RimWorld

RimWorld

Prison Labor
thetim Jul 10, 2020 @ 11:31am
Prisoners still don't construct
Hey there,
I've updated like descriped. I've used the "Remove Mod from Savegame option", loaded that savegame without Prison Labor, reactivated the Mod, loaded the Savegame, Saved it with the actiavted Mod and reloaded it again.

After reassaign them to work they still don't construct and show the same behaviour as before (They seem to start a Job for a Millisecond then they just stand around waiting).

Interestingly they all constructed like hell when the game started. The only thing I can imagine is, that I need new prisoners and they will start constructing then... but I don't wanna waste so much time with a maybe broken savegame due to mod loading / unloading...
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Showing 1-11 of 11 comments
Hazzer  [developer] Jul 11, 2020 @ 2:08am 
Do you have the latest mod version (1.1.10)? Does prisoners can reach construct zone?
thetim Jul 11, 2020 @ 4:03am 
They did constructed in my game until a certain point after ~40 hours. They constructed my 3-pawn-base in no time. Then they just stopped working for no reconstructable reason.

All other tasks (like farming in every room) works just fine. All doors in my base are still opened, only the outer wall is closed. I also cancelled all construction jobs on the whole map with the command-tools and by hand to be sure there is no construction they can't reach.

But I have a lot of mods, so it's probably my fault. I will post a list here. It's a little bit sad, because with that function my game would be perfect.

By the way I really, really appreciate your work to continue this mod in your spare free time. Thank you very much!
thetim Jul 11, 2020 @ 4:05am 
ModsConfig.xml:

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<version>1.1.2654 rev674</version>
<activeMods>
brrainz.harmony
ludeon.rimworld
ludeon.rimworld.royalty
erdelf.humanoidalienraces
unlimitedhugs.hugslib
jecrell.jecstools
dylan.csl
uuugggg.replacestuff
ykara.epoe
historic.industrialrollers
k.psitech
mlie.rimbank
kongmd.qee
kikohi.cybernetic
biomesteam.biomescore
rimfridge.kv.rw
rf.autodrill
spdskatr.projectrimfactory
ogliss.thewhitecrayon.quarry
jm.bettertraders
squirtingelephant.planetarydrill
xeros08.xeniteindustries.core
xeros08.xeniteindustries.mechdistrict
malkav73.neurotrainer
crlsniper.realisticrooms
jaxxa.ed.embrasures
vanillaexpanded.vfecore
wofl.morefurnitureupdated
murmur.walllight
stormknight.outdoorlighting
fluffy.backuppower
ratys.rtsolarflareshield
bishop.smokeleafindustryreborn
dubwise.rimefeller
dubwise.rimatomics
fluffy.pharmacist
hatti.qualitysurgeon
xeonovadan.visiblepants
haplo.miscellaneous.training
ratys.madskills
mehni.pickupandhaul
uuugggg.sharetheload
uuugggg.stockpileranking
smashphil.neceros.srtsexpanded
avius.locks
hoodie.whileyoureup
avius.prisonlabor
haplo.miscellaneous.robots
alaestor.miscrobots.plusplus
slaves.rules
vanillaexpanded.vfesecurity
arandomkiwi.powerpp
earthyturtle.letstrade
tradingspot.kv.rw
syrchalis.setupcamp
loconeko.roadsoftherim
frozensnowfox.filthvanisheswithrainandtime
pinochemicali.moretradeships
hatti.deadmansclothing
edb.preparecarefully
agentblac.longrangetransportpods
taveron.increasedstack
jaxe.bubbles
unlimitedhugs.defensivepositions
notfood.researchpal
fluffy.worktab
mehni.numbers
unlimitedhugs.allowtool
falconne.heatmap
com.github.alandariva.moreplanning
bob.draggablecornerss
crashm.colorcodedmoodbar.11
fluffy.medicaltab
dubwise.dubsperformanceanalyzer
gguake.ui.simplesearchbar
notfood.frameratecontrol
dingo.deeporeidentifier
rupal.rimpymodmanagerdatabase
falconne.bwm
sarg.smartspeed
vanya.polarisbloc.corelab
atlas.androidtiers
plymouth.projectarmoury.mod
</activeMods>
<knownExpansions>
ludeon.rimworld.royalty
</knownExpansions>
</ModsConfigData>
thetim Jul 11, 2020 @ 4:09am 
Oh and yes, I think I have the latest version. Isn't it downloading automatically? I followed your instructions on how to replace the older version with the newer one
Hazzer  [developer] Jul 11, 2020 @ 9:42am 
If you didnt choose to use specific branch or use local version of mod it all should be up to day.

