RimWorld

RimWorld

[FSF] Complex Jobs
 Tämä aihe on kiinnitetty, joten se on todennäköisesti tärkeä
FrozenSnowFox  [kehittäjä] 13.3.2024 klo 14.02
Bug Reports
If you find a bug you can report it in this thread. Include as much information as you can, any error messages or a log file. It's also helpful if you include which dlcs you own. You can link a Hugslib log by clicking the Share button on the logging window, uploading the log and sharing the link here.
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Getting an error on startup when using this together with Ready Those Guns. Looks like it's trying to perform a patch operation on a node that doesn't exist. I tested with a very minimal mod list to rule out other mod interactions.

https://gist.github.com/HugsLibRecordKeeper/0c2bdcd80bfe615569551305ab2c0774
FrozenSnowFox  [kehittäjä] 5.4.2024 klo 14.51 
Inglix lähetti viestin:
Getting an error on startup when using this together with Ready Those Guns. Looks like it's trying to perform a patch operation on a node that doesn't exist. I tested with a very minimal mod list to rule out other mod interactions.

https://gist.github.com/HugsLibRecordKeeper/0c2bdcd80bfe615569551305ab2c0774

Sorry about that and thanks for the report. I've uploaded a fix. Unsubscribe and resubscribe to ensure steam updates the mod files.
Viimeisin muokkaaja on FrozenSnowFox; 5.4.2024 klo 14.51
Sorry to be the bearer of bad news. New error, same patch. You changed it from WorkTypeDef to WorkGiverDef, but naturalPriority doesn't exist in WorkGiverDef.

https://gist.github.com/HugsLibRecordKeeper/2853421286a43576f8256e0ddc516a65
FrozenSnowFox  [kehittäjä] 5.4.2024 klo 19.09 
Inglix lähetti viestin:
Sorry to be the bearer of bad news. New error, same patch. You changed it from WorkTypeDef to WorkGiverDef, but naturalPriority doesn't exist in WorkGiverDef.

https://gist.github.com/HugsLibRecordKeeper/2853421286a43576f8256e0ddc516a65

Ugh, sorry about that. I forgot it had a different name for that node. This is what happens when you copy a patch for the wrong def type. Unless I screwed something else up it should be fixed this time.
One of your patches for Vanilla Genetics Expanded is failing. The defName for the WorkTypeDef should be GR_Genetics, not just Genetics.

https://gist.github.com/HugsLibRecordKeeper/b45c61a3c89cfc0161c8810801eb725c
https://gist.github.com/HugsLibRecordKeeper/c771eff9ddd372a576076df32b5cc2e9

[FSF] Complex Jobs - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/WorkTypeDef[defName = "Genetics"]/naturalPriority"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2069684319\1.5\Ludeon\Core\Patches\105_Genetics_Vanilla_Genetics_Expanded.xml

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
XmlExtensions.ErrorManager:PrintErrors (string,Verse.ModContentPack)
XmlExtensions.PatchOperation_Patch:Postfix (Verse.PatchOperation,bool&,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PatchOperation.Apply_Patch2 (Verse.PatchOperation,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ApplyPatches_Patch3 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
FrozenSnowFox  [kehittäjä] 12.4.2024 klo 14.42 
Thanks for the reports I'm not sure how this one happened. The worktype name is the same back to 1.3 in their files so if its been wrong all this time I have to wonder how it went unreported. I've fixed the issue but I'm still getting timeouts when uploading updates. It looks like the update showed up but if the issue isn't fixed after unsubscribing and resubscribing let me know. The Rimworld community is really hammering steam right now so there's a lot of issues.
Viimeisin muokkaaja on FrozenSnowFox; 12.4.2024 klo 14.44
I think the childcare is bugged colonist near refuses to feed baby and play with it sometimes even though I even put everything as a 2 and childcare as 1 including bed rest...
FrozenSnowFox  [kehittäjä] 10.5.2024 klo 18.32 
JohnyD lähetti viestin:
I think the childcare is bugged colonist near refuses to feed baby and play with it sometimes even though I even put everything as a 2 and childcare as 1 including bed rest...

I haven't had any issues and I'm running a generations game. Try changing the care option on the baby for the person to Urgent that will cause them to prioritise the baby over practically everything else. If that doesn't work you could try testing it on a fresh game with dev mode to see if the issue persists. Maybe a mod is causing some issues. It shouldn't be Complex Jobs as this mod simply changes the priority number on some childcare tasks so they are rearranged to be more efficient.
ok my bad I changed the mod order and made complex jobs just before rocketman, dubs performance analyzer and performance optimizer and it seems to have fixed it.

it feeds it but still doesnt play wit it.
Viimeisin muokkaaja on JohnyD; 10.5.2024 klo 18.55
FrozenSnowFox  [kehittäjä] 10.5.2024 klo 18.49 
JohnyD lähetti viestin:
ok my bad I changed the mod order and made complex jobs just before rocketman, dubs performance analyzer and performance optimizer and it seems to have fixed it.

Strange, none of those mods should have an had issue. Although it is generally best to load every other type of mod before them.
might be misc. training ?
FrozenSnowFox  [kehittäjä] 10.5.2024 klo 19.07 
JohnyD lähetti viestin:
might be misc. training ?

I'm not aware of any issue like that. If you can't find the cause you could try asking on the unofficial discord, maybe somewhere then can help.
https://cdn.discordapp.com/attachments/1048784503017046107/1242785560452530208/image.png with this mod list lifters do nothing but wander for me taking out FSF fixes the issue don't know why
FrozenSnowFox  [kehittäjä] 22.5.2024 klo 3.30 
Psychotopia lähetti viestin:
https://cdn.discordapp.com/attachments/1048784503017046107/1242785560452530208/image.png with this mod list lifters do nothing but wander for me taking out FSF fixes the issue don't know why

That's a link to a picture. Anyway Mechanoids can glitch up if you add the mod midsave or sometimes with updates to fix that follow the instructions below on each mech.

With dev mode, first enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.
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