RimWorld

RimWorld

Priority Treatment Ressurected
Bug Reports
Squash them
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Näytetään 1-13 / 13 kommentista
Snues 30.4.2024 klo 12.15 
I suspect it's not playing well with Choose your medicine, at least on my run. https://gist.github.com/HugsLibRecordKeeper/2345fbfb9eb1fc3a2dd0880c0607a814#file-output_log-txt-L2204 begins at 2204.
I am getting trhis in my log file:


checking Pawn.TickRare for other harmony patches
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

TKS_PriorityTreatment: found other postfixes for method TickRare: vanillafactionsexpanded.settlers
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

checking Pawn_JobTracker.TryFindAndStartJob for other harmony patches
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

could not find original method through ReflectedType or TypeByName(Pawn_JobTracker), continuing
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

TKS_PriorityTreatment: harmony conflicts detected, please report mods if things are acting up
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

TKS_PriorityTreatment: Patching finished
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Might not be a bug, but the mod interrups a heart surgery on a patient who just lost his heart to tend to the bleeding leg on the same patient, that then dies, because he didn't have a heart. (no heart and living for short because of death rattle)
Maybe make it so that surgeries and queued surgeries are not interupted by the mod as I think this is not how the mod is intended to work
Issue I encountered is that my pawns were rendered incapable of surgery while something is injured. No injuries, in general it seems like a big issue that in a circumstance where there are injuries you can't at least force the person to do a surgery.
Viimeisin muokkaaja on Reaver; 13.5. klo 12.33
Running into an issue with this mod where doctors don't actually stop what they are doing. I removed all other mods (besides harmony of course) to make sure there wasn't a conflict. Doctors will stop in the middle of eating then instantly resume eating when there is a pawn that needs treatment. The same thing is happening when they sleep, they just spasm between waking up and being asleep. If i allow doctors to eat in the mod settings it just lets them finish eating. If I allow them to sleep then they sleep. The biggest issue is they also wont interrupt their other tasks.
-=JkJkLoL=- tk421storm  [kehittäjä] 28.6. klo 8.27 
@Errant_Wit sounds like a mod conflict - some other mod is changing their job logic so they don't get the treatment job like they should. @Jack Reaver a new update is coming that'll prevent non-healable injuries (scars) from stopping surgery, however there's a mod option to turn off that behavior entirely
@tk421storm

Errant_Wit lähetti viestin:
I removed all other mods (besides harmony of course) to make sure there wasn't a conflict.
kk please turn on debug logging in the mod settings, observe that behavior and send me any logs
-=JkJkLoL=- tk421storm  [kehittäjä] 9.7. klo 12.34 
reached out to choose your medicine about possible errors combing the two
I'm getting doctors standing and doing nothing when attempting to tend fatally wounded pawns with this mod installed. Log says this in yellow at the moment of:

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. pawn = Fox, curJob = TendPatient (Job_13557978) A = Thing_Human2183529 B = Thing_MedicineHerbal3964224 C = Thing_Human1154

...

MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)

TKS_PriorityTreatment.Pawn_JobTracker_Patches:TryFindAndStartJob_prefix (Verse.AI.Pawn_JobTracker&) (at F:/SteamLibrary/steamapps/common/RimWorld/Mods/PriorityTreatmentRessurected/Source/PriorityTreatmentRessurected.cs:673)
Doesn't work for me anymore on 1.6. Used to work last year with Anomaly.
I got this warning, seems to be mod order related so let me know what is the mod it conflicts with:
TKS_PriorityTreatment: harmony conflicts detected, please report mods if things are acting up

UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
TKS_PriorityTreatment.InsertHarmony:.cctor () (at F:/SteamLibrary/steamapps/common/RimWorld/Mods/PriorityTreatmentRessurected/Source/PriorityTreatmentRessurected.cs:94)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch1 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

https://gist.github.com/HugsLibRecordKeeper/e6f53dfbcb36fd5706721febc324f0b0
-=JkJkLoL=- tk421storm  [kehittäjä] 30.7. klo 7.40 
@Anon can you confirm removing Visible Pants solved your issue?
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