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Messages - Horologium

#1
I am sorry for not posting more information, I got called away and was not able to finish.

You can replicate the issue with UltimateTobi's steps, however in essence any jobs can be used as long as the next queued job is less priority than at least one of there other jobs.

I have been able to notice this the most using any job followed by queuing hauling jobs.

1. Have the colonist start any job. I usually did something like constructing a wall or power conduit. This first job does not need to be higher priority in fact; but at least one job does in order to replicate the issue. (i.e. construction may be lower but cooking is higher).

2. Queue the job to haul at least 1 item to a stockpile. Stockpile settings do not matter, as long as hauling is lower than another one of your jobs as mentioned above. Additional items can be queued if you want, but the whole queue empties so is not necessary as far as I know.

3. When the pawn finishes the first job, they may complete the first queued item before the queue empties, in any case this is the point where the pawn will go to any job they are assigned to that is higher than the priority of their hauling work.

For instance, I had a pawn building a pool table, and was queued to haul three stone chunks with construction at 2 and hauling at 4.

He finished the table, then began constructing a steel vent, the queued work being emptied. I then queued the hauling jobs again, but after he finished the vent he began hunting as hunting was at 1.

This doesn't seem to affect specific colonists, as I tried changing work orders around to see if it was and all of my colonists had this issue. I have double checked the logs, but there are no red or yellow messages.

Hope this helps!
#2
Bugs / [1.1] Job queue clearing between queued jobs
March 05, 2020, 10:03:24 PM
I am running into an odd issue. No errors in logs, but if I queue X jobs to a pawn (nothing specific) and that pawn finishes the first job:
-IF the next queued job is less priority than another work assignment (i.e. cooking is at 1 and they can cook but their next queue is hauling a stack of steel with hauling at any priority less) the colonist will empty their work queue and go back to working on the higher priority job
#3
Releases / [1.1] Mechanite Forge
February 29, 2020, 01:21:15 PM
Welcome to Mechanite Forge!


Exploring mechanites beyond just Luciferum. Use the Mechanite Forge and start crafting your own! Even let your colonists ascend to greater heights with Seraphium like the angels. This is version specific for 1.1, due to changes in both vanilla code and how Harmony works. This mod does require Harmony 2.0 or higher to be installed to work.

*Bastion is a drug which let your colonists stand their ground better by repelling any incoming damage much like a personal shield. Also the flankers best friend in their arsenal. Be sure to take cover when it breaks!  8)

*Seraphium is a wonder drug that greatly increase the fortitude of your colonists by allowing them to take on disease like a champ, clot their wounds during battle and over a quadrum regrow lost limbs and organs. There is a catch though when regrowing lost bits; It hurts. A LOT!  :o

*Trollbood which let you regenerate wounds on the fly, even old scars! Perfect companion drug to Seraphium.  :P

*Addiction purifier will make even the most immersed junkie drug free at first use. Also helps your colonists stop dealing with the devil.  ;)

*Herculium and Peithium are benign mechanites of the fibrous and sensory mechanite diseases. They also act as a cure if they are taken after being infected with fibrous or sensory mechanites.  ::)

Secondary usage of the Mechanite Forge let you manufacture neutroamine and plasteel with appropiate research.

Instructions to install:
1) Download attached mod
2) Unzip mod, move it to [your steam folder location] "Steam/steamapps/common/Rimworld/Mods"
3) Have fun!

If you want to contact me about something, head over to my discord server! https://discord.gg/HYqRtu8
The steam version can be found here.
#4
Releases / Re: Mechanite Forge - 1.0
November 01, 2018, 03:04:03 PM
Quote from: ultra4 on October 31, 2018, 07:48:02 PM
I like the [sd] luciferium production 1.0, and using both migh be OP, but i'll give it a try.
BTW, already use VGP to plant neutroamine flowers, will all these be compatible?

this got me thinking... should add some recipe to convert mechanite oil into the base mechanite of your mod. or somehow mix them into 1 mod

This should be compatible with VGP, and as for the conversion, I'll definitely think about it  ???
#5
Releases / Mechanite Forge - 1.0
October 28, 2018, 04:56:46 PM

Welcome to Mechanite Forge!


Exploring mechanites beyond just Luciferum. Use the Mechanite Forge and start crafting your own! Even let your colonists ascend to greater heights with Seraphium like the angels.

*Bastion is a drug which let your colonists stand their ground better by repelling any incoming damage much like a personal shield. Also the flankers best friend in their arsenal. Be sure to take cover when it breaks!  8)

*Seraphium is a wonder drug that greatly increase the fortitude of your colonists by allowing them to take on disease like a champ, clot their wounds during battle and over a quadrum regrow lost limbs and organs. There is a catch though when regrowing lost bits; It hurts. A LOT!  :o

*Trollbood which let you regenerate wounds on the fly, even old scars! Perfect companion drug to Seraphium.  :P

*Addiction purifier will make even the most immersed junkie drug free at first use. Also helps your colonists stop dealing with the devil.  ;)

*Herculium and Peithium are benign mechanites of the fibrous and sensory mechanite diseases. They also act as a cure if they are taken after being infected with fibrous or sensory mechanites.  ::)

Secondary usage of the Mechanite Forge let you manufacture neutroamine and plasteel with appropiate research.

Instructions to install:
1) Download attached mod
2) Unzip mod, move it to [your steam folder location] "Steam/steamapps/common/Rimworld/Mods"
3) Have fun!

If you want to contact me about something, head over to my discord server! https://discord.gg/HYqRtu8

Credits: Horologium - Updating and restoring mod from B18. ChJees – Concept, C# & XML (original) Xen - Art ChJees has handed this mod over to me to take on as my own, so please just contact me about issues with the mod. Thank you.


[attachment deleted due to age]
#6
Mods / Re: No idea what's causing this issue
October 04, 2018, 11:47:02 AM
Quote from: Kirby23590 on October 04, 2018, 08:15:16 AM
Try removing all the mods & then returning back to playing vanilla Rimworld (Just make sure that you have a mod loader like ModSwitch to save all your mods in your mod list.)
or try uninstalling the game and then reinstalling it.

Otherwise i don't know on what we could do... :(

yeah looks like you're going to have to disable all, then enable one at a time until an error shows up. Best of luck! :P
#7
Mods / Re: No idea what's causing this issue
October 03, 2018, 02:09:11 PM
Well im not exactly sure then, because it is throwing the same errors as last time.  :(

You may want to try resubscribing to any furniture mods. Also, are these errors appearing on just one save, on boot, etc?
#8
Mods / Re: No idea what's causing this issue
October 02, 2018, 03:10:52 PM
Looking like you have conflicting furniture mods, one of them is definitely RimWriter, the other may be Furniture+?. Try disabling one of these mods temporarily, and see if the errors don't persist.