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Messages - q_mi

#1
Hey Kiame,

I'm not sure whether it is related? My game freezes every few minutes and throwing thousand of warnings below after I install Change Dresser. I love your mod. Keep up the good work


CanReserve original result: True
Verse.Log:Warning(String)
ChangeDresser.Patch_ReservationManager_CanReserve:Postfix(Boolean&, ReservationManager, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationManager:CanReserve_Patch4(Object, Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationUtility:CanReserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
WM.SmarterFoodSelection.FoodUtils:IsValidFoodSourceForPawn(Thing, Pawn, Pawn, Policy, Boolean)
WM.SmarterFoodSelection.<>c__DisplayClass0_0:<MakeRatedFoodListForPawn>b__0(Thing)
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:ToList(IEnumerable`1)
WM.SmarterFoodSelection.FoodUtils:MakeRatedFoodListForPawn(Map, Pawn, Pawn, Policy, List`1&, Boolean, Boolean)
WM.SmarterFoodSelection.Detours.FoodUtility.TryFindBestFoodSourceFor:Internal(Pawn, Pawn, Boolean, Thing&, ThingDef&, Boolean, Boolean, Boolean, Boolean, Policy)
WM.SmarterFoodSelection.Detours.WorkGiver_InteractAnimal.WorkGiver_InteractAnimal:TakeFoodForAnimalInteractJob(Pawn, Pawn)
WM.SmarterFoodSelection.Detours.TakeFoodForAnimalInteractJob:Postfix(WorkGiver_InteractAnimal, Job&, Pawn, Pawn)
RimWorld.WorkGiver_InteractAnimal:TakeFoodForAnimalInteractJob_Patch3(Object, Pawn, Pawn)
RimWorld.WorkGiver_Tame:JobOnThing(Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.<TryIssueJobPackage>c__AnonStorey1:<>m__0(Thing)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
RimWorld.<StartFeedAnimal>c__AnonStorey3:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#2
Quote from: BlackSmokeDMax on June 08, 2018, 12:17:05 AM
Quote from: q_mi on June 07, 2018, 11:16:01 AM
It looks like a handler trying to tame an animal causing these loop. I'm not sure why - once I turn off Handle job it won't have the issue anymore.

Are you using Combat Extended (or some other mod that has loadouts involving pawn inventory)? If so, try adding some food that the pawn would use for taming/training to their loadout. My guess is they are in the loop of picking up food to go tame/train, but then their loadout doesn't include that food so they drop it. Now they pick it up to their inventory to train/tame, now they drop it because it is not in their loadout. Repeat, forever.

OMG you save my handler! It does caused by loadout. Thanks a lot mate
#3
It looks like a handler trying to tame an animal causing these loop. I'm not sure why - once I turn off Handle job it won't have the issue anymore.
#4
I have similar problem. Not sure which mod is causing the bug.

https://gist.github.com/HugsLibRecordKeeper/4834ed9632535684594abed8af41b911

Doofer started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_1908249)) , (TakeInventory (Job_1908254) A=Thing_RawCorn625191) (WaitMaintainPosture (Job_1908255)) , (TakeInventory (Job_1908260) A=Thing_RawCorn625191) (WaitMaintainPosture (Job_1908261)) , (TakeInventory (Job_1908264) A=Thing_RawCorn625191) (WaitMaintainPosture (Job_1908265)) , (TakeInventory (Job_1908269) A=Thing_RawCorn625191) (WaitMaintainPosture (Job_1908270)) , and (TakeInventory (Job_1908275) A=Thing_RawCorn625191) (WaitMaintainPosture (Job_1908276))  lastJobGiver=null, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()