craft, someone else will be able to pick up where he left off.
There seems to have been some kind of a time distortion, as we have gone from the early hours of the second day, back to the early hours of the night, with no evidence of any of the activity in the night logs anymore.
The leader has suggested this is something to do with a “reload from the previous safe”, to undo a building mistake that was irritating her and seemed unrepairable, but we have no idea what any of this means and are worried for her mental health. We will have to hold interviews for an herbalist to work on a rememdy to help her. In the mean time, the night reports are being used as as orders for tonight’s doings, as they seem like they were well thought out at the time.
Things have been re-established, with minimal noticeable reprecussions from the odd time warp, aside from the chisels not being ready to be issued just yet.
Jess Vexed, a travelling merchant, selling tannery and wilderness supplies, stopped by offering her goods. Sadly, there wasn’t much to offer her despite the leader’s interest, but they managed to make a trade work of giving her some food and extra tools in return for some of the bundles of wool she had.
Our scouts reported no new settlers spotted on the water ways. It is suspected that we have not grown enough in terms of what our community has to offer to make it look like the venture will succeed, despite our people being happy and well fed.
Digging in the quarry has commenced. It is planned that we will develop a stair-like pattern as we go down, though there is argument among us if we should go until we reach a low point then work in the direction of another island, or go down just enough to be under the water… or both, with a length extending off the stairwell towards other grounds. The leader has put off deciding for now, until we reach that point.
The leader got annoyed at the amount of accumulating supplies just sitting around, and put out orders that mining and building was suspended until it was cleaned up.
Everyone jumped to hauling goods to the stockpile the moment it was decreed.
Once things were moderately clearer, the order was rescinded, and there was a rush back to the quarry.
A trader drifted by, offering to bring us 3 stone mauls, if we could provide him with 7 wooden swords. Given that wood is currently a far scarcer resource than stone and our two masons are both capable of making mauls (in fact, we have at least three in our stockpile at this moment), the leader turned him away.
Night falls. Hopefully, it will be as peaceful as the previous was (aside from the time flux).
After noticing some of the workers sitting on the ground in the stockpile to eat dinner yesterday, the leader decided this simply wouldn’t do and comissioned the setup of a temporary dining area, with stone tables and luxury stone chairs.
Everyone was so happy to hear, there was a rush from all parts of the island and all jobs in progress to help set it up for the community!
Concerned for the victims of the varanus attack, D’Lanara has decided to take up working with herbs. What bit of them we have currently…
The leader has recommissioned work on the warehouse; when placing it where the old one stood didn’t work, she opted to simply sink it down another layer. Who doesn’t love inset buildings?
hmm… is that build sunken into the ground 1 block? or am i just seeing things now…
if it is, try moving it out of the hole, because i know that having a building right up against a wall or in a hole used to cause problems… but that might have been fixed…
It’s one down, but it did the exact same thing when it was at ground level - and then I couldn’t build on the exact same spot, so I had to sink it one to rebuild on the spot
I’ve updated my game, but not much luck. I think I’m going to move back to the forest.
The islands have been an interesting challenge, but… I’m just a sucker for the woodlands.
develop-2881 (x64)
@stonehearth/components/ai/ai_component.lua:566: (32015 Altros) has not yielded after 10 ai spins. Are they in a bad state? Last abort reason: could not reserve region
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:566: in function <stonehearth/components/ai/ai_component.lua:524>
[C]: in function 'xpcall’
radiant/modules/common.lua:243: in function 'xpcall’
stonehearth/components/ai/ai_component.lua:524: 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>
And
develop-2881 (x64)
@stonehearth/components/ai/ai_component.lua:566: (31592 Ky’Tenne) has not yielded after 10 ai spins. Are they in a bad state? Last abort reason: could not reserve region
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:566: in function <stonehearth/components/ai/ai_component.lua:524>
[C]: in function 'xpcall’
radiant/modules/common.lua:243: in function 'xpcall’
stonehearth/components/ai/ai_component.lua:524: 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>[/spoiler]
So, in the spirit that these Expeditions are truly and uniquely doomed, game bloody game save files have all abandoned ship. Ahem, that is, after the newest update, for no apparent reason, the game has opted to not let me load any of my files, and is not even showing them despite them clearly being in the saved games folder.
I think I might do the unthinkable, and strip out all my mods before I try the next one.
I will greatly miss the extra food and crafting options, but I come to realize I don’t think I’ve actually played a vanilla game since the very first one the night the game was gifted to me…
…making an exception for the terrain colour slabs, holes in my world annoy me way too much.
And technically debug tools…