Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(Some people can say it's op, but it is realistic and also historically accurate for a medieval playthough.)
"Exception in JobDriver tick" is due to having Deep Storage installed as well.
It's caused by Fertile Fields destroying the current "finished" job (to create the next step in the terraform chain, if needed), but Deep Storage not expecting the current job to be deleted and trying to reference it.
I've submitted a possible fix to Deep Storage.
every time one tile is terraformed, I'm getting
Exception in JobDriver tick for pawn Jake driver=JobDriver_ConstructFinishFrameConstruction (toilIndex=1) driver.job=(FinishFrameConstruction (Job_876024) A = Thing_Frame_Terraform_SoilF-Sand372203 Giver = JobGiver_Work [workGiverDef: ConstructFinishFramesTerraforming])
System.ArgumentNullException: Value cannot be null.
Parameter name: key
https://gist.github.com/HugsLibRecordKeeper/fb1e6dac51ecfb383b77c0978a8163ed
If you dont can you open up the build menu and at the bottom left of your screen try searching for it?
Something is wrong. I get an error popup every time my pawns finish teraforming
Help?
It may be more complex than that tho, like neighbor check or some other rule
I had more than 1200 raw compost spread around even though my bills are to craft up to 30 xD
Nope, you've got the right of it this time, I'm just offering this as an alternative to 'all plants drop scraps'. So like, 'All plants drop scraps' vs 'Scrap made from plant matter' in the options so you could finely control the amount of plant scraps you're producing with option B. It would also mean you have to choose between feeding colonists or improving soil conditions which could make for interesting gameplay early in a run.
Ah, I misunderstood.
I haven't checked recently, but you can set the mod options to reduce the need for scraps (by reducing or eliminating the chance of soil degradation) - to sidestep the issue. But a cooking recipe that shreds plant nutrition into scraps would be the solution, as you've mentioned initially.
Still - is that needed? Do you need extra scraps to maintain soil fertility? Also, if you want to fertilise soil or terraform to soil, you don't need scraps per se, you need rotten stuff, and you can directly rot your plant nutrition outside of the fridge.
Sorry if I misunderstood your point again.
I meant the opposite, turning food into scraps for the option! :D
But I like your solution in case the change isn't viable. It's still a lot of extra cleanup but it's better than having a scrap overstuffed stockpile. Thank you for the advice~
I use Vanilla Nutrient Paste Expanded and Replimat to convert the scraps into nutrient paste or more complex food. (the nutrient paste tubes then feed the hapless prisoners in the drain caskets - from Vanilla Races Expanded - Sanguophage).
Otherwise, you can deal with scraps in the following way: have a 1-square stockpile in your freezer with a high priority, allowing scraps. No other storage should allow scraps. Then have a larger, low-priority dumping zone for scraps. Outside, ideally over water. That way, you'll have a priority stock of scraps, and what overflows gets destroyed outside.
Or you can "dig somewhere else" (reverse terraform) to get these.