RimWorld

RimWorld

lichuspamer Jul 22, 2021 @ 10:14am
Activity: Standing
Hello!

Yesterday everything was fine. Mods worked as intended. Today, after some update, I can see that pawns are "Standing". I can draft them, I can manually order them to do something, but after that they are still going to "Standing" activity. This brake the game :(

Anyone have the same problem? Maybe someone identified the mod that could cause this behaviour?

Best regards!
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Showing 1-12 of 12 comments
ZS Maeklos Jul 22, 2021 @ 10:28am 
If a pawn is Standing, it's because they're trying to get somewhere or do something that's forbidden to them. Do you have any doors that are disallowed, or is there something unreachable, are your pawns assigned to a specific zone and they're trying to do something outside of it?
lichuspamer Jul 22, 2021 @ 11:38am 
Nope, nothing like that. It seems like some kind of update went overnight and it broke my game. I will try to start a new game, see if this is a persisting issue.
Great Leader Jul 24, 2021 @ 12:07pm 
I've had the same issue. For me, pawns are trying to eat from a nutrient paste dispenser, but they just stand there. I have Harmony and all of the Combat Extended mods installed. These pawns have a clear path to the dispenser, it's allowed, and they've explicitly been told to eat only nutrient paste meals. If I draft colonists and force them to move they will, and that sometimes gets them to stop standing and carry on with their tasks. What mods do you have installed, by the way? I don't think it has much to do with mods. I uninstalled all of mine and I can replicate the problem.
ZS Maeklos Jul 24, 2021 @ 12:16pm 
I had noticed that pawns would default to Standing if they all tried to use the same thing at the same time - i.e., in my case, it was undrafting everyone after a battle and they all tried to grab a meal. X number of pawns were able to get a meal, the rest stood around with Standing as their action until the X pawns got their meals, then the rest could go and get theirs.

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.
Great Leader Jul 25, 2021 @ 9:25am 
Originally posted by ZS Maeklos:
I had noticed that pawns would default to Standing if they all tried to use the same thing at the same time - i.e., in my case, it was undrafting everyone after a battle and they all tried to grab a meal. X number of pawns were able to get a meal, the rest stood around with Standing as their action until the X pawns got their meals, then the rest could go and get theirs.

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.
I'll try installing RocketMan on my save and get back to this discussion. Thanks, dude.
forwald Jul 25, 2021 @ 10:36am 
I have almost the same issue. I have a colonist set to condtruction, and he does so for a few days. Then he just stands around, even if there is enough materials. He won't maintain anything or even smooth walls. If I set another colonist to construction, that pawn will just stand around. I have no idea what is wrong or how to fix this. If mye colonists won't construct, it's a very hard game...

If there is any advise, please let me know. Thanks in advance.
Great Leader Jul 25, 2021 @ 2:28pm 
Update: RocketMan does not fix the issue. Game files are verified and nothing was missing. There are no errors in the log. I'm guessing it was a hotfix or small update that had an unexpected issue. All we can do at this point is hope the devs hear our pleas.
ZS Maeklos Jul 25, 2021 @ 2:33pm 
Oof. Yeah, I'm giving Ideology and 1.3 a few weeks for the kinks and bugs to get hammered out. For me, it's the stuttering in the gameplay that makes it annoying due to the unoptimized graphics changes they did...I think.

I'd suggest just rolling back and having fun in 1.2 and see what happens in a week or two, mate.
XaN Jul 25, 2021 @ 3:28pm 
I have about the same problem.
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.
franskamstra Jul 28, 2021 @ 4:32am 
im curious to the fix. as they sometimes even daily upload a patch for rimworld i hope it will be soon.

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.
Last edited by franskamstra; Jul 28, 2021 @ 4:37am
lichuspamer Jul 31, 2021 @ 1:01pm 
So, my problem was with Fluffy Breakdowns (v1.2) mod. In my 3rd game I saw that the problem started when I built my first power generator. Then, when maintenance would go below 40 % or 30 %, then pawns that was supposed to repair it (maintenance), just stood there and done nothing.

[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.
Beau Aug 2, 2021 @ 7:46pm 
Can confirm removing fluffy breakdowns fixed it for me. Thanks @lichuspamer, saved me a lot of time and fiddling
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Date Posted: Jul 22, 2021 @ 10:14am
Posts: 12