Two story building with small upper level fails due to scaffolding issues

Found a specific way to break the building tools.

First, the plan of the building…


It’s a two story building. The floor of the upper level was drawn on top of the walls and then the eraser tool cut away everything actually touching the wall. Made sure to leave a hole for the hearthlings to climb up through the floor from.

When the hearthlings started actually building, they constructed the floors simultaneously. A tiny bit of scaffolding was built on the ground level and then ladders extended so the upper floor could be built.

Once the outer walls were complete, they started on the roof. They built the lowest part of the roof first, which included the area just around the floor of the upper level. This gave them a place from which to raise the columns and place the lowest level of the upper wall.

They finished the lower roof and then stopped. Here you can see where they stopped.

And here is a cut-away shot of the minimal scaffolding built on the lower level.

I think went and checked the AI with the debug tools…

All my workers have the same issue. They want to teardown some scaffolding, but can’t for some reason.

Checked stonehearth.log:

2015-Jul-04 22:38:51.622355 | client |  1 |                      client.core | user feedback is on
2015-Jul-04 22:38:51.709360 | server |  0 |                             mod stonehearth | ai slow start is enabled
2015-Jul-04 22:38:52.023378 | server |  2 |                          network | server allocating new send buffer (total: 0)
2015-Jul-04 22:38:52.604412 | server |  1 |         simulation.remote_client | started buffering client updates. (seq:10 ack:0)
2015-Jul-04 22:38:52.887428 | client |  1 |             renderer.render_info | could not load qubicle file: invalid file path ''.
2015-Jul-04 22:38:53.495463 | client |  1 |             renderer.render_info | could not load qubicle file: invalid file path ''.
2015-Jul-04 22:38:53.618470 | server |  1 |         simulation.remote_client | stopped buffering client updates. (seq:10 ack:2)
2015-Jul-04 22:38:53.626470 | server |  1 |         simulation.remote_client | started buffering client updates. (seq:29 ack:10)
2015-Jul-04 22:38:53.673473 | server |  1 |         simulation.remote_client | stopped buffering client updates. (seq:29 ack:29)
2015-Jul-04 22:40:45.643877 | server |  1 |                         lua.code | could not find path for lua script "stonehearth/stonehearth/lib/build_util.lua".
2015-Jul-04 22:40:45.657878 | server |  1 |                         lua.code | could not find path for lua script "stonehearth/stonehearth/lib/build_util.lua".
2015-Jul-04 22:41:13.306459 | client |  0 |                      dm.receiver | destroy request from streamer failed to release last reference to 45225 boxed 45225(use_count: 5  controller?:)
2015-Jul-04 22:41:36.767801 | server |  1 | simulation.pathfinder.astar jid:1274 (13494 Elio Carvad) @ (17.00, 10.00, 19.00) | failed to get point of interest
2015-Jul-04 22:41:37.010815 | server |  1 | simulation.pathfinder.astar jid:1291 (12868 Daff Founder) @ (17.00, 10.00, 23.00) | failed to get point of interest
2015-Jul-04 22:41:37.010815 | server |  1 | simulation.pathfinder.astar jid:1288 (13181 Cecil Berall) @ (16.00, 9.00, 26.00) | failed to get point of interest
2015-Jul-04 22:41:42.279116 | client |  0 |                      dm.receiver | destroy request from streamer failed to release last reference to 42966 boxed 42966(use_count: 18  controller?:)
2015-Jul-04 22:42:15.019989 | client |  0 |                      dm.receiver | destroy request from streamer failed to release last reference to 55149 boxed 55149(use_count: 1  controller?:)
2015-Jul-04 22:46:12.486571 | server |  1 | simulation.pathfinder.astar jid:8275 (12242 Monty Carlwine) @ (25.00, 14.00, 39.00) | failed to get point of interest
2015-Jul-04 22:48:27.819312 | client |  1 |                renderer.renderer | ignoring screen resize to (0, 0)
2015-Jul-04 22:48:28.411346 | client |  1 |                renderer.renderer | ignoring duplicate screen resize to (1680, 998)
2015-Jul-04 22:48:55.178877 | server |  2 |                          network | server allocating new send buffer (total: 0)
2015-Jul-04 22:48:55.229880 | server |  2 |                          network | server allocating new send buffer (total: 0)
2015-Jul-04 22:48:55.281883 | server |  2 |                          network | server allocating new send buffer (total: 0)
2015-Jul-04 22:48:55.331886 | server |  2 |                          network | server allocating new send buffer (total: 0)
2015-Jul-04 22:48:55.336886 | client |  0 |                      client.core | starting save.
2015-Jul-04 22:48:55.343886 | client |  0 |                      client.core | saved.
2015-Jul-04 22:48:55.381889 | server |  0 |                  simulation.core | Starting save.
2015-Jul-04 22:48:55.779911 | server |  0 |                  simulation.core | Saved.
2015-Jul-04 22:48:55.814913 | client |  1 |                      client.core | clearing save deferred pointers
2015-Jul-04 22:49:26.256654 | client |  0 |                      dm.receiver | destroy request from streamer failed to release last reference to 158293 boxed 158293(use_count: 2  controller?:)
2015-Jul-04 22:49:26.863689 | server |  1 | simulation.pathfinder.astar jid:12659 (12868 Daff Founder) @ (2.00, 18.00, 34.00) | failed to get point of interest
2015-Jul-04 22:53:55.441051 | server |  1 |         simulation.remote_client | started buffering client updates. (seq:17671 ack:17661)

Looks like the hearthlings are failing to find a point to go to and that’s why the AI is stuffing up.

3 Likes

I think it’s because they need the bottom level of all buildings on the outer side to be 2 voxels wide. Hearthlings’ AI are set up to go to the bottom of scaffolding, and the bottom is in the 1 voxel wide pothole you’ve created so they cannot enter. Is it possible for you to mine the indivisual blocks out of the roof?

1 Like

I doubt it. I mostly designed the building to see if it would break in the way I thought it would.

I tried making another (smaller) building with the same features, but a slightly lower roof. A different thing broke. Here is the finished building.


But if we cutaway, we see a bunch of logs stuck in the roof. Don’t mind the door, I failed and used the wrong one.

For what it’s worth, they did a wonderful job of simultaneously building the lower and upper levels this time. Even the roofs went up simultaneously.