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Messages - Lupin III

#46
With the smarter food selection mod active, my pawns get stuck in a loop of picking up food and immediately dropping it again when they are assigned to handle animals. I described more of it there: https://ludeon.com/forums/index.php?topic=35133.0 . All pawns except one cause "x started 10 jobs in 10 ticks" messages, as soon as there is more than one pawn currently trying to handle animals. Changing any of the options of SFS didn't change that behaviour (I hoped I could leave the mod active and just deactivate the food handling for animals).
#47
Yup, that did it. I tried disabling the pet options of smarter food selection before (thinking that should fix it), but that did not change it. Disabling the whole mod now did. It is still weird that everything worked for one pawn though. My animals were getting trained, but the all other pawns except the first got stuck.
#48
I narrowed down what job is causing this behaviour. It is the animal training job. As soon as multiple pawns try to tame/train animals, all but one of them pick up and drop food continuously. The training itself gets done by the one pawn who's not throwing food around, so training itself is not broken. If I lower the work priority or remove it completely for the stuck pawns they immediately do something else.
I'm not sure what mod could cause this. I don't have any (I think) that influence animal training.


  • Core
  • HugsLib
  • ExpandedProsthetics&OrganEngineering
  • EPOERebalanced-1.2
  • CombatExtended
  • CombatExtended Guns
  • Achtung-Mod
  • Advanced Cabinets
  • AllowDeadMansApparel
  • AllowTool
  • AnimalTab
  • AreaUnlocker
  • BetterCoolers-BetterCoolers1.4
  • BetterPawnControl_v1.6.5
  • BetterVents-BetterVents1.4
  • BionicButchery
  • Blueprints
  • CleaningArea
  • Coffee and Fire
  • Cooks Can Refuel
  • DamageIndicators-master
  • DeathRattle
  • ED-Embrasures
  • ED-ShieldsBasic
  • ED-ShieldsCE-1.1
  • EdBPrepareCarefully
  • Enlighten
  • ExpandedContextMenu
  • ExtendedFabrics-ExtendedFabrics1.5
  • ExtendedStorage-ExtendedStorage3.0
  • FeedTheColonists-A17.2
  • FluffyBreakdowns
  • FreshStockpileFilter-master
  • Furnace-0.17.1546
  • Hand Me That Brick
  • HeatMap
  • HelpTab
  • Hospitality
  • ImprovedWorkbenches
  • Inspiration
  • It is It or you
  • LED-Lights-Extended-1.1
  • LT-DoorMat_1.0.7
  • MarvsLimitedBlightWithCarriers
  • MassGraves-0.17.1.0
  • Medical Training - A17
  • MedicalTab
  • Mending
  • Miniaturisation-0.17.2
  • MiningCo. AlertSpeaker
  • MiningCo. DrillTurret
  • MiningCo. ForceField
  • MiningCo. MiningTurret
  • MiningCo. MMS
  • MiningCo. SpotlightTurret
  • Miscellaneous_Core
  • Miscellaneous_Incidents
  • Miscellaneous_Objects
  • Miscellaneous_Robots
  • Miscellaneous_TrainingFacility
  • ModListBackup
  • Modular Tables A17
  • Moody
  • More Vanilla Turrets
  • MoreReasonablePrisonBreak
  • NoAnnoyances
  • Notifications Archiver
  • PathAvoid
  • PawnsAreCapable
  • PowerSwitch
  • PriorityTreatment A17
  • QOLTweaksPack-1.0.2
  • QualityBuilder
  • QualitySurgeon
  • ReclaimFabric-ReclaimFabric1.9
  • Refactored Work Priorities
  • RelationsTab
  • ResearchPal
  • RF - Fertile Fields
  • RF - Smooth Stone Walls
  • Right-Tool-for-the-Job-Rebalanced-0.17.1.15
  • RimFridge
  • Rimworld_IndustrialRoller
  • Rimworld_ModSyncNinja
  • RoofSupport A17
  • RTGs
  • RT_Fuse-A17-1.0.7
  • RT_SolarFlareShield-A17-1.2.1
  • RWAutoSell
  • Thingamajigs
  • TradingSpot
  • twoski-Synthmeat
  • WM Reuse Pods
  • WM Smarter food selection
  • WorkTab
  • Lupin-Popcap
  • ElectricStoneCutting_v1.02
  • JTBetterHauling
  • StackMerger
#49
I have a colony that worked fine for some time, but suddenly pawns started to move stacks around within a stockpile. At first I thought it is a mod issue (and I'm still not 100% it isn't, so I don't file this as a rimworld bug yet). I had two mods I thought could be the culprit, "JT Better Hauling", which prioritizes perishables in hauling, and "Stack merger", which consolidates serveral small stacks. But I disabled those two mods and it is still happening. Since none of the other mods I use should influence hauling/stacking (except for priority maybe, but not the what and where to), I'm now at a loss to find out, what is causing this. I searched the forum, if someone described a similar problem, but found nothing.
Is there any way to debug what part of the game (mod/core) caused a certain action?

