RimWorld

RimWorld

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Kody Jan 29, 2018 @ 11:13am
standing bug
so my colonists randomly decide "hey i want to just stand here forever untill i need food and not do jobs" what do i do to fix this
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Showing 1-15 of 36 comments
Astasia Jan 29, 2018 @ 11:26am 
Find out what they are trying to do and why they are failing at it. It might be a mod related bug and it will show up in the error log when they fail. Or it might be a base game issue, like an item stack on the same tile as a forbidden door or something like that.
evilhippy Jan 30, 2018 @ 5:23am 
I've came across the same issue a few times. I was able to draft them and then undraft them and they snapped back to being productive...or at least doing something other than standing around waiting to die.
lux3y Jan 30, 2018 @ 5:33am 
Sometimes if they are set into work schedule for "joy" or "anything" rather then sleep or work, they can just go into "wandering" "meditating" "cloudgazing" there are more things like this, for a short period. Not saying this is what happened but it could be u over-looked it and they we're doing just that.
KrysisMode Jan 30, 2018 @ 7:20am 
Enable developer mode in the options and poke around the error logs. This is usually related to hauling improvement mods or the hauling labor itself like Astasia said. When the Standing status hits it's basically them having a brainfart trying to figure out how to do something and failing constantly.
Kody Jan 30, 2018 @ 8:23am 
Originally posted by KrysisMode:
Enable developer mode in the options and poke around the error logs. This is usually related to hauling improvement mods or the hauling labor itself like Astasia said. When the Standing status hits it's basically them having a brainfart trying to figure out how to do something and failing constantly.
ok so haul urgently type things and or stuff that improves stack sizes??
lux3y Jan 30, 2018 @ 8:47am 
There is a possibility for that, the error logs can shed a light on that. Without them its just making wild guesses in the dark and going by older posts where people came across similar situations.
Modlist + error log (mostly this) can help the most to figure it out.
Kody Jan 30, 2018 @ 10:27am 
ok im gonna continue playing until it happens again
Saxon Jan 30, 2018 @ 10:48am 
Like others in this thread I also had this bug. I know almost nothing about programming and I was able to easily identify the problem by going into dev mode. You can activate a log which shows you the activities going on in the game. So if you see a bunch of red error messages you look at keywords. In my case I noticed 'battery' and was able to fix it by removing a few battery blueprints. You do the same after finging out whatever your colonists are getting stuck on.
Kody Feb 1, 2018 @ 8:47am 
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=Clean (Job_217719)
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted_Patch2(Object, Boolean)
RimWorld.<GetGizmos>c__Iterator0:<>m__0()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

ok this is what shows up when it happens anyone now how to fix this
Kody Feb 1, 2018 @ 9:45am 
Originally posted by kodyhaake:
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=Clean (Job_217719)
Verse.Log:Warning(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted_Patch2(Object, Boolean)
RimWorld.<GetGizmos>c__Iterator0:<>m__0()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

ok this is what shows up when it happens anyone now how to fix this
this text was displayed in yellow after 1 sec or undrafted colonist
i dont understand it
lux3y Feb 1, 2018 @ 11:03am 
Modlist?
If it's in yellow it's non-important, probably u have a hauling mod that queu's up tasks, it tried queuing one up reserving some item or thing and another pawn already took that job so it errors and tries to find a new job. Yellow is usually not an issue, red is.
Last edited by lux3y; Feb 1, 2018 @ 11:05am
Kody Feb 1, 2018 @ 11:20am 
its a very long mod list but it does have a hauling mod (combined with other tools) but i disabled the hauling + part
lux3y Feb 1, 2018 @ 11:22am 
If u just get yellow errors ur fine, not sure why u are seeing them in the first place, u run in devmode? U want speed 4? There is a mod for that too, unless u were actively trying to see if mods we're throwing errors no need to run in devmode. Again yellow is generally fine, only when u get red errors u should have a look at what's going on. Just curious :)
Kody Feb 1, 2018 @ 11:25am 
ok if i do see that i'll post back
lux3y Feb 1, 2018 @ 11:31am 
Do you have by any chance Call of Cthulhu running?
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Date Posted: Jan 29, 2018 @ 11:13am
Posts: 36