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Messages - foxmlg

#1
Releases / Re: [1.0] Trading Economy 3.1
May 09, 2019, 08:58:21 PM
Vehicles stuck at the edge of the map, visitors also dont go away, and keeps throwing this error. Any idea?
Vehicles throwing errors:

Exception in JobDriver tick for pawn WalkblemArmoredCaravan56257 driver=JobDriver_LayDown (toilIndex=1) driver.job=(LayDown (Job_140441) A=(61, 0, 272)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.ShouldStartJobFromThinkTree_Patch1 (object,Verse.AI.ThinkResult) <0x00052>
at Verse.AI.Pawn_JobTracker.CheckForJobOverride () <0x000ba>
at RimWorld.Toils_LayDown/<LayDown>c__AnonStorey0.<>m__1 () <0x006c3>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#2
Hi,
I'm running almost 100 mods in my current B19 build.

And some issues with work priorities is happening.
My colonists never firefight. Even tho its a "1" and its inside the home zone.
They do other jobs before even doing the ones with higher priorities.

And I have no idea if its the mods causing it or not.

Is there any way I can find out what is messing this up without enabling 1 mod at a time and start a new game, etc?

I event made a zone only in a rice field. Set him in that zone only, and he still doesn't harvest anything. If I force him manually, he will do it.

Thank you.
#3
Releases / Re: [B18] Titanium+
November 26, 2017, 10:51:02 AM
I should mention that link is still from A17 version.
I cant activate the mod on B18..
#4
Outdated / Re: [A17] Easy Speedup Mod!
November 26, 2017, 10:42:00 AM
Can you plz update this to B18?

Thz. :)
#5
So.. Theres a bug with chunks related to this mod.

If I create a stockpile only for chunks, hauling is impossible.

It only becomes possible to haul chunks if the stockpile also accepts "Corpses -> *Harvested", wich comes from this mod.

Please take a look at it. Its an infuriating bug.

Thank you.