Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If on the work tab, a colonist has training at a low priority, it tries to swap between more important tasks and training really fast, leading to no actual gain of skill. it barely counteracts the natural loss of skill, and thus makes it seem like the skill is decreasing with each ues.
Increasing the priority of training seemed to fix it!
Pawns with a high skill seem to lose the skill, with an error report
"Pawn Name" started 10 jobs in 10 ticks. List: (UseShootingRange_NonJoy_Work (Job_2559077) A = Thing_ShootingRangeTarget1137587 B = (157, 0, 78)) , (UseShootingRange_NonJoy_Work (Job_2559080) A = Thing_ShootingRangeTarget1137587 B = (157, 0, 78)) ,
Recently I had an accidental massacre. Caused by a colonist using the Gauss Rifle from Vanilla Weapons Expanded - Coilguns. The projectiles go through objects and people and in doing so can hit multiple targets. Really usefull for crowd control with tribal attacks, causes some tragedies when there're guests standing behind a training dummy.
I currently am currently manually equipping weapons like this before and manually drop them manually after each fight.
Ok, after some testing I see the conflict is when the pawn can't lose skill (either with a mod like MadSkill or with a Perfect Memory trait). Somehow instead of "not gaining" it goes magically in negative gain when they should gain nothing.
Another thing to look into is this: XXXX started 10 jobs in 10 ticks. List: "UseShootingRange_NonJoy_Wor"...etc. This non-stop triggering happens when a pawn receives a trigger to stop training because of something else, but it can't do that thing.
One simple example is when a pawn reaches the threshold this mod has to send them to have some food, but there is no food in the colony. The pawn tries to stop and eat some food, no food is found, it loops trying.
A simple delay in the checks (if it fails, wait 10 seconds before trying again) would probably stop the error. Hope this help!