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Messages - Tenshi~Akari

#106
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
March 10, 2018, 09:47:22 AM
Decided to try this after a long debate with myself whether or not I wanted to space save or go with the huge cavernous storage spaces I liked to design...

It seems to do the job, however, as of adding this mod to my list, it also seems to be causing 10 ticks work bugs and job driver/haul to cell exception errors when it comes to pawns carrying/hauling anything, even if it's to cook/craft.

JobDriver exception example:

JobDriver threw exception in initAction. Pawn=Dre, Job=HaulToCell (Job_1602051) A=Thing_VividOrangeCloth1515774 B=(176, 0, 272), Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.Roofed (Verse.IntVec3,Verse.Map) <0x00009>
at Five_Second_Rule.ThingSpawn_Patch.Postfix (Verse.Thing) <0x0004e>
at (wrapper dynamic-method) Verse.Thing.SpawnSetup_Patch1 (object,Verse.Map,bool) <0x00731>
at Verse.ThingWithComps.SpawnSetup (Verse.Map,bool) <0x00018>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,bool) <0x0023c>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map) <0x0003e>
at Verse.GenPlace.TryPlaceDirect (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x0019e>
at Verse.GenPlace.TryPlaceThing (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x0009f>
at Verse.GenDrop.TryDropSpawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00278>
at Verse.ThingOwner.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x000aa>
at Verse.ThingOwner`1<Verse.Thing>.TryDrop (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x000ce>
at Verse.Pawn_CarryTracker.TryDropCarriedThing (Verse.IntVec3,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00066>
at Verse.AI.Toils_Haul/<PlaceHauledThingInCell>c__AnonStorey6.<>m__0 () <0x00246>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=RimWorld.JobGiver_Work, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
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()


And a 10 ticks bug that started happening with one of my personal modded objects after enabling Infinite Storage:


Wade started 10 jobs in one tick. newJob=DoBill (Job_1602750) A=Thing_ChoppingBlock683647 jobGiver=RimWorld.JobGiver_Work jobList=(DoBill (Job_1602710) A=Thing_ChoppingBlock683647) (DoBill (Job_1602714) A=Thing_ChoppingBlock683647) (DoBill (Job_1602718) A=Thing_ChoppingBlock683647) (DoBill (Job_1602722) A=Thing_ChoppingBlock683647) (DoBill (Job_1602726) A=Thing_ChoppingBlock683647) (DoBill (Job_1602730) A=Thing_ChoppingBlock683647) (DoBill (Job_1602734) A=Thing_ChoppingBlock683647) (DoBill (Job_1602738) A=Thing_ChoppingBlock683647) (DoBill (Job_1602742) A=Thing_ChoppingBlock683647) (DoBill (Job_1602746) A=Thing_ChoppingBlock683647) (DoBill (Job_1602750) A=Thing_ChoppingBlock683647)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:JumpToToil(Toil)
Verse.AI.<JumpToCollectNextIntoHandsForBill>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
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()


As soon as I emptied and deconstructed the textile & medicine storages, pawns were able to go back to work as normal. Not sure what to make of this, considering the mod mentioned is just a simple XML butcher table clone, but just thought I'd put this out there.  :)

Now that I think of it... I do also have the researchable stats mod & researched stacking... I wonder if that also had anything to do with it? But it hasn't affected anything else in my current playthrough thus far in terms of errors or anything, either.  ???
#107
Something in v1.3 keeps causing my mod order to throw up & reset, but I'm able to use v1.2 no problem.

One observation I've noticed so far: it seems like pawns like to "try to calm" each other down on a regular basis, even when they're very happy with life. (Not so much like fight/beserk intervention as it is like it's popping up regularly like chit-chat.) Is that the messages part you were referring to that has the option to be disabled? Not that I don't like seeing it, I just think it would be more effective if that particular passing interaction was geared at pawns with any mental level Stressed and below if possible...  otherwise, I like having my pawns be a little more engaged with each other in situations like this. ;)

EDIT: I think I figured out what might've been my issue... v1.3's InteractionDef is missing a workerClass line which v1.2 has. Was a new worker class supposed to be there to replace it?

EDIT #2: I derped, it's not this, but it happened to be something of mine where I miss-typed a line. 1.3 is working now as well. My bad. :-[
#108
Outdated / Re: [A17] Faction Colors 1.5 (25.08.2017)
March 08, 2018, 06:48:48 AM
Missing this... if anything, just to have the ability to classify apparel with cut-out shaders. I had to put aside the apparel project I was doing, for one due to lack of time & patience to finish, but mostly because it relied on the ability to mask out colors. I don't know why vanilla lacks this ability, I like the fact of having a bit more detail to my apparel items without having to make multiple versions because I don't want certain details having set stuff colors bleeding into them.  :'(
#109
Outdated / Re: [B18] Designator Shapes
March 07, 2018, 05:08:22 PM
Thanks for this, it definitely gives me more building options that I've always wanted to do but got tired of recreating by hand if I forgot to save via Fluffy's Blueprints mod.

