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In corner of my base was a wall lamp blocked by a fence, it was ruining their work and pathing causing the “bug.”
Everything working okay now!
I haven’t been able to fix this issue. After removing this mod during a save, many of the UI elements disappear, but are still active in-game. Including (most) colonists, toolbar on the bottom, and almost everything has *something* wrong. It is weird.
ty
Thank you
PUAH: ill carry two stacks and ignore other 4144 despite having 20kg of free space in my inventory.
I hoped this mod would fix this problem but no
ASF allows us to set up storage savings for different items in a "single building" that only occupy one cell. However, the haul program may only allow one pawn to occupy that cell at the same time. That may be the reason why the pawn would stop doing anything (the system keeps reloading the mission until the first pawn finishes his/her mission.This bug is usual in a busy storage like food storage in my game. In other storage, it never happens.
Using PUAH with While You're Up will make a pawn do "10 jobs in one tick". In my game, it would make the pawn keep taking and putting items until I recruit him/her.
I don't want to uninstall any of them. I found that if I changed the mod options → pick up and haul → "Minimum free inventory... hauling to inventory" to 0. This will make these bugs appear less frequently. It works for me, hope it helpful to you.
One, when animals are hauling, if they get interrupted by training/sleeping/etc, they never seem to resume the unloading action and then are walking around with a ton of stuff in their inventory. With animals that have a fairly large inventory, like bears or thrumbos (the majority of my animals lmao), they're almost guaranteed to get interrupted before their inventory is considered full enough to start unloading, so I'm constantly having to manually drop things from their inventory.
Second, I'm using a couple of mods that let pawns use tools from their inventory to do jobs. Unfortunately if they happen to unload their inventories, they always unload the tools along with them and then don't have them later.
Invalid count: 0, setting to 1. Job was HaulToInventory (Job_302611) A = Thing_RawRice49015 B = (198, 0, 228) Giver = JobGiver_Work [workGiverDef: HaulToInventory]
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.Toils_Haul:ErrorCheckForCarry (Verse.Pawn,Verse.Thing,bool)
PickUpAndHaul.JobDriver_HaulToInventory/<>c__DisplayClass1_0:<MakeNewToils>b__2 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell ()
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()