[1.0] RimWorld Minions Ver7.2

Started by WalkingProblem, February 17, 2017, 10:59:10 PM

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Canute

#315
I would be happy about bug fixing for 7.4
- rest issue, minions break down from exhaustion.
- wounded or ill minions don't stay at bed. Same with operations, they jump out of the bed and go for work.

Ok, one feautre maybe, select what weapon you could equip to the minion. Still have no idea what weapon the pawn's select to give it to the minion.

Edit: btw i am geting sporadic
Maybe a conflict with Fertile field soil degrade after harvest ?
QuoteJobDriver threw exception in initAction for pawn Minion1965520 driver=JobDriver_PlantHarvest (toilIndex=6) driver.job=(Harvest (Job_6725491) A=Thing_Plant_Devilstrand4035757) lastJobGiver=AnimalJobs.JobGiver_GenericWorkGiver
System.NullReferenceException: Object reference not set to an instance of an object
  at RFF_Code.JobDriver_PlantHarvest_Designated_PlantWorkDoneToil+<>c__DisplayClass1.<Postfix>b__0 () [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


WalkingProblem

Quote from: Canute on December 14, 2018, 03:33:53 PM
I would be happy about bug fixing for 7.4
- rest issue, minions break down from exhaustion.
- wounded or ill minions don't stay at bed. Same with operations, they jump out of the bed and go for work.

Ok, one feautre maybe, select what weapon you could equip to the minion. Still have no idea what weapon the pawn's select to give it to the minion.

Edit: btw i am geting sporadic
Maybe a conflict with Fertile field soil degrade after harvest ?
QuoteJobDriver threw exception in initAction for pawn Minion1965520 driver=JobDriver_PlantHarvest (toilIndex=6) driver.job=(Harvest (Job_6725491) A=Thing_Plant_Devilstrand4035757) lastJobGiver=AnimalJobs.JobGiver_GenericWorkGiver
System.NullReferenceException: Object reference not set to an instance of an object
  at RFF_Code.JobDriver_PlantHarvest_Designated_PlantWorkDoneToil+<>c__DisplayClass1.<Postfix>b__0 () [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I already fixed that:

CHANGELOG VER7.2
– Fixed Minions rather work than go to sleep bug
– Now Minions prioritize rescue and tending jobs ahead of other jobs.

---

For the weapon - the pawn will pick the closest weapon he can reach to give it to the minions.
However, at the moment, I have no way to let you choose with weapon to give to the minions - unless I change the entire game mechanics of how the equipping of weapons work (which I'm "not-there" yet - coding ability wise)

Canute

#317
I use 7.2 and still got these problems like i mention allready at
https://ludeon.com/forums/index.php?topic=30647.msg447100#msg447100
I will redownload and see if that help.

Edit: nope.
I used dev tools to inflict 10 damage to a minion, and he running around cleaning this own blood from the floor.
Does it maybe interfere with Animal Logic ?
https://git.io/fpNI6

WalkingProblem

Quote from: Canute on December 15, 2018, 11:24:33 AM
I use 7.2 and still got these problems like i mention allready at
https://ludeon.com/forums/index.php?topic=30647.msg447100#msg447100
I will redownload and see if that help.

Edit: nope.
I used dev tools to inflict 10 damage to a minion, and he running around cleaning this own blood from the floor.
Does it maybe interfere with Animal Logic ?
https://git.io/fpNI6

Yes I think so. Animal Logic messes with AI.

You try disabling Animal Logic and try again.

Canute

Nope removing Animal logic didn't change anything.
I tried a test colony with only
Core: (no assemblies)
Mod Manager: 0ColourPicker(2.0.0.34093), 0Harmony(1.2.0.1), ModManager(av:1.0.0.0,fv:1.15.748)
HugsLib[ov:6.1.1]: 0Harmony(1.2.0.1), HugsLib(av:1.0.0.0,fv:6.1.1)
[1.0] Advanced Animal Frameworks 3.3: 0Harmony(1.1.0.0), AnimalJobs(1.0.0.0), AnimalVehicles(1.0.0.0), AnimalWeaponFramework(1.0.0.0)
[1.0] RimWorld Minions V7.2: MinionsMod(1.0.0.0), MinionsUpdateNote(1.0.0.0), WalkingProblemUpdateNote(1.0.0.0)

10 damage to a minion, he is bleeding and still doing hauling jobs and not stay at the animal bed.
https://gist.github.com/HugsLibRecordKeeper/175fd3f37ab9e82817ba53db930a6431

Maybe you upload a wrong version, and your internal test version is different ?

harpo99999

@walking problem, I have download the 7.2 minions (and a few other mods) and have had several in game years with one pair of minions (1 male, 1 female) and NO baby minions have been born (in previous betas (with the minions for the version) it was typical for one pair of breeding minions for at least 1 baby minion per year (often 2 due to shorter pregnancy times)