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Pig Tail Carpet added. (Sorry for the delays!)
The issue also occurs with Rimworld beer. Must be another mod causing this.
- only have dwarven ale as food on the map
- assign the starting colonits to taiming only
- also add a animal
Should immediately cause the issue.
Rimworld uses two separate methods to establish whether food can be used to train animals.
First, it selects the food to pick up through WorkGiver_Tame.JobOnThing() that boils down to FoodUtility.BestFoodSourceOnMap(pawn, pawn2, false, out thingDef, FoodPreferability.RawTasty, [...]);
Then once training food has been picked up, it will use WorkGiver_InteractAnimals.HasFoodToInteractAnimal() as a gate before heading to the animal. I guess that fails as it checks the food differently.
HasFoodToInteractAnimal() boils down to the check:
tamee.WillEat(thing, pawn, true, false) && thing.def.ingestible.preferability <= FoodPreferability.RawTasty && !thing.def.IsDrug
I did not check further down, but I guess you have a strange combination of nutritional value, being a drug and item category. You might want to check Rimworld standard beer and compare differences.
I noticed my pawns taking some of your alcoholics into the inventory and then bugging out. After some playtesting, I established the following:
Pawns assigned to training will sometimes choose your dwarven alcoholics (dwarven wine, dwarven ale, dwarven beer) as food for animal training. They will take a small stack (in my case 7 items) into the inventory and then menacingly stand with the status "standing..." and do nothing with a infinite pickup-drop-sound loop until night time.
Fobidding the mentioned items or removing Training task from the assigned jobs fixes it.
I assume it starts and fails a training attempt using your beverages, then repeats.
Legend mate, thank you for accepting my request