Been playing with 18.1.2 of Pick up and haul for a bit and keep getting red errors in the log. I wasn't sure whether it was the savegame or not (I mean, I've installed and reinstalled 3 versions of Pick up and haul on it now and changed the mod order around quite a bit) so I started a new game. Standard map, standard starting items, single pawn, set to priority 1 hauling and a stockpile some distance away from the starting items. It keeps giving me red errors (log here: https://gist.github.com/dfa606db08a5f14bcf84a78bf8d0e213), which cause my pawn to stand still for a second before moving on. They will also not unload their entire inventory, but instead unload one or two stacks (until their weight drops below threshold?) and then move out again. I suspect a mod conflict, but don't have the modding knowledge to figure it out further. So for the moment I'll deactivate pick up and haul ( ), but I'll keep following it with interest!
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#1
Releases / Re: [B18] The Many Mods Of Mehni [Updated Feb 1] Updated "Pick Up And Haul"
February 01, 2018, 03:15:38 PM #2
Releases / Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
January 31, 2018, 03:56:38 PM
Looks great, tomorrow I'll download and play with the update for a bit and report back.
I feel like if I watch it long enough they will clear the second half too
Quote from: Sarge on January 31, 2018, 03:13:14 PM
It feels like I can stare at that .gif all day
I feel like if I watch it long enough they will clear the second half too
#3
Outdated / Re: [B18] Boots and Gloves
January 30, 2018, 03:42:36 PM
Just noticed that the light gloves from this mod have a very low amount of hitpoints (20 for normal cloth light gloves). This means they are literally disintegrating into nothing from wear within ~10 game days. Is this intentional or a typo?
I realize I can easily change this in the defs, just wanted to post here to check.
I realize I can easily change this in the defs, just wanted to post here to check.
#4
Releases / Re: [B18] The Many Mods Of Mehni [Updated Jan-30] Updated "Pick Up And Haul"
January 30, 2018, 02:14:07 PM
Sorry to be the bearer of bad news, but playing with version 18.1.0 is about as problematic as with 18.0.2 but in the exact opposite direction. As mentioned in my previous post, this may very well be mod conflict because I'm playing with 100+ mods (and installed this one on an existing save)
2 notable issues with screenshots here https://imgur.com/a/kCqvZ:
2 notable issues with screenshots here https://imgur.com/a/kCqvZ:
- Items don't seem to stack in colonists inventories anymore, so when I deconstructed a ruin on the map a hauler came over, picked up 3 stacks of ~5 blocks and returned to the stockpile. Screenshot 1
- Colonists don't unload their entire inventory when there is still stuff to haul (not consistently, sometimes they do, sometimes they don't). Same example; when another hauler with more than 3 items in her inventory arrived at the stockpile, she unloaded a single stack and went right back out there to pick up another stack of 4 blocks Screenshots 2, 3, and 4
#5
Releases / Re: [B18] The Many Mods Of Mehni [Updated Jan-23] New! "Pick Up And Haul"
January 24, 2018, 03:18:44 PM
Just installed this mod on a save with 100+ mods and run into an issue: Colonists will pick up stuff into their inventory, but then start another job. This causes colonists to walk around with dozens of items in their inventory. They only seem to unload when they reach their carry weight maximum.
It's really noticeable with low weight items, had a colonist walking around with the entire harvest of smokeleaf leaves for 3 days (500+ leaves). He's not a dedicated hauler (priority 8 ) but apparently found the time between cooking jobs for this single hauling job and then went straight back to cooking.
Mods related to hauling in my loadout; allow tool (though this wasn't a haul+ order), Bmartin's improved caravan formation and improved load transports, hand me that brick, stack merger, work tab, stack xxl.
I will try and troubleshoot some more tomorrow (mess around with priorities to see whether it's the carry weight maximum or another job taking priority that's causing this), just wanted to report this and see if there are more people with this issue.
It's really noticeable with low weight items, had a colonist walking around with the entire harvest of smokeleaf leaves for 3 days (500+ leaves). He's not a dedicated hauler (priority 8 ) but apparently found the time between cooking jobs for this single hauling job and then went straight back to cooking.
Mods related to hauling in my loadout; allow tool (though this wasn't a haul+ order), Bmartin's improved caravan formation and improved load transports, hand me that brick, stack merger, work tab, stack xxl.
I will try and troubleshoot some more tomorrow (mess around with priorities to see whether it's the carry weight maximum or another job taking priority that's causing this), just wanted to report this and see if there are more people with this issue.
#6
Releases / Re: [A18] Change Dresser (AlienRaces now supported)
November 05, 2017, 02:04:10 PM
The direct download link for A17 gives me a "404 page not found". Looking at the link itself, that points to the 25th of October release, which says it is for A18? Can I use that with A17 or should I get the version released on September 15th?
#7
Outdated / Re: [A17] Save Our Ship (v1.01)
November 01, 2017, 12:34:40 PM
So when you start a new game with the ship, do you get to choose where on the tile it lands? Our does it just drop down near the center? What if there's a mountain there?
