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-Edit- this is the log i got when i boot up the home page {LINK REMOVED}https://git.io/fhgtu
this is the log i got when i loaded the save and ran it for a few minutes with the pawn bugged out {LINK REMOVED}https://git.io/fhgtS
This is odd, the problem is slightly diferent this time. the pawn spat errors repeatidly, but only while drafted. Also prioritizing work dosnt work at all. After a minut or so of trying frutlessly to pick up meat and vegitibles to cook some food, she gave up and went off to bed. I asked her to try and haul the pile of leather like last time. with the game paused i odered her to haul it and her activity listed her as hauling it and she showed that she was pathing twards it. But the instent i unpaused she switched back to resting. It wasnt even her sleep time! I tryed this three or four times with muliple taskes but all with the same result.
EDIT EDIT
Well... huh... I let it run some more and it just... stoped being bugged. i redid her restrictions so she would work 24:7. She got out of bed and tryed to haul the leather. Cue the pick up drop bug again. After a few ingame hours of that she just stood there flickering back and forth between two stacks of leather swapping between wich one she wanted to haul so quickly she didnt have time to pick either of them up. then out of the blue, she picks one stack up into her inventory, hauls it, and goes back to cooking just fine. I drafted her and she didnt spit errors and proritizing works just fine aswell. Nothing seems wrong at all any more. Come to think of it I've had simular things happen before with a pawn getting in a loop and then snapping out of it. It just never happend with Pick up and Haul enabled before so I'd never seen the dribbling thing. Hmm... So this probebly has nothing to do with your mod then... Drat I have no idea as to the culprit if so. On the other hand im glad this mod isnt the problem. I like it alot, and would be sad if it had a conflict or something.
Well i guess i'll keep playing, and see how long it is untill it breaks again.
Next time it happens:
- Enable dev mode
- Debug actions menu (one of the star shaped dev-mode icons)
- Toggle job logging
- Click the pawn
- Let her run for a sec, then upload the log.
That might provide me with enough information to diagnose the problem, but jobs are notoriously hard to debug. No guarantees.
This is a long running colony that has around 10k+ in just raw meat. This issue has only recently cropped up and all of a sudden my colonists are putting several thousand units of food in their inventories.
Debug Log:
git(dot)io/fjmNc (Yay it refuses to let me post the link as is)
Thanks for letting me know. Once the Interface is ready, I'll talk to KiameV.
Stock up settings aren't a part of Pick Up and Haul, so I know nothing about that.
ES has a few containers which have a max capacity of partial stacks, like 3 and a half stacks. Pawns try to balance stacks, but can't because they're inheritly unbalanced while in Extended Storage.
Not a bug in Pick Up and Haul, it's an old bug in Extended Storage.
Here is the debug log if you can help decipher what the issue could be (i have a lot of mods and probably a bad load order but it worked before):
https://gist.github.com/3b133e57b467cae72aada84e26f2dd16
edit: restarting the game and reloading the save, seems to have "fixed" the issue. though this may still want to be looked into if it's relevant.
Removing Common Sense's tweak doesn't stop this behavior, but it makes it less common. As best I can figure (and some of this is likely wrong but I'm sharing it so that people who know more might be able to figure it out more exactly) is that there's a function in the core game that encourages pawns, when idle, to pick up a food item to eat later, if they don't already have one. Apparently, they'll pick up any edible food whatsoever, but only consider cooked meals as proper food for this test; thus, if they're only carrying raw food they'll try to stuff new food into their inventory. (The jobgiver is called PackFood, for the technically interested.) This "thought" normally has a food threshold of 0.6, and so it's relatively difficult to trigger. Common Sense lowers it to 0.3, which makes it happen more often. Setting it back to 0.6 made this happen less, but not stop.
I don't think this is actually due to Common Sense itself, but is instead an interaction between PU&H, the core PackFood jobgiver, and maybe also WM Smarter Food Selection (which alters how pawns select food and might possibly cause PackFood to behave differently). I figured this out when I noticed that when a pawn is stuffing food into their inventories, the debug console is complaining about that pawn spawning too many jobs in a single second. Half of them were TakeInventory jobs that had been given by the PackFood jobgiver.
I don't know if this happens because PU&H allows TakeInventory to succeed even though the pawn is already carrying a food item (I seem to recall that in vanilla the pawn would drop the prior item when it picked up the new one), if something in the mad mess of mods I use is interfering with PackFood's routine to count the amount of food a pawn is already carrying, or if some other mad thing entirely is to blame.
The behavior goes away the instant I get enough prepared meals on map for everyone to carry exactly one, so I'm certain it has something to do with PackFood. But I can't say whether it's PU&H, Smarter Food Selection, or Rimworld core that is ultimately "to blame" here. Nor do I have any clue on how to "fix" it, other than to have your cooks prepare more meals.
*update* On further experimentation, it appears that I can stop this behavior by turning off WM Smarter Food Selection's option to handle colonist meals; thus, this behavior is apparently WM Smarter Food's fault.