Stonehearth

Stonehearth

LostEms
Pawel Malecki  [developer] Feb 13, 2019 @ 5:43am
Bug Reports
If you encounter any bugs please report them so I can fix them as soon as possible.
NOTE: I'll delete posts about bugs which have been fixed from time to time.
Last edited by Pawel Malecki; Feb 19, 2021 @ 8:51am
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Showing 1-15 of 16 comments
j_persen Jan 28, 2021 @ 7:57pm 
Trouble placing certain workbenches inside buildings, the 27.1.2021 update
I have experienced the same issue (as aussie_larrikin from the comments-section) twice now.
It happended first when I tried to move some workbenches from the herbalist into a building. The herbalist workbench I could later place if I undeployed first, but the herbalist cauldron I simply couldn't place in any manner inside the building. This first error was in an existing Ascendancy savegame, so I just wrote it of as a savegame-corruption issue.
Later I experienced this again in a new game as Raia's Children I started today, sadly the game crashed on me before I could get an error-log saved. In both instances the error log displayed Lostems as a culprit.
It could also be related to a mod conflict, so I'm currently going through all my mods and checking all the steam-pages for hints of any possible unknown offenders also, since I have also experienced UI-errors that have been popping up in my games this happens mostly when in build mode or when placing undeployed furniture/workbenches. Hopefully I will be able to get an error-log if it happens again.
I will of course post the new error-log here and also list my refined modlist, since I have have allready booted a couple of older mods allready.
And last but not least thank you so much for the great content, Lostems has been a staple in my modlist for years now. :)
j_persen Jan 29, 2021 @ 2:22pm 
After going through my mods, and looking for possible mod-conflicts, I started a new game again as Raia's Children. I played some hours yesterday without any errors or UI issues. I still had the issues with moving placed workbenches inside of my buildings, it apparently only happens if I try to move an already placed workbench.
Today as I tried to move a placed brewing workbench into a building I got an error-log similar the ones I had gotten earlier.

--- ERROR_LOG ---
release-949 (x64)[M]
...ms/monkey_patches/lostems_entity_forms_component.lua:19: variable 'Entity' is not declared
stack traceback:
[C]: ?
[C]: in function 'error'
radiant/lib/strict.lua:31: in function <radiant/lib/strict.lua:29>
...ms/monkey_patches/lostems_entity_forms_component.lua:19: in function 'place_item_on_structure'
...s/monkey_patches/lostems_place_item_call_handler.lua:122: in function <...s/monkey_patches/lostems_place_item_call_handler.lua:119>
(tail call): ?
---

From my perspective it seems to only happen when you try move an allready placed workbench. If you undeploy the workbench, then you can move it inside buildings. You can by doing this work around it, but it is just really annoying. Especially for fuelled workbenches, since you have to first disallow fueling the workbench, before you can actually undeploy it.
Also as promised, here is my current modlist. Note that not all mods have been turned on ingame, but as I'm not to familiar on how Stonehearth applies subscribed mods I have chosen to include all.

--- MODLIST ---
More Realistic Pricing
More Realistic Farming
Composting
Dani's Core Mod
Fisher Job + Archipelago
Clan Muramasa
The Dropped Hammer ~ The Oresmith
The Hunter
Glowy Windows
Goblin Furniture & Warmaster
Chef Goblin Ramsay - Goblin Cuisine Extraordinare
Goblin Warfare
Swamp Biome + Firefly Clan + Beast Tamer
Amberstone and Orc Job Expansion
Windmill Mod
Extra Map Options
Mod Repairer
Gardens of Hearth
Obligation/Time Tracker
Craftable Gravestones
Lodewell Lights (Continuation)
LostEms
Nordlingmod [Kingdom]
Minimod: food not friends
Swords AND Plowshares
Ace Armours
Ace Armours Core
Crafter Training Manuals
Super Hearthlings
Easy Mode Difficulty
Tily's Huge Chests
Auto-Harvest Mod
Home Sweet Home
Beam- Hearthling Stats Customization
Ballista Turret
Settlement Decor
Authorized Community Expasion (ACE)
---

On another note, today as I started playing that very same game, I noticed that all placed windows and doors in my savegame had reverted to their default colours, I then made a new building chose colours that weren't the default ones waited to it was finished and then saved my game and reloaded it the game. All doors and windows had again reverted to their default state.

