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Edit: Maybe this was actually caused by removing AC Enhanced Crafting. A combination of both perhaps?
In general, it would be good to just have the full list of colonists in the dropdown.
I don't really want to hardcode an exception just for that as that as it feels messy (the exception would be to fetch colonists with the Crafting work type enabled but then show their Construction skill level in the drop down). I would rather hope the next version of the game fixes that inconsistency as it looks like something they overlooked this time.
Thanks for the report. Your profile is private so I can't see your screenshot. Do you happen to have a save where it's about to happen that I could use for debugging?
at workbenches with different kind of jobs in one workbench, e.g. one job is crafting and the other job is cooking, seem to restrict the choice of colonist to one type of job. E.g. at such a workbench only cooks could be choosen for all jobs, even the crafting jobs. Crafters will not be available for the crafting jobs at this workbench.
Looks to me like only the workskill of the first defined job is relevant for the whole workbench instead of every workskill separatly for every job.
best regards and thanks for the mod. :-)
i made a simple environment to see if it is not an issue due to another mod.
Mod lsit:
Core
Hugslib
ModSwitch (just to reload this setup if needed)
Vegetable Garden
Better Workbench Managment
If you go to the butcher table, the butchering job is cooking. Vegetable Garden introduces also the "make fertilizer" job which is crafting. I set cooking to one colonist in the worktab and crafting to another. At all jobs at the butcher table only the colonist with cooking is a possible choice for restriction.
I think this setup is easy to reproduce. Maybe you can figure something out.
Still thanks for the mod and keep up the good work. :-)
Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.BillStack.get_AnyShouldDoNow () [0x00000] in <filename unknown>:0
at RimWorld.WorkGiver_DoBill.JobOnThing (Verse.Pawn pawn, Verse.Thing thing, Boolean forced) [0x00000] in <filename unknown>:0
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
at PrisonLabor.HarmonyPatches.Patch_LaborForbid+<>c__DisplayClass1_0.<CreatePredicate>b__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest+<RegionwiseBFSWorker>c__AnonStorey5FC.<>m__BFF (Verse.Region r) [0x00000] in <filename unknown>:0
at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, RegionType, Boolean)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
ExpandedRoofing.ClosestThingReachableHelper:ClosestThingReachableWrapper(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch0(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted_Patch2(Object, Boolean)
RimWorld.<GetGizmos>c__IteratorE1:<>m__33C()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI_Patch1(Object)
Verse.Root:OnGUI()
Example Steps to Reproduce:
1. Create a game with any scenario, preferably with more than 1 pawn (I used Crash Landing)
2. Build any workbench (Butcher Table for example)
3. Create a stockpile (I named it "Foobar Stockpile")
4. Add a bill and assign "Take to Stockpile" to the created stockpile (I used "Make Kibble", assigned it to "Take to Foobar Stockpile")
5. Go to the world map, Form Caravan a pawn, preferably leaving a pawn behind.
6. Move someplace else that generates a map (Easiest is to "Settle" if you can have more than 1 settlement, but you can "Attack" a faction base instead)
7. Save the game on this map
8. Reload the save (Either directly, or after restarting the game)
9. Switch view back to the original settlement, which should still have pawns there.
10. View the bill created in step 4.
Results
The "Take to Stockpile" setting is now "Take to Best Stockpile" instead of "Take to Foobar Stockpile".
Notes
I tested this with just Hugslib and Better Workbench Management.
All production buildings I've tried are affected.
It doesn't seem to matter what the other map is: Settle, Attack Outpost, Item Stash, Attack Faction, Camp from "Set-up Camp" mod, etc.
The method of saving does not seem to matter (Manual, Auto). The only work around I have is to make sure to save on the main settlement if the autosave saves while I'm on another map.
If you have two permanent settlements that both require specific stockpiles, saving on one will wipe the other's stockpile specifications.