Can you enter in development mode and check what job prisoners trying to do? Maybe there is still a issue with repairing or something. Need to find cause and in mean time i will try to reproduce issue.

Jobs You can toggle job logging by using Actions Menu -> Tools - Pawns -> Toggle job logging. Note that this doesn't log all JobGivers, only if they return a job. Some Jobgivers may still do something without returning a job. Looking at you, JobGiver_DropUnusedInventory, Ruiner of Sleep and Waster of Hours. Also useful: View settings -> Draw Pawn Debug (for seeing destinations/reservations).
Last edited by Hazzer; Jul 11, 2020 @ 9:43am
thetim Jul 11, 2020 @ 9:50pm 
Awesome, found the reason - they tried to deconstruct a roof (probably outside my base). After removing Roof Area from the whole map, they started to constructing again.

Thanks dude, you rock!
Hazzer  [developer] Jul 12, 2020 @ 3:47am 
Ah, roof construction is not patched and its may be a reason. Anyway thanks for raporting :) Glad to help.
thetim Jul 14, 2020 @ 7:35am 
Hey, me there again. Seems like the prisoners stop working when you implant them a Circadian Half-Cycler. With this implant the pawn needs no sleep anymore. Maybe a conflict with any check for the prisoners rest status?

Also the implant lowers consciousness to a permanent -15 %. Do they stop working if consciousness falls below a certain percentage?

Too bad, it's awesome making the prisoners work 24/7 and assign an android powered by local wireless power network (Power++ Mod) 24/7 to guard them... :D
Last edited by thetim; Jul 14, 2020 @ 7:45am
Hazzer  [developer] Jul 14, 2020 @ 8:35am 
Not checked that scenario yet tbh. Maybe some tweeks will be needed.
Hazzer  [developer] Jul 14, 2020 @ 10:10am 
However try to set full work time for prisoner. Prisoners are forced to work only during work hours set in assigments.
Shigionoth Feb 4, 2021 @ 7:00pm 
I'm having the same problem as thetim but I'm not sure I'm tracking on how to fix it. if I set my prisoner's only priority to construction, she just starts wandering. I've included this bit from the debug log if it's helpful. You can see at the start she has a job cutting stone bricks. Then, I remove all her work priorities except construction and she goes to wandering. help if you can! Wonderful mod otherwise thank you for making and maintaining it.


7031861 Rubber: TryFindAndStartJob
7031861 Rubber: StartJob [DoBill (Job_2290231) A=Thing_TableStonecutter93718] lastJobEndCondition=None, jobGiver=PrisonLabor.Core.AI.JobGivers.JobGiver_Labor, cancelBusyStances=False
7032198 Rubber: EndJob [DoBill (Job_2290231) A=Thing_TableStonecutter93718 B=Thing_ChunkSlate687815] condition=InterruptForced
7032198 Rubber: EndCurrentJob DoBill (Job_2290231) A=Thing_TableStonecutter93718 B=Thing_ChunkSlate687815 condition=InterruptForced curToil=3
7032198 Rubber: CleanupCurrentJob DoBill condition InterruptForced
7032198 Rubber: TryFindAndStartJob
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Job.ToString () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at System.String.Concat (System.Object[] args) [0x00021] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.AI.Pawn_JobTracker.EndCurrentOrQueuedJob (Verse.AI.Job job, Verse.AI.JobCondition condition, System.Boolean canReturnToPool) [0x00008] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.AI.Pawn_JobTracker.Notify_WorkTypeDisabled (Verse.WorkTypeDef wType) [0x000d4] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.Pawn_WorkSettings.SetPriority (Verse.WorkTypeDef w, System.Int32 priority) [0x00081] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00006] in <d72310b4d8f64d25aee502792b58549f>:0
at PrisonLabor.Core.LaborWorkSettings.WorkSettings.InitWorkSettings (Verse.Pawn pawn) [0x0003e] in <7f01f69f1ca84410921348a1d376f797>:0
at PrisonLabor.Core.AI.JobGivers.JobGiver_Labor.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x000f5] in <7f01f69f1ca84410921348a1d376f797>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <d72310b4d8f64d25aee502792b58549f>:0

