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Topics - dosboy69

#1
Mods / Some minors won't mine certain metals and errors
January 04, 2019, 11:10:03 AM
I posted this on Steam but still can't find the answer.  I have about 40 mods and my last game with 38 or so had no problems (other than late game battle lag).  I added a few mods, started a new game and after about 15-20 hours, I have problems where some minors won't mine.  They just wander even though the priority is set to 1 and others are unchecked, area is unrestricted, etc.  One guy I banished for this and he wandered around in the winter in sub-zero weather.  I felt bad, so I made him a prisoner for the winter.  :)

Here is my original post on Steam.  https://steamcommunity.com/app/294100/discussions/0/1744482417420402439/

Today I am getting these additional errors.

(In red) Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. label=Priorities
(skipped some non red or yellow lines)
(yellow) Could not resolve reference to object with loadID Thing_Human613145 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PawnPriorityTracker curPathRelToParent=
(red) Found non-bill-giver tagged as PotentialBillGiver
(skipped some non-red/yellow lines)
(red) Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object  at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean
(yellow) Object with load ID Thing_Human644279 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
(yellow) Object with load ID Thing_Human645110 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
(yellow)  Object with load ID Thing_Human644279 is referenced (xml node name: Pawn) but is not deep-saved. This will cause errors during loading.
(yellow)  Object with load ID Thing_Human645110 is referenced (xml node name: Pawn) but is not deep-saved. This will cause errors during loading.
(red) Spawning destroyed thing Meat_Pig645623 at (148, 0, 126). Correcting.
(red) Couldn't add thing Meat_Pig645623 to spawned things.
(red) Spawned thing with 0 stackCount: Meat_Pig645623
(yellow) Failed to spawn item pork
(red) RimWorld.WorkGiver_DoBill provided target Thing_ElectricStove134922 but yielded no actual job for pawn MMoses. The CanGiveJob and JobOnX methods may not be synchronized.

Seems to not like pork or cooking it...   Is the game on a kosher diet?

I guess one option is to remove the new mods, but if I could find the conflicting one(s) that would be ideal so I can let the author(s) know.  If I knew how to find a simple list of the mods and copy them, I would if that would help.

I am a noob at troubleshooting this language.

Any help or ideas would be greatly appreciated.
#2
Anyone play the hardcore mudpack and know the path to get "spare parts" (essential for the butchering table and many other things)?

Here's a link to the mudpack.  There is SO little info on this one.

http://www.nexusmods.com/rimworld/mods/87/?

Thanks for any help you can provide.  There is SO much food around me but I can't butcher it and my colonists are starving.  :(  It seems I need gold but I can't find it on the map I am on.

Duane