RimWorld

RimWorld

Aetherisax Sep 4, 2019 @ 6:44pm
Any way to ban colonists from picking up specific stuff? (Modded game)
I installed a mod that is starting to break my game by consistently trying to pick up rice and putting it down. The debug line is this on 4 different characters:

started 10 jobs in one tick. newJob=TakeInventory (Job_4972226) A=Thing_RawRice1797974 jobGiver=RimWorld.JobGiver_Work jobList=(TakeInventory (Job_4972216) A=Thing_RawRice1797974) (TakeInventory (Job_4972217) A=Thing_RawRice1797974) (TakeInventory (Job_4972218) A=Thing_RawRice1797974) (TakeInventory (Job_4972219) A=Thing_RawRice1797974) (TakeInventory (Job_4972220) A=Thing_RawRice1797974) (TakeInventory (Job_4972221) A=Thing_RawRice1797974) (TakeInventory (Job_4972222) A=Thing_RawRice1797974) (TakeInventory (Job_4972223) A=Thing_RawRice1797974) (TakeInventory (Job_4972224) A=Thing_RawRice1797974) (TakeInventory (Job_4972225) A=Thing_RawRice1797974) (TakeInventory (Job_4972226) A=Thing_RawRice1797974) lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)

I only use about 20 mods, and I can't seem to trace which mod is making this. If I disallow interaction with rice, they start going back to normal.

Is there a way for me to just let the dogs/hauling animals interact with rice? Or make them stop picking up specific stuff?

They also pick up random stuff and keep in their inventory such as armor vests and helmets.
< >
Showing 1-9 of 9 comments
Malli Sep 4, 2019 @ 8:11pm 
My militia has a bad habit of picking up like 700 rice and just keeping in their pockets, Then one dies and rice goes everywhere :laugh_lif:

If you use a mod like pickup and haul, That and RPG inventory seems to do it alot. I also had an issue where a guy picked up a rock and tried to put it down... he put it down but he still had it... and.. he... just.. kept putting it down... it got really really crowed after the 400th rock.
Last edited by Malli; Sep 4, 2019 @ 8:11pm
Bozobub (Banned) Sep 4, 2019 @ 8:42pm 
Can you imagine watching someone do that..? Creepy.
Kittenpox Sep 4, 2019 @ 11:32pm 
Are you using a lizardman race?
I had that issue while I had that mod installed.

As always, this might be easier to figure out if you include your modlist..
Kittenpox Sep 4, 2019 @ 11:37pm 
Originally posted by TI-INSPIRED PICKS = MUTEDREPORTE:
Is there a way for me to just let the dogs/hauling animals interact with rice? Or make them stop picking up specific stuff?
You could use zoning to disallow access to the Rice storage - its what I do with corpse storage, have a "Non-Psychos" zone that most of my colonists are allowed to use.
But then you wouldn't be able to make use of the harvested rice - except selling to visiting traders - and it doesn't solve the root cause of the problem.

Out of curiosity, is it like only 1 unit of rice that's being collected when it fails?
Last edited by Kittenpox; Sep 4, 2019 @ 11:37pm
Aetherisax Sep 5, 2019 @ 7:43am 
Originally posted by Kittenpox:
Originally posted by TI-INSPIRED PICKS = MUTEDREPORTE:
Is there a way for me to just let the dogs/hauling animals interact with rice? Or make them stop picking up specific stuff?
You could use zoning to disallow access to the Rice storage - its what I do with corpse storage, have a "Non-Psychos" zone that most of my colonists are allowed to use.
But then you wouldn't be able to make use of the harvested rice - except selling to visiting traders - and it doesn't solve the root cause of the problem.

Out of curiosity, is it like only 1 unit of rice that's being collected when it fails?

I figured out what was causing the rice pickup spam. It was the Fishing Industry mod since it only happened with my characters who has priority in hunting (Fishing in that mod is facilitated by the hunting skill). It picks up rice because it needs a bait which is any raw plant available.

Now my problem is that my characters keep randomly picking up heavy stuff such as vests, flak pants, and all those things which takes up so much space that they are not able to follow my loadout (i have CE and I have an assigned gun and number of ammunition per head)
Last edited by Aetherisax; Sep 5, 2019 @ 7:43am
Preechr Sep 5, 2019 @ 8:22am 
I'm betting you have more than one mod that modifies how hauling works and they are conflicting. Try disabling all but pick up and haul and see if the problem persists. Another common mistake is not patching mods for CE or running conflicting mods, like Pharmacist, but that doesn't affect hauling.
Bozobub (Banned) Sep 5, 2019 @ 4:51pm 
It's *exactly* congruent to massive modlists for Bethesda games. Yeah, you can sometimes do it, and yeah, it may even be super-worthwhile, BUT it may also be a huge, screaming, green, flaming {censored} of a {censored} to make it work properly (looking at YOU, FFF for Oblivion :steamsad:)

In other words, your mileage may vary a good bit...
Last edited by Bozobub; Sep 5, 2019 @ 4:52pm
Tyrant Sep 6, 2019 @ 3:47am 
i have isolated it to the animal handling job for me.

for some reason whenever the pawn tries to train/tame and needs to pick up some food they will freeze if they dont pick up enough or are carrying to little when they start the job.

sadly the only way to fix it for me is to not have animals.
Aetherisax Sep 16, 2019 @ 7:25am 
Sorry, this was me being totally stupid and new to the game. The problem was I put the intended outfits into the gear loadout, thinking that this was where I should also put what they should be wearing.... until I found the separate Outfit loadout.

Thanks for the insight.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Sep 4, 2019 @ 6:44pm
Posts: 9