One thing though: Am I the only one having issue with filled shapes not taking the shape of what figure they're supposed to be? The only filled shapes working right is rectangle... all others are nothing like their outline counterparts. For instance, this is a "filled circle" which draws nothing like its outline designation counterpart in my game for some reason.  :-[  (And yes, this is the most recent version, I just installed this mod a few days ago.)
#110
And I hate add to it... that just doesn't stop it, either. Believe me, I've tried again, even just now.  :(

Restrictions only apply to the baby when they can move on their own, including the door locking. It doesn't account for when another pawn is taking them to another bed... and I can't lock the mom out of the room, otherwise the kid will starve, especially since I have WM Smarter Food to keep from having what little food & meals I'm able to get used up so quickly until the babies can get to toddler stage & feed itself on my custom food policy... gotta utilize & save where you fall short, y'know... :-\
#111
I have the area restrictions in place, too.  :'( It hasn't mattered what I tried, save from forbidding the door until she's finished feeding the baby or getting rid of extra beds altogether, the restrictions only seem to matter when the baby is able to start moving on its own.
#112
I've done that, multiple times. Moms keep dragging their babies to other beds on my end no matter what. Only reason I keep extra beds open is because recruit child pirates from raids, but the I'm thinking I'm just going to have to add beds as they come along until a true fix is out.
#113
Quote from: Ruisuki on March 04, 2018, 01:06:32 PM
Just wondering what makes clutter door locks different from the locks mod by avius? For compatibility purposes with this im just wondering why you prefer it?

For me, it's not even just about the locks alone as it is the looks...

Quote from: mrofa on February 16, 2016, 02:33:25 PM
Doors Stuff
Doors stuff contain new mechanics for doors and changes vanilia doors to use this mechanics.

[Graphic change]
Vanilia doors aswell reinforced door now uses pseudo 2,5d graphic




I like these graphics very much more than the vanilla door graphics. It feels so right to have 2.5d view for them. I cannot bring myself to part easily with these. :'( Which is mainly why I ask before I take the plunge myself if I ever get to a point w/ getting bored with current colony I'm working on...
#114
More like your newborns could potentially become mayors from what I've read in the past. That may still be an issue, but if that's a person's cup of tea, then yeah, it's still playable regardless.

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I am really hoping that soon there will be a fix for this unnecessary amounts of dragging newborns out of their crib to other open cribs/beds on base after breastfeeding... I've almost had my newest kid lose a few toes from hypothermia on my ice sheet map because his mom keeps insisting he's ready for a big kid bed in someone else's housing. (Yes, I'm in for a challenge, but not if it means I have to micromanage this aspect...)  While it was funny at first, it kind of gets a bit ridiculous when you start having more kids pop out. :P
#115
I see what henk means: the link takes those who click it to a particular post further in the thread rather than the first page. However, it's definitely updated if you check the first post.  ;)

I am absolutely in love with these, but just wanted to check because I'm a little too cowardly to try on my own yet: Clutter Doors and Doors Expanded can work without clashing while enabled at the same time, right? I know of course the lock system won't work with these since these are a completely different setup, but I can't find myself ever going back to the vanilla door system after this. Way too many room intrusions happen with visitors, caravans, and other colonists, and I could never find myself without door locks... plus, both mods are just aesthetically pleasing in comparison...  :P
#116
Question, for those that may know...

Has anyone tried or have C&P mod with JecsTools active? Inquiring minds would like to know, because door mods that the entirety of the playerbase have all been waiting for have appeared, and I'm kind of in the middle of a colony I'm not yet ready to let go of yet... (also kind of waiting around to see if those doors get compatibility with Clutter doors or Locks mods, because locks are also an important feature I need...)

I know in the past there was a compatibility issue, but didn't know if anyone has done it as of B18 successfully or not.
#117
Releases / Re: [A18] SimpleSidearms (1.2.5)
March 01, 2018, 10:44:46 AM
Even when you right click & select "equip (x) as sidearm"?
#118
Releases / Re: [A18] SimpleSidearms (1.2.5)
March 01, 2018, 06:59:29 AM
Hmm... I just recently updated & during the middle of a manhunter attack, a pawn of mine set to automatically attack on threats was literally "stuck" & invincible when he switched to his melee weapon. (The grizzly bears were indeed landing hits, but he wasn't taking damage on top of doing nothing but standing there. It wasn't until I drafted him that he started back to attacking as normal & got brutalized...)

I checked the error log, but nothing actually came up about anything going wrong while this was happening, red or yellow. Had to restart the save file anyways, but if this happens again, I will surely double-check and post a log to see if I missed anything myself...
#119
Outdated / Re: [B18] Bok Choy!
February 26, 2018, 06:13:28 PM
Thanks for this! Good to have another food item to add.  ;D

My only suggestion: If you're using the vanilla bases for your items, you don't have to include the duplicated base defs in your mod, or if you made changes, you should probably consider renaming the base defs so that they don't override other modded items that rely on vanilla bases. I got a red exception error thrown on loading because the bases included were actually using parameters that are no longer in B18. But works fine once I deleted those from the folder.  ;)
#120
Quote from: Tapeshoe on February 22, 2018, 12:24:37 PM
I have an issue where this mod causes the hair to pop out behind the hats, what load order do you have it in?

DSYH is near the top of my list, since I had that enabled before the B18 of Children & Pregnancy.