RimWorld

RimWorld

[FSF] Complex Jobs
saucyy Dec 8, 2022 @ 7:56pm
Cutting Plants When Hauling Delivering To Frames
Hi, using nonsteam version so I can't comment, but I came across a bug where pawns with plants disabled would chop trees when delivering materials to frames. Few ways around it, but I just draft the colonist, and have another pawn force queue the chopping trees so the main pawn skips it.

I got this info from the logs, which pointed me to your mod:

<name Class="NameTriple"> <first>Erik</first> <nick>Erik</nick> <last>Hanson</last> </name> <mindState> <meleeThreat>null</meleeThreat> <enemyTarget>null</enemyTarget> <knownExploder>null</knownExploder> <lastMannedThing>null</lastMannedThing> <droppedWeapon>null</droppedWeapon> <thinkData> <keys> <li>-1582184003</li> </keys> <values> <li>774288</li> </values> </thinkData> <lastJobTag>MiscWork</lastJobTag> <lastIngestTick>765473</lastIngestTick> <nextApparelOptimizeTick>792273</nextApparelOptimizeTick> <lastEngageTargetTick>539039</lastEngageTargetTick> <lastAttackTargetTick>539039</lastAttackTargetTick> <canFleeIndividual>True</canFleeIndividual> <lastMeleeThreatHarmTick>-99999</lastMeleeThreatHarmTick> <canSleepTick>540047</canSleepTick> <duty IsNull="True" /> <mentalStateHandler> <curState IsNull="True" /> </mentalStateHandler> <mentalBreaker /> <mentalFitGenerator /> <inspirationHandler> <curState IsNull="True" /> </inspirationHandler> <priorityWork> <prioritizedCell>(-1000, -1000, -1000)</prioritizedCell> </priorityWork> <lastSelfTendTick>-99999</lastSelfTendTick> <breachingTarget IsNull="True" /> <lastBedDefSleptIn>Bed</lastBedDefSleptIn> <babyAutoBreastfeedMoms> <keys /> <values /> </babyAutoBreastfeedMoms> <babyCaravanBreastfeed> <keys /> <values /> </babyCaravanBreastfeed> <resurrectTarget IsNull="True" /> <lastRangedHarmTick>0</lastRangedHarmTick> <lastCombatantTick>792577</lastCombatantTick> </mindState> <jobs> <curJob> <commTarget>null</commTarget> <verbToUse>null</verbToUse> <bill>null</bill> <lord>null</lord> <quest>null</quest> <def>CutPlant</def> <loadID>325501</loadID> <targetA>Thing_Plant_TreeOak32879</targetA> <targetQueueA /> <targetQueueB /> <countQueue IsNull="True" /> <startTick>790868</startTick> <placedThings IsNull="True" /> <workGiverDef>FSFLifterDeliverResourcesToFrames</workGiverDef> <jobGiverThinkTree>Humanlike</jobGiverThinkTree> <psyfocusTargetLast>-1</psyfocusTargetLast> <ability>null</ability> <lastJobGiverKey>-774463209</lastJobGiverKey> </curJob> <curDriver Class="JobDriver_PlantCut"> <curToilIndex>5</curToilIndex> <ticksLeftThisToil>-1709</ticksLeftThisToil> <startTick>790868</startTick> <locomotionUrgencySameAs>null</locomotionUrgencySameAs> <workDone>298.0055</workDone> </curDriver> <jobQueue> <jobs /> </jobQueue> <formingCaravanTick>-1</formingCaravanTick> </jobs> <stances> <stunner> <showStunMote>True</showStunMote> </stunner> <stagger /> <curStance Class="Stance_Mobile" /> </stances> [/code Hopefully it helps. :steamthumbsup:
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FrozenSnowFox  [developer] May 28, 2023 @ 2:38pm 
Well this is ancient, sorry steam does not notify me of new threads so without a comment I'm very likely to miss them.

To answer this, it has nothing to do with the mod. People with plants disabled cutting down trees is more a game mechanic/bug. You'd generally only see it with construction where the builder delivers resources and cuts the trees in the way of the construction. I hadn't noticed this behaviour with deliver before but I guess it uses the same logic. I think it might be somewhat intentional because if nobody has plants as a skill you wouldn't be able to build anything.
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