Builders prioritize tree cutting

Started by Gillian, September 16, 2018, 12:32:27 PM

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Gillian

Hello, I just got back into playing Rimworld (B19) recently and loaded up a new set of mods (for B19).  For some reason though, all of my builders are prioritizing tree cutting, even over their construction tasks (I checked to make sure a mod did not add tree cutting under construction, none do)!  This is despite the fact that in the work tab construction is set above everything else as priority #1 and one of my builders is unable to do plant work!  Whenever there are no trees to be cut they will build as normal, however the moment they finish their task, if there is a tree to be cut then they do so.  This occurs even with trees which are not on blueprints.
Any help would be appreciated, below is my mod order, I do not see any obvious culprits.  Thank you!


<li>Core</li>
         <li>HugsLib</li>
         <li>JecsTools</li>
         <li>ModSwitch</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
         <li>A Dog Said...</li>
         <li>Giddy-up! Core</li>
         <li>Psychology</li>
         <li>[B19] Thanks For All The Fish</li>
         <li>Color Coded Mood Bar</li>
         <li>[B19] RimStory</li>
         <li>Run and Hide</li>
         <li>Less Arbitrary Surgery</li>
         <li>Ugh You Got Me</li>
         <li>EdB Prepare Carefully</li>
         <li>Medical Tab</li>
         <li>Hospitality</li>
         <li>Misc. Robots</li>
         <li>Work Tab</li>
         <li>Defensive Positions</li>
         <li>Humanoid Alien Races 2.0</li>
         <li>Animal Tab</li>
         <li>Blueprints</li>
         <li>Medieval Times</li>
         <li>ResearchPal</li>
         <li>Animals Logic</li>
         <li>Terra Project (Core)</li>
         <li>Rimsenal - Feral</li>
         <li>Rimsenal</li>
         <li>Star Wars - Factions</li>
         <li>Star Wars - The Force</li>
         <li>Call of Cthulhu - Cults</li>
         <li>H.P. Lovecraft Storyteller - Remastered</li>
         <li>Call of Cthulhu - Cosmic Horrors</li>
         <li>Call of Cthulhu - Factions</li>
         <li>Call of Cthulhu - Elder Things</li>
         <li>Rim of Madness - Arachnophobia</li>
         <li>Rim of Madness - Werewolves</li>
         <li>Rim of Madness - Vampires</li>
         <li>Rim of Madness - Bones</li>
         <li>Star Wars - Fully Functional Lightsabers</li>
         <li>Prison Labor</li>
         <li>Avoid Friendly Fire</li>
         <li>Share The Load</li>
         <li>Map Reroll</li>
         <li>The Birds and the Bees</li>
         <li>Predator Hunt Alert</li>
         <li>GeneticRim B19 Version</li>
         <li>Room Sense</li>
         <li>More Trade Ships</li>
         <li>Glitter Tech</li>
         <li>Selling prisoners with no guilt</li>
         <li>Giddy-up! Caravan</li>
         <li>Giddy-up! Battle Mounts</li>
         <li>Giddy-up! Ride and Roll</li>
         <li>Horses (B19)</li>
         <li>Animal Gear</li>
         <li>Animal Gear Basic</li>
         <li>Dinosauria</li>
         <li>QualityBuilder</li>
         <li>Where is my weapon?</li>
         <li>Realistic Rooms</li>
         <li>Doors Expanded</li>
         <li>Pick Up And Haul</li>
         <li>More vanilla factions</li>
         <li>Centralized Climate Control</li>
         <li>Faction Discovery</li>
         <li>Just Ignore Me Passing</li>
         <li>Prepare Landing</li>
         <li>AnimalCollabProj</li>
         <li>[B19] Wild Animal Sex V3.2</li>
         <li>Hand Me That Brick Lite</li>
         <li>RimQuest</li>

**This problem is due to the builders having to clear trees to build roofs, thus they are placing the clearing of said trees at the same priority as roof building**

Canute

Hi,
and now you await that we can identify the guilty mod ? Sorry but there is nothing known so far.
You need to investigate self a bit.
At first try out if that happen on a new colony too.
Enable developer mode, then you got on top an icon for quickstart, use it to create a quick test colony.

When this behavior happen on a new colony too, you just need to deactivate half of your mods, and check again if that happen.
At this way you should be able to identify the mod.

Gillian

I am unsure what the issue was, perhaps a load order problem, but after removing the lower half of my mods the issue ceased.  I added back in half of those removed and the problem did not resume, nor did it resume after adding back in the other half.  Either way, it seems the issue resolved itself, thank you.