I have not been able to find my current issues on any of the other mods descriptions or discussion threads here on steam yet, that naturally doesn't rule out that there aren't any issues from mods conflicting, they may just not have been reported yet. ;)
As a last effort for now, I will also try to unsubscribe from all the mods and then reinstall the game after I have run a vanilla startup ensuring all mods are gone. Then I will run another vanilla startup, before subscribing to alle the mods again. If this suddenly fixes my issues I will report it here ASAP.
j_persen Jan 29, 2021 @ 7:02pm 
Right I have now gone through a total re-installation with folder deletion and resubscribtion process for all the mods. I tested the vanilla game chosing Ascendancy. It was fine, had no issues. Installed all the mods except "LostEms", tested it again by starting yet a new game as Ascendancy, and it was fine - no issues. Then I installed "LostEms", tested same as before, and as soon as I tried to move the carpenters workbench inside a building, I got the exact same error-log again.

--- ERROR_LOG ---
release-949 (x64)[M]
...ms/monkey_patches/lostems_entity_forms_component.lua:19: variable 'Entity' is not declared
stack traceback:
[C]: ?
[C]: in function 'error'
radiant/lib/strict.lua:31: in function <radiant/lib/strict.lua:29>
...ms/monkey_patches/lostems_entity_forms_component.lua:19: in function 'place_item_on_structure'
...s/monkey_patches/lostems_place_item_call_handler.lua:122: in function <...s/monkey_patches/lostems_place_item_call_handler.lua:119>
(tail call): ?
---

I even tried running the game with only "ACE" and "LostEms" enabled as mods but again I got the same issue and error-log. I could in both instances also replicate the other issue with the Variant/Colour resetting on the "LostEms" doors and windows, except for the 2x2 wooden window, that one seemed to be allright.
I there is anything else you would like to known or suggestions on what I could try, I'm more than willing to be of service, but for now I simply can't think of anything more, that I can do on my end.

With kind regards

NB: I am not, and have not, been running the unstable branch version of "ACE" if that should be of importance. ;)
Last edited by j_persen; Jan 29, 2021 @ 7:23pm
j_persen Jan 31, 2021 @ 12:57pm 
I have now tried running the game with only the "LostEms" mod turned on, and the issues above persistently resurface in my game with error-logs and all.
Furthermore almost every door/window/furniture/decoration/storage item that has a colour/variant swatch reverts to its default setting upon loading a savegame, this however is not entirely persistant.
I made a test game where I had every item from the carpenter/stonemason/weaver/blacksmith that has a swatch built/placed, and tested saving and loading over several instances, and to different degrees of exiting the game.... In one game only three items remained with the chosen swatch, the next twelve, then only one, and then again six or seven. The only item that seamed stable, and consistantly kept it's chosen colour for me - was the weavers "Padded Woven Supply Basket".
I also noticed that a couple of items could suddenly lose the ability to switch between their swatches, if they had reverted to their default state between saves.

For now I will simply switch of the mod, so I can enjoy the game without the above mentioned disturbances to the game. Hopefully this can eventually get fixed, no matter if the cause of it is on your end, or my end.

In kind regards
j_persen Feb 3, 2021 @ 1:25pm 
With the latest update on the 01.feb 2021 the issue in regards to placement of workbenches in buildings seems to have been dealt with. :)
Sadly the swatches still reset to the default on the "LostEms" items that have multiple colours/styles. Strangely enough if you go into buildmode after an item reset and look at a building there, then it still shows the colour/styles correctly from when you chose it in buildmode. So it seems like something forces the items to reset the visual appearence despite having the info stored in the data.
Since this is a different issue than the first reported this maybe should have it's own thread/discussion?
j_persen Feb 3, 2021 @ 9:57pm 
Colours/Styles resetting to default state in savegames
This is a seperate thread for the second of two issues that started occuring for me from the update on january 27, and continues on even after the february 1. update fixed the first issue.
The following is a summary of my findings from the first thread, and the latest findings in trying to determine the full impact of the issue in gameplay.

The issue at hand is that the colour/style swatches that you choose get reset to their default state every time you load a savegame.

