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Open up Common Sense's mod options and UNCHECK "Pawns are encouraged to pick up all ingredients....". You can leave everything else alone, including PUAH. Unchecking that one box will fix everything in both mods
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Tried to register the same list of load IDs twice. pathRelToParent=/ThingsHauledToInventory, parent=AFerian1108
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.LoadIDsWantedBank:RegisterLoadIDListReadFromXml (System.Collections.Generic.List`1<string>,string,Verse.IExposable)
Verse.LoadIDsWantedBank:RegisterLoadIDListReadFromXml (System.Collections.Generic.List`1<string>,string)
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.List`1<Verse.Thing>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.HashSet`1<Verse.Thing>&,bool,string,Verse.LookMode)
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.HashSet`1<Verse.Thing>&,string,Verse.LookMode)
PickUpAndHaul.CompHauledToInventory:PostExposeData ()
(wrapper dynamic-method) Verse.ThingWithComps:Verse.ThingWithComps.ExposeData_Patch2 (Verse.ThingWithComps)
Verse.Pawn:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<Verse.Thing> (System.Xml.XmlNode,object[])
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.List`1<Verse.Thing>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.List`1<Verse.Thing>&,string,Verse.LookMode,object[])
(wrapper dynamic-method) Verse.Map:Verse.Map.ExposeData_Patch1 (Verse.Map)
Verse.ScribeExtractor:SaveableFromNode<Verse.Map> (System.Xml.XmlNode,object[])
Verse.Scribe_Collections:Look<Verse.Map> (System.Collections.Generic.List`1<Verse.Map>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Map> (System.Collections.Generic.List`1<Verse.Map>&,string,Verse.LookMode,object[])
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Could not get load IDs list. We're asking for something which was never added during LoadingVars. pathRelToParent=/ThingsHauledToInventory, parent=Copper
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.LoadIDsWantedBank:TakeList (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRefList<Verse.Thing> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRefList<Verse.Thing> (string)
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.List`1<Verse.Thing>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.HashSet`1<Verse.Thing>&,bool,string,Verse.LookMode)
Verse.Scribe_Collections:Look<Verse.Thing> (System.Collections.Generic.HashSet`1<Verse.Thing>&,string,Verse.LookMode)
PickUpAndHaul.CompHauledToInventory:PostExposeData ()
(wrapper dynamic-method) Verse.ThingWithComps:Verse.ThingWithComps.ExposeData_Patch2 (Verse.ThingWithComps)
Verse.Pawn:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
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What causes this?
https://gist.github.com/85a0ffe84791ac4840c376ce5545ee29
Not sure if it broke midgame or was like that from the beginning, but I think it's since mid-game.
It's for specific shelfs too - if I create new one in dev mode, it hauls properly.
It seems that it works properly when shelf is empty, but if shelf has some items then pawn will only haul enough to fill that one place on shelf.
The only mods that I suspect could conflict are Common Sense, Dubs Performance Analyser and Kanban stockpile, but it's still broken if I disable those mods.
Let me know how can I help with debugging that.
Edit #1:
To recreate the issue, I'm opening DevTest, building a couple of shelfs and spawn lots of corn. Observe, delete and recreate shelfs until the issue is visible.
At first corn is hauled properly, but as soon as some shelfs are half filled, pawns will only haul small quantities.
Also, this showed up:
Invalid count: 0, setting to 1. Job was HaulToInventory (Job_1363) A=Thing_RawCorn20225 B=(110, 0, 146)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.Toils_Haul:ErrorCheckForCarry (Verse.Pawn,Verse.Thing)
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 ()
(wrapper dynamic-method) Verse.AI.Pawn_PathFollower:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1 (Verse.AI.Pawn_PathFollower)
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Edit #2
See the screenshot. I've disabled all mods except Pickup and Haul
https://imgur.com/a/0ZYz9Ep
Also, I noticed that my pawn cannot haul to the second tile of a shelf (vanilla double shelf).
They haul item to lower priority storage first and then place one stack into one tile (the one already has item stored) of the shelf, creating a tile of multiple items, but ingored the other tile completely.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
this is the error msg i got when my pawn trying to take food to their inventory.
Jenny threw exception in WorkGiver PlayWithBaby: System.NotImplementedException: No offsets defined for bed of size .
sorry i cant post all the logs theirs more that 1800characters long on so yealet me know if u want me to put on github
But then, when they are interrupted from their haul, they don't unload. That's bad. Although "Pick Up And Haul" is worth the annoyance, it would be a relief for everyone if it was fixed. Vanilla behavior is, if a haul is interrupted, just drop it right there.
