RimWorld

RimWorld

Napalm51 Jan 30, 2019 @ 3:24am
Pawn stuck moving object one tile bug
Hello, hope you guys are well, as the title says I'm now having quite a weird bug, one pawn (always the same one) at some point during my game goes to on of my stockpiles, picks up something (apparently always the same thing) and start moving it and dropping it back and forth by one tile and continues doing so until is drafted or I manually tell him to do something else.... It's quite annoying cause I cannot figure out what trip this, I disabled all the hauling\stockpiles mods, now I have only westerado and CE, plus other mods that doesn't affect hauling or stockpiles..... any idea what could cause this and how to fix it? Thanks a lot!
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Showing 1-9 of 9 comments
StinkyMonkey Jan 30, 2019 @ 3:36am 
I have this issue too, it's only occurred in the last week but is occasional. The pawn goes mad flipping back and forth twixt tiles; red crossing the object or deleting the stockpile on that tile only fixed it which leads me to believe its a stockpile mod, haven't tracked it down yet but i did recently start using Please Haul Perishables which is the only stockpile mod on my current list. However it may be a red herring as you say you have disabled all your hauling/stockpile mods.

If it happens again, pause and grab the error log details and post them.
Napalm51 Jan 30, 2019 @ 7:09am 
I had only "pick up and haul" and "safeinside" active, I disabled both now... will see if the problem continues... How do you see the error log? I'm really noob with the programming stuff ahah
StinkyMonkey Jan 31, 2019 @ 6:30am 
If you go into Dev Mode via the Options menu (need to find the tick for it in there) it will show your game with extra icons at the top, the far right one is a P - click it and it will go green if not already and when an error hits a box will pop up. I think one of the other buttons actually brings up the log without needing to wait for an error, or reloading the map in Dev mode pops it up upon loading. Sorry took so long to reply, didnt subscribe to discussion for someo reason..
Gripen Jun 12, 2019 @ 1:06pm 
I have prettymuch same problem. A lots of mods btw... :D

Adiemus started 10 jobs in 10 ticks. List: (TakeInventory (Job_2935759) A=Thing_RawCorn471885) (Wait_MaintainPosture (Job_2935760)) , (TakeInventory (Job_2935762) A=Thing_RawCorn471885) (Wait_MaintainPosture (Job_2935763)) , (TakeInventory (Job_2935765) A=Thing_RawCorn471885) (Wait_MaintainPosture (Job_2935766)) , (TakeInventory (Job_2935768) A=Thing_RawCorn471885) (Wait_MaintainPosture (Job_2935769)) , (TakeInventory (Job_2935771) A=Thing_RawCorn471885) (Wait_MaintainPosture (Job_2935772)) curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_2935772)) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

any idea ?
Morkonan Jun 12, 2019 @ 2:18pm 
There's a behavior that pawns have which is there, supposedly, to optimize stacks in stockpiles. (I think it's relatively new.) Pawns will go to a stockpile, select a "partial stack" and then move items in that stack to others in some attempt to get "Full Stacks" of that item to minimize storage space. It's a handy little behavior, but it doesn't always work right.

What I would do, first, before anything else is delete the stockpile zone for that one square where the stack is located and let the pawns move all that stuff to other stacks of that item. Keep an eye on them while they do it. AFAIK, for stackable items, they're not really... individual items. So, what that "should" to is clear any buggy crap there is going on with that old stack. IF you see the behavior continue with the location at the new stacking point, delete that one square zone and let them move that stack. That should clear anything weird there. "Should" as in I don't know wtf I'm talking about, just trying to be helpful. :)

I have seen pawns do the restacking behavior when it wasn't really needed and I'm not quite sure why that happens or how the game keeps other pawns from undoing the work while it's in progress... You could try unassigning all pawns to hauling jobs (or whatever is involved in that behavior you're experiencing) and then let things run for a bit before reassigning them. That could clear issues up with individual pawns, but won't tell you why the problem occurred to begin with.

Note: Check your log file to see if any recurring errors are being reported associated with a mod or conflicts. Given the number of mods and the variety of things they can do, it's difficult to diagnose issues with just a "list" unless it's known that a specific mod causes this problem.
Last edited by Morkonan; Jun 12, 2019 @ 2:20pm
Astasia Jun 12, 2019 @ 2:57pm 
Originally posted by Gripen:
TakeInventory (Job_2935759) A=Thing_RawCorn471885)

Take inventory I'm fairly sure means they are trying to put the corn into their inventory rather than trying to carry it, which means the colonist is probably trying to do an animal handling job and something is breaking the task instantly causing them to drop it. Why it's breaking is not something I can tell from that error, it could be a pathing issue to the animal being targeted, an issue with a modded animal in general, or maybe it could be a mod related to inventory that forces them to drop it.
ꌗꉣ꒒ꂦ꓄ Jun 12, 2019 @ 7:02pm 
Pick Up And Haul did this a lot when I tried using it along with KV's various storage mods. Namely, trying to take stuff from textiles storage to a tailor bench. But there's also several other mods that could have been responsible, and I gave up trying to figure out which it was and simply stopped using the storage.
Gripen Jun 13, 2019 @ 6:53am 
Finaly found that sneaky fu*ker ! :steamhappy: Problem was causing "Fishing pier" from mod "Fish Industry" - there was option (on the pier itselft) to use grain as bait. And because my vanila grain is probably modified by mod "Vegetable garden" or some else ... it caused this issue. So for anyone having same problem - just disable this option ;)
Knightly Gamez Jun 4, 2020 @ 3:07pm 
Originally posted by Gripen:
Finaly found that sneaky fu*ker ! :steamhappy: Problem was causing "Fishing pier" from mod "Fish Industry" - there was option (on the pier itselft) to use grain as bait. And because my vanila grain is probably modified by mod "Vegetable garden" or some else ... it caused this issue. So for anyone having same problem - just disable this option ;)
you are a ♥♥♥♥♥♥♥ life saver! i have been trying to find what is causing them to pick up and drop corn, and i found your comment, disabled the pier and BOOM they got back to ♥♥♥♥♥♥♥ work, you are a saint among men good sir.
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Date Posted: Jan 30, 2019 @ 3:24am
Posts: 9