RimWorld

RimWorld

Colony Manager
Fluffy  [developer] 26 May, 2017 @ 2:42am
[ BUG REPORTS ]
If you've run into a bug or other unexpected behaviour, please first follow the steps given here; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=725234314.

Then make a post with as much information as possible about what you were doing, what you expected to happen, and what actually happened in this thread. I will also absolutely need an output_log, as without it I normally can't do anything.
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Showing 1-15 of 170 comments
Ferro 4 Jan, 2017 @ 8:00pm 
manager not suspending job when threshhold is reached
Ok So I am using the sustainable drill's mod and have noticed a bit of odd behavior. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=799382274

now I have 12 of these drills and instead of setting every one of them manually, I thought to set it through the manager. so for steel I set the desired threshhold at 1500. but the Sustainable drills gives 10 steel per run. so what happens is that the Manager mod sets up a "do X Times" bill on the drills.

if you have 0 steel with a threshhold of 1500 it will set 1500 runs between the drills. given that 1 run is 10 steel, I end up with 15000 units of steel, as the manager mod doesn't suspend the bills on the drills or any other 'production' bill. not even if I tell the manager directly to suspend the bill.

this problem also happens with the bulk meals mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=827839100

now I tried to set the threshhold for steel to 150, so I don't end up with 15000, but now I have to almost run out (get below 150 steel) before the bills start up again.

if possible an easy fix would be to have an option to force the colony manager to set "Do until you have X" instead of "Do X times"

Rimworld: 0.16 (steam release)
Colony Manager: 0.16.1.2
Last edited by Ferro; 4 Jan, 2017 @ 8:01pm
hipergo 6 Jan, 2017 @ 4:52am 
Originally posted by LCpl. Dinozzo BlackWatch:
if you have 0 steel with a threshhold of 1500 it will set 1500 runs between the drills. given that 1 run is 10 steel, I end up with 15000 units of steel, as the manager mod doesn't suspend the bills on the drills or any other 'production' bill. not even if I tell the manager directly to suspend the bill.
Had the same problem with taoling bills, no other mods where related.
Problem resolved after Rimword restart.
And now its gives bills "Do X times" x3, not a several x1.
Locuust 18 Jan, 2017 @ 3:32pm 
[Bug]Hunting manager
The hunting manager is not displaying all animal types and pawns with the hunter job attack these missing animals even when the "All" option is not enabled (I have a modified list).

Fwiw, my hunter attacked a red fox. I have a lot of mods... I copied what was in the mod config file in appdata. If you'd rather have the actual mod names I can do that too. <buildNumber>1393, <activeMods>Core, 818773962, 735106432, 715565262, 725747149, 818134054, 826366050, 754637870, 817231829, 717632155, 784327493, 729690064, 761219125, 708455313, 795240891, 822107128, 774543761, 819520926, 712141500, 715565817, 709317151, 725153576, 822180758, 821065788, 826998327, 840043916.

Also, didn't see anything in log noteworthy. It's a pretty fresh game as I'm only into the 4th day of spring. I haven't added/removed any mods since starting this game. I'm not sure how I'd replicate this... ah, I suppose I could use the debug mode to spawn animals? Let me know if anything else would be helpful.

Thanks
Locuust 18 Jan, 2017 @ 3:41pm 
Then again maybe you can spot something. Here's the log since the last load -

Loading game from file Quad Done with mods Core, 818773962, 735106432, 715565262, 725747149, 818134054, 826366050, 754637870, 817231829, 717632155, 784327493, 729690064, 761219125, 708455313, 795240891, 822107128, 774543761, 819520926, 712141500, 715565817, 709317151, 725153576, 822180758, 821065788, 826998327, and 840043916

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

MoodyController Static Initialization

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

MoodyController Instance Initialization

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

MoodyController Instance Initialization

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve reference to object with loadID Thing_PowerConduit109498 of type Verse.Thing. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

QualityBuilder added to orders category.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 17652.
Total: 641.465210 ms (FindLiveObjects: 0.881475 ms CreateObjectMapping: 1.595607 ms MarkObjects: 638.936646 ms DeleteObjects: 0.050612 ms)

Geyser spray sustainer still playing after 1000 ticks. Force-ending.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Geyser spray sustainer still playing after 1000 ticks. Force-ending.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Geyser spray sustainer still playing after 1000 ticks. Force-ending.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Shaw tried to reserve destroyed thing Thing_PlantDandelion130768 for maxPawns 1 doing job Sow A=Thing_PlantDandelion130768

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

tristaN 24 Feb, 2017 @ 5:45pm 
Cant load save games (fluffy error in output log)
Please check my reddit post:
https://www.reddit.com/r/RimWorld/comments/5w1hbt/game_crashes_in_loading_screen_while_loading/
or the Rimworld forum post:
https://ludeon.com/forums/index.php?topic=30792.0
Mynoris 3 Apr, 2017 @ 11:06am 
I've also noticed that not all the animals available to attack are on the list. I tried to set up a 'safety' zone that my hunters should attack any predators that come into the area to keep my livestock alive. But for some reason I can't select 'red fox' because it's not on the list...and they keep sneaking in and killing my chickens.
Tinykahoona 19 May, 2017 @ 5:02pm 
[Bug?] Colonists not taming wild animals
I've set a bill to tame/keep a set number of boars, and even though I have colonists with both Handle and Manager enabled, and have a manager's desk, my colonists haven't gone out to tame.

I have seen colonists go to the desk and do the managing process and upon checking the manager tab it shows that the last time someone managed was never less than 11-12 hours ago, so I know my colonists are updating the manager bill.
Kitty 29 May, 2017 @ 6:52am 
Managing Minions
I do not know if this is a problem with your mod or with Walking Problem's Minion mod, but I when I try to manage Minions with the Colony Manager there's no "manage" button. The options are all displayed, but the button to activate them does not show up. It appears for other modded in animals, like the German Shepard and the various animals from Project Fallout.

Thought I should bring this up to you, since Walking Problem said there should be no compatibilty issues. I even made sure that the Minions mod was the very last on the list, as was reccomended.
Kitaru 30 May, 2017 @ 8:18am 
[Bug] Wild healroot harvest never stops
I used the Manager to collect wild healroot but after it is picked, it changes to 'Herbal Medicine' so the Manager thinks there are 0 Healroots in storage.
Fluffy  [developer] 30 May, 2017 @ 12:16pm 
make sure your trigger is set correctly. You can click on it to specify exactly what will be counted. By default, this will be everything that can be foraged, but you can set it to whatever you want.

The situation you describe where it's counting 'healroot' directly is just not possible.
Kitaru 30 May, 2017 @ 1:13pm 
Yeah thanks, I just figured it out. lol
Fluffy  [developer] 31 May, 2017 @ 12:02pm 
I'll have a look, but please don't open new discussions, it gets cluttered.
Ricardo 4 Jun, 2017 @ 8:16am 
There's a bug with hunting, I specify not to hunt dangerous animals like rhinos but they do it anyways and end up dead. :/
GasBandit 19 Jul, 2017 @ 8:07am 
I noticed last night that wild boars were not showing up on my list of animals to be hunted. I did, however, have them on my taming list (and there was a taming job already in place)... but the boars did not reappear on the hunting list after I got rid of the taming job. I don't even know if the taming job has anything to do with it at all. But I thought I'd mention it.
Mavoc 20 Jul, 2017 @ 11:43pm 
[UI Bug] Livestock options expand out of view
If you check all the options for a trainable animal in the livestock tab, then the Allow taming in option get clipped out and is unaccessable due to there not being a scroll bar.

fullscreen 1920x1080 with 1x UI scale
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