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																									报告翻译问题
							
						
											




I was hoping to make some wheeled animals move faster on smooth terrains like concrete
I have been trying to add terrain costs for my mod, but I have been unable to even after following the wiki and using biomes islands as a base
For some reason, I can patch my custom stats to sand, soil, and other natural terrains just fine, but artificial terrains like planks and concrete ignore my stat and use the default move instead
Could you gib me any tips on what I've been doing wrong?
This popped up while pawns attempted to attack an animal that was attacking another pawn:
Assitant started 10 jobs in 10 ticks.
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0(Pawn_JobTracker)
Verse.Pawn:Verse.Pawn.Tick_Patch3(Pawn)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2(TickManager)
Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch1(TickManager)
Verse.Game:UpdatePlay()
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Can't recreate it. I think its unrelated and could be a problem from another mod. If any else pops up I'll let you know.
This was used to start the current save I am on now, which I've been on for a few days. TerrainMovementKit was present when I made it and was functioning fine. The standing bug started today when I loaded the save, which is what led me to check what updated overnight and troubleshooting each mod that was.
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=Ingest (Job_598379) A=Thing_MealSimple539574
Verse.Log:Warning(String, Boolean)
Don't know if its self contained to TerrainMovementKit, but I figured I'd let you know.
You have a line in there that is looking for a pawn's current job, in order to determine locomotion urgency. Normally, a pawn's list of jobs is present, and this isn't a problem. The problem exists when this function is invoked during PostSpawnSetup of a pawn; e.g. when adding a hediff as part of PostSpawnSetup.
At this point, the pawn's job list isn't initialised and is null, therefore causing a null ref when you call
var curJob = pawn.jobs.curJob.
Changing this to have a null-conditional assignment will fix the error.
var curJob = pawn.jobs?.curJob
Found this one while investigating a message-log spam on my race mod.