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I think there's a set number of pawns that can access an item (or stack of items) at one time, and if they all try to use the same thing at the same time, they get stuck Standing. Could be RocketMan fixed my issue and kept them from standing indefinitely.
If there is any advise, please let me know. Thanks in advance.
I'd suggest just rolling back and having fun in 1.2 and see what happens in a week or two, mate.
My pawns do not want to go build, instead they just do other things. I have to manually order them to start building.
And the strangest thing is that it depends on where exactly I plan to build. If I plan to build a bed, then in one place the pawn will automatically start building, in another place it will simply be ignored.
Logs always give the same error.
Exception ticking Ind_NuclearPowerPlant514515 (at (152, 0, 167)):System.MissingMethodException: void RimWorld.MoteMaker.ThrowSmoke(UnityEngine.Vector3,Verse.Map,single)
at Verse.TickList.Tick () [0x0015c] in <d89f3c80243544d4a2243b44d67a34bc>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
I was trying to build a nuclear reactor.
sometimes it helps by deleting mods you dont use at that moment. and sometimes saving your game and reloading it fixxes it for some time. but not always. but it is game breaking indeed
i just found it to be a problem with a fencede in zone. as the pawns are always going over my fences and chunk borders i would think its not a problem for a fully fenced zonde (no gates). but as soon a i tear a part down for a fence gate it all started working again.
[FSF] Complex Jobs mod did not shown "Maintenance" as a job, so I figure that something went wrong and the job was not added successfully to the game, causing the need to do the job but without the tools to actually do it.
After removing Fluffy Breakdowns mod everything works as intended. I will try it later with the unofficial patch to see if the problem still exist.