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Example: crafter x will start cutting stone blocks. halfway through a cycle, he will go idle, walk away 10 or 20 squares (with a "colonist idle") letter. Then run back to what they were working, and repeat that same cycle. If the same pawn is still set to another type of job, such as construction (which of course is at a higher priority,) he seems to construct fine without the idle interruption.
Totally kills my production/research/growing cycles.
(For what it is worth, also experiencing the rescued pawn dump to beds without rescuing issue. It is like they literally just drop them on the bed and walk away.)
- Specific bills on certain workbenches (Harvest Organs Post Mortem's surgery table for exemple)
- Hospitality's Guest beds.
Suspending / Removing those bills as well as any guest bed made my pawns work again without wandering off between each task.
Then again it might be completely unrelated, still worth a try though.
EDIT :
Having too many job types with the same number priority also seems to cause issues ?
I had Fabrication, Machining, Smith and Tailor all at priority 7 and dropping tailor to 8 subitly fixed my colonist.
This is just weird.
Thanks Nylux. I do use both of these mods and will test that.
I have however, seen reports on the discord of people experiencing this issue with a near vanilla setup (such as the core modules and ONLY RT.)
For me, it causes my pawns awaiting operations (e.g. installing implants) to sleep on their hospital beds forever. Even when I have doctors set to high priority, they ignore them. I also noticed injured pawns and animals on medical beds also wait there forever.
I have to manually command my doctor pawns to do such actions. I turn off RimThreaded, the problem goes away.