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

7032198 Rubber: StartJob [Wait_Wander (Job_2290423)] lastJobEndCondition=None, jobGiver=Verse.AI.JobGiver_WanderCurrentRoom, cancelBusyStances=False
Exception filling window for PrisonLabor.Tweaks.MainTabWindow_Work_Tweak: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.AI.Pawn_JobTracker.Notify_WorkTypeDisabled (Verse.WorkTypeDef wType) [0x000de] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.Pawn_WorkSettings.SetPriority (Verse.WorkTypeDef w, System.Int32 priority) [0x00081] in <d72310b4d8f64d25aee502792b58549f>:0
at (wrapper dynamic-method) RimWorld.WidgetsWork.RimWorld.WidgetsWork.DrawWorkBoxFor_Patch0(single,single,Verse.Pawn,Verse.WorkTypeDef,bool)
at RimWorld.PawnColumnWorker_WorkPriority.DoCell (UnityEngine.Rect rect, Verse.Pawn pawn, RimWorld.PawnTable table) [0x0008e] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.PawnTable.PawnTableOnGUI (UnityEngine.Vector2 position) [0x002c7] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.MainTabWindow_PawnTable.DoWindowContents (UnityEngine.Rect rect) [0x00027] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.MainTabWindow_Work.DoWindowContents (UnityEngine.Rect rect) [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at BetterPawnControl.MainTabWindow_Work_Policies.DoWindowContents (UnityEngine.Rect fillRect) [0x0002d] in <469bd1e4686d48a0934e933965a4d607>:0
at PrisonLabor.Tweaks.MainTabWindow_Dual.DoWindowContents (UnityEngine.Rect rect) [0x000d9] in <7f01f69f1ca84410921348a1d376f797>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x00165] in <d72310b4d8f64d25aee502792b58549f>:0

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

7032328 Rubber: Job expire
7032328 Rubber: EndCurrentJob Wait_Wander (Job_2290423) condition=Succeeded curToil=0
7032328 Rubber: CleanupCurrentJob Wait_Wander condition Succeeded
7032328 Rubber: StartJob [Wait_MaintainPosture (Job_2290505)] lastJobEndCondition=None, jobGiver=, cancelBusyStances=False
7032329 Rubber: Job expire
7032329 Rubber: EndCurrentJob Wait_MaintainPosture (Job_2290505) condition=Succeeded curToil=0
7032329 Rubber: CleanupCurrentJob Wait_MaintainPosture condition Succeeded
7032329 Rubber: TryFindAndStartJob
7032329 Rubber: StartJob [RemoveRoof (Job_2290507) A=(134, 0, 147) B=(134, 0, 147)] lastJobEndCondition=None, jobGiver=PrisonLabor.Core.AI.JobGivers.JobGiver_Labor, cancelBusyStances=False
7032329 Rubber: EndCurrentJob RemoveRoof (Job_2290507) A=(134, 0, 147) B=(134, 0, 147) condition=ErroredPather curToil=0
7032329 Rubber: CleanupCurrentJob RemoveRoof condition ErroredPather
7032329 Rubber: StartJob [Wait (Job_2290508)] lastJobEndCondition=None, jobGiver=, cancelBusyStances=True
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