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Did it. Thanks
As well as I keep having to remove my relic from the altar and replacing it because every once in a while all my religious colonists get the 'No Church' debuff and refuse to attend scheduled worship despite it everything being in place and having worked fine before.
Can you capitalize the I - "There's no place I could pray!"
Thank you. I know it's small, but it runs me crazy.
Thanks
Thank you for replying!
I have 2 colonists of the same faith as the altar, also a relic there, but still nothing. I've seen elsewhere that there is a tech that needs to be researched first, but I don't see it anywhere in the research screen.
I've built the altar, the relevant relics to several religions, and have attempted to assign each of the religions available to the altar, but none of the pawns are willing to haul the relic to the altar. Everything else in the mod works, pawns have gained religion traits in random events, etc. I assumed it might be some sort of mod conflict, but I have no idea what.
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=PrayToGod (Job_739705) A=(138, 0, 144)
Verse.Log:Warning(String, Boolean)
Verse.AI.Pawn_JobTracker:StartJob_Patch2(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I haven't had much time to play around with it to see if mod order helps. I should note that I don't have a "prayer spot" marked which I will try this evening.
Here's what the debug console say about it if it can help ! o/