Animal training makes pawns pick up and drop food continuously (maybe mod?)

Started by Lupin III, August 15, 2017, 04:57:25 PM

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Lupin III

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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Calahan

The log file is usually always the best place to start when to comes to debugging or troubleshooting an issue. Details on where to find the log file can be found in the following thread: https://ludeon.com/forums/index.php?topic=513.0 . If you post your log file (as an attachment) then someone might be able to identify what's causing the problem. I've also moved this to mod bugs for now as that seems to be the mostly likely cause.

Lupin III

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

SpaceDorf

Try "smarter food selection" it does change foods allowed for training.

other mods I would check are mods that change jobbehavior in general.

but I use most of the mods I saw on your list myself whithout taming problems.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Lupin III

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.

SpaceDorf

Not so much.

If the mod also has an effect on which food the pawns should carry around with themselves .. jobless trainers drop the food again, instead of picking up some "working material for later" as they do otherwise.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker