Closed Charlie-Bayne closed 7 years ago
I recall seeing this in A14 as well.
Thanks for reporting! Please provide an output_log so I can figure out what exactly is going on. You can normally find the output log in the following location;
C:\Program Files\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt
If you changed the steam install location, alter the path accordingly.
Initialize engine version: 5.4.1f1 (649f48bbbf0f) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [igdumd32.dll 9.17.10.4229] Renderer: Intel(R) HD Graphics 3000 Vendor: Intel VRAM: 848 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=0 ATOC=1 Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
Would my save file be helpful too?
https://drive.google.com/file/d/0BxfvbwJsUuKHU180VmlNZWpXU1U/view?usp=sharing
Thanks, nothing jumps out immediately, so I'll investigate further. Save game certainly helps there :)
https://www.reddit.com/r/RimWorld/comments/5p1l2m/heystop_that/
Maybe related? Might be some form of base game bug instead?
also have a SS of the main offender from my save file (Pyotyr) in the act of reaserching.
Experiencing the same issue, @Chaza218 could you list the mods you have incase it's a conflict to narrow it down easier?
Not only does it seem to be workers doing disallowed work types, they seem to be doing it with no.1 priority
Hi,
I have been using this mod for a while without issues but suddenly starting to experience this issue today within all saves and new games. The real problem might be all work types being enable for all colonists after loading a save, mostly likely after mod list has changed. In the past, whenever mod list changed, all work type will be enabled for all pawn, and when I open work tab, a message will show on the top left corner and all work priorities will be reset. But now the reset won't happen any more.
Mods I added recently Expanded incidents by Psychology ED-laser drill Fluffy Research tree Lamia (def only mod) Nekomusume (def only mod) Allow tool A world without hat Colonist Bar KF Advancing Body and Clothing (def only) Storage Search and its Allow flesh patch FashionRIMsta Quality builder AC-Enhanced Hauling
This is my log, a bit too looooong though output_log.txt
and Mod config renamed to txt file ModsConfig.txt
I've got the same problem. I managed to get a save file where one of my pawns is in the act of doing growing when plant cutting is disabled. I've tried putting the Work Tabs mod at the top of the list (just under hugslib) and the very bottom of the list and the behavior is the same, but if I remove the mod all illegal actions will no longer be done (after I draft/undraft to cancel their current action).
Output Log Mods Config Save File
The offending pawn is named Shark, and I've checked several times after changing mod order (and restarting) and disabling the mod. I load the save, turn off all his work priorities, draft/undraft, and with your mod in he continues plant cutting. Without your mod he just idles.
Also I'm sorry in advance I have like 104 mods.
Thanks for all the output_logs and save files everyone!
Sadly, I still haven't been able to find the underlying culprit - there's nothing much in the logs (besides some unrelated errors from other mods), and I'm not going to try debugging with 100+ mods loaded.
So, in an effort to fix this, I've added even more checks to both the in and output of priorities. No disallowed priorities can be saved, and if they somehow still are, they will be reset to zero on retrieval. I've also added some extra logging to hopefully find the real culprits of this bug, so if you encountered it before, please do update the mod, play a bit, and then send me the output_log again even if you don't get the bug anymore!
Is that an update that is live on steam now?
On Thu, 26 Jan 2017, 21:09 FluffierThanThou, notifications@github.com wrote:
Thanks for all the output_logs and save files everyone!
Sadly, I still haven't been able to find the underlying culprit - there's nothing much in the logs (besides some unrelated errors from other mods), and I'm not going to try debugging with 100+ mods loaded.
So, in an effort to fix this, I've added even more checks to both the in and output of priorities. No disallowed priorities can be saved, and if they somehow still are, they will be reset to zero on retrieval. I've also added some extra logging to hopefully find the real culprits of this bug, so if you encountered it before, please do update the mod, play a bit, and then send me the output_log again even if you don't get the bug anymore!
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/FluffierThanThou/WorkTab/issues/38#issuecomment-275514567, or mute the thread https://github.com/notifications/unsubscribe-auth/ATTg47ESCW850DsSdzRQE81O08OyF_JIks5rWQuegaJpZM4Lknvb .
it is indeed.
Thanks for the updates. It's working well, and I found something interesting.
First, there are something that is actively adding priorities on the run. the log pops up every several second.
Secondly, there are actually few mods all three of us had in common, I disabled some of them didn't fix the problem.
Third, all works that have problems are hunt and below (crating, hauling, plant cut, managing, both mods added work and vanilla work). I had many pawns who can not doctor or warden but those never appears in the log. (I don't have pawn unable to cook, construct or grow just yet)
Do you have any idea what could caused that?
https://gist.github.com/HugsLibRecordKeeper/a60fe603c7cd627ae71e527c266ad98e
this may have been addressed with v0.16.2.0 - please give it a shot and see if it works for you. https://github.com/FluffierThanThou/WorkTab/releases/tag/v0.16.2.0
Thank you for the update. I have been using this version during the weekend, so far everything worked perfectly.
good to hear! Thanks for getting back to me :)
Hi,
I have noticed that some workers will ignore their disallowed work types when using this mod. AN example would be a worker who is incapable of intellectual doing research despite not even having a tick box for that job