[W|0.6.532]Gameplay: Colonists won't chop wood

Started by mjones1052, August 31, 2014, 05:46:44 PM

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mjones1052

Summary:
Got pretty late in to the game and found that eventually the colonists stop chopping wood.  I tried to set people to priority 1 plant cutting, didn't work.  After loading a save bug I got an error for each colonist for an unhandled exception for plant cutting.  Although, if I set it manually and forced  them to chop a tree they would.  Neither plant cutting or chop wood worked by setting a zone to chop wood in.  It came shortly after building a oak and poplar tree plot, not sure if that matters.

Steps:
Not sure what caused it and I am trying to advance that far again as to reproduce.
I do have a save file if that would help to upload.

Actual Outcome:
Not able to set colonists to chop wood.

Expected Outcome:
Colonists chop and haul wood.

ItchyFlea

That save would help, could you please upload it? Also upload the world file as that will be needed to load the save. The world file's name will be the name of that world.

You'll need to zip up the save file in order to post it here. If it's still too large to be posted here even after being zipped, upload it to a file sharing website (I use Mediafire) and post the download link here.
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

mjones1052

Quote from: ItchyFlea on August 31, 2014, 05:51:31 PM
That save would help, could you please upload it? Also upload the world file as that will be needed to load the save. The world file's name will be the name of that world.

You'll need to zip up the save file in order to post it here. If it's still too large to be posted here even after being zipped, upload it to a file sharing website (I use Mediafire) and post the download link here.

Here is the output of the plantcut, I will work on zipping everything up.

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Laura threw exception in WorkGiver PlantsCut: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.GenClosest.ClosestThingGlobal (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0

  at Verse.GenClosest.ClosestThingReachable (IntVec3 start, ThingRequest thingReq, PathMode pathMode, RegionTraverseParameters traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_WorkRoot.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Olivia threw exception in WorkGiver PlantsCut: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.GenClosest.ClosestThingGlobal (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0

  at Verse.GenClosest.ClosestThingReachable (IntVec3 start, ThingRequest thingReq, PathMode pathMode, RegionTraverseParameters traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_WorkRoot.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Laura threw exception in WorkGiver PlantsCut: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.GenClosest.ClosestThingGlobal (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0

  at Verse.GenClosest.ClosestThingReachable (IntVec3 start, ThingRequest thingReq, PathMode pathMode, RegionTraverseParameters traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_WorkRoot.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Olivia threw exception in WorkGiver PlantsCut: System.NullReferenceException: Object reference not set to an instance of an object

ItchyFlea

I have reported this on Mantis, here: http://ludeon.com/mantis/view.php?id=1097
There may be some kind of odd situation that's occurred in that specific save that caused this bug to occur, so when you've uploaded the save I'll add it to the report. :)
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

Tynan

Tynan Sylvester - @TynanSylvester - Tynan's Blog

mjones1052

#5
Here is the zips.  I believe it  is the Nova world I was on.

Also, I did have Superior Crafting and TechTreeMinami going.  I imagine they could maybe cause something, but they don't really affect chopping wood as far as I know.  Sorry, should have mentioned that.  But it worked just fine for however long and then stopped and that was the furthest I got with mods or vanilla.  If a mod is the culprit I'll close the thread.

https://drive.google.com/file/d/0B9VHq1D0tyYfSkhfRWdEM0k5Xzg/edit?usp=sharing

https://drive.google.com/file/d/0B9VHq1D0tyYfRTl3Yk1uWjlfZGM/edit?usp=sharing

Tynan

Mods can do anything, including change the state of AI variables which can... later... cause bugs.

Yeah, unless this can repro on the vanilla game it's a non-bug.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

mjones1052

Yea I didn't think about it until later when I was looking through the save files to zip them up.