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[Analyzer] Mod Cleanie has packaged the base-game Rimworld assemblies
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Analyzer.Profiling.ThreadSafeLogger:Error (string) (at C:/Program Files (x86)/Steam/steamapps/common/RimWorld/Mods/Dubs-Performance-Analyzer/Source/Profiling/Utility/ThreadSafeLogger.cs:64)
Analyzer.Profiling.StackTraceUtility:Initialise () (at C:/Program Files (x86)/Steam/steamapps/common/RimWorld/Mods/Dubs-Performance-Analyzer/Source/Profiling/StackTrace.cs:160)
Analyzer.Modbase:.ctor (Verse.ModContentPack) (at C:/Program Files (x86)/Steam/steamapps/common/RimWorld/Mods/Dubs-Performance-Analyzer/Source/Modbase.cs:76)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
etc
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: string Verse.RoomRoleDef.get_PostProcessedLabelCap()
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x00073] in <8b65cb0a4c2c41c5b3fbd3a92fbde076>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <8b65cb0a4c2c41c5b3fbd3a92fbde076>:0
Maybe conflict with common sense? (no errors)
I tried priority clean but because that mod is not configurable, I end up with rooms designated as "kitchens" that aren't kitchens (Such as my freezer having a butcher table in it) and then my kitchen gets designated as a "workshop" if I add anything except a stove.
I think the perfect implementation would be priority cleaning zones. That way you can set the exact zones you want to be prioritized, separate from the game's logic for room assignment.
If they prefer going outside while there is dirt in more prioritised rooms nearby - its most probably a conflict (tho I dont know of any) and moving cleanie down the list to load later should help with that.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Cleanie.WorkGiver_Filth_GetPriority_Patch.Prefix (System.Single& __result, Verse.Pawn pawn, Verse.TargetInfo t) [0x000db] in <61a607f78893436d86b2dce183a2b890>:0
at (wrapper dynamic-method) RimWorld.WorkGiver_Scanner.RimWorld.WorkGiver_Scanner.GetPriority_Patch1(RimWorld.WorkGiver_Scanner,Verse.Pawn,Verse.TargetInfo)
at RimWorld.WorkGiver_Scanner.GetPriority (Verse.Pawn pawn, Verse.IntVec3 cell) [0x0000f] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.TryIssueJobPackage_Patch0(RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) RimWorld.JobGiver_Work:RimWorld.JobGiver_Work.TryIssueJobPackage_Patch0 (RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Thank you so much.
OMG this feature should be in the base game.