RimWorld

RimWorld

Dosboy Jan 3, 2019 @ 4:16pm
Colonists refuse to mine
I have a problem where colonists refuse to mine. I can set their mining priority to 1 and remove everything else and they "wander" unless I manually tell them to mine. Then, they mine one tile and go do something else (recreation) or wander again. They did mine before, but now there are issues.

One guy I "banished" for this and he just wandered around in sub-zero weather, so I felt bad and let him be a prisoner for the winter. :)

Their zones are "unrestricted" as well. I'd post a screenshot, but I don't know how. Sorry.

Any ideas?

I'd post my mods but don't know how to find a list of them. I am sure it is a mod, but how do you find which one???

< >
Showing 1-15 of 16 comments
Astasia Jan 3, 2019 @ 4:23pm 
You can try turning on dev mode, telling the colonist to mine, and then when they stop and go idle check the log for any errors. There should be one there, but I don't know how helpful it will be.
Dosboy Jan 3, 2019 @ 10:09pm 
Originally posted by Astasia:
You can try turning on dev mode, telling the colonist to mine, and then when they stop and go idle check the log for any errors. There should be one there, but I don't know how helpful it will be.

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()
Dosboy Jan 3, 2019 @ 11:02pm 
Update... they wil mine unless it's compacted machinery or steel...

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?
Dosboy Jan 4, 2019 @ 7:50am 
More errors today.

(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?
Security Cam #7 Jan 4, 2019 @ 7:59am 
Originally posted by duanethebathtub:
Originally posted by Astasia:
You can try turning on dev mode, telling the colonist to mine, and then when they stop and go idle check the log for any errors. There should be one there, but I don't know how helpful it will be.

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()


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.
Astasia Jan 4, 2019 @ 8:18am 
Did you add/remove a mod or have one update between when it was working correctly and when you started getting the error? It looks like a work type became corrupt/null at some point and it's messing with the worktab. Like my guess is your colonists have a worktype saved to them that no longer exists, because a mod adding that work type was removed or was updated to remove that work type.

If you start a new game do colonists mine correctly?
Last edited by Astasia; Jan 4, 2019 @ 8:19am
Dosboy Jan 4, 2019 @ 8:23am 
Originally posted by Astasia:
Did you add/remove a mod or have one update between when it was working correctly and when you started getting the error? It looks like a work type became corrupt/null at some point and it's messing with the worktab. Like my guess is your colonists have a worktype saved to them that no longer exists, because a mod adding that work type was removed or was updated to remove that work type.

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.
Astasia Jan 4, 2019 @ 8:52am 
The invalid data might be saved only to the pawns that aren't working. What you can try is to copy the priorities of one of the colonists that is able to mine just fine and paste it onto one of the broken colonists (on the side of the work tab there's an icon for copying that colonists entire priority settings, and then a new icon appears that allows you to paste that to another colonist). That might remove any hidden null priorities that you can't otherwise see/disable on the work tab. Then you can manually edit the priorities again to have the colonists do what you want them to do.
Dosboy Jan 4, 2019 @ 8:56am 
These 3 errors appear constantly after clearing the pop up logfile.

(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.
Dosboy Jan 4, 2019 @ 9:13am 
I think I found part of the problem at least with the meat issue. ME! :) I had all the doors locked where I had an infinite storage unit (cooler). LOL! What a silly one. I used the coordinates and the planning tool to find that. I am still working on the mining issue. I did try copying and pasting the work priorities. Thanks Astasia for that suggestion and for others who gave suggestions.
Dosboy Mar 31, 2019 @ 3:24pm 
This may also be related to a bug between Fluffy's work tab and Prepare carefully.
BattleGrown Jan 25, 2020 @ 3:51pm 
Same thing is happening to me now. One of the colonists refuse to mine just as you described, only that colonist, only compacted steel or components. I'll get to the bottom of this.

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
Last edited by BattleGrown; Jan 25, 2020 @ 3:59pm
BattleGrown Jan 25, 2020 @ 4:36pm 
5
3
2
3
Found it. Mining Priority mod. Uncheck "Restrict mining with yield to best miners" from mod options.
PiElRoJa Apr 2, 2020 @ 9:00am 
Originally posted by BattleGrown:
Found it. Mining Priority mod. Uncheck "Restrict mining with yield to best miners" from mod options.

DUDEEEEEEEEEEEE ty so efing much, i was getting crazy this solve my issue
Comton Aug 22, 2020 @ 6:52am 
Guys I know that this thread is old but I encounter the exactly same problem with Mining Priority and I thanks you for the answer.
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.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Jan 3, 2019 @ 4:16pm
Posts: 16