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If it happens again, pause and grab the error log details and post them.
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 ?
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.
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.