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Messages - Suleviae

#1
Quote from: Oblitus on July 23, 2017, 07:21:58 PM
Quote from: Suleviae on July 23, 2017, 11:15:15 AM
I suppose that's why base game pack animals aren't also wild.
Muffalos and dromedaries are what caravans are using and they can be found wild.
I know that. I guess I phrased that poorly. I mean the fact that animals with a high "wildness" percentage are the ones that show up in exotic caravans. The animals from this mod are pack animals, but they're also 80% wildness trait. Which is why they show up with them.
#2
Quote from: Oblitus on July 23, 2017, 10:18:31 AM
Quote from: Suleviae on July 23, 2017, 09:25:46 AM
I've had several trade caravans come by with megafauna in the group, but they're never for sale. I can sell them mine, but I can't buy them back. Trade ships seem to work as normal. I disabled all my other mods on a new game and still have this happen.

Anyone else have this issue?
Caravans don't sell pack animals.
I suppose that's why base game pack animals aren't also wild. Any way I can keep them from showing up? I'd prefer they bring animals I can actually buy. I think I've seen one bear in the last 4 or 5 exotics, while the rest were from this mod.
#3
I've had several trade caravans come by with megafauna in the group, but they're never for sale. I can sell them mine, but I can't buy them back. Trade ships seem to work as normal. I disabled all my other mods on a new game and still have this happen.

Anyone else have this issue?
#4
Quote from: KrombopulosMichael on February 12, 2017, 11:21:21 AM
I found another small error, i don't know if you're aware of it.

When using EdB Prepare Carefully,upon landing I'll get this error (This was my second attempt with this, the first had a few more of different bills/work loads)

Found priority 1 for a pawn incapable of DoBillsSculpt. Did you add/change mods without starting a new game?
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef)
Fluffy_Tabs.<>c__DisplayClass9_0:<_CacheWorkGiversInOrder>b__1(WorkGiver)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
System.Linq.QuickSort`1:.ctor(IEnumerable`1, SortContext`1)
System.Linq.<Sort>c__Iterator21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Fluffy_Tabs.Detours_WorkSettings:_CacheWorkGiversInOrder()
RimWorld.Pawn_WorkSettings:get_WorkGiversInOrderEmergency()
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Since starting a new game randomizes work priorities, the work tab seems to be putting a check even if the character isn't capable of the work. A quick fix is to set priorities on a character that can do them to 0/blank, favorite it, and set the problem character to that favorite. You don't have to keep them set that way, it just clears the hidden checks. So far it's worked to clear those errors for me every time.