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this mod has huge potential but is buggy for me
full need bar
(If you need an error log or my mod list let me know)
However, there is a bug (not sure bug from this mod or conflict with others) that sometimes pawns don't eat correct food and starves. Force them to eat temporarily resolves this issue, but it happens after a while.
I use the mode of adding food, but pawns ignores the added food by eating only the best food.
so I want pawns eat random food even they can't get good buff in best food. :(
The latest version breaks compatibility with 1.0. If you need to keep using this mod with 1.0, you can compile the last compatible version, which also includes the performance improvement in case it solves the problem people were having:
https://github.com/calvin-fisher/RimWorld-SimpleFoodSelection/releases/tag/1.0
So glad its no just me.
So a removal of the mod and reinstalling, does it help or is not working
I have a giant slew of other mods also going, so it may be a compatibility issue.
I tested performance pretty extensively, and the only problem I encountered was when I had a lot of pawns who couldn't couldn't reach any food, but began looking repeatedly because they were starving.
You had defined canUseInventory for the search param. It is no longer used since this commit [github.com]. It seems that it is used to prevent searching the inventory for food when set to false, which is happening in BestFoodSourceOnMap. Your current code doesn't have that (in fact GetColonistGroups() in FoodSearchGroups first return the inventory items regardless of canUseInventory). I assume inventory item is returned as suitable food source.
Now in Core implementation TakeFoodForAnimalInteractJob, a TakeInventory job is constructed and returned if there is suitable food source (in this case, probably the inventory food). God knows what happens in running that job, and it is worth investigating.