To describe this problem again:
The four pawns to the right in the walk-in freezer are constantly picking up small stacks (sometimes full stacks, sometimes less) and dropping it on the square besides them. It is in the same stockpile, but it also happened at other stockpiles (e. g. the small rim-freezer to the left), where they pick up stacks and drop it on the floor, where there isn't even a stockpile. Then they pick it up again and put it back in the stockpile. This continues with a constant stream of "x started 10 jobs in 10 ticks" until they have something else with higher priority to do. Btw. the bug is not caused by the storage items (the shelves/barrels/freezers), because the weird behaviour occured before I built them as well.

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#50
Quote from: Lupin III on August 15, 2017, 11:52:42 AM
Stack merger (current version for A17) suddenly bugged out for me. I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile.
False alarm. I disabled the mod, which removed the behaviour for a short time. Now pawns are moving stacks around again even without this mod... I've redrawn the stockpiles and changed settings of them, but they are still doing it. Does anyone know what could cause this? (I don't have any other mods that should touch stacking)
#51
Quote from: rambo on August 15, 2017, 09:30:18 AM
You can look at the description of the gun to know what it it
If you read my comment, that's what I have to do and is exactly the annoying part. If a pistol would just be called "pistol" instead of "M1911" I would not have to do that.
#52
Stack merger (current version for A17) suddenly bugged out for me. I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile. E. g. picking up 7 pieces of boar meat and putting it down on the adjacent emtpy tile. The same happens with everything else in the stockpile as well (like raw rice and meals). It does not matter, if there's only a single not-full stack or multiple stacks. I ended up with five pawns in the freezer constantly moving stuff around, which led to tons of messages like this: "Lilith started 10 jobs in 10 ticks.".
#53
So I'm using CE guns as the only gun mod, because it is recommended for the additional special weapons. The problem I have with that is I have no f*** clue what all the guns are by their name. I mean, I may have heard of an M16 or AK-47, but for all the rest I always (when manufaturing, equipping, selling...) have to call up the info page to see what it actually is. Is there a similar mod that just calls the guns "pistol", "shotgun", "assault rifle" and so on as they are in vanilla (but with CE intended stats) and adds the additional weapons like anti ttank rifles as well?
#54
When I use the rot tick fix I can no longer store meals in a rim fridge. The option is just not there to select them. Other things (like herbal medicine, space weed, beer) work as the always do.
#55
skullywag, how complicated would it be to change the storage objects to use the storage setting of a stockpile beneath them instead of setting it in the object? "RT Quantum storage" does that for example. You can build those quantum stockpiles on a stockpile without it removing the stockpile area and it just uses the stockpile setting for whatever it should store.
#56
That's a bad idea. As soon as you increase the priority they will start carrying stuff from other stockpiles all over the map with now lower priority to this one. That's not something you want (if you wanted it, you would have set the priority higher in the first place).
The problem you have is just one of bad stockpile management. If you only have somuch stuff that it fits on one skip, allow that stuff only there. If you have more than fits on a single skip, what's the problem with starting to fill all of them up right away?
#57
When using extended storage items I get a lot of the following error message:
shouldnt be here
Verse.Log:Error(String)
ExtendedStorage.Building_ExtendedStorage:TryMoveItem()
ExtendedStorage.Building_ExtendedStorage:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Everything still seems to work (pawns drop and pickup items), but still weird.
#58
Releases / Re: [A16] Miniaturisation
April 03, 2017, 11:03:42 AM
Is this mod adding the ability to move wind turbines? It does not say so in the list in the first post, but I can move them. If so there is a problem: the moved wind turbine will still be blocked by stuff (trees, walls, roofs) in the original zone, not the new one.
#59
I just had pirates drop in through the roof right besides a quantum stockpile. This gave me the following error message multiple times until the drop pod despawned:
Exception ticking Building_RTQuantumStockpile438639: System.NullReferenceException: Object reference not set to an instance of an object
  at RT_QuantumStorage.Utilities.IsChunk (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.ReceiveThing (Verse.Thing thingToReceive) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.ProcessCell (IntVec3 cell) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.QuantumStockpileTick (Int32 tickAmount) [0x00000] in <filename unknown>:0
  at RT_QuantumStorage.CompRTQuantumStockpile.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I guess a drop pod landing on a stockpile really is an exception ;)
#60
Outdated / Re: [A16] Several Puffins' RimDisorders.
March 22, 2017, 09:52:33 PM
I also just had a pawn standing around for a day or two "cleaning", but not doing anything. I got the message of a collapse multiple times (3 times within a few seconds once), but the pawn was still standing. In the end I tried to arrest him, which lead to a fight. I don't know if this behaviour is intended. Nevertheless it feels like it's buggy. I can understand someone going OCD for a few hours (I'm no psychologist though) and do weird stuff, but not for days.
Is there a way to disable the mod in a running game? I'd like to do that for now, but when I try that the game crashes on load.