I have, as stated in the first thread, been starting several new games with other mods on an off to see if these proplems were due to mod-conflicts, but that doesn't seem to be the issue here.
My findings have shown that every single item "except for one" with the added swatches for colour/styles will reset at some point upon starting a savegame. In some instances they will still retain the ability to change back by manually clicking on the item, and then using the swapper button that was added by the mod. But I have found that this button in some cases dissapears entirely on items, so the default state is unchangeable.
If placed directly into the game from your stockpile, items seem to retain the swapper button, even though they will still reset in savegames.
On the other hand, if you use the items in buildmode then the items will reset and lose the swapper button upon starting a savegame.
It also seemed at first that if you entered buildmode and inspected your buildings after they had been reset by a loading a save, the building would retain the visual choices you made during the initial planning and construction the building. But that seems to only be the case in an ongoing game where you haven't made an full exit to desktop from the game.
Prior to these latest findings I deleted the steam-workshop folder "1458462550" that holds the modfiles to force a fresh update of the files, simply to make sure that this wasn't a steam issue. But alas the issue persists.

Again - if there is anything specific you would want me to check for, please don't mind asking.

In kind regards
Last edited by j_persen; Feb 4, 2021 @ 10:59pm
Pawel Malecki  [developer] Feb 17, 2021 @ 11:01am 
This was due to some sanity check code which should be executed only while creating a component but not while loading a game. Moving that piece of code from post_activate() to create() function should have fixed the problem. I've already uploaded the fixed version.
Mysteria Feb 26, 2021 @ 8:52pm 
I am not sure if it is this mod, but I am building a house that requires 3 blue clay doors. My potter cannot build blue doors anymore and the hearthlings will not place doors that are not blue. I have placed a door outside the storage area and used the blue skin. They still not place it in the house. I cannot place it either blue or plain. It will be returned to the storage area. Any suggestions?
j_persen Feb 28, 2021 @ 3:03am 
Hi Mysteria, is the house your are refering to with the blue doors a standard template, a imported mod template, or one of your own design? If it is the second of these three options, that could be the issue. That would mean that this mod it just doesn't play well with the those imported templates, the way around this is simply erasing the doors/windows when you are in buildmode and replace them before pressing build. In that way you should not have the issues if it is as I suspect the second problem with template having a reference to a non-existing build-object.
If that isn't the issue I would suggest you try to list this bug in the first bug-discussion-thread, the one that wasn't made by me. Steam it seems has som issues forwarding the messages posts from any thing but that to the mod-author Pawel Malecki. Just so you know. ;)

On a second note It seems that the issues I've been having with the doors and windows resetting upon loading a savegame previously have all been resolved now, for all things this mod functions like it is intended to. At least it does for me. :D
Pawel Malecki  [developer] Feb 28, 2021 @ 5:56am 
This will not work if you activated the mod on an existing save. In order to work the doors to be used had to be crafted with the mod enabled, doors crafted prior to that will malfunction.
Please note enabling new mods on existing saves is pretty much asking for errors, many files are built and stored while starting the game so changes by mods added alter are not applied.
Pawel Malecki  [developer] Mar 1, 2021 @ 7:51am 
Just to clarify: you crafted the items to be placed with the mod enabled, right? If so I'll investigate, this is weird, I haven't got it myself and you're the first person to report it.

This could be caused by another mod patching ghost component but I don't think any mod does it. Please give me your mod list so I can check for conflicts as well.
Last edited by Pawel Malecki; Mar 1, 2021 @ 7:52am
Pawel Malecki  [developer] Mar 1, 2021 @ 11:56pm 
Oh, it was a thing before the last update, are you sure you're using the latest version?
Pawel Malecki  [developer] Mar 3, 2021 @ 2:21am 
OK, found the reason of the problem, I'll upload a fix in a moment. I also found another problem which will be way trickier to fix: when you move an item and press change skin hotkey both placed and ghost entitites change skin because they share the hotkey. Not sure how to circumvent that without splitting the hotkeys.
Grummthater Mar 11, 2021 @ 2:03pm 
There seems to be an issue with the doors. Just used the vanilla potter template and it does not recognize the door as a valid door, so the building did not get finished :(
Only workaround I can think of is to remove the door from the blueprint and replace it with the new one, before hitting "construction" button.
The windows aren't affected.
Pawel Malecki  [developer] Mar 13, 2021 @ 11:47am 
Originally posted by Grummthater:
There seems to be an issue with the doors. Just used the vanilla potter template and it does not recognize the door as a valid door, so the building did not get finished :(
Only workaround I can think of is to remove the door from the blueprint and replace it with the new one, before hitting "construction" button.
The windows aren't affected.
Thanks a lot for that report, there was an error in the compatibility JSON converting red door to blue while it should be the other way around. I'm uploading a fix right now.
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