I believe its the same problem as this
I do have screenshot of error but I am currently unable to post it.
Here is what it says:
First Window:
error 1: …/components/entity_forms/entity_forms_component.luac:110: assertion failed!
error 2: radiant/modules/entities.luac:81: attempt to index local ‘entity’ (a nil value)
error 3: radiant/modules/entities.luac:81: attempt to index local ‘entity’ (a nil value)
error 4: No matching overload found, candidates: void __add(lua_State*,Point3 const&, Point3 const&)
Second Window:
Summery
radiant/modules/entities.luac:81: attemt to index local ‘entity’ (a nil value)
Backtrack
stack traceback:
[C]: ?
radiant/modules/entities.luac:81: in function ‘get_world_location’
stonehearth/components/fabricator/fabricator.luac:182: in function ‘_update_dst_region’
stonehearth/components/fabricator/fabricator.luac:195: in function <stonehearth/components/fabricator.luac:195>
[C]: in function ‘push_object_state’
stonehearth/components/fabricator/fabricator.luac:195: in function ‘_update_mining_region’
stonehearth/components/fabricator/fabricator.luac:139: in function ‘_start_fabricate_task’
stonehearth/components/fabricator/fabricator.luac:128: in function ‘_start_project’
stonehearth/components/fabricator/fabricator.luac:34: in function ‘set_active’
…arth/components/fabricator/fabricator.luac:15: in function ‘_restore’
…arth/components/fabricator/fabricator.luac:13: in function ‘obj’
radiant/modules/events.luac:15: in function ‘self’
radiant/modules/events.luac:75: in function <radiant/modules/events.luac:73>
[C]: in function ‘xpcall’
radiant/modules/events/events.luac:73: in function <radiant/modules/events.luac:67>
catagory
severe
You’re lucky you survived that long. My workers went idle on day 2. Half of them just stood there while the other half worked. For example, I sent 3 of them to go mining, but only 1 of them are, while the other 2 are just idle. Not to mention, I highlighted a whole area to mine, but they stopped mining, after finishing one block.
I’ve had mine do that as well, and ‘forced’ them to finish by re-mining the area a chunk at a time. It wasn’t pretty, but it did eventually get the job done.
I hope they give this “error”/design issue high priority in alpha 10, I consider it a game breaker if you can’t just expand.
My town is right next to mountains but workers are also idle.
Game is great so far! Keep up the good work!
I really wish we could adjust our Earthlings’ priorities, much like the Gambit system in FFXII.
Make sure your Weaver maintains at least 3 Thread at all times. I had this problem too, and had to track the ingredient tree all the way back till I found the first thing I hadn’t made yet; Thread.