Also, while vanilla don't do any better, when on a haul and receiving a prioritized job requiring materials while hauling, it would be nice to check what the pawn is holding to see if it's not the needed material and if there is enough for the job instead of dropping it off and fetching some more, or worse in the current version, fetching more while keeping it in the inventory.
I put these and another you might like to fix in the mod 😉 into clearer pictures with a save.
https://mega.nz/file/rgdX1CDD#-dSsaDxcVfn7yXzor2TWnQLANL07Q8I96Z61n4PydeY
While I can't tell you what is causing this, it seems pretty clear that there is some kind of conflict between Pick Up And Haul and the Ferian Race mod. I saw something similar in my own save game after a Ferian joined my colony.
I don't know which of the two mods is at fault here, but I suggest that you ask on the Ferian Race's workshop page if you don't get an answer here.
You could make a testing save file without any loaded mods at all beyond this one, the Ferian Race, and their dependencies. If the error still persists in such a bare-bones environment, then the issue is certainly somewhere between the two.
And be ready to provide a *full* HugsLib log if the mod author asks for it; the stack trace doesn't really give them the full picture of the "environment" in which you are playing. They may need to know things like what other mods are running, their versions, and so on. Only the full HugsLib log can provide that information.
Sometimes issues can be caused by an out of date mod or one that wasn't properly updated by Steam. Steam's update method doesn't always remove all the files of a mod before installing that mod's update. Unsubscribing from mods and then re-subbing can get help as a prophylactic measure against some errors caused by how Steam installs mod updates.
I'm hoping its not a load order issue. And if it isn't a PUAH bug, then I'll have to talk to the guy that wrote the Ferian Race mod.
Hugs Log: https://gist.github.com/HugsLibRecordKeeper/b1aa20348b2c8a7cd0e3a7f6aa8941a2
Exception in Verse.AI.ThinkNode_Tagger TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Thing.get_Smeltable ()
at RimWorld.SpecialThingFilterWorker_Smeltable.Matches (Verse.Thing t)
at Verse.ThingFilter.Allows (Verse.Thing t)
at RimWorld.StorageSettings.AllowedToAccept (Verse.Thing t)
at RimWorld.Building_Storage.Accepts (Verse.Thing t)
at RimWorld.StoreUtility.IsInValidBestStorage (Verse.Thing t)
at PickUpAndHaul.WorkGiver_HaulToInventory.GoodThingToHaul (Verse.Thing t, Verse.Pawn pawn)
at PickUpAndHaul.WorkGiver_HaulToInventory+<>c__DisplayClass12_0. <JobOnThing>g__Validator|0 (Verse.Thing t)
at PickUpAndHaul.WorkGiver_HaulToInventory.GetClosestAndRemove (Verse.IntVec3 center, Verse.Map map, System.Collections.Generic.List`1[T] searchSet, Verse.AI.PathEndMode peMode, Verse.TraverseParms traverseParams, System.Single maxDistance, System.Predicate`1[T] validator)
at (wrapper dynamic-method) PickUpAndHaul.WorkGiver_HaulToInventory.PickUpAndHaul.WorkGiver_HaulToInventory.JobOnThing_Patch5(PickUpAndHaul.WorkGiver_HaulToInventory,Verse.Pawn,Verse.Thing,bool)
at PickUpAndHaul.HarmonyPatches.HaulToStorageJobByRace (Verse.Pawn p, Verse.Thing t)
at (wrapper dynamic-method) RimWorld.JobGiver_Haul.RimWorld.JobGiver_Haul.TryGiveJob_Patch0(RimWorld.JobGiver_Haul,Verse.Pawn)
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams)
at (wrapper dynamic-method) Verse.AI.ThinkNode_Priority.Verse.AI.ThinkNode_Priority.TryIssueJobPackage_Patch0(Verse.AI.ThinkNode_Priority,Verse.Pawn,Verse.AI.JobIssueParams)
Sorry I can't share the full log file as it's taking forever to do so in game. Yeah, I have a lot of mods installed.
PickUpAndHaul.WorkGiver_HaulToInventory.PickUpAndHaul.WorkGiver_HaulToInventory.JobOnThing_Patch5 was patched by:
RimWorld.JobGiver_Haul.RimWorld.JobGiver_Haul.TryGiveJob_Patch0 was patched by:
Verse.AI.ThinkNode_Priority.Verse.AI.ThinkNode_Priority.TryIssueJobPackage_Patch0 was patched by: