RimWorld

RimWorld

Resumable Job Progress
87 Comments
1.6?
莫名某某 12 Apr @ 6:50am 
Conflict with Easy Upgrades (Continued). An error popped up while upgrading the crafting desk, and the pawn remained inert.
Log generated by hugslib:
https://gist.github.com/HugsLibRecordKeeper/62674f1a85957158e5ef23a5e8f525b2
Hotline 5 Apr @ 5:42am 
What happened to that raider 😭
lckr 6 Nov, 2024 @ 5:08pm 
bugged on deconsctruct
Adonias 20 Aug, 2024 @ 10:48pm 
@Crow @Winbion Check to make sure you're not also using Smarter Deconstruction and Mining, listed above. The pawn will just sit there staring. The two mods don't work together.
Crow 20 Aug, 2024 @ 8:10pm 
I am having the same issue as Winbion
Winbion 11 Aug, 2024 @ 11:08pm 
I have a problem with this mod that the pawns just stand still when they try to dismantle an structure. I have about ~295 more mods in the build, so most likely it doesn't work with one of the mods, but I'm not sure since I haven't tested it on pure vanilla
Abbyss 4 Jun, 2024 @ 7:59pm 
are we going to see what happend to the guy in the gif someday?
denev  [author] 21 May, 2024 @ 7:00am 
Solved the performance problems when a person cuts a plant. Thank you for your patience.
lol 10 May, 2024 @ 10:03pm 
Pretty sure this mod has a lot of yet unknown incompatibilities. However, it is crucial for a survival playthrough.
Myron 19 Apr, 2024 @ 4:39am 
This mode crashed my game during map generation
megabot 18 Feb, 2024 @ 1:43pm 
https://imgur.com/a/UIa4SkV
here are the performance comparisons
megabot 18 Feb, 2024 @ 1:40pm 
I would like to note that this mod causes severe performance problems, which I found out via the performance analyzer and people on the dubwise server

this is not meant to be an attack, but to say that these same people likely could help optimize the mod to be usable without extreme amounts of lag the moment a person cuts a plant
Sir Rolin 3 Feb, 2024 @ 8:15am 
https://gist.github.com/HugsLibRecordKeeper/b8ceacc3828e20d3c8633264517ba74f

Disables the "Dialog_BeginRitual" button, disabled the harmony patch "CleanupCurrentJob_Patch.prefix" from this mod via visual Exceptions. Which immediately fixed it, but I feel like that just disables most of the mod.

I think it's cause one of my colonists was on the way to cook some food (which I realised after the fact).
ttyet 1 Dec, 2023 @ 3:15am 
eh... It just lag a lot. I noticed lagging in a tropical save, when any pawn are cutting a tree, fps drops significantly under 3X speed, and fps regains the moment cutting is done. I love this mod so I would not deactive this mod because of lagging but maybe you could try to fix it?
VolatileGlitchAviator 11 May, 2023 @ 10:46pm 
is this still being worked on?
denev  [author] 2 Jan, 2023 @ 12:01am 
@Corvus
Probably done. Thank you for your reasonable suggestion.
Corvus 1 Jan, 2023 @ 11:07pm 
@denev, could you possibly add Smarter Deconstruction and Mining to the incompatibilities in your About.xml? RimPy doesn't recognize it as incompatible and there are idiots (like me) that don't always check for compatibility notes in the mod description because they just rely on RimPy
denev  [author] 20 Dec, 2022 @ 9:27am 
Hello, legodude17! :)
I think so too. Thanks for caring about my mod. When I have time, I will also look into it.
legodude17 19 Dec, 2022 @ 12:08pm 
Hi! Author of Smarter Deconstruction and Mining here, looking to make these compatible. I assume the issue is that we both patch the same same method, that is, "JobDriver_Deconstruct". I will investigate more when I have more time.
ChromePlate 20 Nov, 2022 @ 2:51am 
ooh, ok, thanks for the heads up with the mods conflicting
lol 19 Nov, 2022 @ 10:46pm 
Thank you for a great mod! Do smelting jobs include ones used for the bloomery from simple chains: steel? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1702668415
denev  [author] 19 Nov, 2022 @ 8:20pm 
Thanks to several reports with HugsLib logs, it was found that this mod is in conflict with Smarter Deconstruction and Mining .
Please use only one of them.
denev  [author] 19 Nov, 2022 @ 6:40pm 
@GanjaMan [NL]
Maybe fixed. The error you reported had occured when you start game without open this mod setting window.
Thanks.
denev  [author] 13 Nov, 2022 @ 5:54am 
Thanks to everyone who reported the bug.
I am a little busy right now, but I will make time to investigate.
Please wait a little longer.
An Ol' Spicy Keychain 13 Nov, 2022 @ 5:03am 
hope its fixed soon!
GanjaMan [NL] 3 Nov, 2022 @ 5:18am 
https://pastebin.com/p8Mvvuxj

