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thanks for the reply and the tip. I tried it and nothing seems to appear.
I do get this error (1st line is red) when loading the game:
Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. label=Priorities
Verse.Log:Error(String, Boolean)
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I do get this error. I see simple side arms in there... but don't know what the rest means..
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean
Was running simple side arms in past game with no issues, but then added a few mods. Thoughts?
(In red) Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. label=Priorities
(skipped some non red or yellow lines)
(yellow) Could not resolve reference to object with loadID Thing_Human613145 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PawnPriorityTracker curPathRelToParent=
(red) Found non-bill-giver tagged as PotentialBillGiver
(skipped some non-red/yellow lines)
(red) Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn pawn, Verse.Thing toSwapTo, Boolean intentionalEquip, Boolean fromInventory, Boolean
(yellow) Object with load ID Thing_Human644279 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
(yellow) Object with load ID Thing_Human645110 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
(yellow) Object with load ID Thing_Human644279 is referenced (xml node name: Pawn) but is not deep-saved. This will cause errors during loading.
(yellow) Object with load ID Thing_Human645110 is referenced (xml node name: Pawn) but is not deep-saved. This will cause errors during loading.
(red) Spawning destroyed thing Meat_Pig645623 at (148, 0, 126). Correcting.
(red) Couldn't add thing Meat_Pig645623 to spawned things.
(red) Spawned thing with 0 stackCount: Meat_Pig645623
(yellow) Failed to spawn item pork
(red) RimWorld.WorkGiver_DoBill provided target Thing_ElectricStove134922 but yielded no actual job for pawn MMoses. The CanGiveJob and JobOnX methods may not be synchronized.
Seems to not like pork or cooking it... Is the game on a kosher diet?
This line
"Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. "
It seems there is something about tracking priorities.
I don't know if this is the cause though. Just seems suspicious.
If you start a new game do colonists mine correctly?
Thanks for your reply. I had a game with around 4-5 less mods (that ran fine) and added the 4-5 mods before starting the new game I am playing now. It would seem as simple as one of those, and i guess I could try removing them, but was hoping to find which one. I didn't make any changes to the mods since starting this new game (which I am about 20 hours into). The wierd thing is the "refusing to mine certain metals" only inpacts certain pawns. Some mine with no issues.
(red) Spawning destroyed thing Meat_Pig645806 at (148, 0, 126). Correcting.
(red) Couldn't add thing Meat_Pig645806 to spawned things.
(red) Spawned thing with 0 stackCount: Meat_Pig645806
(yellow) Failed to spawn item pork
Clear log and repeat 30 or so seconds later.
How do I use the coordinates to find the cell (148, 0, 126) ?
I don't understand why there are 3 of them on a two dimensional map.
Thanks.
In the log I find this suspicious error:
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=TakeInventory (Job_10364755) A=Thing_RawCorn1005718
DUDEEEEEEEEEEEE ty so efing much, i was getting crazy this solve my issue
Beyond that I want to say that you can check the option just below "Restrict mining with yield to best miners". So with that if your prime miner is already busy, the second next better miner take the job when he check his job tab.