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JobDriver threw exception in toil MakeNewToils's initAction for pawn Lev driver=JobDriver_Wait (toilIndex=0) driver.job=(Wait (Job_27435))
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 18932B31]
at AllowTool.PartyHuntHandler.get_WorldSettings () [0x0000b] in <8a098910d6a84b188090b9d6c096e9ee>:0
at AllowTool.PartyHuntHandler.DoBehaviorForPawn (Verse.AI.JobDriver_Wait driver) [0x0001e] in <8a098910d6a84b188090b9d6c096e9ee>:0
at AllowTool.Patches.JobDriverWait_CheckForAutoAttack_Patch.DoPartyHunting (Verse.AI.JobDriver_Wait __instance) [0x00001] in <8a098910d6a84b188090b9d6c096e9ee>:0
at Verse.AI.JobDriver_Wait.CheckForAutoAttack () [0x003a9] in <46372f5dadbf4af8939e608076251180>:0
- POSTFIX UnlimitedHugs.AllowTool: Void AllowTool.Patches.JobDriverWait_CheckForAutoAttack_Patch:DoPartyHunting(JobDriver_Wait __instance)
o7
I do get the old “standing” activity that ppl used to complain about years ago sometimes. But luckily it’s a quick fix with a draft and undraft.
I'm constantly watching my pawns pick up something right next to the stockpile zone/shelf it should go to, walk across my entire base to deposit another item, then walk allll the way back to put the first item away.
also o7
Say for example that a pawn picks up some potatoes, and two rock chunks.
The potatoes go in the freezer and the chunks go in the dumping stockpile.
For some reason though my pawns pretty much always put one chunk in the dumping stockpile, then go to the freezer to store the potatoes, and then proceed to dump the remaining chunk.
The pawn should check for proximity when emptying their inverntory after hauling, so they store the closest items first.