#8
Outdated / Re: [A17] Right Tool For The Job: Rebalanced (v 0.17.1.15) (July 10th, 2017)
July 19, 2017, 05:41:10 AMQuote from: CyanSam on July 13, 2017, 02:48:48 PMQuote from: viperwasp on July 13, 2017, 02:19:48 PM
I'm getting errors with this mod. Something to do with Woodlogs. I think the game changed woodlogs to just wood? So it's outdated now?
There is a misspell in RecipeDefs, specifically in fixedIngredientFilter that causes this issue.
woodlogs should be changed to woodlog and metals should be changed to steel, this fixed the errors for me.
Many thanks for posting that, this was the only mod throwing errors in my current 50 mod set-up. Pretty easy fix too, even for a computer illiterate like me
#9
Releases / Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD | Stack Merger | Tidy stockpiles!
May 06, 2017, 12:05:18 PM
Is renaming animals no longer a thing? I looked at your animal tab video, but right clicking an animal in the animal tab just zooms to them. I've tried it with starting pets, dev spawned pets, bought pets, bonded pets, non-bonded-but-named pets, nothing Are there any specific requirements to it?
#10
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-11)
March 06, 2017, 11:55:04 AM
Using this together with EPOE results in infections on eyepatches, bionic legs, wooden feet and errors in the log. Removing the part fixes it.
#11
Releases / Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
March 06, 2017, 11:15:55 AMQuote from: Orion on March 02, 2017, 03:53:24 AMQuote from: pinguin42 on March 01, 2017, 03:16:52 PMSorry, it's not very useful. I need the log from when it actually happens. So next time it happens, send me the log.
Here's the log:
https://gist.github.com/HugsLibRecordKeeper/5e1c18e0b9a9d36b9ad736c2f7906609
I had some time to play this weekend and found that I'm unable to reproduce what happened. I've had several groups of visitors, both tribal and townspeople, both with traders and without, none of them malfunctioned. The only thing I can think of that's different is that when it happened I had visitors assigned to the home area and now they have their own area and possibly I didn't have "allow buying items" turned on.
To be frank though, I have the feeling some of the mods are not playing nice together in general. I play with dev mode on and get thrown error logs quite often. About pawn jobs (hauling hysteresis/better crafting?), harvesting, corpse deletion (zhentar's world pawn GC) and others. Before my next run I'll do a "disable half the mods and see if you still get errors, then disable half again, etc"-thingy to see if I can narrow something down.
#12
Releases / Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
March 01, 2017, 03:16:52 PM #13
Releases / Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
February 27, 2017, 11:13:40 AM
I've had 2 people from different visitor groups starve to death, even though they had food in their inventory. Both of them were the traders that spawned with the group and both seemed broken on everything: wouldn't eat, wouldn't use joy items, they might have slept eventually from exhaustion. They don't seem to care either, the first time it happened I got a score of 100 and he died just outside my walls (I didn't even notice until I got the chief angered message and searched my map for a dead pawn). The second time I paid close attention and noticed the trader was just wandering around doing nothing, even though the guest area includes all the joy items, a fridge and 10+ beds. His mood was around major break risk, solely due to my colonist smooth talking him, his food, comfort and joy bars were at 0. At first I thought it might be due to Gourimet changing the meals and them spawning with a non-regular mealtype in their inventory (like hot cocoa, soup or tea), but I sold the second one fine meals and pemmican (should be unaffected by that mod), and he still refused to eat.
Can I change the load order to move Hospitality to the last spot on an active save? Could that change anything? I'm pretty sure it's near the bottom anyways.
Can I change the load order to move Hospitality to the last spot on an active save? Could that change anything? I'm pretty sure it's near the bottom anyways.
#14
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
February 20, 2017, 07:56:44 AM
I had an oddity with the lighting mod. About a 3 (real life) hours into my current playthrough I noticed I was unable to build more ceiling lights, even though I had steel available. Upon further investigation I found that it now took 4 sandstone blocks to build ceiling lights, which I didn't have. It only affected the ceiling lights, not wall or path lights. Reloading a previous autosave did not change anything, reloading a previous hard save did not change anything. Since I had no sandstone on my map I quit to OS and restarted the game. Now both the autosave and the hardsave load up fine and ceiling lights cost 15 steel again. I'm running 50+ mods, so I'm guessing there's a conflict somewhere, but I was playing with the dev mode on and there was no error log pop-up. I have not been able to reproduce the bug.
Another minor comment about the lights mod; while you are able to put ceiling lights over/above other furniture, you cannot first build a ceiling light and then put furniture underneath it. The furniture will show the red outline like it would if you wanted to place it on a wall or another piece of furniture.
Another minor comment about the lights mod; while you are able to put ceiling lights over/above other furniture, you cannot first build a ceiling light and then put furniture underneath it. The furniture will show the red outline like it would if you wanted to place it on a wall or another piece of furniture.
#15
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
February 18, 2017, 11:38:43 AM
Are these mods active? The link to the github only shows 2 downloads for the source code?
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