same thing happens with cutting trees


also getting this error spammed in console, screen turns gray

https://pastebin.com/h47HW5Gc
KALTec Games 2 Nov, 2022 @ 2:09pm 
I also have the problem @Player1 reported, which seems to be just since 1.4.
Symptom: right clicking and selecting "prioritize..." whatever the pawn won't change task to whatever you set it looks like it is actually adding it to their queue for the "next" task.
This is problematic whenever the pawn tries to do something across the map/dangerous area.
miku567 31 Oct, 2022 @ 11:44am 
My pawns sometimes just stand still when there is a construction/mining job on map
https://gist.github.com/c64328cff0c0d364ed912f85e99cd01e
Player 28 Oct, 2022 @ 10:14pm 
This mod breaks on deconstruction tasks. Start a map, deconstruct a wall, throws error. The pawn cannot be interrupted until the task is done.

Hugslib-log
https://gist.github.com/19435ecec5dcfefd68ebfb0086d58591
Player1 23 Oct, 2022 @ 10:45am 
(1.4) Drafting a colonist while they cut a tree leads to some errors unfortunately. I'm not sure if it's limited to cutting trees.

Here is my Hugslib-log with the error: https://gist.github.com/HugsLibRecordKeeper/6ebf1931d468362eb9cb881b081e511d
denev  [author] 22 Oct, 2022 @ 10:16pm 
@VanSnarky
Thank you for your examination and report. If you disable all other mods, does the same thing happen? Anyway, it may take some time to resolve the problem. As a temporary fix, I will add an option to exclude harvesting jobs.
BARTHOLEMEW 22 Oct, 2022 @ 6:31pm 
Great mod BUT...tree cutting takes my fps from the 100s into the 10s. I've checked with and without the mod and it's definitely conflicting with something or using CPU too much for trees specifically. Otherwise, mining, cooking, all the others are fine and don't affect my FPS. This happened before 1.4 and Biotech too.
Murp 11 Oct, 2022 @ 7:06pm 
It appears fixed in my saves, thank you
denev  [author] 11 Oct, 2022 @ 3:06am 
I have perhaps fixed the cooking (or other bill jobs) bug, maybe...
Could you try it?
Murp 10 Oct, 2022 @ 7:33pm 
Same as max and Mikenjenn here. They get stuck in "standing"
mikenjenn72 10 Oct, 2022 @ 1:23pm 
same problem as Max. pawns wont cook just stand. brand new game. shut off this mod and they go cook.
Orize 10 Oct, 2022 @ 4:39am 
This mod makes my pawns stuck in a state: "Standing".
Also, it drops my frames quite a bit (CPU crunching numbers?) and makes lag every 10th second.
Izzie 9 Oct, 2022 @ 8:08pm 
Works :) thanks for quick fix
denev  [author] 9 Oct, 2022 @ 5:35pm 
Thank you both for your reports.
I have fixed the bug you reported, I guess.
Please give it a try.
Grizzle 9 Oct, 2022 @ 12:31pm 
Trees and other resources cannot be destroyed this enabled. You can harvest technically but the resource isn't destroyed when the task finishes
Izzie 9 Oct, 2022 @ 11:14am 
doesnt work on 1.4 - meaning u can not harvest trees or plants fully. therefore its not playable
denev  [author] 20 Sep, 2022 @ 7:21am 
Hello, Sherlockette.
I will investigate about your report. Thank you!
Sherlockette 18 Sep, 2022 @ 9:15am 
Love love this mod, however I am currently having a problem where when I deconstruct ruins that were generated with the map, the colonists are stuck deconstructing it until they finish that task. They continue deconstructing the ruins even they are getting attacked/ordered to do anything else/etc.

I was able to reproduce this issue with only Hugs lib and the expansions loaded.
kotemon 17 Sep, 2022 @ 8:38pm 
Hi im getting this error ( cant load a save after i unload a colony with Faction Manager )

Exception from asynchronous event: System.ArgumentException: An item with the same key has already been added. Key: (Make_PemmicanBulk, )
An Ol' Spicy Keychain 11 Sep, 2022 @ 7:16am 
incredible, thank you so much
denev  [author] 10 Sep, 2022 @ 8:50pm 
@Spicy Keychain
You can now choose whether or not you need the same type of ingredients to resume cooking at the mod option screen.
In this game, the hauling algorithm is such a deep part of the system that I decided not to change it for fear of conflict with other mods.
denev  [author] 10 Sep, 2022 @ 8:35pm 
@DerKreepero
Thank you for your helping. I would be happy to identify the cause.
An Ol' Spicy Keychain 10 Sep, 2022 @ 6:03pm 
thank you! your mod is amazing!
denev  [author] 10 Sep, 2022 @ 5:45pm 
Hello, Spicy Keychain. Your suggestion makes sense.
The cooker may resume cooking only when he uses at least one ingredient of the same type as previous cooking. I wish I could avoid having haulers carry ingredient that is being cooked, I'll see what I can do.