RimWorld

RimWorld

Priority Treatment Ressurected
Snues 30 Apr, 2024 @ 12:12pm
Bug Reports
Squash them
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Showing 1-13 of 13 comments
Snues 30 Apr, 2024 @ 12:15pm 
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.
Volg 23 Feb @ 11:15pm 
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
Reaver 13 May @ 12:32pm 
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.
Last edited by Reaver; 13 May @ 12:33pm
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  [developer] 28 Jun @ 8:27am 
@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

Originally posted by Errant_Wit:
I removed all other mods (besides harmony of course) to make sure there wasn't a conflict.
-=JkJkLoL=- tk421storm  [developer] 1 Jul @ 6:45am 
kk please turn on debug logging in the mod settings, observe that behavior and send me any logs
-=JkJkLoL=- tk421storm  [developer] 9 Jul @ 12:34pm 
reached out to choose your medicine about possible errors combing the two
Fokson 22 Jul @ 2:13pm 
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)
Anon 23 Jul @ 10:43am 
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  [developer] 30 Jul @ 7:40am 
@Anon can you confirm removing Visible Pants solved your issue?
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